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Forsbacka

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  1. No one have done that before in a single thread about this issue.
  2. YOu have absolutely no idea what your talking about.
  3. When i said big games with world PvP as endgame, i didnt mention DAoC cause it was a small game compared to monsters we have now, it had 350k subs at best. When you say that WoW arena had gear advantages you dont know what your talking about, it was very casual friendly, arena giving same gear to everyone and at mediocre ratings up to top teams, everyone had same gear.
  4. Hero’s Journey Long ago in a company far far away, we were building a game called Hero’s Journey. It was an ambitious game with many wonderful features. We had our own special way of building games based on a unique process that we had developed while building pioneering online games like GemStone and DragonRealms. Our goal was to build a modern graphical MMO RPG that allowed our team of designers to continually add new content into the game – new areas, new spells, whatever they could think of. We took an early version of our game to the legendary 2005 E3 show. We rented a small room in the back of a small hall, very far away from the giant multimedia extravaganza exhibits of EA, Sony, Microsoft, Nintendo, and the rest of the empires. We set up meetings with people we knew, members of the press, friends in the industry, and publishers. We hoped to build enough interest to get a publisher to provide enough funding to expand the team and finish the game. A few people got very excited, but not the way we planned. “I need this.” We showed the game to our friend Gordon Walton. We had known Gordon for many years, back in the days when he worked for Kesmai, our late great competitor. Gordon had since been with Sony for its Star Wars Galaxies game among other places. He knows games, especially online games. Not only did we show him the game, but because Gordon knew us so well we showed him the development tools we had built around our special process – building the game online, in realtime, with tools for the entire team all in one package. “I need this,” said Gordon. “I am about to start a special project and these tools will let us build and prototype fast and get something running in a hurry.” Gordon is not an excitable guy by nature but this had his adrenaline flowing. “This is just what I need! I want to license your engine.” We had thought about offering our engine and tools to developers but we had expected that we would have to actually ship a game first, like Epic did with Unreal Tournament before they licensed the original Unreal Engine. “It’s not productized yet,” we told Gordon. “There are whole sections of code that is only roughed in and not optimized for performance or security. And there are very few comments and very little documentation.” He didn’t care. “We are going to have tons of engineers. We can finish it ourselves. We’re going to want to modify your source code for our special project anyway.” BioWare Licenses HeroEngine For… A few months after the show we heard from Gordon again. He was now the co-head of a new online game studio in Austin as part of BioWare. This was very impressive. Not only was Gordon a solid guy but BioWare was (and still is!) at the very top tier of game developers, the kind of company that made games that were always great. Soon the deal was done – soon meaning after months of painful negotiations and many weeks of meetings with teams of engineers who examined every line of our source code and interrogated our engineers. We were concerned over their making major changes to our engine, but we loved the size of the check that came with the deal. A year or so later, it became clear to us that BioWare was building a Star Wars MMO. We had to keep the secret for another couple of years but it was incredibly exciting. If you watch some of the videos of BioWare developing SW:TOR, you can see HeroEngine and its unique tools and process being used by the massive team on this incredible project. Our role began and ended long ago, in a company far far away, but we’re still excited over the part we have played in helping BioWare (now part of EA, of course) bring its vision to life. by Neil Harris, President and COO of HeroEngine Looks like BW messed up with the engine.
  5. Ceo of the company that made hero engine said that how it works now is due BWs bad coding. BW said that they can finish the engine which wasnt even ready, with BWs own engineers, Company that created heroengine havent been part of ToRs engine in 3 years and they said they aint happy about the heavy modding that BW did to it, but they also said that they liked the big fat check that BW wrote to em for half done engine.
  6. Sorry but they aint making world pvp as "endgame" since players has showed that they dont want to do world pvP. Only game so far with big player base that has had meaningful world PvP and based on world pvp has been aion. Making an expensive game for world PvP is financial suicide.
  7. Dont know any games like that.
  8. High ranked people already plays mainly against other high ranked players in equal gear, in WoW. Maybe you should try that game, there aint really gear differences since everyone gets equal gear in arena or RBGs, even the bad ones.
  9. I agree, thats what best players has gotten used to in WoW since creation of arena.
  10. Indeed, give everyone in normal WZs exact same gear statwise and make valor ranks give only visual upgrades to prevent gear advantages for people that dont need it anyway.
  11. I agree on every part on balance and been saying that . Arena may not show whos skilled or not but every single team at top ratings in rated battlegrounds was made out of mostly high rated arena players. Its not what kinda PvP they play, warzones, BGs, rated warzones, rated BGs, arena, world PvP. They are beeing competetive and determind to be as good players they can skillwise, tactically, gearwise, classwise, well anything that gives advantage and thats why they usually excel in every possible aspect of PvP. Competetive players are just simply better in PvP.
  12. If you do normal WZs, you dont enjoy competition. But ina ll seriousness, in WoW gear wasnt an issue where it mattered, at average ratings to highest ratings gear wasnt an issue in RBGS or arenas since everyone had same gear in a medium time span. I dont think that rated WZ or arena players are asking for better gear statwise, just bad ones. Competetive PvPrs have done PvP on equal ground gearwise since vanilla and used to equal gear. Im sure that all serious PvPrs are fine with only cosmetic upgrades on gear based on rating/ranking, same should apply to normal WZs and valor gear.
  13. So at same time your talking about skill and peviously about not rerolling for FOTM classes each time and playing only 1 char at your best , lower win % of underbog class possible beeing better record than high win % of fotm class. On the other side we got WZs that gives serious gear advantages and giving chance for better player to lose to worse one due unfair gear differences. You say that giving same gear to everyone statwise would prolly kill MMRPG aspect in PvP which i agree on. So if people dont want rated system award better gear to create gear differences and creating unfair PvP fights and gear>skill issues, at same time are ok with valor ranks giving better gear to create exact same conditions?
  14. Nah, i just get troubled when people that are against arena and it giving better gear to create gear> skill and class balance problems when at same time there is class balance problems in WZs and valor ranks giving better gear statwise than freshly dinged 50s in green gear creating same gear>skill issues.
  15. The race that Jarjar Binks belong to, or Ewokks.
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