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thejeni
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| QUOTE | | What's more surprising is that these missions will take advantage of facets from all sorts of genres from across the gaming industry. Missions will have multiple paths, primary and multiple secondary objectives, puzzles, combat, riddles, locked doors, inaccessible areas, secrets and can be completed in different ways. Groups of heavy handed fighters can bang their way through a mission while those that might not have the brute strength of a group like that can sneak it. Rewards will be different for each path adding more replay for those looking to revisit a mission. |
I just wanted to share w/ you a part of an article about how TR is planning on doing missions. It seems like this will be different than any MMO I've seen out there. I can't imagine how much this will effect the longevity of subscriptions. It seems to me that this is a way to keep people hooked on the game longer as you never know how your mission is going to go.
*From:IGN.com
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| 08/04/05 21:23 |
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The Shaman
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That's pretty sweet, I really like that. I'm all about replay value. I like the fact that the rewards are different as well. That's an excellent way to get items that are actually useful to your character.
Not get some sword when you're a healer or something...
The art of programming is finding patterns where others see only chaos...
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| 08/04/05 21:31 |
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Dark_Fire
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Another reason for me to drool over this game
  
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| 09/06/05 19:34 |
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concrete
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You also have to consider how that will affect the player-player trading economy.
If you tend to get drops geared specifically to be useful to you, that will leave much less inclination to sell to others, meaning you'll probably have to rely solely on either drops or NPC buys to get upgrades.
On the other hand, if you don't get drops that are useless to your character, perhaps these drops will be easier to rely on...
Personalized rewards are certainly an interesting idea in any case.
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| 09/26/05 06:55 |
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thejeni
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| QUOTE | | Personalized rewards are certainly an interesting idea in any case. |
I've always liked when MMO's actually do something different from the others. And it also means we won't have to worry about all the negative things that come from random loot being dropped (aka kill stealing, people camping, or just people taking your loot from you).
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| 10/31/05 19:21 |
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xtreme_hippy
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That'll certainly be a welcome change from FFXI, I think its the fact that it's so item driven is becoming its downfall, once "luxury" items have become the norm, and with all the comptition for these items and the like has all but destroyed the economy (as an example, i bought all 8 of my elemental staves at the start of december for around 1.3-1.5 million gil - a pretty fair price considering how useful they'll be - however, i saw ONE of these today for 1.3 million gil D: ), and i think will eventually destroy player - player relations.
One of CoH's strongest points was it being very co-operative, there was no mass PKing for items, and no kill stealing (not for items anyway)
Defiant:
CoH
Esprit - level 50 Empathy/Energy Defender (*glee*)
Transverse - level 36 Rad/Rad Defender
Crescent Kick - level 45 MA/SR Scrapper
Mental Block - level 35 Kin/Psy Defender
Phantom FLow - level 44 Illusion/Kin Controller
Global: @Esprit
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| 01/03/06 09:07 |
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thejeni
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| QUOTE | That'll certainly be a welcome change from FFXI, I think its the fact that it's so item driven is becoming its downfall, once "luxury" items have become the norm, and with all the comptition for these items and the like has all but destroyed the economy (as an example, i bought all 8 of my elemental staves at the start of december for around 1.3-1.5 million gil - a pretty fair price considering how useful they'll be - however, i saw ONE of these today for 1.3 million gil D: ), and i think will eventually destroy player - player relations.
One of CoH's strongest points was it being very co-operative, there was no mass PKing for items, and no kill stealing (not for items anyway) |
I agree 100% w/ this!
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| 01/07/06 02:17 |
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