vshah
Lifer
- Sep 20, 2003
- 19,003
- 24
- 81
was thinking about backing
how good is the combat simulator?
it hasn't been release yet, so no one knows from firsthand experience
was thinking about backing
how good is the combat simulator?
it hasn't been release yet, so no one knows from firsthand experience
Man.. I hate instances. I know I know they seem necessary but I just think it kills immersion. I liked that about classic everquest. Needed to camp a creature for its rare drop? Oh someone else is already camping it? Too bad go do something else. Next time you check and it's open it was THAT MUCH sweeter!
I on the other hand LOVE instances. Nothing more immersion breaking than going deep in a dark cave, in the middle of nowhere, you turn a corner and...Man.. I hate instances. I know I know they seem necessary but I just think it kills immersion. I liked that about classic everquest. Needed to camp a creature for its rare drop? Oh someone else is already camping it? Too bad go do something else. Next time you check and it's open it was THAT MUCH sweeter!
Man.. I hate instances. I know I know they seem necessary but I just think it kills immersion. I liked that about classic everquest. Needed to camp a creature for its rare drop? Oh someone else is already camping it? Too bad go do something else. Next time you check and it's open it was THAT MUCH sweeter!
I have paid this game something but I'm really out of the loop. When's the ETA? Is it already playable in some form? Is there some ship I can buy now which I'll regret not getting later when it is no longer available?
I prefer my MMOs non-instanced, with full open PvP. Like Lineage 2. If someone is camping the mob you want to farm, you have the option to kill him and take it. Of course, you risk your reputation and the possible retribution of his friends. You have to weigh the consequences ...
The long term fun in a a good MMO comes from the struggles and competition among players/guilds for scarce resources. That's what keeps the game interesting and exciting: the competition. Game devs can't create instanced content fast enough to keep an MMO interesting at level cap. It's just not possible. But they don't have to; just give players something to fight over and the content creates itself.
So there will be something for everyone I imagine, but at the end of the day it's about participating in a given Universe, not making your own.
I prefer my MMOs non-instanced, with full open PvP. Like EVE or Lineage 2. If someone is camping the mob you want to farm, you have the option to kill him and take it. Of course, you risk your reputation and the possible retribution of his friends. You have to weigh the consequences ...
The long term fun in a a good MMO comes from the struggles and competition among players/guilds for scarce resources. That's what keeps the game interesting and exciting: the competition. Game devs can't create instanced content fast enough to keep an MMO interesting at level cap. It's just not possible. But they don't have to; just give players something to fight over and the content creates itself.
That's the thing, I'm pretty sure Chris Roberts isn't going for MMORPG fans. I say that because a lot of the "RPG" is simply out the window from what I've seen. His final vision isn't a role playing game, it's a persistent believable universe.
Star Citizen isn't about the players, it's about the universe. NPCs run the big stuff, we're just "citizens". Granted citizens can attain certain status, but it's not going to be like EVE where players literally run/rule everything with minimal oversight.
However, we have been promised a lawless zone outside of UEE controlled space where such an environment will exist, although I imagine there will be NPCs there as well. Also PVP will be forced in this area.
So there will be something for everyone I imagine, but at the end of the day it's about participating in a given Universe, not making your own.
Man.. I hate instances. I know I know they seem necessary but I just think it kills immersion. I liked that about classic everquest. Needed to camp a creature for its rare drop? Oh someone else is already camping it? Too bad go do something else. Next time you check and it's open it was THAT MUCH sweeter!
Seems to me the persistent universe is the pure definition of a role playing game.
What part of it makes it not a role playing game?
Well, you do have your own way to make it your own, and that is to setup your own server, which is going to be allowed...
If you want immersion, then bosses need permadeath. Once a boss has been killed it never spawns again, so the loot is TRULY rare.
Seems to me the persistent universe is the pure definition of a role playing game.
What part of it makes it not a role playing game?
A game without XP is not an RPG. Star Citizen is a persistent world space battle simulator. The only element it has in common with RPGs is it has money and gear. That doesn't make it an RPG.
this is what i want
But why does it have to be that way? One of the things I don't like about raiding in general is that things are predetermined. Except for the few first guilds that did the dungeon, everybody else is just reading a script. They know what mob will spawn where, what abilities and weakness it has, how many hit points, where to stand so its AoE doesn't hit you, etc.This would be great, but what about a game with 5.5M players? Even if they worked really hard and made 10,000 unique bosses (with good textures, voice acting, unique properties and drops, etc), this would be an INSANELY huge task, lol). Even with all those hundreds of thousands of man-hours put into creating those game resources, the chances of a player to ever even encounter one would be like winning the freaking lottery.
what about dungeon siege and the elder scroll games?
what about dungeon siege and the elder scroll games?
But why does it have to be that way? One of the things I don't like about raiding in general is that things are predetermined. Except for the few first guilds that did the dungeon, everybody else is just reading a script. They know what mob will spawn where, what abilities and weakness it has, how many hit points, where to stand so its AoE doesn't hit you, etc.
What if boss generation was random? There is a boss, but you don't know anything about it. You don't know if the optimal group to kill him is 10 wizards, 3 clerics and 2 warriors, or 3 wizards, 4 clerics and 10 warriors, or if you have to cast fireballs or iceballs at it or if you have wear acid resistance gear. I only do a raid 2 or 3 times tops on a particular dungeon in recent MMOs, because the experience doesn't change. You do it once and it's all fun, second time it's still fun since you may have missed stuff the first time, but after that it's just an artificial chore doing the same things, following the same recipe. Make it random!