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![[Post New]](/s/i/i.gif) 2010/01/09 18:56:48
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Vehicles, at best, should be things like Sentinels, Killa Kans/Deff Dreds, Land Speeders/Combat Bikes.
No Titans, no Valkyries, nothing huge or dramatically game altering. The only Titans you should ever see should be NPC support during the most massive sieges/defenses.
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![[Post New]](/s/i/i.gif) 2010/01/09 18:58:09
Subject: what should a 40k mmo be like
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Calculating Commissar
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Kanluwen wrote:Vehicles, at best, should be things like Sentinels, Killa Kans/Deff Dreds, Land Speeders/Combat Bikes.
No Titans, no Valkyries, nothing huge or dramatically game altering. The only Titans you should ever see should be NPC support during the most massive sieges/defenses.
Or, in the case of an Imperator, as part of the battlefield itself. Although I guess a Warlord has enough catwalks and platforms on it to be a map as well
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This message was edited 1 time. Last update was at 2010/01/09 18:58:23
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![[Post New]](/s/i/i.gif) 2010/01/09 19:02:01
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Hah.
Oh man, one of the greatest thoughts came to mind...
Daily missions for the Guard of manning the pintle bolters on Valkyries. Providing top cover for APC convoys.
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![[Post New]](/s/i/i.gif) 2010/01/09 19:07:14
Subject: what should a 40k mmo be like
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Calculating Commissar
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Kanluwen wrote:Hah.
Oh man, one of the greatest thoughts came to mind...
Daily missions for the Guard of manning the pintle bolters on Valkyries. Providing top cover for APC convoys.
Or fighting your way clear of a crash site to link up with the recovery element, a-la BHD
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![[Post New]](/s/i/i.gif) 2010/01/09 19:14:25
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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I'd demand a good squad for that.
Kasrkin, mebbe.
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![[Post New]](/s/i/i.gif) 2010/01/09 19:20:13
Subject: what should a 40k mmo be like
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Calculating Commissar
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Kanluwen wrote:I'd demand a good squad for that.
Kasrkin, mebbe.
Well, you'll probably be able to get Carapace Armour, and it would be stupid if you couldn't give gear to your squad, so I'm thinking you -could- probably make yourself kitted out in the same fashion
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![[Post New]](/s/i/i.gif) 2010/01/09 19:26:24
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Then hell yeah, let's go bust down some doors Kasrkin
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![[Post New]](/s/i/i.gif) 2010/01/09 22:52:46
Subject: what should a 40k mmo be like
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Plastictrees
UK
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Im thinking they could include ODST like missions. Where do you drop to enemy cities to assasinate enemy high ups.
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WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason. |
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![[Post New]](/s/i/i.gif) 2010/01/10 02:04:55
Subject: what should a 40k mmo be like
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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GW has too much riding on Spehs Mahrins to let them slide. There's no way they would let such a game come to light without the option of becoming a Spehs Marine viable. They need to slake the thirst of all of the noob lovers. *angry face*
However, I also imagine something along the lines of an Inquisitor/Mass Effect to be truly enjoyable. Basically the same principle (Spectre = Inquisitor, Team = Henchmen) except we load on the grim darkness. I can see it now.
Crusader = Cool Character, but not in Mass Effect
Space Marine = Basically, the Krogan thing.
Guardsman/ Storm Trooper = Any human team member in Mass Effect
Psyker = Bionic
Other than that, feth me, I don't know.
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2010/01/10 02:09:35
Subject: what should a 40k mmo be like
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Boom! Leman Russ Commander
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Emperors Faithful wrote:GW has too much riding on Spehs Mahrins to let them slide. There's no way they would let such a game come to light without the option of becoming a Spehs Marine viable. They need to slake the thirst of all of the noob lovers. *angry face*
However, I also imagine something along the lines of an Inquisitor/Mass Effect to be truly enjoyable. Basically the same principle (Spectre = Inquisitor, Team = Henchmen) except we load on the grim darkness. I can see it now.
Crusader = Cool Character, but not in Mass Effect
Space Marine = Basically, the Krogan thing.
Guardsman/ Storm Trooper = Any human team member in Mass Effect
Psyker = Bionic
Other than that, feth me, I don't know.
SoB =Ashley
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Hail to the creeeeeeeeeeeeeeed!baby Ask not the moot a question,for he will give you three answers,all of which will result in a public humiliation.
My DIY chapter Fire Wraiths http://www.dakkadakka.com/dakkaforum/posts/list/264338.page
3 things that Ivan likes:
Food Sex Machines
Tactical Genius of DakkaDakka
Colonel Miles Quaritch is my hero
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![[Post New]](/s/i/i.gif) 2010/01/12 15:26:51
Subject: what should a 40k mmo be like
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Longtime Dakkanaut
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From what I have gathered, the W40K MMO is in development by http://www.vigilgames.com/ Vigil Games. They are the company that recently launched Darksiders (which is basically the story of a chaos space marine/knight fighting hordes of Daemons and some Angels as well in a post-apocalypetic (and very Grim-Dark) world.
If the MMO is ANYTHING like the game Darksiders (in theme, character design, and a bit of gameplay) I will most certainly be playing.
Fingers crossed and waiting on 2012.
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In Reference to me:
Emperors Faithful wrote: I'm certainly not going to attract the ire of the crazy-giant-child-eating-chicken-poster
Monster Rain wrote:
DAR just laid down the law so hard I think it broke.
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![[Post New]](/s/i/i.gif) 2010/01/12 16:05:32
Subject: what should a 40k mmo be like
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Calculating Commissar
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Daemon-Archon wrote:From what I have gathered, the W40K MMO is in development by http://www.vigilgames.com/ Vigil Games. They are the company that recently launched Darksiders (which is basically the story of a chaos space marine/knight fighting hordes of Daemons and some Angels as well in a post-apocalypetic (and very Grim-Dark) world.
Face...Palm...
No. It's about War. One of the 4 Horsemen of the Apocalypse.
And anyone that's aware of the MMO already knows who is deveoping it. THQ already has a release frame put out for FY APR '11/'12
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![[Post New]](/s/i/i.gif) 2010/01/12 16:32:35
Subject: what should a 40k mmo be like
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Regular Dakkanaut
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If you want a FPS, play a FPS. Don't cram FPS play into an MMO. Any game company right now, for better or for worse, if they're smart will be trying to copy WoW's formula.
Huge chunk of solo play, with decent group content. Raids are there, but not necessary to enjoy the game.
Fairly easy to learn and play.
Game should be able to run on anything even resembling a decent PC made in the last 5 years or so. Making an MMO that needs a top of the line PC to run is dumb - you're eliminating a TON of potential customers.
IMO, it should be based on the Dark Heresy/Rogue Trader p&p games. Race: Human. Numerous classes, each of which can branch off into many subclasses. If you really want PvP stuff, maybe radicals vs puritans or something.
SM should NOT be playable, and neither should ANY xenos. No alpha classes (i.e. star wars galaxies and jedi). Thing is, no matter how difficult you make an alpha class to obtain (like holo-grinding in SWG back in the day), there will always be some unemployed basement-dweller who will unlock it about 2 hours after its released. And then you just have a ton of class X with a few classes as window dressing.
-Tyr
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![[Post New]](/s/i/i.gif) 2010/01/12 18:02:11
Subject: what should a 40k mmo be like
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Calculating Commissar
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Tyr wrote:If you want a FPS, play a FPS. Don't cram FPS play into an MMO. Any game company right now, for better or for worse, if they're smart will be trying to copy WoW's formula. Huge chunk of solo play, with decent group content. Raids are there, but not necessary to enjoy the game. Fairly easy to learn and play. Game should be able to run on anything even resembling a decent PC made in the last 5 years or so. Making an MMO that needs a top of the line PC to run is dumb - you're eliminating a TON of potential customers. IMO, it should be based on the Dark Heresy/Rogue Trader p&p games. Race: Human. Numerous classes, each of which can branch off into many subclasses. If you really want PvP stuff, maybe radicals vs puritans or something. SM should NOT be playable, and neither should ANY xenos. No alpha classes (i.e. star wars galaxies and jedi). Thing is, no matter how difficult you make an alpha class to obtain (like holo-grinding in SWG back in the day), there will always be some unemployed basement-dweller who will unlock it about 2 hours after its released. And then you just have a ton of class X with a few classes as window dressing. -Tyr Only problems with this: *The "WoW" formula. The way that Vigil is doing it, is that you can play throu it without a group. That alone makes it better than WoW already. I hated having to find groups for things, especially when it was a quest that few people attempted. Vigil has a way better idea making it an optional solo game. *No xenos. The game would be full of gawd awful suck if it was Red humans vs Blue humans, or something of that sort.
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This message was edited 2 times. Last update was at 2010/01/12 18:17:15
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![[Post New]](/s/i/i.gif) 2010/01/12 18:17:32
Subject: what should a 40k mmo be like
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Regular Dakkanaut
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Its tricky. Make an MMO too reliant on grouping (ala FFXI) and it will fail (at least in Western markets). Make it too solo-friendly, and people will wonder why its an MMO if you never have to interact with anyone.
Xenos should not be playable, but obviously in the game. I just don't want to see Carnifexes named "Snuggles", Tau talking about anime and Eldar reciting Elvish poetry. But by all means, make all those and more enemies.
There's a huge variety in 40k humans anyways. Guardmen, tech priests, mutants, assassins, underhive scum, abhumans, etc etc. No need for playable xenos.
Last thing - the game seriously needs to have standards enforced. No assassins named "Snot-hammer Breadpatty", guilds named "Death by Snu Snu" or any other crap like that.
-Tyr
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![[Post New]](/s/i/i.gif) 2010/01/12 18:26:15
Subject: what should a 40k mmo be like
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Calculating Commissar
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Tyr wrote:Its tricky. Make an MMO too reliant on grouping (ala FFXI) and it will fail (at least in Western markets). Make it too solo-friendly, and people will wonder why its an MMO if you never have to interact with anyone.
Xenos should not be playable, but obviously in the game. I just don't want to see Carnifexes named "Snuggles", Tau talking about anime and Eldar reciting Elvish poetry. But by all means, make all those and more enemies.
There's a huge variety in 40k humans anyways. Guardmen, tech priests, mutants, assassins, underhive scum, abhumans, etc etc. No need for playable xenos.
Last thing - the game seriously needs to have standards enforced. No assassins named "Snot-hammer Breadpatty", guilds named "Death by Snu Snu" or any other crap like that.
-Tyr
They're -obviously- not making a Fex playable. Nids would hardly make sense as a playable race anyway. Common sense would put races like the Eldar, Dark Eldar, Renegades, and possibly Tau (depending on where the game was set) as the playable Xenos races. Races like the Necrons, Nids, and Daemons wouldn't likely be playable unless Vigil/THQ had a burst of creative diarrhea and threw the fluff out the window (Which would likely cancel their contract with GW)
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![[Post New]](/s/i/i.gif) 2010/01/12 19:40:54
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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On the contrary, Metalli:
There's a great way to make 'Nids playable. It's as simple as restricting the players to the Vanguard organisms.
Lictors and Broodlords, maybe an infiltrating Zoanthrope variant even.
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![[Post New]](/s/i/i.gif) 2010/01/12 19:54:31
Subject: Re:what should a 40k mmo be like
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Calculating Commissar
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I would say Genestealer before Zoanthrobe. Unless they now need a synapse. But last I checked they had independant thought.
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![[Post New]](/s/i/i.gif) 2010/01/12 19:57:44
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Well that's what the Broodlord would be for  Leading hordes of gribbly genestealers rawr!
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![[Post New]](/s/i/i.gif) 2010/01/12 21:53:19
Subject: what should a 40k mmo be like
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Regular Dakkanaut
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I only said a fex as someone above had mentioned playing a fex.
40k has always been Imperium-centric. That's as good an excuse as any to keep humans as the only playable race. Adding xenos in only increases the complexity of balancing the game.
For instance, based on the Dark Heresy RPG, with just humans, you could have say 7 classes: assassin, arbite, cleric, guardsman, scum, tech-priest, psyker, and adept. Now, add on 3 subclasses to each of those. Now balance the classes against each other. Blizzard has never achieved class balance, and neither will THQ.
NOW, add in xenos races. Each race should roughly double the amount of classes, as there are no ork adepts, eldar arbites, or tau psykers. Each race needs its own classes and subclasses, not to mention its own abilities, or, as you put it, it would be just red humans vs blue humans.
So, there's got to be a trade off. Limited race with deep classes, or lots of races and classes with no depth. Choice is obvious imo.
This ain't a traditional fantasy rpg. That's easy(er) - humans, elves, dwarves all have fighters, rogues, etc. Races in fantasy for the most part are just humans with pointy ears or growth deficiencies. Races in 40k are quite a bit different. All the fluff points to massive differences in thought processes between humans and ANY xenos they've encountered (the alien is terrible and unknowable, and all that).
-Tyr
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![[Post New]](/s/i/i.gif) 2010/01/12 22:24:10
Subject: Re:what should a 40k mmo be like
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Calculating Commissar
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Sorry, but any company that restricts an MMO set in a sci-fi or fantasy setting to one race deserves to go belly up. That's just a terrible idea, and the gameplay would feel old and recycled -very- quickly.
Getting shot or slashed by a xenos weapon is the same as getting shot or slashed by a human one, so balance isn't an issue. Even less so, seeing how the way they're setting it up, a level one (or eq.) could kill a max level character with a few well-aimed shots. It's just a matter of how good (Or bad - if keeping to one race was the plan) the company wants their game to be. I'm going to say that they're going to try and make it good, and include some of the Xenos factions as playable.
Besides, Vigil has already confirmed, almost 2 years ago now, that multiple races will be playable. They haven't said specifically which races will and will not be available to players, but they said that there will be xenos races. So there goes the Good humans versus Bad humans idea.
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![[Post New]](/s/i/i.gif) 2010/01/12 23:45:41
Subject: what should a 40k mmo be like
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Stalwart Veteran Guard Sergeant
Terra, circa M2
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Kanluwen wrote:On the contrary, Metalli:
There's a great way to make 'Nids playable. It's as simple as restricting the players to the Vanguard organisms.
Lictors and Broodlords, maybe an infiltrating Zoanthrope variant even.
The only problem with this is after you'd completed your objective (or whatever) you'd get stuffed in the digestion pool and rendered into biomass. I doubt many people would enjoy having to start their charactor over every month.
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Though my soul may set in darkness
It will rise in perfect light!
I have loved the stars too fondly
to be fearful of the night.
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![[Post New]](/s/i/i.gif) 2010/01/12 23:59:59
Subject: what should a 40k mmo be like
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Calculating Commissar
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Grotzooka wrote:Kanluwen wrote:On the contrary, Metalli:
There's a great way to make 'Nids playable. It's as simple as restricting the players to the Vanguard organisms.
Lictors and Broodlords, maybe an infiltrating Zoanthrope variant even.
The only problem with this is after you'd completed your objective (or whatever) you'd get stuffed in the digestion pool and rendered into biomass. I doubt many people would enjoy having to start their charactor over every month.
You wouldn't have to restart your character. You'd simply start on the next world your army invaded. Although transit to that world would be a long and dull non-playable period.
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![[Post New]](/s/i/i.gif) 2010/01/13 00:22:57
Subject: what should a 40k mmo be like
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Stalwart Veteran Guard Sergeant
Terra, circa M2
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metallifan wrote:Grotzooka wrote:Kanluwen wrote:On the contrary, Metalli:
There's a great way to make 'Nids playable. It's as simple as restricting the players to the Vanguard organisms.
Lictors and Broodlords, maybe an infiltrating Zoanthrope variant even.
The only problem with this is after you'd completed your objective (or whatever) you'd get stuffed in the digestion pool and rendered into biomass. I doubt many people would enjoy having to start their charactor over every month.
You wouldn't have to restart your character. You'd simply start on the next world your army invaded. Although transit to that world would be a long and dull non-playable period.
But, fluff-wise, when you start out on that next world you'd be playing as a totally new creature, with none of the upgrades/biomorphs/whatever you had already gotten.
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Though my soul may set in darkness
It will rise in perfect light!
I have loved the stars too fondly
to be fearful of the night.
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![[Post New]](/s/i/i.gif) 2010/01/13 00:27:51
Subject: what should a 40k mmo be like
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Not true. The new Tyranid codex is stating that the Hive Mind has begun producing, in mass quantities, the one-off critters that evolved and worked well.
Things like Death Leaper, Ymgarl Stealers, etc.
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![[Post New]](/s/i/i.gif) 2010/01/13 00:32:03
Subject: Re:what should a 40k mmo be like
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Stalwart Veteran Guard Sergeant
Terra, circa M2
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Oh.
Well then...
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Though my soul may set in darkness
It will rise in perfect light!
I have loved the stars too fondly
to be fearful of the night.
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![[Post New]](/s/i/i.gif) 2010/01/13 00:34:01
Subject: what should a 40k mmo be like
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Legendary Master of the Chapter
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being able to command an entire custom chapter and exterimuntas planets for no reason!
commssiars are the healer class.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/01/13 00:44:59
Subject: what should a 40k mmo be like
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Gore-Soaked Lunatic Witchhunter
Australia (Recently ravaged by the Hive Fleet Ginger Overlord)
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I think that having a 'Corsair Class' (with choices to have DE or Craftworld Eldar tendencies) is entirely possible. After all, these self-exiled blokes are all over the place. And their are many places in the universe where the Iron Watch of the Imperium cannot keep track of xenos in human society. I imagine it's not too far fetched to give the Eldar their cup of tea.
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Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.
"Good game guys, now lets hit the showers" |
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![[Post New]](/s/i/i.gif) 2010/01/13 00:50:16
Subject: what should a 40k mmo be like
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Flower Picking Eldar Youth
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Something along the lines of guildwars except with all the goodies from WoW (y-axis, raids, etc.). Absolutly no monthly fee
Also i like the idea of controlling a squad of guys, i would guess i mechanism like GRAW except even more heavily focused on strategy.
I also agree that Necrons and Daemons would not be very good choices as playable races. (Tyranids are a meh. could work if the mechanics of the game were right.)
Thats all i got. Think Fallout3/Oblivion meets Guild Wars and WoW.
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"Follow me if i advance. Kill me if I retreat Avenge me if I die."
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![[Post New]](/s/i/i.gif) 2010/01/13 03:31:33
Subject: Re:what should a 40k mmo be like
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Regular Dakkanaut
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metallifan wrote:Sorry, but any company that restricts an MMO set in a sci-fi or fantasy setting to one race deserves to go belly up. That's just a terrible idea, and the gameplay would feel old and recycled -very- quickly.
Getting shot or slashed by a xenos weapon is the same as getting shot or slashed by a human one, so balance isn't an issue. Even less so, seeing how the way they're setting it up, a level one (or eq.) could kill a max level character with a few well-aimed shots. It's just a matter of how good (Or bad - if keeping to one race was the plan) the company wants their game to be. I'm going to say that they're going to try and make it good, and include some of the Xenos factions as playable.
Besides, Vigil has already confirmed, almost 2 years ago now, that multiple races will be playable. They haven't said specifically which races will and will not be available to players, but they said that there will be xenos races. So there goes the Good humans versus Bad humans idea.
You seriously think race alone would cause a game to go belly-up? Wow. Dude, its all about gameplay and depth. It would be perfectly fine to have an imperium-based game, as long as the gameplay was good, it kept you coming back for more, and the game had actual depth to it (i.e. immersion and atmosphere). If they go the route of playable xenos, I'm willing to bet that it will end up like WH:O - many races, few classes for each, no real options for customization, and racial classes that are basically pallette swaps of each other.
Think of it another way. Each race in 40k is essentially its own faction. By having everyone as the Imperium, in one sense or another, you have a strong player base and can go from there. If you add in multiple races/factions, you have one of two things happening. Either you have a dumbass Good vs Evil setup, like in WH:O (I don't want a game where the Imperium, Eldar and Tau are allied to take down Chaos, Orks and Dark Eldar, personally), OR you split the player base into multiple factions (Imperium, Eldar, Orks, Tau and Chaos for example). Splitting the player base will reduce the number of people playing each faction, cause people to gravitate to the over-powered faction of the month (ala WH:O Bright Wizards at launch) and will cause nightmares for the devs trying to balance the factions against each other (2 factions is hard, every one after that increases the difficulty exponentially, unless you want the aforementioned pallette swap idea).
PLUS, the devs would then have to make quests for each faction. There's no way that an ork would be doing the same quests as a Tau, or a guardsman as an eldar for example. Unless of course all quests in the game consist of a superior telling you to kill 10 guardsmen/orks/guardians/fire warriors/cultists and then return to me for your reward. That would suck.
As far as Vigil confirming anything, 2 years ago or not, things can change. Do some research and you will find that with every MMO out there, there were tons of things that were "confirmed" several years before release that were not in the final game. Not saying they *will* change what they've stated about xenos races, but they can. Considering they have next to nothing about the 40k MMO on their official website, I don't put much stock in any rumours.
- Tyr
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