Mass Effect Online
#26
Posté 19 juin 2011 - 06:26
#27
Posté 19 juin 2011 - 06:30
Probably never will like mumorpurgers.
So no thankyou.
#28
Posté 19 juin 2011 - 06:33
#29
Posté 19 juin 2011 - 06:34
We just need the next evolution to come along. WoW was a breath of fresh air that killed off all the old, mostly boring dinosaurs. But now it's the stale old dinosaur itself. And worse, developers are *still* copying it and wondering why their games end up free-to-play within six months.GodWood wrote...
Never liked mumorpurgers.
Probably never will like mumorpurgers.
So no thankyou.
"Collect 10 bear asses and bring them back to me" can hardly qualify as gameplay these days.
Modifié par marshalleck, 19 juin 2011 - 06:35 .
#30
Posté 19 juin 2011 - 06:35
Guns wrote...
MMOs are a plague on the video game industry.
THIS.
I loved KotOR
But, I have no interest in TOR
#31
Posté 19 juin 2011 - 06:40
Seriously, MMOs are filled with jerkoffs. I don't want one of my favorite series ruined by a bunch of meme spamming apes.
#32
Posté 19 juin 2011 - 06:43
Tachai03 wrote...
I am going to have to disagree on that. Not because ME is incapable of being a good MMO, but it's more of the fact that the people who would make AND play it would go against that favor.
Seriously, MMOs are filled with jerkoffs. I don't want one of my favorite series ruined by a bunch of meme spamming apes.
Oh please.
There have been enough permutations of "heavy risk...but the priiize" and "Ah yes, [blank]" around here to fill up an encyclopedia. If you can tolerate this forum you could tolerate a game.
#33
Posté 19 juin 2011 - 06:48
Wintermist wrote...
Gosh, Mass Effect 3 is looking so good I started dreaming about a Mass Effect Online all over again. *drool*
#34
Posté 19 juin 2011 - 06:51
szkasypcze wrote...
Wintermist wrote...
Gosh, Mass Effect 3 is looking so good I started dreaming about a Mass Effect Online all over again. *drool*MY GOD!!!! NOT THE SAME CRAP ALL OVER AGAIN!!!
Collect 10 asari scalps and bring them back to me. I'll give you 300 credits and a [Worn M-3 Predator]
#35
Posté 19 juin 2011 - 06:55
marshalleck wrote...
szkasypcze wrote...
Wintermist wrote...
Gosh, Mass Effect 3 is looking so good I started dreaming about a Mass Effect Online all over again. *drool*MY GOD!!!! NOT THE SAME CRAP ALL OVER AGAIN!!!
Collect 10 asari scalps and bring them back to me. I'll give you 300 credits and a [Worn M-3 Predator]
You keep me laughing, when I should be growing more tired and eventually fall asleep.
#36
Posté 19 juin 2011 - 08:16
Some friends, a few beers, and Left 4 Dead (or the New Super Mario Bros. Wii, Smash Bros., or even Golden Eye) makes for a fun evening.
#37
Posté 19 juin 2011 - 08:27
marshalleck wrote...
AllenShepard wrote...
I sure hope so. I would love to walka round huge, open hub environments and interact with all sorts of diverse npcs. The only thing bad about that would be the dumb names and meme shouting that would ruin any hope of immersion.
[2. Trade] SilentKillr2245: anal [Singularity]
[2. Trade] SilentKillr2245: anal [Pull]
[2. Trade] SilentKillr2245: anal [Barrier]
[2. Trade] SilentKillr2245: anal [Overload]
[2. Trade] SilentKillr2245: lololol
[2. Trade] ShepardSpecter: STFU ******
Oh God. This is so accurate it's stupid. Bravo, sir.
#38
Posté 19 juin 2011 - 03:19
Dragon XIX wrote...
Bail_Darilar wrote...
I hope not. I like my Mass Effect as it is. I don't want to spoil it especially since we're going to have such varied endings in number 3, to have that all negated for the purpose of an mmo will annoy me and I'm guessing alot of people.
Could always make it a prequel or during the events of ME1/2. And 'such varied endings' confirmed?
They have said you can approach the endgame in multiple ways from what I heard and they've frequently said theyre not restricted by ongoing continuity for Shepards arc as they were with the other games.Bail_Darilar wrote...
Besides BW should focus on the 1 mmorpg, why split the playerbase?
I'm deffinatly not getting KrapTOR, so maybe they would want to appeal to a different playerbase?
Difference is that Star Wars has so much more history to call upon and their is an established continuity. Mass Effect is built upon the fact there isn't a canon continuity. Something they'd have to do for an mmo. Plus establishing an mmo requires a large amount of resources which for the Mass Effect mmo is highly dependant on whether TOR succeeds or not. Difference also is that Star Wars has a bigger appeal than Mass Effect and so until Mass Effect has a larger fanbase theres no point in taking the risk.
#39
Posté 19 juin 2011 - 03:35
Nooo! Every time a company turns something into a MMO, they bastardize and cheapen all the mechanics into a 3D DikuMUD/WoW clone, the story into repeatable mini-genocide for glory missions, and effectively turns the franchise into dog poop.Wintermist wrote...
Gosh, Mass Effect 3 is looking so good I started dreaming about a Mass Effect Online all over again. *drool*
Modifié par nexworks, 19 juin 2011 - 03:40 .
#40
Posté 19 juin 2011 - 03:52
What they could do is start by creating a new single player game, where you can play as all the races like Turians and Krogan, and can choose any of the standard ME classes. (So that I can finally be a Krogan vanguard...) Then, they could either make a multiplayer version of the main campaign, or create a separate multiplayer-exclusive campaign like Portal 2, where you could either import your single player character or create a new one. That way you could team up and play missions with friends instead of squaddies.
Then add in separate multiplayer pvp scenarios where you can import your level-capped characters and fight other people.
So you can choose to play with or against other people, or by yourself if you wanted to. Everyone wins, except Bioware because that would be an extremely difficult game to make
#41
Posté 19 juin 2011 - 04:05
#42
Posté 19 juin 2011 - 07:36
Bail_Darilar wrote...
They have said you can approach the endgame in multiple ways from what I heard and they've frequently said theyre not restricted by ongoing continuity for Shepards arc as they were with the other games.
I'm still skeptical that they will follow through, but that sounds good.
Bail_Darilar wrote...
Difference also is that Star Wars has a bigger appeal than Mass Effect and so until Mass Effect has a larger fanbase theres no point in taking the risk.
... that's a good point.
#43
Posté 19 juin 2011 - 08:17
#44
Posté 19 juin 2011 - 08:46
strive wrote...
Only way Mass Effect becomes a MMO is if TOR fails miserably. BioWare/Ea wouldn't invest in to two MMOs that would directly compete against each other.
I think the IP will turn into a multiplayer shooter with a supporting campaign. (Halo, Gears of War, etc). --Not saying that is what I want--
Wrong. If TOR fails miserably, we can kiss Bioware goodbye. Because that's what happens when companies fail at heavily invested-in MMO projects. They do not survive. So even if someone does not approve of, or like, TOR, they had better hope BW succeeds with it if they want BW to stick around to make other games.
I support a well-designed ME MMO. Is it easy to fail with an mmo? Hell yes...but the rewards for a well-designed and marketed MMO are enormous. A company can run and support 2+ mmos at any given time, and if they are "competing against themselves" so much the better, as it's still dollars in that one company's pocket. I am loathe to bring up SOE, but they are one example of a company with a large portfolio of MMO's. Regardless, Star Wars and Mass Effect are two different universes. They can exist side by side, just as all those countless fanatsy mmos, which are far more similar to each other than Star Wars would be to Mass Effect, (with their elves, dwarves, gnomes, humans, swords and magic, blah blah blah same tired mechanics) do.
I do think we'll eventually see a Mass Effect mmo. I can only hope, as I want to see a long-lasting, persistent Mass Effect game that I can really sink my teeth into. I really hope that it will incorporate more sandbox mechanics into it to allow greater player freedom to "live" in the Mass Effect universe. Is there room for non-mmo games set in the ME universe? Yes, of course...but I think an ME mmo will be a natural progression and we'll see it some day.
Modifié par Eradyn, 19 juin 2011 - 08:47 .
#45
Posté 19 juin 2011 - 09:20
Eradyn wrote...
strive wrote...
Only way Mass Effect becomes a MMO is if TOR fails miserably. BioWare/Ea wouldn't invest in to two MMOs that would directly compete against each other.
I think the IP will turn into a multiplayer shooter with a supporting campaign. (Halo, Gears of War, etc). --Not saying that is what I want--
Wrong. If TOR fails miserably, we can kiss Bioware goodbye. Because that's what happens when companies fail at heavily invested-in MMO projects. They do not survive. So even if someone does not approve of, or like, TOR, they had better hope BW succeeds with it if they want BW to stick around to make other games.
I support a well-designed ME MMO. Is it easy to fail with an mmo? Hell yes...but the rewards for a well-designed and marketed MMO are enormous. A company can run and support 2+ mmos at any given time, and if they are "competing against themselves" so much the better, as it's still dollars in that one company's pocket. I am loathe to bring up SOE, but they are one example of a company with a large portfolio of MMO's. Regardless, Star Wars and Mass Effect are two different universes. They can exist side by side, just as all those countless fanatsy mmos, which are far more similar to each other than Star Wars would be to Mass Effect, (with their elves, dwarves, gnomes, humans, swords and magic, blah blah blah same tired mechanics) do.
I do think we'll eventually see a Mass Effect mmo. I can only hope, as I want to see a long-lasting, persistent Mass Effect game that I can really sink my teeth into. I really hope that it will incorporate more sandbox mechanics into it to allow greater player freedom to "live" in the Mass Effect universe. Is there room for non-mmo games set in the ME universe? Yes, of course...but I think an ME mmo will be a natural progression and we'll see it some day.
I'd give anything for an ME-themed game with greater player-freedom. Ideally (for myself), I'd like to see the Citadel rendered real-time in full-scale, serving as the 'hub' for all players in that particular server. Everyone gets their own apartment on the Citadel, and with their own ship that they can use to travel to various systems.
If Bioware decides to go down the factions-route (eg. SWTOR with Good vs. Evil), then perhaps Omega could serve as the hub for races such as the Batarians, Krogans etc.
Maybe you could choose your starting race from:
- Human
- Asari
- Turian
- Salarian
- Batarian
- Krogan
And each of these has unique classes, eg. for Asari:
- Asari Justicar (focus on biotics)
- Asari Commando (weapons, CQB)
etc...
If all else fails...
Basically just a fully fleshed-out ME1 with no loading screens, unlimited exploration, thousands of systems, and thousands of players.
#46
Posté 19 juin 2011 - 09:41
One of the reasons MMO content is so simple is because such games take a LOT of time and effort to develop. Unlike single-player campaigns, they are never really finished; the developer needs to keep providing new content in order to keep subscribers paying and playing. Otherwise, you lose your subscription fees, and consequently any funds to further develop the game. Games in the past have re-used the "fetch me 10 x's" template because it is simple, and takes up the player's time, especially if the x's are a rare drop from a hard monster or are located in remote areas of the world. This allows the developer to spread out the time-intensive content such as cut scenes or new areas. Jack's recruitment mission might have taken you only 20-30 minutes to complete, but it probably took months of real-world development time to create. Those numbers have to be inverted for an MMO (minutes to develop and hours to complete) to achieve the required volume, hence the simplicity of the content.
WoW and similar MMOs have gotten better at this sort of content by creating simple mechanics that are more fun for the player than "fetch me 10 x's," but are as easy to create and duplicate. This has improved the MMO game experience, but we're still nowhere close to something like Mass Effect 2.
So how do we create a Mass Effect experience for the MMO environment? Let players provide the content. Let me explain:
Within the Mass Effect universe there are many different factions with different goals, such as the military forces of the various races, mercenary groups, private corporations, governments, and civilian colonies. Sure, BioWare could create dozens of different missions for a player (or party of players), but even with a huge development budget, we would eventually start noticing patterns and similarities and it would turn into an MMO version of the ME1 UNC missions (same base, different baddies).
So, instead of spending the development budget scripting missions, create as many environments as possible and let the players populate them, determining how the missions will go. For example, let's say a player who's an outlaw logs in and decides he wants to do a mission. He goes to a fence in the Citadel wards (NPC) who suggests he hit the apartment of a wealthy presidium ambassador while the ambassador is away. At the same time, another player (part of the Blue Suns) gets a message stating there's a job available to guard an apartment for the same ambassador. If the second player accepts, both enter the same mission with opposite objectives, and both could bring along teammates as he or she sees fit. Furthermore, if another player doesn't accept, the game could also provide NPC fillers for the entire opposing force, or even part of it. Say the outlaw doesn't have any friends on at the moment - he could hire NPC henchmen to fill out his squad. You could even spice up the mix by sending a call out to a C-SEC player if the outlaw screws up the mission and trips the alarm system.
By using such a system, the burden of much of the mission content is taken away from the development team, and the formula is infinitely repeatable. The same basic premise could be applied to pirates/slavers raiding a colony, and a militia force/Alliance strike team defending it.
There is also room for character development regarding levels of responsibility. Instead of just going on missions, a higher level C-SEC agent could, say, decide who gets which calls, or an Alliance officer could be given a ship with multiple strike teams, deciding which colonies to save, and which to leave on their own. There could be a very real balance of power shifting with each player decision... all independent of developer work save the system in which players operate.
SPECTRE status could be conferred, and should be restricted to the point where it is as special in the MMO as it is in the single-player campaign. Just like the council, maybe have BioWare employees (GMs) review the records the top 10% of players and decide from there who gets the offer to be a SPECTRE? If someone abuses their power, they could also have the status stripped, just as would happen in the "real" game.
Combat wouldn't have to be the only playable medium. The Shadow Broker network could be usable in-game, with information collection, distribution, and suppression being very real player goals. With the right information support, for example, pirates could make a raid on a colony without the authorities ever knowing until it is too late.
The largest problem I foresee is that the technology does not yet exist to support such a game. For players to provide content like I'm describing, the effects of latency would need to be mitigated to a point where it is barely noticeable. The United States simply does not have the data infrastructure necessary to allow a real-time third-person MMO shooter. If this were done in Korea or Japan, I think it would be possible, but we're not ready yet.
tl;dr version... an ME MMO *could* be an awesome game, and does not have to be a WoW clone, but it will require a unique system and a fair amount of risk on the part of the developer.
Modifié par Orion1836, 19 juin 2011 - 09:42 .
#47
Guest_SwobyJ_*
Posté 19 juin 2011 - 09:46
Guest_SwobyJ_*
marshalleck wrote...
AllenShepard wrote...
I sure hope so. I would love to walka round huge, open hub environments and interact with all sorts of diverse npcs. The only thing bad about that would be the dumb names and meme shouting that would ruin any hope of immersion.
[2. Trade] SilentKillr2245: anal [Singularity]
[2. Trade] SilentKillr2245: anal [Pull]
[2. Trade] SilentKillr2245: anal [Barrier]
[2. Trade] SilentKillr2245: anal [Overload]
[2. Trade] SilentKillr2245: lololol
[2. Trade] ShepardSpecter: STFU ******
I can see it now. Thanks.
#48
Posté 19 juin 2011 - 09:49
Guns wrote...
MMOs are a plague on the video game industry.
This.
MMOs is the most boring genre in existence.
#49
Guest_SwobyJ_*
Posté 19 juin 2011 - 10:23
Guest_SwobyJ_*
Orion1836 wrote...
I've given a lot of thought to the concept of a Mass Effect MMO. I would ask those who automatically hate MMOs to take a second and not thing about what MMOs are now, and instead consider what they *could* be.
One of the reasons MMO content is so simple is because such games take a LOT of time and effort to develop. Unlike single-player campaigns, they are never really finished; the developer needs to keep providing new content in order to keep subscribers paying and playing. Otherwise, you lose your subscription fees, and consequently any funds to further develop the game. Games in the past have re-used the "fetch me 10 x's" template because it is simple, and takes up the player's time, especially if the x's are a rare drop from a hard monster or are located in remote areas of the world. This allows the developer to spread out the time-intensive content such as cut scenes or new areas. Jack's recruitment mission might have taken you only 20-30 minutes to complete, but it probably took months of real-world development time to create. Those numbers have to be inverted for an MMO (minutes to develop and hours to complete) to achieve the required volume, hence the simplicity of the content.
WoW and similar MMOs have gotten better at this sort of content by creating simple mechanics that are more fun for the player than "fetch me 10 x's," but are as easy to create and duplicate. This has improved the MMO game experience, but we're still nowhere close to something like Mass Effect 2.
So how do we create a Mass Effect experience for the MMO environment? Let players provide the content. Let me explain:
Within the Mass Effect universe there are many different factions with different goals, such as the military forces of the various races, mercenary groups, private corporations, governments, and civilian colonies. Sure, BioWare could create dozens of different missions for a player (or party of players), but even with a huge development budget, we would eventually start noticing patterns and similarities and it would turn into an MMO version of the ME1 UNC missions (same base, different baddies).
So, instead of spending the development budget scripting missions, create as many environments as possible and let the players populate them, determining how the missions will go. For example, let's say a player who's an outlaw logs in and decides he wants to do a mission. He goes to a fence in the Citadel wards (NPC) who suggests he hit the apartment of a wealthy presidium ambassador while the ambassador is away. At the same time, another player (part of the Blue Suns) gets a message stating there's a job available to guard an apartment for the same ambassador. If the second player accepts, both enter the same mission with opposite objectives, and both could bring along teammates as he or she sees fit. Furthermore, if another player doesn't accept, the game could also provide NPC fillers for the entire opposing force, or even part of it. Say the outlaw doesn't have any friends on at the moment - he could hire NPC henchmen to fill out his squad. You could even spice up the mix by sending a call out to a C-SEC player if the outlaw screws up the mission and trips the alarm system.
By using such a system, the burden of much of the mission content is taken away from the development team, and the formula is infinitely repeatable. The same basic premise could be applied to pirates/slavers raiding a colony, and a militia force/Alliance strike team defending it.
There is also room for character development regarding levels of responsibility. Instead of just going on missions, a higher level C-SEC agent could, say, decide who gets which calls, or an Alliance officer could be given a ship with multiple strike teams, deciding which colonies to save, and which to leave on their own. There could be a very real balance of power shifting with each player decision... all independent of developer work save the system in which players operate.
SPECTRE status could be conferred, and should be restricted to the point where it is as special in the MMO as it is in the single-player campaign. Just like the council, maybe have BioWare employees (GMs) review the records the top 10% of players and decide from there who gets the offer to be a SPECTRE? If someone abuses their power, they could also have the status stripped, just as would happen in the "real" game.
Combat wouldn't have to be the only playable medium. The Shadow Broker network could be usable in-game, with information collection, distribution, and suppression being very real player goals. With the right information support, for example, pirates could make a raid on a colony without the authorities ever knowing until it is too late.
The largest problem I foresee is that the technology does not yet exist to support such a game. For players to provide content like I'm describing, the effects of latency would need to be mitigated to a point where it is barely noticeable. The United States simply does not have the data infrastructure necessary to allow a real-time third-person MMO shooter. If this were done in Korea or Japan, I think it would be possible, but we're not ready yet.
tl;dr version... an ME MMO *could* be an awesome game, and does not have to be a WoW clone, but it will require a unique system and a fair amount of risk on the part of the developer.
THIS.
The theoretical framework is all there (and it would NOT be a WoW, it would be still a third-person shooter RPG with emphasis on story yet with many combat scenarios and 'hub' areas). Much of the otherwise done through menu and 'right click on NPC' stuff could be done through Bioware conversation systems.
Just for fun, here's some racial classes. Special classes would require epic missions to be completed, credits to be spent, etc etc. They 'upgrade' your character, if you so wish, at the expense of the original benefits of the first class (examples would be the Spectre class with HUGELY high requirements, giving you certain Spectre abilities both innate to Spectres (Unity?) and based off your original class, yet without the master skills of the original class and stat bonuses) (another would be the Asari Justicar class requiring you to first be a Soldier or Adept or maybe Engineer, but after doing a LOT of things in Asari space or relating to it, you open up an 'epic questline' to begin on the path to becoming a Justicar:
Human:
-all (the 6 main classes)
-Spectre (special class)
Asari, perhaps in Maiden, Matron, Matriarch age states:
-Soldier
-Engineer
-Adept
-Sentinel
-Commando (Soldier/Adept, special class)
-Justicar (Soldier/Adept, special class)
-Spectre (special class)
Salarian:
-Soldier
-Engineer
-Infiltrator
-Sentinel (special class, with biotic training)
-STG (Soldier/Infiltrator, special class)
-Spectre (special class)
Turian:
-Soldier
-Engineer
-Infiltrator
-Sentinel
-Vanguard (special class, with biotic training)
-Cabal (Sentinel/Vanguard, special class)
-Spectre (special class)
Krogan:
-Soldier
-Engineer
-Vanguard
-Battlemaster (special class, Soldier/Vanguard)
Quarian:
-Soldier
-Engineer
-Infiltrator
-Machinist (Engineer/Vanguard, special class, no biotics though)
Sadly, I don't think races like Drell, Elcor, Hanar, Volus, Batarians, Geth, etc, will be accessable at a launch lol, but I'd imagine an expansion may allow Drell, Geth, even maybe Batarian players (assuming story developments for them). I'll look at those.
Drell:
-Engineer
-Infiltrator
-Sentinel
-Assassin (Infiltrator/Adept, special class, possible biotic moves after training for them)
Geth (assuming more individuality to develop between platforms):
-Soldier
-Engineer
-Infiltrator
-Upgraded forms of various kinds (mind you that awesome Legion is pretty much an Infiltrator, so getting a special class isn't exactly what you'll want to do, but an option for those who decide to work for them)
Batarian:
-Soldier
-Engineer
-Infiltrator
-Sentinel
-??
#50
Posté 19 juin 2011 - 10:32
Ringo12 wrote...
Wintermist wrote...
Soapy86 wrote...
Arcian wrote...
But as someone said earlier, I doubt they will make a ME MMO when it would just compete with TOR, which they do not want.
Unless.... it were to come out on consoles as well.
Wut? They make MMO's for consoles now?
Oddly enough.
Dust isn't actually an mmo, it's a persistent world shooter, with a link to Eve.
I'd been following every scrap of info on that game, as a 5 years and counting Eve player. Then it was announced as a ps3 exclusive and died to me. My feud with sony goes back longer than my love affair with Eve.





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