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All Posts by atziluth

All Posts by atziluth

30 Pages 1 2 3 4 5 6 7 » Last
585 posts found
The new South Park episode sums it up nicely.

I am failing to see the issue here. He posted something to his facebook friends which was not intended for public view. If this is the worst he has said as a CEO about his customers, he is better than 99.99% of the other CEOs out there.

Originally posted by Outhi
Name the MMOs and what do you find in them that makes it deserve the adjective in quotas!

Ultima Online

Asheron's Call (DarkTide)




That is about it in my view and sadly all but one are dead.

Tasos Flambouras = Shady

There are plenty of gamers that have heard of Darkfall or DF 2010 or DF 2.0 or DF Unholy Wars. This is not some new game, the original which DF:UW is simply a revamp of took 8 years of hype and broken promises to release.

Lets not forget the whole eurogamer debacle...

or how about the NA transfer debacle...

or the flat out website removal of promised content in order to get the game out of the door...


Darkfall: Unholy Wars is far from unknown... it is well known with a well known developer who is no longer trusted by many.


That being said $14.95 is pretty cheap for anyone wanting to give it a shot. I personally won't touch anything that has Tasos involved ever again though.

There isn't one. 

Playing around a couple of racials which add minimal bonuses is not going to give the boost many imagine. Racials in this game add flavor, but are so far down the lists of things that will affect the outcome of a fight as to be inconsequential. 


No.... It does not even make sense. Every ES games has been about conflict and strife between the races... PvE or PvP that conflict should not be restricted. There is no "after" the war... It is ever evolving with emperors rising and falling as each alliance pushes for control. 

There is plenty of PvE content even in Cyrodiil. I loved leveling in the borderlands of DAoC... Sure sometimes you got rolled, but the risk and sudden small skirmishes got your blood flowing. I have not had that feeling since this game.

Perfectly articulated. 

The issue here is not the changes, but testers in CBT that approach the game like it is fully released instead of a work in progress. 

Nothing really new in that read that has not been stated for the past month. 

As he affirmed several times, these are his personal opinions and preferences, not an objective view of the state of the game. There was some pokes at the game that leads me to believe the most recent changes have left him bitter towards the development team.

I am rather apathetic to the whole faux outrage by some over the UI Mod changes. Watching the streams and videos after the NDA was lifted showed how far mod developers had gone in abusing the information available. After release it would have only gotten worse. While I feel these changes should have happened much earlier in development of the game, I can also understand why they were left in. Knowing how much something debuffed or the averages of enemy player stats helped with tester feedback. Now the game is going live and that information clearly gives an advantage to those that know how to exploit it. Allowing mods is a tricky balance and I am sure access to information will be subject to future changes. I don't see this as a lie as much as the development team coming to their senses and making a sensible change. 

I agree with his concerns over paywalls and transitioning payment models. I feel my money will be returned in entertainment so it did not stop me from buying. How long the game keeps me is entirely up to the developers though. 

I disagree on his statement that the game lacks vision and this was in many ways an indirect shot at the UI Mod complaint. I think this was a much harder port than everyone was expecting. This is a AAA franchise built around single player experience in a sandbox world. That is about as far away from a successful road map for an MMO as you can get. While the direction they took is not to his liking, I have not read anything that leads me to believe the development team had/has no direction. The game has evolved in many ways to the better as far as relation to previous ES styling and game play.

In 40 days he went from calling the game addictive to leaving it. The main points he raised were not new and existed back on 2/15. So what took place in that time span? It is possible he got burned out, but my guess the real drive is the UI mod restrictions. Something he dedicated more space articulating  indirectly and directly than all other issues combined in his farewell. 

At the end of the day, the game was not for him. I wish him well and hope he finds something more to his liking. 

I think this thread shows a distinct lack of creativity.

Nightblade healer for only 30 pts.

I would personally pair with Dual Wield for stam usage, CC, and AOE damage to clear trash.

11 points more gets you full light armor passives. 

41 pts out of 300+ is not exactly a burden to get.

What I am curious about is how many will get cured once they dig deep into PvP... Lots of fire dmg abilities out there. 

You can already see the shift happening with cross platform gaming. That is just a stop gap for the transition... as PC sales shrink, tech shrinks, and other platforms/peripherals continue to grow companies will drop the least revenue generating avenues. What we know as a desktop PC today will be one of them.

That is not to say MMO/online/PC gaming is dead... Think on this, the top tier smartphones now hold enough CPU and memory to run a 100 zone EQ1 server. 

What we will start seeing is developers moving peripherals to the next gen and PCs morphing into tablets that blow by everything we have in a big box today. Google Glass/Oculus Rift are just a few examples into that area. Controls are getting better and allowing more freedom. In many ways we are on another cusp of innovation... 

1980 - 1GHz PCs were science fiction.

1990 - High definition tablets were science fiction

2000 - Smart phones were science fiction

Just imagine, what we think is science fiction today will be widely used reality in a decade. 

The PC is going to die because it is quickly becoming obsolete... gaming as we know it will adapt and bring even better things moving forward. 


Better than AO... Still without a doubt one of the worst launches for an MMO. Beyond that it is all speculation at best until the game actually does launch. 
Originally posted by Shadanwolf

Can someone clarify if the Kajiit racial bonus helps bow users damage output...and exactly how it does  help ?



Stealthy: yes - 10% dmg increase for attacks out of stealth or invisibility

Carnage: no

Originally posted by Lord.Bachus

I found templars make great mellee healers and protectors...


but which of the three mellee weapons has most synergy with a healing templar... I will have 2 healing skills equiped,,, so there is 3 skills left.... I need atleast one weaponskill in my setup to dump the stamina... ( seccond weapon will be healingstaff withCC and healingskills)


so what weapon would you choose?

and why?

I would have to say dual wield and here is why. 

1) Blood Craze (Twin Slashes) has a self heal for help soloing and topping you off without self healing with mana. 

2) Whirling Blades (Whirlwind) is a decent AOE skill that can be spammed while being pretty stamina efficient. Great for clearing out trash mobs in dungeon runs where healing is not all the necessary. 

3) Ember Explosion (Sparks) adds to your AOE dmg while also giving a nice miss chance debuff when things get tight. 

4) Shrouded Daggers (Hidden Blade) once again can help tackle multiple mobs and has a moderate duration snare for tactical retreats  and kiting. 

So all in one package you get an AOE Snare, AOE Blind, Spam AOE attack, and Stam based Self Heal/Bleed. 

While damage output might be better with 2H, dual wield has far more versatility and AOE utility. Lets face it, as a healer you should not be trying to top DPS charts. Sword and Board will be used by most tank builds so there very well could be reduced utility due to overlap.

None of the melee passives are terribly impressive so dual wield at least holds up to the others.

While you will not use all 4 skills at once, you can mix and match to your needs, but I would raise all of them for a Swiss Army set for as few as 8 skill points.  

two cents given.

Originally posted by Netspook
Originally posted by atziluth

I would also like to point out that to rez players takes 1 inventory slot out of potentially 120 instead or 1 ability slot out of 10. 

Spending 4 skill points lets you rez for free once an hour and automatically fills soul gems without the need for an ability. You can still use the ability if you want to fill soul gems faster. Which is an incredible convenience for a mechanic that use to be restricted not just to an ability, but a select few classes. 

Top tier empty soul gems cost around 200 gold. At V10 that is a pittance. Even at level 10 gaining 200 gold takes a marginal amount of time. Having enchantments on your items is icing on the cake and has always been this way in ES games. You want more power, keep your enchants powered, but it does not break the game to run with weapons without enchants active. 

Regardless of the price tag, forcing the healer to pay to be able to doing one of the basic things any healer should be able to, is retarded. And please don't use excuses like "always been this way in ES games" - there are plenty of features from all the prevous ES games that are NOT in this one.

It does not make a healer pay, it makes EVERY player responsible for themselves and those they are closely aligned to. You have a choice on whether to rez someone if you have a soul shard. It removes the dependency on a single type of class while adding a double duty item (enchantment recharge/rez) creating a rather convenient mechanic. 

You don't HAVE to purchase a single stone if you don't want to. You can just use the stones you find or mooch of other people. It gives death more meaning in PvP while allowing convenience in PvE. 

There seems to be two sides in this discussion.

1) Those that understand meaningful play requires obstacles.

2) Those that want no obstacles or challenges at the cost of convenience for personal play.

I find #2 rather boring and self defeating for an MMO.  

I would also like to point out that to rez players takes 1 inventory slot out of potentially 120 instead or 1 ability slot out of 10. 

Spending 4 skill points lets you rez for free once an hour and automatically fills soul gems without the need for an ability. You can still use the ability if you want to fill soul gems faster. Which is an incredible convenience for a mechanic that use to be restricted not just to an ability, but a select few classes. 

Top tier empty soul gems cost around 200 gold. At V10 that is a pittance. Even at level 10 gaining 200 gold takes a marginal amount of time. Having enchantments on your items is icing on the cake and has always been this way in ES games. You want more power, keep your enchants powered, but it does not break the game to run with weapons without enchants active. 



Originally posted by Amjoco
Originally posted by StanlyStanko
Originally posted by Redhawk2006





Although I don't use the word, it is in a well known dictionary. I'm not sure why everyone is having so much trouble with the word, and you would consider it LOL. /shrug


Let's put this argument to rest. 

Irregardless breaks down to not without regard. Essentially a double negative caused by the combination of two words regardless and irrespective. It is an American colloquialism so widely used in the early twentieth century that it was added to the language.

So take your pick... either he used a largely unrecognized combination of two words or he used it incorrectly to what it actually means, even though it gets attached to the same meaning of regardless which is technically incorrect.  

Originally posted by Redhawk2006

Your comparing apples to oranges. GW2 gave you tons of free bank space where you can deposit crafting mats and gathered materials. There is no comparison whatsoever with this game where those items have to share limited inventory space. It was easy and cheap to craft or buy bags in GW2 to increase inventory space, and there were vendors everywhere you could sell junk items to. Inventory space is extremely expensive in ESO and gets more expensive with each upgrade. By the time I got to level 17 I only had enough money to buy two personal upgrades and 1 bank upgrade, or 30 slots total. This was despite farming the hell out of mobs due to broken quests keeping me from moving on in the game.

As I mentioned crafting supplies could be sent back to your bank from everywhere. Finally, you could make your own personal bank guilds for additional space. You could enter WvW from anywhere and use the crafting stations in your home base, then go right back to where you left off in PVE by relogging.There simply is no comparing these two games and how they handle inventory.

Repair costs are NOT negligible, even if you don't die. I farmed a boss at level 15 with a group of players while honing my bow skills and didn't get hit once. At then end of an hour I had a 450 g repair bill, at a time when I had just 2000g to my name (having spent the rest on overpriced bag upgrades). That is exorbitant.

Soul gems are expensive, and get even more pricey as you gain in level. Gems you bought earlier then become obsolete.They add nothing to the game but cost. You need them to rez others and recharge your weapons and you will never find enough to meet that need.

I never claimed these mechanics were not similar to other MMOs, instead I criticized them for that very reason and the fact they are even more regressive than many other games including the ones you mentioned.

I'm not. All three games mentioned have both pack and bank space for general use. GW2 does mix it up by having a crafting bank with an initial limit of 250 with the overflow having to go to general space. This can be upgraded to 1000 units through cash purchase. That does not diminish the fact that GW2 general bank space was exceedingly restrictive when you count crafting overflow, repair kits, boosters, event items, siege plans, etc... 30 slots was design to railroad players into a monetary purchase. Even with no crafting bank slots I find ESO starting out much less restrictive bank wise.  

Now ESO also offsets this with space GW2 does not have (pack mounts up to 50 slots). The strictly GW2 mentioned mechanics are hardly mainstream... So expecting them in ESO is presumptive. I already provided the general numbers showing ESO gives significantly more general space at start and comparable space at end game. 

It sounds like the problem is your play style not game mechanics. Farming bosses sounds like you are trying to grind in this game which has already been indicated to be very inefficient. Trying to power your way through will leave you deficient in funds and heavily dependent on high cost resources. I have found none of the issues you have experienced. I take the time to run back/fast travel to a merchant. My gold generation has comfortably exceeded my costs (repair, soul gems, crafting purchases). 

Adapt to the game or move to something you are more comfortable with, the choice is yours, but I don't expect significant changes to the systems you are complaining about. 

Your complaints do not reflect reality. 

1) Bag space... lets deal with facts. ESO starts with 60 slots per character and a shared 60 slot bank space. I believe both can be increased to 120 slots. This does not include each players mounts  

GW2 bag space - 20 slots to start can increase to 100 before it costs money. 

GW2 bank space - 30 slots to start (non crafting), cannot be increased without spending money. 

WoW bag space - I believe starts at 24, max at 136.

WoW bank space - 28 to start max of 224 (not shared)


So to start ESO has significantly more bag and bank space but falls slightly short end game. With pack horses the difference is easily surpassed though... Choices... that is what it comes down to. 

So no there is not a severe limit on bag space in ESO and they even increased it from 50 to 60 at start. Moving along...


2) Repair costs are negligible unless you die constantly. Most games have repair costs on death so once again this is a non-starter argument. Moving along....

3) Soul Gems - Once again not really cost prohibitive, you can spend 1 pt in the world line to rez at no cost once every 2 hours, gems are random drops, Soul trap is a fairly decent DoT spell for second weapon build. 

You only need to use a soul gem to rez on the spot (self or other). Without one you can still rez at the nearest Wayshrine. 


Any objective person can see that all these mechanics are pretty comparable to other MMOs. 

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