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All Posts by L0C0Man

All Posts by L0C0Man

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937 posts found
And what does that link have to do with arenanet at all???
Originally posted by Jorendo
Originally posted by Nasa
If they made an expansion it would most likely be released more than 3 years after release of main game. That don't make much sense to me. A better alternative would be to make a new game, not necessarily GW3.

As far as i know they announced back then that GW2 would never get any expansion. The world would evolve but no expansion packs would be released. But i could have heard it wrong back then.

They never said that it would never get an expansion. Last I heard (it was 1 year ago or so I think) they did say there were no plans for an expansion at that particular time, that they expected to release expansion like content trough the living story for free, but that (as they always say) "nothing is off the table".

There have been several comments of something big being worked on in the background, for all we know it might be an expansion, might be more living story, might be pure marketing to say it, or anything in between.

We DO know they had job opportunities for a "raid designer"  in their website, and it's gone now, so it might mean they filled the position(s) or scrapped whatever they needed it for.

Out of the above, main thing I look for is PvE/Questing and dungeons (not included in the poll.

Crafting and raiding are secondary, I enjoy to have crafting but not a big deal for me, and while I have enjoyed raiding, these days I don't have the time needed for it.

PvP  is a nice bonus, as long as it's not required or forced. Forced PvP of any kind (soft or hard) is a deal breaker for me, and if a game have it, I just won't play it.

For me the difference comes from the rules the game gives. Each game has a set of rules you need to abide to in order to play, if you go outside those rules, then it's cheating.

So, if you can get unfair (up to debate what constitutes "unfair") advantages by paying more money, but within the rules stablished by the game, it's P2W... if you get those advantages by going outside the rules, then it's cheating. If a formula 1 team invest more money to create a better car while still within the restriction imposed by the formula 1 rules and gets an advantage from it, it could be considered P2W. An olympic runner, however, couldn't do that, and the ways to artificially increase performance (drugs, for example) are outside of the rules, that would be cheating.

Also, it comes down to who decides which is which. P2W is something each person needs to decide for themselves, some people consider archeage P2W, others do not, same with GW2, to give some examples. Some people consider any advantage you can get by paying to make a game become P2W, others consider it that way only if those advantages have any effect in competitive playing. Cheating, however, is much more strictly defined, most (if not all) games come with a series of rules that specifically define what it's considered cheating and what is not in that particular game (for example, in WoW it's ok to use add ons and plug-ins, while in GW2 add-ons are considered cheating), and in the cases where it can be open to interpretations it's not up to each person to decide either, but up to a specific person or group of persons (mods, devs, etc).

At least that's the way I see it.

GW2 works like that, though it's not F2P (you have to buy the game, but has no sub), no idea whether that would be a deal breaker for you or not.

Basically the way it works is that you can either buy gems with real money or trade them for gold, so basically you can buy in-game gold by buying gems and selling them for gold, or you can buy gems with in-game gold as well. The system is player based, the price changes continously depending on how many gems are offered Vs. how many are bought with gold. The current rate is 15.79 gold to purchase 100 gems, and you can sell 100 gems for 11.44 gold ($10 buys you 800 gems).

The items in the gem store are temporary boosters (crafting, XP and so on) that you can also get by doing daily quests (I have more of all boosters than I'll ever need without ever purchasing one), cosmetic items (mini pets, armor sets, costumes, armor pieces). services (extra character slots, inventory slots, bank space, name/appearance changes, etc) and keys for RNG boxes that have boosters, a chance of items like appearance change or extra dye colors for armor, and smaller chance for tickets to purchase exclusive weapon skins (they're bound on use, though, so you can buy or sell them on the AH as well). You also get a key as reward at some points in your personal story and on the latest release, and a very, VERY, VEEEEEERY rare drop from any mob in the game.  <-- this link has all items currently offered (and offered in the past) in the gem store

Since I loved TSW and have no idea what sarnac is (and google isn't helping), I vote TSW.. :)

Some I have seen on other games, but I guess not exactly how everquest did them (BTW, I know this is the everquest forum, I got to this thread from the forum overview.. :) ). Others I have no idea what they are about (specially 2, 12, 17, 20)

3. XP Loss on death: IIRC Runes of Magic had something like that when I played few years ago, you couldn't be de-leveled but if you died you'd lose some of the XP you had gained towards the next level.

5. Receive quests by talking: Age of Conan had something like this, people had the quest icons on top of their heads but you had to talk to them to ask what was wrong and get the quest, and depending on what you've said they wouldn't give it to you (you could talk to them again to get it later, though).

6. Open world dungeons, not instanced: Guild Wars 2 has several open world dungeons (mini-dungeons they're called there), usually you need to complete a nearby event or series of events to open the entrance. Age of Conan also had something like that on shipping, they called it public dungeons... but in practice didn't work too well, all bosses were permanently camped and your only chance at fighting them was to be there when someone in one of the camping groups left and manage to get in.

8. Feign Death - To split mobs/pull
9. Feign Death - to stop aggro: at least back when I played WoW it was a popular skill of hunters. Actually it was common practice if you had a hunter in your group to have the hunter pull and then feign dead once the tank had attacked and gotten some aggro, and other times the hunter would get agro from one or more mobs and kite them using pets and traps while the rest of the party killed other mobs, then feign death for the tank to get them.


It's one of my pet peeves in this age of gaming, not only of MMOs...

I remember, for example, the X-wing box that had a very thick book made to look like an underground rebellion thing, filled with statistics of all the ships, stories, maneuvers (that were actually useful in the game) and stuff like that, or the manuals for the microprose simulator games, filled with information of all the planes, helicopters, tanks and all sort of military hardware that was in the game, history, and all sorts of interesting stuff...

These days we're lucky if we get a CD sized booklet about how to install the game at all.

While on the subject of maps, BTW: (not me, just this thread reminded me of it)

I'm one dissapointed about the lack of new dungeons... but in a way I understand why they haven't done them as well.

The last real dungeon added to the game outside of fractals is the aetherblade path... and IMHO it's one of the best dungeons in the game. Most other dungeons are rather simple, run in in berserker gear (the ones that outputs the most damage) kill or skip whatever is in your patch, kill the boss which lots of them are either just spank them until they die, or have mechanics that can be ignored or skipped to turn them into spank fights. The aetherblade path is different, you can't just rush it, bosses have mechanics you need to understand, there are areas where you have to escort NPCs, others where you have to pull carefully before a boss, and so on.

What was the result?... creating this new path was a major undertaking based on what they've said.... and it's one of the least played as well. Getting a group on the LFG tool for the aetherblade patch can take over an hour (last time I tried, logged off and couldn't find a group), getting one for the simpler and quicker dungeons usually doesn't take more than 10 minutes, and it's because groups fill so fast you can't click on "join" fast enough. Main complains... that it was too hard, too many mechanics to learn, and PUGs usually fall apart mid way because of them. Just like with the open world bosses, you have people complaining that there's not enough challenging content, and when one is released, then the complains are that it's too hard.


Originally posted by ronok
Originally posted by Nanfoodle

This video put why Paywalls are so bad be it a B2P or F2P games. Its bad mojo when gamers run into them. You never feel good when you run into a paywall and there are so many smarter ways to make money off gamers. Watch the video and you will get where I am coming from.

I just saw the video and GW2 fits this model very much. I've never felt that buying the past episodes is a pay wall. You can buy them if you want, but you can keep playing the game all you want if you don't like to buy past episodes.

You can always play the present episode anyway.

You can play the past ones too if you group with someone that has them unlocked and do them, but you don't get the rewards for it.

Originally posted by bcbully
Originally posted by keirion
Originally posted by Nanfoodle

For a game that marketed as B2P with a fair cash shop, that as the devs put it. Not the MMO to make you quit playing other MMOs to play but the one you can play between other subbed game. They sold the casual nature of their product and the reason I gave them money. Paywalls are bad business and rarely do gamers pay them with a good feeling of pls take my money. 

Wait, so you didn't have a problem with completely missing out on content if you didn't log in for it during the 2 week period over the entire previous year but if instead they have part of it persistent and part of it have a 'lock' if you missed logging on during its 2 week (or often longer) time period, you're fine with that?

Most mmorpg you can log in anytime and experience the new content. I know the ones I play you can.

The closest I'd say I'd seen in other MMOs would be expansions (yes, I say the forbidden word in the GW2 circles!!!). I see them as micro-expansions (adding a small area at a time) instead of lots of areas in one go, but with the advantage that the new areas are released for free (you only need to pay for the instances story sequences), you get it for free if you log in in the 2 weeks (or more depending on the release) after it was releases and you have the option to buy it with in-game money if you didn't.

But of course, my point of view is biases, it's up to each person to decide whether it's a deal breaker or not, obviously for Nan is is, for me it isn't so far.

Some things to put the play walls in perspective for those that don't know, so that each person can decide whether it's a deal breaker for them or not.

Yes, there is a pay wall. When seasons are live a new "episode" is released roughly every 2 weeks. You can check the dates of releases here: , the ones under "season 2" are the ones you'd need to pay for, the festivals (like halloween) are only live during the duration of the release. Here's how it works:

If you log in, even if it's for a min (as in, logging in and entering in one character) while the release is live, it's unlocked for any character in the account forever. This was made per player request since in season 1 a release was live for 2 weeks, if you couldn't log in or missed it, it was gone forever. If you don't log in during those 2 weeks it's live, you have to pay 200 gems to unlock the release

Most season 2 releases basically consists of instanced sections that advance the story (sometimes in areas that are also available in the open world, other times in areas that are for that instance only), and also new open world areas sometimes with unique mechanics, events and bosses on them. The instanced sections are gated behind the pay wall, but everything added or changed to the open world is unlocked for free for everyone.

First part of season 2 added a new area (Dry Top) with new bosses, a unique mechanic (a sandstorm that changed bosses and events for 15 minutes every 45 minutes) and a couple new armor skins you can get there: one backpack that you need to unlock episodes to complete, more info down there, and a scarf and googles skins that could be combined to another one that's basically both at the same time. Each release unlocked a little bit more of dry top until the whole map (so far) was released.

First release of season 2 added the Silverwastes area, a new area with a unique mechanic that works like the PvP in WvW, you have to capture and defend bases, and use supply ferried between (that you also have to protect) to upgrade and repair them, second release added a series of underground tunnels beneath it. Also added the first two pieces of a new set of armor (first full set added that you can get by PvE and not by using the gem store, previously they had only releases back pieces and bits and pieces of armor, not full sets), you need to unlock the episodes to get them.

You can still enter the instanced sections by grouping with someone that has them unlocked and joining them. This way you can see how the story unfolds, but you can't receive any rewards for it, so far there's one backpiece (mawdrey) you couldn't possibly get because you need items you get as rewards to craft it, and the shoulders of the carapace and luminescent armor sets ( that were the rewards of the previous release, and the gloves too if you don't log in during current release (other pieces will be released in future releases). How easy or hard to find someone to do it can vary, some people say they've had a hard time to do it, the guild I'm on does regular living story runs for people that didn't unlock them, or want the achievements (you need to run the story a second time with the same character to get achievements).

You can buy gems with gold, currently 200 gems (the price of 1 episode unlock) costs roughly 34 gold, running a dungeon path (which can be as little as 10 minutes, or as long as 2 hours, depending on which path and whether the group knows what they're doing) can net you about 3g to 4 in average once a day if you sell everything you get from it. Alternatively you can pay, 10$ gets you 800 gems, or 4 releases.

The season 2 releases and new areas are for level 80 players (season 1 either were in low level areas of upleveled you to 80), so if you're starting new you'd still need to level a character to 80 to be able to do them.

Personally, yes, there is a pay wall, yes, it does suck you need to pay (gold of gems) to unlock if you missed it in the first place, but I do believe the price is small enough that is not that big of a deal and is a huge improvement from season where if you missed it, you missed it forever, but that's just me, and it's up to each person to decide for themselves whether they're ok or not with it, just laying out the facts of how it works so that people can make an informed choice.

Last MMO I left was The Secret World... Reason: GW2 came out.

Here's my story so far:

WoW: Age of Conan came out.

Age of Conan: Lack of content. All friends had left before I did, I left when I realized I was going to grind the same short solo dungeons over and over for 6 or 7 levels until I was high enough for the next quest hub.

WoW again: All friends had left, realized I had hit a wall and was basically doing the same thing over and over after having earnt all rewards I could from that, and if I wanted to progress any further I'd need to join a raiding guild and devote waaay too much time for that, plus playing on a different time zone (playing on euro servers and being in Venezuela, in south america) meant all of them would raid at times where I'd be at work anyway.

Runes of Magic: Played on NA servers, was having a lot of fun, then the game was licensed for south america and they blocked all south american IPs from logging into NA servers, didn't want to start over again.

Rift: Realized I was mostly leveling up to try to get to the fun part (endgame), wasn't having that much fun, so I unsubbed

Age of Conan (F2P): I was having fun, but as I reached the level cap the F2P limits were starting to feel more restrictive... plus I  won a copy of Guild Wars on an sweepstakes so I started playing that.

GW1: The Secret World came out.

The Secret World: GW2 came out.

Originally posted by OSF8759
Switching the payment model would be a poor decision. Choose one and stick with it or you'll just piss your players off.

I have to agree. If you have 50 levels free and 50 levels as sub, you piss off the ones that want F2P (and probably pay on the cash shop) for not letting them continue playing after they've invested lots of time on their character, and on the other hand the ones that want P2P would be pissed off that they have to go trough a F2P game (with all that it implies) before getting to the P2P part.

Originally posted by bcbully

Yeah it still seems strange that only 3 mill of the 7 mill at the time decided to buy though. I don't know if that's a good sign for the next few months.


Are those global sales? If so I wonder how many were NA/EU purchases. 

Blizzard Entertainment today announced that as of the first 24 hours of the expansion’s availability, more than 3.3 million copies had sold-through†

3 million is just the sales in the first 24 hours, not counting preorders or sales afterwards.

Originally posted by DMKano

I agree that games like Destiny and The Division and GW1 are not massively multiplayer enough (in terms of concurrence) to be called MMOs.

So I agree with dev studios here - if they feel that their games are not really MMOs - they probably aren't


The question is.. what is the cutoff to be allowed to be called an MMO?.

GW1, for example, I have seen several people say it isn't a real MMO... why not? the cities and towns there were persistent and could hold up to 100 people before creating a new instance (as comparison, GW2 maps create an overflow with 150). I've never seen so far someone saying that Dungeons and Dragons Online is not an MMO... yet it uses the same implementation that GW1 used, persistent cities, towns and outposts and instanced adventure zones for you and your party. Is AoC an MMO?... it also creates new instances of maps when it reaches a certain number, at release it was rumored to be around 50 people for the starter town, no idea if it was increased later... if it's true, then GW1 would be more of an MMO than AoC.

Assuming 100 levels and a classic themepark (WoW, AoC) type of game, the way I'd do it...

F2P access with cash shop to the whole world including basic versions of all mechanics in the game (mounts and the like). If there are dungeons and raiding, access to all the dungeons under level 100, 1 or 2 of the easiest level 100 ones and first tier of raiding, and limited character slots. Cash shop would have cosmetic items, boosters (for leveling faster, NOT to be stronger), unlocks of mechanics that can also be unlocked in the game (for example, you have the option to pay a certain amount of in-game money to get a fast mount, or purchase the unlock on the cash store and get a mount with the same speed but a fancier skin and more selection of skins for it) and services (extra character slots, character rename, change appearance, etc).

Subscription gets access to more level 100 dungeons that have better rewards, more tiers of raiding, and hard (level 100) versions of every pre-level cap dungeon with improved rewards, in-game discount for unlocked mechanics (mounts, for example) and a stipend of cash shop currency monthly so they could purchase things like cosmetics and extra mount skins, unlimited character slots, and improved mechanics (a free player, for example, would have access to a simple bank slot, a paying one would have other slots unlocked so he could put bags on it).

If you're a subscriber and stop paying, you keep whatever you earned while paying (dungeon or raid gear, mounts) but don't get access to the subscriber perks. For example, if you have a bank with basic + 4 bags, bags become unusable (I'd put a 1 week grace period where you can get things out of the bags, but not put back in, after which they're locked until you subscribe again), or, if the free users get 2 character slots and you bought a 3rd one, but while subscribing you created 6 characters, you have to choose which 3 remain active until you subscribe (again, maybe a grace period of 1 or 2 days could be given where you have access to their inventories to put their stuff in the bank).

As an alternative, cash shop would also sell items that would grant your account limited (1 or 2 days, for example) access to locked dungeons, or a specific raid.

The problem I have with TSW combat is that it's too repetitive (and that comes from someone that loves the game).

For some examples, playing WoW playing my balance druid was completely different than playing a shadow priest or a warlock even if all basically did the same (ranged DPS). Same I can say about GW2 in my warrior, guardian or mesmer, just to name a few, in Age of Conan with a barbarian or a dark templar.

In TSW there's a great selection of weapons, plus combinations between them, yet at least in all the different builds and combinations I tried it all boiled to the same builder - builder - builder - builder - builder - finisher 1 - finisher 2 - repeat. I found much more fun creating and finding builds than I actually did with the combat.

Originally posted by jesteralways
Originally posted by L0C0Man
If it has Age of Conan style of combat and athmosphere, with The Secret World style of storytelling and character build, I'd be one that would look forward to it.. :)

You missed something there  :- Minus the terrible bugs, crashes and server failures.

Well, I played Age of Conan since release (pre-release, actually, I preordered to get it 3 days early), and while there were queues and server issues the first 2 days of pre-release, I don't remember any actual server problems or crashes in the 3 or 4 (don't remember exactly) months I played.

Note that I'm not saying Age of Conan was a great launch, far from it (if we stay within Funcom, I'd say that TSW was the good launch). The game did have its fair share of bugs, some very bad ones too like a memory leak that affected several people and slowed it down and took a while to fix, but what I think prevented the game from being succesful was that it just wasn't finished when it was released.

Some say it was forced to be released too soon, but the fact remains, the content just wasn't there at launch. The game experience was great in the starter area (I still consider one of the best in any MMO I've played), but took a dive as soon as you left. In several level brackets there was only one area to level in, and didn't have enough quests to level you up trough the whole bracket forcing you to do villas (single player mini dungeons that scaled with your level) over and over to get extra XP, tier 2 of raids weren't available for a while after release (Funcom basically said that they weren't ready yet and they didn't think people would reach them so fast), one of the most heavily advertised feature (the siege battles) just wasn't working because the engine couldn't handle so many player characters in the same spot at the same time, and weren't fixed for months after release (actually, when I left they still weren't fixed), other advertised features (bar brawl, for example) just were never added into the game.

That said, I played again after it went F2P, new content and areas have been added to fix the level gaps and most bugs have been fixed, I'd say it's a very enjoyable game as it is now.

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