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All Posts by L0C0Man

All Posts by L0C0Man

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Originally posted by Margrave

Love the game really, but HATE the de-leveling. They remove that, I'll be back, AND buy the expansion.


If it stays, I don't.

I'm the completely opposite, removing the de-leveling or making it optional would be a reason for me (and several others I've talked to) to leave.

I don't think I'd be able to go back now to an MMO where once you hit level cap, only the few top level maps stay relevant and the rest of the world and all the maps you visited while leveling up just don't matter anymore. And I'd hate it to be optional as well because I've always hated in other games when I was leveling up trying to get kill some mobs for whatever reason (questing, farming, etc) and some high level character strolled around AoE one-shooting everything around.

GW2 might not be the perfect game, far from it, but at least for me the down-leveling system is one of the big pluses it has. 

Originally posted by Thodra

We will be sending your digital code for The Elder Scrolls Online: Tamriel Unlimitedon June 8th. We understand the desire to download the game on your console of choice earlier. Unfortunately, we are unable to offer a code to pre-load due to console limitations.


That's sad, will probably take me half a day to a day to download 60GB

Be happy about that, it would probably take me several days non stop to download it if I were to play.

Written from Venezuela, Akamai's 130th place for fastest internet in the world.. :)

With all 33 dungeon paths being runnable at level 80, any new path needs to compete with all the paths that have come before it if it's going to be played. There's little point in the dev team spending months working on a new path, or set of paths, if nobody's going to play them.
This is the main one, I think. Dungeons were one big weakness in GW2 since release IMHO, while beautiful graphically and thematically, there wasn't much to do. In most of the dungeons the few sections that needed strategy were usually relatively simple, and most of the bosses were either just "DPS as hard as you can until boss dies, roll out of attacks", or that with something added (kill the totems when they show up, avoid this particular attack and then resume what you were doing, things like that). So there were posts in forums asking for harder and more challenging dungeons...
So we got the aetherblade path in twilight arbour... IMHO it's one of the best dungeon paths so far, you actually need to know what you're doing, bosses and areas that needed strategy, it has its own exclusive set of weapon skins and so on. I wouldn't go as far as to say it's the best dungeon ever, far from it, but it is a very good one and a big step up from previous dungeon efforts... and guess what... once the 2 weeks people had to make the achievements were over, very few people play it anymore, most PuG groups just give up before enough people are found.
So from their point of view... why bother spending so much time and effort (and money) to make better dungeons like that if in the end people will just avoid them and keep on playing the quick and easy ones?. It's just like when they introduce new stuff with the black lion lockboxes, people complain in forums that they're gem store only and how they'd never support something like that... yet everytime they're introduced you instantly see several of them in the open world and posts in reddit and forums saying something like "I opened XXXX lockboxes, here's what I got". So who are they supposed to listen to... the people complaining on the forums, or how they act while in the game?.

Some words about GW2 to see if it's really what you're after.

The gear progression in GW2 does like this... common (white) - fine (blue) - masterwork (green) - rare (yellow) - exotic (orange) - ascended (pink) - legendary (purple). White is mostly considered vendor trash, blue and green are mostly for leveling and later to salvage, so I'll just ignore them, so here goes:

Rare gear: Very easy to get by salvaging, vendors in the world for both money and karma (you warn karma doing events and other stuff and it's account wide), you could do almost all content in the game using this level of gear, and it's very cheap to craft or get on the trading post from other players, so if you wanted you'll probably be able to get a full set of rare gear the moment you reach the level cap. One thing about the way GW2 does gear... there are different combinations of stats (for example, berserker has fully offensive stats, power, critical chance and ferocity, sort of critical damage). A piece of rare gear with the berserker prefix will have the exact same stats than any other piece of rare gear in the world that has berserker stats to it, the only difference is the skins (more on that later)

Exotic gear: End level gear for most. It's also easy to get (not as easy as rare), but can be a little more expensive, though you can probably have enough money or karma by the time you level up a character to get a set of almost all exotic gear. It's also relatively cheap to craft (though you need to level up crafting to 400 to craft exotics) and to buy off the trading post and there are lots of other ways to get it (dungeon tokens, karma, WvW badges and so on). This is more than enough for all the content in the game except for one (more on that later too). Just like rare, all exotic gear has the same stats as long as it has the same distribution.

Ascended gear: This was an extra tier of gear added after launch, something which some people liked, others didn't. It does have higher stats than exotic, but not by much (a fully geared ascended char has like 10% higher stats than a fully exotic one), getting them can go from very easy to very hard. Rings, for example, and other accesories you can buy with laurels, which you literally get just from logging in daily even if you log off right away. Depending on how fast you level (in RL days) and how many days you don't log on, you'd probably have enough laurels for a ring or two as soon as you hit 80. On the other hand, pieces of armor and weapons need to be crafted by yourself (account bound on acquire), take a LOT of materials and money, and you need to level up the crafting profession to 500 (which also cost lots of money and/or time). When I said that rare and exotics were enough for most of the game save one is because of the Fractals of the Mysts.

Fractal of the Mysts is the closest GW2 has to a gear progression system right now. It's basically a series of 5 men mini dungeons, when you enter you get 3 of them randomly (easy - medium - hard from a pool of 14 mini dungeons), followed by a boss fight (random out of 3 possible). They have levels you can choose (up to 50 right now), the higher the level, the better the rewards but also the higher the difficulty. Starting at level 10 there's a condition called "agony" that gives you damage over time and reduces your healing, the higher the level, the more agony stacks you get. To prevent it there's a stat called "Agony Resist" (it works kinda like enchants in WoW), but you can only place it on ascended gear. Since there's only so much you can put on a single piece, the higher level of fractals you go, the more agony resist you'd need, so the more pieces of ascended gear you'd need.

Legendary: For the time being it's only weapons available, to get them is a MASSIVE grind of almost all aspects in the game. Statswise, they're identical to ascended, with the difference that you can change the stats distribution when out of combat (so you could have fully offensive stats for one fight, deffensive for another without having to change your equipped weapon), and lots of aesthetic only effects to them (for example, the legendary longbow makes you grow flowers where you step, while the hammer gives you a shiny metallic effect all over yourself, while the shortbow actually shoots rainbow unicorns... really). Most people that make legendaries do it for the looks. Note that Anet has said that they have no plans to add another tier of gear in the foreseeable future, but if they ever do, legendary weapons will be upgraded to have the stats of whatever tier is the highest in the game at any time.

Where you will find an actual grind in the game, though, is in aesthetics. As I said gear with the same stats distribution is basically the same... the difference is in the skins... which is why you could see in the trading a crafted exotic sword for a gold or two right next to another sword with the exact same stats but with a much fancier (and rarer) skin at 400 or more, and rare gear that you could get for a few silver have the same stats than the tier 3 cultural armor (armor unique to each race) that costs over 20g per piece.

So basically, for lots of people the "endgame" of GW2 is not to actually advance your character or grind for better gear, but actually grind for better looking gear or even colors (the brightest white and the darkest black dyes in the game go for a LOT of money in the trading post)

I'll go with medium, but depends a lot on the MMO.

To use some examples... an MMO like GW2 that relies a lot on massive open world events would need a higher population, one like WoW (at least when I stopped playing) that relies more on instanced small group content can get away with lower population, while another like The Secret World (and I guess games like the zombie survival type) actually work better with a low population, in some areas (the first town you visit in TSW, for example) having a lot of people around would actually detract from the experience IMHO. 

I remember reading about WoW (probably during Burning Crusade) that about 10% of the players raided at all, and when it came to the top tier of raids less than 1% ever set foot on them.
Originally posted by kingfelix
Originally posted by Quazal.A

For a lot of it i would also champion AoC - Whilst funcom have /are having problems their world is awesome :)


The community is small but usually very good and just about in the world to keep you company along your journey, its free but a sub model is helpful :)


But thats about it.


FF14 - HAs to many invisible walls, for eg , cant jump of bridges to take a slightly shortened route... PITA

AA - Enjoyed the game pre-releaes but post release found it full of dicks, the community was aweful :) , but it does offer a load of freedom to go where you want

Eso - good enviroment, good story but not so good gameplay imo :)

Wildstar - Enjoyable lots of freedom but the game is suffering since release


AoC was actually one game I was considering revisiting, along with a EQ2. 


I played a trial of FF14 and I really enjoyed it, despite the invisible walls. I thought the game world was beautiful and detailed. I just don't know if I'm really at a point where I want to pay monthly for a game, though I may come back to it if I don't find anything else that piques my interest.


I am curious about ESO and GW2, but I would want to actually try them before shelling out any money, which doesn't seem to be an option at this point. As for ArcheAge, I remember being pretty interested during its early development, but what I've heard about the community is a bit deterring. Still, might be worth a look.


I'll go with GW2, though I've never played FF14 or ESO.

Freedom to Explore: I love this aspect of GW2, the maps are really big and detailed, and as far as I can remember the only invisible walls I've run into are in the zones that are surrounded by water, if you try to swim outside the zone you hit an invisible wall with a message telling you that the current is too strong and pushing you back, all other zone boundaries are usually disguised by mountains or other natural limits. There's a LOT to see in the world, I've been playing since release and from time to time I'm still finding new things and new events I hadn't seen before. Underwater environments are beautiful and you're not limited by oxygen like other games I've played (your head armor is replaced by a breather thing when you go underwater), but underwater combat isn't as good (IMHO) as land based combat. The world is zoned, though, to go from map to map you have to go trough a portal with a loading screen, and there are no mounts so it's running all the way, but the waypoint system lets you teleport to any waypoint in the world at anytime when out of combat. I also love how lots of NPCs in the world (specially in the cities) have their lines of dialogue they use that makes it feel alive, you can run around listening to the NPCs talk, but of course if you stay too long they start repeating their scrips. My favorite is following a grizzled corrupt police officer doing its round on the ruins of Lion's Arch (big city destroyed as part of the storyline last year) with a young newbie.

Decent character customization: I think this is a plus too. The character creator is good enough (IMHO) with plenty of options and different looks for your character (as long as you're not human, that is... all the male human faces seem to be of the "young pretty boy" style), and there are lots of different looks you can try as far as armor and weapons go. Check this website, for example, to see the different kinds of gear available:

Decent crafting: depends on what you call decent. It's a lot like WoW crafting, with the added benefit that you also get XP and level up your character while doing it. You get your basic materials that you gather in the world, as drops from mobs, or bought off NPCs, refine them, use them to create components, then use the components to create the items. For example, if you want to make a sword, you refine the metal ore into bars and wood into planks, then create a sword blade with the bard, the handle with the planks, then use some metal, wood and cloth to create an insignia (tells you which stat combination the sword will have), then use the blade, handle and insignia to create the sword. It also has a discovery tab, for example, if you know a blade, handle and beserker insignia will give you a berserker sword, then you drop a blade, handle and assassin insignia you'll learn how to make an assassin sword.

It can be nice, but can also be repetitive sometimes, specially if you're leveling up, you usually create a bunch of blades and handles and all different types of insignias to "discover" all the sword recipes one by one, even if you're not interested in them, because discovering recipes gives you more crafting XP than crafting them once you know the recipe. It's worth noting, though, that the best gear in the game (ascended) when it comes to armor and weapons can only be crafted by yourself (they're account bound), not traded or bought, but there's not such a big difference in stats that no having them would make a big difference in your gameplay.

Good community and dedicated player base: check and check IMHO. Actually if you check the GW2 reddit, it's rather frequent that someone new to the game makes a post surprised about how friendly the community is. Of course, you run into the ocasional arsehole, but so far in my experience the community is one of the big pluses of the game.

Player housing: that's a negative one, no player housing so far. We'll get guild halls in the upcoming expansion, but still no news on how good or bad they'd end up being.

No monthly subscription: check, the game is B2P.

That came out longer than I anticipated. I do agree that I wish there was a way for you to try it before buying, honestly if I was Anet I'd make a trial version, maybe something where you can just create one character of one race and visit its starter area, but no such thing so far. Keep an eye for sales, they have done quite a few lately specially with the expansion coming, sometimes even as cheap as $10. Actually, they've done one anytime they've gone to a convention, and Anet just confirmed they'll be on E3 on june 15, so I'd keep my eyes open around that date.

It's a bit of a catch 22 deal.

If you have something completely player driven (be it economy, cities, the whole game, whatever) means that in the beggining you start mostly with a blank slate, depending on players to actually create the content. Most players (myself included) these days are content consumers, we take in content and basically stay as long as the available content keeps us having fun. Other players (arguably more valuable ones) are content creators, the ones that derive their fun from creating something that other people find fun, or as some people say, just to scratch an itch and the fact that other people enjoy it is just a bonus. They exist even in games that have no player driven elements, they're usually the ones creating pages and tools, addons, organizing events and things like that.

The goal of a player driven game is to attract enough of both, attract enough creators so that the content is added to the game, attract enough enough consumers and keep them around so that the creators don't leave over feeling the world being empty, or depending on how the world is set up, nobody to provide them with the materials they'd need to create content (for example, raw construction material for housing).

It's not easy to reach that balance, which is why while several games promise fully player driven worlds (specially now with crowdfunding), few actually manage to be developed in a timely manner and/or stay alive (and profitable) long enough for the players to reach the point where they are driving the game in a sustentable manner.

It's not easy, but it has been done before, several examples have been mentioned in this thread. While I've never played any of those, they do seem to be doing well so far.

Originally posted by Margrave
I love GW2, but I'm going to skip the expansion unless they do away with their down leveling system. Or at least make it an option for the player/customer to turn on, and off at will. I like to be OP. I enjoy going back to low level zones in my mmos, and killing low level mobs that now have no chance of standing against me.

I'm the complete oposite in that sense, I don't want to play games that don't have a down leveling system. I just feel that without one then once you level up most of the game world becomes useless and you're practically limited to play in the few top level maps available.

I'd also be against making it optional, since it would suck if you're leveling up in an area or playing downleveled trying to do an event or something and have a not downleveled character come by and one shot everyone. Actually I feel that level capped characters are already too strong in the lower level areas compared to non downleveled characters and should be toned down a little bit. 

Originally posted by madazz
Originally posted by Loktofeit
Originally posted by greenreen
Originally posted by kitarad
Was it Ghostcrawler ?

Not a matching answer for that post. The expected nickname starts with a T and they were a Community Manager.

Tseric. I only remember that because it came up in a discussion at E3 that year where the topic was quantifying/assessing the work your CM team is doing. 


Which MMO's design document begins with "Death is a serious matter!"?


Eve Online? I recall reading that several times when I used to play. 


Which MMO had a profound character/dev/player  killed during a public gathering?

Ultima Online, Lord British, ruler of britannia and Richard Garriot's character, was killed during a public appearance. IIRC the killed was innavertedly exploting a bug when he did it or something like that.

EDIT: looked it up after writting this, there was no bug, the devs had to activate the invulnerability flag anytime they logged in, a server crash had just happened and Richard Garriot had forgoten to turn it on again when he logged back in. The player was banned from the beta (when it happened), but the official word was that it was for previous offenses, for using bugs and exploits he was finding to kill other players instead of reporting them. Suposedly he was allowed to play the game after the beta.

Originally posted by RadixMalorum
Originally posted by Loktofeit
Originally posted by greenreen
Originally posted by kitarad
Was it Ghostcrawler ?

Not a matching answer for that post. The expected nickname starts with a T and they were a Community Manager.

Tseric. I only remember that because it came up in a discussion at E3 that year where the topic was quantifying/assessing the work your CM team is doing. 


Which MMO's design document begins with "Death is a serious matter!"?


EvE Online :)

Which MMO has an NPC that is running out of gold to sell, and needs you to find his "Little Farmer"; a slap at gold farmers?

Age of Conan. Also, both the quest giver and the little farmer are from Kithai, the equivalent in Age of Conan of asian countries.

EDIT: double post because I forgot to quote the question... now I can't find how to delete previous one.

Age of Conan. Also, both the quest giver and the little farmer are from Kithai, the equivalent in Age of Conan of asian countries.

My main is a guardian, and for the time being I'm still not 100% on board with the guardian elite. I like that we're getting bows (doubly that it's longbow since I have the wings of dwayna skin unlocked from when you could do it with PvP). I really like the change to the virtues, but not entirely convinced about the traps. Maybe it's just that it feels a bit underwhelming so far when compared to the chronomancer.

That said, I'm really looking forward to the new trait system, mainly because it seems like it'll be a bit of a buff (from what I can tell) for hammer wielding guardians, which is my favorite guardian weapon.

GW2 would be my recommendation for the time being (note that I haven't played ESO).

High level characters get downleveled when visiting lower level areas (they're still a bit stronger than regular level apropiate characters, though) and receive rewards based on their level, so that plus the daily achievements that send players to lower level maps, the meta events (big boss events) in almost every map and the megaserver system makes it so you usually meet people in most maps as it is.

A word of warning, a new expansion will come "soon" which will probably be mostly (if not all) meant to be done by level 80 characters, but it's probably still several months away (no date announced yet) which means you'd have plenty of time to level one or a few characters up before then.

It's a safe bet that guardians will get a bow as their new weapon for elite specialization. The skin is the same than the guardian's spirit bow, there are two weapon that share that skin, Aether (short bow) and Azureflame (long bow), so we don't know for sure which one they'll get. I'm rooting for longbow, because I main a guardian and IMHO longbow has cooler looking skins, but I'm thinking we'll get a shortbow instead because the other heavy profession (warrior) uses longbows.

Originally posted by observer
I wonder if they'll go into detail like they did with the Chronomancer.  They never went into detail with the Druid, so i wonder if they ever will.

My guess is that they'll do it a weekly thing covering one profession every week, so they have enough material to keep the hype train going for another two months or so.


Big one I remember was Age of Conan, all advertising and comments talked about the multiple tiers of raiding for the endgame... and when the first guild finished tier 1, they found that the tier 2 raids were just closed. Some funcom representatives had to admit in the forums that tier 2 wasn't ready yet at release and were working fast to finish it and put it in the game, and that they just didn't expect people to finish tier 1 so fast after release.

The wording of the poll isn't that good, IMHO, because 2 of the 5 options come out as selfish and bad, so people will be by default biased against voting for either one even if they feel they fit in one of them.

Personally I voted balanced, but I tend towards the solo bit. I really enjoy grouping and group activities, and I'm known to go to them just for the fun of it, even if I get no rewards or the rewards are useless to me, though I never start groups myself, but I think it's more to do with social anxiety than anything else (basically I think that if I'm the one creating the group, I should be the one directing it and knowing what to do).

However, sometimes I just don't have the time (specially uninterrupted time) to do group activities, or just want to play solo style but with people around and a chat window... I'd much rather play a game with more limited group options as long as it has a good variety of things that can be done solo than one that is more group oriented and fewer things to do solo (actually it's why I left WoW in the first place, hit a wall where there was nothing else I could do in the game other than group raids)... and forced grouping is right next with forced PvP as reasons to avoid a game for me.

I think lots of people are confusing "character design" with "character creation". Character design goes beyond just the creation of the player controlled characters, includes de whole design and ideas behind all the characters in a game/movie.

Does this character look like it fits in this game world?... Does it work within the physics (or magic or whatever) of that world?... Does it look or act out of place?... is it too detailed with respect of the rest of the world and/or characters?... or maybe not detailed enough?... is its outfit good for the setting?... too revealing?... not revealing enough?... those are the kind of things character design deals with.

Using GW2 as an example, just because it's the only one I've played out of the ones mentioned in the article, I do believe that the character design is great. Characters look like they fit perfectly into their world, with its own rules and limitations. Characters that have mostly the same proportions (humans and sylvari, for example) still move different from each other, a small asura doesn't look out of place next to a huge norn or charr, and even small details like the charr running on all four when not using their hands (to hold weapons, for example) or the little tumble that the asura do when stopping after running (characters run at the same speed, but because of their size, asura look like they're running much faster so when they stop they tumble forward like they almost lose equilibrium).

However, when it comes to character creation, I fully agree that I would like for it to be more versatile, mainly I'd like the option to be able to create an actually ugly human, or even a fat character (though there's one norn body type that a bit fat-ish), but mainly that's a pet peeve of mine in most MMOs.

Originally posted by Xxerox
Originally posted by Horusra
Originally posted by Caldrin

I dont think there are many games out there that will give you all the content for nothing.. they are out to make money afterall.. usually they have some kind of limit in place on the f2p accounts.


Not sure why people think they should be able to play a game for absolutely nothing and get everything while others pay to cover them....must be the current world's group think.

Maybe because of people like you who want to pay and get everything, every single mmo lately is bad.  People should be able to play a game for free.


As long as there are people to cover them, then there will be P2W B2P and Subscriptions for hundreds of dollars monthly.


It is true, you cant expect something without money, but you have to at least try. There are so many peoples out there who dont have money to buy anything, yet want to be equal. Well, this is not the real world, This is game world, and people have the right to be equal there! Lets not bring stupid stuff like money into the games.

true, this is the game world not the real world... but unfortunately people that create the games don´t live in the game world, they live in the real world where they actually need money for little things like food, clothes and a place to live, so they end up having two choices, either have a job that gives them money for all that, and develop the games as a hobby (for example, planeshift, eternal lands), which will compete for the resources (mainly time) with other things like sleep, family, social life and so on, which ends up with slow development time and uneven quality because of its dependence on volunteer work (which can be from VERY good to not so much) or they can make the game development their full time job, in which case the money to pay for all that must come from somewhere.

And of course there´s the overhead costs (servers, maintenance staff, office space and so on) that also exist in the real world and can only be paid with real world money.

So in the end it´s not that there are people that are willing to pay... it´s that to have the kind of product with the expected quality (graphical and otherwise) of modern MMOs it´s no longer something that can be done in a reasonable timeframe purely as a hobbyist... like it or not, doing something like that requires a large team working full time, sometimes for years, and you need money, and lots of it, to be able to make it... and you need some way to make back the money spend on that, plus some extra to allow you to fund future products... which is why you have plenty of games where you can play for free... but none (outside of hobbyist projects) where you can get EVERYTHING for free.


Originally posted by bamwalla
UO2 should be on that list as well.  Titan is a shame just because of what time and resources must have gone into it only to have it cancelled.  Perhaps, at least, they used some of the ideas and breakthroughs in the production of Titan and are applying them to new and exciting projects.  Kind of like refrigeration or... super glue.

UO2 was covered in the the other article linked there.. :)

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