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All Posts by SpottyGekko

All Posts by SpottyGekko

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3444 posts found
Originally posted by Guni

If you pledged during the SotA Kickstarter campaign and lost interest in the game, you can now actually make a profit, at least from the smaller pledges, for example here:

For weird and complex reasons (it has to do with ability to merge different pledges), people are paying premiums for those small Kickstarter pledges right now.

So, the concept of "futures trading" has come to MMO's ?


That's right folks, the whales are gobbling up the smaller fish to consolidate their advantage in advance. Metagaming taken to a whole new level...

MMO, eh ?


Yeah, I look forward to the next "expansion" in the famous "Battlefield" MMO too...

I think the OP is drunk-posting, lol


WT has far more realistic flight models and game mechanics than WoWP. Therefore WT is more difficult to play well, even in their "arcade mode". 


If you want casual fun and planes with "health bars", play WoWP.

If you want a challenge and planes where damage to different areas actually affects your flight performance, then play WT.

Originally posted by nariusseldon
Originally posted by Iselin

It's fine if that's what the average gamer prefers and companies that want to make tons of money should focus on making precisely those types of games because they're hot as shit right now. But I don't need some sleezoid has been hack telling me my MMOs must also become like that.

No you don't ... but by your own logic, if MMO devs want to make tons of money (or just have a large audience), shouldn't they focus on the "hot" design?

Why would they want to go back to the old traditional MMO design?

John Smedley is not making a prophecy, he is simply stating observable facts.


Big studio development time and MONEY will go to where the most profit can be made. Clearly the ROI on games that cater to the short attention span (or "commitment-challenged") masses far exceeds the ROI on massive MMORPG projects.


MMORPG's will have to be funded via Kickstarter from now on, and will mostly be produced by enthusiastic (but totally inexperienced) teams of indie developers. There might be a good one or two every 10 years or so...

Yes, the multi-gaming clans are probably more suited to modern online gaming than the "traditional" guilds of yore.


The single game guilds were perfect for the days when it took many months to reach level-cap, and many more months to get properly geared. People spent a long time in one game, and therefore stable and well-organised guilds were essential in those games. But those days are gone.


As a member of a multi-gaming group, you can hop from MMO to MMO every month and still be in the same "guild" in all those games. You might even see one or two names in each MMO that you recognize from your own clan forums. Your loyalty is not to the individual games, but to your clan.


If one of those MMO's shuts down, it has no effect on your multi-gaming clan. In fact, your clan can actually try to make some games unplayable just for laughs.

Originally posted by Kyleran
The best game is one that hasn't been delivered yet.

Oh hell yeah !


The marvellous fantasies built on those wonderful design documents and dev promises can never be equalled by the final product. Every gamer takes what is written and said, adds their own interpretation and desires, and then weaves it into a magical tapestry in their imagination...

Originally posted by tawess

biggest problem is that most of them are just bad. Sure it would work for single word commands and short bits. But anything longer and errors begin to creep in. 


Also... most do not do accents very well. 


But i agree it would be a very good compliment to consoles if it was made right. 

However, it would add licensing fees to the game's production cost, because the text-to-speech products are specialist pieces of software. You don't just "write your own" speech converter on a whim, lol


There are many open-source speech converters that do a good job of converting single words or very short (pre-programmed) phrases, but that's a very far cry from handling normal spoken language.

Originally posted by Dullahan
That ship sailed years ago.  They are committed to a different type of game today.  The fact that they are endorsing P99 only proves that further.  Classic EQ no longer stands in direct competition with modern EQ.



DGC know that P99 will not impact their revenue significantly, and recognizing them just generates good PR for DGC. The audience for "classic EQ" is simply too small to justify DGC spending money on supporting it. But allowing someone else to do it (for free) is a very clever move. It supports the EQ brand and could well lead to new players for the "modern" EQ version run by DGC.

Originally posted by cheyane
Originally posted by Tibernicuspa
Originally posted by Anireth

The day of the WoW style game is over? Big news. Wildstar proved that over a year ago.


LotRO proved it. And STO. And AoC. And Rift. And SWTOR. and all the other clones. This lesson was learned ages ago by everyone but publishers.

I think LotRO made money so has Rift and SWTOR. Not sure why games that are still making money and people are playing them are considered failures . I do not think a game is a failure just because it cannot reach millions of players. Any game that makes money is successful. Any endeavour that brings a return and profit is considered normally as a success.

Yes, but being a success is not good enough whilst there are greater successes to be had... 


If game A makes $1M profit, it is a success, because it generates a profit. However, everyone will praise game B because it makes $10M profit, even though it cost the same to make as game A. 

The investors of game A will therefore be unhappy, because their money is not generating the better returns earned by investors in game B.


All large game development studios are public companies, and therefore are traded on the Stock Market. Investors reward those companies that post a growth in profits every year. They punish those that don't. Simply generating a profit is not good enough, it has to be an ever-growing profit...



Is this what an MMO would look like if it was produced by Michael Bay ? 

Originally posted by Kettz

If you've been following PWE's news you'll notice that they are starting to put more resources into mobile game development. They are making Swordsman and Forsaken World mobile versions. 


Not surprising really, mobile games probably have the best ROI in the games industry. Cheap and quick to make, with the potential to earn billions.


I'm sure the chairman will be trying to maximise profits to pay back that $900M loan...

Originally posted by psychobgr


I found an alchemy mod stopped me using the "e" key after I had used it. /reloadui sorted that out.

Lucky you.


I don't use mods at all, and /reloadui does not solve the problem in my case.

Originally posted by monochrome19
Originally posted by winghaven1

As someone who plays and plays with lot of other people in a populated guild, this problem has never been heard of.


It's almost definitely a problem on your end.

This problem has definitely been heard of and definitely isnt a problem on my end, just because you dont experience it doesnt mean it doesnt exist. Here:

Obviously, I'm not the only one who has this problem, there are dozens of people with the same issue.


There's definitely a problem with your logic.

Yup, it's a well-known problem (just read the ESO Support forum).


I experience the same problem, but luckily it's not unbearable. I only get it once an hour or so. I don't get a CTD, it just instantly puts me back to the login screen.


I quite frequently get the problem where my character cannot interact with anything in the game world (the "E" key stops working). It's as if my client has just stopped communicating with the server. Logging-out at that point results in a never-ending load screen 9 times out of 10. Killing the game via Control Panel is usually the only way out.


And very occasionally the game will freeze solid and generate an error message. Happens rarely though.


I had none of these problems in the 3 months after launch. It's only been happening since I restarted playing ESO after patch 1.6...

Originally posted by Bascola
Originally posted by Kumapon

This was posted in the Washington Post on Apr. 26th

Looks like he got a 900 million dollar loan from a Chinese bank to buy off all the investors, and Perfect World will be merged into a new company called Perfect Peony Holding Co., which is located in the Cayman Islands.

Doesn't sound fishy at all. Doesn't sound fishy a siiiingle

i concur. Big scams incoming.

So, business as usual then in all PWE games ? 

It's very difficult to predict what an F2P game will cost you, because different people will "need" different things.


Some can get by without spending anything, specially if you just use the game as a casual time-waster. But if you're "serious" about your MMO's, be prepared to hand over some serious cash.

Originally posted by StoneRoses
Originally posted by SpottyGekko

Soloists will be the majority without a doubt. There's a very good reason why MMORPG's have evolved into what they are today.


A good reason to consider,... priority in life change!

No, it has nothing to do with "changing life priorities" !


It has everything to do with the fact that the audience that plays MMO's today is vastly different from the one that played UO and EQ back in early 2000.


MMO's have not changed because the people who played them in 2002 grew up, got jobs and raised families. They changed because their playerbase ballooned from a few 100K in the early days to 100's of millions today.


The people that played UO and EQ "back in the day" are such a small percentage of today's playerbase that they are entirely irrelevant.

Soloists will be the majority without a doubt. There's a very good reason why MMORPG's have evolved into what they are today.


I'm very interested to see how this game will fare.


War Thunder and WoT both cover roughly the same historical time period and therefore have a fairly similar line-up of vehicles, even though they take very different approaches to damage modeling and game play.


AW is the third attempt to capture the tank battle audience, but with modern vehicles instead of the historic icons from WWII. Will it work ?


Not only are modern tanks fairly lethal, but they can fire with pinpoint accuracy over long distances even while on the move. Laser range-finding, firing computers and gyro-stabilized guns all work together to optimize killing power and speed. Can the game remain fairly realistic and still be fun to play ?

Built-in public voice chat ? Good luck with that, lol


It's inevitably the first feature I disable in any online game that has it. Because there WILL be one player in every public space who derives enormous entertainment from irritating others by playing loud music, singing tunelessly or just making random stupid noises. It ALWAYS happens...

Originally posted by Jogobogos


I just took a look at our version controll program - on average we have 35 packages of changes uploaded into our test server by our team everyday.

I'm hoping that I'm misunderstanding the above quote, because if your small team is really uploading 35 changes per day to the test server then your development process is complete chaos. There's no way you can properly test anything if the game code changes on a daily basis... 

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