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Reader Comments (3)

Posted: Dec 1st 2008 9:44AM (Unverified) said

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Speaking of over-complicated: that article is a 5-mile solution to a one-inch discussion.

Guys like that can over-analyze a balloon.

Posted: Dec 1st 2008 12:58PM (Unverified) said

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I'll admit to not reading the entire article, but I did read the WAR bits as I'm currently trying to decide whether to start paying monthly when my free month ends. I think he hit on a lot of the issues I've been sensing: oRvR is overly complicated and fundamentally broken. If the other guys aren't coming out to fight, you should be able to easily conquer them. One man could conquer the world if no one tried to stop him.

Posted: Dec 2nd 2008 3:10AM Ingrod said

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That is a false statement, you alone cant conquer a keep, that is prevent for epic mobs. The real problem, at least in my server, is the difficulty for a side to really conquer the enemy capital, is very hard explain and understant the mechanic

But I agree, the end game campaing mechanic is very complex and obscure, very hard to explain to new players, a much more easy to understand RTS style resource control system with instanced battles in strategic locations and sieges for obtain territorial and resource control will be much better. Without complicatons and hided calculations under the carpet.

MMO need learn some lessons from other game genres, if you planned a factional war for you MMO with territorial control the best example are RTS and Civilization like games.

But oversimplifing MMOs is a wrong path and can lead to problems, in recent MMO the only real things to do are kill and loot, and thet not stoped problems, we need other thing to do in our MMO, and explode the real MMO potential, MMO not are only Kill and Loot games, some sane complexity build over more easy to understand mechanics is the key imo.

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