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All Posts by Baseline

All Posts by Baseline

6 Pages 1 2 3 4 5 6 »
110 posts found

My expectations of PC gaming in general have shifted.

Nowadays it's just accepting that games are only popular for 3 months before they release (and if you're in beta, cool), and then 1-3 months after they release.

And that's it.

It's literally like bar-hopping. "Where's the crowd going next?!"

That's PC gaming now. People stopped calling games "fail" a while ago, because they've grown to expect it to be this way. Yeah, most games aren't really worth playing long-term because there really isn't enough innovation. This is just simple principles of anything that "sticks", you need to be first or you need to be unique...

I can only laugh at all of the people butthurt and acting surprised that ArcheAge is already going down the toilet. I didn't even bother with that game. And I got out of wildstar as soon as I saw that was going down the toilet (which was even shorter than most games); and I didn't spend an ounce of time whining on forums or saying "fix this fix that".

Drop your expectations and just go where the crowd goes. These games are only worth playing when they're "on top" and have a bunch of people playing them. Then they turn into miserable ghost towns with constant "when's this pos going F2P" threads daily.

I'll take a key if anyone has one.

This one wins my "I'll give it at least my two months before school starts" award.

Will edit this when I get one.

Originally posted by Instigator-Jones
Originally posted by Dalano

Decades old hardcore raiding mixed with seizure-inducing effects, carpal tunnel gameplay, and abominably optimized custom engine.


What possibly could have gone wrong?

So basically, you're saying it's to hard for you. Got it.


More to the point; Wildstar haven't failed... Yet. Let the doors close, and then you'll know. Don't be that guy who goes after the widow AT her husbands funeral. That's just not classy.


The game was "too hard" for most peoples tastes, and yes, it failed.

The endgame progression (raiding 20 man and 40 man) was too hard to be sustainable. I quit not long after my well-geared guild kept wiping several nights.

Yeah I know everyone in here is a pro and most of you will say "if it's too hard then that content isn't for you, stick to the 5-man dungeons", but whether you like it or not, that is what caused that massive nosedive with the population. People want their endgame raiding progression to be slightly challenging, and not like Kripparian would describe in one of his videos "old school where you had to do everything exactly right timed right in the perfect direction".

It just doesn't cut it in 2014. People want to relax and be "casual raiders", they're willing to wipe a few times, but really they just want it to be time gated and not require some uber guild being super-stressed about it all in the evening after they're done with work/school and are slightly drained and just trying to relax a bit. WoW understood this and accordingly took its game in a more casual direction; Wildstar, on the other hand, was idealistic, and they've paid for it.

Originally posted by Siris23
Originally posted by Baseline
Originally posted by Siris23

Well I'm not a healer, but from what I understand


You get one spec right away and a second sometime between level 10-15 (I don't remember exactly which level), at 50 you can buy spec 3 and 4 for elder coins, so max 4 specs.

specs are mainly for amps (talents), as skills can be swapped out freely.



So if I get two of these by level 15, then I could do the first starting out spec as a leveling DPS spec with my esper, the second spec as a healing PVE spec and doing dungeons with that starting at level 20 or whatever. This sounds like the best option considering I'll need that faction rep for endgame raiding/attunement.


But this elder coin thing, I'm assuming that's a massive time sink or something. Is it possible when I get to endgame to just respect that first spec I had to a PvP healing spec instead of buying a third spec? Or is that more costly than buying a third spec?


Thanks for the replies.

You get elder coins from xp after you hit 50 instead of levels, you are capped at 140 coins a week. I can't chck right now but I think each additional spec is more than the weekly cap.

But you can reset your existing specs, at level 50 it costs 50g. So dps/pve healing for leveling and pvp healing/pve healing at 50 without buying extra specs is no problem.


How long does it take to farm 50g at endgame? Are we talking a days worth of work to respec or a week?

Originally posted by Siris23

Well I'm not a healer, but from what I understand


You get one spec right away and a second sometime between level 10-15 (I don't remember exactly which level), at 50 you can buy spec 3 and 4 for elder coins, so max 4 specs.

specs are mainly for amps (talents), as skills can be swapped out freely.



So if I get two of these by level 15, then I could do the first starting out spec as a leveling DPS spec with my esper, the second spec as a healing PVE spec and doing dungeons with that starting at level 20 or whatever. This sounds like the best option considering I'll need that faction rep for endgame raiding/attunement.


But this elder coin thing, I'm assuming that's a massive time sink or something. Is it possible when I get to endgame to just respect that first spec I had to a PvP healing spec instead of buying a third spec? Or is that more costly than buying a third spec?


Thanks for the replies.

So, I'm thinking about picking this game up. I need a game to kill time. First, I'll say what my priorities are in the game:


- I like playing a dedicated healer

- I'm most interested in playing the Esper from everything I've read.

- I want to PvP heal and PvE heal when I get to endgame, and from what I understand, you get two "specs" to quickly switch between, so I'm assuming I'll want to make one spec for PvP healing and one for PvE healing right?


So, in regards to that last point, am I pretty screwed on that plan considering the leveling to endgame situation? I currently don't have a guild or any friends rolling a char with me, and even if I did, I like to just get on and level and not wait an hour for a friend or guildie my level to join me... Unless this game is radically different, solo leveling as a healer won't be viable. So what is my best option? Should I roll some esper dps leveling build (I can google that I suppose, unless you have a suggestion), get to 50, and then do some kind of respeccing both specs to healing and start healing then (guessing I'll have to buy healing gear to start then?).


I'm probably way off, but you all get where I'm trying to go with this. The only exception I could've thought of is if there is some very active LFG system where it's easy to find group PvE and then I could just stay a healer leveling. From all of the vids/streams I watched though, seems like everyone is just solo questing to 50 (by the way, when does grouping really start happening, is that at 50, or is everyone else grouping at some earlier level for pve content?).


I will end up getting a guild eventually, but most of the time they're pointless until endgame.


Also, what do you suggest in regards to crafting/gathering? I read one person say every esper should pickup tailoring to build themselves an outfit, another person said pickup two gathering so you can afford your mount.

I've seen this in various places around the web about this, but I didn't get 10 keys with my alpha invite, nor do I see it on account management.
Originally posted by Ender4

Yeah they have been pretty clear that they don't want to force players into social interactions against their will many times.

Those people shouldn't be playing MMO's.

Raph Koster said it best about original SWG; everyone was interdependent. If you were a combat guy, you had to go to the cantina to heal your fatigue (listening to entertainers), player entertainers gained skill and tips from healing these players, crafters sold to the combat players and the entertainers, combat players supplied the crafters with materials.

We have run so far away from that living breathing world idea of an online game toward this degenerate "I'll do it all myself! Even the combat! I don't want to need a healer and tank friend to go get muh kill on! I want to be tanky DPS with self-heals!"

I just saw that crap on the wildstar boards. "Which class has best self-heals?". Makes me want to vomit.

And at the end of the day, what it all boils down to is the "community" having too much of a say. Ohh god my fears, interacting with other people, I play video games so I don't have to do that! Don't take me out of my comfort zone! Ohh god! I might actually have to find a good healer or tank or DPS to do this content, you're forcing me to play with other people in a ..... multiplayer game!

This is why the only game I'm actively subscribed to at the moment is EVE. Clearly defined roles. I can say "I know that guy is a good x, that guy is a great x, that guy is the best at x".

Most of these MMO's coming out today do absolutely nothing to forge friendships, community, and team spirit, like the older games did, and THOSE systems in a game are more important than any stupid colorful dress or flaming helmet.

Originally posted by collekt
My crystal ball (AKA twitch streams) is telling me that this game looks like trash. I'm not a huge fan of the graphics style, but I'm also not a graphics whore so I can get over that. I just don't think the combat looks like much fun, and without good combat I can't play the game. The telegraphs are a huge turn off for me, and the gameplay and environments in general just don't look very good. I'm sure I'll get flamed by the WildStar fanboys but whatever, my crystal ball doesn't lie. :P

This game will last a month and people will quit. WoW meets SWTOR is nothing to get excited about.

At least there's Titanfall to look forward to as something fun and breaking the mold. It's not an MMO, but it's something fresh.

First, I'll say that I am the mega-cynic about the game industry, particularly MMO's. I flame the hell out of all of this crap that is coming out nowadays, and I've been banned/warned on this site multiple times for my abrasiveness.


So, for once, in a long time, probably since SWG pre-cu, I'm happy to say I'm enjoying an MMO again, as much as a veteran gamer probably can.


I gave EVE a shot about a week ago, after countless trials over the years. It was always my ideal game, but I knew it took a strong investment in time, not only to play but to acquire the knowledge to be effective. It is, after all, one of the few remaining true sandbox MMO's.


And, now it is a week later, I'm finally really getting my teeth into it, and I'm enjoying it enough that I subbed for 3 months (added on to my 21-day trial).  I intend to play the game heavily through the winter hear in the northeast US. A real thrill of the possibility of actually losing your gains and gaining someone elses. It's great! Risk/reward is terribly absent from most modern games.


I have to say that the EVE community is perfect. You have the people who are gritty, the scammers, the immature, the "pwn you nubs" PvP'ers, and in the middle you have that balance, you have really organized players who like to sometimes be serious and sometimes be immature, and all the way at the other end of the scale you will find the most helpful people for new players more than any other MMO on the market. I started playing this week with an interest in exploration, and not only did my thread on the new players forum get rapid replies (, but one player also e-mailed me with detailed tips and was willing to answer all of my questions. For what? For what incentive? He did not ask me for ISK, he did not ask me to join his corp (what value am I as a noob?).


I'll tell you why. It's a game where there are a lot of players who know EVE is the type of game the industry isn't willing to make anymore, and they want to keep it going and growing by helping all they can.


I can already tell that even though I'll probably cut down my play time during the summer, I'll definitely not unsub or stop training.

Because it's a proven industry fact that themeparks have more money-making potential than sandboxes.

Investors don't get behind major games to tell their grandkids "I was part of the funding for this game people played 4 years then went defunct".

I don't see the big deal. 

There's dominance with skill, and there's trolling/griefing; this is the latter, and it gets banned in most games.

You can't ask game developers to make sure the game is troll-proof. Better to flat-out ban those people and make examples rather than make compromises in game design.

AV did the right thing, but by the thread title and OP, it makes it sound like someone was exercising organized dominance over other players and they were banned for that. This isn't a case of coordinated players griefing uncoordinated players, it was the case of one blockhead abusing game mechanics and making the experience annoying.

Originally posted by Dampyre
      i know of a couple people that went to jail because of things they did in this game ( since the money in game has a real life exchange value). 

Like what? Money laundering? That's a problem in any online game, or even any online app where money is exchanged. Look at the examples of guys randomly tipping girls 20-30 grand on webcam sites because they give them a cut of the profit for being involved.

I can't see second life having anything special that would enable people to do something that would land them jail time, but you're welcome to enlighten me :)

I'm surprised. Games like these have hardcore followings that actually spend real money.

It's a lot like the EVE situation, where people would rather spend their free time there than any other virtual world.

Yet both of these games (more importantly their engines) are dated. I'm surprised nobody has come along to steal those two markets. A lot of RL money goes through both of those games.

I wouldn't trust Richard Garriot as far as I could throw him.

His fans make it out to sound like he was a victim with the NCSoft Tabula Rasa thing, but people only read his side of the story. Richard Garriot comes off as another Brad McQuaid type, meaning the type who shouldn't really be leading game development production in the modern world of massive teams and departments (this isn't just a game team making something and throwing it out there, it's a different game today), but rather working in some kind of lead designer position.

Every time you put these hot shot devs into management positions, things go south. It's no different in other parts of the businessworld. Rarely does good engineer = good businessman. Bill Gates is an oddity, or maybe not; he was hardly an engineer as much as a businessman who liked to tinker.. Woz would've never made a good businessman, and he admits it, and that's why people still like Woz.

This forum is too sandbox.

No game will ever yield some long-term fulfilling feeling. If you look at it like that, you'll get miserable quick, because they are the worst thing to do for long-term fulfillment.

The only value in these games is at-the-moment entertainment. Your reward is dominating the competition at that moment, being better at that moment, coordinating efforts to be better for a moment.

There are surely already many guilds that have quit GW2, but have a fond memory of a nail-biting battle against a prestigious top-ranked competitor. That's what you push for in these games, not some trophy a dev puts in.

If you want something that you can wake up in a year or two and not worry about saying "what's the point?", go pick up a musical instrument, or learn some form of architecture. All of these games will fall from popularity and one day your 'hard work' will be visibly fruitless.

Originally posted by Hrimnir

Bold words! But, in any case, the game seems to have gone down well with SOE staff at its internal unveiling.

“I was really nervous about [showing SOE staff the game],” says Smedley. “We showed it to them on Monday, and I couldn’t sleep on Sunday night because I was scared. We’ve thrown out two previous designs of the game to go with something pretty crazy and… well, it’s awesome. When the team saw it I could barely breathe when they were watching it. But when I’d finished they were clapping and cheering – and these guys are gamers, so they’re not afraid to call bullshit when they see us make a mistake. It’s happened before. We’ve made mistakes, and the guys internally will call us on it every time. But they loved this, and we really felt vindicated that the way we’re going with Everquest Next is the right way. I feel good about it. We’re not trying to make WOW2 or Everquest 2.5 – we’re making something that we think will define the next generation of MMOs.”

They don't call bullshit because you pay them and they would get marks put on them as a negative nancy employee who brings down team morale.

As for him claiming "the guys internally will call us on it every time", sure, right, maybe when the economy was stronger, or maybe that's just in Smedley's fantasy world - the same place thought the SWG NGE was something 'clap and cheer' worthy.

I don't trust SOE one bit, I don't trust the entire gaming industry one bit at this point, because it's more overrun with suit-wearing snakes and beancounters rather than genuine quality game teams; oh, and I'm not just talking about the guys in accounting and marketing yadda yadda, I'm talking about even the developers, the coders, the designers; they have all become lazy and greedy, lacking in creativity and ambition. 

The piles upon piles of WoW and Call of Duty clones that litter what is nearing a decade is proof. These people, these 'game creators' organize nowadays more blatantly, as if they are just looking to create an ATM.

Go take a look at the top grossing game on mobile, 'Rage of Bahamut'. There is the future where the brain power goes. Simplified atm machines in the mask of games.

And now you have Steam adding RMT. A decade ago the gaming community abhorred this Pay2Win mentality. Now, with the blessing of the game creators themselves, RMT is legitimized and officially sanctioned, and my points are proven.

The entire 'gaming' industry is in its fall, and winter isn't far off. Everything happens in cycles.

Good endgame in an MMO is based around guild and player prestige in competitive environments (PvP, economy-pvp, player events, the ability for the players to manipulate the world by placing housing/bases in interesting and/or strategic ways), not idiotic individual puggable ez-mode treadmills in games where you can hardly do anything different from every other player besides run up some story ladder.

You don't feel that in these modern crappy themeparks because you don't really think as a guild in these games. You just pug everything, you solo level, it's stupid.

Sandboxes like EVE (and the late SWG) don't suffer from these "ugh endgame sucks" issues. The people that play those pure sandbox style games never gripe about endgame for a second.

Let me put it this way. Playing a themepark MMO and then doing endgame feels idiotic, because it's like reading a book all the way through, and then you re-read the climatic final chapter over and over 50 times to get some kind of achievement badge.

When you do that a few times - or if you're just an adult with some braincells to see what you're doing is stupid - you get bored.

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