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All Posts by Loktofeit

All Posts by Loktofeit

609 Pages 1 2 3 4 5 6 7 » Last
12164 posts found
Have a wonderful holiday. :) 


"No (I want to earn my item I am looking for it and takes away the sense of accomplishment)"


Are you suggesting that /roll or DKP systems are the manner by which one 'earns' or gains a 'sense of accomplishment' when it comes to loot drops? If not, then can you explain how having a personal loot RNG lacks those aspects compared to a group loot RNG?



Originally posted by delete5230

1) Much LARGER Zones that cover a wider range of levels.

When you first enter a zone, you should be able to take ALL the quest.  That way when you see someone doing something you can play with them ( no two quest hubs ).

 Most MMOs already have quest sharing. That aside, you're presenting a zone with a wider level range and everyone receiving all the quests for the zone so that everyone can group easily. That's two conflicting designs. 


2) Slow leveling.

More people in your level range to make friends with. Gaining levels every hour causes friends to out level each other. This would greatly help Guilds to play together too.

 Slow leveling doesn't fix that. Reduction of level disparity can, though.


3) Do away with dynamic events.

This is like poison to mmos....No one talks !

 I'm not following the connection you're making here. Can you explain this one a bit more?


4) Make the game harder with some easy content for when you feel like soloing.


5) No Looking for Dungeon or cross realm finders.

Yes, encourage players to use social panels, give a good tutorial about this subject. and developer focuse on making it work.

MMOs are built for how people want to play them and how they choose to interact. Tutorials won't change how people function, and most people today don't want to ask around for groups. This is why we have the features we have today. 

6) No story lines and videos.

Were talking about mmos not single player games, if you like 10 min videos then play off line games.

 I think you're tight that storylines and videos can have an impact on the level of interaction, even the ability to interact, but I think it's a bit of a stretch to say they don't belong in MMOs at all.  You have a good point when it comes to your subjectline question but you're starting to drift into 'what an MMO should be' which is bad grounds to tread.

7) Seamless worlds.

This helps.

Can you explain how?


Originally posted by Torvaldr
LotRO, Guild Wars, and GW2 were all easy choices, but the Marvel Heroes versus TSW is killing me. I love both of those games, but for entirely different reasons. I'm not sure which way I can vote in that one.

That one was a bit of a puzzle for me, too, as they both are great games for their respective niches. 

Originally posted by DMKano
Originally posted by Lazzaro

Completely agree OP, it's the reason I have a really hard time getting into MMO's or if I do that can keep my attention like UO and SWG did.

They felt like 'Worlds' where it wasn't static like MMO worlds are today. Hell, you could eliminate the world from 90% of MMO's and it wouldn't matter since it isn't utilized after you hit max level and all it is is instance this instance that.

You are not accounting for players growing up and newness of MMOs wearing off.

There are games today that are more virtual worlds than any gen 1 game - why aren't you playing them?

Because you changed, the newness awe feeling is gone forever.


An excellent point.




Yes, nostalgia is a valid emotion. No, no one is "looking down at you" for being nostalgic. That said, your argument has two glaring issues:

- part of your nostalgia is novelty, and you seem to be dismissing the effect that has had 15 years and 20-200 MMOs later for most people.

- As DMKano pointed out, the feature on your list exist in current MMOs, but you won't acknowledge them.


It's safe to say that almost every poster here that is pining for "that feeling of wonder" and "that feeling you're in a living breathing world" should probably look elsewhere for their entertainment because they'll never find it in MMOs. That's not to say it doesn't exist in MMOs, just that those people, specifically, will never find it.


Originally posted by Delfic
Originally posted by Jabas

For me worth every euro, for you i have no idea  :)


Best mmorpg since old L2 and im not even a PvPer. 

This. Since its free, try it and within a few hours you will buy patron status.


I'm normally a slow leveler, and I'm also playing this game for the crafting and trading. I had the headstart but didn't actually start playing until a few days after release. I'm level 36 with a small farm, a farm wagon and a niche of the market that's making me some decent gold. The guild I'm in gets together for trade runs, crafting sessions, ship construction, raids and PVP. That means for someone like me that's not into raiding and only minimally into PVP, there is still plenty for me to do collaboratively with the guild, even at my level. 

I look at free to play as an indefinitely trial, as the game is most enjoyable when subbed. 

Originally posted by Konfess

Terms of Use

For those questioning if these actions in fact violate the ToU, they do.  See Section 11. B. VI.

Harass, threaten, stalk, embarrass or cause distress, unwanted attention or discomfort to any user of the Game or the Site;


Section 11. C. IV.

Anything that Trion considers contrary to or inconsistent with the “spirit” of the Game.

To those that feel harassment is within the spirit of the game, you are wrong.  This harassment is a Denial of Service attack, and is not in the spirit of the game.  I expect those who feel (because you don't know) other wise will bump heads repeatedly with societies laws and legal systems.

Trion can take such disciplinary measures as it sees fit up to and including termination and deletion of the Account.

The mistake made by the OP was not saying said players are in violation of listed sections of the ToU and listing those sections.  The GM ignored (possible collusion) or failed to interpret the ToU.

While I'm quite sure you're going to reply with something along the lines of a 'blame the victim' misdirection, your entire position is based on the assumption that the OP and his family did nothing to provoke the others and that the others are doing these actions 'for teh lulz' and not with any specific reason or purpose in mind. 

We have only one side of a story here. A story that includes two groups of people spending six hours in the same spot going head to head. Six. Hours.

I know there's a certain glee for some to be able to waggle fingers and madly slam their keyboards about proof of griefers for bad and evil GRIEFER! Kiddies PVPErs rantrant they're all BAD but just the very basic story that we have here is almost illogical behaviour. There's definitely more to this story.


Same posts/rants every game on these forums. On these boards, the first three months AT LEAST of any new MMO is posts like the OPs. As someone else said, if you're looking for problems you'll find problems. 

I'm currently enjoying the game, so I'll see y'all sometime in December.

edit: nm. immaterial. 
Originally posted by LacedOpium


There is a middle man involved.  The middle man has to be able to receive some benefit otherwise the system will not work.

Correct. AFAIK, CREDD, REX, ICE and PLEX are done the same way. 

Originally posted by Gdemami


Originally posted by MMOGamer71


I never made an AA account.  Rift via Steam installed Glyph which allowed me to install AA using my Rift logon and password.


It is called SSO.

While you are able to log in via Glyph, account info for particular game is stored separatedly. 2 different databases.

I think that is what Loktofeit was talking about.

Actually, that's exactly it. 

Originally posted by Wraithone
What really concerns me, is with NCsoft as their publisher, and knowing NCsofts itchy trigger finger, when it comes to western games, how long does Carbine have, before the NCsoft suits pull the plug?

I don't think "knowing" means what you think it means. 

Exteel, Dungeon Runners, Auto Assault, and the Western L2 servers are all examples of games that NCSoft gave more than enough chance to turn around. Are you confusing them with EA, or are you one of those people bitter over TR and CoH?


Originally posted by MMOGamer71
Originally posted by Iselin

Archeage NA + Europe just hit 2,000,000 registered users... in 21 servers. Are the rest of you as surprised as I am that the server capacity is 100K?

Everyone that has Glyph installed is a registered user for AA since it's one account, even those that play Rift only.

Or am I missing something?

They may have Glyph installed, but they aren't a registered AA account until they make an account for AA. Glyph is just a launcher/frontend for a couple dozen titles. 

Originally posted by jmcdermottuk


Most MMO's are consistent in reporting that concurrent users logged in usually equates to around 1/3 of registered current active accounts and server capacities are set accordingly. No MMO ever has every single player logged in at the same time.

Where is that number from? I think you're confusing MAU or DAU with PCU. An average PCU of 1/3 of your active accounts is pretty damn amazing. 

Originally posted by Anireth

For whatever reason? It's simply. If everything looks the same, it's hard to point out differences. It's extremely difficult to render something so photorealistic, that you do not notice a difference. So taking away realism across the board (maybe even more so for the actually real items?) is an easy way to fool us.

But we are talking about augmented reality, not virtual reality, in those tests. It is a real world environment with stylized objects added. One would think that the photorealistic would blend in better than objects with a seemingly obvious stark contrast. This is where the problem of Uncanny Valley comes in. The mind is trying to blend those photorealistic objects into the environment but it notices something is off about them, sometimes not able to discern exactly what. Your mind makes no such attempt, or at least far less of an attempt, when the object is stylized but makes logical sense as to its presence. 

Originally posted by Iselin

Archeage NA + Europe just hit 2,000,000 registered users... in 21 servers. Are the rest of you as surprised as I am that the server capacity is 100K?

I didn't see anything in that link that even remotely suggested 2 million concurrent users or a 100k server capacity. 

Were you just looking to start trouble or did you not read the content you linked to?


What does fast/slow leveling have to do with the NPE changes?
Originally posted by Gdemami


Labor system itself, the concept, is fine. The true issue is F2P payment model which makes whole system pointless and nearly everything in the game being tied to LP people make alts to gain massive amounts of LP and no room for gameplay allowing excess of LP.

The game is just poorly designed and not thought out.

I am wondering, did you change your mind about the game? You did not seem to be so fond of it, or that is how it looked to me.

I don't think the game is poorly thought out. I think it's got a heavy emphasis on the gamification of the business model. 

As for my views of the game, I don't think i have expressed any really outside of my dislike for the whole "and then at 30 everything is PVP" thing, however the game is designed such that crafters, farmers and merchants can regulate their exposure to the PVP to suit their personal comfort levels. I kinda like that. 

Originally posted by Slapshot1188

I'm having a blast.. cost me $15 and I'll get a second month free due to their issues at start.  I have land... gather... refine.. make trade runs...

Pretty good value for me.  Not sure I'll be playing it 6 months from now.... but right now I find it to be a heck of a  lot of fun.


I'm enjoying the heck out of this game, as well. I joined BlackWater Trading Co on Aranzeb and they're a nice mix of crafting, farming and occasional PvP. I'm currently using temp gardens to grow my trees and spices, and we have some guild-accessible buildings to trade resources, do crafting and pitch in toward projects like our recent merchant ship. 


The labor system is borderline insidious, functioning the same way as Vegas digital slot machines. Here's how it works:

You get a certain automatic supply of points over time. In slot machines, this is usually in the form of 'leveling' bonus or some other 'gimme'. 

Initially you are spending a certain amount of points to get a certain return from harvesting, coinpurses, etc. As the value of the returns goes up, so does the cost in points to do it. To use coin purses as an example:

1 labor point = 1 silver and change 

2 labor points = 2 silver and change 

3 labor points = 3 silver and change 

and so on. 


To the user, this returns seem to increase equally, despite the return being approximately 

1 labor point = 1 and ~50% of 1

2 labor points = 2 and ~25% of 2

3 labor points = 3 and ~14% of 3


That's rather insignificant, though, when you remember that the automatic point allotment remains a constant


The user sees payouts that increase with the points they invest, and the natural reaction is to try to do more to compensate for the gradually reducing point pool. On the surface, that seems to make sense, but the user is not taking into consideration that those freebie or bonus points they were getting do not increase. While the slot machine players were often slightly ahead at the 1-cent level, at the 5-cent level - where the winning payouts are five times higher - the bonus cash no longer is enough to fill in for losses, leading to gradually losing money. The user often shifts to a higher tier, hoping the bigger payouts will compensate for the shrinking point supply. This, in turn, only makes the pool shrink faster. In slot machines, the greater rewards incentivize the user to keep upping the amount they are putting in per pull. 

 In ArcheAge, the money is in buying those points, either through subscription or the cash shop. Yes, players can buy the Work Comp potions with gold, but that's far more math and process than most players want to do. If nothing else, it's far less convenient than buying patron status or Work Comp potions off the item mall. 


For the posters that say some MMO cash shops are designed to be casino/gambling hooks, this game is your shining example


I enjoy the game immensely and I'm amazed at many of the cool features the game has to offer, but I'm not going to beat around the bush on the labor point system - it is built like a modern Vegas slot machine. 




Originally posted by laserit
Originally posted by mmoguy43

I didn't think a lot of aiming in action combat MMOs was that but of a deal since those gamers also play a lot of other non-MMO action games as well.

I suppose Age of Conan is one of those that fits in the less aim but still actiony combat. Combat where you don't have to aim with dot reticle or a larger square area (TERA) but instead in a frontal cone is more appropriate for less FPS savy gamers.


It is surprising that MMOs do very little in being influenced by strategy games. Thoughtful actions over quick actions.

Imagine a turn based MMO 

Atlantica Online

Civ Online for Facebook

Wizard 101

Pirate 101

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