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#23202 Aug 02 2013 at 2:52 PM Rating: Good
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Is lolgaxe a Mets fan? No wonder he +1s so much - he needs to come at least second at something. Smiley: lol
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#23203 Aug 02 2013 at 2:59 PM Rating: Good
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I DON'T UNDERSTAND YOUR JOKES, BECAUSE I'M NOT FROM AMERICA!
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#23204 Aug 02 2013 at 3:01 PM Rating: Excellent
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Quote:
Please "talk up" if your comprehension white-shifts. I will use simple-happy language-words to help you understand.


Mets are bad. Smiley: nod
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#23205 Aug 02 2013 at 3:08 PM Rating: Good
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I know meds are bad; that's why I went off them.
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#23206 Aug 02 2013 at 3:21 PM Rating: Excellent
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No no no, meds are good. They make me happy.
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#23207 Aug 02 2013 at 3:28 PM Rating: Good
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Mazra wrote:
I DON'T UNDERSTAND YOUR JOKES, BECAUSE I'M NOT FROM AMERICA!


Imagine a soccer team that has the insane budget to assemble one of the best teams in the league - nothing but really expensive talent for both players and coaches.

Then imagine them having a mediocre win/loss ratio, never making it to the world cup, etc.

And you have the Mets.
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#23208 Aug 02 2013 at 4:05 PM Rating: Good
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Mazra wrote:
I DON'T UNDERSTAND YOUR JOKES, BECAUSE I'M NOT FROM AMERICA!
x8
#23209 Aug 02 2013 at 4:18 PM Rating: Good
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Also. I love how they call it the world cup with baseball when it's only American teams in the competition. It's very American.
#23210 Aug 02 2013 at 4:28 PM Rating: Excellent
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World Series.

It's like you aren't even slavishly following our culture. Smiley: oyvey
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#23211 Aug 02 2013 at 4:37 PM Rating: Good
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Whatever, basically the same self centered thing.
#23212 Aug 02 2013 at 5:06 PM Rating: Good
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Well let's be honest, the only other team that could ever make it in is Japanese. And there's no way we're letting them take part in the great American tradition of baseball after Dec. 7, 1942. Smiley: mad
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Anyways, you all are horrible, @#%^ed up people

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#23213 Aug 02 2013 at 5:19 PM Rating: Good
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Smiley: oyvey
#23214 Aug 02 2013 at 8:32 PM Rating: Excellent
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cynyck wrote:
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I'm going to new york soon. Very excited!
Well, you didn't capitalize it, so you must mean new york state. New York City is either capitalized or referred to simply as "The City."

Heh, reminds me of when you would drive on highways within the bounds of NYC and you would see signs for "Shea Stadium" and other signs for "The Stadium" (that being Yankee Stadium - they sure do luv dem Yanks around here).


I'll be in Manhattan. I don't have time for your capitalization *********
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#23215 Aug 02 2013 at 11:48 PM Rating: Good
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Sir Xsarus wrote:
cynyck wrote:
Sir Xsarus wrote:
I'm going to new york soon. Very excited!
Well, you didn't capitalize it, so you must mean new york state. New York City is either capitalized or referred to simply as "The City."

Heh, reminds me of when you would drive on highways within the bounds of NYC and you would see signs for "Shea Stadium" and other signs for "The Stadium" (that being Yankee Stadium - they sure do luv dem Yanks around here).


I'll be in Manhattan. I don't have time for your capitalization bullsh*t.


i gave up on the shift key months ago

also why is it always a slow posting day when i play hooky from work? Smiley: mad
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#23216 Aug 03 2013 at 4:45 AM Rating: Good
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Everquest Next sounds pretty interesting. If it actually works in game it may just be the next MMO I play.
#23217 Aug 03 2013 at 6:23 AM Rating: Good
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The thing I'm most interested in is the fact that the companion Minecraft-esque game essentially allows the devs to crowdsource material for the game, which allows for an extremely fast content cycle that can actually allow things to change over time.
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#23218 Aug 03 2013 at 6:32 AM Rating: Good
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Yeah, that would be really cool. But only if it works as they say/hope/want it to so I'll wait for beta and (p)reviews and whatnot for now.
#23219 Aug 03 2013 at 6:45 AM Rating: Good
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Yeah. It's something of a shame that they decided to split the construction stuff into another game. If only because it would have been nice to have that content thread in the actual game, with all the kind of crafting additions it could involve.

But I suppose I get it, since they don't seem to be planning to make the build areas instances. And since you're using dev tools, you might not be required to harvest materials, like with Minecraft?

And it's possible they'll give you a private build arena in the actual game, for something like personal home construction. Or maybe have a series of instanced housing maps, where you claim a land plot, build there, and have to bargain for the cost of land if someone else claimed it already, etc. Would probably be a solid way to create a gateway to get players moving between the two games.
#23220 Aug 03 2013 at 7:08 AM Rating: Good
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I mostly meant the ever changing world aspect. That they have the user created content separate makes sense if only to avoid the inevitable ***** mountains and ****** caves.
#23221 Aug 03 2013 at 7:36 AM Rating: Good
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Very true.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#23222 Aug 03 2013 at 8:05 AM Rating: Good
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The main things I'm skeptical about are the level of predictability of monsters/events, because if you know what they'll do and how that will quickly make the whole changing world thing into lame gimmicky events rather than an actual living world and I hope there's some sort of end game to work towards because that's needed for me to have fun in a game, crafting isn't going to do it for me. And last is how the interaction with other players will work as exploring is a largely solo venture so I'm wondering in which ways they'll incorporate group play without forcing it.
#23223 Aug 03 2013 at 8:58 AM Rating: Good
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I'm the opposite; I'm desperately hoping for a game where endgame isn't really an applicable concept, and that things to do means checking rumor boards, etc., to see what's going down, where, what bounties are up, etc. Maybe a port town has been under siege by pirates for two weeks and their defenses are failing, and they send out a rallying call for aid, for instance.

And that town only issues the rallying call because:
1. Events cause the pirates to focus on that town (maybe because a lot of adventurers are running anti-pirate activities out of it?)
2. Pirates eventually attack the town in force, and the town defends itself (the AI defenders only being able to push them off for so long).
3. Players fail to defend the town, so the defenses are going down fast, so the town puts up enough gold to pay for reinforcements (which will affect the rate of rebuilding).

And then the actual content of the battle will be relative to what you want to do, and how difficult you want it to be. Maybe you're weak, so you mostly hang out in the main avenues to reinforce the bulwark. Maybe you're a little bit stronger, so you tag along with a vanguard unit. Maybe you want a real thrill, and you charge out into the docks with a small group of like-minded players, and divert pirates away from a causeway where they're trying to bring in cannons. Or maybe you want something really tough and you go ahead and sneak onto ships and fight there.

Then say you actually succeed in driving off the pirates. The way the players drove them off will affect both the future of the town and the pirate gang. Maybe they just created a sufficient headache for the pirates that they went to sack a different, less wealthy town. Which means that they'll fall faster, and that players will receive less support (making the content more challenging).

Or maybe it was a huge victory, and the pirates need to retreat completely to regain their strength.

Or maybe a group of players decided to actually go all the way and fight to the Pirate King (think raid level difficulty in getting onto his ship, through his officers, and to him - and he'd be a raid-level boss). Killing him means that the pirate organization is thrown into shambles until they elect a new king, there's anarchy in the ranks in the meantime so all pirate-related events associated with that faction are weaker, the towns normally under siege by them are more profitable overall, etc.

And I would hope these events see a decent variety in levels of success, and that there's a certain scale for effort. Taking out 3/5 officers only, for instance, would lead to 3/5 of the smaller raids being less powerful for the next two months. Or something.

That's the game I want.

[EDIT]

I swear I don't set out with the intention of these things ending up so long...

Edited, Aug 3rd 2013 11:01am by idiggory
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#23224 Aug 03 2013 at 10:08 AM Rating: Good
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idiggory, King of Bards wrote:
And then the actual content of the battle will be relative to what you want to do, and how difficult you want it to be. Maybe you're weak, so you mostly hang out in the main avenues to reinforce the bulwark. Maybe you're a little bit stronger, so you tag along with a vanguard unit. Maybe you want a real thrill, and you charge out into the docks with a small group of like-minded players, and divert pirates away from a causeway where they're trying to bring in cannons. Or maybe you want something really tough and you go ahead and sneak onto ships and fight there.
This is what I want too but with an added option: Taking your raid of say 5-10 players behind enemy lines to attack the pirate captain and his elite guards and when you defeat him you get to pick between interrogating/torturing him or just straight up killing him.

Either option will lead to one of a few different trails that will send you on various treasure hunts across the world to find the lost city or the pirate's treasure or the jungle temple the captain has heard about that is guarded by an ancient monstrosity, things like that. When you find that you get a limited time to try and defeat the monster before it retreats to another dimension or whatever.

Other people who haven't done the treasure hunt won't be able to access the same areas and bosses will have a randomized combination of different abilities depending on what kind of monster they are, where they are and such.

If rewards are various amulets, gems or other magical items that can be used to craft weapons or armor you get a controlled amount of loot and as long as devs (and maybe players) can add trails and bosses you'd have a lot of end game content that isn't static.
#23225 Aug 03 2013 at 10:29 AM Rating: Good
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I guess I'm just rejecting the notion of endgame itself. I want events to have a big range of difficulties and a bunch of different tasks and for each of them to influence the future development of the game.

Always taking the easy route might mean you win and live to see another day, but it means the next battle comes that much sooner and is that much larger.

But if players really invest in the conflict, and challenge themselves with the more difficult content, then they get better rewards, they create a stronger position after the battle, and enjoy the benefits of winning for longer.

I don't want there to be this perception that all you do "at endgame" is head out to fight the pirate king. I want players to be seriously weighing their options between trying to take down the king or trying to recapture the northern wharf. I want the Pirate King to be a real achievement to defeat, I want the Pirate King to be different every time you have to fight him (and perhaps totally different after he's killed and a new King comes to power).

Essentially, I don't want "endgame" to be anything other than having a full field of viable options with regards to the content, and the skill/confidence to access the most difficult options.

But if the most difficult options translate into being the best option for competitive development, I think the game will fall into the exact same trap as every other game. I don't think this changing world can work, at a fundamental level, if progression looks like it has a holy grail of progression content.
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IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
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#23226 Aug 03 2013 at 10:45 AM Rating: Good
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idiggory, King of Bards wrote:
I want players to be seriously weighing their options between trying to take down the king or trying to recapture the northern wharf. I want the Pirate King to be a real achievement to defeat, I want the Pirate King to be different every time you have to fight him (and perhaps totally different after he's killed and a new King comes to power).
I agree with this except that people will become strong enough that this won't be a choice anymore and it's just kill the pirate king every time because you can. So what I'd want to see is if you fight the pirate king you can kill him and loot him, end of story or when you/your group gets too strong for that you fight him and interrogate or torture him or maybe even beat him down a bit and then negotiate with him, letting him continue attacking the town in return for his best kept secrets or something.

Then you get a similar point to choose between looting or continuing more times, every time you continue on the trail the net boss will have more abilities, hit harder, have more hp etc. so you get a more fluid endgame where the longer you chase down a trail the more difficult bosses get and the more time you'll have to beat them up until the point where you can't beat them anymore.

So you do get a progression in how far you can go down a trail and I think you need some sort of progression for people to bother with the game. And yeah, when the game is new you won't see people going beyond scaring off or maybe killing the pirate king but as time goes on and better gear is discovered or made people will venture off to stronger and stronger opponents while leaving the rest of the game mostly untouched so the players who aren't as far advanced can still play the game as it is.
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