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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#1 (permalink) |
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Training Grounds
![]() Join Date: May 2006
Posts: 3
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A few thoughts and perhaps conversation starters on how this game might spawn.
First off: Conduct. I come from an MMO background with my main game being CoH/CoV - that game has a pretty decent community barring the usual amount of flaming idiots and noxious presences. Overall one can, overtime, get a genuine sense of family and friendship as well as feeling as though one belongs to a genuinly helpful community. The question is this: Though Huxley is to be an MMO do you feel as though the FPS element will degrade the community into a flame-fest and/or prohibit the "natural" growth of the community and present, in it's place, a more hostile environment for newcomers or those who "don't belong" ie: people not in your guild/clan/corp whatever. A question of Content: I've seen a post or two referring to a "healer" class and I've seen that most seem to feel that it might be implemented in a smaller role but not be a main role. My question is: Why? This is going to be a full blown MMO not just an online FPS, non? As such why not have multiple classes aside from simply the run n gun type? *headshake* But I find myself going off track. My real curiosity was whether or not anyone had any clue as to whether or not there would be a death penalty? IE: losing experience, debt, some such thing as that? I would assume not, simply given, especially in fast paced FPS games, you die and respawn to get right back into the action. Also: And this sort of moves back to the Conduct portion of this post: How rampant do you think that ganking and tactics such as that will be in Huxley? Given the assurtion that a skilled enough level 1 player will be able to kill an upper level player given the right scenerio that still leaves open the facet of being overwhelmed (ganked) by upper level players and having little to no chance. I've never particularly cared for this particular tactic myself though, in some small way, I can see it's validity. My question is how much do you think it will happen here? -Reme |
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#2 (permalink) |
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Member
![]() Join Date: Mar 2006
Posts: 53
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To answer the conduct question: I doub that it will be a problem because if you've ever played Planetside (another mmofps) then you'd know that they have a very friendly and helpful community. In the beginning it may be a little bit of a flamefest but once everybody finds their places it should be just as friendly a community as PS has.
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#3 (permalink) |
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Member
![]() Join Date: Apr 2006
Posts: 83
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In my own oppinion:
[]Healers will be more like medics, since even the pve section i can see being quite fast paced, so it more rez dead people and chuck them a heal pack or bandage them up. Plus it lends more to the style of the game then, a pure healer class. []Ganking shouldnt be that bad since i think the opposing sides arent focred into contact as they have their own cities or parts of the city. As the lvl difference the higher lvl player will still have the advantage, for example a lvl 1 is walking in the wilderness, a lvl 22 is lying on hill half a mile away with a sniper rifle. Now the assault rifle the lvl 1 carrying can still kill a man, but its not gonna be much use at that range. []As for death: Well it supposed to play like a fast paced shooter, so i reckon theres gonna be alot of dying, in the battle areas, they'll probably be set spawning areas, similar to planetside, and within cities you'll have similar things but less numerous mabye one for each city section.
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"Silence is just a word, I am more than silent." |
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#4 (permalink) |
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Member
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To answer your concerns with a few thoughts of my own:
With regards to Medics, I doubt they'll have that much of a role in combat to to its very fast paced and hectic nature. They would have some sort of healing prowess, for sure, but if it would come to its own in a scenario where everyone dies at the rate of seconds and a combat scene is a mass of dodging, jumping, shooting blurred figures as Unreal Tournament inevitably is, then a medic is going to have a hell of a time even staying alive, let alone keeping up with the healing. As for ganking, it basically depends if the game will feature inter-faction pvp - by this I mean players of the same faction having the option to freely attack members of thier own faction should they be taken by the desire to do so. Naturally, such a system should come with its own penalties, such as in EVE Online, or Linage 2 (both of which feature good anti-griefing systems and proceedures). Ganking will always happen as such, especially with a game where sniper rifles are to be had. It stands to us, the players, to be able to police our environment and cleanse the game from such elements. Spawning: I'd imagine there would be no real penalty for dying in this game. having an XP or monetary or even equipment damage penalty would be somewhat unpractical, considering how fast and how frequently a player dies in a contemporary fast paced FPS. What would make sense, however, would be fixed spawning points which would be some distance away from the action, so that reinforcements would take a realistic amount of time to rejoin the battle, and not having players who just died rejoining the fray moments later. Some sort of cooldown timer would be ideal here. Medics could have to option of resurrecting players on the spot, making them invaluable as they are able to supply instant reinforcements. In a situation where reinforcements would take 10 mins to arrive to a battlezone to rejoin the fight, having the option to bring them back asap would be great. Just a few thoughts.
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Experience. Learn. [b]Adapt[/b]. Succeed. [i]Survival of the fittest.[/i] [img]http://i70.photobucket.com/albums/i104/shinigami214/661cb52a.gif[/img] |
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#5 (permalink) |
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Member
![]() Join Date: Apr 2006
Posts: 54
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"The question is this: Though Huxley is to be an MMO do you feel as though the FPS element will degrade the community into a flame-fest and/or prohibit the "natural" growth of the community and present, in it's place, a more hostile environment for newcomers or those who "don't belong" ie: people not in your guild/clan/corp whatever."
Can only hope :-)
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"KamiKaze ate my hamster !" |
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#6 (permalink) | |
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Training Grounds
![]() Join Date: May 2006
Posts: 3
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Quote:
Why would having a bad or more hostile community be an appealing feature for any player whatsoever? Doesn't it instead promote less teamwork and friendship. Perhaps making it harder on newer players to enjoy the game at length simply because they are, for lack of a better term, "chased off" by some of the older entrenched players? Why promote and even encourage an environment which would disuade newer players from joining? -Reme |
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#7 (permalink) |
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Member
![]() Join Date: Apr 2006
Posts: 54
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Why would I say that ?
Because I live in the real world and not some nicey, nicey Utopia where everyone is good to each other and lives for the common good. Every game has it's disruptive idiots and I'd never encourage that but a bit of personailty and attitude is what gives a player character and that leads to *real* emotions in the games / clans whether they be real friendships or real dislikes. It's like boxing and the pre-match press conferences, they shout and holler and call each other names and it builds the fight - none of them (usually) really mean it and after the fight they're all hugs. Gaming should be the same. My gaming style reflects my real life personality, I can be arrogant, even aggressive but I'm generally a good person and treat people with respect - people should be themselves when playing and not put on some false 'it's the taking part that counts' persona. To be a real community it takes all sorts, if everybody fannies around everybody else not treading on toes and being 'nice' then it'll be boring as hell.
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"KamiKaze ate my hamster !" |
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#8 (permalink) | |
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Senior Member
![]() Join Date: Feb 2006
Location: Atlanta, GA
Posts: 160
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Quote:
You'd fit good in TA.
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HuXXXley. |
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