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All Posts by Wizardry

All Posts by Wizardry

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Extremely brave for them to take on that question.

It does however acknowledge everything i have been saying has gone wrong with game design over the last 10 years.

Everything from corner cutting in systems,to auto generation,instances etc etc.

Idk about this so called expert in server knowledge but i do know the result and it is NOT a good one.Using the example of W101 the servers were so small and so many for such few people that you would never see anyone in these extremely small linear zones as you got into higher levels.Also the randomness of that type of server structure meant you likely would not see the same people too often ,thereby less chancing of getting to know the people on your server.

I have also downgraded Blizzard for years as well as others because all they do is create instances and address pvp,my stnace has not changed and they acknowledge that ignoring open end PVE is where the real EFFORT is.I ALWAYS use the term effort because that is what i like to see in games i play.

As for focusing on pvp and "thinking" that makes a better pvp,far far from the truth.I have yet to see one rpg pvp i would even remotely want to bother with let alone play for weeks or months.The fact these worlds are going to be generated 100% confirms the pvp will not be up to my standards.Without going into a 10 paragraph topic on pvp design,i will simply state that MAPS are the MOST important part of pvp.

You know what will happen,the same thing as every game,classes,some trees likely utilizing point allotment,which is a whole topic i have never liked either.Also as mentioned the whole system will easily be controlled,exactly the reason why i have stated in the pat that SOE made their design change in EQ2,just to make it easier to create itemization and control the combat system and stats.

Some people might find some enjoyment in the game none the less, i mean H1z1 had some 2 month success and it was released as a pile of rubbish,but guess where that game is now,from 20k+ in twitch to 1200,so idk a 90% drop off?Guess how long i have enjoyed UT99 pvp 15 years,that is staying power.

Every tags are used i don't see it as a problem really.MY thought it that Steam used to be a tad bit more restrictive but now MANY unfinished games are hitting the market.If you should around though,you will usually find a real bargain on a game maybe only 6 months-1 yr old.

I used to 100% despise what Steam stands for,they basically claim and hold rights to software YOU OWN,but you really don't own it,more like renting at near ownership costs.However over time i accept it and use it a lot,i guess since i pretty much only bug bargains,i won't feel a real hit if Steam ever tries to pull a fast one and go bankrupt under some government number,then starts up again under another business #.

Actually if this site was smart,although a bit costly,would be to compete  or just have their own streaming channels.

A big step up to even remotely try and pull off another Twitch stream,but why not,i could see it eventually become popular and advertising revenue would soar.You see how much money goes through Twitch,it is a lot.There is a reason why Google bought it.



Extremely vague on all the information.

Can these be joined with no exceptions?

How about outward size,if they can only be stacked upwards or perhaps downwards then they are going to make a ton more money off of what is basically the same size plot.It is the same theory as housing in real life,you can sell a 5000 sq foot house but it is all stories and not outward size.Where as a 2500sq  foot house could actually take up more space.

I have seen nothing but non relenting greed of late from SOE,so i do not think there is any positive from this for the gamer's ,only for adding more plots in the same space.They would need to tell players if they are going to increase the size of islands or is it just going to be more instances.Usually if not much information is released,there is a reason,they want to keep the real details a secret.



Yes as usual big business will spin as a plus for the modder just like SOE tried to make it sound like their workshop for Landmark was all for the gamer not them.

Overall i expect not many will actually try to make money because their mod will just get ignored completely.However we will see some go for the money,it is just like streaming,starts out all fun and games then they see $$$$ and greed sets in.

I have played many mods,in some cases i found them more fun than some of the main game scenarios.However i have also noted that MOST if not all modding looks cheap,like copy paste things into an easy generated map.REAL modding as highly noted back in the day with the Unreal engine,used tons of outside resources and made their own material basically just using the engine and code.Now a days a lot of mods look like mostly rehashed material and assets with very little created content.

Half Life 2 ...Let's kill some Striders


I disagree,SOE did skimp out on entire effort.Everyone that makes simple games just dots down some noc's hand out some quests,you kill said targets,gain xp rinse repeat.It doesn't really matter how you disguise your game or what you claim your game does different,bottom line is that it plays the same.

What separates quality form same old  is SYSTEMS and DEPTH in those systems.I can point to even the simplest one and that is currency.Most games just have mobs or quests hand over currency and you spend it,,woopty do ,nice effort .../not.I call that lazy and cheap game design.There is so much more that can be done with currency including various types of currency.

Same with gear and rewards,they are almost always so static,receive your reward,thanks for coming out,...NEXT.

it is just like making quests,how many have we seen that have one simple route,go kill 10 bears,bring me back 5 skins.The better quests involve interaction,thinking,various chains/directions to go in,different locations,puzzles etc etc.

First off we can't really use the term Fail,imo i see games making tons of money that do not deserve to be,so what is fail?To me they have failed the genre/Industry by leeching money from a poorly designed game but others would say,oh no they make 50 million a year,the game MUST be great.

You can even draw that argument with SWG for example,it never had 1 million players,but MANY feel it was for them the best game ever.Then you can say it did MORE as a game than say maybe the biggest money maker WOW,so which game is really the fail?A game can't fail,it is just a bunch of code,however a developer can fail via money or negative feedback but has nothing to do with the quality of the game.

I agree 100% on keeping old zones relevant however i don't like simple easy gimmee loot to  make it happen.

I prefer SYSTEMS in games,create some drop systems that lead to something bigger.

A perfect example is who needs a level 99 weapon when you can upgrade a level 1 with cool glowing auras and stats that befit or are better than a 99 weapon.The difference of course is the 99 weapon OR gear can just be had via some BOSS ,so it is set in stone,however a level 1 or what ever level gear is upgraded over time through ALL the zones ,takes more work and gives a better end result.

Now you  cannot achieve that properly if you start scaling down players,that idea is imo a very lazy approach.The way you do it is via sub class design,that way players WANT to go back to old zones to level up other classes on their same player.Another idea missing from most games is an xp lock,so that if you do want to stay in that low zone as a level 5 to get the drops you should have that choice.I mention the xp/level lock because drops should have a set CHALLENGE to attain them,you should not get viable drops as a level 99 player killing level 3 bees.However if you want to change gear and go out as a level 3 Mage and lock your xp because you know the Bees have a drop you want,then your good to go.

Yes it creates a grind,but with a good reason and allows your player to grow as well as gear and weapons and can even involve items.

I went back to try it again about a month ago and from Canada i had no problems with server.The only issue i had was  it sure looked to be tuned done graphically from what i remember on release.

I remember enjoying it a lot more on release,i seem to get bored real fast this last try and quit after 2 days.

I do not feel any game can survive on low pop,you are not talking to anyone in an online game,likely no guild  then no guild activities,the entire game just becomes a less enjoyable experience.

Some times he sounds like he grasps the concept of what  SHOULD be more realistic and some times i am not sure where he's going.

IMO XP depends on what you are using it for.If you are using to determine how good a WArrior you are,then it only makes sense you get xp for doing Warrior like actions,such as swinging a sword and doing it properly which of cours is the result.If you are dying in combat,why would you be given xp meaning you have improved,i don't exactly call dying an improvement.That is why the good games also add in SKILLS,they can be raised even  if you die because your slight increments can go up as you are fighting and need not be the result only the result that you actually hit and hit something to warrant a rise in skill.

I will always point to FFXI combat design as being the best ,making the most sense and yet still had room to be improved.

I like the way FFXi did sub class rather than classless because it put some restriction on what you could do at one time.I mean if you want to  be a jack of all trades  fine but using that design you should NEVER be great at anything such as the  way it would be in real life.However it also should utilize restriction on what gear you can use,i have never found it to make sense a Warrior using a Bow as a main weapon or a Staff as a main weapon,however being recognized as the all around combat class,they should have SOME access to other weapons.A Mage on the other hand should have no access to a weapon i would never expect him to use,such as a sword or a Scyth or a Pike etc etc.

Bottom line is i like all SYSTEMS to make some kind of sense.

Moving to the subject of creating a MMO,systems SHOULD have some form of relevance towards player to player actions.That is why i really can't stand the modern design to have everyone be total soloists in a MMO.Then we get the rea;l nonsense of players wanting LARGE battles but again solo,where have we ever seen a large battle where everyone acts on their own...never.

There was some mention of how XP is attained,i'll be frank,unless you have separate experience categories,example an experienced Cartographer or experienced Explorer,you should NEVER  hand out xp to increase for reasons other than your profession skill,be it crafter Warrior Knight,Mage etc etc.This new age of handing out free xp for just walking into a new part of a map is low grade game design.You don't become a better Mage by walking on new pixels of land,whomever even thought of the idea would not make any game for me.

It is one thing to just go low ball and cater your game to whatever is easy and players want,another thing to have some integrity about the quality and direction of your game.There lies the problem,the game business is not about the game or quality,it is ONLY about making money and perhaps the industry was not that bad at one time.

Most notable?

Cheaper productions costs over last couple years.

Unfinished game releases disguised as early access,Alpha tests.Tough to disguise when you charge money to play as any FINISHED product would do.

smaller content updates,yet devs TRY to brag about how big and expansive they are,so in essence just lying.

More and more instance content rather than game world

Continued hand holding and gaming on rails.

I'll end it there as that is enough to show how poor quality game design has become.

Biggest peeve is really tough,i never think of a game in terms of one idea,i want a complete package,i can handle some bad ideas if the over all package is great.

I am trying to think of a deal breaker that no matter what i won't play it.Really tough,i am trying to think of games i exit in the first 5 minutes.I guess no key mapping would be a killer,i have never stuck with a no key mapping game for more than a week or two.If my only option is WASD,i am not playing that game for sure,if i also have the option to click as well as WASD ,just maybe but still likely not.

I don't ever like using numbers to justify anything,there is ONLY one person that matters behind every purchase and that is YOU.

However it is kind of scary,since when have we ever seen a game flop so badly and make such a turn a round....never.Most devs will quickly go in maintenance mode and hope they can fish some gamer's into giving them more money over time or simply shut the game down.

"supporting gaming" is not an accurate phrase to use,the problem is supporting games that are unfinished,full of KNOWN bugs,meaning the developer simply doesn't care they just want your money and of course dubious efforts by MANY developers.

I will use an analogy that is of course not game related but it carries the same premise.Would it be correct to support buying from an entity that is dubious,like borderline to illegal kind of dubious all the way down to stolen goods?

There is of course a huge variant between consumers,some can spot dubious to borderline illegal and some simply buy blindly.How many posts have we seen from people who handed over free money that wish they never did it?

So ya it is NOT even close to being about supporting gaming,i think 100% of gamer's would agree that supporting straight shooting developers is 100% fine,including myself.However when you see a developer say "give us your money FIRST"it already starts out as not even close to FAIR and is very  dubious.

You don't DIE in Ultima O,you do like every other game,just restart from the same point only minus your "stuff".

EQ2 tried it for awhile but to be honest it was either die or you don't,if not then the logical would be a hit o your experience,since being KO'd would mean you are not as experienced as you thought you were.My only grips is that XP hits should be way higher than what they have been.

Corpse runs and stuff like that again are dumb,they insinuate that you are some God able to resurrect your corpse,well dying from some feeble way would not insinuate your a god.

What i call dumb down are systems in games removing layers just to make the  game easier to code and development while removing depth from the game.One very simple example we have seen in crafting.What took several layers of crafting to make the parts have been dumb down to load your items,one click and done.You can't even make a simple hamburger in real life with a simple one click approach,yet we are making suits or armor with one click.

VERY newish lame ideas to dumb down game play have been the removal of actually targeting.It doesn't matter if tab target or manual target but now games have you do some somersault and magically your group gets healed.

How about learning your game world?Nope everything marked out on a map,quite often arrows and sparklies to hod your hand,can't get anymore dumb down than that.

So you see,weather you lose your loot or not ,has nothing to do with being dumb down,just a mechanic some dev thought would be cool to do for FAKE dying.If you want to create some realism to being KO'd and losing your loot,then you should be captured by some enemy NPC and taken somewhere,holed up or imprisoned and need to escape or have your friends rescue you.

Well if done like a typical zoned world then no it can even help,but the way they are doing it,makes the game look budget and yes that will hurt the game.

In general zones only have about 3 topics of concern,wait times on loading ,exploiting,immersion.

Wait times imo have never been  THAT BAD in any game that would make me want to auto quit.

As for exploiting,you can look  at it like adding another level of skill playing.A perfect example i have seen used a LOT,is putting a DOT on a creature then zoning to heal up,rest up,then reentering before the DOT wears to reapply.It is not THAT easy to pull off if the game's systems are done well,example partial resistances and DOT's possibly wearing off sooner than expected.It also adds a LOT of time to a fight,but also allows a player or two to get a needed kill when not having a full group.It can also allow a weaker player the ability to get that kill that would not if standing in and facing the creature head on.SO yes it is a debate on exploitation over adding a skill level to a game.

Immersion is always a factor,the world does not seem real if you are walking through say a jungle then all a sudden after a loading screen you are in a stone covered futuristic city.So devs need to make sure that transition is well done to keep the immersion.Another example would be you go from  super cold conditions needing gear to protect yourself,then take one step into a new zone and all that cold disappears,it looks fake then,an immersion ruining effect.

Soon perhaps nothing ,i am really tired of every game being on rails.Every single player following the same paths,same reasons there is no personal rpg aspects to these games.It is the EASIEST design to make,i wouldn't pay any producer much money to pull off games on rails,anyone can do that.

So until i see game with some effort,i might juts play some old single player games like Half Life and Quake etc etc.

Originally posted by Slapshot1188
Originally posted by rubydragon5

How is the state of the game and population?

Will there be any further server Wipes?

How close to a finished product is it?

My answers based on what I experienced:


1.  Very very bare, with little to do, "placeholder" systems everywhere and a low popultaion.


2. There are no CHARACTER wipes (which is the problem... forcing people to pay for what I consider an Alpha or fall way behind in a PvP based game).  The world itself (and possibly some items) will be wiped in a cataclysm.


3. Hard to say as development in some areas a very slow.  I would say that in a year they will go to "open enrollment".  Game will not be close to what I would call finished at that point unless some angel investor coughs up money to triple the staff size and up the quality.  


What do they need to do in my opinion?   

FIX THE COMBAT.   It's a game built around territory control and PvP.  The combat is horrendous with serious latency/flagging/targeting/mechanical issues.

This sounds like they just copied that Warhammer idea that obviously did not work at all,makes no sense.

This is probably as good of proof that crowd funding does not work unless you get real lucky like Star Citizen.

If you try to cater your game to a few staunch supporters,especially when comes to pvp,you setup yourself up for a VERY limited game and limited audience.Those avid supporters might take some time but eventually they will get bored  with so few people and because the money and staff cannot support a bigger broader game,it is a cycle that goes no where.

You don't have to copy WOW,i never  meant to insinuate that at all .There are other polar opposites that have succeeded before Wow was even around but for the most rt it points to PVE NOT pvp.

PVP has been proven a fail in rpg's and ONLY a handful can pull it off in other genres,since those genres already have their player base,there is not a lot to grab from now.The miliatry pvp games,Moba's,space fighting games,it still remains that rpg's don't much care for it,a VERY limited audience.





Well yes it is all obvious stuff to me,definitely not  to many as i still see many think every same game with a new face is great,until they realize a month or two later,it was the same old.

References to Wow are nothing more than tainted glasses,EQ2 came out a couple weeks prior and was doing the same thing,where do you think Wow got it's ideas from?The producers were EQ fans,likely following everything SOE was doing including testing of EQ2.

Since most MMORPG gamer's had never seen one before Wow they didn't even realize how much it was a copy of free to play Asian games,same low end graphics,same markers floating everywhere,same questing design.It is real funny too because EVERYONE was insulting those Asian games as crap,yet they play the same thing ion Wow and all of a sudden they change their story into "this is great".

There is only so much you can do to change up a mmorgp without changing the entire genre,which si what a lot of devs ar trying to do.You can dicker with class design "multi class or Altaholic ",world design"instance or not",yo uchange how XP is gained "questing or killing",you can change many otehr subtle areas,but for the msot part it will always be the ame sort of game.

Where devs CAN do a LOT more is add depth to the entire design,that brings out a more realistic world.The other MOST important aspect is to allow players freedom to move around the world as you would expect in a RPG.If it is not your role to play then it is NOT a role playing game.Hence why games on rails are imo NOT RPG's,more like puzzle games only worse because even with a puzzle you can fill in pieces as you choose.In these clone games they are LINEAR puzzles,you have to fill in pieces as the developer chooses,so not rpg and more like a single player game.

I don't blame WoW,it is just a game,but i do partially blame Blizzard.

I understand that in the beginning,Blizzard was not doing so well,so i understand the barrage of low budget designs in games like Warcraft and SC and Diablo.However over time they have made mutliple millions and with a LOT of LUCK they struck it crazy rich with WOW.

So over the last several years they have made a boat load of money,that makes OTHER devs look to their success and try to copy it.Of course not every dev but a lot of them try to mimic Blizzard.It is not about quality of gaming with Blizzard,they can sell the same game that fails under another developer and make millions,it is simply a following of fanbois they have.

Of course it is not Blizzard's fault that others make bad games,but when Blizzard gets rich on low cost designs,others are not going to spend MORE to compete with them,they can't afford to risk it knowing the Blizzard name alone makes sales.

So sort of indirectly ,Blizzard does ruin the market.You see if Blizzard was making high quality games then others might actually feel they have to at least step up and put out the same quality to compete.

It never became more evident to me until i finally played Diablo and POE.I was like wow POE is pretty muich an identical copy,but then why are millions paying Blizzard to play the same thing that can be played MUCH cheaper?Well all it does is reaffirm what i have been saying about a fanbois following and how other devs copy them.

We can even look further at former Blizz employees who made Torchlight,same thing again.

We used to scoff at those f2p Asian games of old,seeing a ton of players standing around with name  plates  over their head,yet along comes Blizzard and copies that same ugly look,but with Blizzard it is accepted.Now everyone is copying the same hand holding the same markers everywhere and that was not always the case.

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