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All Posts by Vaygus

All Posts by Vaygus

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48 posts found

Well, if anyone has one to send out;

Resub to Rift?
General Discussion « Rift
3/03/12 11:42:12 PM
Originally posted by gaeanprayer

If you need to be subbed to that many MMOs at once and are looking for more, you might want to consider you're not getting enough satisfaction from the ones you're already paying for. But ya, that's not really my business, just something to consider. Here's my experience with Rift, take it or leave it:


I recently subbed for a month to give the game a shot after a while, I hadn't played it since beta and wasn't impressed. I stuck it out to the end because I had a friend to play with, and it was fun, until I got to the end. There's just nothing to do. None of the quests offer good rewards, there's planar attunement to continue giving you a reason to level, but none of what you gain from it is particularly good; resistances that mean nothing and one point to a stat. The latter is cumulative, but it'll be a good long time before you accumulate enough through PA for it to influence you overall dps. Ember Isle is interesting, but difficult unless you're well-geared and once I got the gear to explore it, I found no real reason to; quests offered little beside exp, and whenever there was an invasion (which is often) I pretty much got facerolled as I never found many people playing there (I was on Faeblight btw, a high pop server).


It's a progression game that unfortunately locks progression out for far too many people. It's all about gear, which you're not going to get unless you're lucky enough to find a guild filled with people willing to carry you. You could craft nice gear to prepare yourself for raids, but you get 1 master craft a week, all recipes cost at least 2, the ones worthwhile are 5+. Planar gear is nice, except it'll cost you thousands of ISS to get there. Plaques from expert dungeons get you gear only really relevant to those dungeons, and unless you're playing the healing/support role, it's not going to benefit anyone to bring you along to the raid in anything less than gear gotten from marks of ascension. Which are gotten from raids. You get 2 from bonus dungeon runs, which you get to do once a day, and the cheapest piece of gear is 50 1 month for a pair of boots. Tons of marks in raids but once again, chances are by the time someone will bring you along, you don't need it anymore.


The irony is I was actually enjoying the game until I got to 50. Once I got there, I lost interest. That was week 3 of 4 into my sub. The activities at 50 I still had fun with (for instance, the addition of Chronicals and Instant Adventures were great, I loved them) weren't really getting me much closer to playing with the guild I was initially in. I eventually left to find a more casual guild that doesn't care as much about gear, and I did, but that's a double-edged sword...they don't care, so they only do it once a week. Maybe. Paying a sub to do something once a week just wan't worth it for me.


I understand some people really enjoy this raid/gear treadmill, don't think I'd mind the treadmill as much if there was a reasonable way to prepare yourself with gear without the help of others, so that you could participate with your guild in the actual end-game content. But that's just not likely. After 3 weeks of playing HARD (crafting raid runs, dungeoning every day, tons of instant adventures, nevermind getting to 50 in 1 week), I got...enough ISS for 1 planar essence, enough plaques for the lowest of the lowest plaque gear (which wasn't even as good as the stuff from the dungeons), and one Marks pair of gloves. Which I only got because "Ascend a Friend" gave me some marks to start with. Up to you if you think all of the above sounds like fun or not.

With all due respect, your entire thread sums up virtually every MMO with end-game progression currently out. While yes, the gear requirements and whatnot are one of the features of RIFT for progression, we've known that since launch. But the way you make it seem is that the only content currently out at 50 is the end-game raids. This is not the case.

I still have my original account, and it's reactivated. The reason I'm not playing it is due to on my return to the game, I wanted to start from scratch, and am still in the process. However, it is relatively easy getting into content upon logging onto my Rogue or Cleric, which at this point are only semi-geared in today's standards.

I'll say the same thing most people say when this topic is brought up: find a decent guild or group of people to play with, who cares if you're carried through the content (tho, honestly, once you gear up in the structured fashion, it's not much of an issue), who cares? Explore the content, enjoy yourself and forget the number crunching. 

Any MMO at end-game loses all interest if you look at it from this perspective. Leveling up, nobody ever really cares how your performance in groups scale. At end-game, tho, it turns into the typical elitist mindset when in a group setting. Don't let that be the case and enjoy yourself, and the content.

RIFT has not changed it's course in terms of the direction it's headed, but it has expanded horizontially, which I can appreciate, and most current MMO'ers should be able to, as well. If you are one of the ones who just absolutely despise the gear-grinding mentality at 50 as a form of progression, you might be better of waiting for some later titles. However, if you can get past that, and enjoy the content, RIFT is a lot of fun.

And maybe I'm seeing all these people around for invasions and events due to timing (the Carnival, RIFT Lite, etc), but I've been able to literally buy all planar gear from each zone without ever intentionally trying to grind it out. I guess experiences may vary, tho, which is why we typically get that disclaimer for online games.

Resub to Rift?
General Discussion « Rift
3/03/12 10:57:15 PM

Also, just to touch, the community is still pretty decent, as well. The level channels (1-29; 30-49) can be filled with the typical Barrens-esque type chat at times, but in general, the community is still stomachable. You ask for help, you typically get a decent response. The only thing that gets me and I can't understand is why guilds don't seem to be very long term like other games, but maybe that's just from my experience with the guilds looking to recruit level 40s on my server.

Even the server-wide LFG is more enjoyable than other games with the feature. I've had plenty of random groups that were talkative, helpful, and didn't mind if you were a new tank/heals and needed help around the instance. 


Resub to Rift?
General Discussion « Rift
3/03/12 10:54:26 PM
Originally posted by ThaFinest

See, I had a similar experience as you did, relocation and hardware failure, etc and this was one of the main reasons I left the game. If I remember correctly, I have a level 38 Paragon/Champion and didn't have any qualms about the game, I just didn't know if the general direction of the game was positive or negative. What's your in game name and what server are you on?

Currently on Briarcliff, Guardian cleric named Slaiyne. Decided to roll the oppposite faction this time around.

I played during head-start and through the first paid month, so about two months and two weeks played total my first go. I was able to get a Rogue and Cleric to 50. Both of them were geared in at least complete T2 gear. I say at least because my Rogue had quite a bit of PVP gear, which was at the time around Tier 2 with my ranking, and my Cleric was semi raid geared. I quit right after River of Souls launched, had the chance to raid in there a bit.

The direction of the game is extremely positive. Loads of added content. And not just new content, but new types of content. And the new zone really does look incredible. I haven't had the chance to go there yet, because my new cleric is only 40, but the concept, the videos, and the testimonies from current players is great, so I'm extremely excited.

Between the various rift types (expert, raid, crafting), the new stuff (to me) like slivers and instant adventures, the new zones.. well, basically there's loads of unique, dynamic, and interesting content waiting. Not to forget every time they add a new event, they're adding new rifts, as well, which is always refreshening because I'm one of the ones who love closing rifts as I'm leveling.

A lot of PVP changes seem to be happening, as well, and more warrior love, so your Paragon/Champion should be sitting pretty nice soon.

Originally posted by DrunkWolf

Im with you man, I havnt found a game yet that comes close to being as good as AC. I played it from 1999 on, and im about to resub to it again.

I wonder if any other game has done monthly updates since it was released like AC has done? and im not just talking bug fixes but content added to the game every single month. I allways felt like my 12 bucks was going to somthing when patch day came along.

The closest you'll get to the monthly updates Asheron's Call ran would probably be RIFT. And honestly, they're not even close. But they do make an attempt for pretty constant interaction directly with the players ingame.

There hasn't been another company to follow what was set with Asheron's Call. Sad, indeed.

I too was spoiled by Asheron's Call. How thankful I am that it was my first MMO experience, I can't express, but there's pros and cons to that, obviously.

How large and open the world was, the freedom with housing, the flexibility with builds and classes (especially after they added the option to be able to slowly respec), and just the community in general back from '99-2004 was amazing. And honestly, the allegiance system in place of the guild gave an entirely different feel to the world. You had mentors that actually cared, you had a system that worked, that was mutually beneficial on everyone's part for contributing to progress and assistance.

However, I do not feel that LOTRO or AC2 killed Asheron's Call. AC2 killed itself. I personally loved Asheron's Call 2. I appreciated the two titles on different levels, but loved each of them equally. Asheron's Call 2 introduced systems and possibilities I had never experienced in an MMO before, and it was very fresh feeling at the time.

What killed Asheron's Call was the age. The game looks and feels it's age. While I loved 99% of the systems in the game, they have been the same systems and mechanics for the last 10+ years. Old players hesitate to return due to playing for so long, and new players hesitate due to the graphics and the lack of hand-holding.

I haven't followed Asheron's Call much for a few years. Sometimes I take a peek and skim over the updates, but most of the updates with the new races and such took away the original feeling of the game to me. It expanded it, sure, and made it more interesting for current players. But for players seeking nostalgia, it eliminated it.

The franchise would be revived if they would make a true sequel, a soul successor.

Also, just to throw it out there, it's hard to find a replacement for Asheron's Call after all these years because of how dedicated the monthly updates were. Asheron's Call always felt like a REAL world because it was constantly changing, HUGE events that had an impact on the world. It's a shame most companies never followed suit.

Resub to Rift?
General Discussion « Rift
3/03/12 10:25:06 PM

When I left RIFT a few months after launch I figured I would probably never go back. I didn't leave due to me not wanting to play, but hardware failure and then real-life relocation issues. After they were settled, I just didn't have the desire at all really for any MMO.

Recently I was in Best Buy and seen a few copies on sale and decided on the spot to pick it up, start from scratch, and give it another go. Very glad I did. Once I left RIFT, I didn't follow the updates too much. Very glad I didn't. I came back and was extremely impessed in the extra polish and content they added.

Not to mention the fact that every zone since level 1 on one of the lowest populated servers has had plenty of people in it. At first I thought it had to be RIFT Lite players, but every zone is packed, and the edition mounts everyone has says they are subscribers, or were at some point. 

Plenty of zone events and invasions going on, so the population is great. Just hit 40 again and haven't had an issue finding groups for anything; rifting, quests, or dungeons. Good time to return and try it out, especially with the Carnival going on. Plus, you can always return for free on an existing account or new account and level 1-20 for free.

Population rising
General Discussion « Rift
2/26/12 10:44:31 PM

Not entirely sure how the populations on any of the realms were doing, but I myself just came back with my wife and we're both having a blast. Quite pleased with how the game has came along since I stepped away. Not being a rabid fanboy, but it seems they took a little bit of a step away from the standard MMO endgame and branched out a bit horizontally.

Played from launch for a three month span and left due to PC hardware failure and was stuck with nothing but my iMac, which I don't Boot Camp. Needless to say when I purchased a new PC, RIFT was my first choice when stepping back into the MMO genre. Seems quite a bit of others are coming back, as well.

Have had zone events popping all the way up to level 36 so far. No issues finding groups, world PVP, or anything. Plenty of people plowing through rifts and group quests, as well, and I'm on one of the lower populated servers.

Originally posted by GrayGreene

Found a certain cleric aoe dps build that basically made me a mage with chain armour, allowing me to kill (no exaggeration) 6 mobs at one time

6 mobs? You're doing the wrong AOE spec. Try 15-20 mobs at once, never leaving 85% health or mana.


I made a few other videos on the spec, too.

Originally posted by Haegemon
Originally posted by Ifeedtrolls



 If I had five cents everytime someone posted this topic or similar, I would be buying MMO's. I have said in countless topics, MMO's are not dying, the bigger ones have all the member bases and the members are not willing to leave.


  I could go into a big lecture, but for every other dozen "Are MMO's dying" topic, I wasted my lecture. Therefore, all  Ihave to say is: Think of it logically, just because some games have small member bases doesn't make it a dying genre. The big franchises are owning the game, keeping MMOs alive for a long ass time. :)


I'm normally not a troll-supporter, but 100x this.


This topic is redundant. It's been claimed before. It hasn't been proved yet, since while thier may no longer be that ideal style of game to suit everyone, there are more people being catered to netting much higher profits than before.


For different styles of MMO, some being more popular than others is an inevitability. I love Fallen Earth, subbed since Day 1, won't cancel until they make me because I believe in the concept of the game.


Does that make any of my friends wrong for their choices in MMO's or games in general that they enjoy? Hell no.

I know a lot of people who still run the treadmill in WoW and Rift, and I've run it myself a few times. Is that "wrong"? Nope.


People are going to like different things. It's human nature. Something that's also never meshed well with human nature is forcible imposment of beliefs.

No Themepark or Sandbox game player has any form of moral high-ground to get on a soapbox and say "my way is unquestionably better, and you're stupid for thinking otherwise", or any other form of common derivitave forum-hatespeech that typically emerges.


Sure, for some of the older styles of MMO's, a lot of mechanics that were endeared to some have been vastly marginalized.

FFA-PvP'ers were the first to start being marginalized with Trammel, of which the introduction saw the largest growth spike in UO population year-over-year since its inital launch.

Housing became marginalized post UO/SWG, with games like FFXI and LOTRO instancing it out. As cool as the idea of building/governing a city may have seemed, the unsightly track-house ghettos they created were unappealing enough that people chose to just not deal with it when presented the option.

Group-dependant games were shifted post WoW, who decided to show up in the MMO game and say "hey, you don't need to just grind a small type of things for hours, here's guided content". Holy crap did people move over.

But the most important thing to remember is that the people who still like these styles of games aren't wrong, just as the people who play the game-styles that succedded them aren't wrong in their choice. It's a preference.

And if a playstyle becomes less prominent, or less profitable, it sucks to accept, but the same company that made game A may not be making game-A-style games anymore. Or that other people jumping into the market follow the more profitable molds vs the more volitile molds.


New games gave rise to new options, new choices, new methods of play. We have to live with this, because no mere player has any place, position or right to try and dictate what style of games people should be playing, what style of games developers should be creating, or what section of the market any game should intentionally be trying to pull.

Investors do, people putting up the real-world cash to see if something is viable, they have that right. But unless an MMO is 100% responsible for supporting the food/cloths/shelter/transportation of you and your family through the MMO's developer, then we're all just spectators, voluntarily and willing chosing to pay our way into the event.

And hell, we could all just learn to craft what we love, do the whole money-where-mouth is thing. Notch of Minecraft fame sure didn't have AAA-megabucks behind him, but he was able to put together a product that ended up selling over a million units pre-beta, before he ever hired anyone else.

Sure, an MMO is vastly more complex, but nothing and no one is directly stopping anyone from trying to create their own vision. Everyone has the same capabilty to just drop everything in our lives and try to pursue something. Do we? Rarely, but it can be done.

Excellent post, all valid points. The Minecraft reference was something I totally missed in my earlier reply, but is something that really makes a great point people might want to let soak in and process.

Originally posted by Comaf
Originally posted by Gwing

I ask this question because i seem to be reading alot of ppl leaving mmo games like wow and others...i too am feeling this blow as i been trying mmo after mmo after mmo and i seem to cant find one that intrests me any more...i played wow for 6 years...could it be the culprit? The reason why i cant have fun in a mmo any more? It all seems so...well boring now...same olf kill this, get that...only game i had remote fun with was Darkfall but once i got a nice set of armor and gold together iget ganked and looted...making me just fall deeper into bordom....

1.  Vanguard Saga of Heroes

2.  Everquest 2

3. Asheron's Call 1 and even 2

4. Shadowbane

5. Age of Conan

6. Dungeons and Dragons Online

7. Lord of the Rings Online

8. Horizons

9. Star Wars Galaxies

10.  Dark Age of Camelot

Many of us have had great memories with the above titles.  Many of these titles have had to go Free to Play to survive (and do fairly well but is that really quality?).  Some titles died outright.  Some hold on by a thread and refuse to improve or be seen as a foundation to a Part 2 investment. 

These games lost their luster - I won't go into the reasons, you as the fans know why.  But aren't there some great ideas that a new mmorpg developing company can take and build on instead of giving us another Rifts or Asian grinder?

We just have to bring back immersion.  We need player housing, full continents per culture without seeing faction 2 being forced to co-quest with us because the developers were too lazy to give a race its own nation (Dark Age had 50 levels of territory x 3 realms and that was in 2001). 

Anyway - I'm beating a dead horse here.  Like the OP said - the genre is dying.

I have sat here for 10 minutes trying to think on where to start on this reply and nothing clever has came to me, so I'll be rather blunt. You couldn't be more completely wrong on half the titles you listed and the reasoning behind the populations dwindling. Posts like these make me giggle because you obviously haven't played half these titles for any period of time. Sure, you'll rebuttal by saying "OMG WHATEVER I WAS THERE" just like everyone else who makes posts like this. But, I never buy it because I was there in half these titles and if all the people who pass judgement were REALLY there the populations on these titles would of showed it.

That aside:

Half of the titles you listed either had an absolutely horrific launch they never recovered from (Vanguard), deviated too much from the original product and what followers of the franchise wanted (Asheron's Call 2), were killed with changes that drastically changed the core mechanics of a game (SWG), appealed to a VERY specific and niche crowd (Shadowbane), developers wanting absolutely nothing but more cash as passion for the genre wore off or more funds were needed to keep that specific title online (Everquest 2, DDO) or just never got the mass exposure that so much of us are used to for current titles (Horizons).

The only dead horse you are beating are the people who Google (or) forum search "TROUBLED MMO TITLES OF THE LAST 10 YEARS" -- you didn't even touch on the complete failures like Tabula Rasa.

The genre isn't dying. We are getting MMO after MMO after MMO. The populations are spreading throughout the titles. For every MMO player who retires, we get 3 more who are new to the genre or returning. I am meeting people constantly who are just now getting into the genre. We now have MMO commercials on television, it is becoming a part of our culture. It's not going away, it's not getting smaller, the developers have evolved and found new ways to get cash from your wallet in terms of cash shops or mass production of B level titles. 

There are more MMO blogs, coverage sites, television shows dedicated to MMO coverage, and so on than we've ever had. Expansion is not the sign of a dying market.

The games you listed suffer from population issues are partially due to age. Asheron's Call launched in '99 and has been declining in population heavily since at least 2002-2003. The genre wasn't dying then, either. The game's mechanics and graphics got dated, and people moved on. But can you really say they refuse to update the titles? Asheron's Call has doubled the playable races, added WAY more mechanics and touched up on things such as 2Hand weapons. 

Some MMOs were never set up for a part 2, either, so why waste millions of dollars of funding and time to realize that sequels never worked in anything else, and they surely don't work in MMOs. Everquest 2 was nothing of what original Everquest hardcores loved, and Asheron's Call 2 was nothing of what the original Asheron's Call hardcore loved, either. I don't think you can get more of a polar opposite in terms of gameplay than AC1=>AC2.

The new and excitement of the genre has worn off for those of us who have been playing MMOs for years. I started in 98 and still ejoy titles, but know people who can't stomach the genre anymore, either. MMOs will always be limited it what they can do. Expect combat-heavy focused MMOs for a while, and while that remains, so do all the gameplay mechanics that come with it. Sandbox, or themepark; solo or party. We've all done it before, the immersion is gone. This is fault of the player, and not of the title. I honestly don't believe you can play any kind of video game for 100+ hours (or even around that) and still be as interested as you were. If you're new to the genre, sure. Put in 100+ hours into it, and you have overplayed the games. There is no possible way to incorporate the ammount of content people are clammoring about; it just isn't realistic. Do you seriously want a title where you can spend years playing on a daily basis, and still getting regular and consistent content upgrades AND technical upgrades that constantly refresh the game? Unrealistic, not going to happen, and that attitude is setting yourself up for disappointment.

The players who are just now dipping their toes in the genre are still experiecing the wonder and aventure of the titles that we first were in our respected cherry-popping MMOs.

The MMO genre isn't dying, only your passion or tolerance for it is and populations are now spread over 500 MMOs instead of 15.


TL;DR- you might not have any idea what you are speaking about.

Could be me, but I'm completely missing the point of adding solo-based copies of existing instances. Aion has a solo-instance that was actually quite fun to play; but it was just that one, and it wasn't a single-player mode on an existing instance; it was designed from the ground up to be a solo played instance.

Alganon already feels more like a singleplayer game than the majority of current MMOs out there. Most of your time will be spent soloing. What is the difference between completing a challenging solo quest and completing a soloable copy of an existing instance? I see none.

Actually, I see it hurting encounters. Having to nerf what could be an epic 5-man boss fight to where it can be solo'd, and by every class, eliminates more than just mechanics, it's an overall nerf to the experience. It just doesn't make sense in an MMORPG, where the game progression is built around group mechanics, which is why you have a tank that tanks, a healer that heals the tank, and designated DPS.

Another point I'd like to make is in current MMORPGs it's virtually impossible to level by questing as a group. Other than RIFT, most games add an XP nerf with no group bonus, which is why most MMORPGS are currently solo-able by questing to cap. The only content that a group of players can do (without steamrolling content, or still getting decent experience) is dungeons. Why cater THAT much to a solo player when it's a Massively Multiplayer Online Role-Playing Game? There are games speficially designed already for people of your perspective.

Do you really want Alganon developers wasting the little income and available time for such a small team wasted on turning the ONLY group content into solo-content? Or just add completely new and fresh solo and group content, that steer their separate paths, as they're supposed to?

I just see no need for a single-player instance. The key thing here is that instance doesn't = dungeons. Instances were created to prevent competing with other groups for bosses, drops, and spawns. I understand how some players can want a dungeon all to themself, instead of running from Spot A on a map to Spot B and grinding mobs. The progression flow of a dungeon is much more stable, enjoyable, and suitable for a lot players. But what you should want are dungeons designed for a solo player to progress through, creating rich solo content, not a single player instance. 

At the point you are wanting a single player instance, you're wanting to play a solo game. An area completely void of any other player. There are plenty of RPGs that currently offer features similar to this; with offline and online play. This definitely sounds more of your genre of games, than constraining something intended and designed to be Massive and constrain it because a player is in the wrong game genre.

There are plenty of single player RPGs that 90% of the gameplay can be completely solo and singleplayer, but still offers co-op grouping and/or PVP. Why jump into a game that is completely opposite of what you want, and insist to the developers to waste limited funding and time and give it a claustraphobic feeling?

There are so many titles out and so many sub-genres of RPGs, you can find exactly what you are looking for in them without making suggestions that go against the principal of the MMO genre which is: player interaction with other players.

Originally posted by Phelcher
Originally posted by FreedomBlade

That is nothing to get excited about.

EQ 1 was not exactly a good game it was just one of the only MMOs out at that time. It was very popular but unfortunately the basic game design became the template for future MMOs eventually spawning WOW which completely ruined MMO gaming in my opinion.

So I am far from excited about an EQ 3. It will be a console friendly even more dumbed down version of 2.


Do you realize how ignorant that makes you sound? It is more the evident you nevered truely played the game. EverQuest is vastly different to WoW in almost every way. Character selection, mode of travel, player skills, etc. Plus, the game mechanics are much more advanced, than the dumbed down mechanics Blizzard chose when making WoW.

Matter of fact, that is where the exact phrase "Carebear" came from... When during World of Warcraft's beta, the developers were getting berated for how easy the game was. Blizzard finally announced that World of Warcraft demographic wasn't curren't MMO players, but new ones targeted through their existing IP. But not before a beta tester coinded the term "carebear" and had it stick.

Thus, Blizzard admittingly needed a much more simplier game. Which come to huant blizzard later in the game's life-cycle... because all the programing hooks into AI and character depth isn't there. The game mechanics between Everquest and WoW are the difference between novice & expert. EQ's gameplay is way much more spohisticed and dynamic than World of Warcraft's dumbed down mechanics. Mind you "dumbed -down" was the actual words quoted and responded by a Blizzard developer.


There is no refuting this. And again, can easily be demonstrated by taking a WoW guild into Everquest and letting them get a feel for game play (like in 2007 when an EQ guild invited a WoW guild, into EQ) , in a basic EQ dungeon like RunnyEye, or Befallen, or even Chardok. Many WoW players don't understand mob's social interactions, or even that some mobs smell, or hear, etc.. 

Let alone AA's,  or even the (what is it..?) 700 skills in the game? Which almost everyone forgets about.. that is completely non-existant in WoW.



So please, do yourself a favor and stop the hate. Everquest is every bit of World of Warcraft's senior. The saying was."Newbies start in WoW, but graduate to EQ" .

With no disrespect, it is true. Over time, and time and time, again.. most naysayers that are brought into Everquest with their guilds, soon find that in EQ you can head in any direction and just go..  it is not themepark, there is no funneled content in Everquest. Some die hard WoW players litterly freeze..  because the sense of what to do today has changed drastically from an hour ago.

It happens every time!

LOL. I was called a Carebear my first day in Asheron's Call in '99 when I rolled on Frostfell (PVE) and kept getting trolled by Darktide (FFAPVP) players. Hell, the reason I got MMOs on my radar were all my UO friends, and they constantly were throwing "LOL CAREBEAR" at me when I explained I didn't want all my items looted ;]

For some reason, after THAT statement, your whole post lost any credibility to me. There is absolutely no way you can appreciate Everquest without playing it during the classic days, and there is absolutely no way you were a classic/old-time MMO gamer if you think the term was coined during the Warcraft beta.

Internet cutting out = double posts.

Community issues aside (because I haven't played a Turbine game in years) I can definitely agree with the assessment that Turbine's ban-hammer can be a bit out of control sometimes. While most players leave MMORPGs due to the support, lack of innovative game updates, or whatever the typical reasons are, I have my own.

When Asheron's Call 2 was on the decline I chose to stay around on Darktide for a while. Towards the end, there was maybe 25-30 people maximum on the server in peak hours, and my brother and I played together while I was out of town for a year on business. My brother and I didn't play with anyone else on the server, strictly us, and we were in a party, just us, one night. I had some crazy stuff happen at work, and I got home, and was telling him about the situation in /tells and /party chat.

I explained to him how someone had came to work extremely intoxicated, caused a lot of ruckus, and whathave you. Needless to say, 30 minutes later I received an ingame notice and a nice little email stating that I had been banned from the game with a two week (14 day) ban for the personal discussion I had in /tells between my brother and I due to the fact that illegal substances were mentioned, which was just my assessment that the individual at work was intoxicated/heavily under the influence of something.

After many emails back and forth it was established we were not reported and the GMs had took the liberty to read both the party and /tell chat. Due to the lack of player activity on the server, there wasn't many people to focus on in my eyes. I'm not one to think anything off the wall, or try to come up with silly conspiracies, but when a family member and I have a rather personal discussion in /tells, not in public chat, and then to receive a 14 day ban? Asheron's Call 1 & 2 subscription cancelled and I absolutely refuse to play another Turbine game; I don't care if they were the company behind Guild Wars 2, I still wouldn't touch it.

Granted, some people might disagree and claim that since it was on Turbine servers, it's justified. I, however, do not feel the same, and despise this company. Whether or not I pay then $15 a month to play their game, I do feel it was a violation of privacy, minor or not, and completely uncalled for.

Originally posted by MMOExposed

Wtf,,, I cant resub to Rift. I am at the account page. updated the sub, yet when I try to log in, I still get the message saying "Congrats on buying Rift! your account must be active to play Rift"


well everytime I update the sub, it still say inactive.


how I fix this?

I had a similar issue. Pre-ordered and played through headstart, got my free month, the day it ended I logged into purchase my subscription and as soon as I'd confirm the purchase, it'd go back to the main account page and say I was still Inactive. I waited a while, tried again to the same result. Google'd it, had a hard time finding anyone having my specific issue, so I decided to call it a night and wait again; figured since it was the first day the free month was over, servers might be packed.


Waited overnight, same thing. Nobody else I knew had this problem. I called Trion, but got tired of waiting on hold. Tried my wife's card. Tried another card. Even got a friend to let me try his pre-paid card. Nothing was working.


I did find a solution, tho. I just used my Paypal account and it went through. Not sure what the problem was, but to be honest, with the billing issues that other companies have encountered before, I kind of prefer to Paypal my subscription money instead of having my direct card information to bill to.


Hope it works out for you :)

Originally posted by Axehilt
Originally posted by Aconsar
Originally posted by Axehilt
Originally posted by dreamscaper

You know the dumbing down in MMOs that people are constantly complaining about here? This is part of that.

Actually it makes MMORPGs deeper to not have Acid Mages with Acid Swords that constantly grind against one singular species of enemy all day (the ones weak to acid.)

In a game where every player had access to a broad spread of elements and you tactically chose the best one for the situation, this style of gameplay works.  But let's not examples of shallow games of the past and pretend they were deeper than they were (other aspects of AC were deep, sure.  But not this particular aspect.)

(I guess lizardbones already summed up this point nicely in post #3)

You obviously have no clue what you're talking about but presenting arrogantly which is almost cute.


You could pick and choose your damage or element type in AC, not really sure how you could have played it and never realized this?  Probably because you didn't.


War Magic allowed for all damage spell types from all four elements and all three physical damage types.  A melee skill was only limited by one damage type, for example swords could only use piercing/slashing and not bludgeoning damage.  All melee weapons came in the four respective elemental varities, however.


I really don't see how eliminating a complex strength/weakness system based on resistance types makes the game more complex, but given the amount of misinformation in your response that's not shocking.

Last I checked, it's not arrogant to calmly explain the realities facing certain styles of game design.

And even though AC worked that way, it doesn't change the fact that people did grind endlessly against certain elementally-weak mobs. Which is exactly what a good game design avoids.

AC had some strong points, but varied/interesting gameplay and strong combat weren't really some of them.

There was nothing to specialize with; nothing to spec with towards to make you go a certain path, or rely on a certain elemental to dictate you were grinding a certain mob based on the spec. People hunted where the XP was high, not where they were specced. Every mage had access to every elemental spell, with the same strength, you just had to correctly choose which bolt to use against what mob.

The only thing with Asheron's Call you had to watch for was the elemental weapons, and it still didn't make or break you experience. And most people had a weapon for most of the popular mob types; bludge, pierce, fire, etc. But everyone had all debuff spells in all element schools, thus there was no, "Okay, I'm an Acid mage, let's go grind XXX mobs" it was, "OK, I'm a mage hunting XXX mobs. I should use this spell set instead of this spell set, as they are weak to one set and strong to another."

That completely changes the context of your reply. Did you play AC? And for the record, the character customization in terms of character advancement was top notch, you can hardly get close to that kind of character flexibility anywhere else, so I'd disagree and say it had quite the varied/interesting gameplay.

Hey everyone! Please check the sticky at the top of the Aion General Discussion. You'll find a thread dedicated for trial/buddy keys and invites. As a result, this thread is locked. Thanks guys.

Thread moved to a more fitting section of the forums.

Please no referral links, try to link directly to the game's website. Thanks guys and gals!

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