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All Posts by Nitth

All Posts by Nitth

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Originally posted by Vivasvan
There has been absolutely no relevant information on EQNEXT at all over 12months.

What information do you require, and what would you do with it?

They are not doing anything you describe to the game.

Its already been confirmed that they will not do systems that "Deny Service" of potential customers.

Like having a very dark night where people need torches to see.


Originally posted by CrazKanuk

Originally posted by Lazzaro  

Originally posted by azzamasin

Originally posted by Lazzaro I had been following WS since its announcement over 3 or 4 years ago now. I remember how excited I was for this game, I thought how awesome this game could be, from the art style, and the sci fi settings. I even had the first WS podcast I did with two others and was invited to the only fan fest they had, but as the game got closer and closer I knew this game wouldn't be success, it was just too much of the same, but even more hardcore than previous theme park mmo's. If only they went more sand box then themepark, I believe they could have had a real big hit on their hands, but nope and look what's been happening. Anyways, it's sad to see WS end up like this.
Going sandbox might of helped them but I'm not convinced it would of helped seeing as the game is too similar to WoW.  Themepark's aren't bad, but WoW clones are.  What we need is a non-quest hub, non-linear, non-endgame centric MMO.
  That's my point, it was a themepark and pretty much a WoW in space.
Meeeeh, you're basically suggesting that there is no room for more than one stylized MMORPG, because that's really what you're saying a WoW Clone is, a stylized MMORPG. 

 

The reality is that there is room for games like Wildstar in the genre, and it could probably do quite well. The question is whether or not someone is willing to actually pay for it on a monthly basis. The answer seems to be no. I played through on beta and thought it was fun and I think that the telegraphs actually add to the ability for them to create more difficult encounters, as I said from the beginning. However, I will only pay for one subscription at a time. I played ESO when it came out. I've since moved on from that and I'm re-subbed to WoW right now. So if Wildstar was F2P or a hybrid game (option subscription) then I'd probably play it, because then I can put in an hour or two a week and leave it at that. Feel like I'm still getting value. Then when I unsub from WoW when they go into a content rut, maybe I give Wildstar a few months of sub. 

 

Unfortunately subscription immediately implies commitment, you're basically marrying the game (or at least that's how sub games feel at times), whereas if it's free, you feel less obligated to continue. Shoot, make it B2P with an optional sub. Bump up those box sales for the holiday season. Even that would be smart. I just shake my head in disbelief about this game. Seems like they are in denial or something. IDK. 


There has to be a certain level of commitment with mmorpgs otherwise the community dies because players are throw away.

Plus, If you cant really invest Monthly amounts of time into an mmorpg there really is no point to starting them in the first place.

Having said that, I would not play a sub fee for wildstar because i don't believe the quality is there and i don't think it would hold my attention for more than 3 weeks.


Originally posted by Entinerint

Originally posted by tatbounty i've never bothered to try the game..played swg for many years as a bh..and loved hunting actual real players in game..thats basically what im trying to find out if they have in this game
 

No they cannot, SWTOR is nothing like SWG at all, hence why it has died off into F2P hell.

 

It sounds like you might be searching for a certain large, flightless bird.  Similar to an Ostrich maybe?  But not quite...


That was very cryptic...after searching Wikipedia for "Flightless Birds' and having a big think i finally worked that out..

Maybe im just really slow today..


Originally posted by Sovrath

Originally posted by cptndunsel     Either I am missing something or I am failing to see the point of the game. Its deadly dull in my opinion.
Do you want to be a pirate and pillage and plunder?

Yes, But i cant in AA...


Originally posted by dyermaker714
So in some older videos of wildstar you can see that grass and plants move and part as a character walks through it. It's a small but nice little effect that (at least for me) greatly adds to immersion and makes you feel like your character truly inhabits and has an effect on his environment.

lately however I haven't been able to find any videos of this dynamic grass and flora :/ is this feature still in the game? That's my main question. Also what are some other similar little touches and effects that you guys have noticed like this? Thanks in advance for any info :)


Im a huge fan of this, However ive never seen it done in wildstar.

Only Game i have seen it in Age of Conan.


Originally posted by Lord.Bachus
I dont care as much about ballance or efficiency... I want to create characters that actually feel unique....

 

today uppon my return to WoW i complained how my healing Shaman lost all its mellee skills,  some people answered with :  a healer does not need mellee attacks.   Why is everyone a slave from the system and dont people care about freedom anymore?

 

i dont mind themeparks, i love story based games, yet i care a lot about freedom when building my characters... 

 

 

Actually in my book, there is only one AAA game that atleast gave some freedom in building characters...  Am i the only one that is over and done with these closed character systems..


And this is the reason i don't play games like that anymore.
But, Even games like TSW which offer a huge number of "builds" still design encounters modeled a few choices.

LOL how can you even talk about virtual reality revitalizing the genre when most consumers dont even want a virtual world.


Originally posted by Quizzical

Originally posted by Nitth

Originally posted by Quizzical It seems that a lot of people on this thread don't know what "isometric" means.  Lineage Eternal is obviously not isometric.  Same with Torchlight 2, Diablo 3, and Albion Online.  Wakfu is isometric, so that's one recent example, at least.   Modern GPUs are very much built for 3D graphics.  To do 2D graphics, you basically have to hack it into methods meant for 3D graphics.  It's not that it's hard to do that, but given the tools available, there's often little point.
  You don't need to "hack" anything. you can use 3D graphics/api's in an orthographic manner and you would inherit from all the pros and cons that entails.
And how many games actually do that apart from by making everything sprite-based so that, as far as the geometry goes, you're just drawing rectangles?

That may be the case, But what i'm challenging is that it can be done, and done "straight out of the box".


Originally posted by SuperNick
I think there's a real space for isometric MMOs right now. The only ones to really come out in recent years are trashy browser games that look like they were made in 3 months.

Lineage Eternal was something that seemed to be on the horizon but dropped off recently.. but I'd also like to see a more WASD game instead of another Torchlight/Diablo-esque ARPG.

Something along the lines of Bastion but in an MMO setting.

It surprises me that with all the indie companies jumping into the MMO space recently that one wouldn't look towards doing something like this.


Funny that you bring this up, Lately I have been wanting to do something like this as a hobby
Using Direct3D To leverage a 2D Isometric networked game. Although to get something out that is meaningful is more man hours than i would care to invest in the long run.


Originally posted by Quizzical
It seems that a lot of people on this thread don't know what "isometric" means.  Lineage Eternal is obviously not isometric.  Same with Torchlight 2, Diablo 3, and Albion Online.  Wakfu is isometric, so that's one recent example, at least.

Modern GPUs are very much built for 3D graphics.  To do 2D graphics, you basically have to hack it into methods meant for 3D graphics.  It's not that it's hard to do that, but given the tools available, there's often little point.


You don't need to "hack" anything. you can use 3D graphics/api's in an orthographic manner and you would inherit from all the pros and cons that entails.


Originally posted by OhhPaigey

Originally posted by Nitth  

Originally posted by SethiusX

Originally posted by Nitth  

Originally posted by observer

Originally posted by Nitth  

Originally posted by observer 




  All that basically tells me is that they have scaled the whole trinity down by making tanks and healers work harder, which will eventually will be cancelled out by getting better gear and the impeding "nerf patch" that soon follows because of community concerns of it "being to hard". The design of the dungeons ie: strategy behind pulls and encounters doesn't depart from the model i described above. How long has it been since you have seen a tank use a LoS pull?
Everytime I join a raid. o-o

Whenever I ran gold CMs.

Most times that I level alts through MoP dungeons

When I played through WoD beta dungeons they were used quite frequently as well.


Did you not read Normal dungeons? It's common in raids, unfrequent in dugneons.

It used to be a staple of success along with add management.


Originally posted by Xiaoki
Yeah, it really sucks that PvP is tightly balanced so the factor that determines the victor is player skill and not advantages granted to them from either overpowered classes or gear.By the way, in case you can't tell, that was sarcasm.

rpg's and statistics go Hand-In-Hand.


Originally posted by SethiusX

Originally posted by Nitth  

Originally posted by observer

Originally posted by Nitth  

Originally posted by observer There is still leveling, dungeons, achievements, raids, battlegrounds, etc..  The core game hasn't changed.
  Except they are all drastically different then years past.
Not necessarily.  Dungeons and raids are still linear, with bosses, with trinity classes, rinse & repeat.  Battlegrounds are basically the same, with new maps that have scoreboards and time limits.  Leveling is still the same, with quest hubs, dungeons, or pvp.   The only innovative things MoP brought to WoW, were Scenarios and Pet Battles.
  The dungeon experience has become: "lets see how much i can aoe tank, then you can all loot pinyata" there used to be atleast some strategy to dungeons now im prety sure you can roll your face on the keyboard and still get by. Granted, this..."progression" of dungeons has been a long and drawn out affair. As for pvp, The amount of changes done to character progression and skills available to them has basically sucked any type of complexity out of pvp. when I used to play I had a vast toolkit to deal with any type of situation that might arise, now i would be limited by only a few tools because the type of enemy attacks are finely tuned. So yeah. Looks the same, Doesn't act the same.
On the dungeon point (as in, they are too easy), Blizzard recently enacted a "tank squish" to go along with the stat squish, nerfing tank power by 5-10 times in addition to the squish everyone got. This makes tanks much more squishy relative to their power in pandaria. Additionally, they have changed the healing model over to a Triage system, whereby healers cannot just spam big aoe heals and win anymore as they have been doing for quite some time, but rather must pick their targets carefully and choose the right spells for the situation.

This is all magnified by the difference in heal power vs. the health bar. Heal numbers are about 8+ times less than before (due to the stat squish) but they bumped stamina's contribution from somewhere around 12 health per stamina to 60 health per stamina (health numbers are actually remaining around pandaria level despite the squish), meaning healers can no longer expect to keep people at max health all the time, and will have to get comfortable with many people in the group sitting at low health levels at times due to a limit in throughput.

The point is, Blizzard sees the issue with the current model being too simple, and is trying to fix it in WoD. They have also stated that dungeons will be harder than pandaria (but not quite as hard as Cata which was overtuned for most players) without even considering the tank/healer changes. Of course, this will affect raids even more, as raiding is what the game is ultimately tuned for (and always has been). 

They've even gone so far as to put in a requirement that players must get at least a silver medal in your role in proving grounds in order to queue for random Heroic dungeons, as silver requires you to be somewhat competent and know your class. They need this with the harder dungeon model to ensure that players in lfd can actually complete the dungeons.


All that basically tells me is that they have scaled the whole trinity down by making tanks and healers work harder, which will eventually will be cancelled out by getting better gear and the impeding "nerf patch" that soon follows because of community concerns of it "being to hard".

The design of the dungeons ie: strategy behind pulls and encounters doesn't depart from the model i described above.

How long has it been since you have seen a tank use a LoS pull?


Originally posted by observer

Originally posted by Nitth  

Originally posted by observer There is still leveling, dungeons, achievements, raids, battlegrounds, etc..  The core game hasn't changed.
  Except they are all drastically different then years past.
Not necessarily.  Dungeons and raids are still linear, with bosses, with trinity classes, rinse & repeat.  Battlegrounds are basically the same, with new maps that have scoreboards and time limits.  Leveling is still the same, with quest hubs, dungeons, or pvp.

The only innovative things MoP brought to WoW, were Scenarios and Pet Battles.


The dungeon experience has become: "lets see how much i can aoe tank, then you can all loot pinyata" there used to be atleast some strategy to dungeons now im prety sure you can roll your face on the keyboard and still get by.

Granted, this..."progression" of dungeons has been a long and drawn out affair.

As for pvp, The amount of changes done to character progression and skills available to them has basically sucked any type of complexity out of pvp.

when I used to play I had a vast toolkit to deal with any type of situation that might arise, now i would be limited by only a few tools because the type of enemy attacks are finely tuned.

So yeah. Looks the same, Doesn't act the same.


Originally posted by observer
There is still leveling, dungeons, achievements, raids, battlegrounds, etc..  The core game hasn't changed.

Except they are all drastically different then years past.


Originally posted by Rhinotones
When they announced Panda's as an expansion with pet battles, it dawned on me that it had turned into a game for a  younger generation. No worries, time for me to move along.

Still a fan of WoW I kept updated on what was going on in Azeroth.

When WoD was announced with a number of concepts that greatly appealed to me (Garrisons/going to a new Outlands), I admit I got carried by the hype train. Several months ago I honestly believed I'd be one of those 7.4 million people getting ready for WoD.

Now that I've calmed down and derailed that train, I'm debating whether or not to hold out, listen to the general concensus over the first few months of release before making my decision.

I adore WoW, but I harbor this underlying fear.

a) I'll walk away with a sour taste in my mouth after playing this expansion, realizing the game I once lived for is truly gone

or

b) Yeah Baby, your BACK! Plug me in and let me lose myself to you again.

 

Having not played since pre-release of Panda's it's actually a very daunting step for me to make. I've played around 450 days of WoW and it consumed me. I put on weight and felt horrible, yet felt awesome and alive in game.

Since stopping, I lost over 20kg (66lbs) competed in triathlons and became a new person.

I understand that we need balance.

I also understand that for me, WoW can very easily unbalance me.


It's not the same game that you have those fond memories about.
Don't return, You can get the same fix from an array of f2p titles.


Originally posted by Kyleran
Two ways to design PVP, either like a fair and balanced team sport (which is the more popular approach) or like open warfare, where no quarter is expected or given. I prefer the latter.

There is no balance in team sports either because players have differing array of skills same as no rpg character has the same set of stats.


Originally posted by OhhPaigey

Originally posted by Nitth  

Originally posted by OhhPaigey The fact that they can "play" around with 600k+ subs on a game engine that's probably 15 years old, and a game that's 10 years old, that had 1% of the budget that some MMOs have now is enough said.   Whether or not you think the game is getting easier, or the game sucks, you have to respect the facts. And you have to remember, those are just subs for the pre-patch for the expansion.
  The engine not "15 years old", Its been patched frequently. It does what it does because of design not because of an age constraint.
The game is 10 years old, the game was in development before that.

You're right that the engine can be patched, but old engines like that have clear constraints, and sure you can get around some of them, but it takes 10x as much work compared to a newer engine that these new games run on.


Im not going to derail the topic by getting in depth with this but i have to disagree.

I have no idea what "Clear constraints" you are talking about but anything that is profitable and can be implemented cost effectively could and would be done.

Its already gone through 2 render pipeline overhauls:

1.The decapitation of OpenGl(yes it used to run in opengl)
2.The implementation of Directx 11.

Those are huge alterations, so they can and have done huge codebase changes.

As for new engines: What "shinys" do they have that wow does not?
They have from a functional perspective: all the networking features wow does, Same hardware and platform support, and essential mmo systems.

In fact, Most mmorpg engines cant hold a candle to wows zone streaming technologies.

The only thing it it may not have implemented is shiny graphics features which is irrelevant because wow is made to look like a cartoon from design. infact most of those features are implemented they just make the "cartoons" look better.


Originally posted by OhhPaigey
The fact that they can "play" around with 600k+ subs on a game engine that's probably 15 years old, and a game that's 10 years old, that had 1% of the budget that some MMOs have now is enough said.

Whether or not you think the game is getting easier, or the game sucks, you have to respect the facts.

And you have to remember, those are just subs for the pre-patch for the expansion.


The engine not "15 years old", Its been patched frequently.
It does what it does because of design not because of an age constraint.

Originally posted by Xiaoki
The sin that Carbine is now paying penance for is that they tried to relive the glory days of 2004.

Longer leveling, higher difficulty and 40 man raids was it's doom.

I knew this would happen the moment they announced those "features."

So, if Wildstar wants to get out of the gutter they must first get out of the past.

Also, one thing I find funny are the people on MMORPG saying that if Blizzard would make a Classic server they would totally come back to WoW.

So you telling me that they should of went: quick leveling low difficulty with 20 man raid content?

 

Gee, That doesn't sound like every other mmorpg to come out in the last 7 years. What incentive would i have to play wildstar over anything else?

 
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