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All Posts by Wizardry

All Posts by Wizardry

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Yes it is very bad and for many reasons,the most important being immersion.I could use a lot of analogies to show why.

The ONLY reason for scaling is to suit YOUR needs,that alone is not a good reason,nothing in the world changes to suit you,the only plausible solution is that you make the changes.Lore,EVERY game should have LORE and the inhabitants should always make sense,they should not look and feel like computer code that just switches whenever a player wants it to.

Now imagine you have a Corvette,you want it to suit your needs,so you change the motor to a 4 cylinder,you want better seating space so you change it to be bigger,you want it ti handle like an off road vehicle so you change it's suspension,wheel size etc etc,you no longer have a Corvette.The same thing goes for any mob in a game,once you change it,there is no longer any identification with that mob,it is just computer code.

Also using this game,they were waving a flag on realism,about how the dynamic content changed the world,well why go for plausible realism then turn around and defy it with scaling,it is like your team's thought process was going in different directions.

SOE "EQ2" was imo the first to try it with it's one expansion "Splitpaw Saga" and never went back to it again,i think they learned that it is just a bad idea.I now see the same idea used in Square Enix FFXi and FFXIV,imo that is just being cheap because instead of creating variable content to suit the needs of variables levels,they just scale the same content to be repeatable,cheap,lazy  and not cool.

This falls under the same Item Level idea we are seeing games do,it is scaling content to your weapon/gear,that is again a lame idea trying to cut corners on development.Bottom line is developers are always looking for EASIER ways for them to make content,i prefer to see the effort.

Only one but sort of tainted.

FFXIV went from sub to free for about 2-3 months,then back to sub again.


I didn't enjoy EQ1 world that much,EQ2 i felt was really good.

I don't agree though,aside from my usual pet peeve of 2D structures versus 3D,i usually look closest at the character/racial and combat system/depth.

A perfect example is i really love the FFXIV world but the combat and class structure is just not good enough,so i don't play it.

Well i can tell you how i perceive Chris and yo ucan decide weather than is a good front man.

When i think Chris ,i think of a scammer,dwindling as much money he can from naive spenders.When he started this project he had literally NOTHING and when he finally did pan off those couple videos,they were the work of what takes 2 people a couple days top pull off.It just sends up tons of red flags that you should not trust any of this operation,you SHOULD be skeptical and strive to make the game better,do not just accept their marketing speeches.

Even if you want to be naive,i can look at my personal feeling towards a similar type guy,Brad McQuaid.I like the guy,i have some faith in him,but i do not trust him to run an entire operation.

As for Squadron42,his brother Erin might be the lead director at that plant, i think it is Austin?None the less,they have hired several firms to do various projects for this game,so not like this is a one or two man operation.

I feel we just need to WAIT and see the released product.So far i have seen nothing that impresses me as Triple A work but then i know what i am looking at more so than the average person.Even still i can hold off on too much criticism because Chris in no way what  so ever has told anyone this is a finished product or even close to being finished.

Originally posted by Arskaaa

oh dont worry. when new expansion comes every one buy it and say its best expansion ever... and quit after few month.

blizzard we knew and loved is dead, its now activision-blizzard.

Oh i believe this 100%.Players expend so much time and money over the years,they cannot ignore the game,so no matter what Blizzard sells them,they buy it.That is not to say weather the content is good or bad,just that they are buying it anyhow.

I can say this,it is not about the learning curve but more about the interface.I found the interface extremely cumbersome making the learning curve way harder than it should be.

I will use one example from early game,gathering your wood or Yewlogs or something then clicking the shed door.

I am perfectly ok with no hand holding but clicking a shed door is not something would think of in a game that really does not utilize 3D structures,every building i saw was just a 2D structure.Ok no problem,it is right there,we have not explored that much yet,so we might all click the door.

Now it clearly stated something about clicking the middle or something,then your recipe will show in the top left corner....ummm nope,so such recipe involving that  Yew logs or whatever they were.Matter of fact you can click any of the like 5-6 screens within that interface and none of them give you any answers to what the heck you are suppose to do.

The game basically reminds me a lot of FFXIV on release day,it needs a lot more work on the interface and text guides.A lot of times they are perfectly fine but sometimes,your just like what the heck are they talking about,especially when using non common terminology.

Think of it like ummm a Linkshell in FFXI,nobody outside of the game would know wtf you are talking about,everyone thinks GUILDS.Or like everyone in game knows what a Chocobo is,you don't expect any new player from Wow to know,so you need to explain it a BIT.I just used those examples from another game because i could not remember the examples from within PO,my point is it falls under the same premise.

I think it looks a lot like a Wizard 101 world,low end graphics,but it does fit the theme well.What i see looks like it could be fun for the younger generation,i see this likely doing well.It is even using the kids safe software,not that it is fool proof but gives parents some feeling of ease.

Only draw back i can see is that the younger generation as far as i know tend to be more on the peripherals like mobile and consoles,not as much a PC trend.So if this game relies only on PC sales/cash flow,it may be asking to lure in the older audience,not sure that will work.

IDK something wrong there.I would think they hire a director under a contract not just a salary,i mean you can't have the guy running the thing all a sudden leave for another company half way through development.

They lost two of their main guys,either they paid there top guys too little or they were afraid this game is on the way out and wanted a more secure position elsewhere.This might also tell you something about how they will operate going forward.perhaps there were indications Zeni wants to down size the team and put a small amount of effort into it,Sage sees this and decides i better get out while i have a solid offer.

IDK how you can replace two of the bigger names in the game and expect someone else to just walk in and know what is going on.

I have seen a solid picture over the last couple years,developers are seemingly moving away from Triple A mmorpg's and concentrating on smaller packages,less effort and less cost.I think we can expect a lot more early access,rushed games,lots of bugs,cash shops and DLC to support the lack of a subscription model.I do not see the mmorpg genre as doing very well,we need some new creativity to regenerate the interest.We can even look at the most successful game on the planet  "WOW" how many of those employees have we seen leave?LOTS,people don't leave a good solid position,the biggest success on the market unless they feel a decline.

Runes of magic and adding a twist,you can take the stats from gear and put them on a sort of die then transfer to a new piece of gear.The whole system was actually pretty cool but was built around the cash shop.

It has been a long time but i believe a lot of gear was also bound but you could still take some of the stats off and transfer them over.

I believe it is an area developers are missing out on.If you utilize random stats,it opens the doors to new crafting ideas in a game.

My opinion is that it is a step up from say Wizard 101 that was aimed at young kids.The  style they went with is imo the exact same decision EVERY developer makes and that is ease of design and cost to run the game as well as a lower LOD needs less tweaking and effort.

I do not believe for one minute that any developer chooses low end graphics for ART STYLE,unless it is an obvious IP such as Lego land or a Disney model or something like that.

Now as to my opinion on weather it looks  cartoony enough to steer me away as Wow did?I don't think it is that bad,even low end textures can look ok if done properly.I would say i am more worried about cash shops and game play than the graphics in this game,they are imo "acceptable".

I should also note that you will hear me use the term "effort" a lot,do i think they are giving us their best effort with graphics?Nope but i think that is obvious to anyone.

Originally posted by azzamasin

SO basically a world where PvP, ganking, and stealing someone's hard earned loot when their offline and griefing others is the norm.


I'll pass!!!!!!!



It is for reasons like this that I tire quickly of games like H1Z1, DayZ and Rust.  There's no way to control the Human element to create anarchy and strife and that is not what I play video games for.


For the love of all that is effing holy, can we get a PvE centric, cooperation rewarding MMO that stresses open world, building, resource acquisition and exploration?  That's what the MMO crowd is really interested in.  A return to the original elements that made EQ1 and Asheron's Call so fun and rewarding to play for length!

I agree 100%,we need a PVE,grouping and open world game,however....

When the majority of gamer's started supporting Blizzard game designs such as instances and soloing and pvp,other devs see that success and copy them.

It is super obvious,all i have seen is Diablo/WOW and SC clones and a flooded market because of it.

I think we have to sit back and just acknowledge this developer is at least trying to put some depth into their game and showing some effort.I still have some skepticism because you can create a lot of depth with a simple "spreadsheet" game design,such as in Eve.It is however the actual game play that matters beyond that spreadsheet and at least for me a game like Eve is just not worth the time of day.Another example is Diablo,if you have great graphics,a lot of depth,it is all for nothing if the game plays like spam combat and small linear paths to follow.

We do not need any of them,they are just avenues to make money of which none of it matters to the gamer.

They can show those same videos online or via advertising websites like this one without any need for buying space or gamer's buying entrance tickets.

These conferences reach a SMALLER audience and doesn't matter if the game is releasing or not,either way you want the internet a larger viewer base to see your product.Also the media outlets of today are on top of looking for advertising or  potential advertisers,so  these conferences do not need to reach out to any obscure media sites because there is no such thing as obscure anymore.

All the depth sounds great and i am ok with most of it except perhaps the combat.

Combat like a fps is i guess fine if the game is going in that direction,a more human like less Fantasy design.IMO you cannot do much with that type of system,basically click and aim with your mouse.The reason i prefer logistics aiming with die rolls is because you are not doing a players skill any favor by going the route of click and aim,the ONLY skill that represents is a steady mouse and solid latency,it does not bring all the skillful factors that go into combat.

No problem though IF the game sticks to that format,however if we start to see powerful abilities,they need timers and no stamina bars are not a good option.The REASON timers work better is because it puts THOUGHT and VALUE into your choices,other wise the player will just choose his best dmg option every time.Their design can work out fine but there are several factors that decide if it will be good or just a weak aiming/fps game.

One other point i find might be important...

Former Diablo designer,that scares the heck out of me,i don't want ANY linear small paths i have to follow with no choices.I also want NO hand holding,something Blizzard has catered to and far too much of it.I also don't want any o/p com,bat where i am gathering 20 mobs and wiping therm out with one attack,basically nothing silly like you see in a Diablo game.I also have not liked ANYTHING Blizzard has created,so this whole  Blizz+Diablo thing is not a selling point to me.

Goods and money and stealing,this is a scary avenue to go down,players are notorious for hacking or looking for ways to cheat and steal.I hope they think this out really carefully.

Bottom line is it sounds like they put a lot of thought into this game,i really like that,all of their ideas sound great,definitely a game worth watching.

Not all mobs should aggro,the preconceived notion that dungeons should be always full of aggro mobs leading up to some Boss is old school dumb.Just like in real life you would expect aggressive and non aggressive in just about any area.

I feel devs are just so lazy and build areas in such a sloppy fashion,there really is a lack of effort.Mobs should in that cave for a reason,they should have mobs they feed on unless it is some cave full of hibernating Bears.There is another thing,how often do we see mobs sleeping?

FFXI took aggro mechanics to the next level,far more effort than any game out there.

They used sight aggro,hearing aggro,smell aggro,magic aggro,ability aggro,hit point aggro that is a lot of systems to implement for each mob.Also in FFXI it was not a solo game,so if you took aggro from an even match mob,it was going to be a chore to survive let alone if you linked any others.Most games you can aggro an entire fort and just run a few steps and everything runs away ,sad really.

Simply put,i never feel one way or another about any game design,just do it well and with depth,not in a lazy type fashion.

Originally posted by Slapshot1188

Just waiting on Bill's review...


No need to wait,they now offer a free 15 day trial,kudos to them because that is how every game should operate.I personally only need that first day to know weather a game is for me or not,but 15 days is perfect.

I will say this,IF they want any serious feedback,i am a serious gamer.They should look into changing the buying of rank,ANY kind of skill/rank should be earned or gained through use not bought.

No it wouldn't matter to me a vote or not because i would not support ANY kick starters or pledging or any free handouts.

Really it is a lot simpler than that,it is a market designed for abuse.About a year ago a TV actress started a kickstarter pretending it was going towards  bringing back her series that i guess ended.Well in a very short time, a few days she got a ton of free money.Well later it was discovered she had no intentions of using any of it for it's intended purpose,she used the money to put here daughter through college.

Point is that developers are not using it as a platform for feedback or to get votes but instead just to abuse the MANY naive people willing to give them free money.These people have families,they need to eat,pay the bills,they will do whatever to get that money even if it means lie or mislead consumers.

There are a few factors when comes to games we see in the market.

1 Yes the customer does determine what is a success with their wallet,nothing else will decide that other than the customer.So in a indirect way yes there is a voting platform,you vote with your money.

2 Then we have what is really the case with 99% of the developers.That is lack of money ,it doesn't matter what they WANT or you WANT,they are a business and can only build a game from their projected budget.

3 Then we have the big business,lot's of money,we can use Blizzard as an example.There are still several factors which still influence the results,they are still a business,that means give as little as possible  while trying to profit as much as possible.When consumers keep buying their products,there is no reason to change your business model.Aside from WOW Blizzard's entire portfolio is made up of budget game designs,they make a ton of money,people vote with their wallets.

Was it our choice,most certainly.just look at the newest wave of survivor games,people handing over money and NONE of them are finished products.Look at Star Citizen another game given multi millions.SC is probably one of the best examples because from what i saw on first mention of pledges,they had NOTHING to show,no effort at all,so he was definitely waiting for free money.No free money and likely no game or he would have tried for investors and make something very weak.


Originally posted by Graveblade
Would you consider WoW the best themepark mmorpg with pve/pvp?

Well as much as i don't like much anything in Wow,i would give it a top 5,but then again i don't like linear questing full of instances games.


2 EQ2

3 Vanguard,too bad the team had 1/50th the finances of Blizzard and lacked the fanbois WOW had or might have challenged FFXI for number 1.However ,going that route,if FFXI was originally a PC design it would have likely easily remained number 1.

4 Wow/Tera/AOC ,Archeage likely a couple other games that might lump into the same spot as Wow. 



SO when  you say stack 1500-5000 dmg,is there no resists at all?There should be elemental properties that resist for example Fire and you won't know it by looking which would add fun to the game.

If it is as simple as just stack your best dps spell,then it is not a combat system worth playing,might as well play Diablo then.Also there should be decent timers to keep a player from stacking a ton of damage in a short time,then you need to give players the ability to react.

That is what makes great combat,a slower action and reaction design.


Originally posted by Mighty_Platypus
Are they really attempting the ole' glasses honey potting technique? This is too hilarious.

Well it worked on me :P

Good news:This looks well done.....for a low budget game.I match it up versus Diablo/POE and it's clones.

The Bad news:It looks like yet another Diablo/POE clone.

I did not see anything geared towards an open world,i saw that exact linear small paths Diablo look a like.Now if this was a truly open world ,which i am sold on is not,it would be far better than Diablo and it's clones and i likely would be interested in the game.

No hand holding is a HUGE positive.However as i stated,with what seems like simple paths to follow,you really are sort of hand held.I would have to see more but something tells me even the quests will be like Diablo/POE.Even the UI seems a lot familiar with Diablo/POE.

Devs seriously need to break away from obvious clones,you are aiming for such a small market.Instead open that game world up completely,get us back to grouping instead of soloing and create some real depth in combat and quests and currencies and npc's etc etc,then you have a solid winner.



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