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Profile: Writh
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UsernameWrith
Rank: 62/100Rank: 62/100Rank: 62/100Rank: 62/100Rank: 62/100
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RankHard Core Member
JoinedJanuary 23, 2008
GenderMale
Age25
LocationOrlando, FL, United States
Last VisitDecember 1, 2008
Post Count51
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    • Should you lose your character if you die in a game?
    • If you wanna ease the tedium, one could implement templating. Where a player could basically save their look and how they distribute starting stat points(if one goes this route). Give the player the ability to create various templates so that when they die they can pick from a list of characters they already setup, rather then having to hit that character creation screen again. But honestly, even that could get annoying at times.

      I think my biggest problem is being dumped out of the game and having to jump back in. Things like this can seriously disrupt my flow of wanting to play, I'm sure others can relate. Example, if I somehow get disconnected, a lot of times being interrupted like that frustrates me that I decide to go do something else. Couple that with having to come back to make a new character and the likelihood of me personally sticking with the game is very low.

      Another alternative that just came to mind would be simply this, any property (housing) should have a deed item that is on the character but does not count for inventory, it has it own seperate slot (for trading and selling purposes). On death these deeds become lootable along with all gear on the character and bank key if you will (for bank looting). Meanwhile, the defeated player respawns (not having to reroll) with the basic start stuff, guild affiliate is broken, if you are one of those people that beleives in levels then back to level 1. You get the Idea a full reset. I personally don't think MMO's need levels these days, make it direct stat progression as well as skill. Developement through experience of what you are doing.

    • Posted: 12/01/08 9:20 AM
      Developers Corner
    • Should you lose your character if you die in a game?
    • Unnecessary tedium, you die from lag. You die from being new. Ya die a million times over and as a result you are constantly hitting that character creator screen where you make the exact same character that is just going to die again. I don't mind the concept of sever penalty for death but losing the character altogther is tedious.

      In the end most players will be less inclined to explore or take risks because it will mean the 14 time they've had to reroll that day just to try and explore the content or enjoy the game. Tedium on that level will drive people away and those that remain will stay huddled in a corner while that few Zerglings out there seek to make them miserable by killing them over and over again until they leave the game.

      So I answered why not, at least as far as my opinion goes; so return the favor. Why on earth should you lose the character if you die in game.

      And remember, in a game you have to balance realism with fun.

    • Posted: 11/29/08 8:40 PM
      Developers Corner
    • Mortal Online - First Player Mode MMO (video)
    • Originally posted by Ozmodan

      First person mode should be left to the realm of FPS games.  It just does not work in an MMO.  People like to see what they are wearing, otherwise it is an exercise in futility to gather or make such.

      Hence, you can kiss this game off to another failure to understand the genre.

      Actually, first person actually sells immersion a lot better then 3rd. It is also an alternative to having magical invisible stealth, and is a major step towards games without traditional archetypes. 1st Person is also greater at building tension/excitement during exploration.

      One of the greatest problems in the MMO community is a fear of change. Yet everyone calls out for it. The genre needs to evolve. By no means is that me saying Sandbox is that answer, since that is actually one of the original concepts. But hell even beat'em action games evolved, they adapted single player RPG aspects.

       

      And personally, the game has never been about oogling  my character in their new armor, it is about the adventures I have in that armor. For a genre that is about character developement its community, generally speaks, is awfully terrified of the change.

       

      Also could someone Youtube that video for me, I can't seem to view it

    • Posted: 11/13/08 10:37 AM
      General Discussion
    • Does TOR spark any interest in SWG?
    • I've been kinda tempted myself, simply to fill that starwars need till SWTOR is released, also I am lacking an MMO at the moment.

      I don't think the idea of considering SWG as a tie you over is all that ridiculous. The important thing is to remember it is just a tie over so you can't really complain to much that it isn't the game you want. I'll probably flip a coin tomorrow while I am out to decide if I want to just be tied over.

    • Posted: 10/24/08 4:01 PM
      Star Wars: The Old Republic

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