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All Posts by impiro

All Posts by impiro

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196 posts found

I'll just leave this here: http://tweakers.net/pricewatch/310257/the-elder-scrolls-online-pc.html

Dutch website for price comparison. You can see in the graph that the price was even beneath 30 euros at one point.

Personally I never have to spent more than €35 on new PC games. There are always online shops offering new games arround this pricepoint.

 

Originally posted by DanitaKusor

. With no downed mechanic or chance of recover and no one ressing you can run for 5mins to a fight, get one-shot and have to run another 5mins back again. It really discourages people from getting into the fight.

3) The poor resurrection mechanics (compared to GW2, they are still better than some other games) where you need to carry a reagent (soul gems) with you to res other players vs. GW2 where anyone can res with no cost.  The forward camp is a reasonable idea, but in practice they have a lifespan measured in nanoseconds so you'll be lucky to get ressed at one.

4) The enormous distances between keeps. Yes there is a fast travel system, but it's still a huge amount of time spent running across mostly empty countryside to reach the attacking area and usually by the time you get there the fight is over. Combine this with again unavoidable deaths to invisible enemies (fish in the water etc) and the poor PvP balance between classes and it makes running back a nightmare.  And I was actually outrunning a horse on foot too for some reason.

I am not interested in TESO but the points that I quoted seem like improvements from GW2's PvP, which I hated. It seems that it will be much slower and less zergy due to these differences. GW2 always felt like pointless massive battles that went on forever with little to no impact.

If you were willing to look a little further then you would see that GW2's world is the opposite of living. Arenanet did a great job at giving the player the illusion of being in a living and breathing world, but thats about it. The living and dynamic aspect is nothing but coded fluff that isn't really interactable or has any impact on the actual experience of the game. It is just there for you to look at.

Same goes for the dynamic quests, which i honestly felt were less enjoyable than most of the fetch quests WoW had. Actually the static hearthquests of GW2 were some of the most fun quests I have ever done in any MMO. They actually require some other sort of gameplay than the constant 'epic combat' EVERY dynamic quest had. Dynamic quests were always exacly the same: escort, defend or kill this. Every single dynamic quests had only one gameplay mechanic in it and it was COMBAT.

The real problems with GW2 sits in the details and cannot be seen directly. Which is the reason everybody was so hyped for this game. The gameplay videos looked really incredible. But a few months aftere launch people noticed that a lot of the great promises were only delivered upon in very shallow fashion. It felt like a very well executed magic trick to me. GW2 ultimately lacks depth in prety much every aspect that is important tot mmorpgs. For this reason it is often regarded as an action game with some rpg-light elements in it that also happens to be massive multiplayer. The massive multiplayer is more like a massive co-op, cause you essentially play GW2 like any co-op game but with loads of people.

Paid for it a few times a long time ago (over a year at least) even then it was a wasteland. Beautifull visuals and interesting concepts but poorly explained how it all exactly works.

Can we please stop saying cartoony = childish, cause this really isn't the case.

Also in case anybody was wondering why WoW and now Wildstar chose this style: It is timeless and ages very well. This is why realistic styles do not work very well, they age poorly and within a few years the game looks really outdated and the atmosphere it had is lost.

I kind of like the style, but imho the colors are a little to saturated. I prefer WoWs color over WildStar. WoW's art style was pretty much the only thing I ever liked about WoW.

Getting tired of all guilds recruiting in general discussion. Allmost half threads on the first page is guild spam.

This is currently my only concern with WildStar. The idea of different paths offering different content seems great, but I'm affraid of instancing.

How exactly is the content of different paths seperated? Are the same locations available to all paths with different interactions? Or will some content be instanced? I havn't been able to find specific details on this.

Actually I wish I could play it as I did buy this game at release. Sadly, I live in the EU and when I last checked there were tons of issues with EU servers. I think i was unable to get some sort of real value for the fact that I actually bought the game in EU and the f2p structure there is awfull.

Can anybody inform me if this has changed?

 

Edit: Yep now I see, basically having bought the game only gives you verteran status. Which is only mildly better than f2p. Essentially you gonna have to pay it seems. This does nto have to be a problem, its just that i heard very bad things about the EU servers.

This post makes a very easy case for itself with a  generalization of the users who do not like TESO's direction.

I do not like the TES games  in any way at all. Regardless of that I am very sceptical of the direction of TESO.

 

 

Just watched the vids from the links posted earlier. Seems perfectly safe to watch, no scripts whatsoever (on firefox at least).

Can anybody explain what I am supposed to be getting from these vids? Some people act very dissapointed, but I can barely see anything in these vids that anybody could give any substantial criticism on. Not a follower of this game though, so thats why I'm asking.

Originally posted by aesperus
Originally posted by impiro

 

I think you're over-simplifying things by taking a stance of 'everyone or nothing' when it comes to immersion. If you were talking about achievements being toggleable, then I could somewhat see your point (even though I don't think it's that big of a deal), but when it comes to other things, consider this:

We, as human beings, experience the world differently every day. How you experience things is different from how I experience things, is different from how kids experience things, etc. etc. Furthermore everyone is constantly filtering their own experiences to their own personal tastes. This is not much different than how game options work. In fact, our culture is based off this. This is where all good art and entertainment comes from. Different experiences shared.

You talk about gear being meaningless if it's so easy to get. That's it's meaningful to 'YOU' as the individual. However, there is also a community aspect to gear aesthetics, one I have seen numerous times (to this day) in GW2. I still get tells from people asking 'wow, that's a cool look you have, what are you mixing to get that type of look?' or 'wow what color dye is that' etc. etc. In addition, with the zones now flooded with people doing world bosses, I don't think I've noticed anyone that looks the same amongst that crowd, everyone looks fairly unique, which is pretty impressive to say the least.

However, I think the mistake here is confusing accomplishment with immersion. They aren't really related, unless that's what it takes for 'YOU' (the individual) to feel immersed. The problem w/ GW2 is it doesn't force immersion on people, it leaves it up to the players. The tools are there, the world makes sense, but it doesn't grab you by the balls and force you to pay attention.

Well I'm actually mainly focussed on the idea that playing the game differently is a real solution to immersion problems.  Much of your comment suggests that you interperted my post as an actual view on GW2's mechanics, such as gear etc. This is not really the case though, it was merely an example to get a point accros, unrelated to how things are in GW2. Same thing goes for the accomplishment part, I do not try to relate accomplishment to immersion, i'm trying to show how the perception of accomplishment changes.

Your last conclusion is exactly which I try to deny actually :p. I can play the game without using teleports, but I also know that the other players, or rather characters, are making use of them. By not using the teleports i create a rule that may increase my immersion viewed as an individual experience. But at the same time I created a world for myself that is not the same as that of the other players, thus I do not feel immersed in the same world. Other characters are an important part of the world, but when they essentially have a different world they are part of, or rather I am in a different world it breaks the experience for me.

This is ofcourse not to say that this goes for everyone. I'm talking about people who feel a lack of immersion in the game because of certain mechanics that the game features. You can't just solve this by playing the game differently by your own rules. This what I tried to accomplish with the distinction between singleplayer immersion and multiplayer immersion. Both are experienced on an individual level and are very subjective. To me it seems that when I have to create a different ruleset for me to immerse myself into the game, then I am moving away from the multiplayer aspect of the world as other players are actually not part of the same world. I kind of have created a singleplayer world for myself, but I am not so much part anymore of the multiplayer world in this respect.

Basically some people do feel immersed in GW2 and some people don't. I'm not sayign those who are, are in the wrong. I am saying that playing the game differently might create a whole new immersion problem. For me it would, this is also why I do not play anymore. It makes me dissapointed, because there is are a ton of things that GW2 has going for it.

 

Originally posted by Muntz
Originally posted by impiro
Originally posted by Muntz
Originally posted by impiro
Originally posted by tintilinic
Originally posted by impiro

TLdr: You solution makes immersion a single player experience,

TL;DR: no it doesnt, one of most ridiculous arguments ive heard so far, it challenges even this:

Originally posted by asmkm22
I think it hs to do with the clouds being so close to the ground. 

Wow you surely showed me. I'm going to asume you simply do not have an actual argument to back this up.

The moment when different rules apply to different players within the same world, it does not create an immersive experience. A big part of immersion is that everybody is part of the same online world. I really would like to see you deny this with arguments, but you probably can't.

Suggesting you play the game differently to have an immersive experience is solving immersion of the single player experience. Hey man you do not like the fact that you can get content the easy way? Just play it in a harder way, that other players did not have to follow, making your efforts meaningless to the rest fo the playerbase and the online world. Hence single player experience enhanced, multiplayer not so much.

If you take it to an extreme it would say that everyone must play like me or I'm not immersed. That is indeed ridiculous as MMOs can accommodate quite a variety of play styles (most of which are within the EULA). I think we all agree that we are part of an online world but that doesn't mean people can't play the game differently. Some people do in fact "play the harder way" I run dungeons with any body, some groups are slow some are fast. Some we do it the hard way and clear every mob. The accomplishment isn't meaningless because of the differences. It doesn't break immersion to do it differently. Defining your accomplishments in game based on others then I can see where you would need a very tight set of rules. 

Hope I completely missed your point and that isn't what you mean. 

I never said that there can not be different ways to play the game. As long as the more abstract laws of the gameworld still apply it is not a problem. Also I'm talking about 2 different faces of immersion. You can be immersed in a gameworld as an individual but nto feel connected to the gameworld from a multiplayer perspective.

Accomplishments in game are  in fact sort of based on others if you look at it from a multiplayer perspective, else they are merely single player accomplishments. I'm not saying that multiple ways of doing things break immersion, but it does if certain ways of playing are defined by completly different rules. The moment I am changing how the game feels to me by turning some stuff off makes me more immersed in the game world, but i would feel less part of the same world as others. Because they are part of a world where different rules apply.

And yes it does make it meaningless on a multiplayer level. I am actually talkign about the roleplaying aspect of MMORPGS. What is the value of 'awsome looking gear X' if everybody could get it very easily in the game by talkign to some npc. Even if there was a harder way to aquire 'gear x' the fact that you would do so has meaning to YOU as an individual. But relative to the other players and the gameworld it has no value if you did it the hard way. Accomplishment in an online RPG is very much based on the other player, it is what makes it an accomplishment and makes things have value in the online gameworld.

It seems on the surface a little too simple like there is just an individual and the entire player base to consider. For example, if you have an roll playing community within the MMO then an accomplishment can have meaning to that community even if there are ways of doing things outside of it. I think this is really the only way roll playing communities can exist because the style of play certainly doesn't appeal to everyone. As another example, within a guild there can be meaning to an accomplishment that extends beyond the individual but doesn't have to apply to the entire player base of the MMO. 

For a dungeon run when I'm in a group that has struggled through it, typically, I find the people I was with gained more meaning out of it then an "expert" group that went through it like butter. That is not an individual accomplishment. I guess what I'm saying is if you want to turn off options and play a certain way I'm sure there are others of like mind. If you can find them and get a guild of those players (or any kind of community) you can gain meaning for what you are doing. Yes, you are deriving meaning from others, point taken, but it's doesn't have to be in context of the entire player base.  Back to my dungeon experience:  5 people can derived meaning from the game from their experience without requireing eveyone to play by the same rules.  

This is very much true. Smaller communities with the same mindset would indeed solve the problem to great extent. Actually WoW sort of did this by having realms with different rulesets. in fact, if WoW wouldn't have pvp-realms with openworld pvp rulesets I think i would have probably disliked WoW even more.

Basically alot of issues that i have with current gen games are eventually the result of the fact  that they are more and more targeted towards the broadest audience they possibly can, thereby making the game bland and generic for a lot of people who want something more.  My niche is simply being ignored completely by the bigger companies and rightly so taking into account their objectives.

Originally posted by Muntz
Originally posted by impiro
Originally posted by tintilinic
Originally posted by impiro

TLdr: You solution makes immersion a single player experience,

TL;DR: no it doesnt, one of most ridiculous arguments ive heard so far, it challenges even this:

Originally posted by asmkm22
I think it hs to do with the clouds being so close to the ground. 

Wow you surely showed me. I'm going to asume you simply do not have an actual argument to back this up.

The moment when different rules apply to different players within the same world, it does not create an immersive experience. A big part of immersion is that everybody is part of the same online world. I really would like to see you deny this with arguments, but you probably can't.

Suggesting you play the game differently to have an immersive experience is solving immersion of the single player experience. Hey man you do not like the fact that you can get content the easy way? Just play it in a harder way, that other players did not have to follow, making your efforts meaningless to the rest fo the playerbase and the online world. Hence single player experience enhanced, multiplayer not so much.

If you take it to an extreme it would say that everyone must play like me or I'm not immersed. That is indeed ridiculous as MMOs can accommodate quite a variety of play styles (most of which are within the EULA). I think we all agree that we are part of an online world but that doesn't mean people can't play the game differently. Some people do in fact "play the harder way" I run dungeons with any body, some groups are slow some are fast. Some we do it the hard way and clear every mob. The accomplishment isn't meaningless because of the differences. It doesn't break immersion to do it differently. Defining your accomplishments in game based on others then I can see where you would need a very tight set of rules. 

Hope I completely missed your point and that isn't what you mean. 

I never said that there can not be different ways to play the game. As long as the more abstract laws of the gameworld still apply it is not a problem. Also I'm talking about 2 different faces of immersion. You can be immersed in a gameworld as an individual but nto feel connected to the gameworld from a multiplayer perspective.

Accomplishments in game are  in fact sort of based on others if you look at it from a multiplayer perspective, else they are merely single player accomplishments. I'm not saying that multiple ways of doing things break immersion, but it does if certain ways of playing are defined by completly different rules. The moment I am changing how the game feels to me by turning some stuff off makes me more immersed in the game world, but i would feel less part of the same world as others. Because they are part of a world where different rules apply.

And yes it does make it meaningless on a multiplayer level. I am actually talkign about the roleplaying aspect of MMORPGS. What is the value of 'awsome looking gear X' if everybody could get it very easily in the game by talkign to some npc. Even if there was a harder way to aquire 'gear x' the fact that you would do so has meaning to YOU as an individual. But relative to the other players and the gameworld it has no value if you did it the hard way. Accomplishment in an online RPG is very much based on the other player, it is what makes it an accomplishment and makes things have value in the online gameworld.

Originally posted by Volkon
Originally posted by Jean-Luc_Picard
Originally posted by Naqaj
Originally posted by dynamicipftw

And not to forget that in WoW (especially after cata) each zone had a unique story that drew you in, in GW2 open world exping has no story at all.

Excuse me? The maps in GW2 are packed with story. Do you play with sound turned off? Are you literally staring at the minimap ignoring anything that goes on on the main screen? Almost every event is part of a small storyline, quite often connecting into an event chain that tells a longer story over several areas in a map. On top of that they often hook into or further progress the plot of your personal story in the respective areas.

How on earth did you manage to miss all that?

In GW2, not only each "zone" has its story, but also each place you find within a zone has a story fitting in the bigger zone wide story.

[mod edit]

Even the newbie zones, such as the Norn meat-smoker and the kids with the honey (minimal spoilers), have lots of localized story elements, so I'm inclined to go with the whole "never actually played" line of reasoning.

I have actually played the game, lvl 42 is my max, and I think there is more to be said here.

I think the wandering the world itself, looking for events etc feels really pointless. What is the reason my character is running around in these areas looking for events exactly? This is the feeling I had while playing. It is mostly due to the fact that all the personal story stuff is all seperate from this.

Compared to GW1, you had awesome story missions all over the world filling you in on what was going on in the gameworld, giving context to your actions.

Yes, the events have stories and yes zones kind of tell their own story which is cool and fun. But often i missed the more general context of what was happening in the world and how it related to my character. My character never really felt part of something bigger going on, just part of the zerg randomly being helpfull to to npcs in the gameworld. This is how ti felt to me at least, maybe it gets better at later levels?

Originally posted by Jean-Luc_Picard
Originally posted by dynamicipftw
Originally posted by Aerowyn
Originally posted by dynamicipftw
 

Never heard of MinMaxers? There are different ways to play MMOs you know.

people who play for an immersive experience probably aren't the same who want to hit max level as fast as possible and get the best stuff asap.. we are talking immersion.. turning off the markers helps with immersion which is why it was brought up

Well I must be special then...

I definitely agree here. You have all the options to make the game more to your liking, more challenging, and you don't use them. You are special.

This does not really fix immersion. Immersion in mmo worlds depends for a great deal on how ALL the players TOGETHER are related to the gameworld, not just individually. So when I play by my own rules, for example not using telports, it may make the individual experience more immersive. But this does not mean that I would feel more immersed in the actual game as a whole. The moment different rules of travel apply for different individuals, it actually makes the gameworld as a whole feel less real and immersive. This more immersive feel of the gameworld that is created by your solution does not apply to all the other players, making their relation to the gameworld and their perception of the gameworld completly different compared to mine.

TLdr: You solution makes immersion a single player experience, which takes a way of the feeling of all players being part of the same world who are subject to the same rules and laws of this world. Works great for single player games, but moves away from one of the essential factors of mmorpgs.

Originally posted by Gaia_Hunter
Originally posted by impiro

I actually made posts articulating the same feelings right after release, but everyone told me I was the only one and that GW2 is the most immersive experience they ever had. Actually you still see a lot of those kind of posts. Often they post screenshots that are absolutely beautifull, but that has little to do with immersion. Neither does a vast and active game world. It relates to it, but its doesn't cover everything that has to do with immersion.

For me personally its mostly the UI and how central it is when you undertake actions in the gameworld. The Ui really feels like a lose layer not directly integrated into the actual game world. For example, you can level up skills directly trough the interface but this has no relation to anything in the game world. Same goes for the teleporting, you click on something on the minimap and boom loadscreen. The UI does not connect to my character at all, my caracter doesn't cast a teleport animation or something like that. This and a lot more things that are established through the UI make it so that I feel disconnected to my character. UI's are there to create the connection from the actual player to the virtual world. The UI GW does a poor job at doing this in a subtle way, and therefore making GW2 more feel like an actual game, than a virtual world that you immerse yourself in.

TL;DR: The UI of GW2, while beautifull and artistic does a poor job at creating a subtle connection between player and virtual game world. Too much is regulated directly and solely through the UI, making the UI feel as a seperate layer of the game and not something part of the virtual world.

And exactly how much of the time are you map travelling or buying skills?

 

Arn't you always traveling? And isnt skills part of the process of growth of the character in the game world? Arn't those especially  the things that are crucial to RPGs? The direction GW2 took was more action than RPG, so if guess that explains the reason it works this way in GW2. But its not only the examples i gave, the UI acts on its own, for example the constant popups and directions etc. Giving me UI medals, for accomplishments. UI medals that have 0 relation to the actual world, same goes for random achievements, or simply discovering certain places on the map. When you communicate too much through the UI instead of the world it feels more like a game than a world.

I actually made posts articulating the same feelings right after release, but everyone told me I was the only one and that GW2 is the most immersive experience they ever had. Actually you still see a lot of those kind of posts. Often they post screenshots that are absolutely beautifull, but that has little to do with immersion. Neither does a vast and active game world. It relates to it, but its doesn't cover everything that has to do with immersion.

For me personally its mostly the UI and how central it is when you undertake actions in the gameworld. The Ui really feels like a lose layer not directly integrated into the actual game world. For example, you can level up skills directly trough the interface but this has no relation to anything in the game world. Same goes for the teleporting, you click on something on the minimap and boom loadscreen. The UI does not connect to my character at all, my caracter doesn't cast a teleport animation or something like that. This and a lot more things that are established through the UI make it so that I feel disconnected to my character. UI's are there to create the connection from the actual player to the virtual world. The UI GW does a poor job at doing this in a subtle way, and therefore making GW2 more feel like an actual game, than a virtual world that you immerse yourself in.

TL;DR: The UI of GW2, while beautifull and artistic does a poor job at creating a subtle connection between player and virtual game world. Too much is regulated directly and solely through the UI, making the UI feel as a seperate layer of the game and not something part of the virtual world.

Originally posted by Siveria
The entire game of planetside 2 has no point to it, its just a pointless pay2win zergfest with no real purpose or point.

Originally posted by Siveria

 I myself quit the game once I figured out the game is pay2win, due to how many certs are needed to unlock stuff and how little you get for doing things.

 

Clearly you didnt understand the game at all and have no clue what you are talking about.

First Pay2Win:

-Nope. I personally prefer all the primary weapons over the ones that you can buy, as none of the unlockable weapons have better stats, just different stats.

- A lot of the utility slots are really cheap in certs (which are really easy to aquire) or do not really give much of an advantage. 

-Weapon attachments all come with their disadvantages. 

Zergfest? Only if you do not squad up and have no idea what you are doing so you just use hotspots to enter battles. Any bit of knowlegde and experience in this game and you would have known that this is the wrong way to play. Join a squad and you will constantly have small tactical skirmishes over all the continents.

Pointless? Not any more pointless than any other shooter out there. That is what this game is, a shooter. NOT A RPG. The point is to conquer all the continents not to gain awesome stuff. Join an outfit and rivalry and large tactical warfare will make this game interesting in the long run. But still, its primarily a shooter....

In conclusion: You base your opinion on a very limited experience with a game that you barely understood. Next time you have one, please make sure you get the facts straight. Calling this game P2W gives away you do not have a clue and are probably just bad at shooters.

Originally posted by ignore_me
Originally posted by ste2000
Originally posted by Krashner
Originally posted by Mad+Dog
both game are not that good, theres no real point to the game, just flip basis move on...

With that kind of logic there's no point to mmos in general, just do raids to get gear to make the raid you just did easier.

Not really.

In standard MMOs you win your gear and progress through tiers, you have a feeling you are building up on something (better gear + harder raids), there is a sense of achievement.

With PS2 there is no feeling of achievement, you win a base, and you lose it 5 minutes later.

You win the next base and you lose it 5 mins later, and so on.

That is ok for a Multiplayer game like CoD or BF, but for a MMO is a pointless waste of resources

PS2 is fun for  the first few hours, but then you think, oh CoD Black Ops 2 is out, why on earth should I play this game over that?

IMO save the money and buy Black Op 2, much better game.

Are you attempting to cram as many bad comparisons as possible in one post?

CoD, BF, Raiding, PS2. <--- Really?

You dont buy PS2 it's F2P, so go buy BO2; but its not the same kind of game so you can play them both.

As for the base turnover, I don't know what you expect. If you don't want to lose that base then post some security there instead of zerging.

It mostly shows how clueless MMORPG players are when it comes to shooters. Referencing BO2 in a positive way is pretty much the dumbest thing ever when you try to have any intelligent discussion about shooters. Any selfrespecting and competitive shooter player will stay away from any new CoD game as far and as long as possible, since they are shooters created to please the mainstream masses, who'd rather play shooter games on a console controller.  Nothing wrong with liking it, but assuming you want to play on a more serious or competitive level, the CoD series is shit.

Elitism? Perhaps, but also true.

CoD 4 did a whole lot good for the shooter genre but after that the series stagnated to pulp, they became a series focussed on giving people an awesome CINEMATIC EXPERIENCE, rather then a game that created a challenging and competitive environnement. Sure its fun, but it lacks any form of depth. Online shooters, or any online game with some kind of competitive edge to it need to be interesting for multiple years, not come with a new one every year. 

PS2 at least offers a lot more promise, especially when you see thie number of serious outfits that migrated over from PS1. Anyone complaining about the lack of depth or zerginess of PS2 has not propperly played the game yet and probably do not have a clue about how the game works. Join an outfit or at least always join an active squad/platoon and you will see how the zerg will be absent and the game becomes very strategic.

Originally posted by Karteli
Originally posted by bartoni33
Originally posted by kadepsyson
Originally posted by MMOExposed
Originally posted by Karteli
GW2 is a really boring game.  Something needs to be done.

Well he didn't say that, but he did say it would be zergfest.

you agree?

Who the hell are you then?

At this point I think he meant to post OP as an alt account. Or all the forum power has gone to his head!

Yada Yada ... Accept what you see.  I didn't generate the emotions from either posts.

 

I stand by what was said.

Exposed, next time at least remember to login your other account...........

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