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All Posts by Ozivois

All Posts by Ozivois

29 Pages 1 2 3 4 5 6 7 » Last
580 posts found

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I disagree with the folks claiming the trinity system is outdated. Is Chess outdated?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Does the NFL need to get rid of the quarterback/running back/receiver system because it is outdated?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.

Games that let you buy max level characters are old ones anyway so the game is already dead and in salvage mode.

I would never play a game that allows for this. But I also prefer games where leveling up is difficult and long, which is pretty rare in MMOs these days anyway.

There should be a legal argument that makes it wrong for companies to add this feature. The argument is that players invest money over time in a subscription (and time) in a virtual world where character progression is the game's goal and where your peers' development or lack thereof is a critical part of the MMO experience.  There is a mutual understanding between developer and subscriber that the developer has a general obligation to keep the game free from short cuts such as exploits; a max level character is in effect an exploit. Subscribers can certainly quit their accounts but they cannot be refunded the time and money they spent along the way with the general expectation (of this kind of product) that they could enjoy the fruits of their labor in endgame alongside other likeminded and mutually time-invested players. There are damages.

I hope the delay is because they are removing Tony the Tiger and making the avatars less cartoony.

They added a female high elf to the story in the latest Hobbit movie. This is one example that we need to update stories and fantasy lore where appropriate when releasing new vehicles that include these stories and lore. As times change and demographics change, the point of view of the author can become obsolete in its application to the modern consumer.

Even historical based vehicles can rewrite history where needed. There is no reason to support old, outdated stereotypes and gender/racial roles in order to keep a product pure since its palatability to all demographics is critically more important to the success and social reputation of a game, movie, etc.

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