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All Posts by Nadia

All Posts by Nadia

464 Pages « 1 2 3 4 5 6 7 » Last
9274 posts found

from article:

Minecraft creator Markus Persson, known as Notch, will not be joining Microsoft as part of the acquisition. "He’s decided that he doesn’t want the responsibility of owning a company of such global significance," says Mojang’s Owen Hill.

Originally posted by gervaise1
Since WAR? - which I think popularised the term "public" dungeon - I think devs have recognised the need for both.

WAR introduced public quests

 

DAOC in 2001 had public dungeons

 

when EQ2 launched a few weeks prior to WOW, 

EQ2 launched with both public and private dungeons

 

i have fond memories of EQ2 Stormhold, Fallen Gate,  Blackburrow,

the competition for named spawns was not as bad as EQ1

 

WOW did have caves but it was soloable and didnt require groups to take down nameds

and any elites would respawn less than 5minutes later

 

in EQ1, DAOC, EQ2

your party may  wipe but another group would often assist with helping recover from deaths

 

EQ1 and EQ2 -- primarily because of their death penalties

 

you could lose levels endlessly in EQ1

i remember a monk pulling in fear lost 5 levels one night

 

the hell levels  (dont exist anymore) were also horrible because it was easy to lose levels if you died during a hell level

(hell levels occurred at 30, 35, 40, 45  -- and took more experience to get through)

 

EQ2's group experience death penalties were horrible but they removed them 1 year after launch

Originally posted by Loktofeit

Same here. I think Asheron's Call and World of Warcraft were the two MMOs that most gave me that feeling. 

none of  WOW's dungeons were public - being able to see other players beyond your own party

that took away from the massive for me

Originally posted by Nanfoodle

If I was not such a big fan of SoE products I would have already moved on from EQN. Action mouse locked combat does not tickle me in any way.

I agree w you, I'm keeping my hopes up until public alpha

Originally posted by ElRenmazuo

https://www.npd.com/wps/portal/npd/us/news/press-releases/37-percent-of-us-population-age-9-and-older-currently-plays-pc-games/

from same link

Methodology
An online survey was fielded from June 2, 2014 through June 16, 2014 to members of NPD’s online panel. The survey was completed by 6,225 individuals ages 9 and older, with 2,312 qualifying as PC gamers. In order to qualify as a “PC gamer,” respondents had to indicate they are personally, currently playing video games on a personal computer or Mac. For children ages 9 to 17, respondents were contacted using a parental surrogate, with the parent being asked to bring the child to the computer to answer the survey questions.

 

NPDs online panel  (aka VIP Voice) supposedly consists of 2 million members

but only 6225 took the survey?

http://www.surveypolice.com/vip-voice

https://www.npd.com/wps/portal/npd/us/about-npd/consumer-panel/

Originally posted by Kangaroomouse
Originally posted by lizardbones

At this point it doesn't matter much.  They've shipped a half billion dollars worth product.

http://metro.co.uk/2014/09/10/destiny-makes-500-million-in-one-day-4863636/

The console market is still a lot of brick and mortar stores. Those $500 million shipped can be returned by those stores if they rot in the shelves.

----

shipped is not sold.

true but the game seems popular

Originally posted by Rydeson
Originally posted by Enrif

Minute long CC = slow game

     The point of CC is to take the enemy out of combat until they are ready to be dealt with..  That is crowd control.. 1 minute, 2 minutes or 30 seconds..  The point is making you watch all your team mates die, while you do nothing to help.. Then if you are lucky you might be allowed to get into combat, but at a great disadvantage..  I loved fear kiting with my Warlock, in WoW, until it got nerfed to high heaven.. 

as enchanter i was never watching teammates

i usually had 3 or 4 mobs mezzed in the camp or went out pulling some more

- i had to be aware of the mez timers tho cuz they would lapse and mobs would pounce on anyone sitting if i wasnt nearby

 

one of the things i miss from eq was the mix of chanter permanent illusion and druid group wolf form

i could go running around as fast wolf until i got killed

Originally posted by Slapshot1188

They are not calling the next phase "beta" but Early Enrollment and no your character progression (XP) will not be wiped when it goes to "Open Enrollment" in 2016...

from what i have read

no more wipes after Early enrollment starts this month

Originally posted by Torvaldr
Originally posted by Nadia

pre WOW, mmos were not "solo friendly" 

(or nongamer friendly for that matter )

That is not true at all. Some before WoW were not solo friendly. I'm curious what your list of non-solo friendly pre-WoW mmos would look like. I think they are heavily responsible for this horrible contrived group vs solo design paradigm.

you could solo in these mmos but it was much more effective to group

- Anarchy Online

- Asherons Call

- Dark Age of Camelot

- Final Fantasy XI

- Lineage

 

none of these games were solo quest driven except at the newbie levels

Originally posted by GrumpyMel2
Originally posted by VengeSunsoar
Chiltons information does address the subset though.

More likely, assuming he's basing his decision making off of actual research on his own game..... which I expect he is but is still an assumption on our part..... his information would address a subset of a subset...namely WoW players.

We are left with the same problem in reverse. How representative are WoW players (a 10 year old MMO) of the MMO gaming populace as a whole. It's posiible they are quite representative but I don't think we could simply assume so with a high degree of confidence.

Finaly, even if we assume all the above,  we are still left with the same weakness that Yee (or pretty much all market research by such services) has.... self-selection bias. It's not like Blizzard is sending people to knock on doors to verify whether it's players are 30 yr old men or 12 yr old girls. Chilton can probably tell with a high degree of accuracy WHAT people are opting to do in his MMO, that is very easy to measure.... and I expect they are noticing people opt for shorter or easier content.... but the WHY people are doing it is ALOT harder to answer.... that they can't measure directly but have to get from survey responses, etc.

largest mmo study i've seen was the EQ2 study - but it only pertains to EQ2

http://arstechnica.com/gaming/2009/02/aaas-60tb-of-behavioral-data-the-everquest-2-server-logs/

In addition to introducing the EQ2 logs as a resource, Dmitri Williams described some of the efforts involved in exploring how much of the real world spilled over into the virtual.

The average age of players turned out to be 31. "These aren't just pasty white teenage boys in a basement—to be sure, they're there, but they're not typical," he said. The older players tended to play more than the kids and, although the total hours played seem large, he said that the time mostly displaced either TV watching or movie going. And the surveys showed that those who viewed TV news in the first place continued to do so, suggesting that gamers really slotted EQ2 into their entertainment time.

 

and the demographic surveys relied on players telling the truth ..

http://www.nbcnews.com/id/26947992/ns/technology_and_science-science/t/video-gamers-are-surprisingly-fit-says-study/

http://kotaku.com/5056938/mmo-players-surprisingly-adept-at-lying-on-surveys

Originally posted by lizardbones

 The point is that there's this idea that there were a guiding set of principals or commandments on how MMORPGs should beThere wasn't.  There were, like there is now, just a bunch of people who really want to make the games that they think people would like to play.

i agree

Originally posted by lizardbones

To quote Richard Garriott when he built Ultima Online, "We had ... no idea what we were doing...".  They never even expected to sell more than 50,000 copies of the game.  Things were so rough, they even faced a class action lawsuit based on the kerfluffle surrounding the game's release.  It was chaos.  The idea that this stuff was founded on anything as coherent or stable as a set of principles is just silly.

it was not entirely new territory -- MUDs were the precursor

 

to quote the same source

In fact, Garriott wasn't even the driving force behind the project at the beginning. He gives full credit to producer Starr Long who, along with Raph Koster (Star Wars: Galaxies), developed the basic idea and gameplay structures of Ultima Online.

 

and add this

http://www.mmorpg.com/showFeature.cfm/feature/7716/General-Raph-Koster-on-the-Past-Present-and-Future.html

Raph Koster started his career with LegendMUD before moving onto Ultima Online. His work has helped characterise the MMORPG genre, with Star Wars Galaxies refining the much desired “sandbox” style of play, and his frequent talks and writings on game and world design keeping even the most ardent player weak at the knees.

https://goblinworks.com/shop/

Early Enrollment     
* Early Enrollment Access (eta September 15th)
* Game Client Download
* New Player Pack (Consumables)
* Alliance Pack (Consumables)
* 3 Months of Game Time
* Goblin Squad Membership
Cart Subtotal         $100.00
Originally posted by Rrys
I totally disagree with the author's opinion on EQOA.  At the time it came out, I didn't even own a PC that could play any MMOs although I did have several PS2s and TVs.  EQOA introduced me and my family to MMOs.  I also have run across other players in MMOs of today that got their start in EQOA.

agree

EQOA did require extra hardware accessories (as described in article) but it did attract a dedicated audience beyond its PS2 competitors of FFXI  and Phantasy Star Online

Originally posted by antarek

WOW was way over 1 millions subs after its 1st year (more than 4 millions subs). Look at the charts from MMOData.

beyond mmo data source - i have these sources

April 2005, WOW claimed 1.5 mill

http://news.softpedia.com/news/World-of-Warcraft-1-5-million-subscribers-1549.shtml

June 2005, 2 million
http://www.gamasutra.com/php-bin/news_index.php?story=5696#.UJEWi4aM-yo

July 2005, WOW claimed 1.5 mill  in Asia contrast to 2mill US/EU

July 21, 2005   Blizzard's China Success Spawns 3.5 Million WoW Userbase

http://www.gamasutra.com/php-bin/news_index.php?story=5989

Jan 2006,  5 million announcement  -- before Burning Crusade released

http://www.totalvideogames.com/World-of-Warcraft/news/WoW-Passes-5-Million-8612.html

Originally posted by KissThaRing

Things change man, but things have improved; if you choose to see it. I remember playing games on a 56k modem and getting pissed when 10 meg patch was released. lol. It was just a different era, those late 90's - early 2000's was a very budding and special era for games. u just find one that suits you - don't worry about popularity, just find one that is fun for you and stick with it.

i played EQ on a 56k modem for 5 years,  from 1999 to 2004

-- took forever for internet Cable to be available to my New Hampshire town

 

EQ raiding with 70 players on a 56k modem was not fun with all the player spell effects,

needless to say i had all visual effects OFF

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