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Ottar
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- Thread starter
- #91
> Isnt you suppose to keep getting stronger while you play? Isnt that
> the whole purpose with games like this?
Yup, the most intrinsic concept in RPGs is "character development" or in other words making people play by placing a carrot of increased uberness a few hours of playtime ahead of them. The side effect being RPG's not marrying well with competitive PvP.
Witness D2. How many different classes was there? 5 or something? As long as you had folks on single player or co-operative, all was cool. More or less. As soon as they started PK'ing eachother - omg at the balance issues and related whines raised heaven-high on D2 forums. Nerfs followed. More whines followed. More nerfs followed..
One would have thought people would learn from that. Nah, DAoC retails with no less than 33 different classes, segregated into 3 realms, with each class having at least 2 or 3 spec options. In massively multiplayer environment. With competitive PvP built into it. How on earth did they think they were going to balance that zoo is beyond me.
Im not so sure WoW will be much better either. The number of classes is less, the division between "realms" more uniform. They still aint said much about what form their PvP is going to take.. Pretty sure tho that similar problems to what plagues us in DAoC will reappear in WoW as well. I do hope Im wrong.
Then you get games like Planetside. No RPG that one. There is "character development" through battleranks and command ranks but the ladder is much shorter and not really essential to gameplay. You play for a few hours and theoretically you have access to any weapon a battlerank 20 veteran has. Just no implants and less flexibility.
Folks who designed that game got rid of pretty much every single problem and issue we have in MMORPG's. But something seems to be missing.. Maybe its the carrot? Maybe it's the community? In nonstop action pretty much only way to communicate is brief yells via voicecom or voice macros.
Ottar
> the whole purpose with games like this?
Yup, the most intrinsic concept in RPGs is "character development" or in other words making people play by placing a carrot of increased uberness a few hours of playtime ahead of them. The side effect being RPG's not marrying well with competitive PvP.
Witness D2. How many different classes was there? 5 or something? As long as you had folks on single player or co-operative, all was cool. More or less. As soon as they started PK'ing eachother - omg at the balance issues and related whines raised heaven-high on D2 forums. Nerfs followed. More whines followed. More nerfs followed..
One would have thought people would learn from that. Nah, DAoC retails with no less than 33 different classes, segregated into 3 realms, with each class having at least 2 or 3 spec options. In massively multiplayer environment. With competitive PvP built into it. How on earth did they think they were going to balance that zoo is beyond me.
Im not so sure WoW will be much better either. The number of classes is less, the division between "realms" more uniform. They still aint said much about what form their PvP is going to take.. Pretty sure tho that similar problems to what plagues us in DAoC will reappear in WoW as well. I do hope Im wrong.
Then you get games like Planetside. No RPG that one. There is "character development" through battleranks and command ranks but the ladder is much shorter and not really essential to gameplay. You play for a few hours and theoretically you have access to any weapon a battlerank 20 veteran has. Just no implants and less flexibility.
Folks who designed that game got rid of pretty much every single problem and issue we have in MMORPG's. But something seems to be missing.. Maybe its the carrot? Maybe it's the community? In nonstop action pretty much only way to communicate is brief yells via voicecom or voice macros.
Ottar