Killing pigs


Adeon Hawkwood

 

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Quote:
Originally Posted by BBQ_Pork View Post
*Rate of progress should be steady. Not like grinding through quicksand, but not so fast that you hit the cap the first week and ask "Okay, now what?"
It's like Goldilocks and the three muhmorpugers. "The third one was neither too fast nor too slow, it was just right."


 

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Originally Posted by Mr_Squid View Post
If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035.
If you can promise animted hair, I'll sign up form alpha now


@Golden Girl

City of Heroes comics and artwork

 

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Originally Posted by LordSquigie View Post
Boars are pretty much the scrappers of the animal kingdom.
In the real world, maybe. In MMORPGs, the boars I fight are comparable to rats and bats and beetles.


 

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Originally Posted by Kelenar View Post
... um. Well. Okay, about the only thing I miss from every other MMO combined is that I liked being able to beat stuff up and then cook it in EverQuest.
Yeah it's strange, I hate cooking in real life but it's one of the things I do like in video games. Of course given that most of our opponents are humans adding the ability to cook them might be a little much.... (anyone for a Roast Malta Gunslinger Liver?)


 

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Originally Posted by Mr_Squid View Post
You know, I'm going into game design, and the more I look at other MMO's the more things I see bafflingly wrong about them, and the more things I see CoH doing right. If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035), here is my big list of designer commandments.

1. Make the player feel special, powerful and IMPORTANT.
2. Playing in groups should be encouraged, and players should WANT to play in groups, but grouping should never be REQUIRED.
3. Never put a brick wall between a player and his real life friends. If two characters want to play together, they should be able to, level and skill differences be damned.
4. At the level cap the player should feel more powerful than 80% of the foes in the game.
5. Customization should only be as deep as a player wants it to be. If they want to tweak every nuance of their character, let them. But if they just want to forget about customization and play, also let them.

I might think of more, but these five are a good start.

Definitely.

And 5 things I've realised this week that CoH already does that other MMOs should do if they want me to sub:

1. Knockback with ragdoll animation. My MA scrapper is just so much fun. No matter how impressive a game's attack animations are, or how awesome its sound effects are, having the mob stay in exactly the same position/pose for the entire fight going through the same 'being hit' reaction animations isn't good enough. Seeing a mob get punted across a room to dangle over a bannister absolutely adds to the immersion and sense that I'm in a 'realistic' world. But far more importantly, it makes me giggle like a loon and it's just frankly AWESOME.

2. Collision detection. I'll never complain about being pushed out of the way by a civvie or getting stuck behind an MMs minions again. If CoH didn't have collision detecytion, we'd all be in a weird 'phased' state and be able to overlap each other, and mobs too, and that would look and feel wrong.

3. Extensive narrative delivery. Briefings, entry popups, clues, dialogue, more clues, bio fields for mobs, objects, glowies, allies, hostages, escorts, more clues, exit popups, system messages, and more clues allow so much actual story to be told. "Hey, $Heroname, go over there and defeat 20 Hellions, because they're [doing something bad]', followed by the killquest, followed by "Well done, $heroname, here's your inf!' everytime with precious little other story would steal much of the goodness from CoH for me.

4. Instances. I am so glad that when i first encountered Frostfire, it wasn't in an open-space non-instance with dozens of other heroes wandering in and out, some on my team, some solo, some on another team. I remember that first Frostfire mission I did. There were 6 of us. Just us. It was fantastic. And when we got to the last room, there he was, Frosty, and his minions, in that room alone, waiting for us. I'm so glad we didn't have to wait for a group to finish him off and leave, and then wait for another minute for him to respawn for our go. I know that somewhere else in the Hollows there's another team beating up Frostfire when I'm doing it, but I don't have to watch them, do I?

5. Varied objectives. I wasn't here for CoH's launch, so I can't comment on what was available then, but now, look what we can do! Defeat X of mob Y is here, a staple of MMOs since the dawn of time, but they're in a minority, I'll tentatively claim. We can Clear All, Click the Glowie/s, Defeat, Rescue, Escort or simply Free someone, we can Smash things up, Go On Patrol, Explore, and Rob Banks or Stop Them Being Robbed. We can Go Skiing, MAKE OUR OWN QUESTS, marketeer and craft if we want to, and we can even swap our spandex for a tux for when we need to Attend a Diplomatic Party. In fact, about the only thing I can't do in CoH...is kill pigs.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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I keep thinking this thread is about fighting cops.

Which you can do.


 

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Originally Posted by MrCaptainMan View Post
1. Knockback with ragdoll animation. My MA scrapper is just so much fun. No matter how impressive a game's attack animations are, or how awesome its sound effects are, having the mob stay in exactly the same position/pose for the entire fight going through the same 'being hit' reaction animations isn't good enough. Seeing a mob get punted across a room to dangle over a bannister absolutely adds to the immersion and sense that I'm in a 'realistic' world. But far more importantly, it makes me giggle like a loon and it's just frankly AWESOME.
Emphasis mine. The sheer awesome of ragdoll physics is difficult to describe. It's one of those "you had to be there" things. I've seen other games with knockback, but all of them had what City of Heroes had at launch - animated knockback. You hit an enemy, they animate being knocked back, the engine carries them back a set distance, they land flat on their backs and bounce. Bo-ring! I cannot tell you all the weird and wonderful fun I've had with ragdolls, both in how they fly and in how they land.

There are the simple things, like hitting someone so hard they go CARTWHEELING straight up and land on their heads. There are the more complicated things of knocking someone back into a desk and seeing him flip head over heels. Or knocking someone off a roof into a nest of pipes across the street and seeing him hit his face on every pipe on the way down like in the old UT2003 Bombing Run map. There was even someone with a pick of the aftermath of a battle, with one enemy sprawled on the ground, one enemy bent over a fence, one lying on his neck with his feet propped up by said fence and one spread-eagled on his back on the fence, with the caption "NO ONE MESSES WITH ME!" I loved it I have a whole huge collection of these pics, myself.

The beauty of ragdolls is their unpredictability, and the fun of them is just hitting hard and watching what happens. And, actually, I think City of Heroes might be one of the VERY few games I've seen that has ragdolls on characters BEFORE they die.

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3. Extensive narrative delivery. Briefings, entry popups, clues, dialogue, more clues, bio fields for mobs, objects, glowies, allies, hostages, escorts, more clues, exit popups, system messages, and more clues allow so much actual story to be told. "Hey, $Heroname, go over there and defeat 20 Hellions, because they're [doing something bad]', followed by the killquest, followed by "Well done, $heroname, here's your inf!' everytime with precious little other story would steal much of the goodness from CoH for me.
That's one thing that always, always bothered me about other MMOs. Now, I'm a good boy when it comes to that. I read my lore, read my briefings, read my dialogues and generally try to play the game like God intended. Except, in pretty much every other MMO, all I get to read is boring, pointless, uninteresting beating about the bush that's just many sentences saying the same thing - go kill stuff. And when I finally realise that God did NOT intend me to read this dialogue and instead just go for the objective, I stop reading. I can certainly see where certain players get the attitude that reading briefings is pointless - they just played a lot of games where it WAS completely and utterly pointless. Do I really need a long-winded explanation of how the caravan tipped in the river and frogs ate his ore when all he wants to tell me is to go kill frogs and collect items from them?

Granted, a lot of the old City of Heroes missions are pretty bad and, yes, a lot like that. Oh, no! The Trolls raided a building! Go save people! But, actually, a lot of those missions have a twist of some sort. For instance, the mission where the Skulls take over a building and threaten to force people to overdose on Superadine has larger implications, because there's no reason for the Skulls to have attacked the building. It is later revealed that they DID, in fact, have a reason, because they're working for someone else.

The world in City of Heroes may be static, but it's a lot less OBVIOUSLY static compared to most other MMOs where everyone knows everything as soon as you log in. In City of Heroes, the game at least pretends it has a time-line that advances as you gain in level. All new characters are trying to figure out the identity of Dr. Vahzilok, then they end up arresting him, then they look for the identity of Colonel Duray, then they confirm ours is the Real nemesis, then they stop him, then they learn a whole bunch of things about the Rikti and Malta and stop the Carnival and break up Crey and so on and so forth. Yeah, everyone does the same and we, as players, already know everything, but the game at least tries to give you a story.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by MrCaptainMan View Post

I just can't understand why CoH doesn't have 7 million players. It's just so good! Why can't everyone see the truth!

Eco.
Put simply:

The marketing people behind the game are not a patch [sic] on the developers.

Great product but nobody out there knows about it.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

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Originally Posted by Scarlet Shocker View Post
Put simply:

The marketing people behind the game are not a patch [sic] on the developers.

Great product but nobody out there knows about it.
Sadly true.

The people in marketing should be taken out and SHOT, because they don't DO anything.
Either that, or there IS no Marketing department, which would make more sense.

No google ads, no ads of any sort, only very, VERY old copies of the game on the shelves (this is in the UK, no idea of elsewhere).
Even the other blooming game has google ads! And charges £30 on the shelves!

Come ON, marketting, stop being a self glorified censorship department and DO something.
Either that or it will be the players going out and making posters and advertising.


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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Quote:
Originally Posted by Mr_Squid View Post
You know, I'm going into game design, and the more I look at other MMO's the more things I see bafflingly wrong about them, and the more things I see CoH doing right. If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035), here is my big list of designer commandments.

1. Make the player feel special, powerful and IMPORTANT.
2. Playing in groups should be encouraged, and players should WANT to play in groups, but grouping should never be REQUIRED.
3. Never put a brick wall between a player and his real life friends. If two characters want to play together, they should be able to, level and skill differences be damned.
4. At the level cap the player should feel more powerful than 80% of the foes in the game.
5. Customization should only be as deep as a player wants it to be. If they want to tweak every nuance of their character, let them. But if they just want to forget about customization and play, also let them.

I might think of more, but these five are a good start.
Add on:
6. Moving from point A to point B is not content!


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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I quit FFXI after struggling to get to level 10, I got killed by a sheep and was dropped back to level 9.


@Deadedge and @Dead Edge


Peace through power! Freedom is slavery!
Any sufficiently advanced technology is indistinguishable from a yo-yo

 

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Originally Posted by Deadedge View Post
I quit FFXI after struggling to get to level 10, I got killed by a sheep and was dropped back to level 9.
That's still better than getting killed by a tree stump at level 2. Which isn't as bad as being killed by a Baaad Sheep, sporting Mr. T's mohawk, a dozen gold chains and a black and orange tiger stripe.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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stay away from Mr. T's bins!


@craggy see me on Union for TFs, SFs (please!) or just some good ol fashioned teaming.

 

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Originally Posted by Fleeting Whisper View Post
Add on:
6. Moving from point A to point B is not content!
Moving from point A to point B could be content if you had to break through a blockade on a besieged town to bring something vital to the people resisting inside and re-establishing a communication line, then joining the besieged for a special operation where you capture the enemy general while the main forces launch a diversionary counter-attack on a different point.

But I digress, that's not the A to B that's usually been "sold" as content.


Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013

 

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Originally Posted by BBQ_Pork View Post
*Rate of progress should be steady. Not like grinding through quicksand, but not so fast that you hit the cap the first week and ask "Okay, now what?"
I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet. Naturally, my chances would then be no better than 1:X, where x=the total number of players, but as it is my chances are nil and somehow that doesn't seem right or fair.

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*Be willing to listen to your players. They have good ideas to improve the game they love and they are your customers. Conversely, know which of thier ideas are bad and will be detrimental in the long run.
Which also requires a game engine and design which can be ADAPTED to players ideas. "We can't give you X because that will break every Y in the game, or will require reprogramming every Z to make it work."


 

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Originally Posted by MrNotorion View Post
I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet.
So the game system should be inherently designed to be biased against the most loyal customers? That doesn't sound like a good business decision.


Paragon City Search And Rescue
The Mentor Project

 

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Quote:
Originally Posted by MrNotorion View Post
I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet. Naturally, my chances would then be no better than 1:X, where x=the total number of players, but as it is my chances are nil and somehow that doesn't seem right or fair.
So, because I get enough time off to get to do so - or, for instance, on a slow work day, leave my character ... say... in the supergroup base (making it a 10 hour "game" day) so I can hop over, play around for a bit until I have to take care of something, park it again, etc, I should be punished?

How about no?

How about you don't worry about what or how much or how someone else plays?

Oh, and your chances of seeing a new monster/area/etc are as good as everyone elses, as those sorts of things are put in during patches - before which they kick everyone off the server anyway. So the person who gets to hop on for an hour after the servers come back up have the *exact same chance* as the person who's going to spend multiple hours on.

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Which also requires a game engine and design which can be ADAPTED to players ideas. "We can't give you X because that will break every Y in the game, or will require reprogramming every Z to make it work."
Walking.
Power customization.
Weapon customization.
Waist capes.
Co-op zones and teaming (with further improvements coming.)

Shall I go on?


 

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Quote:
Originally Posted by Mr_Squid View Post
You know, I'm going into game design, and the more I look at other MMO's the more things I see bafflingly wrong about them, and the more things I see CoH doing right. If I ever get around to designing an MMO (and I hope to do so, look for it around November 2035), here is my big list of designer commandments.

1. Make the player feel special, powerful and IMPORTANT.
2. Playing in groups should be encouraged, and players should WANT to play in groups, but grouping should never be REQUIRED.
3. Never put a brick wall between a player and his real life friends. If two characters want to play together, they should be able to, level and skill differences be damned.
4. At the level cap the player should feel more powerful than 80% of the foes in the game.
5. Customization should only be as deep as a player wants it to be. If they want to tweak every nuance of their character, let them. But if they just want to forget about customization and play, also let them.

I might think of more, but these five are a good start.
Good luck with that. Considering how overly broad and subjective #1 is and the razor's edge you have to tread to make #2 perfectly balanced (if it's not perfectly balanced, it's not true), it's easier said than done.

Quote:
Originally Posted by MrNotorion View Post
I'd like to see an attempt at a game with diminishing returns on advancement to hobble those people who want to play 8, 10, 20 hours a day for days on end. NORMAL people can't play MMO's for that kind of time. NORMAL people can play for an hour or two a day at best before they have to get back to their REAL life. As a NORMAL gamer I'd like to someday have a shot at honest-and-for-truly being the first person to see a new game area, fight a new monster or NPC, achieve something no other player has yet. Naturally, my chances would then be no better than 1:X, where x=the total number of players, but as it is my chances are nil and somehow that doesn't seem right or fair.
Uh yeah, that sounds like a great idea. So I guess in your view, NORMAL people have piss poor time management skills. Yet another "You play more than me so you're not NORMAL" post. I don't tend to play 8+ hours a day but I can easily hit that average. Slow day at work, holes in my schedule, I can play during the day. Plus, I don't tend to grip my pillow for a quarter of every day so that opens up even more time. Penalizing people for playing a game, is such a horrible business model, it'll never see the light of day, thankfully.


@Remianen / @Remianen Too

Sig by RPVisions

 

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Quote:
Originally Posted by Aliana Blue View Post
Moving from point A to point B could be content if you had to break through a blockade on a besieged town to bring something vital to the people resisting inside and re-establishing a communication line, then joining the besieged for a special operation where you capture the enemy general while the main forces launch a diversionary counter-attack on a different point.
That's also not just moving from A to B, that's a quest/mission/assignment that involves more than just killing anything that moves.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

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Ooh. I had to rescue a (named) pig yesterday! It was an outdoor spawn, though, so I was fairly amused to see multiple 'clones' of it all being escorted the same route by other players too.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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Originally Posted by RemianenI View Post
Good luck with that. Considering how overly broad and subjective #1 is and the razor's edge you have to tread to make #2 perfectly balanced (if it's not perfectly balanced, it's not true), it's easier said than done.
#1 is entirely an issue with having decent writers for quests/missions/story arcs/etc. You can easily give players a sense of power and importance without allowing them to trash the universe at their whim. All you have to do is write the game as if, from the beginning, player characters are better than the average Joe.

As to #2, the only "perfectly balanced" system is one in which everyone has absolutely everything the other side does in the exact same magnitudes. You can achieve a close enough balance using comparative benefit equations, but it will never be "perfectly balanced" because you naturally have to arbitrarily assign hard values to naturally inconsistent variables in order to fit certain things into the balance equations (i.e. how much damage/survivability is a mag 3 hold the equivalent of?).

You can actually encourage team play without requiring it (though I believe that certain activities such as raids should still be restricted to team play in order to preserve the magnitude of the situation) by allowing every character the ability to solo respectably and making it so that nominally "team" tasks scale based upon team size. Soloing might require a completely different playstyle and strategy than is used in a team or by other characters, but it should at least be an option. This isn't to say that every character should be just as good at soloing as every other, but the binary "canSolo" should always be true. The additional benefit of teaming is always rather easy to accomplish because you simply have to allow characters to specialize (which is already pretty much what happens) and grant greater rewards for larger teams (which is true, on average). Of course, it's not as if CoX is unique in that is has encouraged teaming while simultaneously supporting soloability. Most MMOs have already subscribed to that mentality.