One of the most enjoyable games which was quite repeatable was NFS U2 which seems to be very similar to how NW is being developed.
The game itself was very very boring, repeatable and unrealistic(the collisions, lol) but the customization was what made the game great with replay value. In fact it was just fantastic when played over and over and over. It had no raids (rally with more than 12 cars) but it was sufficient with 6 member party.
Pressing reset after the car was akin to death penalty in D&D. The penalty in that game was very light - just a few seconds and you pressing the reset button. So death penalty in this game should be there but should be light.
That game had very nicely 'pimped' cars. Vinyls, carbon hoods(which looked ugly on low res monitor) and stuff. So player character (PC) should have a lot of 'pimping' options. However the accessories were quite realistic even when unrealistic. NW should have
realistic but 'pimped' clothes and stuff for player characters.
Even when race tracks were defined, a few changes in car's performance changed the game radically. The first level was the same with one really slow car. NW also starts with pre-made builds which would be statically very similar - except for if it is a truck, a light car, a drift or a racecar (roles). Added bonus is races which makes for more options. However important part than initial stats is building up your car ... i mean character. Even with same character as it levels up we should have many options which we can put points to like nitro-boost/accelaration(read DPS), wheel balance(read controller powers), brakes power(read heal) and horsepower/topspeed(read tank/endurance). That way leveling up I can make my own car and feel emotionally involved and think - yeah this is my ca... i mean character.
PvP i.e. multiplayer does not affect the single player game. Stats/strategy in single player game is for fun. Multiplayer/PvP is for competition and na na na na feeling. Keep them statistically seperate, like in that game you load them separately from the menu. There are rewards from competition(like when you get challenged by random traffic car) and get oppurtunity for unlocks. However, those cars in single player were AI thus PvE and not PvP. Hence keep them separate.
There should be tough and rewarding non-combat events - like reach this shop in this minutes to get performance unlocks... I mean like skill checks, diplomacy etc. to get special stuff once in a while.
When playing with trucks the races update with trucks and when playing with speed cars, the tracks update with speed cars. Hence players should be rewarded for excelling in their chosen areas like tanking, control etc.
There were spectacular jumps with hang time. Some cool animation for every critical hit would be nice (doesn't have to be slow mo - just animation).
The cars had hydraulics which when car stops can be used to fill up a small amount of nitro. Similarly /emotes should be used to fill up the nitro ... i.e. give small amount of XP. Let that XP be lesser than what you get when you kill low level green monster - but give some token XP. It won't be viable path to level up and niether were hydraulics a viable way to fill up nitro. But thats "cool".
Style is very important - burn outs, slides around corners, finding shortcuts - all added to style. Make the characters stylish even when they are getting their backsides fried.
Appropriate cool soundtrack.
~~~~
For now I can think of these from that game. I believe these games are very similar and can have a lot in common, including commercial success and my love
p.s. lastly, in that game to start race and tell rules they had nice succubus like girls *S&P guys in suits appear* *being carried away*
Comments
I just couldn't get past this. Are you saying we should dress like Pimps?
Wait for the Bard class to be released first! b:mischievous
I'll hold off on the rest of the comparison 'cause I don't know the game well enough.
But..but what if we don't want to dress like pimps?
b:shocked
The Fashion police or Clown Pa-troll, which will enforce this....
(get it troll in there?)
Things from other games I would like to see.
Business system from The Guild.
Politics system similar to The Political Machine.
Trade route system inspired Ticket To Ride
Crafting similar to Minecraft
Bonding gift system for allies similar to that in Dragon Age
If allowed to make an evil character allow for a lair system using the foundry ala Evil Genius or Dungeon Keeper (and maybe a minion system based on Ghost Master)
Housing similar to Ultima online
LA Noire style dialog memes
LOTRO music instrument like system for bards
Something similar to Torchlights send the dog to town to sell your stuff ability
Delve Deeper-esque multi adventure party dungeons
Crafting such a weapon would require a lot of effort but would be rewarded with a similarly powerful piece. This would have to be a one shot item, possibly two for duel weapons users, or bound to the player, not an item for resale.
Thoughts?
My Best,
Ezra Steel
How much was the success of that particular game credited to crafting?
Did they decide to tone down the crafting from what they initially had in mind or did they notch it up gradually?
How much was the shelf life affected by it?
Any more details with analogy?
Not NFS, but NFS U2.
Also, instead of comparing different features from all games, it is better to compare all features of one game.
I would like if you also post your analysis of each game one by one explaining each system and how they can all be compared and interpreted. After all, we all are waiting for now
Oh! I just watch the programs on making cars beautiful and my terminolofy was affected by the anchor of the said program. That was also the reason I remembered the NFS U2 game. Though the game was different it struck me that a lot of its elements are similar to NW and it can learn from it too.
I guess what I am suggesting is consideration of the endgame as it refers to crafting. When a crafter maxes out his skills and his items become useless because of game requirements, then what is he to do? That is why I think a "legendary" system should be put in place. Scaling the weapons up is an option, another would be linking the weapon (or armor, magic item, etc.) to levels is another option that could be looked into. Perhaps as the character advances in levels, he can modify his weapon using rare items to enhance it to correspond to his advancement within the game.
An example of this would be Joe Blacksmith. He is a crafter extraordinare and he builds himself a mighty war hammer. Joe weilds the hammer throughout much of his adventuring career and it meets his needs until he reaches (insert here) level. Then the weapon becomes less useful. Being the master crafter that he is, he researches methods to improve the weapon and sets off on a quest to gather the needed components. Once he locates them all, he refires the weapon, making it better than before and up to the tasks before him. This would be effective both at level cap and beyond as the game design takes it.
I hope that I explained this clearly. It is just my ramblings and thoughts.
My Best,
Ezra Steel
Neverwinter Thieves Guild
I don't remember any legendary weapons crafting in SWTOR, crafting in that game was pretty bland in my opinion, though I did like the use of Companions to gather most of the materials. End game crafting was a bit odd though because it forced players to participate in both the space content (some elite level mats could only be bought with fleet commendations) and in Operations (SWTOR's Raids).
The one thing that SWTOR had that was good was a good chunk of the gear could be modded so you could keep your training robes if you wanted and just swap out the components parts to change the stats.
I am a big fan of the idea of allowing players to have gear that grows with them and improving that gear rather than forcing them to swap out weapons and armor every few levels to stay relevant. I even champion the idea of allowing players to pick gear at stage one and level it up along with their character, but no game has taken this approach yet and I doubt they will, there is too much invested in the carrot and stick of gear progression.
I am not against the "re-firing" idea, but what bothers me is how you balance this for all gear, Most games don't allow you to master all the crafting professions, so what happens at end game when you want to make your chest piece relevant again, but you're a weapon smith? There is a great deal of potential for griefing, or do you allow crafters to sell "item respec" kits? It is not that it couldn't work, there are just potential stumbling blocks.
I want a game where crafted gear is as good or better than loot drops, I think crafting needs a proper place at the table for any MMO meal and should not be relegated to the kids table, but I'm not sure how to do it properly.
So starting off with the Guild series.
The Guild
The general concept of the The Guild is an economic strategy game. You start a dynasty of sorts. Actually hell here is a quote from wikipedia: Basically I would take is that you can start a business. Either an establishment or a service. You can then try and compete with other business in the area selling your goods and services.
In the guild your business choices are dependent on your profession:
You could also gain titles that show how well you are doing. Those different titles would then open up perks such as owning more establishments, more businesses, maybe some minor political abilities (for instance if you were in a merchants guild it might open up some ways of steering the agenda of your guild).
Then there the dynasty aspect. You can have kids and a family. Those members could help run the family business.
This could add some of the engagement that has been rather big in EVE Online.
While exploring the world of Skyrim, one of the things I really enjoyed was picking up the various books and journals that I happened across in my travels. Fortunately there were mechanics in the game that let you keep the books on bookshelves and such as they did tend to accumulate at a rather fast pace. I read each and every book that I picked up as they were filled with bits of lore and history of the game I was playing.
I would love to see something similar to this implemented in this game. When player housing is implemented in the game, I would love to have a library filled with the volumes that I gathered on my adventuring career. There are some short term methods in which this could be implemented as it seems pack space is always an issue, or at least when first starting out. One method could be a designated "bag of holding" that would only permit the user to place books and tomes in it. This would be somewhat easy to implement and allow users a temporary place to store the volumes until other methods could be employed.
If the idea is appealing, you could take it a few steps forward. As others have said, players like titles. This could be applied to our collection of books. If one were to collect X number of rare volumes, they could be granted the title of "student" and could be taken up through various ranks to "sage" or whatever terminology would be used. Even the highest ranking could be broken down into specialties, depending on the tomes they collected, i.e., books on history, books on blacksmithing, books on magic theory, etc. Long term, there could be extremely rare books that require quite a bit of adventuring to track down and secure.
One thing I suspect most of us enjoy is immersing ourselves in the lore and history of the games that we play. The developers often include books and such to give us glimpses into that. By implementing a "library" for the players, this would enhance that aspect of the game. While this is just a rough-out suggestion, I'm sure the bright minds in this forum and on the development team can flesh it out further, making it a game feature worthy of inclusion at some point within the game.
Well, that's my two cents, and as always, the views and opinions expressed here are simply my own, feel free to disregard them!
My Best,
Ezra Steel
While exploring the world of Skyrim, one of the things I really enjoyed was picking up the various books and journals that I happened across in my travels. Fortunately there were mechanics in the game that let you keep the books on bookshelves and such as they did tend to accumulate at a rather fast pace. I read each and every book that I picked up as they were filled with bits of lore and history of the game I was playing.
Already confirmed at least 1 year ago
I would love to see something similar to this implemented in this game. When player housing is implemented in the game, I would love to have a library filled with the volumes that I gathered on my adventuring career. There are some short term methods in which this could be implemented as it seems pack space is always an issue, or at least when first starting out. One method could be a designated "bag of holding" that would only permit the user to place books and tomes in it. This would be somewhat easy to implement and allow users a temporary place to store the volumes until other methods could be employed.
I have always supported flying castle as my house. I need my own mote b:cry
So far the achilies hill for cryptic has been content. STO has nice smooth graphics, good animations, a bit glitchy here and there but nothing too game breaking but the content is HORRIBLE. Sure the space missions are sorta ok, but thats only cause its niche and no one else has 3D space combat like that (eve does but its totally different). Ground missions are really bland and boring.
So honestly i expect cryptic to do a good job withe engine and animations and due to their past reputation i expect the initial content to be really bad i just hope they have the tools in the game for players do develop content that is actually good. I know there is alot of creative people in NW community the question is, are the tools robust enough to create something that is actually awesome.
Again even if cryptic is set in stone with their 5man group thing for their inhouse offerings, i hope there are tools for players to make raid oriented content for those that enjoy that sort of thing.
I like this idea, but I see it being hard to implement in game. For one, you KNOW a rich troll will eventually start taking out hits on everyone. In which case either you will be screwed into no business because you've got too many hits, and not enough time in between (assuming there's a time limit, otherwise you could put out an everlasting mark) OR you could manage to pull it off, but no one would want to play because every time you go to do a dungeon or anything, you get ganked. There's also the issue of you being hired for a hit, but the person you're supposed to kill doesn't log onto that toon for a while, knowing there's a hit out on them. So they just wait till it expires, and you're screwed everytime. Or they could simply not play at the same time of day as you. I see way too many problems with this idea for it to work, but it just sounds fantastic at the same time. Also, if they managed to do this, I'd hope Cryptic does other player relevant missions/guilds for each of the classes. Dunno how it'd work for player-to-player effectiveness, but I think it'd be a great add-in idea for later on. Thieves guild will always be my favorite though. Every city needs a good pasha or two.
Next game I am gonna tackle is:
Delve Deeper
Description:
Basically this would work in D&D terms as multiple adventurer parties in the same dungeon try and leave with the most loot. An alternative would be to have an item they are both going after and only one group can leave with said item. The interesting things that tend to happen in this scenario is people have to determine when it is worth attacking your enemies or playing nice and maybe use them as a way to reduce the struggles your party has to face as you all go deeper into the dungeon. Now because that game is turn based and Neverwinter is real time it would probably be a good idea for dungeons built for this scenario to implement puzzles or prerequisites for progression into deeper areas in the dungeon. Also random items further make things interesting since you can wind up with cursed items or valuable items that can assist you in your task. The only thing that could make this better is if there was a way for players to build the dungeon as they go. So if the other team is further along you can determine what paths open for them and the game generates the obstacles at random.