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All Posts by L0C0Man

All Posts by L0C0Man

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Forced open world PvP.

I don't mind PvP servers, heck, sometimes I've even played on them in some games (not too frequently, though)... but if I don't have the option of playing 100% PvP free if I want to, I'm not interested.

For me this year a grand total of 0 dollars and 0 cents (down from about 115 dollars last year).

Living in Venezuela means that I legally limited to how much I can spend online. Last it was $400 for the whole year and we put together mine and my wife's to buy cell phones for each of us (S3 Minis and a big discount as the S4 had just come out) GW2 and TSW for me. This year it was reduced to $300 and we used it to purchase a cell phone for my mother, inks for the printer and a bunch of other things, GW2 and TSW so far have filled the MMO niche quite nicely (GW2 mostly) so far... and TBH there hasn't been anything released this year that picked my interest in the first place (I'm not interested in forced PvP at all, so archeage isn't my cup of tea, wildstar looked nice, but too hardcoreish for the amount of time I can devote to online gaming these days, and never really been a fan of either final fantasy or elder scrolls).

And TBH, I don't see that trend changing anytime soon (unless GW2 releases an expansion, that is). I'm rather happy in GW2 for the time being, I don't see any MMO in the near future that makes me want to play that instead, and I have several games in my backlog that I've been meaning to go back to when I take a break from GW2 (including TSW, Rift, Age of Conan) and some others that while I'm not 100% interested on them, I'm curious enough to take a peek (Tera and TOR)

Originally posted by Razeekster
Hmmm, would be nice to know what game's these screenshots are from.

According to my google-fu

  • Rusty hearts
  • Tera
  • Guild Wars 2
  • WoW
  • FFXIV

My experience as been completely oposite.

Playing games with tagging on (WoW being the biggest one) did make me create more groups, but usually were groups where nobody talked, we just formed the group, killed the thing or things, and everyone went away. Once the group was formed, though, you hoped nobody else (and specially no other groups) would show up... and, at least in my experience, also lead to quite a few negative social experiences. Some of the ones I remember happening to me usually involved someone else or another group tagging the mob while we were following waiting for a group member to arrive, and sometimes when someone else (accidentally or on purpose) aggroed the mob, the group would say things like "do not help him, let him die so we can get the mob for ourselves", and others where people were trolling by stealthing near a mob and tagging right before a group attacked, getting the credit for it.

GW2, so far the only game I've played with shared kill credit, has been a much more positive social experience so far, at least on that front. You're never wary of having other people around with you, actually it's highly encouraged because some events scale up the more people are doing them, so you can get better loot. I constantly see people calling out events and champion mobs in map chat, and when big boss events are about to start, and getting out of their way when they see the dead player icon on the minimap to go help them. At least that has been my experience so far.

Of course, I won't say it's all good... there have been a few events that have created some rather toxic social interactions because of design flaws that made them more lucrative to keep them going or fail them, but they're usually fixed when they're found. One example was on the capture of the temple of lyssa (IIRC), one of the pre-events to the capture itself involved destroying some walls surrounding an object of power, you had to destroy the walls, some mobs tried to repair them, while lots of mobs spawned constantly to attack you. If all walls were destroyed, the event succeeded, if you let the mobs fix all the walls, it failed... but some people found out that if you kept some of the walls intact, but destroying a few from time to time to prevent them all fixed, would result in an endless stream of mobs that dropped loot. I was yelled a few choice expletives when I went there, unaware of the farming method, saw the event, and rushed in to destroy the remaining pieces of the wall. Shortly afterwards the event was fixed by having the spawned mobs not drop any loot.

Best community: WoW... on the kilrogg european server very late at night server time (I was playing from Venezuela on european servers)... very friendly and mature community.
 
Runners up: GW2 (at least on yak's bend server), TSW, Age of Conan (in-game, at release)
 
Worst community: WoW... on US servers in prime time, at least when they added the free to play to level 20 that I went in to check out the changes to the low level zones with cataclysm (I left WoW during WotLK on the european server).
 
Runners up: D&D Online (after being F2P for a complete D&D noob), Age of Conan (in official forums), GW2 (in official forums).

I didn't see it mentioned in the thread, so to add a little update, they announced about an hout ago that they're adding a custom amount button as well, so basically they'll keep the change but add the functionality it had before as well:

From the GW2 forum:

Here’s an update for you:

It’s clear that quite a lot of you would like to have greater flexibility in using the Currency Exchange. Our intention when we designed the new interface was to streamline large volume purchases, which make up the majority of transactions.

In light of your feedback, we will update the Currency Exchange so that you can decide how you want to use it. We will keep the new streamlined system and also offer a new “Custom” button on the panel that you can use to exchange any increment of gems or gold.

We anticipate rolling this out soon. Stay tuned!

~~~~~

Sorry for the delay in posting this, but out of respect to our international community, we wanted to be able to post in several forums at once

 

Source: https://forum-en.guildwars2.com/forum/game/gw2/Lets-talk-about-the-new-Gem-conversion-Merged/page/34#post4507962

Originally posted by Nitth

 


Originally posted by dyermaker714
So in some older videos of wildstar you can see that grass and plants move and part as a character walks through it. It's a small but nice little effect that (at least for me) greatly adds to immersion and makes you feel like your character truly inhabits and has an effect on his environment.

 

lately however I haven't been able to find any videos of this dynamic grass and flora :/ is this feature still in the game? That's my main question. Also what are some other similar little touches and effects that you guys have noticed like this? Thanks in advance for any info :)


 

Im a huge fan of this, However ive never seen it done in wildstar.

Only Game i have seen it in Age of Conan.

Guild Wars 2 does it as well, when you run past it and when you do some attacks as well (an attack with a pushback, for example, will push grass and vegetation as well). No real idea if Wildstar has it or not, though.

Short answer: no

Long answer: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

I do not think WoW is a bad game, nor do I think it's dying or anything, and sometimes I do miss the times I had when playing it (but then I realize what I really miss was the people I played with and not the game itself), but I don't think any game is worth $1000, at least not unless it actually included the system to play it in, and as much as I enjoyed WoW in the past, there are several other games these days that I've enjoyed just as much that are either B2P or F2P that I could easily go back for free (and one I'm playing and enjoying currently).

For me the biggest point is the fact that everything is shared and it's impossible to steal kills/loot/nodes/anything else.

I played the Secret World for a while before getting into gw2. After tsw went b2p I decided to check it again, running around I see some people doing some event (killing undead that spawned from a portal), so I ran in in full tanking gear and build and start spamming agro skill to get their attention and help them kill them, not really knowing what was it about, just trying to join in on the fun... I notice they stop attacking and then start getting some choice insults whispered in and a threat of being reported for harassment... which is when it dawned on me that in tsw (and almost every other MMO) you actually steal the kills and loot from other people by doing what I was just doing.

One funny thing... turns out it was a global event where these portals popped up at random points and if you were within the top 5 or 10 percent with most kills during that period, you'd get an exclusive pet... but people found out how to glitch the portals so they wouldn't close and keep spawning mobs, which is what that group was doing... that was considered an exploit by funcom but was so widespread that they decided to just give the pet to everyone... so I got a shiny new pet for the few undeads I killed then... :)
Originally posted by NaMeNaMe

You realise that "Very High" Is actually Accounts made ( Accounts that have that server as their home server). Not how many people playing at one time. 

 

So Very High doesn't mean there is a near full amount of people playing on the server at one time, but how many accounts there are on that server. Counting both inactive and active accounts. A "High" Server could have half of it's players inactive. 

Actually it does take into account people playing since it fluctuates on servers depending on the hour of the day.

As for where everyone is, check Rata Sum around the SAB box, wayfarer foothills or diessa plateau that's where the living story is happening now (at least on Yak's Bend it's not uncommon for those two areas to get overflow), queensdale (human starter area) specially on the swamp where the shadow behemoth spawns.

Personally, playing on Yak's Bend at least, around 9 to 12 pm venezuelan time during the week, I have seen LA less populated than. saw, late last year, but I've also seen the rest of the world much more populated. I guess it makes sense considering that back then the big thing that was added was the fractals, and you had to be on LA to do them.

It could be an MMO within an MMO... kinda like how you could play Maniac Mansion from a computer in Day of the Tentacle... you know... Day of the Tentacle... with the purple tentacle.. the maniac mansion sequel... GET OFF MY LAWN YOU MEDDLING KIDS!!!
Originally posted by Rabenwolf

They have already ruined the game's art direction, so getting uptight over super adventure box is moot at this point. They were already pushing it with unicorn rainbow long bows and 70s disco weapons, but the additional items and skins added to the game already says they dont take the setting, lore and art direction seriously.

At this point its just a whatever they want kind of game, no visual immersion needed. The user experience they want to give now is more of a joke and cheap gameplay mechanics than anything else.

I feel bad for the writers and artist that actually took the game and its setting seriously.

I don't know, the super weapon skins to me look exactly like the kind of things Asuras would do, personally I see them as fitting the current lore of the game more than the moot (the disco ball mace), for example, or the dreamer (the unicorn bow).

Personally I like the sword and greatsword ones better than the legendary ones, the look at least. I want to get them for my mesmer (if I only could recolor them purple).
Originally posted by Silentstorm
I'm not sure with them on that. Because you don't get a definite rare now every go around. You get greens yes but I think it's like 60-70% on rares. So do they mean they are going to lower that which is kinda silly.

Since the patch so far I've never failed to get a rare on chests, sometimes even 2, at least on the dragons, temples, frozen maw and fire elemental (and I think jungle wurm as well, but can't be sure since I don't even have the waypoint on the 2 80s I have).

I think what they did was to keep the regular loot rotation and added one rare to each looting.

Originally posted by Silentstorm
Unless they going to take guesting out all together. They can't nerf it really because if they nerf the loot they just buffed. It will be back to not being used again. So yea lol I don't show you anything usually that is nerfable or exploiting.

They are nerfing the loot a little bit. On march 26 update the dragon chests will go back to how they used to be (blues and greens with the ocasional rare) and an extra chest will spawn with a guaranteed rare, but it'll be once per account for each event, so you'll still have several events to get rares but won't be able to get a guaranteed rare more than once a day for each event.

Originally posted by Kaneth
Originally posted by Rockard

There is more to this story.

Afterwards I tried to do the event again.

I waited for 3 hours for the spawn.

Got back in game,fresh and with a nice glass of beer ,the future seemed

promishing ,at least.

Well within the respawn window,the server crashed,and when I tried

to log back I got in the overflow again.

At that time I think my head increased in volume slightly,and my face

got a bit of a redish colour.

An then ta daaaa.

The servers reset because of a new build and the dragon timers reset.

Beautiful.

I know it is evil,but I felt a bit nice about this.

Now,if you see the message I posted in the GW2 forums,a large part of it

is about the overflow and it's implications.

I guess if it was just the bug,I would have just got back in the event and

that would be the end.

The bug is bad.

But the overflow server in an MMO is the ultimate evil.

 

 

 

 

A fix for overflow would be if the events happened in the overflow the same time as the "main" server. Not sure what the technical difficulties would be for that on ANet's side, but it would seem like a reasonable solution. Now that they've fixed loot tables for these events, there is a tremendous amount of people participating.

Without the overflow, we might get stability issues with the areas. Damned either way, to be honest.

The problem is that the overflows aren't server specific. When a zone reaches a certain threshold, an overflow for that zone is created. After that, anyone on any server that tries to enter into that specific zone, if it's full, it goes into overflow, so basically you can find people from all servers playing overflow (actually, before guesting, some people were playing with friends from other servers by intentionally going into full zones to go into overflow while grouped).

The events do happen in overflow servers, but on their own timers, which depend on when was the overflow created, something nobody really knows, one time I tried to go into a dragon event and landed into overflow. I went to do something else and left the game connected... when I came back, the dragon event was starting on overflow, I started to call on guild chat for people that wanted to do it and invited them into the overflow (you can join other people in party in the same overflow).

BTW, while I do find annoying landing into overflow... I very much prefer to play on it even if I miss dragon events to just stare at a "zone is full, you're in queue to enter" message.

Originally posted by Axxar
It takes a lot from immersion to move about in fragmented game worlds with loading screens everywhere. It's a shame most MMO developers aren't interested in virtual worlds.

Depends on the game, I'd say.

For example, in TSW I think it would take a LOT from inmersion if I was able to walk all the way from Maine, US to Seoul, London, Egypt or Transylvania.

That said, I think bandwith is the limiting factor for seamless worlds. Hardware speed and quality has increased exponentially, and with that so have our expectations of graphic quality. Unfortunately internet infrastructure and bandwith (specially outside of big cities and even more outside of the US) hasn't improved at the same speed, which is why newer games with better graphic quality have resorted to zoned instead of seamless worlds.

Actually, if it's F2P I'd say it'd be guaranteed that I'd play it, even if it was just to test it around a little bit, while if it's B2P I'd most likely wait for reviews and word of mouth first, and if it's P2P I'd most likely skip it unless word of mought and reviews say it is VERY good after release or if friends are playing it. 
Anarchy Online back in 2001 also started in a beach after your shuttle is shot down when arriving in the planet... so basically 2 out of 3 funcom MMOs start on a beach (with the third one having a small coast town as the first area you visit).. :)

I do have something positive to say.. 

 

Proton.

 

 

That'll be all.. :)

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