I see a lot of posts saying this is great cause if you hate hangovers, and this stuff is actually made, you can just drink it instead.
There's already a nearly foolproof way to not have hangovers the next day. It's called drinking a good amount of water before sleeping/passing out, and you're good to go the next day.
The most fun in the FF games/other single player 'party based' RPG's was that you had complete control. Your guy has 5 hp left, and the enemy is near death, what do you do? Heal, or make that last ditch attack to end him? Put all your hopes into that lucky roll that lands you a crit and ends the fight, or heal and hope he doesn't kill you in the next move?
This Gambit system just turned me off from the game entirely.
Yes, as the poster above me stated, player skill should be the primary factor in a fight, as it was, from what I have heard, in UO, and the major thing that made AC (Asheron's Call) have the best PVP to date in the MMORPG market. Player skill should be the most important factor in a fight, not who farmed the most epics for weeks and weeks in an instance, or who has a higher level, or who has the superior class. Games that focus mostly on Class/Item/Level vs Class/Item/Level will *never* have good PVP, because it isn't even PVP, it's Character Vs Character.
Too bad meaning: This will not be used for passenger purposes for years/decades, whereas it will be used in missile weapon building very quickly/already.
I'm sorry, if you've ever played an MMORPG you would understand perfectly what I said.
NPK - Non Player Killer. NPK Timer after death prevents spawn camping in PVP games that have it instead of a 'Ghost' after death.
If you have respawning in a PVP MMORPG, you damn well better have an NPK time after death or you shouldn't be developing an MMORPG because you obviously can't even comprehend game mechanics at all. That's all I can say about the Roma Victor Devs.
He led a raid on a Dev Run city, took it over, and the Devs punished him by a 7day ban, ie, crucification ingame. They made the mistake of not putting an NPK timer after death, and thought that people wouldn't be spawncamped? I'm sorry, but that's just plain stupid.
From everything I know, people left UO in droves because of Trammel's safe zone, and only liked UO because of the unrestricted PVP. Then again, I, and the 10's of thousands of accounts on free shards with unrestricted PVP might be wrong.
"Umm, Everquest? WoW has very little grind compared to a lot of games that came before. Try Lineage II for a bit then tell me WoW is a grind."
WOW is most certainly a heavy grind game. You dare tell me epics are not equivalent to grinding? It's more farming yes, but it's much worse than grinding in fact.
[17:07] its a different kind of grind
[17:07] rewardless for a majority of the timespent
[17:07] unlike most "grind" games where the gain is slow
[17:07] steady
[17:07] but present.
[17:08] wow grind is more farming
[17:08] wow's grind is timesinks like MC while you wait for the loot you "Can" use to drop, then depending on your guildsetup, you are able to either bid/roll/buy using whatever system you've got.
[17:08] just constant killin hoping for low % loot
[17:08] precisely wow is elongated farming
[17:08] compared to grinding.
[17:09] the pvp rewards are more akin to a grind
[17:09] but rather then a straight number value grind
[17:09] Its dependant on how much other members of your faction grinds also
[17:09] two ways to enjoy wow. . . slow leveling, taking time and enjoying the pretty graphics or hitting it hard and farming instances at high levels with big groups
[17:09] pitting players grinding against eachother
[17:09] ultimately, a failure.
MMORPG's should have as few restrictions on the players as possible, ala UO and soon (hopefully soon atleast) to be with Darkfall. Collision Detection does not cause griefing if you can kill the fucktard who's blocking that doorway.
It introduced massive grinding to the genre. I don't really need to go any further than that, like it's pitiful lack of real PVP, item drop on death, non-skillbased (player skill) fighting via collision detection ala Asheron's Call. It created a template that was cloned so many times and just ruined the entire genre.
#1 Pet rocks were a rediculously popular craze
#2 TA didn't have the marketing or brand name behind it. Everyone I know who has played TA and SC all say TA was better by a LONG shot.
WoW is like pet rocks. Some jackass came up with a retarded idea and it took off like wildfire. The game is a HORRIBLE example of what MMORPG's are/should be.
Why would they put two very subpar games for their genres on this?
Total Annihilation outright owns starcraft in all respects.
And Everquest began the beginning of the demise of the MMORPG market by causing mostly carebears to join the scene as well as causing most subsequent games, except for Shadowbane and now Darkfall, to be PVE centered grindfests.
They ruined AC, they ruined DDO, they are going to ruin MEO, they are the Uwe Boll of MMORPG's. Actually I take that back, AC was *amazing* until TOD. Even though it was a sad shell of it's former self for the 2 years leading up to TOD's launch it was still amazing.
I see a lot of posts saying this is great cause if you hate hangovers, and this stuff is actually made, you can just drink it instead.
There's already a nearly foolproof way to not have hangovers the next day. It's called drinking a good amount of water before sleeping/passing out, and you're good to go the next day.
AC and WoW each have 3k server pop limits. DFO will, hopefully atleast, have a 10k server pop limit.
The most fun in the FF games/other single player 'party based' RPG's was that you had complete control. Your guy has 5 hp left, and the enemy is near death, what do you do? Heal, or make that last ditch attack to end him? Put all your hopes into that lucky roll that lands you a crit and ends the fight, or heal and hope he doesn't kill you in the next move?
This Gambit system just turned me off from the game entirely.
Is something this negligible, that happens in *every MMORPG* at various times throughout their lifespans, getting coverage on Slashdot?
Yes, as the poster above me stated, player skill should be the primary factor in a fight, as it was, from what I have heard, in UO, and the major thing that made AC (Asheron's Call) have the best PVP to date in the MMORPG market. Player skill should be the most important factor in a fight, not who farmed the most epics for weeks and weeks in an instance, or who has a higher level, or who has the superior class. Games that focus mostly on Class/Item/Level vs Class/Item/Level will *never* have good PVP, because it isn't even PVP, it's Character Vs Character.
Considering I got this info from people who were there, meh.
I'm sorry, but Item/Character/Class vs Item/Character/Class is not player vs player.
Too bad meaning: This will not be used for passenger purposes for years/decades, whereas it will be used in missile weapon building very quickly/already.
Yeah sure, too bad the first use of scramjets will be in missile weapons.
WoW is not a PVP game, and the PVP in that game is horrid and pathetic.
I'm sorry, if you've ever played an MMORPG you would understand perfectly what I said.
NPK - Non Player Killer. NPK Timer after death prevents spawn camping in PVP games that have it instead of a 'Ghost' after death.
If you have respawning in a PVP MMORPG, you damn well better have an NPK time after death or you shouldn't be developing an MMORPG because you obviously can't even comprehend game mechanics at all. That's all I can say about the Roma Victor Devs.
He led a raid on a Dev Run city, took it over, and the Devs punished him by a 7day ban, ie, crucification ingame. They made the mistake of not putting an NPK timer after death, and thought that people wouldn't be spawncamped? I'm sorry, but that's just plain stupid.
From everything I know, people left UO in droves because of Trammel's safe zone, and only liked UO because of the unrestricted PVP. Then again, I, and the 10's of thousands of accounts on free shards with unrestricted PVP might be wrong.
Drama, sure. But for a truly great SciFi series, Babylon 5 is the way to go.
I'd say Babylon 5 is better.
"Umm, Everquest? WoW has very little grind compared to a lot of games that came before. Try Lineage II for a bit then tell me WoW is a grind." WOW is most certainly a heavy grind game. You dare tell me epics are not equivalent to grinding? It's more farming yes, but it's much worse than grinding in fact. [17:07] its a different kind of grind [17:07] rewardless for a majority of the timespent [17:07] unlike most "grind" games where the gain is slow [17:07] steady [17:07] but present. [17:08] wow grind is more farming [17:08] wow's grind is timesinks like MC while you wait for the loot you "Can" use to drop, then depending on your guildsetup, you are able to either bid/roll/buy using whatever system you've got. [17:08] just constant killin hoping for low % loot [17:08] precisely wow is elongated farming [17:08] compared to grinding. [17:09] the pvp rewards are more akin to a grind [17:09] but rather then a straight number value grind [17:09] Its dependant on how much other members of your faction grinds also [17:09] two ways to enjoy wow. . . slow leveling, taking time and enjoying the pretty graphics or hitting it hard and farming instances at high levels with big groups [17:09] pitting players grinding against eachother [17:09] ultimately, a failure.
MMORPG's should have as few restrictions on the players as possible, ala UO and soon (hopefully soon atleast) to be with Darkfall. Collision Detection does not cause griefing if you can kill the fucktard who's blocking that doorway.
It introduced massive grinding to the genre. I don't really need to go any further than that, like it's pitiful lack of real PVP, item drop on death, non-skillbased (player skill) fighting via collision detection ala Asheron's Call. It created a template that was cloned so many times and just ruined the entire genre.
#1 Pet rocks were a rediculously popular craze
#2 TA didn't have the marketing or brand name behind it. Everyone I know who has played TA and SC all say TA was better by a LONG shot.
How many *millions* bought pet rocks?
WoW is like pet rocks. Some jackass came up with a retarded idea and it took off like wildfire. The game is a HORRIBLE example of what MMORPG's are/should be.
Why would they put two very subpar games for their genres on this?
Total Annihilation outright owns starcraft in all respects.
And Everquest began the beginning of the demise of the MMORPG market by causing mostly carebears to join the scene as well as causing most subsequent games, except for Shadowbane and now Darkfall, to be PVE centered grindfests.
They ruined AC, they ruined DDO, they are going to ruin MEO, they are the Uwe Boll of MMORPG's. Actually I take that back, AC was *amazing* until TOD. Even though it was a sad shell of it's former self for the 2 years leading up to TOD's launch it was still amazing.
He was manually attacking/healing, the only thing he macroed was weapon switching.
He had a weapon switch macro, that's it. He was pressing the attack/heal keys the entire time.