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All Posts by Lawlmonster

All Posts by Lawlmonster

47 Pages 1 2 3 4 5 6 7 » Last
923 posts found
I would be surprised if the change in their business model wasn't planned from the start.

As someone who actively plays DayZ like a loon, and still prefers the mod over the standalone, I'm left puzzled as to whether or not anyone writing for MMORPG.com has spent a fair amount of time comparing the two. If that had been done, I don't understand how anyone could state that the standalone is the way an early access game should be made, or is better than the mod and all of its customization in any way. In case people didn't know, when Rocket shifted his focus to making the standalone, they halted all work on the mod, naturally, and players picked up the slack, making the Overwatch, Epoch, Epochwatch, and about twenty or so more mods for DayzMod that nearly completed Rockets vision for the standalone. Often just a single person. Usually with no resources. Always without money.

 

How the DayZ standalone is in the shape it's still in today is baffling to me. At this point, I'd much rather they just admit they're done working on it, and hand it over to the players like they did the mod so we can at least get a better functioning, more feature complete game to play.

 
Originally posted by brihtwulf
I don't know about "stylized".  It looks more like a cheap mobile game.  Hopefully it will have some amazing gameplay, because it doesn't have much visual appeal.

We'll have to disagree. There's definitely a uniform style being used for the art assets, and I think it looks fine.

Though I am an independent libertarian, and can see the similarities between my political leaning and the sandbox conceptualization, I would be surprised to find that ideological preference had anything to do with the type of games people play. The data may prove otherwise, but I'm doubting that this forum will be capable of offering a representative sample. I'm willing to bet that most people don't think twice about the possible comparisons between their beliefs or the entertainment they consume.
Originally posted by Kyleran
This game doesn't need a different pvp model, it needs more resilient players willing to take some risks and overcome the challenges the design presents.
 

I'd agree with that.

One of the reasons PvP is important in sandbox games has to do with giving players meaningful, lasting conflict that isn't created by developers. Darkfall and UO are great examples. Ultimately, the worlds and the story of those worlds hardly ever change from a development perspective, but they remained interesting at meta-engagement when you reached a stage in either that allowed you to understand who was controlling what territory, and where their enemies and alliances lie. Subterfuge, politics, diplomacy: they all become important tactics in an open world PvP game, which is something that's completely lost on instanced player combat.

 

I can understand that the majority of the MMO audience doesn't enjoy open world PvP, and that their stance has probably been influenced by a bad experience in another game, possibly a sandbox. To this I'd have to mention that you can't approach these two types of games, polar opposites, with the same strategies or expectations, and in most of my experiences, completely anecdotal, I've found the frustration stemmed from a general misconception that what works in one will work in another. I think it's also important to mention that developing the game the way they have does not easily allow the creators to simply make servers with PvP turned optional; they'd have to redesign their world, resource gathering, and find another way to keep players interested in the environment outside of PvP (which I should mention, would require developers keep up with their player base in terms of content creation).

 
I was enjoying the trailer right up to the point that they showed gameplay, and then immediately lost interest.
Originally posted by Burntvet

There's "not perfect" and then there is MO.

There is so much bad code, so many hacks/cheaters, and so much "questionable" behavior from the company running it (I'll be generous) that anyone calling this pile "really awesome" has at best a dubious grip on reality, or, they have another agenda for hyping this thing. On top of that is non-existent CS, and "GMs" that help out their friends in game (something no other game would ever tolerate).

And the jokers in charge actually charge a sub for all of that, if you don't want to be a gimped out F2P player (not that there are many people doing either, the company has been bleeding cash from the minute this game started).

If there is a worse or worse run MMO actually charging anyone a sub, I'd be surprised.

How's that for "really awesome"?

I have to agree. The idea, on paper, was something that really made me pay attention to what Star Vault was doing, but months after release it was becoming painfully obvious that they didn't have the means or talent to execute their dream. I really, really wanted Mortal Online to pan out. I'd even be willing to give it a fourth or fifth shot, if they were capable of fixing everything (which would be a tremendous feat), but after this long, and after all of the trouble with their GM and player related affairs, it's hard for me to believe that the game will ever reach the standards they themselves set with their famous pre-release power point.

 

Again, I really wish this was a game worth buying and playing, because it's exactly the kind of game I'm looking for, conceptually speaking. Buyers should absolutely beware.

As a fan and competitor of the TF series of games, all the way back to the Quake mods, I can honestly say that I'm looking forward to another team based shooter, even if Overwatch has an aesthetic similarity to TF2.
The customer service for Steam has always been absolute shit. A few years ago when I was having problems, they didn't even have a phone number I could call, it was a voice mail number like the OP has already mentioned. Waiting for them to respond to tickets was a nightmare, and what was essentially an account credential reset ended up taking around four or five days. Despite that, though, I still really enjoy Steam, I just wish they had better CS.
Originally posted by BailoPan15
Originally posted by Lawlmonster

From my personal experience, Steam has been a great tool for communications, staying on top of new releases, buying games far below normal values, and consolidating my library in a cloud environment. There are so many positives to actively using Steam that I consider it a benefit, not a hindrance. The problem with its popularity is that other people have wanted to emulate it in the worst ways possible, and rather than using Steam, or fostering a relationship with them to bring their products to a larger audience, they've decided to hamstring themselves by spending the money and effort for software that people are simply left wondering: why should I use this and Steam? And naturally, why would they. Steam does everything we need it to do, and it's brought a vast assortment of creators under the same umbrella for the ease of the customer (which is what this is ultimately about, making things easier for the consumer). To ignore this, as EA, Trion, and Perfect World have done, is nothing short of hubris.

You do realize the simple fact that Steam is not publishing those games on their platform from the kindness of their hearts right? Why do you think EA Games and Ubisoft and others have opted out of well known platform with good infrastructure and instead opted out for their own in which they only sell their games (none others, so no, they are not emulating steam). 

Eventually this other platform becomes cheaper. 

Also Origin is a lot better than Steam in terms of application efficiency. Qt Framework power baby. 

You're telling me it's cheaper, requires less man power, and has a higher rate of success for them to make their own software platform like Steam, rather than to foster a relationship with them and pay whatever licensing is required to sell their game through an already well established service? PC gamers have overwhelming built a home out of the Steam community, over 75 million accounts according to IGN. We've chosen where we want to buy games, and which platform we want to use. To ignore that, to try to sell your own games through a service to only a fraction of the users already dedicated to Steam, is absolutely arrogant, frustrating for users, and is certainly an emulation of an already better service. Just because they're not directly competing doesn't make it any less of an emulation, and it certainly doesn't make buying digital copies of games any easier for the consumer, which I'm guessing is something EA doesn't spend much time fretting over.

From my personal experience, Steam has been a great tool for communications, staying on top of new releases, buying games far below normal values, and consolidating my library in a cloud environment. There are so many positives to actively using Steam that I consider it a benefit, not a hindrance. The problem with its popularity is that other people have wanted to emulate it in the worst ways possible, and rather than using Steam, or fostering a relationship with them to bring their products to a larger audience, they've decided to hamstring themselves by spending the money and effort for software that people are simply left wondering: why should I use this and Steam? And naturally, why would they. Steam does everything we need it to do, and it's brought a vast assortment of creators under the same umbrella for the ease of the customer (which is what this is ultimately about, making things easier for the consumer). To ignore this, as EA, Trion, and Perfect World have done, is nothing short of hubris.

I don't understand the fuss, but maybe I approach games from a different perspective, and the use of voice chat is what enables my particular group of friends to play with the coordination and delivery of communication that we need to win. That's ultimately why people use voice comms, specifically people who are concerned with performing at a higher standard than the average player: you need it to have an advantage, or at least to level the playing field against another team that knows how to communicate and react appropriately to relayed information.

 

There are also a shit ton of communities that still exist in these games, MMO's or team based multiplayer, that don't require you to use a microphone for anything. Personally, I feel like someone who doesn't like voice chat hasn't found the right group of people to play with, because I enjoy talking with the friends I've made and known on the internet for years, and I enjoy even more having the tools necessary to compete. It's not only made us a closer group of comrades, but it's made us better teammates.

Absolutely. I still play UO, and I've been playing the shit out of Project Zomboid, which is also a top down isometric (2.5D). While graphics are important, there are obviously several styles of which designers could choose from to make a successful game, and this is one of them.
I suppose if what you're suggesting is that ES:O plays like a single player RPG with a complete story, then I'd probably agree. But if you're trying to make an argument that Zenimax has built a game that encourages actual role play, I'd say that's crazy.
It's kinda hard to determine which category or selection within the poll I'd fall into, since the last MMO I really enjoyed was Ultima Online (Second Age era). I played a few years worth of WoW, and about a month of everything else, so I guess the real answer to the poll question, why did I leave my last MMO, has more to do with the genre moving away from my target audience than it does anything else. Call me old fashioned, or say I'm wearing rose tinted glasses, I don't really care: I'm still chasing the feeling UO gave me fifteen years ago, and have only found scattered moments of respite since.
TSW is fine for what it is, but it certainly isn't something I'd expect anyone to play long term. Once you're done with the story, and you've PvP'ed a bit, what the hell else is there to do but create a new character? I'm not saying this is a problem specific to TSW, it's very prevalent in many MMO's, but these worlds definitely suffer from a lack of things to do in them.

I think what really matters, rather than trying to force gender specific agendas into their art, is making a good game. Make a good game, and get attention for it being well made, because I couldn't care less if it was a team of men, women, aliens, or half-monkey half-dolphins who could be accredited the achievement.

 

That's right, I said it: half-monkey, half-dolphin.

I absolutely love Project Zomboid. Every Monday, they either release a new patch or detail upcoming patches in a fair amount of detail during what they refer to as "Mondoid" blog posts. Definitely worth checking out if you want to pay attention to the future of their development. The Multiplayer is great, too. Really, I can't get enough of PZ right now.
Originally posted by Talonsin

I don't understand this game, the crafting looks great but if I die I lose all my mats and recipes and have to start over.  Why would I bother with the crafting system when I know that the next time I play I could lose all my progress?  If they have a server with a ruleset that allows me to keep the recipes and mats I learned/earned, I may give it a try but sticking a complex crafting system into a perma-death pvp game is just poor game design.

It works just fine with Project Zomboid, though that has to do with a loss of character skill levels rather than crafting recipes, and I could argue that's a bit more rough (talking hours to develop a single skill, some far longer). While I can understand why people might have a knee jerk reaction to perma-death related mechanics, if there's nothing to lose in the process of a character's death, then there's no point in making it permanent. Some people might be instantly turned off by this idea, and that's alright: there are handfuls of games that don't require you to suffer through perma-death mechanics if you don't want to experience that.

 

I think it's going to work just fine, as a design choice, and it's worked fine in games before it. This is probably the least of my concerns regarding H1Z1, though, since we're talking about a product that already has a successful and much larger audience (DayZ) as its direct competitor.

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