| Username | Rabiator |
| Real Name | |
| Rank | Apprentice Member |
| Joined | October 22, 2005 |
| Gender | Male |
| Age | 41 |
| Location | Grobizell, Germany |
| Last Visit | November 29, 2008 |
| Post Count | 287 |
| Biography | |
| Quote |
Originally posted by bstuart
the crafting system is nothing more then a simpler version of AO crafting everyone makes the same item the same way with the same colors and everyone can craft as well so there wont be a huge player driven economy
Items that break somehow are even more important for a player driven economy.
If nothing is ever lost or consumed, players will get the items once and then the economy is dead. This has been reported from many games, including WOW. An example that works is EvE Online with its massive item destruction upon losing a fight.
Originally posted by BoudahXL
New ideas, different concepts, anything out of the EQ/WoW mold will just die...
It's sad, but the mmo community is just not ready or open minded.
-Those mmo's need time need time to acheive maturity 18-30 months.
-They need to cope with the low pop, service need to be built around low pop.
-They need to build instances to receive a low population.
-Those projects need to be maintaned by small developpers team in order to survive and develop community until anything else than elf,dwarf, is accepted as mmorpg setup.
Those large corps are very short sighted, the mmo community exploded after WoW phenomenom in america, and it's gonnna take a while before those new players are ready to accept anything else than auto-attack and timer based button/skills...
EvE Online demonstrates that a different game can be successful if the quality is there
. But they did start out with a low population, so your comment about coping with that is correct. Which obviously leads to the necessity of maintaining games with a small team, if you don't get lots of customers right away.
Considering maturity, most of it has to be there at launch. Missing a few details is acceptable, but launching with lots of bugs and only half the features the competition already has is self defeating. The publishers have no one to blame but themselves for that. This makes it hard for new publishers without lots of money to get in the market, but that is no excuse for launching crap.
This may have been different when MMORPGs were new, MMO veterans report that both Anarchy Online and EvE had a rather bumpy start. But today players will simply move to another game.
Originally posted by Hazmal
Originally posted by metalhead980
to be honest I hope this game stays under the radar similar to what TCoS have done.
It will have a small tight knit community and wont be flamed out the ass for not being the second coming of SWG-pre cu.
Too late, you already have the "Pre CU Vets" all over this game...once they get a smell of sandbox they flock in droves. The constant annoying reminiscing about the good old days will ensue. Then comes the bitching and moaning because it isn't curing cancer along with with allowing them the freedom denied to them in life.
If a significant portion of them will stay, this is a good thing. A MMO can always use a few more subscribers. That helps against publishers dropping the game because it is a financial flop.
The concept of ship control in EvE:
If I fly only one ship at a time, I'd prefer to pilot it manually. Like in Wing Commander or Freelancer. That's why I've applied for the Jump Gate Evolution beta:
A MMO version of Freelancer would be one of the very few things that could beat EvE for me. And JGE might pull it off ![]()
Originally posted by methodd
I have the same problem with EVE. I really like this game, it's truly different from other MMO's. The bad thing is, if you want to PVP you need a regular income. As my character is quite newbish, I find doing missions the easiest way to grind ISK thus in the same time it's very boring and I loose interest quickly. I'm sure there are other options how to get to ISK, but, for a freshman (4mil SP), mission grind is the only way and that saddens me.
I found trading and manufacturing quite lucrative, but they work best for people with more ISK and industrial skills.
For the first months, mission running is indeed the most lucrative activity. You can improve things a bit if you learn salvaging, destroyers and tractor beams (prerequisite Science 4).
Then you go through the enemies with your combat ship, make bookmarks in each pocket and collect the wreckage with your salvage destroyer - that's the most convenient way.
What is your favorite feature on MMORPG.com?