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Fiestainabox

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I believe this would be the case, for the Jedi Class but not for the Sith class.

Simple fix, less quests for people who aren't planning on helping. As you get more evil, less people are willing to deal with you. Or you only start getting quests from more powerful dark jedi/sith that refuse to pay you. "You should be thanking me for not killing you where you stand"

 

Of course were I designing it, I would make jedi able to be picked from the start(they start the jedi training from a youngling stage, so by the time they are adults they are already jedi) but it should have it's disadvantages. You start with no money, and a basic lightsaber. No armor, but you shouldn't need it as your sabre is your defense. Jedi should have their own quest arc. Sith as well. A jedi can become a sith. A sith can become a jedi. Death should have a very high penalty.

 

Other classes should have huge advantages. Scoundrel should have an immunity to some force powers and get a bonus buddy. This will be a close friend that follows you every where. Basically a Chewie. The big tough backup, but be limited on their armor choices. Soldier should have weapons capable of ignoring saberblock and the ability to wear heavy armors. Technicians should be able to set traps, sentry guns, and have a utility droid always following. Droids should be playable as well. almost completely immune to force powers. They should be able to be shielded from electrical energies, and able to upgrade their gyroscopes to be immune to force push so they can be completely immune to force powers alltogether. They should not get paid hardly anything though. Droids are not respected as anything but tools.

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Me and my friend were talking about this last night about how the classes would work for the game. We came up with a very very good idea in my opinion and can be open for modification. The basic idea is that for each base archetype there will be select players who are you can say the top dogs or celebrities. When we say this we mean pretty much like when the game starts out a select few who will devote some time to the game and who knows, maybe pre-release during beta or whatever they are chosen. The leaders of that archetype which are open to change kinda run how players level up. Meaning for example, bounty hunter leaders are the ones who setup Bounty's on players or NPC's when there are a lack of players needed for the Bounty. For jedi for example, there can be a select few who are the Jedi Masters / Sith Lords and they train other newer players as their apprentices to start them off. Just an idea.

 

We are basing this of an archetype system similar to the inital galaxies system. Their could say be a Melee / Ranged / Healer / Jedi based archetypes. Each archetype would branch down into specific trees for example. Melee could branch down into w/e that old galaxies hand to hand fighting tree it was (been to long >.>), could go into melee weapons. Ranged can branch into things like smugglers, bounty hunters, commandos, etc. Healers would go into medics, healer based jedi and others. Jedi based would branch into the specific different jedi classes.

 

Just a thought but the idea that the class development for the server is based around 5-10% of the server population would be a cool idea and it would much less repetitive than oh level up and then go train new abilities. Rather than actually have people teach them to you themselves.

 

We also talked a lot about the combat system, and the ideal one of course seemed to be a WoW type but that wouldn't work. We are huge Elder Scrolls fans we thought that combat system would be awesome. It's real timed, it would get the melee based people happy, and it would be fun for ranged blaster peeps.

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Me and my friend were talking about this last night about how the classes would work for the game. We came up with a very very good idea in my opinion and can be open for modification. The basic idea is that for each base archetype there will be select players who are you can say the top dogs or celebrities. When we say this we mean pretty much like when the game starts out a select few who will devote some time to the game and who knows, maybe pre-release during beta or whatever they are chosen. The leaders of that archetype which are open to change kinda run how players level up. Meaning for example, bounty hunter leaders are the ones who setup Bounty's on players or NPC's when there are a lack of players needed for the Bounty. For jedi for example, there can be a select few who are the Jedi Masters / Sith Lords and they train other newer players as their apprentices to start them off. Just an idea.

 

We are basing this of an archetype system similar to the inital galaxies system. Their could say be a Melee / Ranged / Healer / Jedi based archetypes. Each archetype would branch down into specific trees for example. Melee could branch down into w/e that old galaxies hand to hand fighting tree it was (been to long >.>), could go into melee weapons. Ranged can branch into things like smugglers, bounty hunters, commandos, etc. Healers would go into medics, healer based jedi and others. Jedi based would branch into the specific different jedi classes.

 

Just a thought but the idea that the class development for the server is based around 5-10% of the server population would be a cool idea and it would much less repetitive than oh level up and then go train new abilities. Rather than actually have people teach them to you themselves.

 

We also talked a lot about the combat system, and the ideal one of course seemed to be a WoW type but that wouldn't work. We are huge Elder Scrolls fans we thought that combat system would be awesome. It's real timed, it would get the melee based people happy, and it would be fun for ranged blaster peeps.

The thing I don't like about it is it creates an elitist attitude. Not to mention, that some of those people will quit the game for any reason. It could even be that they have personal issues at home that means they can't play for a long time. That would effectively cut people off from growing. I think that a new skill should be learned. It should be practiced. Say for instance you want to learn sabreblock. You seek out a jedi master(PC or NPC) and have them teach you that skill. You watch them perform it on a drone. Then you get your own drone and practice what you learned. The more you use it the better you become at it, but everything you don't use degrades. Your proficiency at other force powers may fall off.

 

Say you decide to be a smuggler. You learn uncanny dodge from the smuggler trainer. You practice it and become very good at it. You can avoid taking hits. Later you decide to learn quickdraw artist(note skills just made up, I have no idea what they are doing) so you can do some heavy damage off the bat. You have to practice against drones. You get very good at the quick draw, but you haven't been practicing your uncanny dodge. so now you may get hit more, but you can do some really good damage right off the bat.

 

I think this would be good for times when you're waiting on a group to form. Everyone waiting with their drones out practicing some skill. Maybe even have actual time spent in hyperspace rather than instawarp to other planets.

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The thing I don't like about it is it creates an elitist attitude. Not to mention, that some of those people will quit the game for any reason. It could even be that they have personal issues at home that means they can't play for a long time. That would effectively cut people off from growing.

 

Well we thought of a solution to that, there could be set NPC's that can train but say actual players can give maybe faster training or even bonuses. But I mean there would be a decent amount of trainers and once players get to a specific point in their training they can start to train others.

 

The whole point of this idea is to get the community more along with a servers or just in general the server development rather than have NPC's do everything. Because not to many MMO's have players determine outcomes for everyone else.

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I think that PvP revolving around planet control would be fun, especially if the MMO took place in either the Mandalorian War or the Jedi Civil War. And not just mindless capture the flag type PvP either. Granted, that type could have its place, such as in capturing key cities or resources, but there are other options too. Slicers could try to slice into security systems. Smugglers and Spies could try to learn information to determine key points of attack. Assassins could try to kill key targets while opposing players try to escort the targets to safety. There are many options that have been more or less unexplored by MMOs so far.

 

One thing that should not happen is pigeon holing PvP into little static battles that people get in line to fight. IMO, that has pretty much killed RP inspired PVP in WoW, and taken the "war" out of Warcraft. The Mandalorian Wars and the Jedi Civil War are both described as horrific wars with many casualties. This should be reflected in a MMO surrounding their events. Instead of making little static zones of battle, simply make it incredibly difficult for the Mandos/Sith to strike all the way into the Core, and equally difficult for the Republic to push out into the outer regions. The further you get into the enemies' territory, the more NPC military forces are available to stop you.

 

In addition, you could have NPC fleets traveling from planet to planet. Some would be normal fleets that create epic conflict for anyone to take part in, while others would create PvP exclusion zones so that players that want to take part in the war but don't like PvP can always do so in the role of defense. Personally, I could think of nothing more immersive than riding a Basilisk war droid down onto a planet to wreak havoc upon a city defended by other players... as long as there is no dancing on the battlefield. Damn gnomes...

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Yeah. That? None of that is going to happen. We'll be lucky if they include any kind of Space-Based Combat. And as for planets, well, if they're smart, they'll set it on a single heavily contested world or a very small number of worlds, most of them heavily contested.

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Didn't really mean space combat, though that would be good too. I was talking more along the lines of roaming fleets turning entire planets into combat zones(either PvP or PvE, depending on the type of fleet).

 

And if they're smart, they'll take a note from Eve Online and make a single server that scales upward well instead of WoW's 1001 empty servers plus the 20 or so overpopulated ones. Then you can have many planets without worrying that there's only going to be 3 guys on what should be a populated planet.

 

A single planet is probably the worst idea I've heard for a Star Wars game. That would take the flavor out of it pretty badly. You'd likely end up with a static battle that never seems to be resolved, yet inexplicably have two safe zones for the entirety of the game in a conflict that consumed entire planets(assuming the whole Mando/Jedi or Jedi/Sith conflict is what they go for). Granted, the skeptic in me assumes that this will be the case anyway since nearly all big budget MMOs end up being static crap. Look at World of Peacecraft.

 

Now a few planets might be ok for release, but I would expect the number of planets to grow with time. Not every planet has to even be populated. Some people just want to explore. Now, I'm not asking for things to be on a scale on par with Eve Online, with its thousands of visitable star systems, but at least have enough planets to have a buffer for new players and noncombatants, a fair number of contested planets, and then some remote planets for the exploring types.

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And if they're smart, they'll take a note from Eve Online and make a single server that scales upward well instead of WoW's 1001 empty servers plus the 20 or so overpopulated ones. Then you can have many planets without worrying that there's only going to be 3 guys on what should be a populated planet.

 

 

EVE has far fewer players than WoW. You wanna try cramming 10 million accounts on one server? I don't think that's possible yet.

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I also don't think that a Star Wars MMO is going to draw the numbers that WoW took years to accumulate. In any case, servers should be scalable, and shards should only be made as needed. WoW can't handle, and doesnt really need 30,000 concurrent users per server like Eve does. But Star Wars is closer to Eve than WoW in terms of needs. A Star Wars galaxy with only a few thousand people in it would be a pretty empty galaxy.

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Remember though, with the combat system. Its most likely going to be some form of turn based (most likely WoW style) style attacks, but it probably WON'T be real time.

 

They're trying to make a RPG, not a Battlefront 3.

 

But hey, they sorta had it ok with Mass Effect, but the combat got quite boring after the first couple of battles.

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its probly gonna be the kotor combat system since its kotor 3

 

They're not using the same engine (for the supposed MMO at least)...why should they have to use the same combat system?

 

Can you imagine a huge-a** PVP battle, with all this constant pausing of one, two seconds inbetween combat rounds?

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Has that been confirmed? I thought we didn't have much info other than "Star Wars MMO?" I honestly hope that it isn't KOTOR 3 for two reasons:

 

1. If there is a KOTOR 3 I would want it to be single player.

2. D20 really isn't suited for mass combat.

 

In any case I doubt it would be just like KOTOR, because you can't have real time with pause in a MMO. It would have to be a full on real time system.

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Has that been confirmed? I thought we didn't have much info other than "Star Wars MMO?" I honestly hope that it isn't KOTOR 3 for two reasons:

 

1. If there is a KOTOR 3 I would want it to be single player.

2. D20 really isn't suited for mass combat.

 

In any case I doubt it would be just like KOTOR, because you can't have real time with pause in a MMO. It would have to be a full on real time system.

 

Mmmmhmmmm....especially with that d20 system, would look ugly in a KotOR MMO. That EA guy came out and "confirmed" it. Some naysayers are still waiting further confirmation from other sources.

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Well then. OK, if it's going to be KOTOR 3, then this might not be the big epic war MMO, that I hoped for. Where TSL left off has me thinking more along the lines of exploring mysterious ruins... just like nearly every other MMO. Oh well. I'll let a glimmer of hope remain just because its Bioware. But just a glimmer.

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I don't really understand why people are so against PvP as long as there is are reasonable steps you can take to avoid it and still enjoy the game. I could see the argument against an Eve style PvP, since that game completely revolves around it, but I've already listed some ways that it could be added in a way to benefit those that want it and stay the hell out of the way of those that don't.

 

PvP can benefit a game so much for roleplayers if it is done well. Without it, the whole galaxy ends up like Manaan, with the Sith and the Republic giving each other harsh words and menacing stares. Roleplaying events become the sort of picnics and ale parties so common in WoW. How can there be an epic struggle between good and evil when evil is a script that does the same thing every time you encounter it?

 

Don't get me wrong. I am intimately aware of how retarded many PvPers can be. But then, those children(no offense intended to any actual children) will stir up a mess whether there is PvP or not. Everquest taught me that. The best thing is to design a system that both player types can enjoy without the interference of each other.

 

I am also familiar with the thrill of planning and executing an organized strike on an enemy town. I have participated in the defense of cities and the sacrifice of innocents. I have enjoyed comical events such as a staged zombie invasion where those that got killed rolled up undead characters while the survivors searched for the cure to the plague. In short, I have had a massive amount of fun that would not have been possible in a game that lacked PvP.

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I think WoW hit the nail on the head with instances. The major adventure areas are instanced, but the main of the world is not.

 

I honestly was never into the whole instance thing...doesn't make sense story-wise for one group to kill the evil boss, then he just respawns for another group to kill. Where's the continuity?

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I know my comments will be sacrilege for some of online gamers, but this is my opinion as a casual gamer that cannot give my life over to gaming.

 

With the announcement that Kotor 3 will be an MMO, I am truly disappointed. I am a big Kotor fan, I can't get enough of either game and play them repeatedly trying different scenarios.

 

I am disappointed with MMO's for several reasons: 1) I refuse to pay a monthly fee to play a game, any game no matter how great; 2) however you stack it up, if you don't have a group of online friends you are hung out to dry, guilds are next to impossible or even co-operative play - I don't have hours all at once to give over to a game; 3) no matter how many "raids" it will just be the same game constantly with different locations - no becoming a white night, blackest of sith or a balanced grey. Once you start down one path that is it.

 

I know my comments will be sacrilege for some of online gamers, but this is my opinion as a casual gamer that cannot give my life over to gaming.

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