Black Desert Online
I've been playing the game lately and been following it for awhile. From the research I've conducted for awhile I figured it wouldn't be my style but I had to try it out anyways. The game is amazing looking but wow they missed the mark on a lot of game play.
https://www.youtube.com/watch?t=3&v=BmMQIiKukiE
I agree I've loved every game Brad as made. I believe you still need to try as many different MMOs as possible to learn from others mistakes/triumphs. For example I believe Vanguard had some of the best if not the only boat system in a MMO at the time of them being introduced. They worked out great but I believe Archeage did them better. Was Archeage boat system perfect I don't believe so they could still use some more work. I think it's every game designers duty to try as many games as possible to learn from them. If they aren't taking the time out of their day to spend a little time in new MMO games they are failing IMHO to learn from others.
I was really excited a few years ago when I first heard of Black Desert. Age of Wushu and ArcheAge were the two best modern sandboxes (with themepark elements), but I felt the same way about them. Both were basically the only immersive games I've played since Vanguard, but both had the same failings with P2W and other issues.
I held out hope that Black Desert would fix the problems those two games had, offer some better long term options regarding player progression, and really deliver an amazing virtual world. Man did that ever turn out horribly. Around the later stages of beta they pulled a complete reverse course and basically incorporated the WoW philosophy, making everything solo friendly. That destroyed so much of the games appeal. Oh ya, and the class system was garbo too (no healers, wtf?)
I think it would be fair to say that the Korean developers are amazing at making games. Every Korean game that I've played has ran amazingly well, looked great, and had some great mechanics. I only wish they could make a game with great dungeons, group dynamic game play, and good raids.
Anasyn said:
I think it would be fair to say that the Korean developers are amazing at making games. Every Korean game that I've played has ran amazingly well, looked great, and had some great mechanics. I only wish they could make a game with great dungeons, group dynamic game play, and good raids.
... and no cash grab pay to win crap.
There's actually a few activities from those games I'd love to see make it to Pantheon 1 day. Unfortunately many of them were more geared towards PvP, but I had a lot of fun in both AA and AoW doing the tradecart/trade pack runs for money and guild status/currency. They could be done as PvE escort events, and could provide countless scenarios for groups and guilds to gain faction with cities.
I really liked ArcheAge too, but I could just not get past the RNG crafting system. If ArcheAge had a more traditionally designed PvE gearing path, I would probably still play it even with the PvP. Having to constantly "farm" money just to pay for attempts to upgrade an item (that were often unsuccessful and could even break or degrade the item) was just not fun for me.
Dullahan said:Anasyn said:
I think it would be fair to say that the Korean developers are amazing at making games. Every Korean game that I've played has ran amazingly well, looked great, and had some great mechanics. I only wish they could make a game with great dungeons, group dynamic game play, and good raids.
... and no cash grab pay to win crap.
There's actually a few activities from those games I'd love to see make it to Pantheon 1 day. Unfortunately many of them were more geared towards PvP, but I had a lot of fun in both AA and AoW doing the tradecart/trade pack runs for money and guild status/currency. They could be done as PvE escort events, and could provide countless scenarios for groups and guilds to gain faction with cities.
Manouk said:
I hope, like, when they do advertising and create cut-scene's as like a trailer? that it is actual play from the game, and not a stylized version of the gameplay. Like a Fraps kind of thing. The back-story is nice as all ooh-and-ahh cut scenes.
Cut-scenes and voice overs can be expensive, and after having tested SWTOR..and their far too many cut-scenes, my wish would be that it be kept to a bare minimum necessary possibly when opening the game for the first time. Nothing more annoying than to have sit there and rewatch everything over and over. (at first you couldn't escape from one of those..) and besides I don't like being the audience in the third row..I prefer to play not watch. :)
Agreed. Cut scenes are great for setting the stage by telling some backstory, but I feel like they've been used excessively recently. Once the stage is set, the world is there for you to live in and interact with. You may not witness every event that takes place, much like real life, but you can still hear about the goings-on by word of mouth. The idea that you have to somehow witness every event is actually less believable and immersive than having players interacting naturally with each other and the world.