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All Posts by SpottyGekko

All Posts by SpottyGekko

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3213 posts found
Originally posted by Adjuvant1
Originally posted by Horusra
Originally posted by mrneurosis
Originally posted by Vesavius
Originally posted by Tinybina


I know I know, its alpha blah blah blah... 


So, you are aware of it and yet you dismiss it as if it isn't relevant?

What an odd perspective, at least to me. Why would anyone get involved in an alpha state game and then bitch about how it isn't perfect?


Yes and alpha with upfront full cost and fully functional cash shop. 


As long as they know it is alpha then the player is the moron.

But why make morons of your player base? What the hell is that?



Sigh, there is no hope...


Next we'll have people launching class-action lawsuits because "SOE knowingly and intentionally allowed the players to make fools of themselves" ! 

No, the game is actually a fine example of "over-hyped" if there ever was one.


One of the most common phrases you'll read about E:D is that it's "an excellent frame/foundation/skeleton to further expand on". What that actually means in plain English is that much of what was promised in the design documents was not delivered.


It's a classic example of "the game has great potential". I've often heard that said about certain MMO's over the last decade, but sadly none of them ever realised that potential.


E:D is in an odd place. Because all the actual game play takes place either on your client (solo mode) or in P2P sessions (multiplayer), many standard MMO features like ingame chat, grouping, AH, etc. will never be implemented fully. There is no central server that runs the "game world", the central servers only keep certain types of data (like character stats, trade prices for the NPC market, faction influence, etc.).


The internal politics would be a huge problem. The ego conflicts will be epic.


Who would be the "lead designer" ?

Who would be in charge overall ? 

How would the profits be split ?


It reminds me of the old jokes about something being "designed by a committee", i.e. after 8 years of development they'll end up with a MOBA that doesn't have actual combat...


People that have no experience of software projects always fail to realise that simply tripling the manpower and budget does not result in triple the quality and originality. The reverse usually applies. The more people there are working on something, the more meetings their need to be to co-ordinate everyone, and the more managers are needed to keep everything on track.

Afaik, you "Wage a War" and "Conduct a Campaign".


Just sayin'...

Originally posted by TheDove
Originally posted by loulaki

and why full loot scares people away ?

in EVE you lose everything ! but never anyone left cause of this ...

Eve is not full loot. Eve economy would collapse in no time flat if it ever became full loot. Any game that has full loot is going to have complete trash economy; which is what 'scares' me when people start demanding it. 'Player driven' economy is one of the central features of a sandbox like this.

Not everyone knows how EVE works, an explanation is required before you start building an elaborate tirade.


EVE is "full loss", not "full loot". That means that the player who is killed loses everything they had with them (ship, fittings and cargo). But only a randomly determined portion of the lost items remain in the game as loot on the "corpse", the rest are destroyed. And all the thousands of tons of minerals required to build the ship hull are lost.


THAT is why the economy in EVE works: a great deal of equipment/resources are removed from the game during each kill, instead of just being transferred to another player as loot.

Originally posted by dreamscaper
Originally posted by klagmire
Originally posted by Dakeru

Why are you guys protecting this with the "it's in the testing phase" nonsense?

Who needs to test if client side settings can be exploited?

Because anyone who pays for early access beta testing , has no right to complain about the game, as it was disclosed the game in not finished yet.


No. You do not get to play the alpha/beta card if people are paying for it, period.

So, by your logic, MMORPG.COM can now do a review of H1Z1 and give it a final score ?


There's a significant difference between "paid Early Access" and opening the Cash Shop during "open beta" and declaring that there will be no more wipes. In the latter case your opinion would be valid.

Originally posted by Torvaldr
Originally posted by greenreen

I'm not sure how the person earlier calculated 4500 coming to them, I thought it was 1500 for a sub and 100 for each month prev. subbed as a one time bonus.

1500 * 3 = 4500 because I buy my sub time 3 months at a time. I have 4500 crowns coming per sub period. I never said 4500 per month. The math make sense now?

There isn't any account for how much the DLC will cost in the annual cost estimation. I would expect those to cost around 4500 or so depending on the size.

The cost of the DLC's will be irrelevant if you're a subscriber, your sub covers access to them all.


However, if you want permanent access to the DLC contents even when you're not subbed, then it's a different matter. Don't be too surprised if the DLC's don't ever make it into the Cash Shop though. They may remain cash-only purchases to dilute the effect of the monthly crowns allowance given to subscribers.

Originally posted by Amjoco
I am new to following Crowfall. I have read a bit about it and of course guessed at the game itself due to lack of information like the rest of you. My concern is that if it is full loot on a given server, how it would hold up in the long run. I'm sure there are those hardcore players that enjoy that stuff, but the trend in the gaming world has leaned more towards casual. I think the full loot aspect would become a very small group of niche players eventually. If I would play I would become the best at fighting naked and with a tree branch just so I wouldn't feel robbed all the time! :)

And it WILL happen !


A group of naked players armed with basic spears or swords can usually take down 1 or 2 players who are well equipped. Sure, 90% of the naked zerg may be killed, but that's irrelevant, as long as someone's left standing to scoop up that good loot in the end.


It's a great way to farm good equipment for a group with zero risk, and a fine example of the types of "gaming the system" mechanics that have been developed over the years in these types of games...

I can understand why game-hoppers complain about subscription games. If you're playing 4 different MMO's simultaneously (1 week per month for each MMO), then a $15 sub can start to get a bit pricey I suppose.


It's never been an issue for me, because I never play more than 1 MMO at a time. And hte decision to play that MMO is not made purely on a "cost-to-play" basis. If I enjoy a game enough to spend significant time on it, then it's irrelevant to me whether it's B2P, F2P or monthly sub.


However, if the game design is such that I need to spend $50+ each month in the Cash Shop to achieve a level of play that I find enjoyable, then I walk away, because that inevitably means that the game is exploiting my preferred play style.

Seems to me the new definition of P2W is: "Anything that I want but can't get for free"

Indeed, if you're a level-capped player in ESO currently, there may not be a great deal of value in a sub between now and the "bedding-down" of the console versions.


However, the value of a sub may become more apparent when the DLC's start rolling out...

Originally posted by Nanfoodle
Originally posted by Rydeson

Originally posted by Nanfoodle 

Ooo I get it, you dont get the difference between EQ1 and other games that have scripted actions and how Story Bricks is unknown outcome.  If you dont get that from what the devs have shown and told us. I dont think I could do much better. Sad because that the thing that makes SB so special. Thats the one point that makes SB the thing that could change how we game. Thats the thing that will make the game look so different from server to server. Thats the thing that has so many excited to see SB in action. Sorry your not getting it because scripted actions is not what this game is about.

Seriously??  There is no unknown outcome in Storybricks.. It is ALL scripted, just more complex then what we've seen so far..  I can bet you the farm I can take 20 characters and have each one of them group together and do exactly the same things, and get the same results in all 20..  Unknown would imply that I would get 20 different outcomes and results, and it would be complete random actions, but we know that isn't the case..   1+1=2 and 2+2=4.. etc etc..

The ONLY reason why things would be different from server to server is resulting from player interaction..  GW2 is different from server to server technically..  No one has seen SB in action because it doesn't exist in program yet.. There is nothing procedural or random about Storybricks..  A code is a code is a code and will always be a code..  You either follow it, or it's random.. 


Your post just again shows you really dont have even a little grasp on how SB works. Or your blocking out things the devs are saying for what ever reason or you just cant grasp the main concepts. Same simulation run many times will have different outcomes. Thats the devs own words and they have shown us that in demos. Wish I could explain it in a simpler way so you could grasp it. 

As I understand it, the difference between Storybricks and "traditional" NPC scripting is that Storybricks includes the ability to "learn".

That means that unlike the traditional static NPC scripts, the Storybricks behaviours can change dynamically based on what happens in the world. The database for the Storybricks scripts will influence which parts of the scripts are run, and how often, and the values in that database will get populated by actual events happening in the game world.


So if the Orcs of Blackwood Forest are continually being murdered by Elven player characters, then those Orc NPC's will develop a hatred for ALL Elven player characters, even though they may start out as neutral toward Elves. The developers could then, for example, decide to have a progressive ingame event that either resets the Orc hatred for Elves or reinforces it, depending on the event outcome.


So the degree of complexity for the NPC actions is not only dependent on "traditional" branching scripts, but also on ever-changing parameter values, depending on how many parameters are tracked in the Storybricks engine for each group of NPC's (or even significant single NPC's).

Item Decay
General Discussion « Crowfall
1/28/15 9:47:59 AM

The reason item decay was consigned to the annals of History is that the majority of players don't really like too much simulation in their games. Decay was considered "tedious" and is a real problem in a loot-based game where the RNG rolls determine what you get.


SWG originally had a very interesting decay system. The decay of an item could be repaired, but never restored to its original state. Decay was tracked via the "Durability" stat. If the Durability dropped below 90%, the item could only ever be repaired to a Durability of 90%. That means that you could greatly extend the lifespan of an item via proper care and maintenance, but eventually the item would reach 0 Durability and only be useful as a wall decoration.


Many players didn't like the SWG decay system though, because it wasn't "fun" to have to carry around a stack of Repair Kits AND remember to apply them at the right time. And with most of SWG's competitors moving away from decay systems, it was removed from SWG as well during the NGE (iirc).

Originally posted by Caldrin

Yeah there are always ways around things.. They should do a combination of everything possible I guess to make it hard or too time consuming for people to get around.


Unfortunately, no MMO developer has ever come up with a cost-effective method to implement strong security in their games. 


In todays' highly competitve game market, developers are focused on making the player's experience as easy as possible. Creating an account and logging-in to the game must be as simple and quick as possible. Every layer of security works against that.


Additionally, the results of any automated security checks always have to be reviewed by humans before action is taken based on those check results. That takes time and costs money. Doing it wrong can also cost you your reputation.

Originally posted by Kyleran
Well this might work during the paid early access, but once it goes live as F2P they'll lose all control because hackers will just keep making new accounts to cheat.



As soon as items can be obtained "via game play", then the possibility of duping exists and game controls/checks/audits have to be ramped-up significantly. If those items are also being sold in the Cash Shop, then the duping starts impacting the revenue generated by the game, which can rapidly become a serious problem.


It also looks like players are very eager to create the impression that cheating is rampant, because that "justifies" cheating by everyone. Given that cheating is almost expected in FPS-type games, players are becoming de-sensitised and will more easily resort to it themselves.

Stay tuned for more "surprises" at Frontier Developments in the coming year. They are going to be learning how MMO's work.


They are most likely also going to be learning that a game which was a massive hit 30 years ago when there was almost no competition around is not going to be the same record-breaker in the saturated market of 2015.


I expect there will be some changes announced in the 3rd quarter to stimulate the almost non-existant revenue streams as "box sales" continue to dwindle.

As long as people keep buying Early Access packages, they will be offered for sale.


But it's quite possible that there's some degree of "buyer fatigue" setting in. That said, the market is big, and it'll probably take quite a while before this lucrative trend is abandoned due to pure lack of interest.


Of course, developers will have to replace the Early Access income by replacing it with something else, which will most likely be a heavier focus on lockboxes or some other Cash Shop mechanisms...

The concept for this game is exceedingly ambitious.


However, as is often the case, this incredible concept is being promised by a small team of indie developers with a shoestring budget, using an off-the-shelf game engine. Their chances of success are almost nil.


Perhaps it's pure coincidence that one of the devs worked on Mortal Online, which also promised the moon and was built on an existing engine (Unreal 3). Perhaps it will go better this time around, but somehow I doubt it.

Originally posted by DMKano
Originally posted by Talonsin
I think Eve did it the right way.  It doesnt matter how much you spend, if you dont have the skill points, you cant use the best stuff.  As a poor use of this method, Archeage allows people to buy APEX but there is nothing stopping you from using it for P2W.  You level to Max in 2 to 3 days and then buy APEX to finance having the best weapons and armor.  In three days you can rule in PvP in Archeage.


This is wrong - because the best has to be available in AH - which it isnt. You cannot buy a full mythic delphinad set of anything - it doesn't exist. So you see ArcheAge has its own p2w reduction method through impossibly rare best in slot item crafting. Again if I gave you a million dollars to spend in AA - you wouldn't have the best set. Remember that there is no player in the world in a full mythic set period. There are lots of players in unique, celestial and divine. Epic, legendary and mythic remains ridiculously rare.

Lol, actually Archeage has a toatally different take on the idea of "P2W reduction".


In AA, they simply reduced the chance to "Win" and increased the "Pay" requirement by a few orders of magnitude. That's why there's so few rare's in the game, there's only relatively few whales that have deep enough pockets... 

Almost every "freemium" subscription in any game I've ever seen has offered XP-related benefits. I've never seen anyone getting excited about it, but I guess there's a first time for everything...


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