Malladine
Diamond Member
- Mar 31, 2003
- 4,618
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Maybe it's the popularity of mmos that is causing the shift away from player driven dynamics, whether it's economics, towns, pvp etc.Originally posted by: JavaMomma
I loved AC1 before Turbine messed it up and started putting rules into the PvP... that and the hacks and cheats/macros got out of hand.
That game had awesome PvP in the early days, no level caps, very player skill based PvP- character level and equipment was important but it only helped a good player be a little bit better. The game had some balance issues but the players figured ways around them. The rules of who controlled what towns and what areas were all player controlled without any artifical rules. It was awesome.
I find PvP rules suck...
PK flags, Rules of who and when you can and can't fight, honour system...
Anyways I'm currently playing WoW and just waiting for something better to come out..
I wonder if AC1 and UO would have worked with 10x the population. TBH i don't see why not, just scale everything else up - land mass, creature concentrations, dungeons, etc.
Actually, i read about an interesting aspect of Vanguard: they will be moving away from instanced dungeons. Instead, groups will find items/triggers that lead to more bosses etc spawning that only that group can actually target. The rest can still see them and spawn their own.
I like multiuser dungeons