"Bob Perez" <ab
...@fcc.gov> wrote in message
news:10dmj6iife05b81@news.supernews.com...
> "Crash86" <cras...@shotmail.com> wrote in message
> news:10dlk1b902s44d0@corp.supernews.com...
> I'm somewhat interested in TR, but the things that I like about it are
also
> the things that make me wary: the game is very ambitious and sets out some
> goals for itself that will be difficult to achieve without diluting some
of
> what makes these games fun. I think it'll be interesting to compare it to
> Vanguard as they both develop on parallel tracks from contemporaneous MMOG
> designers with significant track records that reflect vastly different
> design philosophies. I expect McQuaid's game to have a lot more of what
made
> EverQuest compelling to its initial players: significant challenges (a la
> Kunark/Velious), punishing consequences and corpse retrieval, item
> acquisition, raiding, large worlds encouraging extensive traveling, heavy
> crafting focus and an emphasis on character interdependency.
Hmmm See this is what FFXI did and why I find it not boring as hell... well
there is no CR, but the death penalty is pretty steep none the less. The
game is challenging... without being instant death. Travel is dangerous. The
world is huge at the speed you travel. Even the boats are dangerous (I got
killed by pirates). The only way to travel faster is by Port (similar to
velious circles, you have to go there first and get a key item to be able to
be ported there), being gated to bind, 'blood gating' (change job level 1,
go pick a fight), riding a boat, riding the airship, which is not an option
till you are in your 30-40s, as it requires a pass you get for gaining rank
5, or can buy for a measly 1 million Gil... That's a lot of gil, btw, or
riding a choboco, which is an ostrich that is transport that is a cross
between EQ's and DAoC's horses: You can't fight from it, when you get off it
it disappears, but you can control where it goes. Also it only lasts a
limited time. You must be 15th level to ride, and must reach 20th to be able
to get a choboco license.
> Tabula Rasa, on the other hand, claims to look at the collective history
of
> MMOGs and address as many of the un-fun components as possible while
> capturing the best elements of all of them. If this description scares
you,
> then you'll understand my skepticism. They claim they're going to
eliminate
> the pain of death consequences, but if there's no consequence for death
then
> there's no reason to fear it and I think that can have a devastating
impact
> on gameplay. I've no idea how they're going to resolve that one.
It does. See SWG for months before they put decay in and reinstated
insurance. Heck, see SWG even now. Insurance is cheap, and decay is rather
pathetic except where it eats away your highly valuable tools.
When you had to run halfway across Tat after a death, even if you didn't
care to go back there, it was much more challenging. Big critter fights in
SWG today are 'keep the doc backed off a bit and zerg it'.
> They separate the world into two spaces, a persistent shared spaces for
> community interaction and private instanced combat zones. The community
> spaces include the usual kinds of shops and things but the most
interesting
> thing is your own personal real estate. You start the game with your own
> place and you can customize it and invite others. I always thought this
was
> a fun idea and I guess Raph Koster does, too, because it was a key
component
> in both UO and SWG. It was brought I think to its highest point (don't
> laugh) in The Sims Online but no one else has achieved what TSO did with
> personal real estate. I hope TR fully exploits this cool feature, they
seem
> to be placing a lot of emphasis on it.
Hmm isn't 'There' big on real estate and personal creations?
I'm still not completely sold on instanced zones being the only way to go.
Yes yes, it makes all the jerks go away, but part of the game is when 3
people have been soloing an hour and decide to make a party, and competeing
with others for spawns. Yes at times it's frustrating but...
well we shall see.
> I like the somewhat spiritual side of the game (classic Garriott) and how
it
> translates to game mechanics like weapons that bond with you over time to
> enhance damage output. I like the instant action bias (think City of
Heroes)
> but how they implement this is to let you start playing immediately
without
> having to make many character choices and later, after you've leveled up a
> bit, you can start to define your character's attributes, abilities, and
> appearance. While this sounds nice and flexible, this kind of world where
> everyone looks and acts the same in the early levels reminds me of killing
> rats for ten levels with other EverQuest players who all look exactly the
> same. Big yawn. One of the coolest things about City of Heroes is that
even
> in a world with thousands of players, you are not likely to ever see two
> players who look alike. The diversity is just excellent, and people
actually
> talk positively about spending an hour or two just in the character
creation
> system.
Thing I hate the most about Final Fantasy. Everyone looks the same. There
are exactly 16 different Mithra. From a distance every Mithra monk looks
just like me, until they get over the 30-40th level area and start getting
distinctive gear. I expect to upgrade my body slot at 24, and not change
till 39th. My pants are good till 35. Gloves and shoes don't change
appearances much. My head item is a headband that my bangs cover... that
won't change for another 10 levels either.
> TR puts a big emphasis on the ability to create character templates and
> branch characters off in different directions, then bring them back to
> previous "save points" to try something different. They claim that when
you
> want to try something different, you don't have to throw out your existing
> investment and start over. Star Wars Galaxies also tried to give players
the
> unlimited ability to change professions and attributes at any time (this
> reached a nauseating and ludicrous "high point" with the Jedi System,
which
> at one point required a player to become a Master of all 32 game
> Professions). The result, in my opinion, was that you wound up with no
> investment in any character, and no identity. I was constantly having to
ask
> my friends what they were today, and there was virtually no ability to
> depend on your circle of friends to provide the usual sort of character
> interdependence that you see in a game like EverQuest. There's a good and
a
> bad to that, but mostly it was a bad in SWG. So I'm not optimistic that
it's
> going to work well in TR, either.
The biggest problem, imho, with the SWG system was not the flexibilty, but
the ease of swapping around. I mastered Smuggler, Artisan, Bio Engineer,
Droid Engineer, Bounty Hunter, Pistoleer, Carbineer, Medic, Scout,
Entertainer, and Marksman. Bounty hunter, mastered pretty much from scratch
(requiring mastering both marksman and scout), which is probably one of the
top 5 toughest professions to master, took me 7 playing days (not 24x7
hours, but 7x 3-5 hour nights.. they were scattered over about 3 weeks
though)
I really really like the Final fantasy system.. though even it needs some
improvement.
You can have two jobs (main job and support job). Support job acts at a
maximum of half the level of the main job. Only the main job gets
experience. At any time by going to home, you can switch to any job you
qualify for. (advanced jobs are 'unlocked' with quests). I am currently an
11 warrior/ 5 monk. Monday when our group gets together I will be a 21
Monk/10 Warrior... I've also got 11 levels of Thief, 10 of Red mage, 4 of
white mage, and am a level 1 black mage. There are no experience penalties
for any of this swapping around. But leveling the jobs is hard on par with
(or perhaps beyond) EQ pre-kunark.
> Overall, I'm skeptical but mildly interested. The thing I like most about
> it, it's ambitous scope, is exactly what I fear is going to be its biggest
> problem unless they are able to come up with some really creative designs.
> We'll see.