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Things Eternal Crusade Should Avoid Doing

Discussion in 'General Discussion' started by Armyghy, Jan 10, 2014.

  1. Make the game you believe will work, listen to fan ideas and suggestions. Do not make it like the table top game, when basing it on lore, base it on established rather than outlandish uncommon material considered "cannon".

    Never forget the established direction and pitch of the game. Market exactly what the game will be, even while being transparent about how you are planing out the direction of it.

    Once the game is out, when re balancing anything, make it clear to fans that these changes are done because the developers themselves have decided it, not because young teenagers cry on forums. (For Example: As pandering to forum communities is "praised" in some circles, unfortunately it makes for a game which is unappealing to the majority of fans. Same for making a game which appeals to Twitch TV entertainment value. The "micro-focus"-direction Riot Games took League of Legends to force teamwork, twitch skills and mouse/keyboard micro in LoL to make the game more entertaining to watch has resulted in making ranking absolute hell in lower tiers compared to the soloist powerplay of season 2, impossible to get out of on low population server groups like OCE where teamwork only happens when everyone dumps crowd controls at once, impossible to rise out after placement is established unless you are fresh and have the point reward system in your favor.)

    Encourage Teamwork among players subtly rather than forcibly. Also things like "team finder" represent that fine line between "should we have it?" or "This will be disruptive to forming long standing online relationships". Thing is the ratio of "young and wants instant gratification while being judgmental, egocentric and selfish" to "Actively wants to help other people they play with and actively seeks out other people to play a game with" Ratio in MMOs has shifted to favior the former unfortunately in the past 6 years. It never used to be like this back when Gen Y and Gen X made up the vast majority of the population in MMOs. Unfortunately Gen 90s and Gen 2K are children who want instant gratification and the light always on them. This culture of pure ego centralism in gamers of that generation means that without a group finder, they will constantly sit around wanting to be spoonfed by those of Gen Y and X who actively seek out friends and people to group with the old way, who in turn prefer the old way to the new. They also tend to not like playing games with Gen 90s and Gen 2K because they find their egocentric bratty immaturity barely tolerable.

    My biggest concern about this game is getting both those communities to work together. Because Warhammer 40 000 fans are made up of two distinct groups, the children of the 70s and 80s who make up the "old school" fans who got into the game during Rogue Trader, 2nd edition and 3rd edition who treat the game as one of many things they enjoy in their lives. Comparative to the horde of younger fans who the older fans find annoying to be around but never openly admit. These tensions could come to ahead in an online MMO where the barriers of social conduct are hidden behind the facade of aliases and the ability to actively ignore, refuse communication with and isolate sections of the community to which players would rather not play with. The resulting can not be avoided, but the former, where both communities will be on a communication level, likely to be isolated, to take into account this factor on the battlefield. When you got 500 players verse another 500 players, generation tensions often subside in favior of faction superiority.
  2. Wodan Wodan Member

    dont make classes that are almost the same or not useful.
    and if you can not put something in the game just say it, dont give us false hope
  3. The Big Bear TheBear Subordinate

    Farming resources for crafting recipes.
    DjemoSRB likes this.
  4. Sovano1 Sovano1 Well-Known Member

    I agree with everything you said ...but i just wanted to say or give the gen 90 a chance so we don't seem so bad to the eye not saying that this goes for all of us but I like to think that most gamers that love warhammer 40k are people that can keep the real world of being polite,rules and such manners semi-connected to the form of the game world or some call it roll play world but i am going off point right now but let me just say this for the guys i played with and i would like to think most people i have the pleasure of gaming with over the years have a code of conduct
    1.interactions politeness is the way to go if you get killed from someone you learn from them and adept you don't go on all out rage(i mean on yell chat or whatever vox ) /exception you know the guy and you mess around with him and he knows that you mess with him
    2.People don't care if you are 12,16,22,39,60 if you are a good gamer and a good person who knows when to talk,mess around ,nag at each other and when the times comes for some gaming i mean like hardcore gaming when you want to make it count not just chill around ....
    3.honestly i don't care about a person age if the age in itself is not a problem like 8-10,..., that just have no place in a pvp environment that makes you kill people not for the violence of the game but the people in it they can not tell a joke from a insult and they don't know when they are annoying people other than that instance if you are a mature person who understand that gaming for some people is more it's something to go hard at just to relax the only way they know how by playing hardcore..
    4.and i am off topic again my bad but i hope you get what i am so poorly trying to get over cause i get distracted sorry about that...

    For the topic of the thread
    1.Do not make players listen to the screaming of people on proximity make it short emotions we love those but if they are abusing the coms/vox whatever you want to call it make a instant mute button .....just save the ears of headphone users
    2.do not make the game to easy ....i repeat do not make the game easy just please don't we all want actions and reactions we all want consuqances that impact our gameplay if you do not adept to the ever changing environment the environment will kill you the environment being other players ...just saying if i lose a veahicle i should be punished for it if i overuse the gun i should lose the ability to fire it for a while or until i change it i don't want a instant way of fixing it it was a decision i made that needs to impact the way i play for the next lets say 5 min at least
    3.do not allow spamming of a certain vehicle or type of unit lets say terminator just don't you will see what you always see in planetside 2 for a instance if you need to take something get 10 maxes 3 engines and 2 medics you see the problem is maxes= terminators spawning just kills the other classes try to balance it or something like a cap in a certain territory i don't know just don't allow spamming

    4.please don't make the game a lock-on game where you just take a rocket and aim it at a guy it locks you fire 1000000000000 rockets that only 3 need to hit him while your lock on is a 2 sec req to get him and it stays until he gets away like 50kilomters away
    Just wanted to say make it easy to learn hard to master

    5.do not lie about things that you will implement and you just can't just say what it is we will love you for the honest and will learn to deal with it lying just makes the problem bigger and kills of any trust we had with the team the game..... just do not lie about content ....just keep it simple and keep it honest

    6.DO NOT RUSH THIS GAME OUT!!!!!
    TAKE THE TIME YOU NEED TO MAKE IT
  5. Ironoak3HG Iron Curator

    I think the best thing for the developers to avoid doing is thinking that they know best. Not accepting or even seeking feedback about design and game play elements before implementation has KILLED many of my favorite MMO concepts. I'd hire on a noted and respected game reviewer to be an impartial judge of these things. Someone who loves the subject material and has enough experience to not only point out flaws but suggest solutions.
  6. Krake Hakula Arkhona Vanguard

    definetly this... nothing pisses people off more than a bugged game that needs years of tweaking until it actualy works properly.

    Also promising things that never appears (or you need to waits months to get it) is something people do hate. I might be referening to BF series on this one hehheh.

    Taking feedback only from hardcore gamers.
    Voltar and Whiskey like this.
  7. Whiskey Whiskey Subordinate


    If this is the only advice they listen too, EC will already be head and shoulders above anything launched in recent history.

    1. Listen to the BETA testers. And make the BETA testers work. No buy your way into BETA. If you want a preview, offer a 48 hour pre-launch preview, then wipe everything and start fresh on launch day. This will set the hooks in people. But limit the actual testing to dedicated people that want to test. And work them like serfs.

    2. No instanced PvP. I don't think that is on the table, but just to be sure. They have already stated open world and all that, and I realize some PvE will have to be instanced, but keep all the PvP out in the open.

    3. With the exception of massive, pretty much avoid anything PS2 did. Little harsh here, but the just of it is; don't launch an un-polished turd and then say you have a 10 year plan. No thank you.

    4. Only tell us about, or advertise systems/weapons/classes that are complete and WILL be in game. It is cool to publish a 'wish list' but don't hype anything not done. So far the devs have been pretty good about what they are working on, what has been shelved, and what they want to see, well as open as they can be anyway, just keep that trend up.

    5. Cash shop. Build it for longevity. I will spend heaps of cash to look pretty, it's one of my hang ups, I like to change camo, paint jobs, weapon skins dependent on my mood. But I am also Scottish, so I can't just be throwing money away. Make the cash shop reasonable. Please.

    6. Don't make me pay to have fun, make me want to pay because I am having fun.
  8. Focus on the core of the game. It must do one (or a few things) but do it wonderfully. I mean, this is infantry based combat so focus on it and make it work smoothly. Lately we've been seeing a lot of games trying to satisfy all kinds of player and in the end satisfy no one... Only then u can start considering adding more contents to expand the player base.
    sturm86 likes this.
  9. That is not a bad idea, If you want popularity for this game get a youtuber in on it. Social media is a huge part of games now and ignoring the huge advertising opportunity that is youtube could be disastrous.

    I'm thinking total biscuit, simply because he is a 40k fan and will get the word out that the game exists. He has experience, a large fanbase, respected authority, I mean there may be someone better but if you don't believe me just look at his review for Space Marine. 30 seconds in he says "If anyone says this is a rip off of Gears of War I will personally come round your house and break your teeth" or something along those lines. He also did the 40k lore in a minute video. I would trust TB with this game, I'm not a huge fan of him personally but immediately he springs to mind.
  10. Marketing teams (and this is using marketing in its broadest strategic sense!) just have a different objective - they're responsible for helping to making sure that the game brings in enough money. The art of encouraging people to part with cash is slightly different to the art of creating something people enjoy doing, and blending the two (as the freemium model requires) can be slightly tricky.

    I completely agree that there are the right and wrong ways to do it. From a gamer's perspective, I'd say that the 'right' way is to create an engaging game that can be played and enjoyed for free, and where opportunities to spend premium currency are seen as something you "want to" do, not that you "have to" do. And then getting the balance right between the amount of money you need to collect and the incentives for players to pay rather than not.

    Or if you are going to make it a "have to" do, then at least allow players to generate premium currency in some way (and welcome to the nightmare of balancing that one, mi laddio...)

    Of course, its somewhat easier on the marketing end to create a game that's designed around addiction science and uses premium models as a method of forcing you to pay after a certain period of time, or effectively be unable to enjoy the game's content or meaningfully compete against others (where that applies). Because the money generation feels a lot more guaranteed under this approach.

    I tend to refer slightly harshly to these games as "free to install". Because they're not, in any meaningful or enjoyable way, "free to play". I'm sure it'll shock you all to hear this, but EA are the undisputed masters of this model. Which is not something they should be proud of, IMO.

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