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Envisioning the future of zOMG! 

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What does the game need? (in your opinion) Goto Page: 1 2 [>] [»|]

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DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Sat Apr 02, 2011 11:13 am


Also known as: What's your favorite suggestion?

But I'd rather you not answer taking in account what you want in the way of choice, which is undoubtedly something that leads to a "favorite". I'm more interested in hearing what's the suggestion you read and think the game would benefit from the most "right now". Or had the best "Ease of Implementation - Benefit" rate

Actually, tell me both! Tell me what's the "Best Suggestion" (in your opinion) and your "Favorite Suggestion". You can name multiple.

I want to see how many people think the same.

*edit* Preemptive Notice: Not just from suggestions in the guild. Ones in the z!F and petitions as well. Someone would ask that, or post with the wrong idea eventually.
PostPosted: Sat Apr 02, 2011 11:28 am


Well, I can think of a few things the game desperately needs:
- More content
- Glitch fixes (especially quests)
- More DEVS


... but you're looking for something more specific, aren't you? I think the best suggestion might be adding "Extreme" level to all Instances. Just to give pros that extra level of challenge. Imagine fighting such monsters as Antique Kokeshi Doll, Cuzzin' Buzz, or Tiny Shaman, all with new and nasty abilities. The devs would simply have to recolor existing monsters and write their new powers. And alter the level select to incorporate Extreme mode. Otherwise it doesn't sound too hard to do.

As for my favorite, it'd have to be the one I suggested a few months ago. The volcanic boss battle where the monster runs away at certain stages and your crew has to flee the rising magma. Fire bad? MAGMA WORSE!

Thard_Verad
Crew

Dangerous Genius


Red Kutai
Captain

Benevolent Codger

PostPosted: Sat Apr 02, 2011 5:04 pm



Oh, my. Not sure... How to go about this. As the Repository likely shows, I tend to like suggestions of any kind. But what's most important to the game right now? Let me think... sweatdrop

Stability: Fixing glitches, basically. The game needs to be able to rely on its own systems. So many of the problems in the game stem from the fact that quests are broken, or NPCs are silent, or any of the various other problems that can exist in this game. This game has a stigma among Gaians of being unable to be played through - and that is not a stigma it needs to hold on to.

Integration: This was more an error that it wasn't done in the first place. The game's supposed to be a part of the site - the fact that it was ever considered otherwise was a huge mistake.

Recipe Restructure (Epics): They add replay value. They make the game profitable in a purely deflationary way. They supply a way to sink the extra orbs that players have stockpiled. They increase the value of loot. They increase the value of Recipe items in general. They add an additional draw for Gaians who don't play zOMG!. In short: what don't they fix?

Rings: We don't even need new ones - players already have way more abilities available than all of the enemies in the game. What we really need is balance. Intuitiveness. Each ring having its own purpose. Players think we need more rings only because the 40 (or 43) we have aren't actually pulling their own weight. They can get around to new rings later - for now, we need to make what we have work.

The thing is, none of those are really "suggestions" - in fact, I don't think any of them are user-originated. I'll have to look through the Repository and pick out my favourite user-proposed suggestions from within there, and see what it is that I think the game's really wanting for, right now. I know the suggestions are out there, it's just matter of going back and finding them... sweatdrop
PostPosted: Sat Apr 02, 2011 7:59 pm


Well, I guess I might as well add with my own insight.

- Fixing glitches
I'll agree with you two on that point. It needs this, badly, mostly because of the silent NPC's. It's been a long time since the game started, and some people still get stuck in the Twins all the time. I've learned the toughway NOT to start any repeatable ever after I hit full Cl 10. Also, I never got to ask, but do the frozen Quests have anything to do with this? It's one of the most broken features on gaia of all times, with sponsor quests clogging it up more and more as they break themselves, with no way of removal - and zOMG! quests show up there. gonk

-Make the servers cycle on their own
Everyone knows that Sunday zOMG! is a no-no, with greater stress during events and holidays, or if Clutch is online.
I asked. I forgot the technical name, but this is entirely possible and it's expected of the anyone setting up a server. Probably not without funding, the feeling I got was that only personal sites, like a few small game sites and the respective user forum for a small community, had to resort to this manually, and even then, those who can afford at least 200$ a month can have a company dealing with several severs do it for them. It seems rather daunting that a game expected to lag itself after two days running straight, belonging to the second largest forum in the Internet isn't somehow made sure to be refreshed without having to hire a janitor to do it for you. Not just isn't that the case, it also seems only two people belonging to the developing staff know how to do it.

-Epic recipes
Why repeat what Kutai just said? Is there anything these don't fix? As long as they remain rare, and as long as there's interest, nothing should stop them for doing their job.
A fact, Sinister scarf was once worth a bit under 300k gold. This before Booty grab and zOMG! being the power house they were. That was a good EI's value. With the inflation rates, and their stock numbers back to how many there were back then, it'd be now worth nearing a million. The lowest recipes from the Epic's original thread are meant to be at least as hard Sinister Scarf in crafting. Most, the ones that were originally described, are meant to be a lot harder and aren't even in the "Epic" label These things would be off the charts in value. And if those would be valued, then so would they be largely sought after. I have some great deal of faith in their efficiency.

-Content
It... It's been quite a while, is all I can say. When was last BB Full got stuff done?


As for my favorites, I have a few as well. But I think I can actually be more decided as to wish please me the most.


It'd be a bit wrong to name the Loading Screen Tutorials one, since well, that is both mine and also the most recent. But yes, I felt it like an epyphany, as it could, done well, help with some issues on zOMG! easier than making a tutorial would

One that I absolutely love is this one. Too bad it'll never happen, because it's one of those things I'd add to zOMG! without thinking twice if I had magic powers. It's so much convenient, and it allows even those places that look like they never have crews for to start having crews for.

Also, I can't find any specific thread for it, but there's often demand for stuff to do with clans, and there's this one where you add a clan name under your username, or a very small flag to the left of it. Coupled with clans being listed on leaderboards. It's something I like visioning on most MMO's, to have some indication of competition -This game has none, or worse, it has TCL, but that ended up shooting the wrong end.

DrQuint
Vice Captain

Girl-Crazy Ladykiller


Atrash the Squidmonger
Vice Captain

PostPosted: Sat Apr 02, 2011 10:34 pm


What Kutai said, plus a couple new areas, instances, and such (to keep us intrigued while the better design makes things more fun and replayable).
PostPosted: Sat Apr 02, 2011 11:51 pm


Needs moar sex. Or at least an innuendo.

I'd like to see some new areas. c:

jzmajor
Crew


gataka
Vice Captain

Familiar Lunatic

PostPosted: Sun Apr 03, 2011 6:10 pm


Best: Endless replayability.
Large and Bold! It's that important! And then some!
Break away from the quick-burn, tipsy-slug-slow produced, anything-but-cheap content driven design.

A core so fun there's no need for updates!
In line with Gaian's renown endless vanity!
Milk everflowing-money out of it!
It's the best thing that could ever happen!

...and never will emo
Each time someone asks for "moar kontent" I die a little inside. Aye, I'm QUITE dead ._.

Favorite: Loading Screen Tutorials
Genuine elegance, feasible. Won't do miracles or much really and a bit of a patchy way to address gameplay issues, but BLAH! Why didn't I think of that? x D
PostPosted: Sun Apr 03, 2011 6:30 pm


gataka
Best: Endless replayability.


The only way it'd be possible would be for the game, somehow, bring complete absolute randomness to several different spots, with different rules among them, along with some distracting mini-games on the side when you'd feel tired of plain fighting.

In other words, EFFORT, TIME AND MANPOWER. And a pretty well laid out plan.

Although, you have to admit it, for example, a coliseum mode where pretty much any and all kind of animated on the game could come at you, followed by random Bosses teaming up would be AWESOME! But that's not exactly something worth of endless replayability. Just one of the things required to help factor it in.

Quote:
Why didn't I think of that?


Because you weren't the one logged in to Gaia, idle on this guild's homepage while playing Magicka.

DrQuint
Vice Captain

Girl-Crazy Ladykiller


Red Kutai
Captain

Benevolent Codger

PostPosted: Sun Apr 03, 2011 8:12 pm


Quintafeira12
The only way it'd be possible would be for the game, somehow, bring complete absolute randomness to several different spots, with different rules among them, along with some distracting mini-games on the side when you'd feel tired of plain fighting.

Just to nitpick, lack of "randomness" isn't necessarily the problem - what we need to do is remove predictability, which is the real culprit. Increasing randomness does do that, but it's not the only way.

Three words: P. V. P. User Image

In all seriousness, though, I see low-predictability gameplay as the future for zOMG!. Not only does it increase the replay value which is sorely lacking, but it decreases the farmability that has become an issue, lately.

I'd include a re-format of the Difficulty curve so that Hard is actually Hard - Hard-level gameplay should be more unpredictable than it is predictable, in my opinion. Retain the completely predictable Easy mode. Normal becomes the in-between stage; predictable enough to allow common strategies, with enough unpredictability to require some informed player responses. What's the point in implementing Easy, Normal, and Hard if they're not going to do what they claim?

In case it wasn't clear, I realise that randomness is just about the only PVE method of adding unpredictability - without intentionally convoluted AI mechanisms, at least. Perhaps we could think of some more ways for players to affect the predictability of gameplay, though? I mean, one of the core principles of the game is player-player interaction - perhaps there's a way to initiate that between unrelated players? Of course, it'd have to be griefer-proof, and with low potential to break if the players were related - maybe we're better off sticking to pure randomness... sweatdrop
PostPosted: Sun Apr 03, 2011 8:52 pm


First and foremost...
Fix the glitches. The parts that are in the game should work before adding others. Ex: Silent NPCs, glitched badges/quests.
Then also, just remove incongruities.
Ex: Remove Goofball completely or fix it. I don't want to see the little Goofball holes on my map when it doesn't translate to anything in game. Also, the fountain game... Don't have tacky colored buttons in Barton Town unless they do something, otherwise they just look like Tums on the ground.

Next... Site integration.
zOMG is like a completely different part of the site. Everything should be tied together.

Then next on my to-see/the game needs list is the opening of Durem and Aekea.
They are mentioned in game and the NPCs make it seem like those areas will be soon open. I was slightly irritated when I saw all of these threads about creating possible new areas like Sky City. It sounds cool and all, but do the things you said you were going to do first before giving us hope of all of these new areas (that probably won't be open). Why bring up places like Sky City if you haven't even opened Durem and Aekea yet? (Oh, and I was so glad when the Boardwalk got opened. Finally! Progress!)
Also, the novelty of those places will give the game a little more replay value. While we're busy ooo-ing and awww-ing over everything, they can start their creation of the epics and elements. (Of course, the epics should be created once all of the little bugs in the new areas are sorted out.)

Side Note: I think that before opening Durem and Aekea they have to work out the whole EB thing. Opening areas now would mean that the End Boss isn't at the end. Maybe the new areas can kind of be supplemental to the storyline?

Idk. In my opinion, what is needed is that zOMG stops getting small additions (like zOMG buddies) and gets the much-needed big ones that are important to the longevity of the game. I get the short-term draw of the buddies, but in the long run, they aren't helping all that much.

ikally

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Thard_Verad
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PostPosted: Sun Apr 03, 2011 10:35 pm


ikally
Side Note: I think that before opening Durem and Aekea they have to work out the whole EB thing. Opening areas now would mean that the End Boss isn't at the end. Maybe the new areas can kind of be supplemental to the storyline?
An oft-forgotten fact: Sealab X is merely the Chapter End Boss. Forward progress has stalled quite badly in terms of new content, but our current EB was never meant to be the absolute FINAL EB. wink
PostPosted: Sun Apr 03, 2011 10:47 pm


Thard_Verad
ikally
Side Note: I think that before opening Durem and Aekea they have to work out the whole EB thing. Opening areas now would mean that the End Boss isn't at the end. Maybe the new areas can kind of be supplemental to the storyline?
An oft-forgotten fact: Sealab X is merely the Chapter End Boss. Forward progress has stalled quite badly in terms of new content, but our current EB was never meant to be the absolute FINAL EB. wink


I did not know that. Thank you.

ikally

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cnoisy

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PostPosted: Sun Apr 03, 2011 11:03 pm


ikally
Idk. In my opinion, what is needed is that zOMG stops getting small additions (like zOMG buddies) and gets the much-needed big ones that are important to the longevity of the game. I get the short-term draw of the buddies, but in the long run, they aren't helping all that much.


This is something that we need, however at the moment we only have three developers on the zOMG! staff, 2 of which aren't even currently working on zOMG! related things, as much as we want them, big updates will now be extremely difficulty to get finished. At the moment the one developer still working on zOMG! is an artist, Bronstahd who helps with the coding is working on something else, along with Swarf. Until they are finished they won't be sent back to zOMG! And we all know that JK can't do everything by himself, so until Bronstahd and Swarf come back nothing will get finished except for the minor updates like the buddies or holiday events, and even those are just being repeated because of lack of staff and resources. :/
PostPosted: Mon Apr 04, 2011 12:10 am


cnoisy
ikally
Idk. In my opinion, what is needed is that zOMG stops getting small additions (like zOMG buddies) and gets the much-needed big ones that are important to the longevity of the game. I get the short-term draw of the buddies, but in the long run, they aren't helping all that much.


This is something that we need, however at the moment we only have three developers on the zOMG! staff, 2 of which aren't even currently working on zOMG! related things, as much as we want them, big updates will now be extremely difficulty to get finished. At the moment the one developer still working on zOMG! is an artist, Bronstahd who helps with the coding is working on something else, along with Swarf. Until they are finished they won't be sent back to zOMG! And we all know that JK can't do everything by himself, so until Bronstahd and Swarf come back nothing will get finished except for the minor updates like the buddies or holiday events, and even those are just being repeated because of lack of staff and resources. :/


I know that, but that doesn't change the fact that the game needs it.
I guess the thing that zOMG needs the most is a larger team of devs.

ikally

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cnoisy

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PostPosted: Mon Apr 04, 2011 9:18 am


ikally
cnoisy
ikally
Idk. In my opinion, what is needed is that zOMG stops getting small additions (like zOMG buddies) and gets the much-needed big ones that are important to the longevity of the game. I get the short-term draw of the buddies, but in the long run, they aren't helping all that much.


This is something that we need, however at the moment we only have three developers on the zOMG! staff, 2 of which aren't even currently working on zOMG! related things, as much as we want them, big updates will now be extremely difficulty to get finished. At the moment the one developer still working on zOMG! is an artist, Bronstahd who helps with the coding is working on something else, along with Swarf. Until they are finished they won't be sent back to zOMG! And we all know that JK can't do everything by himself, so until Bronstahd and Swarf come back nothing will get finished except for the minor updates like the buddies or holiday events, and even those are just being repeated because of lack of staff and resources. :/


I know that, but that doesn't change the fact that the game needs it.
I guess the thing that zOMG needs the most is a larger team of devs.

ya :/
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