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All Posts by Ozivois

All Posts by Ozivois

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581 posts found

The problems with games that are developed around a PvP premise via a realm vs. realm type of scenario is that, these games end up boiling down to some simple, real-life principles that will in all cases ruin the original intent of the game:

  • Outside networking among player networks, friends, etc. create kill gangs that individual players or smaller groups of friends can not compete against. 
  • One "side" ends up with most of the most skilled PvPers, the lopside ends up frustrating players as their "side" shrinks and shirinks, and they end up leaving the game or switching to the over powered side.
  • Griefer type of guilds, networks, etc. will always drive out the players who are more crafter/economy focused
  • Players can accept a certain amount of losses from time to time, but will not enjoy playing if it involves being on the losing team and never being able to advance or develop their side's infrastructure.
This is why PvE servers need to be available in all MMOs. I would offer a PvE server that includes organized AI that would be playing the role of the enemy realms. 

Revolutionary needs to include content that provides more social interaction. These games now with 5 minute, whack-a-mole quests have players running constantly from one place to the next, grouping briefly with another player so that they don't interfere with each other's quest updates, and then disbanding. 

They really need to get back to grinding camps, grinding areas, etc. The game should be designed so that players within a few levels of each other are able to meet each other to help with content, and then run into each other day after day. Why is all the loot (equipment) nowadays via quest rewards only? (I am talking about you ArcheAge) What happened to rare drops, hunting for named mobs that special rare drops, etc.? In the absence of those kind of features players are basically just questing to max level, do end game stuff for a while, and then done.

A revolutionary game would provide content that would make grinding camps fun and challenging again.

I would like beta key, please.


Thank you

Player options for these kinds of things don't make sense. Different servers with different rules do, though.

Maybe if the optional difficulty increased your experience rate or gave you better loot tables? I don't know

For the sake of the community you got to have subs. Without subs, you have a community filled with multi-boxers, infinite account holders, million-man spammers, and not-so-serious gamers.

If the game is fun, the sub cost  is not an issue for a true gamer.

Battlegrounds are not player-created content. sorry. They are just another developer design and one battleground map will get told just as fast as a dungeon would.

The problem with MMO design in theme parks these days are that, much like a themepark, the game moves you along the queue pushing you along from zone to zone, never spending too much time in an area until endgame.

Developers need to stop being afraid of the "grind". They need to slow down experience gain considerably, and provide a great blend of sandbox and quest-driven content in each level-based zone. You should not be able to level up solely on completing quests. You should not be able to level up with the help of max level characters. You should have to have some kind of job, perhaps one crafting one, but an adventuring one too, where you have to spend a certain amount of time each day clearing dungeons, keeping a camp clear, guarding a road, hunting animals, criminals etc.

Experience gain should decrease exponentially over time within a day's worth of playing time. After a couple of hours of experience gain, it will only trickle in. With this system, players won't have to play ridiculous amount of hours per day to keep up and they will be encouraged to either help others in need, work on crafting and selling items, or getting back to RL.


I disagree with the folks claiming the trinity system is outdated. Is Chess outdated? Poker? Football?

Does the NFL need to get rid of the quarterback/running back/receiver system because it is outdated? I say no!

RPG's without trinity is without classes, therefore without roles, therefore not a role playing game. Now, it's just a Playing Game.

The more defined classes, the better games have been historically. Re-roll a new class and the whole game feels different. With no defined classes anymore, this is worst case scenario.

Who is the best tank on the server? The best mezzer? The best healer? Nobody, not anymore... you are all the same.... what a great idea... not.


Lazy is the developer blending everything together. I don't want an RPG casserole!  DPS parsers have ruined the development of future MMOs





When this game first came out I got two friends to buy the game too. My video card fried after the first few minutes of trying to play, and the two friends couldn't get more than 1 fps.

After I bought a new and upgraded video card I played sans friends and enjoyed for a little while until a new came out and drew me away...

I left MMOs after the guild I was in broke up, or the guild lost so many players and we couldn't recruit more due to low server populations.

The other reason was because the game content was old and then a new MMO came out. A few times I tried to maintain both subs but it would be about 2 months and then I would just cancel the old game's account.


Endgame for me is working those last dungeons and raid instances to put those final equipment sets together. With friends.

MMOs not dying... but quite the opposite MMOs killed a generation of players. Scattered, lost, broken, unemployed, divorced, friendless (in RL) and old, these folks are just trying to pick up the pieces and live a normal life.

Sometime in the future, though, when a decent, new MMO comes out we all will give up our fruitless efforts at attempting a normal life and return to virtuality; and then who knows? lose our second wife, our new job, our new friend, etc.




If you take out games that are not actual MMORPG games, only 2 are left and those involve subscriptions...

I hope that they didn't focus too much on solo content, like their Skyrim. MMOs that keep healthy populations has got to be party/raid focused; incentivize group play and make solo play more difficult. Otherwise, the social aspect of the game is diminished, which negatively impacts player retention.


I will just say that I have a problem with games that sell "convenience items" because earning loot, gold and crafting resources is supposed to be part of what makes these games games, now your hard work feels stupid and you feel cheap because you played instead of paid.

This is why I prefer sub games with no mtx.


How about an advanced in-game 3D-rendered voice chat system where players near you can hear your microphone and vice versa based on how close they are to you? If you friendly target someone, your voice will be louder for everyone depending on how close or far your target is; target someone and stand right on top of them to whisper in their ear, or stand across the room and its like you are shouting across the room.


Imagine a crowded pub where you hear a bunch of muffles conversations in the background, where you can walk to different folks and listen in on their conversations, meet people and try to get into their party, etc.

Not sure if the technology is there yet as everyone would need to be wearing 3D, surround sound type headphones...

Originally posted by Jean-Luc_Picard
Originally posted by Boreil 

Also your never forced to group not even back in the early days of EQ.

Are you even serious?

Sorry, but when leveling solo takes like 10x more time than grouping, if not more, then grouping is indeed forced.

Soloing SHOULD take 10x more time to level up. MMO's are designed to be social games so there should be large incentives for group play. Also, by making it difficult to level up solo, solo players actually get the extra challenge they want to meet on their own.

Forced grouping like RIFT dungeon party queues, I think, are way too anti-social in nature and I wish developers can come up with new social ways to encourage grouping up for dungeons. For example, only allow parties to be formed when the leader can see the invitee. Players would to meet at a pub or something of similar design, where they pick up 1 or 2  hour buffs from the local talent and then head out to the dungeon site.

I would like to comment on a few things:


The Forbes article is way to opinionated on not based on any facts. Lots of opinions, and bad ones at that.

Regarding console gamers not being used to subscription fees: While that may be true, console gamers are used to buying one or two $60 games per month; games that have a very short shelf life. Console gamers will realize they can stop spending $120 per month on new titles by sticking with one game and a $15 subscription; if the game's experience is compelling then everyone wins.

Regarding the bashing of developers who "don't listen to the community": This is one of the silliest and pointless comments/arguments I see around here. There is no like-minded community of gamers. Gamers come in all shapes and sizes, and when a developer listens to one member, they piss off two others. Developers need to stick with their vision and only respond to community concerns when they are received en masse.

MMO games keep more subscribers by slowing down subscribers' time to max level. The problem with SWTOR was it was too quick to max level. It's really that simple. If it takes 6 month to max level for ESO instead of one then it will be successful holding subs. If not, then it will join SWTOR in retention statistics.

E:D only has 22 votes so it must be that it finally got the minimum amount of votes to be ranked.

Console gamers pay subscriptions now.


Playstation Plus

Xbox Live Gold

Nintendo Network Premium Subscription



Housing integrated with selling items would be the only way to go. Then, you have to go to people's homes to find things to purchase. Auction houses took all the challenge out of buying and selling goods.
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