With SW:ToR and FFXIV coming out...

Post » Mon May 11, 2009 12:03 pm

I really hope Fallout Online is something completely different from your WoW clone.
This can not be said enough.

Those two games (SW and FFXIV) are both PvE quest-based MMOs with huge fundings from the big boys.
For the love of god, please do not go and compete with these games.

I know 100% I'll be disappointed, and this will indeed be WoW set in the wasteland (even if FAQ states otherwise) but maybe, just maybe you guys at gamesas will surprise us.

My wish list for Fallout Online ?

A pure sandbox-style game set in the wasteland's of Fallout.
Very little questing and PvE. The quest grinding concept is OVERDONE.
Tons of hardcoe FFA PvP, BUT REGULATED TO BE EXTREMELY FAIR AND FUN FOR NOOBS AND LOW LEVELS AND I WON'T SUGGEST HOW THAT'S YOUR JOB.
City building and/or conquering by guilds/clans/factions.
NO LEVELS !!! Not your typical MMO leveling anyway. Something different.

That is all. Thanks for the excellent Fallout 1 and 2.
I know deep down Project V13 will be awful and I'll facepalm when you show it, but I'll pray anyway.
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Claudz
 
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Post » Mon May 11, 2009 1:02 pm


I don't think FFA everywhere will work (depending on a lot of things about how the game is actually going to work in every single other part of the game mechanics) -- please do suggest something. You'd give me a very hard job if you asked me to get you the best ice cream in the world if you gave me no idea what that means.

I think gamesas has to at least consider this one -- it's come up a lot around here in some form or another (and really, it's been too long since a game supported this at any level).

Yes! Finally someone who has voiced that they agree with me (well, at least in principle, I'm sure we can find details to use as excuses to throw plasma grenades at each other). Might I suggest using the SPECIAL attributes (Strength, perception, etc), use a new skill set and allow people to increase skills, say once or twice in some time frame, if they use those skills and risk that they deteriorate, once or twice in some time frame, if they don't use them. I think this should give a fairly balanced result and make sure that people who's been farming all their life don't suddenly turn into an expert marksman and superior outdoorsman.

BTW: very very (as in extremly) poor choice of thread title! This forum is about PV13, not SW:ToR or FFXIV
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El Goose
 
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Post » Sun May 10, 2009 10:45 pm

I think levels play an important part in multiplayer RPGs as they give other players a simple, clear estimate of your power level. Assuming that the game does allow players to increase in power as they progress (and as an MMORPG, it had damn well better!), then there needs to be an easy way for players of similar levels to identify each other for grouping or PvP purposes. It doesn't have to be a generic level system (eg 1, 2, 3, 4, etc), but you do need some sort of basic indicator. Ranks are a possibility (eg Vault Trash, Wanderer, Survivor, etc) but then that's not necessarily obvious. I mean, is a Wasteland Warrior higher than a Vault Hero? Who can remember!

Even if levels are simply the sum total of skill points spent, divided by a constant, then I think that they'd play an important part. I do think that there needs to be some sort of very obvious, numeric indicator of approximate power level.

I think that the answer in the FAQ regarding similarities with other MMOs is a really good one. There are things that WoW, and other MMOs do, that simply work really really well. It makes sense to adopt and adapt these things into other MMOs. I think a great example of this is typically controls / interface. These are areas where familiarity is a really good thing. You don't want to alienate players by forcing them to switch to a completely new control system or interface layout every time they want to switch between your game and another.

A lot of people will play a game like this purely for the atmosphere and environment. Beyond that, any similarities to other games for them will simply make the game more accessible. Sure, a completely revolutionary character advancement and development system might rock for end-game, but if the learning curve is too steep, or the mechanics too impenetrable, then a lot of players are just going to get frustrated, or feel that they've screwed up their character (but not want to restart), which could prompt them to simply stop playing. In this sort of situation, well, maybe experience points aren't so terrible after all!

For my part, if the game can recapture the feel of the fallout series, then it'll be a winner in my book regardless of the framework used to present it. Maybe you'll sit and sigh, wishing that I were near
Then maybe you'll ask me to come back again
And maybe I'll say "Maybe"
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Rude Gurl
 
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Post » Sun May 10, 2009 11:56 pm

If FOO ends up having very little PvE, and being PvP heavy, I have a feeling I won't be playing it for very long... if at all. :( Which would be a shame, because I really like Fallout 1/2/T (yes, I really like Tactics), and I have been waiting for FOO for a long time.

There is a very simple reason to why I would most likely not play a FOO that was very PvP heavy, and had very little PvE.

Because PvP is the MOST boring thing ever created for computer/console games. I could probably go as far as saying that I pretty much hate PvP in mmo's, and multiplayer in regular singleplayer games.

There is pretty much only one exception... WAR's RvR. That is the only PvP styled thing I have ever liked. But even though I like WAR's RvR, I only spent something like 5% of my time RvRing when I was in the WAR beta.
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i grind hard
 
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Post » Mon May 11, 2009 5:38 am

They should focus on making many quests/missions since that is what f1,2 was about :/ BUT they don't have to make them boring or make them into grindingmissions where you just end up killing 50 rats or something.

Like the classical example for a noobquest: Questgiver: Hi, I have a problem, rats have invaded my garden. Can you please kill them, I will pay you 50 caps if you kill all 50 rats.

damn those quests are just boring... Image
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TASTY TRACY
 
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Post » Mon May 11, 2009 1:16 pm


No they shouldn't. They should stay away from that model.

The point of my post is that other, more funded MMOs from big companies are doing exactly that and coming out "soon" (next year).

They cannot compete PvE-wise (content and quality) with those games, and should aim for a niche market with something new (PvP would be ideal).

Please, no Wasteland WoW. Please !!
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Robert
 
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Post » Mon May 11, 2009 11:53 am

What im saying is that making a game that hardly have no quests and makes you wander the wasteland freely to do anything you want.. gets boring after a while, I know this because I'v seen it many times, both irl and in games, you need to give the public options to do both, sandbox games sounds fun when you look at it from afar but when you get close and actually are in it you will see the the giant see of.. nothing and more nothing and then some boundaries.

What I don't want is the games inhabitants to be solely dependent on quests to lvl up and quests dont have to be - go here, talk to him, go there, kill them, go there bla bla bla. Fallout could make quests like

Questgiver - at 08:00 a caravan will leave **TOWN NAME** and I want you to go with them and protect them, you will be given a small handgun if you don't own one, speak to the caravan master and he'll set you up. (and if you die in the quest nothing will really happen, you don't get any money or anything :P because you died... if you run away from your mission with the gun and everything you will loose karma/standing/something_else and the questgiver will be pissed off at you).

And if the caravan arrives safely the town will maybe get more goods and money or something, improving the town somehow. So the quests can affect the game just a tiny little bit. Image
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Code Affinity
 
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Post » Sun May 10, 2009 10:52 pm



now what would be cool is if someone with bad alignment was able to get a similar quest, but had to rob the same caravan at the same time. :) Image
Fallout Online Forum - Fan Based Community
http://www.FalloutOnlineForum.com
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Neil
 
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Post » Mon May 11, 2009 1:17 pm

Absolutely. Not to toot my own horn, but to toot my own horn...
Should an enemy 'gank squad' make an incursion into that faction's territory (if they're detected by the patrols -stealth ftw!-) A faction-wide alarm should be radioed out, alerting both players and NPC's to the last known location of the intruders. Once two or more locations have been radioed, anyone with a map should be able to extrapolate the path of the raiders and attempt an intercept, possibly with NPC aid. Players could be able to sign up to be a part of the convoy's protection, earning caps, faction rep, and enemy (be it player-raiders or a random mob) loot.

Both sides/factions/standings get a mission that makes for organized and objective-centric pvp. The fun kind. :D
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Ashley Tamen
 
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