Page 2 of 5 FirstFirst 1234 ... LastLast
Results 11 to 20 of 47
  1. #11
    Quote Originally Posted by cbowsin View Post
    WoW, really, ok ...
    I'm going to take a wild guess and say that you've never played Ultima Online..

    Your assumption in what these features mean make it Themepark, not our preferences.

    Before boasting your perspective is correct over how a Sandbox should be played, please take a look the other Sandbox games before Xsyon and judge upon that, especially the ones Xsyon is inspired by.

  2. #12
    Quote Originally Posted by Killarai View Post
    I'm going to take a wild guess and say that you've never played Ultima Online..

    Your assumption in what these features mean make it Themepark, not our preferences.

    Before boasting your perspective is correct over how a Sandbox should be played, please take a look the other Sandbox games before Xsyon and judge upon that, especially the ones Xsyon is inspired by.
    Aren't I playing a sandbox game? Do I really need to play every single sandbox game to post my rebuttal. Does that mean I have to play every mmo before I can make a comment? Instead of posting some opinion, why not explain the difference between a sandbox and a themepark. Don't worry, I'll wait.

  3. #13
    A Themepark MMO is based around the linear play style of a set story for your character, a Sandbox MMO throws you in a dynamic world where it's possible to change the environment and politics, you are essentially creating the story.

    A dungeon can easily be non-linear, and it wouldn't even be that they're all the same in difficulty, it could very well be the fact that they're actually just completely different types of dungeons for completely different types of playing styles and creatures or environments.
    "Holy shit, a dungeon with multiple entrances and exits without a boss!? Nowai."



    Check that out, non-linear dungeons, who would've fuckin' thought, aye?



    All I'm saying is, if you actually played these games prior, you'd have known this shit.. Instead you're throwing assumptions based on your own incomplete perspective.

    I can explain quite a bit about Sandbox games, I have all night.

  4. #14
    Quote Originally Posted by Killarai View Post
    A Themepark MMO is based around the linear play style of a set story for your character, a Sandbox MMO throws you in a dynamic world where it's possible to change the environment and politics, you are essentially creating the story.
    Well nice of you to respond to one of many responses I made. Perhaps if you have all night then you wouldn't have mind responding to all my responses. Also thank you, it has been a long time since my forum debates and forgot the term is linear as I used ladder in my responses.

    With that said, 'difficulty' is a slippery slope. In a sandbox, perhaps they created a dungeon for pvpers thus making it impossible for crafters but also introduced a dungeon for crafters thus impossible for pvpers. Well if that was the case then then they would have to create a dungeon designed for every possibility of the sandbox to satisfy all the various different plays styles in a sandbox. Assuming they did this, then they introduced new dungeons well they would have to make them the same difficulty as the previous dungeons otherwise they would end up adding dungeons with a higher skill requirement which basically makes it linear as a player would have to do one before doing the other thus making it linear. It has nothing to do with the number of entrances and exits. I appreciate the pics but you fail to make your point how you want something other than a themepark.

  5. #15
    Wait, where in the hell did I say there were to be "dungeons" for "crafters"?

    I honestly don't feel like this is even debatable, seeing as how my opinion isn't an opinion but factual gameplay mechanics previously successfully done.

    Oh, I get it.. You're splitting the community into PvPers and Crafters, how fanciful.. "Crafters" as in PvE players.

    Why in the hell would you try to split them up? A dungeon wouldn't be a safe-zone, you have every right to PvP in a dungeon with PvE players, I don't see this as a problem.. Again, UO did this.
    Why would you also need to create dungeons with tiers with, "Skill requirements"?

    Again, you're making assumptions and going downhill with them twisting them to seem linear and play like a Themepark, you could literally twist anything about a non-linear game, add one little thing to it and make it linear for an argument.

    I have a challenge for you, instead of thinking of these as themepark additions, try to figure out how something like this could be incorporated as a non-linear gameplay mechanic, yeah?
    You may have played far too many Themepark to Sandbox MMO's to not quite puzzle together the simple mechanics of a Sandbox.

    You literally don't need to touch shit for it to be a Sandbox.. Hell, that's actually what a Sandbox is, you want a dungeon? Don't fucking touch it's mechanics, just throw a godamn dungeon in there with skeletons, bam! Dynamic and non-linear, it's just a room with some godamn skeletons.

    See this shit? That's a fuckin' graveyard, and you know what graveyards have? Yeah, godamn skeletons.
    Dynamic? Hell yeah, just a godamn graveyard with skeletons and realistic loot, no crazy shit there.
    Oh, PvP? Yeah.. Easy, a player kills you while you try to kill a skeleton, BAM! Dynamic.. Non-linear play.



    And you see this? Yeah, that's a fuckin' dragon.. Oh wtf, is that a boss!? No, it's just a fuckin' dragon, who the hell needs bosses when there's fuckin' dragons roaming around?!
    Again, dynamic loot.. Hell, maybe I have their AI code lying around here, it's just a random generated pile of gold and shit.

    Name = "a dragon";

    SetStr( 796, 825 );
    SetDex( 86, 105 );
    SetInt( 436, 475 );
    AddLoot( LootPack.FilthyRich, 2 );
    AddLoot( LootPack.Gems, 8 );



    Yeah, dragons have gems and shit. :|

  6. #16
    I think they would have to work on animal AI before adding any of that.

    Also belive the whole animals grow/level over time is your dragon your asking for, if a bear can grow to a adult then not get killed and then grow into a epic creature you would have this grizzly that just tears players apart solo which would mean you would have to gather a raid group against it, but once its dead then you would have killed it from the game.

    I think animals should create offspring that is slighly lower to there level so a level 1 bear grows up and becomes a level 10 bear and now its offspring start at like level 5 and they grow up and to level 15 and they produce offspring that starts at level 10, etc etc, so that higher level animals produce higher level offspring. so that you can create a cycle where animals start to become over powered.

    thats not saying that we should have racoons taking down a army of players or that all bears should be like this, but animals in the mist should follow that pattern.

    As far as dungeons and grave yards:
    I could see caves being added and animals being seeded in there, how ever once you kill them off that would pretty much clear the cave out. grave yards might be possible when they add religion and probally as part of the player death possibly, but again this is more of a theme park element.

    but a cave with cave dwelling creatures that grow and get stronger as time goes by would be interesting, esp if they left at night to go hunt for food.

    Things that can be added to a world simulator that dont seem to be added just because you can add them, thats what i think of when i want to suggest stuff for Xsyon. Stuff that could be possible.

    how ever i think we should stay away from humanoid npcs, i guess zombies dont really count.

  7. #17
    Quote Originally Posted by xyberviri View Post
    ...
    No doubt, and I'd like to stay away from features that are easily not proper for Xsyon's setting and environment, however.. We do need more action and explorable areas, not just MORE of what we have, but some variety.

  8. #18

    The great sandbox swindle

    Quote Originally Posted by cbowsin View Post
    This is a sandbox, most of your ideas would be great for a themepark style game
    There is a growing use of the "sandbox excuse" around here. Maybe the devs use the term also an excuse for having no content.

    A sandbox should nopt mean no content. It should mean choices. Choices mean - lots of content. SWG was full of content and you could play and progess any way you wanted to. You can dip in and out of professions and combat, you could specialise, socialise, or just go off hunting alone and still have fun and make progress. Eve, while its a game i personally dont get on with provides lots of choices. WHat you choose to do is up to you.

    The type of game you and others that preach the same "this is a sandbox, dont expect the devs to provide content!" mantra would probably be better suited to second life. Although with second life content is "player" driven its created outside the game on the whole. That kind of meta content is not possible with games like Xsyon and therefore there needs to be plenty of sand and toys provided by the devs.

  9. #19
    Easiest way to give this game some direction... Item decay. Couple that with an area of the map that cannot be claimed and yields the highest quality materials and poof instant content.

    As it stands there is no reason to leave the safety of your tribal territory. This is fine, but there needs to be a penalty for never venturing out. Perhaps if there was a placed that we all wanted to explore with the chance of gaining untold riches, we might have some interesting drama develop.

    Many of you cry about griefing, but in reality the griefing is what will add the player driven content. This is a post appocalyptic survival scenario after all. There is no need for "dungeons". There is a need to encourage some conflict. Even if the combat it terrible.

  10. #20
    I can't help but assume the Devs fully intend to add these sorts of things. More mobs, more places of interest, deep caves with stuff in them, combat, sieging, and I thought some sort of skill cap was going to come at some point which would mean everyone would def be different. There is no way they've created this much and don't have a pretty good idea where they need to keep going with it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •