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All Posts by Muntz

All Posts by Muntz

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287 posts found
Originally posted by Zarf42
Is GW2 dead or something? 

Sure ever since release some have said it is dieing, losing money and not sucessful. Like most things on this site you have to define terms in this case - "Death"

 

Edit-- 

For some the definition of death is an MMO that I don't like. 

i'd probably still be playing if

They had taken more lessons form GW1.  For example a more complex skill system then GW1 rather than simpler. When it comes to skills they were much better at balancing them in GW1 then GW2. Even acquiring skills was more interesting and a game within itself. And speaking of games within the game it always seemed to me GW1 had more of these to choose from then GW2. 

Another huge one for me is to Invest in DEs over Living Story. Make DEs more complex over a longer periods of time. Additionally have DEs that are both hard to find and hard to get to. Have DEs tell the story. 

On a side note two things that get complianed about I really liked: 

Personally I like the lack of progressionj. I think they sold out on that to some small degree when it was perfectly fine in GW1. Casual is not - "I'm powerful because I put in more time."  Never missed it in GW1. 

As for the trinity I find it a rather boring mechanic. I will say they needed to make sure what got implemented didn't devolve into everyone goes Berserker. Variety I miss but trinity not so much. 

Originally posted by Nanfoodle
Originally posted by AlBQuirky

In my experience, dynamic content in MMOs is fun the first few times. After awhile, it seems that players can no longer be bothered with them, like GW2.

"Oh man! That caravan is getting attacked again by the Centaurs? I just saved them yesterday!"

I did not play Rift past beta, but the rifts became a "chore" after awhile.

What makes dynamic events work, in my opinion, is a world that acknowledges the events and their outcomes. GW2 kind of, sort of does, but not really. There is no way you can wipe the Centaurs out of the game. They will ALWAYS come back.

When I left GW2, dynamic events were pretty much a solo activity as other players were either not present (outleveled the areas) or just did not care anymore. On paper, dynamic events look awesome, I agree. In reality, they are like any other "hook" that can get annoying after awhile.

This^^^ Till dynamic events are not on 5-20 cycles and we as gamers can feel like we have effected change I dont think Dynamic events have much replay. EQN says they are heading that way. Cant wait to see if t hey pull this off =-) Most times now when a dev says dynamic content I flinch in pain. 

So what in an MMO has big replayability?

If I look at say quests or raids they can be repeatable as well but are typically just as static if not more so. 

I don't disagree that dynamic content could be done better. Certainly what was talked about at one time with respect to GW2 sounded much more grand then where they ended up be that a technology issue or game direction choice.  I believe the potential is there. I would like to see the concept pushed further maybe EQN does it. 

Was Robertson just  possessed by Rona Jaffe?
is it p2w
General Discussion « Rift
11/20/14 10:40:10 AM
Everytime p2w comes up there are many different perspectives on what it means. So It depends. Give your definition of p2w and your question can be answered. 

Most fun I've had raiding was with a small guild that didn't have a bunch of formal rules setup. We were good enough to get through the content but not so great as to be competing for firsts. It changed as the guild grew and all those rules and point system and junk, to me, made it more of a job then a game. 

I like crafting when it enhances the game. The potential needs to be for crafted items to be on par or better then what is dropped. Crafting then gives me a reason to go to areas and aquire crafting resources, unique resources and recipes. I don't like to craft if it is meaningless. 
Originally posted by nariusseldon
Originally posted by seafirex

Lol OP, i think you never played the old day's mmo's. In the old days leveling up was a challenge.

nah .. i wouldn't call camping static mob a challenge. Tedious, yes. Challenge, no.

 

Funny thing is there was some fun in trying to figure out how to solo these mobs. 

Originally posted by Mtibbs1989
Originally posted by Muntz
Originally posted by Azoth
Originally posted by Sovrath
Originally posted by Azoth
 

I don't think everyone in here sees it that way. Some people think that NPC will do stuff that is totally unexpected even by the people designing the AI.

I suppose that means by what one "means" by unexpected.

For instance, I don't think the AI is going to become sentient and start wondering about it's existence.

However, in (I think it was) Oblvion, one of the npc's needed a weapon and ran "next door" to get one which surprised the developers.

Now, I believe this was earlier in their development where their "radiant AI" actually did more than what it did during release.

So "sure" the npc's might do some surprising things that the developers didn't foresee.

But aren't looking at an AI that will truly "learn" from it's experiences like a human would.

I doubt it was a surprise to the person that did the coding. There might be nice outcomes, but it is all in the boundries of what is in the code.

Orc have in his likes ''wealth''

ways to acquire wealth might be stuff like : mine gold, kill and rob merchants, ask toll to cross a bridge, sell crafted items and on and on. But all the outcome have to be coded somewhere, if it's not coded, and orc won't go grab an NPC and ask a ransom to the king.

Every possible paths must be written somewhere, sure you might not tell the orc exactly where to put down his settlement, but there are still parameters that make him choose a spot.

In a coded program, there is nothing random.

Come now, unexpected happens in programming all the time typically we call them bugs. The more complext the program the greater number of bugs exist. It is far from a new concept for a programmer to pass a bug (unexpected behavior) off as a feature. If indeed they were suprised by the out come it is more then likely no one person was responsible for the code that made it happen. 

Even bugs aren't random, you can easily reproduce bugs as long as you know how to reproduce them. Programming truly isn't random. If said orc goes to create a village there will be limited locations as to where that said village will be placed. otherwise you'll end up with some very... interesting issues.

How do you read unexpected as random?  It's not a matter of reproducing them or being random it's that bugs are unexpected. If you knew about them ahead of time you wouldn't code them in. The "as long as you know how to reproduce them" can be a large issue.

Agreed the space is bounded but It doesn't have to be as simple as "if-then." The code could be made adaptive allowing the orcs to migrate to some where dare I say unexpected but not outside the bounds of the game. That would move it from a "feature" to a bug. 

It's possible it's still too complex for an MMO. At any rate I hope it is more complex then some of you would make it out to be but certainly is could be very simple. Guess we will have to wait until it's available. 

Originally posted by Azoth
Originally posted by Sovrath
Originally posted by Azoth
 

I don't think everyone in here sees it that way. Some people think that NPC will do stuff that is totally unexpected even by the people designing the AI.

I suppose that means by what one "means" by unexpected.

For instance, I don't think the AI is going to become sentient and start wondering about it's existence.

However, in (I think it was) Oblvion, one of the npc's needed a weapon and ran "next door" to get one which surprised the developers.

Now, I believe this was earlier in their development where their "radiant AI" actually did more than what it did during release.

So "sure" the npc's might do some surprising things that the developers didn't foresee.

But aren't looking at an AI that will truly "learn" from it's experiences like a human would.

I doubt it was a surprise to the person that did the coding. There might be nice outcomes, but it is all in the boundries of what is in the code.

Orc have in his likes ''wealth''

ways to acquire wealth might be stuff like : mine gold, kill and rob merchants, ask toll to cross a bridge, sell crafted items and on and on. But all the outcome have to be coded somewhere, if it's not coded, and orc won't go grab an NPC and ask a ransom to the king.

Every possible paths must be written somewhere, sure you might not tell the orc exactly where to put down his settlement, but there are still parameters that make him choose a spot.

In a coded program, there is nothing random.

Come now, unexpected happens in programming all the time typically we call them bugs. The more complext the program the greater number of bugs exist. It is far from a new concept for a programmer to pass a bug (unexpected behavior) off as a feature. If indeed they were suprised by the out come it is more then likely no one person was responsible for the code that made it happen. 

I guess my point wasn't clear using a heavy gear oriented game may have clouded the main idea. You can essentially take gear away from the game and still make it more complex for the player. Take Guild Wars 1 hardly a gear progression game. It had skill captures. Skill progression although not as complex as AO(and not even mid-level content but end game). Content beyond PvP and PvE Raids but that could aid in doing both. No I don't think gear progress is the be all end all to MMOs it was just an example. 

I played AO for two years and never reached level cap, ok I was close. In today's games you go so quickly that there isn't an intermediate game to be played at all. AO had a complexity to it that allowed for game play to be meaningful while leveling. The slow leveling curve was only part of it. I would not relish a modern game if it contained the kind of grind AO had. Too much time spent for very little fun. But I would like meaningful levels prior to reaching max. All games now seem like a race to the end. I don't think you can have a meaningful level experience if it only takes a week or even a couple of months to get to max level. Certainly part of the problem is the customers, they want to "win" and one way to do that is to get to max level. 

No wonder there is such a big focus on end game but this means there are fewer options for game play. Take low level or mid level dungeons. I think it is a waste of time in modern games to have them.  By the time you have farmed the unique items in the mid-level dungeon they are totally useless to you. You can run it once for fun but it seems like a lot of effort for one off content. Continuing with AO there were actually reasons a higher level might want to run a low level dungeon one reason was to get gear that would help you fit into other gear. Another was pocket bosses a sort of treasure hunt, craft, kill, and farm for gear mechanic. I think this type of complexity could be build into a modern game. 

Originally posted by maji

I just think that it's depressing that people are not equal in MMORPGs anymore, since subscription MMORPGs died out.

When there were still non-cash shop MMORPGs, people were equal. It didn't matter whether you were a rich kid in real life or a student scrounging up some coins each day, people in the game were the same. Not anymore. The guy next to you has a mount that looks better than yours? Buy one in the cash shop. You are gaining XP not quickly enough? Buy XP boosts. You keep dying in PvP? Buy equipment with stats.

 

It was never equal though was it, if you had more time you could be more powerful. I would argue that because of that there has always been people looking for ways to even the playing field.  Gold selling, exploiting, and hacks far pre-date F2P. Because they see the need and they could never stop it companies have come up with a way to make money off it now.

I don't not believe the payment model has any real tangible effect on quality of product. Not sure why socialism is always equated to f2p. I blame the current popular boogie man use of the word. Neither the government nor any other group owns a f2p MMO as far as I know. They appear to me to be highly capitalistic. The current MMO climate has boat loads of competition making it healthy capitalism. Will this always produce quality? Well, no companies will try and max profits because the investment isn't made to produce the ultimate MMO it's made to produce profit. What are you asking for some kind of self imposed regulation on the MMO payment model? Because you decided that is the only way an MMO can have success? 

At the end of the day if you believe subscription == quality then only buy subscription games. You are correct in saying others will disagree, we can see that in the MMO market place. 

Originally posted by iridescence
Originally posted by DamonVile
 

box+ sub games don't mean quality, regular updates or anything else you just tried to attach to it. If anything the f2p game that didn't collect $60 a player has more at stake when trying to get it's development costs back.

Depends on the game really. I can point to LOTRO as a game where quality of expansions suffered once they went F2P compared to what it was in the first couple of years of subscription and look at SWTOR where they said at launch they'd  be extending class stories but haven't presumably because F2P=not enough money. Then you look at a game like Path Of Exile which releases a good deal of new content without a sub or a big budget so it can go either way. Although if I really want to play a game a sub still makes me feel more secure.

Another factor to look at is how long people stick with these games. If the average person plays 3 weeks and then quits isn't it hard to call that a good game compared to older  games that could retain many players for years?

 

 

 

 

The examples you give are for games that survived not thrived. So of course they scaled back from what they planned on doing because the revenue they were expecting wasn't there. It wasn't there when they were subscription based. It's not F2P that doesn't generate enough money for them it's the game itself no mater what payment option used doesn't make enough money. The question is if LOTRO stayed P2P would it have made enough money to pay for the content rate it had planned. It seems like because they went to a F2P model to survive that no the P2P was not going to make any difference. Something was going to give. The last 6 months I played AoC there was amost nothing for updates, why, they were not making enough money. GW2 has constant updates, it is a sucessful game it is also B2P. 

It seems like the dynamic event system in place is capable of more. I wish they would invest in longer more complicated chains that span weeks or perhaps months depending on how they get steared by the players actions. I think they only scratch the surface. 
 
Time vs money argument. Time is more valuable or available to some players so they would like to eliminate the influence of money. But really it's always been there.  Yes it used to be against the game rules but the cottage industry of gold sellers didn't arrive because there was no demand.  I don't blame companies for filling the need. Seems like a no brainer for them. The answer to your question is simple the MMO crowd as a whole has always had players that have accepted this exchange.  Game companies, rather then fight these customers have accepted this and make money off of it now. 
Originally posted by Blaze_Rocker

A good article with many good points, unfortunately it was very painful to read in places. You might want to put some additional work into proper sentence structure and have one or two others do some early editing before you post future articles. This thing reads like you dropped out of english class, or at the very least you wrote it up at the last minute.

Here's wishing you all the best for the next one.

Sorry couldn't resist - 

We are entitled to a well written article on MMORPG.com. 

So the theory goes that the wolves need sheep. The problem is unlike the distant past the sheep have grazing ground that don't include wolves. So the question is how can we attract the sheep to where the wolves like to hunt? At the moment you can't there are too many options for the sheep to opt out of the wolves hunting grounds. 

Even if you make a game where the "carebears" have options they (we) always have the option of not having to deal with all the crap that comes with FFA. I doubt you can make it so attractive that the "carebears" will put up with the crap simply to provide you with the sheep you desire. Why the hell would  the "carebears" play that game when there are so many alternatives that don't require you to put up with bullshit? 

I can pay the 15 and I understood in the distant past that this money was needed for gear / bandwidth. That's no longer true, if it ever really was, so what do I get for my 15. I'm not just giving it away on the perception that I get a better game. In reality I don't. As a consumer want something for my money. 15 dollars is 1/4 of a game. Do I get 1/4 content every month? Or alternatively one complete games worth of content every 4 months? I have yet to see this amount of content happen. I think companies should make money but I'm not giving my money away so that they can do so. So are my choices right now are I'm a Cheapskate or a Fool? 
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