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All Posts by MMOExposed

All Posts by MMOExposed

285 Pages 1 2 3 4 5 6 7 » Last
5686 posts found
Originally posted by Ikisis
I dont get it this is basically f2p DAOC and all the hype for Camelot Unchained youd think more people would be willing to give this game a try to curb the craving.

I just learned about the game from

How is the leveling up part in PvP?
Originally posted by askdaboss

Overall, it is a great game, and most of its promises were kept - in one way or another.


The problem is that everyone had a different idea of how these promises would be implemented specifically (obviously)... What is less obvious for people is that the way they envisioned things might not exactly be the way the developer envisioned things. Sprinkle some technical limitations on top of that, and you get a lot of dreamers that end up being disappointed.


These individuals with endless lists of items for their perfect MMO should be have moved on to where the grass is seemingly greener by now.

They will just keep flocking from game to game forever until their life ends.

No it was misleading. Go back and look at the Manifesto for GW2. People already broke it down in a long discussion that was locked . Go read it.

What's some reviews for this game?

How is The population?

Originally posted by cenen7

i uploaded a site i made a while ago learning web design

its at

the idea of it is to help players find games.  but i made room for reviews and subsections.

its basic. But i wanted to ask

where can i find people to help me with reviews/articles? im planning to develop the idea



Great site. But you need to work on better filters for finding the type of games we want.

What's been some of the best Siege Weapons in a MMO game and how did it work?

does anybody here remember the siege weapons of WoTLK beta? Remember the flying siege? That was pretty cool IMO.

whats the best for you?

Real life religion is bad for MMO genre since it is already inflated and too niche based.
Originally posted by Torgrim

I so much hate the word endgame, why are endgame 2-3 dungeons you have to do hundreds of times to get the gear you want then it will be obselete when the next update goes live.

Why has this obselete gameplay been so popular, why do you like this kind of gameplay?, I mean as soon as you got everything you have you have start all over again, everything you have invested, time, money are gone.

Why do you like endgame?


Wait, who said Endgame has to be that?!


dont let these MMO developers con you...

After the game hype has died down, I wonder what remains currently as the larger of the two social groups (ES Fans or MMO Fans).


I remember before release, there was a big subject between ES Fans vs MMO Fans, in regarding who the developers of ESO should cater to most.


But which group do you believe to be the majority that remains currently?

How long are we going to continue to use the "Fast Leveling" excuse for why modern day MMO Population dies quickly after release?


I was reading this article on regarding ESO, and what struck me the wrong way, was the comments, as well as the author of the article, which both pulled the "Fast Leveling Is To Blame" card when it came to reason for the failure of these new MMOs.


I am honestly tired of that argument. Does anybody else ever wonder if there could be other issues at work, that all these modern MMOs share, that are giving these similar results?


I mean honestly, How Long of a Leveling grind does the MMO game have to have so that players dont quit once they reach MAX Level, like they currently do in MMOs now days in your opinion?


Because IMO, no matter how grindy to make the leveling game, when the players reach max level they will still quit, because the true problems are never addressed, and only smoke screens are thrown up to pull attention away from the true issues in these modern MMO games.

Some MMOs have a constant, nonstop RvR mode, where players are constantly fighting to Defend or Capture locations and structures.

But in a constant nonstop game mode like this, what keeps players interested, since game modes like that tend to not have any form of "End" aka Winning ( aka My team won!!!)


There seems to never be a true Victory, just bunch of many wins here and there on battles that never stop.


How do developers keep players interested in that? And what turns players off about that design?

The Gender Locks are killer
Originally posted by Cephus404
That's hard because there really isn't any PvE in end-game in most games.  I don't raid.  I don't PvP.  I don't want to play mini-games.  Actually, I don't want end-game at all, I just want to continue leveling.  That kind of thing is really hard to find.

Define levels please. Since you want to play a MMO that doesn't end with levels. But what are levels to you?

What's the payment model for League of Legends?


how do they make their money?

Whats some new next gen browser mmorts games with cool features?

I actually liked the idea of Mmorts that allow you to hire heroes and send them on missions.

Heroes Online was famous for this.

But has there ever been a upgrade in this design? if so, share some you believe stand out from the rest of last gen MMORTS games.

Originally posted by Loktofeit
Originally posted by MMOExposed

Honestly, I believe this thread is a stealth Anti-Aggro thread disguised as a anti-trinity thread.


i noticed that to many people here, trinity "key word" is simply defined by the role of Aggro Tanking.


so if the game in mind has three roles that doesn't include Aggro tanking, then it's NOT CONSIDERED TRINITY, but if the game has Aggro tanking of any kind, no matter how many roles the game has, it's considered Trinity.


so that shows the root of the hidden agenda of this thread which is to argue for the removal of Aggro mechanics, not roles themselves.


but why not just say that in the OP's context instead of hiding it in an Anti-Trinity thread, unless they were prepared to tKe backlash for such words.. I wonder why....

You came at it from the other side which is good for an alternate perspective, but strays from the issue. There are multiple ways to aggro tank, and taunt is only one of them. Damage output and movement denial (blocking the opponent or his attacks so that he has no choice but to attack the character) are two of the most common alternatives. Aggro tanking through taunt is what defines the trinity. No one is asking for mobs to not pick a target. 


Taunt is a skill or ability of the tank, not the tank itself. Most games with Aggro tanking, have the same thing you ask.

lets use Vanilla WoW for example, since its a big figure in this discussion.

the Taunts had a fail/miss chance like any other spell in the game.

and taunts only made you temporarily at the top of the Aggro chart. The taunt itself wasn't the Aggro chart. because:

healers generated close to as much Aggro as Tanks do, and they had to balance their healing and Aggro or risk wiping the group.

dps also generated burst Aggro, Which risk taking too much Aggro before the tank could generate it.


Tank has skills like blocks and parries that generate Aggro.

Taunt is just one of their many abilities for controlling Aggro. 

Honestly, I believe this thread is a stealth Anti-Aggro thread disguised as a anti-trinity thread.


i noticed that to many people here, trinity "key word" is simply defined by the role of Aggro Tanking.


so if the game in mind has three roles that doesn't include Aggro tanking, then it's NOT CONSIDERED TRINITY, but if the game has Aggro tanking of any kind, no matter how many roles the game has, it's considered Trinity.


so that shows the root of the hidden agenda of this thread which is to argue for the removal of Aggro mechanics, not roles themselves.


but why not just say that in the OP's context instead of hiding it in an Anti-Trinity thread, unless they were prepared to tKe backlash for such words.. I wonder why....

Are we really at a limit when it comes to PvP rulesets of either (2 Faction, 3 Faction, FFA, or no PvP at all) in the MMO game industry? 


Why havnt the genre expanded on its PvP options yet?

Originally posted by Quesa

This is another term such as 'sandbox' which has an ever changing definition and is probably more of a philosophy of game/combat design than anything else.

I would propose that any game which pits players versus other players has skill-based combat.  Despite those games which rely heavily on gear level and stats have skill-based combat because there are still aspects of the engagement that come down to one player's familiarity of their class/skills/system that gives them an edge.


More often than not, 'skill-based' is used to belittle another's choice in gameplay or game.

This sums up what I was going to say.

I believe I have finally what it is that the FFA community is looking for out of a MMO.


But the problem is that the current game design methods of doing FFA just doesn't suit the appeal, without the Cons outweighing the Pros.


I was watching a movie called "World War Z" last night for the first time. And I must say, it was a very interesting movie, and idea.


But what it reminded me of, was the concept of FFA Open World gameplay in MMO.

By the world full of chaos, and always having to look over your shoulder.

The movie had a more realistic approach to it.


But the key issues that separate the concept of World War Z from FFA MMOS


But I understand both sides of this, but there is something about Online Gaming, that brings out the Unmoral Trolling Trolls 

And just about no law order in these games, that have any high level of respect.


This leads to a game where it is hard to trust anybody that isn't already in your circle.

Strangers rarely can work together because the Online Trolling main goal is to ruin the game for others, rather than focus on working together to save as many others as possible.


In World War Z, I noticed how, although there was mass chaos, the humans still worked together in some way at their own choice, to fight off the threat and save others from the Zombies.


A FFA-Troll if in the movie, would have been Capturing humans, simply to feed Zombies for their own enjoyment of seeing people suffer.


And this is why the current FFA MMO design simply won't cut it for what the FFA community is really looking for.


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