Feb 15th 2012 10:00AM That would be nice to add to my dragon collection.
Mar 2nd 2011 1:34PM @KDolo
After trying all those games I will say that they only touched on the concept of a dynamic world. And only at some of the basest levels. When an invasion occurs in Rift it's pretty chaotic as groups start running around closing rifts and fighting the waves attacking the town, and then culminating in a boss fight. All while possibly fighting another faction of players. The idea has been polished to a fine sheen and the rest of the game is built around this dynamic content, I think that's why it's working so well despite being 'done' before. And that's just what I've experiences at lvl 10. Don't even know what it's going to be like in the higher level areas.
Feb 25th 2011 2:23PM @Dracones
That solution only works when all of your content is instanced and independent of random player interaction. In a traditional open world MMO that approach creates significant overhead issues and shatters world immersion.
Feb 25th 2011 11:19AM @Scuffles
They can't increase capacity without destabilizing servers, so that's not an option. They can add more servers but if they open too many they discover populations slacking after the initial weekend as people get into their normal playing schedule. It depends too much on factors they cant control or don't know yet.
Feb 4th 2011 10:02AM @kasapina
I think he's pointing out that gold is an 'infinite' resource and the gear you want is a limited resource, at least in most games. What good is all this gold your making from drops being bought if the guying buying them always has the more gold than you anyways. And in a game like WoW the gold doesn't help you that much unless your trying to buy drops, which goes back to the problem of infinite/limited resources. It only works when no one is trying to break the system; which is fine, if it works for your group cool. But borderline claiming it's infallible is just a bit on the silly side. (Disclaimer: varies pending a game's mechanics)
I find that no system is perfect, you have to use what works for your group and furthers your group's goals.
Nov 16th 2010 11:06PM Just to offer a counter: I disagree, it annoys me when I have to stop "playing" a game to wander around collecting materials so I can click a button to watch progress bars over and over again.
I'm not saying their specific implementation is going to work well, but given the currently used systems and their focus on story and immersion I can easily see how they came to this idea. I'll reserve judgment on it until I actually get to try it.
Aug 17th 2010 3:18PM I think the problem most are having with it is that what they want is not feasible, at least not right off the bat. Look at this way, Bioware has a few options:
1. Do not include any Space gameplay, aside from backdrop. (Sucky Option)
2. Include set-piece plot/mini-game Space gameplay. (Current Option)
3. True free form Space gameplay. (Ideal)
Number 1 is the easiest but worse solution, so we discard it. Number 2 gets us the bare minimum to retain the look and feel of Star Wars without sacrificing significant development time for the more important (and arguably complicated) planet gameplay. Number 3 would be awesome, but comes at the price of essentially making two games in one. It would also suffer from the limited scope of Old Republic, since the game does not encompass the entire galaxy you would have a few pockets playable shared space that would have what? Random or partially setup twitchy dog-fighting? Or you would have heavily instanced via "hyperspace" set space fights...which mind as well be number 2.
Now don't get me wrong, I would love to meld Star Wars space and ground gameplay with the galaxy design of EVE, but it's not very practical or easy to do.
Aug 11th 2010 1:40PM I'm a tad curious about the Section 5 - Pre-loaded software thing. If that's not a reference to Warden what is it? And does that section imply that the software is inert until they give you the mentioned key at which point it hits you with it's own EULA? Which brings me back to what is it?
Apr 20th 2010 1:35PM This is kinda funny coming from someone who's name is probably a derivative of "Lord Foul's Bane" by Stephen R. Donaldson, thus not even being original enough to come up with a somewhat unique name himself.