Jump To Lightspeed Archive
Thread: Space PvP needs more help
Why not prestige points as they are already tracked anyway.
Man I hope an Angel is listening or a DEV because this would be a MASSIVELY cool feature to have ingame.
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, strictly speaking.
Message Edited by Amuro0079 on 12-27-2004 02:50 PM
http://archive.gamespy.com/amdmmog/week1/
You will notice that Thousands of players is not used in the article.
That's not progress, that's just yourstats. Progress means your hitpoints,armor points,ammo counts, weapons carried at the time you leave the server. And those servers are not reallypersistent in the MMO sense,namely, a persistentgame world rather than asingle map or set of unrelatedrotating maps. Plus, those games don't support a large enough number of players.
truewildman wrote:
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.
Message Edited by Amuro0079 on 12-28-2004 01:32 PM
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, strictly speaking.
Message Edited by Amuro0079 on 12-27-2004 02:50 PM
http://archive.gamespy.com/amdmmog/week1/
You will notice that Thousands of players is not used in the article.
That article didn't give any definition of MMO. While it didn't mention 'thousands of players', it did mention persistent worldand 'larger number of players' through out the article.
LRRCP wrote:
I thinkit's thepeople whocame up with the term Massive Multiplayer Online. There's indeed a definition somewhere if you search google
It is a abbreviation of a term made up for marketing purpose.
Massive multi player sounds better to the consumer then Multi player.
there is no standard in the industry that defines what a MMO game is and MMORPG could also beused to describemany of the early on line text based RPG games.
these terms are generic.
Why bother? Why not just use terms like network or multiplayer to describe those early games? Plain and simple, isn't it? I don't understand why you feel the urge to stick MMO in front of every multiplayer game that supports 100+ players.
And if you want definition of MMO here's one:
http://apstc.sun.com.sg/~gaming/MMOG1.html
Message Edited by Amuro0079 on 12-28-2004 01:44 PM
changes once you start to PvP, you are making your ownadventurerather then looking for it to be developed.
In time, most PvE'ers cross over to a PvP game. That is why the DEV team is working on the Combat Upgrade. Because itneeds to allow this cross over to take place, withboth the casual players and hardcore players.
Ok back onto the subject at hand. A Kill Board incantinasthat displayies your stats would be just about the coolest thing thattheycould do.Ask anyone who every played Wing Commander, if that dang Kill Board did not push them to do better then the next pilot on the list...
changes once you start to PvP, you are making your ownadventurerather then looking for it to be developed.
In time, most PvE'ers cross over to a PvP game. That is why the DEV team is working on the Combat Upgrade. Because itneeds to allow this cross over to take place, withboth the casual players and hardcore players.
Ok back onto the subject at hand. A Kill Board incantinasthat displayies your stats would be just about the coolest thing thattheycould do.Ask anyone who every played Wing Commander, if that dang Kill Board did not push them to do better then the next pilot on the list...
Has this feature changed the balance of the game for PvEers? If it has, I don't see how. What it has done however is made the game more enjoyable for Jedi, who have to PvP as part of there progression up the Jedi tree.
For pilots in JTL a Kill Board would be much better then a badge, but that aside, the reward of recognition is what
is really needed. Every sport has some kind of recognition giving PvPers some kind of recognition is what motivates them to speed the time, money and affort to engage in PvP. PvPer's and PvEer's choose diffrent play styles, and some folks that enjoy one sytle do cross over to the other or change from day to day. It does not make sense to limit the choices that a player can make unless the choice of one playstyle over the other is going to create a situation where griefing occurs. There is a massive amount of content that is only accessable though PvE methods right now. Every theame parks rewards and badges can only be obtained through PvE, therefore
forcing people who PvP go through a PvE experiance. Now is that fair? Applying your logic, it is not fair.
Seperating PvPers and PvEers into diffrent camps only works to a certain point, I would go so far as to say the
diffrent playstyles must have diffrent rewards in order for both camps to be happy.
Does a PvPer really care about going though the Jabba theame park to get a painting? Nope. But if they want it they have to. Does a PvEer care about the kill the Jedi enclave? Well if they want to go up the ladder they have to!
The two play styles both need rewards for what motivates them. That is the fact of the matter, otherwise, people will look someplace else to meet there needs and that would not be a good game design.
Message Edited by TotalJerk on 12-28-2004 10:57 AM