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Originally posted by fiontar In Eve Online entire coorporations (guilds) are making ISKs (gold) to exchange in PLEX with which they can buy gametime. Players can buy PLEX directly from CCP (the devs) and yet there are still a million of PLEX and ISK selling websites. You also forget that a lot of players live in countries that can not purchase online because Credit Card companies, banks and even Paypal will not accept payments from those countries. You also forget that people like to see a mmo as a game. Why put extra money in an item if you can get that item yourself in that game yourself? Some people enjoy the feeling that is known as accomplishment. With your philosphy Goldsellers would have been filthy rich and there would not have been enough chinese farmers to meet the total demand. |
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Star Wars: The Old Republic: Verdict on the Fourth Pillar
News & Features Discussion « General Discussion 3/28/12 6:01:41 PM
STory was exiciting, till I saw every Trooper run around with the same companions and it turned out I wasn't the only commander of Havoc Squad. To make things even worse my girl even kissed a million other troopers! Yeah the story was pretty good in killing the roleplay element. |
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Guild Wars 2: 'Microtransactions Should Unite the Community'
News & Features Discussion « General Discussion 3/28/12 5:55:59 PM
maybe Anet can setup different server types. They do not have to make pvp or pve servers, so they can give us Cashshop Servers and Cashshop Free Servers? |
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would you pa $50 a month for an MMO?
The Pub at MMORPG.COM « General Discussion 3/28/12 5:50:25 PM
Originally posted by SEANMCAD for a few dollars a month I can help a family in Africa. I guess I will have to play an inferior mmorpg, because I will not spend the money that's left after paying the necessary bills on myself. But even when I can afford both, I won't do it. So my answer is no, in my opinion no game is worth that amount of money! (nor a phonebill for that matter) |
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Disgruntled employee who got laid off. Nothing new here. |
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Originally posted by Requiamer I'm not going to discuss pen and paper versus mmos. OP was talking about endgame. He was worried about not having a gearwise advantage over someone who didn't spend as much time as him. If it's about statistics you also could play a turnbased game or a real time strategy game. Let the computer calculate the outcome of the battle. We could even start playing text-based mud games again. Or will gamemasters run around ingame and flipping ingame coins when 2 players with the exact same gear duel eachother? Realtime MMOs will be pretty dull when no playerskill is required. PS : Who's talking about tab-targetting?
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Petition: Remove ALL Best of the year Game from EVE and publicity
Jita (General) « EVE Online 3/27/12 5:08:28 PM
Main Account or this didn't happen! |
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MMOs are for most players also about social interaction. Time Spend vs Reward is a weird motivation to play a mmo. For example in World of Warcraft I levelled a Holy Priest from 1 to 60, with only a holy spec. It took me about 40 seconds to kill a single mob versus a rogue friend who could sometimes oneshot the same mob or only spend 6 seconds to kill it. Blizzard ripped me off. Another weird motivation is that gear > skill. You really want to be the best because your gear is better? I prefer to be better because I have better skills, better understanding of the mechanics and better teamwork. Getting back to rewards (items). I cannot count the hours I have spend in Molten Core to help a friend getting a specific drop. Either it was to get that one drop for Thunderfury or just farming mobs for fiery cores to increase reputation, so he could get recipes to craft fire resistance gear. I was not there for myself, nor the other 38 players. We did it to help eachother out. Getting rewarded by gear that dropped was just a bonus. I'm not in GW2 beta, so I can not tell for sure, but it's hard to imagine that you can only farm nodes as endgame. |
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Originally posted by Dream_Chaser I'm not hating Guild Wars 2. In fact I admire the fact they are trying to make a game that will please a lot of people. I'm only a bit tired of people telling me that GW2 is so innovative. I agree on "It's a triple-A MMO in that it's an MMO for people who play singleplayer and cooperative games but despise MMOs because of what they're known for.". It's a game about camaraderie and cooperation. Aren't all mmorpgs about teamwork, making friends and social interaction? Many games have pve-servers. How many times have you heard about the high amount of ninjalooters there? Guildleaders running off with the guildbank? You really believe that every player you meet in GW 2 is going to be your friend? I really fail to see why Guild Wars will offer us more camaraderie and cooperation. Does it have mechanics like almost every game on facebook? You need someone to water your fields and only then you get a reward? Revolutionary? That's a mighty big word. They do take a different approach. They do offer some features that has not been seen in many other mmorpg. Still I don't really see something really innovative. I do have something innovative that could help players being nicer to others. But wait I believe Blizzard already tried to do that; attach reallife names to accounts and make them visible to everyone. Maybe then the bashing of others will diminish and people will behave a little better in some occasions. Don't you agree? Anyway you do realise that removing PvP is an illusion? Instead of having no factions on your server, your server has become a faction within the mechanics of W vs W vs W. |
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This MMO is revolutionary for one reason...
General Discussion « Guild Wars 2 3/27/12 3:33:38 PM
Originally posted by Isasis Please go install Lord of the Rings Online and create a hobbit. There's a quest in the Shire that wants you to investigate a certain incident that only occurs at night. Trolls wander the roads at night in certain areas. During the day, you will not see them. Mortal Online requires the use of torches during nighttime. Arenanet did nothing new there! |
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Originally posted by Dekarx12 Guildwars is not that innovative as many have claimed. They only did their homework, made some strong decisions and that's it. No trinity : Darkfall already has that. Most people prefer selfheals over the few area of effect heals and the manually aimed direct heals. Downed State : Darkfall has a sober version of this, but I remember some first person shooters already worked with the concept. Dodging : Tera has it, DCUO has it and many other rpgs and your avarage beat um up game. No Mounts : why would they have the instant travel system and mounts? No instance raids : Ultima Online, Darkfall, Mortal Online, Dark Age of Camelot. Dynamic Content : Rift is a good example of dynamic events
No the only innovation thing they did is like I said before, they did their homework and did some research in what would generate a big enough playerbase. (which is the smart thing to do, as you don't want to play a game that can pay for its servers) |
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Vanguard : Saga of Heroes It's from the makers of EQ. It will go ftp this summer. Euro server is really empty, but NA server has some life. People left the game, because after release it got little love from SOE. It has an excellent crafting system (mini-game). You can get your own ship and house. There's a Diplomacy career path. It is another mini-game based on cards. Anyway 15 classes, 18 races and three huge continents. Enough to explore! You can play the starter zone for free. And I'm pretty sure a lot of players will return to see what FTP has brought. |
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[Mod Edit] AoC still dominates all other MMO's in Combat
General Discussion « Age of Conan 3/26/12 5:45:58 AM
I still know some other games with friendly fire and manually aim for archery and all magic spells. I must admit AoC combat is good, but like mentioned before, there are games which offer even better combat. Darkfall and Mortal Online, for example. Mortal Online even managed to remove bunny hopping, but for some this made the combat too slow-paced. What I do remember from AoC , was the bunnyhopping and the rubber-banding of players. I believe they fixed ther ubber-banding, so I won't use it to bash the game ;) |
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Player Competition Avoidance: A blessing or a bane?
General Discussion « Guild Wars 2 3/25/12 6:38:09 PM
I do not agree with the OP.
What Guildwars is doing is removing the ability to kill your own server. It's a gamemechanic. Disable PvP and people will get along. Yeah right. A player who doesn't kill me because he/she does not choose to kill me, I rather see more of them! Some game mechanics could "push" the decision in not killing you. Gamemechanics like Alliances. I could be member of Alliance X. Kill enough of us and we will burn down your guildhall, guildcity or playerhouse. I'm not a big fan of "murderer-points", but those can help too. Kill many and you will be flagged as murderer and you will not be able to enter certain npc-towns. Basicly increase the risk versus reward (or thrill).
Anyway give players one skill with which they can damage others and they will try to kill you. You can't change the nature of most gamers. |
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My biggest worry is lag. Recently I bought Guildwars(1) and started playing it. Why? I was bored and wanted to see why everyone played the first episode. At first I really liked the decisions the devs had made and the instanced zones didn't bother me. At low levels nothing could really kill me, but later on the lag and rubberbanding mobs made the game a bit less fun. I did a pingtest and traced the hops. It wasn't my connection. Their customerservices even aknowledged this to me. They advised to pick different times to play. Primetime was stretching their servers. Funny, but as I play on the Europe-English server and during 2am-10am and 1pm and 4pm GMT, I never was close to Euro primetime. I checked twice primetime and my latency was fine and the server didn't seem too busy. Like 10+ players in the 3 hubs. I also tried during US primetime and their servers are really busy. So I am worried about lag. I do not know if the coding of GW(1) gave troubles or their servers, but 50% of my gametime I encountered lag and rubberbanding mobs. That's no fun if you really have to dodge all the time. |
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Name one thing you miss from the "original" MMOs...
The Pub at MMORPG.COM « General Discussion 3/12/12 10:48:29 AM
Community even in WoW there was a community. People hanging out in Ironforge, rallying outside Tarren Mill, gathering for receiving a buff from returning Onyxia's Head, etc. Horde putting cheap materials on Booty Bay AH, so Alliance could unlock AQ aswell. Other games had great communities too. Nowadays I feel lonely in all recent launched mmos. |
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Originally posted by mbrodie But only 3 skills will change with swapping weapons right? Plus you can only have a limited amount of those. In most cases it's only 2. (engineer can only change his toolbelt) In addition to that players will still have to choose before every run which skills to equip on his hotbar (except from those first 3 weaponskills). During fights he will only be able to use 2 different weapons, which means he can only perform 2 or maybe 3 roles. But why are we discussing this? The real proof will come when the game is 2 months old. I rather suggest we abandon this thread and discuss why Guild Wars 2 does not have friendly fire. |
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Originally posted by Creslin321 So your saying every fight is basicly doing damage, trying to not get hurt (by dodging or using defensive skills) and cast selfheal? I am saying that most of the fights will evolve in one or two players soaking damage/kiting while the rest is doing damage. I do not see that being different from Rift, SWTOR or WoW, with the exception of no healing. To me that's the same as tank and spank without healers. Guild Wars 2 has replaced the healers with support, a role which most old Holy Trinity games also have. And yes I have seen people in Rift changing from Healer to DPS to Tank in several runs. It's not that I want to be right, but a lot of people are hyping the "No-Trinity", but forget that players want to do things the easy way. When they are bored (or mastered fights) they start to make things harder for themselves by adding challenges. (I remember the 5 man Onyxia kills pre-TBC) On paper every profession will be as good as any other profession to perform a certain role. Tell me why we are having this discussion with all the interviews, all the videos and all beta-reviews? Those should have convinced the non-believers like myself. Guess what, I have not seen anything that did point in the direction of the absence of "preferred" roles. To say it very blunt : I did not see a full group of rangers only taking on the first dungeon. |
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By looking at Rift, players were not limited to roles. With changing their role/class, pressing the macro to change gear (clever players have both in 1 macro), the players could become a healer, tank or dps. Still a lot of people chose not to change on the fly. Healers usually ran with 3 different healing specs and one solo build. DPS usually had an extra CC and an interrupt build. People will stick to their prefered playstyle. The removing of the holy trinity is an illusion. Maybe some players will change their spec on the fly, but I forsee most will stick to their prefered role. Support is the new healing. If one player can maximize the dps of the others, why be a pure dps-er? Groups and raids will still pick players who will bring the most to the team. Okay maybe in the beginning you can fill in the specific spot a pickup is looking for. But like in all games your performance will determine your reputation and that will have an effect on a second invitation. Still the features of Guild Wars 2 sounds very nice on paper. I have to see it to believe it. They claim it will change group dynamics, I am still waiting on proof. |
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Originally posted by username509 true that |
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