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All Posts by SuperXero89

All Posts by SuperXero89

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2490 posts found

This bothers me too.  The zones feel like movie sets frozen in time.  It's especially noticeable in some of the set pieces where republic/sith soldiers are forever stuck in a gun firing animation even after you've killed all the NPCs of the opposing faction.

 

Most of the zones are massive for the sake of being massive and are relatively devoid of content.  You'll ride your speeder across miles and miles of identical terrain, and it all feels mass produced as hell.  No heart or soul went into designing the zones.

Lastly, I hate the fleet centers.  I understand their purpose.  They're easily accessible, have everything necessary in relatively short travel distance, and nearly all flashpoints are accessed from there.  The problem is they just look so boring.  The Republic at least has the potential for the most impressive hub world in any MMORPG on the market, and yet you're there for about 5 levels before you blast off and never have a reason to return.

You know, one of the most striking revelations that I experienced from my recent foray into single player games was that when you buy a highly anticipated single player game, you can actually go home and play it day one.  You aren't having to sit in login queues and you really don't even have to sort through massive amounts of bugs and performance problems (unless you're playing Assassin's Creed Unity). 

World of Warcraft is one of the most popular games on the planet.  This isn't like an expansion for EverQuest II where 3,000 more players might populate the servers for a couple months.  Millions have purchased Warlords of Draenor as millions do any time WoW releases an expansion. 

If anything, Blizzard's handling of the Diablo 3 launch disaster should show all of us that they're not interested in the consumer as much as they're interested in the dollars they can suck from us.  They know there's no point in guarding against a DDoS attack (as those have occurred across several MMOs recently) or upgrading server infrastructure because in about a week or so, when the hype dies down, anger will subside and we'll continue to fork over our money to grind away like hamsters on a treadmill.

 

It wouldn't be a Blizzard launch without massive launch day issues.  You can get away with this kind of thing when you are the king. 
Originally posted by Gwahlur
Originally posted by Gregor999

Solo all the way to max with button spamming combat.

Hm, I know they had started making it more solo friendly when I left, but during my time there that's so far from how it was I have trouble believing you. Has it changed that much?

It's certainly a lot more solo centric.  The majority of that is due to overhauling the leveling experience over the years.  There's now fairly consistent quest-hub grinding from level 1 to the max level where that certainly wasn't always the case.  Also, the game is 10 years old and doesn't have the constant influx of new players that WoW has, and a lot of low lvl players powerlevel their way through the majority of the leveling content.

Now having said that, SOE just released level agnostic dungeons that last from lvl 20-89.  They're essentially dungeon queues that don't require a particular combination of roles.  Low lvl players scale up to match the higher level players for the duration of the dungeon.  They offer pretty good loot and great XP.  Queues pop pretty fast now especially because it's new.

I think you could do a lot worse than EQ2 right now.  It still feels pretty lively to be so old and is still getting plenty of attention from the developers.

I find it humorous how there was such mass outrage over the SWG CU when Blizzard basically has a CU for WoW right before every expansion.  People who have been playing since Vanilla have likely had to re-learn their classs 5 times over the course of the game's life.

This latest revision seems to be the largest, most sweeping nerf I've ever seen in an MMORPG.  I don't really think their goal is to dupe more people into buying the instant 90.  Anyone who buys the expansion gets an instant 90.  The game, in essence, begins at 90 now.  I just don't think they're all that concerned with scaling the low lvl content.  

I believe history will say that a botched launch killed Vanguard, but bad design decisions didn't help matters.  The game was undeniably top heavy, and the game's structure made it virtually impossible for new players to break into the game.  The majority of the quests were group centric, and some of the most important quest chains in the game required a full group to complete.  This made it very hard for new players to progress through the game past a certain point.  At some point, SOE should've developed a single solo quest line from 1-55 similarly to what they did for the SWG NGE.  

Secondly, the game world was just too big.  If they consolidated the game world, they could've spent more time squashing bugs and polishing content.  Because the population died off, it became difficult to locate players within the massive gameworld and 90% of the content was virtually useless.

Well these poll results are telling.  For me, I finally realized that all modern MMORPGs are just cash grabs designed to keep you running the hampster wheel so you can either pay them 15 dollars every month or buy lots of random crap on their cash shop.  I've been playing tons of single player games I've missed over the years, and it's hard to look back on MMOs.

I can start a new game, finish it in a week or two then move on without feeling like I'm falling behind or missing out on some new content patch.

The fundamental problem with Wildstar is how unfriendly it is to random pick-up groups.  What is the point of playing a massively multiplayer online roleplaying game if your entire experience is self-contained to about 10-15 people in your guild? The dungeons and adventures are not impossible, but they require a level of coordination that you just don't get from 5 people who have never played together before.  

Sometimes I miss games like EverQuest.  People bring up EverQuest a lot when talking about old, difficult MMORPGs, but almost all content in that game could be done with a group of random strangers.

 

1) Optimization - Wildstar runs terrible and really isn't even close to looking as good as FFXIV or ESO.  It's on par with WoW, and a lot of the newer areas in WoW look better.

2) Lag - Repeatedly disconnecting from PvP and adventure areas.  Players in chat report lag in questing areas, although I haven't experienced this.

3)  Primes - I don't understand the logic behind placing group mobs smack in the middle of solo questing areas.  It's tolerable as long as there are plenty of players running around the leveling areas who join in the fight, but once the population dies down (which it will), players are going to get trolled repeatedly if they're not paying attention.  I don't think they should exist at all. At the very least, place a marker above the mob's name, so that it's easier to identify the primes unless you're viewing a mob's hit points.

4)  Attunement system -

 http://media.hiddenarena.com/images/wildstar/2014/june/raid_attunement/raid_attunement_infographic.jpg

Absolute garbage that will kill the game if not drastically altered. 

Originally posted by BurntCabbage
Originally posted by tkoreaper
Originally posted by BurntCabbage

wow was a good game before they started tweaking everything and made it super easy for everyone..has a massive world and content now but all that is totally nulled / skipped over because of the "easy / fast curve" to gain quick max lvl maybe they should have made each expan. harder n harder than the next instead of makeing it stupid easyer and easyer but theres no going back now

the most simple thing all devs miss nowa days are makeing ppl feel a self of accomplishment in a mmorpg..now its just all instant gratification

You're just spewing the same crap others started saying, but the fact is if you remove all normal modes and remove the heroic/hardmode branding from the others then the game's difficulty has not changed. If it's too easy for you then you're playing normal content and NOT the content that is designed to be hard. The only thing the game is guilty of is allowing everyone casual/hardcore to experience the same content, but the hardcores still have a challenge to make through for all the best stuff.

my point is that a expan like wotlk can be skiped...the whole zone and quests...99% of ppl that play only do the dungeons with quests inside those dungeons in wotlk..same for cata it can be skiped totally and goto panderia ...thats tons of content being skiped over and kinda makes you scratch yur head and ask why even come out with zone content if everyone is only doing dungeons or raids

its gotten to the point that wow has become a type of dungeon crawler and 90% of people dont quest in zones  cuz they can go into a dungeon Q and run it 3-5 times to max out and raid you can say im spewing crap..but its the truth sry i hit a  nerve

What's wrong with that?  The overland zones are still available for anyone who wants to level that way, but who cares if someone else prefers to sit in a town and run dungeons all day.  It's their subscription fee, so they should be able to play how they want.

 

I find WoW more visually appealing than Wildstar.  Don't hate me
WoW
I've really only ever bought gold in WoW.  When there's a new expansion, hitting the level cap and min/maxing gems/enchantments is usually a pretty huge money sink.  I'll buy enough to get the upgrades I need before I start raiding as I don't care much for spending hours farming loot drops.
Originally posted by Robokapp
Originally posted by SuperXero89

Again, in any instance where something is made to be repeated over and over again, making it overtly difficult ends up making it tedious.  When you take a group of complete strangers and put them in a group together, having instant-wipe mechanics is a recipe for frustration and failure.  if your solution is "join a guild" or "make friends" then I may as well be playing Borderlands and not an MMO as the extent of my social interaction will then be amongst the same handful of people.  it is also inconvenient as then your ability to enjoy the game is entirely contingent on the whims of other people.  If you're unable to find a group to run dungeons when you have time to play, you whore yourself out to the masses.  When the dungeon cannot be completed by the average PUG, you have a bad time.

Blizzard learned this lesson years ago.  Developers who continuously make WoW clones are not smarter than Blizzard.  Their personal vision of what WoW should be is not what the average gamer wants in an MMORPG.  They'll learn this lesson soon enough and will eventually nerf the dungeons.  This is always the case with new MMOs.

 

on the other hand, unstimulating content is just grind.

 

and unstimulating content with bad players is a fustrating grind.

Running the same content repeatedly is a grind in and of itself regardless of how difficult it is.  The entire premise behind running dungeons in modern MMOs is to get better gear to complete quests or to raid.  At endgame, the primary focus in PvE is on raid content. There's no reason to frustrate players by making dungeon runs punishingly difficult due to the sheer number of times players will be force to repeat said content in order to obtain the necessary gear to reach the next level of character progression.

Raid content should be difficult and should require a high degree of cooperation and skill to complete.  This is because it should take players awhile to complete the current raid content, so they do not burn out before the next content update. Dungeons are just a means to an end.

If you were to tell me that it's a shame that MMOs are designed like this I would be inclined to agree, but the fact remains that this is model Carbine chose for Wildstar to follow.  

Again, in any instance where something is made to be repeated over and over again, making it overtly difficult ends up making it tedious.  When you take a group of complete strangers and put them in a group together, having instant-wipe mechanics is a recipe for frustration and failure.  if your solution is "join a guild" or "make friends" then I may as well be playing Borderlands and not an MMO as the extent of my social interaction will then be amongst the same handful of people.  it is also inconvenient as then your ability to enjoy the game is entirely contingent on the whims of other people.  If you're unable to find a group to run dungeons when you have time to play, you whore yourself out to the masses.  When the dungeon cannot be completed by the average PUG, you have a bad time.

Blizzard learned this lesson years ago.  Developers who continuously make WoW clones are not smarter than Blizzard.  Their personal vision of what WoW should be is not what the average gamer wants in an MMORPG.  They'll learn this lesson soon enough and will eventually nerf the dungeons.  This is always the case with new MMOs.

 

It's so cute to see literally every MMORPG on the market go through this cycle.

If you design content so that it has to be grinded repeatedly, making it difficult makes it frustrating.  Random stranges placed together from a queue system do not have the familiarity with one another to complete the encounters, so you have to wait on guild mates to get anything done.  This creates two problems.  1) It's difficult to just run dungeons whenever you feel like it. 2) Community becomes cliquish as you only hang out with your guild.

 

I'm fine for difficult raids or encounters otherwise not meant to be grinded multiple times in a day, but WoW hit it out of the park with the quick, one-and-done dungeon design featured in Pandaria.

 

 

I think SW:TOR is the best of the three, but Rift is the better FTP game.
Originally posted by Knotwood
Originally posted by SuperXero89

This is largely the problem I have.  The appeal of Skyrim and Oblivion was that if you could see it, you could explore it almost as soon as the game gave you full control over your character.  You didn't feel forced to traverse every inch of the game's landscape scrounging for enough quests to level up your character so that you could run to the next area.  You went where you wanted, completing which quests you wanted not because you had to but because you wanted to.

The greatest sin of ESO is how it makes exploration utterly mandatory by punishing players for not completely nearly every quest or dungeon in a given area.  There simply aren't enough quests or opportunities to gain XP when following the main leveling path through each zone, and you either quickly fall behind the game's steep leveling curve, or you run around aimlessly looking for quests or dungeons you missed so that you can get enough XP to match the quests in your journal.

This is exactly why they should have started everyone on the Starter Islands, but it was the people who complained that it wasn't freedom enough to start on massive sized islands,  they wanted access to the whole world immediately, so they never had enough time to develop around the main starting cities.  So you ran out of quests when really you missed 75% of 1-15 content from skipping starter islands.

That has little to do with the real issue.  You'll experience this at some point regardless of whether or not you do the starter island.  

The problem with skipping the starter island was that it was implemented poorly.  If you weren't paying attention, you probably wouldn't even know the starter islands were there as you don't even start on them. Skipping the islands shouldn't have even been an option until they were completed the first time and even then, it's Cold Harbor that should've been skippable not the alliance-specific starter zones.

This is largely the problem I have.  The appeal of Skyrim and Oblivion was that if you could see it, you could explore it almost as soon as the game gave you full control over your character.  You didn't feel forced to traverse every inch of the game's landscape scrounging for enough quests to level up your character so that you could run to the next area.  You went where you wanted, completing which quests you wanted not because you had to but because you wanted to.

The greatest sin of ESO is how it makes exploration utterly mandatory by punishing players for not completely nearly every quest or dungeon in a given area.  There simply aren't enough quests or opportunities to gain XP when following the main leveling path through each zone, and you either quickly fall behind the game's steep leveling curve, or you run around aimlessly looking for quests or dungeons you missed so that you can get enough XP to match the quests in your journal.

https://www.youtube.com/watch?v=ksQJG2PkuQc

 

Let us know what you think in the comments below the video.  

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