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All Posts by Uhwop

All Posts by Uhwop

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Originally posted by Yalexy

WIS is wasted efforts as it doesn't offer any gameplay within EvE. WIS is nothing more - even when fully implemented - then a 3d chatroom.

They're better off with further developing the core of the game.

 If this is what you think, then you didn't pay attention to what they intend for WiS.

You're also being rather narrowminded about the entire thing.  CCP wants to continue to grow the game and the brand, WiS is one of the ways they'll do this.  Even if you, or s the guy who posted after you said, the magority of people don't want it, it will bring in a lot of new players who are interested in EVE but aren't drawn entirely to the internet spaceship part.

There's only so much they can do with the core of the game.  Or haven't you noticed that each expansion seems to focus more and more on making changes to the asthetics with fewer actual NEW gameplay elements being introduced. 

I do not understand you people who behaive as if WiS will somehow deminish the FiS part of the game.  God forbid CCP change anything anyways, look at how some people in the community are acting over a the inventory change.  People are literally trying to organize mass unsubs, and trying to compare it to the NeX introduction. 

And people wonder why developers never innovate or truelly evolve their games.

Originally posted by Ashen_X

Is it remotely possible that the reason that people see problems with their Blizzard accounts is that Blizzard is a bigger target than most other game developers ?

It might be worthwhile to remember that just because a company's security has been breached doesn't mean that their security is worse than that of a company that has not, as of yet, been breached. The only measure of whether or not someone's security is good is the difficulty inherent in breaching it.

The biggest, most juicy, hacking target in the world may have phenomenal security, but fall more quickly than a smaller, less desirable, and less well protected hacking target simply because more effort is spent on breaching it.
 
Assume for the sake of this discussion that it is possible to break any particular security. I am going to assign some numerical values to variables that really aren't quantifiable under these circumstances so any such numbers are essentially pulled out of my @ss for the sake of demonstration alone. Don't shoot me.
 
Now lets assign a unit of measure/reference for the degree to which a particular system's can resist breaches in security, called Breaches.
 
Now lets assign a unit of measure/reference for the effort of hackers to penetrate a computer's security, called Penetrations (Pens for short).
 
Now lets assign a unit of measure/reference for the desirability of breaching a particular network's security and call it Securities (Secs for short). 
 
A high security network might have a BREACHES score of 100 while a low security network might have a BREACHES score of 10.
 
A network with highly desirable content might have a SECS score of 100 while a network with undesirable content might have a SECS score of 10.
 
A lot of effort by hackers to penetrate a given system might be have a PENS score of 100 while a small effort might have a PENS score of 10.
 
Lets assume that the resources expended on a network's BREACHES score is directly related to its SECS score. The more valuable your content, the more justified you are in spending heavily to protect it after all.
 
A network with a BREACHES score of 100 might very well attract a PENS score of 100 due to the fact that it is more likely to have a SECS score approaching the upper end of the scale as well. That means a ratio of BREACHES to PENS of 1/1.
 
A network with a BREACHES score of 10 might very well attract a PENS score of only 10 due to the likelihood that its SECS score is also likely to be near the bottom of the range. This means a ratio of BREACHES to PENS of 1/1. The same as for a high BREACHES system.
 
TLDR: The net result is that a resolution to keep one's BREACHES up is no more likely to prevent SECS, if a big enough PENS is involved, than is the case for someone who drops their BREACHES  readily

 Judging by some of the posts in this thread it wouldn't suprise me in the least if only a few of us read this and got it.

Kudos to you sir, well played.

DCUO, you can actually beat someone who's considerably higher level then you, and without using the animation glitch.

Wish more games would use the TERA and DCUO style of combat more.

Originally posted by Quirhid
 

Going F2P is a trend. Its is a way of making more money at the end of product's lifespan. Yes every product has a lifespan - the succesful ones and the unsuccesful ones. Didn't DDO double their income by going F2P? Team Fortress 2 also benefitted greatly from the transformation.

The point which me and many more have been trying to make is that if we trust that developers know what they're doing (and who is to say they don't) why aren't they making an AAA sandbox MMO if there is a market for it. The natural development of a genre is from indy games to more and more expensive ones if public shows an interest, is it not? Themeparks went through that.

Where is the developer interest to sandboxes? Clearly the games haven't shown enough promise to warrant a big development budget.

EDIT: "Extends the lifespan", thats what I should've wrote.

 I'm sorry, but it's naive to thing that "developers know what they're doing".  Developers know how to make games, that doesn't mean they are automatically endowed with the forsight or creativety to make a GOOD game.  Most developers and studios don't even get a say in what kind of game they make, unless they're a small indipendent studio. 

Do you really think that the developers working on TESO all sat down and said, we'll make a game that's takes elements of all the themepark games out and turn it into an MMO based on the most successful sandbox sRPG ever?  No they didn't.  The decison come from the person, or persons in charge, and when you get into companies run by a BoD, headed up by a lawyer, creativety and a desire to make a game  that gamers really want is very rarely desided by the actual creative individuals who make the games.

Fact:  A company doesn't turn a subscription based game into a F2P one when it makes the kind of profits that the company wants.  STO, CoH, AoC, DDO, they didn't go F2P because they were already doing well, they went F2P because they weren't doing well.  Even SoE switched to the F2P format because they weren't competing in the subscription based realm, and I happen to like SoE games.

L2 went F2P because it WAS at the end of it's production run.  NCsoft had a set number of expansions planned for the game and the one that brought F2P was the last.  Coincidentally at the same time it goes F2P, Lineage 3 is announced. 

 

You keep harping the exact same line.  How about you direct us to the AAA sandbox MMO's that have been released and clearly show that there's no interest in that style of game.  Show the proof of your statemnet. 

Originally posted by Fadedbomb
Originally posted by lizardbones

 


Originally posted by gilgamesh42
:/ i rather watch the tv show then play the game



SyFy is pretty good at their television series. Not so hot with the movies. You should be OK watching the show. :-)

 

SyFy makes those cheesy B rated movies on purpose. I believe the "Big Cheeses" in charge of SyFy have massive nostalgia for those REALLY cheesy horror flicks when they were kids. I can't imagine they get good ratings from them either.

 

Also, I'm still miffed about them canceling Stargate Universe. Such a blasted good show :x!

 Same here.  I always felt like the movies they make were pretty much a good indication of why they cancelled the show.  The SG series prior to SG:U were very much like the movies Syfy makes.  Incredibly cheesy.

 

This trailer actually kind of turned me off from wanting to play the game.  Don't think it's so much the trailers fault, but because I've seen gameplay footage of Dust 514, and it just looks so much nicer then defiance. 

Originally posted by Dolmong

Thanks for the info.

 

Also, the reason it turned me off is because the travelling and stuffs that makes everything so boring...

Did they enhance it in some areas?  like jumping gate and stuffs?

 Don't use autopilot

Warp to 0 and then jump.  Autopilot is only for making afk trips and getting blown up when you pass through a hostile system.  You can travel the same distance in a fraction of the time if you do it manually compared to autopilot.

 

Train the skill that allows you to use jump clones as well.  I can't remember what it's called, but it's a useful way to move around the system very quickly if you're working out of multiple stations.  Can only jump once every 24 hours, but it's still very handy.

Suicide as well.  You can change the station your clone is held from anywhere, and as long as your have your insurance up to date you can just pod yourself to move to another station.   It can be expensive, and you won't be using implants if you do this, but it's a pretty quick means of moving if you don't mind spending the isk on clone isurance.  I actually do this if I need to get back to high sec for something and I'm not able to jump clone.

 

Play it like a social game. 

Don't worry about being in a hurry.

Havae short and long term goals.

Play it like a social game.

Don't fly what you can't afford to replace.

Try different things if you find yourself getting a little bored with whatever it is your currently doing.

Don't be afraid to just mine as a diversion if you just want to relax and BS. 

Watch the youtube vid about scanning if you intend to do it, trust me, watch the youtube vid if you plan on doing any scanning.

Play it like a social game.

 

PS:  learning skills don't exist anymore.

Originally posted by spizz

You can be very much attached to the character. 

The game is not about items only, it is about survival. There are players out there who are alive since weeks ingame, if they die it is a tragedy for them.

It is your own decision how much you are attached to a character, for me permadeath exists since you invest a lot of time and work into your character to not to die. You advance in the game, but this is different from other games you played before.

 The last part is why I mentioned MO and DF, because it's not different. 

Convince me another way.  Direct me to a game that promotes permadeath as a feature of the game.

So what's wrong with DAoC that you need to play TESO for 3 faction pvp?

The OP seems reasonable, until someone points out that D3 is an online game, the same way that battlefield 1942 is an onine game, or Day of Defeat is an online game.

Even better.  I'm curious how many people play league of legend, and then say they won't play D3 because it's online only.  It's only rational to assume that the OP also made a post in the League of legend forums stating that they won't play it until it's got offline play.

Saying you want to play D3, but not until it has an offline mode, is the equivelant of soemone saying they refuse to play the new battlefield games because they have a single player campaing and offline play, just because the original games were strickly online.

D3 is an oline game.  Just because the previous games weren't doesn't mean that D3 is required to be offline as well. 

I do not understand this sense of entitlement that people have.  MMO's are not the only games designed to be played online, nor have they ever been.  Whether people like it or not, D3 is an online game; you've got to learn to live with that.

Originally posted by Callin

its not a huge deal but it does suck to have a character that is a few hours old and then lose the stuff and go back to square one.  

 This is the point I'm trying to make.

You're not worried about your character, you're worried about the items.  That's the point of full loot. 

Permadeath means you're not worried about the items, because there's an investment in the character that's been made and you don't want to lose that.  

You can actually get around the full loot part of DayZ by hiding items, of course you've got to hope someone doesn't stumble across your stash before you can remake a character, but as long as you can make another character and get back to your stash you haven't actually lost anything. 

Originally posted by Corehaven

Well its a FPS.  So no there's no character stats or anything like that. 

 

For this, the items are the character development and many as far as I know are not easy to get.  A good rifle or even a flashlight can be somewhat priceless at times.  Loosing all your stuff is a big deal as it can probably take hours to replace it.  I qualify that as perma death even though you may not. 

 

Because if you die you start over at the beginning with absolutely nothing.  What happens in old Nintendo games when you run out of lives?  Game over and you start over at the beginning.  Well here there is only one life.  You loose it?  You start over with nothing at the beginning.  Perma death. 

 So when you die the only thing you lose are items?

Isn't that the definition of a FULL LOOT system? 

How would that be any diffierent then if DF had you resurrect in a completely random location in the world when you died?  You lost the exact same thing in both games, items.  But because one game doesn't make you take a couple of seconds to remake a character one is permadeath and the other isn't?  I disagree, without any form of CHARACTER development, and character development isn't item collection, then the only thing you can lose are items and therefore it's only full loot.

 

Let me put it another way. 

I make a character, manage to collect a bunch of stuff, find some place out of the way and hide that stuff, then I die.  I remake the exact same character, go to were I hid a bunch of stuff to resuply myself.  The is no significant difference between what I just described and Mortal Online.

 

Again, this isn't a permadeath sucks thread.  It's a, there is no permadeath in a game that has no character development thread.  You're not attached to the character, you're attached to the items you collect.  It's the exact same thing in MO or DF, and in fact MO is harsher, because you can actually lose skills if you PK and then die.

Let me again put it another way.  If removing the need to create a new character doesn't change the fundimental penalty of death, then how is it permadeath?  If the modder made you spawn in a new plaace in the world every time you died, it wouldn't change anything that's already happening in the game.

If removing the need to make a new character doesn't actually alter the game in any way, I don't think it's really fair to call it permadeath.  It's attaching more significance to the mechanic then is deserving.

 

Or let me try it another way.  In a permadeath system, the threat of losing the character is supposed to be the driving force behind death.  What are you trying not to lose in DayZ?

Originally posted by exdeathbr
Originally posted by kanezfan

You want real perma death? You're really so hardcore that you believe it's a good game mechanic? OK then do this. Play a game, any game. Once you die, you never play the game again. You uninstall the game and never, ever play it again. That is true permanence. If you can just go and create a new toon, you're still playing the game. Yeah you'll have lost your stuff but you can get it back, you'll still be "alive."

Creating a new char is not ressurection. Its a new character, and so its realistic.

 You don't create a new character in DayZ, you make a new inventory.

When everyone pretty much looks the same, and there is no character development, the only thing you lost were items and the time needed to make the same character and enter the game again.

 

There was nothig realistic about seeing a game over screen in an atari or old NES game.  And no one ever got attached to the "character" in those games or called it permadeath because you had to start over from the beginning.

Originally posted by 5thofFikus
Originally posted by Uhwop
Originally posted by mrw0lf

That's not a permadeath mechanic, that's just 2 servers with different death rulesets.

Imo on paper, many people who complain of permadeath haven't actually played a game with it. It's a prime example of many people not having a clue about rulesets and how mechanics actually play out in reality as opposed to what they conceive in their heads.

Look at the DayZ mod, that's a form of pdeath with ffa, fullloot, pvp and the reality of the mechanic is some of the most thrilling game play available, despite some of the most buggy assed gameing available people are still flocking to it.

 I don't think of DayZ as having permadeath, not sure why people even consider it as such.

It's full loot, with the need to remake your character.  You're just a walking inventory.

Without character development I don't see it as permadeath, the only thing lost are items.  The real test would be for them to put in some form of character development, and then see how much people enjoy it. 

But then it is also only a mod.  I don't think people are being fair with the whole, "Dayz proves that permadeath would work".  It doesn't.  It only shows that in a mod, were there is no character development, and therefore no real attachment to THAT character, people don't mind if they lose some items they may have scrounged.

FFA full loot pvp MMO's have a hard time attracting people to play them, throw in the ability to lose all character progress you've made and it would have even a harder time attracting players.

As a mod for a realatively cheap shooter simulater though, yeah it works fine.  But in no way does that translate into what people would accept in an MMO.

What it means is immersion is king.

 I'm almost certian that the point of my post was completely lost on you.

If the mod had you respawn in a random location when you died, it would be the EXACT SAME THING you're already doing, minus the need to remake a character. 

There is no permadeath in DayZ, it's only full loot.  Permadath implies you lose more then just items, you lose character progression or development.  When there is no character progression or development the only lost are items, and therefore it's ONLY full loot.

If the modder removed the need to make a new character, it would not change what is happening when you die.  You never lost a character, only the items you have.  The only thing that it's doing is making the time between dying and reentering the game take slightly longer; that's not permadeath, nor does it improve immersion in DayZ.

 

 

People aren't getting emails from blizzard about being hacked.  Those are phishing attempts.  Just because the link "looks legit" doesn't mean it is, there are ways around that.  This is the probably the most common way people get there account comprimised, it happened to, I'm not ashamed to admit it.  I had no idea at the time what was happening.

If you ever get an email from blizzard about your account being hacked or anything along that line, and that you need to visit blizzard to "verfiy" that it was hacked, you need to delete that email and CALL blizzard to verify that your account is ok or not.  Or in the least, open your browser, go to Bnet or WoW directly, enter your account info.  The first clue you'll get that your account is compromised, is you won't be able to log in. 

 

I do have an issue with Blizzards security though, it's the same issue I have with pretty much everyones security.  The email you get about a change of password, rarely ever requires you to actually verify that you changed the passworld.  More often then not the email is just tellin you it's been changed and to ignore it if you did change it.  They should require verification in the email if you change account info. 

 

So I follow the link like  an idiot, log into my account.  Few minutes later I get an email that my Bnet password was changed.  Odd, I didn't change it.   First and last time I ever clicked a link in a email "that blizzard sent me".

Other time I got hacked.  Again, my fault.  Used the same email and password as my WoW account on Curse. Curse got compromised, I thought nothing of it.  Unfortunately, that same password was used for my email.   Wouldn't you know it.  The same day my WoW account is a stolen, my email accounts password was also changed.

 

All the cool kids hate blizzard, why would anyone expect these people to admit that it was their fault.

DayZ isn't permadeath. 

If the guy that made the mod removed the need to have you remake the character after you died, to just having you spawn in a radom location in the world, it would be the exact same thing as you're experiencing now. 

I'm in no way making a statement about permadeath.  I'm only pointing out that there is no difference between making you recreate a character or having you respawn in a random location with the same character, because the only thing you're losing are items.

If it had some form of character development, then I would say that it's permadeath. 

Originally posted by mrw0lf

That's not a permadeath mechanic, that's just 2 servers with different death rulesets.

Imo on paper, many people who complain of permadeath haven't actually played a game with it. It's a prime example of many people not having a clue about rulesets and how mechanics actually play out in reality as opposed to what they conceive in their heads.

Look at the DayZ mod, that's a form of pdeath with ffa, fullloot, pvp and the reality of the mechanic is some of the most thrilling game play available, despite some of the most buggy assed gameing available people are still flocking to it.

 I don't think of DayZ as having permadeath, not sure why people even consider it as such.

It's full loot, with the need to remake your character.  You're just a walking inventory.

Without character development I don't see it as permadeath, the only thing lost are items.  The real test would be for them to put in some form of character development, and then see how much people enjoy it. 

But then it is also only a mod.  I don't think people are being fair with the whole, "Dayz proves that permadeath would work".  It doesn't.  It only shows that in a mod, were there is no character development, and therefore no real attachment to THAT character, people don't mind if they lose some items they may have scrounged.

FFA full loot pvp MMO's have a hard time attracting people to play them, throw in the ability to lose all character progress you've made and it would have even a harder time attracting players.

As a mod for a realatively cheap shooter simulater though, yeah it works fine.  But in no way does that translate into what people would accept in an MMO.

Did the guy in the video scare anyone else or just me?

The tech looks pretty cool.  I read an article somewhere that a kinect type system had been developed for the PC now.

Originally posted by VengeSunsoar
Originally posted by keitholi
Originally posted by VengeSunsoar

Right now I'm playing EQ2, this is one of the only games out there I've seen that actually lets me build a house using brick and board style.

I'm building a huge monster castle with a throne room, small hall, kitchen, dining area, crafting area, servants quarters, storage, mage tower, main bedroom, guest bedroom, treasurey room, barracks, armory, stables, tavern and a courtyard with three gardens.  Pretty darn fun actually.

I know atitd does this as well but EQ2 also has adenturing.  Istaria comes close by allowing my a couple thousand items to place but in EQ2 I get to actually design my own house, not choose between one of 700 or so styles.

 

 

When did all that go in? Last I played, you basically rented a room or house from the main cities and they were already pre-planned. You basically got to redesign the interior as well as totally customize it with all your trophy loot and such, but totally customized built-from-the-ground-up now?

I actually don't know when, but I read it on the EQ2 forums 2 months ago, so thats when I started playing again.]

There are still the houses/apartments but you can now build stuff in them.  Or you can do what I did, and bought a huge flat floating island (Tenebroush Island) and just start building.

Here are some quick screen shots.  I'm still buidling so don't be too harsh :)

I love this staircase.  Took me forever to get it the way I wanted.

 

 

 WTF!?  Is this the dungeon thing? 

Can you do this as F2P.  I would be willing to load up my old account if I can.  Already pay for 2 EVE accounts, and I'm not willing to cancel either of them.  So that answers the OP.  EVE.

Originally posted by XAPGames
Originally posted by jpnz
 

 

There is just no evidence that the demand is there.

 

I agree.  Demand has to be generated.  In most cases, products don't sell themselves.  Generate a need, generate market image and awareness, position the market image as a solution to the need.  That's how demand is created.

 

McDonald's, Coke, Pepsi, and even President Obama are clear examples of this in action.  Mass marketing creates market image and awareness.

 

When's the last time anyone saw a major advertisement campaign for a sandbox MMORPG?  I'm guessing Star Wars Galaxies.  I can't recall ever seeing anything significant from any of the Indies.  Most can barely afford programmers let alone $10 million (small on today's terms) for their advertising budget.  A few even manage to botch their own word of mouth campaigns because of poor PR and low customer satisfaction averages.

 

I'm not disagreeing that the current market is small-ish.  However, that doesn't imply on its own that the potential market isn't significant.

 The last part especially.

If it's not offered it can't be judged, and what is usually offered is pretty bad compared to what else is released.  If all it took was "being a sandbox" I would have continued to play MO instead of playing Rift alongside EVE.  And a lot can be said about offering quality product, even when it's generic quality product. 

And it's easier to emulate the standard model then it is to create something new.  

Most people playing WoW don't even know what else is out there.  When they're done with WoW, they move on from MMO's.  When was the last time you saw an article on Mo or DF in Game informer or PC gamer?  Damned if they didn't run Rift and ToR articles though. 

Originally posted by jpnz
Originally posted by Uhwop
 

 And once again.

Lineage 2 had near 12 million subscirbers, and was the only mmo that was ever able to compare to WoW in the number of subs.  And yet you keep on saying there isn't a demand for sandboxes.  Why do you keep ignoring this?

And I do support a sandbox MMO, EVE.  All the other simply suck, and not becuse they're sandboxes, but because they're crappy sandbox GAMES.

So we are counting 'accounts' made in a F2P as subs?

Cool!

 

http://en.wikipedia.org/wiki/Lineage_II

 To date, the game has been played by more than 14 million users, mostly based in Asia.

 

 No, that was prior to the F2P, and I even stated that they were mostly Asian.

Guess who MOSTLY plays WoW? 

The US is the SMALLEST percentage of MMO gamers.  That's a well known fact.

 

Do you not realize that you, and everyone else, are basing an assumption on the exact same fact?  There hasn't been a good sandbox MMO made, outside of one that puts you in the role of a spaceship.

Or if you like.  How many people play second life?

LoTRO, F2P

DDO, F2P

EQ, F2P

EQ2, F2P

VG, going F2P

AoC, F2P

WAR, F2P

Aion, F2P

In what world does almost every AAA themepark mmo going F2P constitute overwhelming support or an indication that people would rather play them.  Especially when no one's even attempted a AAA sandbox. 

How do you explain that?

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