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All Posts by Vorruga

All Posts by Vorruga

2 Pages 1 2 »
30 posts found

I have to agree with the commenters who disagree about the longevity score.  Currently I'm incredibly bored with this game.  Sometimes I log on and do an inferno butcher run to grind some gold, but most of the time I log on, check my stuff on the AH, and then log off.  Actually playing the game is getting less and less entertaining, as I really can't see why I should spend endless amounts of time grinding to kill bosses I've already killed plenty of times. 

On top of very little PvE endgame, the PvP endgame is currently non-existent, and I can't imagine it'll be very balanced immediately upon implementation.  It is going to require some tweaking, and by the time they can put the PvP in place and get it to a relatively balanced place, I will have lost interest entirely or be primarily playing another game.

Originally posted by aesperus
. . .

I think thats why they limited it to 2 weeks. They want to keep people interested instead of having one team losing for a prolonged period of time. I think if they were a month or longer, a lot of people would stop doing WvW if they were on a losing server. Which they don't want.

Furthermore, when you look at the lifespan of most new MMOs, 2 weeks is a long time. Most MMOs start to shrink severely after just a few months.

I think its also so the "Power of the Mists" bonuses don't get too high.  With two-week-long battles, the bonuses from upping your War Score are nice perks but don't end up getting so high that it becomes frustrating when the battle resets.

Stupid library computers. Edited for multiple posts.


Originally posted by stealthbr
Originally posted by Robsolf

I think what some folks are saying is that just because a game ALLOWS you to do something, doesn't mean you should do it.  If it was no longer illegal to kill people in real life, you wouldn't suddenly start seeing everybody jumping and stabbing total strangers when they turn their back. 


Actually, I highly disagree with this. If killing were made legal, you would see the number of homicides, assassinations, and murders increase uncontrollably. It would become a free for all. If you had a family to support, and no money to do so, you would go steal from a groceries store. The store clerk would deny your assault, you would kill him, and that would be the end of it. There would be no stability, everything would be chaotic and we would tear each other apart.

While I agree with that on some level, I don't think that the increase in homicides would be permanent.  The laws in our societies which prohibit murder came about due to the need for human beings to rely upon each other to survive.  Or, at least, to make surviving much easier.  Although there may be an increase in homicide for a short time, eventually this would stabilize as people learn first-hand exactly why murder was made illegal in the first place.  Sure, you could kill the grocer in order to feed your family, but keep in mind that that grocer's larder will eventually empty, and you'll be no better off than you were before.  Further, if the rest of the community also relies on that grocer for their food, they'll be pissed at the fact that you've killed him and will likely do something about it (kill you right back, perhaps?).  The laws that keep people in check were formed out of the interdependence of individuals in civilized society; removing federal law which prohibits murder wouldn't have an effect on that interdependence.  

The problem with MMOs, as I view it, is the slow loss of this interdependence among players.  In most games today its entirely possible, if you want, to get to max level on your own.  Increasingly more options are being provided for those who wish to continue to play by themselves at end-game.  Even the options that force you to interact (dungeon finders, scenario/battleground queues, etc.) allow you to interact cross-server in order to streamline the process.  While this may be all well and good, it destroys any semblance of a society or a community within these games, and that is where the anarchy comes from.

If you want my opinion on how to fix it, do this.  Increase the freedom people have in game.  Let them kill people or be an asshat as often as they'd like.  But also increase the difficulty of levelling content.  Make the game require positive, cooperative, amicable interaction between players in order to advance.  Of course, there will still be bastards, but if being a bastard means being blacklisted by so many people that you can't find a group, you'll either change your act real fast or be forced to reroll. 


I enjoy Rift, but the thing that gets me about this is that the 18 month reward they have listed - the "Tricorne or the Drowned Thief" - is an item that you can get from doing an underwater event that is level 20 or 30 and just involves killing a boss monster.  I already have it sitting in my bank vault.

I hate it when sites like this use Twitter for contests instead of just hosting them themselves.  All the people I know who'd be interested in these kind of games already use THIS site, so what's the point of adding a useless social networking site?

Originally posted by maji
Originally posted by Puremallace

Guy: What does this skill do?

Guy B: herrrr derrr read the tool tip


Now tell me again, that if you are new to the game, and you got following two skills at the same time early on, it's instantly clear which one should be used for which situation:

Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 80% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifegiving Veil reduced by 80%. Life based damage over time effects heal allies for 90% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifegiving Veil or Lifebound Veil effects while affected by this buff. Does not trigger a global cooldown.

Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown.

And if you like a game where noone talks, and where people don't team up... then why play an MMORPG? It makes no sense to me. I want to play an MMORPG because I want to be part of a world populated by players. The players in Rift are like bots. They walk around, never say a word, never greet, never reply, never help.
Yesterday I was looking for someone to help with the boss Cealheidh or what's she called for some epic quest. Some people said they'd do that one after Cinderon, so I helped them with Cinderon. I died a few times while helping there, but we got him down. Then everyone left the group and I was alone once more. I kept questing in that area for an hour, asking every now and then for help for my quest, but never got a reply.
You might like that, I think it's garbage. Maybe on max level people interact some with raid contact, but so far I got the impression that in any other part of the game, noone cares if other players even exist. They could be there, they could be gone, what's the difference? 
I don't dislike Rift, I'm just expected something else from a "massive multiplayer" game.

Just in case you were still curious, the difference in the two abilities is whether or not you're using your Chloromancer to be a main healer (Lifebound/Syntehesis?) or a support healer (Lifegiving).  The first (Lifegiving veil) heals more people, while the second (Lifebound veil) will only heal the person who has that buff I can't remember the name of right now, but it starts with an S.  Synthesis, maybe?  Anyway, sorry to hear that you're having a rough time on your shard.  I hope it gets better or you find something more to your taste.

Great article!

It provided a nice distraction from the paper I'm writing, and I agree with pretty mcuh everything you said.  Keep columns like this a-comin'!

I think part of the issue arises out of the fact that small-group PvP in an open-world scenario has become less and less viable.  Although I have not played DAoC for a while, I remember that back when I did a well-coordinated and well-played 8-man group could take down a much larger group of players, sometimes 3 or 4 times their number.  However, the way PvP is set up these days, this is impossible.  So what you end up with is all the small groups doing instanced "team sport" PvP, and massive zergs doing open-world PvP.  Unless an effective way is found to merge the two, I fear that world PvP will forever be confined to niche games.

Do you have any audio of her voice? I'll take you at your word that its a bit manly, but having never played the game, I don't know what she sounds like

Originally posted by stayontarget
Originally posted by Terranah

Her figure looks a little thick in that screenshot.

 I was thinking the same thing.

I disagree entirely; I think she looks fine.  Realistic, if anything.

Originally posted by sapphen
Originally posted by Zippy
Originally posted by sapphen


The response I got was, "It's not in our policy to just GIVE players free items" - GM.

I love it.  Fanatstic GM.  I hate the mentality of games catering to everyone who wants everything free.

It is only a beta, stop taking yourself so serious.

This seems like advice that would be good all 'round.

Wait, so WoW actually requires that you interact with other people again?  People might have to be polite so that they aren't shunned from groups and can get help doing quests?


Well, damn.

I have to disagree with the "Cross-Server Interaction" being something to be thankful for.  While I can appreciate that people without much time enjoy the feature, because it enables them to find something to do that much faster, I believe that cross-server interaction ruins server communities.  There are also games where PvP will have a direct effect on the server (I believe that in TERA, you can gain control of territory through PvP, which is done in instanced, cross-server battlegrounds.  Someone can correct me if I'm wrong.) and in those cases, I think cross-server battlegrounds are detrimental.  If I'm going to seize control of territory on my server, I should have to fight people from my server to do so.


While there are definite upsides to Cross-Server interaction, in the end I don't feel as though the positives outweigh the negatives. 

43 out of 100
General Discussion « Rift
11/24/10 3:56:09 PM

That's not too unlike the way Rift is doing it, unless I'm mistaken.  Most of the legitimate testing is being done in alpha.  While there is the opportunity for beta "testers" to provide "additional" feedback, the Rift beta FAQ says that they will continue to look to alpha testers for feedback on content.  Its not EXACTLY the same situation, but its similar, with a smaller group providing most of the feedback.  Looking through the beta FAQ, and looking at the beta site, it really seems like closed beta is more of a marketing ploy for Rift than anything else.

This sounds like an excuse for not having any actual information to release...

Originally posted by Otakun

*yawn* New interview, same boring crap. Would be nice is En Masse would release some interesting news.


This is pretty much how I feel, too.  I've been following this game for a while and the lack of any new information makes it difficult to stay interested.

Its a very nice write-up, for sure.  I'm really excited for the game and I can't wait to see how the development progresses.


There are a couple of mistakes (well, two that stuck out at me, anyway).  First, the class he is referring to is called the Nightblade, not the Nightshade.  Although this is an understandable mistake, considering its very similar to the DAoC Nightshade class in its stealth assassin/magic user combination.


The second is that while there are 16 classes in the game, I don't believe you have the ability to combine any three at random, which isn't right.  Players can combine any three classes from within their particular calling.  The callings are Warrior, Rogue, Cleric, and Mage.  So while you can combine a Bladedancer with a Nightblade and a Ranger, you cannot combine say, a Champion (Warrior calling) with a Warlock (Mage calling) and a Bladedancer (Rogue calling).


I just don't want there to be any confusion!  But again, great article on what is going to be a great game.

I went with Rift.  I've more recently started reading about it and it sounds incredibly interesting and I would like to contribute to it being a good game (and you know, play it)

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