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MMORPGs are dead

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Rademus

Senior Member

02-15-2013

Quote:
DominatorV4:
They are all just getting boring and repetitive.
Different stories.
Same mechanics.


You should really look up Tera Online i think you will enjoy it


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Saiansupayann

Senior Member

02-15-2013

heh just go back and play the old school mmos, they might be more to your liking. I mean Everquest 1 is still online and even getting new expansions as we speak.


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B4D W0LF

Senior Recruiter

02-15-2013

ESO, Eve...


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hashinshin

Senior Member

02-15-2013

MMORPGs had a great thing going as "best deal for your money" until every game started to add RPG progression, went F2P, and probably a combination of the two. Now if you're looking for a game you can play for a long time while still feeling like you're doing something you can go... hell anywhere. Modern Warfare has been banking on this for like 5 years.


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Rademus

Senior Member

02-15-2013

Quote:
Cyriacos:
I regret the day I bought SWTOR . It's basically WoW with **** graphics and uninterresting locations.



ya i played it free..lol


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Riot Frosthaven

Senior Member

02-15-2013

Quote:
The H√Ętter:
Eso, eve...


You know, I gave that mmo a shot. I remember logging in and flying around somewhere mining a planet and staring at numbers for about an hour before I quit >.>


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Xaqiii

Senior Member

02-15-2013

yeah thats true, mmorpgs are dead imo too, i havent found a good mmorpg for a long time.
they are the same **** with different smell


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Unfie the Donut

Senior Member

02-15-2013

Almost every MMORPG uses a similar engine for combat ****.

It's goddamn annoying. People have no creativity. None.


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Larias

Adjudicator

02-15-2013

Would you play this MMORPG? If so, hit me up. BCRLarias(at)gmail(dot)com - that's my skype, primary email, and gtalk.

This art style in game: http://i.imgur.com/JrgVApY.png

Goal: To create a persistent world in which players can log on, roleplay with each other, and play the game without a DM overlooking them. However, special events can be run by a DM including large scale events such as invasions, medium sized events such as a rare mob spawning in a dungeon, or personal quests for individuals who get unique skills, items, spells, or something similar. The idea is for the world to have a maximum of 30-35 players at any one time, allowing for personalized content for each player while still maintaining a sense of community. Essentially, medium-scale, online D&D that doesn't require a DM at all times.

No classes. Each person simply chooses male or female, a race, and then customizes their looks. All Adventurers start with the same basic gear and with all skill trees available.

Skill based system. There is an unlimited potential for skill trees, with the game originally launching with very basic skills. Five combat skills: 1-handed weapons, shield use, 2-handed weapons, elemental magic, support magic; and 3 crafting skills: light armor crafting, heavy armor crafting, and weapon crafting. When you reach certain thresholds of each skill, you are granted an additional ability that is related to the tree you are leveling. There are going to initially be 10-12 abilities per tree. Each skill tree can be leveled infinitely and the cost of leveling your skills increases as your skill gets higher. However, as your skill level increases, so do the strength of the abilities in that tree.

Very basic leveling system. When the game launches, the level cap will be low. However, once level capped, you can continue gaining “Prestige levels” - levels that give much smaller bonuses than regular levels but with no level cap allowing for infinite progression. When the level cap is raised, these bonus Prestige levels will be saved in order to keep balance. When the player reaches the new level cap they will continue earning prestige levels where they previously were.

There is no resource system. All abilities are cooldown-based and game uses a global cooldown system in order to encourage more strategic gameplay. Different skill trees have different global cooldowns depending on the weapon type. Wielding a massive two handed weapon? Slow, ponderous abilities for lots of damage with a longer global cooldown. A rapier in your hand? Lightning-Quick strikes disable your opponent and keep them off balance and you'll be using abilities much faster for less damage.

Role-play Initiative. In order to make roleplay an important part of the game, players will be able to grant a limited amount of roleplay points to other players as a reward for good RP. RP points can also be awarded by a DM and a set amount of RP will be awarded to each player who contributes in an event. These RP points will be able to be spent on a wide variety of options including statistical bumps, crafting materials, unique RP-linked items and special addons like titles.

Want to be a Crafter? Go for it. The best items in the game are made from crafting or from upgrading RP-rewarded items. However, investing in crafting skills mean you will be taking away from combat skills. In addition, as a Crafter increases his skill, he gains access to items that only he can make. Literally no other Crafter on the server will be able to make the items he can make. Additionally, Crafters will eventually be able to make Unique Legendary items that only they can use and that no one else on the server will have.

It wouldn't be D&D without Events! Just as you may meet weekly or bi-weekly with your D&D group, there will be events that help progress the world's storyline. Unique event maps, monsters, quests and rewards will make you want to log on or miss your chance at excitement. While large events will be limited to monthly events, multiple small events can be run each month such as a hunt for a rare item, a mayoral election, or an invasion.

World Map:
http://i.imgur.com/6gG0OIG.jpg

Lore:
The Realm of Aigua (eye-gwah) is a mid-sized world with three continents - Syraed (seye-raid), the smallest; Shalta(shawl-tuh), the middle; and Koorna(cooer-nuh), larger than the other two combined - and a multitude of fantasy races. Your standard Elves, Dwarves, and Orcs are here as well as the more exotic Lizardmen, Dryads and Minotaurs. The world has a 24-hour day and has one sun and one moon. Aigua has a very mild climate with few storms or other natural disasters. However, there are exceptions to this rule: commonfolk still talk about the storm that destroyed Balnora(bal-noor-uh) and created Mirror Lake from what used to be farmland nearly 150 years ago.

The Kingdom of Irelia(eye-real-ee-uh) is on the smallest of the three continents on the planet Aigua and where D&D Legends takes place. It consists of the Capitol, Irelia, and New Balnor. The dwarves of Thor’izun(thor-eh-zoon) and the nomad tribe Shan-zu both swear fealty to King Morphite, his Queen Taiya(tie-yuh), and the Prince-Regent, Emerent. Together, they fight off attacks from the wicked Elves from the Forest of Arrows who seem to have a vendetta against the Humans, Nomads, Dragonkin, and Dwarves. Records show no conflict between the Elves and Irelia before 30 years ago and Elves who are citizens of Irelia claim they do not know the reason behind the assaults. Unfortunately, this has not stopped violent mobs forming to burn the houses of local Elves. The city guard have also been seen turning a blind eye to crime against Elves.

The Dwarves of Thor’izun are a standoffish sort but not even close to the legendary gruffness of the Dwarves of Khaliz'mar(cal-is-mar) on the Continent of Shalta. Hundreds of years of being allies with Irelia and the Shan-zu have made them less sour. The Dwarves are currently going through some political upheaval. The commonfolk aren't quite sure what exactly is going on but rumors of the Dwarves finding something precious in the mines beneath their home have been growing. Certainly the Dwarves aren't saying anything; ask them if there is any truth to the rumors and they will stare you in the eye, give a short bark of a laugh, and tell you to keep your imagination like your feet: on the ground.

The Shan-zu are said to be the original ancestors of the humans of Irelia who grew tired of constantly travelling across the large grass plains and migrated southwest and southeast to settle down. These nomads are master horse archers; not once since the annual Great Fair began 72 years ago has a nomad not won the archery contest. They are also said to be sharp barterers; a popular proverb states that if you decide to dicker with a Shan-zu, you should have all your belongings nailed down. Some claim that the proverb is actually referring to the quick, stealthy hands of the nomads...

The Orcs of the Salt Flats are a resilient breed, living on a salt plain with the hot sun baking down on them. Despite the heat that would kill an unprepared visitor, the Orcs have thrived in their desert home due to the leadership of their immortal Chieftain, Skumdish. Skumdish is said to have performed a great quest for the Deity Kai and as a reward Kai granted Skumdish’s wish to never age. Skumdish has protected his people over the last 750 years; when Irelia tried to take over the Salt Flats for their rare metals, Skumdish drove them off. When the Dwarves of Thor’izun tried to expand their mines underneath the Salt Flats, Skumdish valiantly led the defense of his home. Between the vast wealth underneath their land and the leadership of their Chieftain, the Orcs are stronger than ever. Their neighbors are right to be wary...

Mt. Doom (every world has to have one, right?) houses the Cave of Destiny, said to contain within it a mystical source of power. This power, according to local legend, is the source of the always-fresh springs throughout Syraed. No matter what time of the year, the rivers are icy cool, crystal clear, full of fish and other life, and filling their banks to the brim even through drought. Interestingly enough, any attempt to divert the rivers has been unsuccessful. Even Mirror Lake has a strong current through it where the river used to flow, suggesting the water is magically controlled somehow.

To the west of Mt. Doom lies Duskscale Swamp, home of the Dragonkin. They are a group of humans who near the dawn of time made a pact with the greatest of the dragons, Io, who agreed to grant a portion of his powers to these ambitious humans in return to some unknown service at a later date. Looking similar to a large human with a reptilian eyes and scaled skin, Dragonkin stand on two legs and walk but, as they grow older, eventually can grow wings to fly. They are also granted a magical fire breath - a breath that legends claim can set stone on fire if used by the mightiest of Dragonkin. The Dragonkin do not know the purpose that has been passed down from generation to generation but many are those who adventure the world seeking it.

In addition to the Kingdom of Irelia, the continent also has a small island off the northwest known as Whale Island. Its lone town, Iron Eye Port, is one of the wealthiest in Aigua. Merchants and pirates both convene here to trade. Sums of gold enough to build an entire city are often traded each week. However, there is no justice to be found in Iron Eye - might rules. If you are strong enough to take it, it's yours. However, the wise would be careful to watch their steps; if you are not strong enough, the results are often...permanent.

To the south-east is the Temple of Kai, the Patron God of Irelia. It alone out of Balnora survived unscathed from the storm. Many citizens at the time fell out of worship of Kai, blaming him for the destructive storm that killed tens of thousands and formed a lake over the most fertile farmland. In the years since, the wound has healed little - while Kai is still the official deity of Irelia, few pay more than lip service to him and instead give worship to the Deities of the East. Attempts to contact him in the tower where he lives have not been successful; for all their pains, travelers merely hear the wind cutting through the cliffs making a noise that approaches the sound of an agonized scream.

The Deities of the East - Bahamut, Tiamat, Vecna, Shar, Ioun, Kord, the Raven Queen, Moradin, and Pelor - have gained a foothold in Irelia and their worship is growing. They preach that they are the true Gods and that Kai and his brethren in the different lands are charlatans While priests of both sides of this conflict seem to have similar powers, they both claim that the other uses arcane magic to deceive their followers. The mood has gotten uglier in the last year, with several brawls that came close to riots forming in the Capitol. Many followers of both factions have begun wearing symbols of their gods woven into their clothes to denote their loyalty.

You are currently in New Balnor, named so because of its construction after Balnora was destroyed. The town is the 2nd largest settlement on Syraed and its leaders swear fealty to the Royal Line of Irelia. The town has had some rogue bandits growing bolder in the Balnoran Forest and have asked adventurers to help. The reward could be great...


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Dancer

Senior Member

02-15-2013

I kind of liked GW2. It's not forget-all-social-obligations-and-gain-20-pounds good, but I get my fix