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Warhammer MMOG
#8
I think SWG had the right idea, they just implemented it wrong.

You need for the guy who plays 5 hours a day to be able to still group with the guy who plays 2 hours a day and not end up creating a boring or impossible experience for them. SWG did that.

But SWG again missed the critical element, which is fun combat. With no loot and just a bunch of random wildlife to fight, it's hard to maintain any interest in the game. It didn't help that combat mostly consisted of "5, 5, 5, 5, 5" as I hit the same special attack over and over.

AC2 had a very nice combat system, I thought. A variety of special attacks with different effects and timers, forcing you to really focus and take an active role in the fight, but the spawns were not only static, by the time I was level 40 there were a grand total of 3 things to fight. Mostly the same 3 things I'd been fighting since 30. And AC2 really messed up the ability for people to level and play together, what with those vaults that you could only do once!

So I think what we need is a UO loot system, an AC2 combat system, an SWG grouping and leveling system and a Warhammer dynamic spawning system.

It's like all these games do 1 thing right and screw up 2 or 3 other critical elements. Someone is bound to get it right eventually. Million monkeys for a million years style of thing.

The goal when you log on should be fun combat, and in games like EQ, it's just not. Your goal is either something social, your next level or your next piece of phat lewt, and that's just not cutting it in the excitement department.
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