Cancelled or Suspended Projects > WOD MMO General Discussion

Good news regarding WoD Online!

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Lev Ivanov:

--- Quote from: dbs on February 14, 2014, 10:26:58 pm ---It's just CCP being coy. I think it's pretty much confirmed we are getting a presentation of some sort again this year, but the question should rather be what we can expect to see instead. They seem to still be up in the air regarding a lot of the gameplay mechanics - Here's hoping they've made progress on the technology itself.

--- End quote ---

If they do the same thing as last time(remember that video they only played for the people that were physically there?), everyone who is not there will have to relay on whatever somebody remembers of what was being shown on screen.

Rick Gentle:
I'm okay with sandbox survival as long as it DOES NOT mean that everybody will be perma-death-enabled from the start and lose all their gear on death.
Some gear/money loss, sure. (Drop your currently-wielded weapon? Makes sense. "Pry it from their cold, dead fingers" and whatnot. But all my weapons, armor, gear, and ammunition? No thanks.) And it's always fun to punish those people who carry about $1,000,000 in cash on their person. (Drop 50% of your cash on death? Sure! THAT'S the real reason vampires cultivate bank accounts, friend.) Dropping gear and money on death would make it so that you have to hire an effective courier to haul your stuff around, instead of just any old schmoe transferring items between main and alt in your normal You Have To Declare For PvP MMO.
I don't think CCP is exactly worried about a tough learning/progress curve in their MMOs, but still... an open sandbox survival game is tough on the newbs. If they want a game that's going to see consistent growth down the years, then newbs need to have some advantage going for them, because the "First Generation" of vampires will quickly out-class any new character.

But games like DayZ are hard enough on players when you have more-or-less equal footing. I.e., all the players are human and all are subject to getting shot in the head. If they had a game exactly** like DayZ with mixed vampires and humans... Well, you better be a masochist to play a human. A patient and unambitious masochist.

**before you say it, no, I don't expect the World of Darknes to turn out anything EXACTLY like games like DayZ. That was a hypothetical situation, and should scale based on how similar the World of Darkness actually turns out to be.

Radical21:
Rick sounds like you are too mild to play survival games.
I'm all for perma-death or at the very least losing all on death. The last thing I want is all sorts of people running in game feeling like they have nothing to lose...

To illustrate this lets take DayZ vanilla(bestselling game on steam btw) as an example vs DayZ Epoch variant :

In DayZ you lose all equipment and items when you die: If you are lucky and knowledable you can hide stashes and tents to stash your valuable gear so it won't be lost if you die (of course other players can steal from these so concealing them well enough and preventing other players from finding the tents/stash is the tricky part and even if you craft traps it doesn't always help)
Since the tools to build a tent or stashes are not that easy to come by and they are not 100% reliable most players are very careful not to die and in many cases prefer to avoid initiating risky combat unless they have a distinct advantage (and even then its not always a good idea because a newb with a crowbar can still be dangerous when cornered)

In DayZ Epoch the rules are slightly different: players can have an indestructable safe to stash stuff in, as well as lockable vehicles they can park in safezones, they can even build bases and protect them with keycode so the options to perserve and stockpile possessions are abundant, especially for "endgame" players so even if they die and lose all their possession they can simply walk into their arsenal and get more stuff.
The result is that Epoch eliminates most if not all of the survival element from the game: many endgame players do not hesitate to act recklessly or to KOS anyone they see because even though there is perma-death there is still relatively very little to lose if you have a safe full of goodies no one could possibly steal.

I agree that losing a character you like sucks at first glance, on the other hand if its that easy to accumulate power , people are far more likely to squander it or to start conflicts and most of the element of politics and tension is lost.

50% of your cash on death? there is no rational there and players would stop caring about what they choose to carry on their person( most of us rarely ever carry over 100$ in cash for that reason, because we know we can get mugged and even losing our credit card like that can be dangerous if we do  not cancel it in time)   Since WoD strive to mirror the real world that way I really don't why they should change it for an MMO.

the success of DayZ proves that people are more afraid of the idea of Perma-death while in reality it makes the game more immersive and exciting and progression is not the primary reason people enjoy roleplaying games(especially Vampire where progression is typically intentionally limited for the sake of immersion).

If you are still that fearful of losing your stuff you can always buy insurance probably.

ush:
I've been thinking recently about how gaming tends to have this retarded binary attitude towards violence, there's only two choices, kill or dont. It's pretty limiting and doesn't really reflect how socieities work, even theoretical vampiric societies.  It would be much more interesting to have a mechanic where you can resort to violence without killing if thats what the situation calls for


As for the good news, that ccp are having their heads turned by new developments/fads in MMOland, it speaks volumes about where they are in the development cycle after 9 years. Not good at all

Signothorn:

--- Quote from: ush on February 15, 2014, 07:41:02 pm ---I've been thinking recently about how gaming tends to have this retarded binary attitude towards violence, there's only two choices, kill or dont. It's pretty limiting and doesn't really reflect how socieities work, even theoretical vampiric societies.  It would be much more interesting to have a mechanic where you can resort to violence without killing if thats what the situation calls for


As for the good news, that ccp are having their heads turned by new developments/fads in MMOland, it speaks volumes about where they are in the development cycle after 9 years. Not good at all

--- End quote ---

I agree to an extent, but I think it would be better if you had the ability to destroy a target politically, not just hack and slash with a side of disciplines. MMO's need to evolve drastically. Looking at the Elder Scrolls Online, it's not too much different than what you'd expect from any MMO, a poor attempt to port an immersive single player experience into a MMO format. I worry about this with regard to the WoD MMO. We've had great storytelling in the SP versions of Redemption and Bloodlines, along with ST controls in Redemption. However, I don't see CCP really communicating their vision of how they intend to carry it out with any consistency, or really coming out and saying they know what they intend to do. They are looking for inspiration in other games, it's not inherently bad, but I'm not sure if they know what to do with the MMO after years of dithering. I hope I'm wrong. Glad they are starting to talk about it again however, hope it continues semi-regularly now that the dust514 has settled.

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