cynyck wrote:
someproteinguy wrote:
Sir Xsarus wrote:
I'm looking forward to playing this game with Aethien. Who else is joining us?
I'll probably give it a try. But the final decision will come after release once I have a better idea what the game is going to be like, what content they have, how its been reviewed, what the cost/F2P-model looks like, and whether or not that's all worth it. That being said, unless it comes out as an abject failure I'll at least give it a look-see.
I pretty much give all the larger launches a try. But not before digg reviews it for me.
He tells me what's good, what's bad, why it's good or bad, and then he often adds a bit explaining to the developer how to fix what's bad.
The "professional" reviewers all say "This game is terrible. But, you know what? It kept me engaged so give it a try! You'll at least get your money's worth!"
[and then about a month later Maz explains all the frustrating sh*t about the game] Teamwork!
But really, what I want to see is a game that actually takes the idea of a fantasy sandbox seriously. I want EQN to be a big sandbox world. It has a class system, which was a let down, because what I really want to see is a game that just gives us a crap ton of skill trees, 10-20 skill slots, and equipment limitations, and just tells us to have fun.
As in, I can skill up in whatever I want, whenever I want, at whatever pace I'm comfortable with, but I always have a maximum slot number and equipment limitations for balance. Like, I can get every single healing-relevant active/passive skill/talent, but I'll need to choose from those which I want slotted, and then decide whether or not I want a healing staff or a relic (which might have their own pluses and minuses) so I can actually use them well (or at all, depending on the ability).
That way I get to build my character like I want, skill up and try new things, but balance is maintained by the ultimate limitation of what I can actually do at once.
I also want a game where the developers worry about balance at the macro level first and foremost and don't necessarily have to care about day-to-day balance at the micro level because they're not balancing around 3v3 PVP content.
It's fine if swords are slightly less powerful in certain situations compared to Maces, as long as they are still worth using in other situations. And they should still be a balancing priority, but when you have a game where players aren't forced into boxes, you have more balancing freedom to focus on the extremes, rather than the minutia in the middle.
I like how CCP balances EVE, personally.