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Anyone else feel Revive mechanics are killing games like this?

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  • 04-01-2013, 08:09 AM
    M00N
    Quote:

    Originally Posted by FourEyes View Post
    Feel free to prove yourself hardcore and delete a character when you die, guys.

    Thats not were i am saying (dont think anyone else) The revive mechanic is fine as it is as its only affecting PVE and why would anyone care if someone revives 200times in 10minutes? (yeah i know not doable, but as an example)

    What i ment was more that if a game is tough/hard and you do die, there should be a revive mechanic at hand so you dont have to respawn miles away and then jump into your car and drive back to were you were (ie inside enemy complex). The OP wanted to nerf the revive mechanic to only specced players could use it or have longer CD on revive or what ever... but as the revive mechanic only affect you and your group who cares?

    Quote:

    Originally Posted by dirtyklingon View Post
    tbc raid content was actually alot harder than vanilla content.

    vanilla raiding was soul crushing because of hte level of inaccessibility to it and how boring the endless trash in raids were.


    vanilla raids were something like 80% trash 20% boss attempts.

    see no problem with that? Played it and liked it. Should they have removed all the trash and put 5 bosses side by side for easy access and free loot?
  • 04-01-2013, 08:11 AM
    ironhands
    reviving others is a great feature, helps push the team aspect of things

    self revive's a different story. It's handy, but I don't think it's game breaking, or really that important. If I'm soloing, I know it's come in handy a few times. There's nothing worst than almost killing a boss, having someone finish him off while you die, and not being able to make it back to grab any loot :(
  • 04-01-2013, 08:13 AM
    LadyChaos
    I would not call WoW hardcore personally, it's all perspective based of course.

    I'm as elitist and hardcore as the next gal, but hard just to claim you can do something "hard", gets old.
    Challenging, entertaining, balance between time invested and reward potential... that gets to be very segzy.
  • 04-01-2013, 08:18 AM
    Solitaire
    Could be worse!

    Seen a few games in my time that give you only a SINGLE life in the game with no saves!
    So if you die, it's right back to square one! Including character generation in some of them!

    At least in this they have used "nano-tech" as the basis around why you can die or be revived many times! (they either heal you "revive", or transport you to a safe location to repair the damage (i.e. death) "Extract").
    it's well balanced, in Tomb Raider Lara dies a grisly death every time but still recovers! ^_^
  • 04-01-2013, 08:18 AM
    ANTI
    Quote:

    Originally Posted by FourEyes View Post
    Feel free to prove yourself hardcore and delete a character when you die, guys.

    ^
    ..........
  • 04-01-2013, 08:21 AM
    Jake Wilde
    I pretty much started MMO's with UO and what we have now are cheap candy machines for games. Over the years they gradually got more attention from the "Everyone should be equal" crowd and lets face it, most developers I've ever gamed with sucked at their own games. So how can you make a great game when most don't ever listen to the really good players and instead listen to the squeaky wheels and try to placate them? GW2 was the fastest I've ever seen a community leave a game. It perplexes me why others keep expanding on the same failed model.

    One thing to note is the fact that in older games people had to work harder for community. Take Earth and Beyond; All the guilds capable of raiding had to come to agreements over certain drops that started raids. World epics in other games lent an air to community with guilds choosing to be honorable or dastardly. It all lends to immersion and created player content, drama, and entertainment. Look at the dancers in SWG and how they brought housewives out into the gaming world. It started other women to game more and WoW ended up having a very healthy female community.

    I don't know much about Defiance and I'm not cracking on this game. I pretty much play them to enjoy what they are and stopped expecting them to get better after the NGE debacle. I am ready for 10 pm MST though. :)
  • 04-01-2013, 08:36 AM
    LadyChaos
    Quote:

    Originally Posted by Jake Wilde View Post
    I pretty much started MMO's with UO and what we have now are cheap candy machines for games. Over the years they gradually got more attention from the "Everyone should be equal" crowd and lets face it, most developers I've ever gamed with sucked at their own games. So how can you make a great game when most don't ever listen to the really good players and instead listen to the squeaky wheels and try to placate them? GW2 was the fastest I've ever seen a community leave a game. It perplexes me why others keep expanding on the same failed model.

    One thing to note is the fact that in older games people had to work harder for community. Take Earth and Beyond; All the guilds capable of raiding had to come to agreements over certain drops that started raids. World epics in other games lent an air to community with guilds choosing to be honorable or dastardly. It all lends to immersion and created player content, drama, and entertainment. Look at the dancers in SWG and how they brought housewives out into the gaming world. It started other women to game more and WoW ended up having a very healthy female community.

    I don't know much about Defiance and I'm not cracking on this game. I pretty much play them to enjoy what they are and stopped expecting them to get better after the NGE debacle. I am ready for 10 pm EST though. :)

    In EQ1 we had to coordinate with the TW guilds about rotation or raid rights because the mobs only dropped loot once a day in certain end game zones. Time zones gave such an advantage in this case and until the leaders sat down and began making compromises it was a mess and very drama... EVE of course is all about diplomacy between alliances of course, but both of these games had no competition in their prime time and if you wanted to play an MMO of that type you "had" to play it that way or do nothing. Nowadays there's competition for our cash, and the players just don't want this much work in their game entertainment. Eve is still going strong and EQ1 is still in action of course but people expect every game to be a classic to last the gaming eons.

    You are completely right that the player base is soooo much different than it was "back in the day"... Games are not just geared for the old crusty veteran male bachelors, but the family man, the housewife, the singles and the teeny boppers. If you want full servers and lots of people to play with, concessions are expected.
    ----------------------------------
    I think that the revive mechanic as is, is great as you use it more in the begining as you are learning, but gradually use it less and less, except when you pull and "oh crap that was a dumb move..."
  • 04-01-2013, 08:41 AM
    M00N
    Quote:

    Originally Posted by LadyChaos View Post
    I think that the revive mechanic as is, is great as you use it more in the begining as you are learning, but gradually use it less and less, except when you pull and "oh crap that was a dumb move..."


    <3 totaly agree
  • 04-01-2013, 08:42 AM
    Snowgoons
    Quote:

    Originally Posted by Xirn View Post
    Reviving another person actually adds a little bit more nice social aspect to the game.. In GW2 in Orr region I could kiss people's feet for rezzing me during a particularly long run for example..

    Good usage of GW2 example, there were definitely times in PvE and WvW where I would have just logged off for the time being if I didn't get a rez :P
  • 04-01-2013, 09:27 AM
    Vertis
    i thought self revive as lame at first, then the game got much harder and I realized it was on a timer. D:
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