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All Posts by thinktank001

All Posts by thinktank001

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1753 posts found
Originally posted by Beatnik59
Originally posted by muaythai
to buy an in-game PLEX someone has to buy it with real money first so he can sell it in EVE market.CCP doesnt lose money from this.

Plex works like an IOU.  In other words, for a set price today, you get a coupon for a service.  That coupon can be used, traded or stockpiled, but the coupon represents a service obligation that is redeemable at some point in the indeterminate future.

 I thought plex had a timer attached to it.  

Originally posted by Thestrain

1.) I find it really strange that a game which had to go F2P to survive in Korea is being released with LP system that is just going to drive a lot of players away. Trion has a good F2P system with Rift so i am wondering why not apply same system to AA?

The game can not survive on P2P model alone. An option to sub with patron system of Rift could have been a much better deal.

2.) What is going to be different this time in west that Trion is so sure that with current system AA <ould be="" a="" success?="" for="" me="" personally="" game="" which="" failed="" to="" do="" well="" in="" its="" own="" country="" doesn't="" stand="" chance="" western="" market.



1.)  They don't have a lot of options, since making too many changes makes AA a competing service to their other regional partners.     I also agree that going the P2P route would probably have been the best route, and I think they are trying to do that by making the game borderline unplayable for the " free " player.    However,  this effort will be completely lost if they don't limit the cash shop to cosmetics.  


2.)  I think it could fill a niche as a themepark that has more game mechanics/play that is typically found in sandbox type games.  However, I don't think this will be enough to keep it from following it's previous launches.


This game reminds me of Allods.  A game with a decent foundation that has its soul extracted because of the cash shop.

Originally posted by ryvendark
Subscribers dont need to buy more labor points though. Its a hypothetical forum argument unless you're someone that puts in massive number of hours. In those cases that type of player always "wins" it judt costs them more.


There isn't anything hypothetical about buying LP pots as a subscriber.   Just like in any other microtransaction game there are people that are willing to purchase a subscription and extra stuff.    The only difference is in AA the extra stuff can give you an advantage over another player, either through direct use or reselling the items to other players. 

Originally posted by Gorwe
I, as a isometric/third person game fan, have nothing to look forward in this. Really, how could that like ever influence strategies and/or DnD like RPGs?

Thus I don't care. I fully understand that the people who love games such as Skyrim/mass effect/CoD and the like are going to fkkin LOVE OR, but us Strategy fans? In the words of eternal bunny:



I feel that if oculus rift does work well (offers good depth perception), then the days of 3rd person view MMORPGs are numbered.   The prevalence of melee combat and the lack of depth perception is currently allowing 3rd person view MMORPGs to dominate the market.  


This HL2 mod looks pretty impressive:

Originally posted by grimal

I read that Trion's role is limited to publisher and have little (if any) actual role in changing any of the game and are limited to only providing feedback to XL.  Does anyone have any information about this?



That is the case with all games that get publishing deals in different regions.   Trion is essentially just there to support the players on their servers.   

Originally posted by boxsnd

You do realize that this feature makes HC viable right? Ever wonder why nobody plays hc in D3? Because if you disconnect/crash it is almost always certain death.


That is fine, but there is no reason for them to develop the game around such a feature.   It artificially inflates damage values under the assumption that if it is too much for a player, then they just log out.  Unfortuneately, this leads to their current development of the game where all character builds are limited to max defensive stats.  It isn't possible to build a more offensive character with a weakness because they will be instantly one shotted.  


That was in the past when I last played and I have no idea if they have changed the way things are.  

Originally posted by papabear151

When it comes to businesses you always look at the money and when I look at the money and how many weekend long closed betas they've had on a game that's already live all I see is an attempt to grab more pre-order payoffs.



edit to add: Yeah, game is already translated, cash shop integration isn't something new or difficult, this is likely just a cash grab.



The only other option I see as being even remotely plausible is they are trying to use the eternal BETA to leverage XL to make changes they want.    

Originally posted by MMOExposed

Living Breathing World MMO. I know this is figuratively talked about around here.

But what does that even mean in terms of MMOs?

Are there any examples of such a MMO being this "Living Breathing World" that people here been scratching and begging for?

I been thinking about this request, when it hit me. What the heck is a Living Breathing World MMO feature?

Seems like a heavy requested feature, but doesnt really seem to have ever been done before. So I been confused about where this request even started from.


School me on this you all.


FFXI would fit a living and breathing world.  At least back in 2004 when I played it did feel that way.   I think this largely came from it's regional design and the absence of fast travel at the early levels.  Not to mention, all safe and fast travel options were mini social events in design.

Originally posted by Bigdaddyx

Considering majority of carbine devs are ex Blizzard. They should have known better.

I am starting to believe that all game devs live in their own bubble of reality and either fail or completely refuse to learn  from so many examples around them in gaming industry.


I would guess that WS is not meeting their expectations.  They probably thought the player population would be much larger than it currently is.    At a point they are forced to make a decision,  keep at the current monthly pace and meet a quick end, or cut back and hopefully find a profitable state.  


That isn't to say they didn't have unreasonable expectations, but I think WS did much perform much more poorly than expected.

Originally posted by lizardbones

Now, here's the question.  Do you think the Wildstar team knew they were going to fall behind, or do you think they really thought they would keep up the update a month pace?



They may have coding issues, but this would have been apparent during development.   It is strictly a business decision to stop with the monthly updates, and my guess would be it is because there will be a reduction in staff. 

MOBAs are not MMORPGs.   They both use the microtransaction model, but they are essentially entirely different games.   Unlocking heros in a MOBA is entirely different than unlocking races in an MMORPG.    When comparing the two there needs to be an equivalent evaluation between mechanics. 
Originally posted by Loktofeit

I think all developers should use a business model that generates positive revenue and that fits with how their consumer wants to spend their money.


Why does this have to be in game perks?   There surely has to be some other way to increase revenue.  It is a fact that games (all games) benefit from limiting the disparity between players.     


Originally posted by Loktofeit

You're confusing  Concurrent Users with Monthly Active Users (MAU).

When a publisher or developer of a free to play game speaks of "over one million players logging in each month" they don't mean all at the same time (concurrent users). They are referring to MAU, which is the number of unique accounts that have logged in at least once during that time period. 



Nope.  I am just comparing SWTOR to similar sized microtransaction games.    They all have maximum concurrent users of anywhere between 100k - 150k, and generally support players bases of about 300k  users.   It is entirely possible for them to have a million users per month, but SWTOR would have a ridiculously low retention rate.  

Originally posted by botrytis

Is it a bargain? Your 150 USD founder's pack is basically the same amount that people paid for ESO AND Wildstar. It has the same sub costs but the others are NOT F2P and this one is. The costs are the same not cheaper. You are basically buying the box with your founder's pack.

As far as F2P being a trial, NO. F2P is just that, FREE TO PLAY, a trial is what you get when you try out ESO and Wildstar (along with other sub games). People trying to change definitions just to support their arguments and baiting is just sad.



A trial is essentially playing part of the game for free.   Is this not exactly the same situation for AA.   I'm not overly familiar with the restrictions, but they seem to totally lock out part of the game, which is exactly what a trial is.    The only difference is in AA players can play forever, but would you really want to play like this?

Originally posted by DMKano

Are you serious?

MMO gaming has grown exponentially in the last 15 years.



How long has MMO gaming been around?   Have your parents ever played video games?  


The industry isn't growing because of awesome games.   It is growing because there is still a large segement of the population that has never touched a video game.  

Originally posted by doodphace

Their exact words were "over 1 million players are logging in" its 1 million players logging in each month, not some 30k, 400k with suspect "login math" tacked onto it. Stop trying to cast doubt on the clear fact that over 1 million people play SWTOR. Keep in mind that before going F2P, it was 500k. After going F2P, that number climbed to a million, and since april, the number is now over 1 million. The game has not only had a huge (and 2nd highest in the west) player base for years now, it keeps growing, even with ESO and Wildstar releasing in the last few months.


I don' t know how you play microtransaction games, but I think the least amount of accounts I have had in any of these type of games was 4, and most players I knew had multiple accounts.   The frequency of how often I logged on to them all depended on how much an advantage they gave me. 


In reality they don't have the required number of servers to accommodate a million players that log in with normal frequency.   I would be surprised if they could handle 300k players logging in with the amount of servers they offer.    If they truly do have a million players per month, then more than 70% quit in the same time frame.  On the other hand,  it is possible most players just log on with 4 or 5 different accounts throughout the month.

Hasn't the industry been building games through statistics for the last 10 years?      


IMHO, it has gotten them no where.   They are still after that white whale.

Players can conquer planets?     


That will be a neat feature.

I wouldn't consider it a post-guild era, but we are at the point where developers have basically allowed players to use 3rd party communication tools without consequence and this has grown to be acceptable behaviour.  


In other words,  it is cheating that has become accept behaviour, and developers don't have an acceptable answer for it so they just ignore it. 

Originally posted by Aeander

Technically, it wasn't. In reality, that's a meaningless distinction. It's still an online multiplayer cooperative title that had a large community and offered world-wide mass-player socialization (guilds and town hubs).



You can generalize all you want, but that still doesn't make GW1 and MMORPG. 
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