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All Posts by Tasarak

All Posts by Tasarak

3 Pages 1 2 3 »
43 posts found

I concur. Great article & exactly how I feel. Actually caring about the world, characters, & environments tie-in the overall experience. This has been missing for many, many years and it's been one of my biggest gripes.  Why log into a game I'm not vested in? If the developer don't care about there game besides $$$, why should I? ( I'm not saying $$ is not part of it).  I just think the emphasis these days is all about the $$ & not in the creation of  virtual worlds with a balance of profit.  Yoshi-P has done fantastic job bringing the FF series back.  He actually cares about the product. The game play is evidence of that & the always packed servers represent how successful it has been for the relaunch.


Besides the log in issues, this game sucks you in with it's story. There is so much to do & see.  The game really opens up after 15.  I have not played nor cared about a MMO since DAOC, &  Vanilla WOW.   The depth in this game is unbelievable.  You basically have access to every single class/job in the game.  That goes for combat classes & crafting. It's just a matter of much time do you want to put in?  =)  I encourage any old vet MMO to give this a try.  You will not be disappointed.

I would check out this card for that kind of money.




1) Animations  Clunky/Choppy

2) Character models

3) Environment

4) FTP

5) Artistic direction/Graphics choice

6) Combat

7) No Trinity

8) Everybody is a " winner "

9) Limited skill set/bar

10) Armor (huge pads)

11) The total lack of EQ feel to it.

Bravo SOE on Hype. Why even call this Everquest...

Things I do like but still have no desire to play.

1) Voxel tech

2) Destructibility

3) Collision detection

4) Permanent Change/Rallying Calls

5) Landmark

Was hoping for this:

Instead we get:

I'll take realistic any day over stylized.  Dev's have people convinced you need stylized graphics in order to achieve smooth looking animations & good performance.  That's a lie.  To each their own, enjoy the disney show.

So, I just get home for work.  I have been exciting like most of you to see what this finally looks like.......what a colossal waste of time.  This looks like it was made for 8-12yrs old.  SOE praising it's core members, you'd think they deliver EQ1/EQ2 graphic art direction.  Instead, we get  more cartoon stylized graphics.  Graphics are only a part of it, however with all the hype/build up & attention, what a shame... 

Much improved on my very old cpu at max res, very impressed.


FINAL FANTASY XIV: A Realm Reborn Official Benchmark (Character Creation)
Tested on:8/1/2013 9:12:14 AM
Average Framerate:61.243
Performance:Extremely High
 -Easily capable of running the game on the highest settings.

Screen Size: 1920x1200
Screen Mode: Full Screen
Graphics Presets: Maximum
-Enable HDR rendering and improve overall graphic quality. : Enabled
-Disable rendering of objects when not visible. (Occlusion Culling) : Disabled
-Use low-detail models on distant objects. (LOD) : Disabled
-Cache LOD data only when necessary. (LOD Streaming) : Disabled
-Real-time Reflections : High
-Edge Smoothing (Anti-aliasing) : FXAA
-Transparent Lighting Quality : High
-Grass Quality : High
-Self : Display
-Other NPCs : Display
Shadow Quality
-Use low-detail models on shadows. (LOD) : Disabled
-Shadow Resolution : High - 2048p
-Shadow Cascading : Best
-Shadow Softening : Strong
Texture Detail
-Texture Filtering : Anisotropic
-Anisotropic Filtering : x16
Movement Physics
-Self : Full
-Other NPCs : Full
-Naturally darken the edges of the screen. (Limb Darkening) : Enabled
-Blur the graphics around an object in motion. (Radial Blur) : Enabled
-Screen Space Ambient Occlusion : Strong
-Glare : Normal
Cinematic Cutscenes
-Enable depth of field. : Enabled

Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130318-1533)
AMD Phenom(tm) II X3 720 Processor
NVIDIA GeForce GTX 570(VRAM 3024 MB) 9.18.0013.2049


Originally posted by poman313
it shows all the race starting stats

Nice list!  thx

Originally posted by Toxia

races have minimal benefits stat wise over one another(unless thats changed?)

Someone did the math, at level 50 the extra points a race starts off with extra becomes like 2% of total points at 50.

So, yeah, pick whatever you want, those few points aint making a difference

Thanks for the feedback.

Originally posted by Vezlin

The stat differences between races are so tiny, that you can play whatever appeals to you most without having to worry about being gimped. The only advantage is at the very start, as it's by a few stat points when you have no gear. By endgame, though, most of your points are definitely going to be from gear. Each race also has a slightly more physical and a slightly more magical subrace, usually with different customization options. Again, though, stat differences are tiny.

Going battlemagey might be difficult as, since gear and class determine most of your stats, you're not going to have woah magic as a dragoon, or woah melee as a blackmage. Also, Jobs are toggleable. When you're just your Class, you can have 10 sideskills from most other classes. When using your Job, you can only take 5 sideskills from one or two other classes. Jobs each offer five extra 'Job actions' which make you way better at your role, and tend to be better at group content, while Classes are better for other sorts of content, where being able to help yourself a bit more can be useful; it's more to take buffs that compliment what you're doing rather than become a total hybrid. That said, leveling classes will not hamper any other in any way. I hope this helps!


Appreciate the feedback. If indeed they keep the stat difference minimal at 50, then I won't worry about it.  But you brought up some good points which require further questions: " When using your Job, you can only take 5 side skills from one or two other classes "  

Do we get to choose what those skills are? or are they predetermined?


Thank you.



While researching stats for each race, I'm trying to determine which class would deem appropriate across the breadth of Jobs I was interested in playing. I understand you can choose to be all class/job roles as one character, however what are the drawbacks if I choose Lalafell if I wanted to make my main Thaumaturge/Black Mage, with say Lancer/Dragoon... Am I better off taking a race that is complimentary in stats to both?  What kind of cross-skill spells are going to be useful, if I'm shooting for a battle mage archetype?  I have not played the beta & waiting until release.  Any wisdom  from you vets is appreciated.  =)




Love what I'm hearing for combat MJ.    A few thing's I'd like to add:

1) I also want to see visual cue's for any stuns/mezs/roots/snares/mind control/slow/speed/poisons/diseases/magic/curses ... I don't want to be looking at a combat log. (very little) Everything should be clear on screen.

2)   It's not just the combat they choose, it's the way character moves, performs an action/spell & the feeling or responsiveness you get back as a player.

Combat & art direction go hand in hand. It is important that is also relates to the environment or world that it is designed for. Sound also effects a players overall experience when in combat.

3)  Animations - Must be fluid, responsive & provide feedback to the user as it relates to the actions being performed on screen. I should be able to tell what is going on screen by the spell or swing of a weapon, not looking down at combat log to see what hit me.


To me, these are all important to consider when choosing the right combat system.

What matters most is the game is polished & Mark Jacobs sticks to his original vision/foundational principles.   As a veteran gamer, we can afford the monthly subscribtion no problem, which is the target audience.  While I can appreciate your pov,  this is clearly not the game to implement your suggestions, as they are counter-productive to the overall design plan.  There are literally 100's of the type of game you can choose from, this will not be one of them.



Any abilities/structures listed are purely cosmetic & offer no stat/power increase.


1) Additional graphical effects on Magical/Physical  spell/skills  animations..

2)  Character Name Reservation + Titles/Last Name

3)  Invite A Friend:  Get 1-2 Month Free

4)  Unique Guild Emblems

5) DAILY DEALS - Weapon/Items  -

6) Buddy Pack - Two Accounts

7) Special Beers/Ales/wines/Food 

8)  Unique Settlement/Castle Border/Guild Flags/Markers 

9) Unique Camp Fires to rest/heal

10) Ability to Craft Unique Taverns/Inns/Castle/House/Towers/Siegecraft etc (Skins)


 I'll second it, I highly recommend Demon Souls & Dark Souls. (PS3)  Both of these games will keep you heavily immersed.  It is a real challenge, but stick with it and you will be rewarded.  /Cheers
Originally posted by Goatgod76
Originally posted by Enerzeal
Originally posted by Goatgod76
Originally posted by Enerzeal
Originally posted by Cephus404
Whoever put that game out would fail.  That's why nobody has made it, it's not a design that would make it in the mainstream.

Tell me then, would a game where you're stuff is gone whenever you are killed make it? Would a game where you have to take hours, days, and even weeks to progress to the next "level" make it? A game where you can be killed anywhere at any time? A game that if you aren't careful you could end up losing skills that took so long to level up? 

A game without instant teleportation where it can take hours to find your destination only to be killed half way there? Where you can lose your money so simply on a bad deal or because another player conned you out of it? A game where you take it to the GMs to complain and they say tough, should of used your head a little more?

Tell me, would a game like that make it in the mainstream?

According to him and the majority, no. What many fail to understand is that there can be different game feature models that co-exist in the world...and just because it isn't what the majority wants, doesn't mean it will fail. It may have a much smaller fanbase, but it can still make profit if done well.

What makes me laugh is how the "majority" want something new and complain about it quite a bit...but when someone mentions something different, it isn't what the majority wants. What DO they want then? To complain and nothing more? Not happy unless it's like the last game they played, but not happy if it is. Mind boggling.

As I told my daughter about food because all she would eat is hamburgers and fries....try it, it won't kill you, and you may like it. But not trying it, you can't say you don't like it..and you may never know what you were missing. Now she loves nearly all kinds of food and is more open to new things.

But I suppose it also doesn't help that these companies now a days are all buying into the MMORPG market and doing everything they can to bleed it dry. Blinded by dollar signs, they give in to the biggest whiners, and pull MMORPG's further away from being it's own genre and killing all the features that sperated them as such.

I was actually describing one of the more successful MMO's out there. Eve Online.

I figured that as well...but I was thinking in terms of a Fantasy MMORPG along the lines of UO again.

Pathfinder Online this way......>   If your looking for elements of sandbox, opvp, pve, crafting, processing, transport & trading, player run economies, player run settlements/nations & many more activities. This one of the best projects in the pipeline that captures UO/EVE + RPG... Read the entire blog & get an idea of thier design philosphy.   It may be what you are looking for.

Originally posted by TangentPoint
Originally posted by slowpoke68

The most fun I have had playing an MMO over the last couple of years was playing on the EQ1 time lock progression server.  Got in on launch day...found a group of people, went some where, and killed mobs together.  We actually chatted and socialized while doing it.  No worrying about what quest everyone had and what step they were on, and you didn't see people running by ignoring each other because they were so caught up in whatever solo goal they were working on.  People actually went out of their way to group.  As a result you actually saw a community forming.

Had a blast for about a month, then SOE had the massive server hack problem, and by the time the servers came back up I got busy irl and never went back,

Anyway, my point is, will we ever see this game design again?  Every MMO since WoW seems to be a leveling experience of running around solo and occasionally grouping to do whatever instance happens to be on level.  No real need to interact with others except for end game raiding.



Regarding your first paragraph...  You've described a piece of what made early MMORPGs great. They were populated by people who enjoyed logging in to a virtual world, hanging out with other people to do "whatever". They treated it like a hobby, or a pastime, not a "second job", not an "obligation" like some people describe it these days. They didn't treat it like some race to an arbitrary, self-imposed finish line.

Like yourself, people would form parties and go out to kill mobs for a while, talking, joking around, in many cases forming unexpected friendships that could last for years - and having fun along the way. Hours could go by in what seemed like minutes and in many cases, folks were having so much fun that it was a bummer when it inevitably had to end. The killing and xp'ing became almost secondary, taking a backseat to the fun of hanging out and interacting with other players who, like yourself, weren't only concerned with "their DPS/hr", "how efficient the group was" or "how many levels they could get before they logged out". It was about the adventure and the experience, not the "payoff".

It was about the experience of being in a virtual world, not racing through and "beating it".

In Asheron's Call 2, while I played it (and from what I've seen in AC1 as well), groups would get together to go run missions, or to go through Vaults. They may have done those missions or vaults dozens of times before, and there was absolutely nothing of great value they would get at the end of it. But that didn't matter, because that's not why they were there. They were there for the fun of, again, hanging out in a group and just having fun doing whatever they were doing. They weren't concerned with whether or not they got a rare drop, or how optimally the group was configured. There didn't have to be "something in it for them" for people to help someone else out. They did it because it was fun.

When I see someone these days saying "oh people only grouped because they had to, and because there were so few other MMOs on the market", or ""people who enjoy long grinds to end-game are masochists without jobs who live in their parents basement", I see someone who simply doesn't get it and will only judge things on their own limited (and often closed-minded and incomplete) understanding of it.

People absolutely had lives, and jobs and families and even ran their own businesses back then. What was different - and this is the key part many fail (or refuse) to understand these days - is that they played for entirely different reasons than people play today. "Getting to level cap quickly" is expected, even demanded these days. Back then, "level cap" was some abstract, far-off concept; somewhere they'd get to eventually. What was more important to them was having fun with whatever they were doing "right now". If someone back then only had an hour to play, they didn't feel like their time was wasted if "they didn't gain a level" or "get a drop" or whatever. They logged in, did whatever they found enjoyable for that hour, and then logged out.

As for your last bit... We'll see it again, but not from a major developer. They're not interested in group-centric MMOs because that's not where the big money is. And the big money is what they're ultimately interested in. The player experience is driven by bean counters doing "market research". It's not decided by asking "what would provide the best all-around gaming experience for the playerbase we're targeting, even if market research shows it's not the most profitable way to go?".

If you want games that are designed around the player experience and not the bottom line - kinda like how the 1st and 2nd Gen MMOs were, you're gonna have to look to indie developers, or independently owned companies; the kind of companies led by people who still have the passion for creating an awesome game experience that drove the creation of all those original MMOs that got the genre started to begin with.


 Excellent synopsis.  I cuncur collectively.  To the OP, & other's looking for an experience in a virtual world with player driven economy, opvp, pve, player nations, political power,   ( with a emphasis on group)  & a dose of cerebral style of gameplay, take a look at Pathfinder Online.   This game will not cater to the WOW crowd & it's a design philosphy experience most 1st generation MMO gamers are seeking.   Read up on the thier blog and see for yourself.


Originally posted by Quirhid
Originally posted by Tasarak

No one should care how an individual spends thier time playing a game.  To each their own.  In fairness, GW2 is not really an MMO in the traditional sense with no monthly fee.   If this had a subscription model I would be concerned they simply made the game too easy. 

Its actually harder than most MMOs I've played. Refreshingly so, I might add. But simply the time it takes to reach the cap has nothing to do whether the game is hard or easy, just that it takes time. I never could give any credit to people who had reached the max level in games such as Lineage 2, because I thought those games were mostly about the grind. P2P have an intrinsic motivation to make the game last as long as possible; thus, players are exposed to the maximum amount of grind and timesinks they can endure and still continue playing. In practice, everything is watered down.


Glad to hear GW2 is giving you a challenge.  I agree time is not the only factor that decides if something is easy or hard. That would be silly.  You would be hard pressed to say that EQ was harder than say WOW just because of time.  My point is that MMO's of the first generation were more difficult in overall gameplay/features, not just time. Most MMO's are watered down to the lowest common denominator to maximize profits.  With today's MMO's designed around  the solo player & not groups, the social aspect is missing from today's game design philosophy.  Luckily there are a few companies who are trying to break the formula and bring back this important element back.  /cheers to you in GW2. =)


On a side note:

This blog sums up my thoughts and many verteran MMOGamers alike.

No one should care how an individual spends thier time playing a game.  To each their own.  In fairness, GW2 is not really an MMO in the traditional sense with no monthly fee.   If this had a subscription model I would be concerned they simply made the game too easy. 


Originally posted by Loke666
Originally posted by Vesavius

I really want this project to work... I have a lot of love ofr Pathfinder and Paizo in general...


It isn't Paizo making the game and I am not sure if it is even anything really to do with the PnP RPG anymore, past the brand and the world lore. I have exactly the same problems with it as I have with TESO in fact... the (IMO) inappropriate reliance on PvP and other things.

Still, I do have an open mind and it has my goodwill for now. We shall see how it develops.

I agree.

While Iactually want more games based on PnP without levels, Pathfinder are not on this list.

Shadowrun, Runequest, Call of Cthulu and ARS Magica, not to mention Warhammer fantasy RPG would all make great leveless MMOs but with Pathfinder they are doing the same misstake Mythic made with WAR: When translating a P&P RPG try to keep as nuch of the original mechanics as possible.

Loke666:   While I would  enjoy leveless MMO, you forget that the level cap is projected to take 2.5yrs.  Also, Ryan has stated that a level 20 does not automatically beat a level 1, like in WOW or any other game.  If anyone has the right design philosphy going forward it's Goblinworks/Paizo.  They are fully aware of all the PVP problems in the genre over the past  15 yrs.  I will say from reading all their blogs, it's one of the most exciting projects in the pipeline.

Originally posted by Zlayer77
Originally posted by Skooma2

You are not going to  get as many people as you would like to sign  your petition.  The reason that most people play  themeparks rather than sanboxes is that it is really only a sandbox for people who have been playing since the beginning.  If  you are not there at the start, you are not entering a sandbox; you are entering a themepark world created by the players who were there before you.   It is no longer a sandbox for you because you will encounter a world created by others.

The thing is that we are not totaly happy with the sanboxes ourself. Or we would be playing them and be happy right? But I think there is a huge market for a sanbox hybrid. And I think many of you that are tired of the Clones.. would like to have more tools to effec the game world.

And that you cant effect a sanbox is just not true.. You dont have to be there at the start to make an Impact.

And this is a genral protest against the Industry for making Clone games and not trying something new and Innovationg. And for not trusting us to create things inside the game worlds. It a protest against putting everything On rails and forcing us to just ride along.. and be happy.

We need more sanbox feeling In MMOS or it will be like Wolfshead put it

If anything, this has made me pause to reflect about the current state of virtual MMOs and the unfortunate suicidal direction they are heading in — a virtual bridge to nowhere.

Those of us looking for a serious fantasy virtual world experience have few options. It’s like we are trapped a dark age where ancient knowledge has been lost and barbarism holds sway and I’m not the only one that believe this. I get letters from readers every week that lament the loss of what once was. Perhaps, while we still remember them, it’s time to draft a MMORPG manifesto and codify the noble principles and unswerving constants that many of us believe were hallmarks of the first golden age of this genre

Originaly by Wholfshead.. creative changes by Zlayer77 to avoid fanboyin




To the original poster &  other's dissastified  gamers. If  you are looking for  fresh, innovative ideas & a well thought out design philosophy on MMO's,  check out Pathfinder Online.  Veteran gamers or new people that are not happy with today's current  crop of MMO's, this game shows a clear new vision. This game has alot of promise.  After reading thier blogs,  I believe we have a group of people who actually care about the IP first  & wish to create a  feature rich virtual/hybrid world.  I applaud their efforts to break from the status quo. Grab a coffee & read up.

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