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Thread: Space PvP needs more help
Message Edited by Amuro0079 on 12-27-2004 02:50 PM
Amuro0079 wrote:
I edited my previous post, go check it.
EDIT
I didn't say MMO has only one requirement. It has to be persisitent and has support for thousands of players at the same time to be considered as MMO. If either one is false, then the game is not MMO. Freelancer isn't quite MMO, restrictly speaking.
Message Edited by Amuro0079 on 12-27-2004 02:11 PM
And what committee came up with these standards??
Or was it the game makers themselves?
How much role play is in swg the MMORPG, since role play is not really built into the system?
LRRCP wrote:
Amuro0079 wrote:
I edited my previous post, go check it.
EDIT
I didn't say MMO has only one requirement. It has to be persisitent and has support for thousands of players at the same time to be considered as MMO. If either one is false, then the game is not MMO. Freelancer isn't quite MMO, restrictly speaking.
Message Edited by Amuro0079 on 12-27-2004 02:11 PM
And what committee came up with these standards??
Or was it the game makers themselves?
How much role play is in swg the MMORPG, since role play is not really built into the system?
Message Edited by TotalJerk on 12-26-2004 12:13 PM
As it stands, player TIE's can swarm around Rebel ships and fire on them all day. The same can be said for Rebel ships.
Neither side will do any damage unless they are overt or in a PvP zone. That in itself is a very "gamey" mechanic that does not lead itself to realism. This being the case, why not have add more experiances that are "gamey" but fun!
Capture the flag. - This could be described as a battle between Rebel and Imperial forces where the objective is to capture a power module or a ship and then bring it to a friendly base. The battlefield could be in an astoroid belt or some other place that adds some environmental elements. A system wide chat channel announcement could let people know that a battle is beginning or something along those lines.
Note you MUST be Overt to take part in this, if you are not, the rings will not work for you.
King of the Hill -In militray terms this is a capture anddefend mission. A base with 5 rings on it is the "hill" you have to fly your ship through the rings to activate them. When you have flipped all 5 rings and prevented the enemy from changing them for lets say 5 minites, your faction controls the base. Control of a base gives you some cool GCW benefit. Control
all of the bases in a Sector, and you get another benefit.
People like trophies, giving them something to show combat prowess is a cool thing to have. The DEV;'s know this, that is why Jedi get a list of people they defeated. The game should not be so dang Jedi centric. Give Ace's the same ability!
If we should be rewarded for defeating someone in PvP, then what should we risk if we lose? Do not answer that question by thinking of what you want to take from your defeated opponent. Answer that question by asking yourself, what are YOU willing to give up if YOUlose.
Blackjack_Nova wrote:
We deserve and need better reasons and rewards .
In the end when you kill a player TIE or an NPC TIE it is still a TIE, they may act different but they are the same class vessel, my point stands there is no difference your talking play style but they are both still TIEs.
The name is the same the ships are not though and you Know it.
Well if you want to clutter up server memory sure, but I think SWG is laggy enough. It simply is easy to say 100 different player kills, but the code and memory to actually implement it is not simple, there would be no practical way to prevent killing bots to get badges and rewards, you idea only sounds practical but it isnt.
It would be a inline function to access a array, quick simple easy.
Now aside from the programming and server lag your idea would create the other impractical thing is if we took your 100 different players for a badge, that is impractical from a playing stand point as well. How often will you encounter 100 different PvPers during your normal play? Maybe if there are ALOT of overts on when you play you might, but I see posts showing PvPers complaining about being the only one overt, in deep space, etc or one of few. Even a seemingly small number like 100 maybe improbable to attain in a respectable amount of time, most PvPers get ALL content done in 3 weeks or less per expansion, who is gonna have the patience to hunt 100 different players or even keep track of each name so you dont kill Joe_1802 5 times, Larry_the_loser 18 times, and Bob_underpants 2 times, which under your system would be 3 kills not 25 kills. Alot of bookkeeping on the player end too, few players like to guess when it comes to rewards it isnt practical.
A) The PvP player does it for fun, they can check thier status after they kill the overt.
B) it would cause no lag, Nubulas in the game cause more lag for people then this would.
C) it would be a rare reward which would keep many going just like Jedi did early on with the holo grinders.
Oh and your flight sim from "1984" is not an MMO, the first game that that term was attributed to was Ultima Online not Air Warrior which I beta tested in 1992, it was in PC world in 1992, and yes DOS was still widely used in 1992 I remember how much I loved the idea of a metwork flight sim, which it was called. Falcon 3.0 was the sim of choice and Air Warrior was supposed to blow it away cause you could play online. I dont know if you recall what graphics and gaming was like for the few PCs out there in 1984, but think of the Adam system and Buck Rodgers which was aorund that time, most "Network" games where text based MuDs and chess games, your about 10 years off Air Warrior was the 90s not 80s.
You have the internet how about you check, you will find you are wrong as it was live in 86 on GEnie. If you Beta tested anything it was AW win or AWII or AWIII each was differant, AW3 was a open beta test onGamestorms server in that time frame.
In the 80's Falcon 1.0, Art of War, Art of War at Sea, Wing commander if you could afford the high end 286 or early 386.
And Names such as MMO, MMORPG are terms created for marketing by game makers, any game which has a large number of players online playing and interacting with each other past or present can be called a MMO same as a old game such as Falcon 1.0 could be called multiplayer since it had modem accesiblity built into the program.
Now I was playing AW online on GEnie in 86-87 and had to quit playing when I shiped out ot Germany in early 88.
The first modern MMORPG is now mostly credited as Meridian 59 (1996), but it was Ultima Online (1997)
"If you're new to the genre, you might not know the long history of this groundbreaking massively multiplayer game: Air Warrior III is the latest incarnation of Air Warrior II, which was previously called Air Warrior for Windows and, before that, Air Warrior for DOS. The story doesn't end there: Air Warrior was actually the first real-time online multiplayer flight sim, appearing over ten years ago on the Mac. A decade of development means the Air Warrior flight model is one of the best of the genre and the new offline campaigns, enemy A.I., and mission editor found in 1996's Air Warrior II finally made it possible for newbies to sharpen their skills at home before joining the intense multiplayer combat that made the game so unique."
Cut from IGN mag.
Kesmai Studios focuses primarily on massively multiplayer titles. Founded in 1981, Kesmai Corporation is a unit of Electronic Arts.
Case closed
Now you have stated you Beta tested Air Warrior in the 90's which I know is incorrect.
you can pull this information up your self most of it is archives of old game magiznes that are no longer in print.
Amuro0079 wrote:
LRRCP wrote:
Even with1 millionpeople playing online doesn't mean it's MMO. To qualify as a MMO game, the server statesmust be persistent, i.e, there must be a persistent universe/world where the game continues playing regardless of whether or not anyone else is.
It was a 24-7 server setup like SWG with 1 hour down time for server maint....
by your standards a sever with 10 people like many being runfor freelancer would qualify as a MMO game since most are on 24-7 and are persistent.
Persistent also means everyone's progress is being tracked. If you lose your progress when you leave the server, then it's not MMO, regardless of the server being run 24/7.I havenever playedmultiplayer mode inFreelancer, but if the server can keep everyone's progress even after server reboot and people leaving and coming, then it is indeed a small MMO.
BTW, it's not my standard. It's how MMO is defined and is different fromother type of multiplayer games.
Message Edited by Amuro0079 on 12-27-2004 01:59 PM
So, by that definition, FPS's like Quake2 and Quake3 are also MMO's, as the servers are persistent, and it keeps track of your progress, i.e. frags per hour, total frags, times died versus frags, etc.