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  1. polarity

    Avoid Over-Balancing

    That whole 'Bring the player, not the class' re-balancing thing they did in WoW was a bad idea, because it made classes far too generic (everyone had a self heal, an interrupt, crowd control and an AoE). Instead they should have made classes unique, but allowed players to play more than one, by...
  2. polarity

    Theory Crafting MMO Roles

    I don't see anything wrong with a Tank/Heals/DPS(/Crowd Control) system, so long as alternatives are given that aren't so clearly defined. WoW may have been very strongly in favor of a pure T/H/D system (with crowd control abilities given to every class and spec, and only the Frost Mage being...
  3. polarity

    I had hoped Ember would be Free to Play...

    I think it's perfectly reasonable to expect people to pay something just to play the game. I also think it's just as reasonable to expect people who continue to play it to pay more. However, subscriptions are not the way to go about this. When you're paying a subscription you are made to feel...
  4. polarity

    Grinding

    Yeah, grinding - in the form of waiting for RNG to grace you with some good luck - is one of the worst parts of MMO game design. I'd even go so far as to say it borders on psychological abuse of players, because the Skinner Box system exploits a psychological weakness in order to encourage...
  5. polarity

    Grinding

    I've seen plenty of games where developers have made it far more complicated than it needs to be, because they failed to follow the 'single point of truth' rule when designing systems. Look at WoW. Pretty much every patch where they change the values on equipment or abilities, they forget to...
  6. polarity

    Nicely Designed Forum

    Could use a button at the top of the page to go to the discord server.
  7. polarity

    Grinding

    Part of the problem was when they went from a set of dynamic events that could happen anywhere, to set of encounters in set locations, that too made it more repetitive. At least with the dynamic ones, you could also get some variation from having more than one right next to each other. Adding...
  8. polarity

    What firefall did right: limited flight

    Sure would be funny if we could get a kickstarter together to buy the bus, and then fix it up so it's usable.
  9. polarity

    What firefall did right: limited flight

    When R5 put all of my gliders onto one cooldown, and nerfed the thrust of jetpacks, that went a long way towards killing the game for me. Half the fun of navigating that amazing game world was doing it from above the ground. Driving around at ground level is a completely mundane experience...
  10. polarity

    Grinding

    I'm getting really sick of people perpetuating the idea that games like Warframe are pay-to-win, because they conflate pay-for-convenience into the definition. We have separate terms for things for a reason, namely to avoid confusion. You do not just use the word fruit when talking about...
  11. polarity

    Grinding

    If a game is to have some form of progression, then it's also going to need some form of content gating to keep players rushing through all the available content, before the developers can produce any more. In a single player game, it doesn't matter if you complete everything in a few days, and...
  12. polarity

    What needs to be, and what needs to not be.

    There was also a larger group who came to FireFall completely fresh, didn't like it, and suggested it be more like <insert popular game>, and of course a lot of those players were from things like COD or WoW. Some ideas are worth copying, because they might actually improve the game, but the...
  13. polarity

    Weapon Customization

    Elemental damage is already used in Warframe, where you have fire, cold, poison and electric, plus all the combinations of pairs of them, with everything having different status effects, and damage bonuses/penalties against different enemies. It's done through mods so one weapon can be...
  14. polarity

    Crowdsourced Development? (and content creation)

    I recently came across the game Descent: Underground, which has a couple of similarities to where it looks like Ember is headed: Unreal Engine. Kickstarter. Small Team. Right now they're in early access which is expected to run through 2016. What's really interesting is a section they have...
  15. polarity

    What needs to be, and what needs to not be.

    I think the issue was the AI servers getting completely overloaded. That's one of the huge problems in advancing games, especially something as big as an MMO, doubly so for one that is also an FPS. Graphics have progressed a lot, and there is no end of talent when it comes to producing art...
  16. polarity

    What needs to be, and what needs to not be.

    I think when it comes to a dynamic system like a game director handling AI, there needs to be a balance between scripted responses to player actions, and plain chance. The AI shouldn't always respond the same way to players, with the same amount of force, nut instead there should be some...
  17. polarity

    My thoughts and ideas as a gamer and a designer

    Sure would be nice to have an MMO game where instead of 'endgame' being instanced for groups, it was instead in pockets of the open-world, but too hard to solo, needing teamwork and class synergy to go there. Firefall's Invasions were open-world teamwork content, but the issue was that they...