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All Posts by Nitth

All Posts by Nitth

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Alot of people are saying world of Starcraft, I thought we already had something to satisfy "WoW in space"?. really, were talking about WoW with a different skin.

Originally posted by Asleep

Originally posted by Nitth  

Originally posted by Asleep For a lot of us this is exactly what we have been waiting for, we like raiding, we liked the action combat in TSW and GW2 but both lacked real PVE depth- so this is a natural evolution for me.
  Imo TSW offers more Depth than Wildstar. They dont differ all that much in other regards either once you look past the PR.
Maybe we are talking about different things, I'm talking about raiding and gearing progression really, I did really like TSWs dungeons some of the most fun I have ever had in a dungeon, and WS has that, but also just has more fleshed out systems. I think when I left they were goin to launch a raid like a 10man, with really 1 boss, maybe I'm wrong and they fully hashed things out now?

Also, I should state I have capped a character in WS beta and done the dungeons and so on, and I did all the I think they were called nightmare modes in TSW before quitting.

TSW has 20 man raids, Gear from raiding can be broken down and upgraded on a Stat by stat level basis. Leveling consists of fully voice acted repeatable quests with 2 modes of pvp of which it has its own advancement system.
Dungeons consist of 3 modes, Normal, Elite and Nightmare.

Wildstar is Raid or die 20/40 man direct loot system, has a text based non repeatable base quest system besides designated daily quests. 2 mode WP/battleground pvp system.
Dungeons consist of 2-3 modes (I cant remember what they said in regards to endgame dungeons).

As far as progression goes, imo TSW wins the meta game because Skils drive gear aquision if you have a crit melee character you build your gear from raid encounters to enhance that.

Wildstar is more traditional in the regard that you play the RNG game for a gear that was designed for you.

Originally posted by Asleep
For a lot of us this is exactly what we have been waiting for, we like raiding, we liked the action combat in TSW and GW2 but both lacked real PVE depth- so this is a natural evolution for me.

Imo TSW offers more Depth than Wildstar. They dont differ all that much in other regards either once you look past the PR.

Originally posted by Kangaroomouse
SquareEnix talks about registered accounts which can be with or without inactive subscriptions. The only number reported that can't be misunderstood are the 500,000 active players per day. Considering that, I would say 2 million subscribers sounds pretty reasonable.

... How can the premise of the thread be factual?

Originally posted by Chaos-x
Hopefully this is not against the TOS of the forums (if it is, please let me know and I will remove the info) but I have created a petition asking Zenimax Online Studios to reinstate name plate functionality in Elder Scrolls Online.

You can show your support and sign the petition here at

I realize there is a great debate going on about this topic, and that there are those who would appreciate this option, and those who oppose it. If you oppose the idea of nameplates, please read what I have to say before posting how much you hate nameplates, and that you do not want ESO to turn into WoW etc.

I am proposing that name plate functionality be added to ESO as an "OPTION".  Players would have the ability to enable or disable this feature, which means if you hate nameplates and feel that it interferes with your ability to immerse yourself in the game, you can simply turn the nameplates off, and your gameplay experience will not change.

To those people who oppose nameplates because they feel if will disrupt PVP or give some kind of tactical advantage, I am proposing that restrictions be placed on name plates in pvp, and instead of showing a players name, it instead would show something generic like their faction, or rank, etc, similar to how GW2 and DAOC did it.

*Everyone is entitled to their opinions, and everyone should have the freedom to choose how they want to play the game.  Please respect the fact that people want to play with name plates, and respect the fact that people do NOT want to play with name plates.

Find it slightly amusing that of all the things could be used for, Your campaigning for Eso nameplates lol.

Originally posted by indef
So there is currently a big issue, at least in my mind, with the vampire/werewolf system.


There are currently many guilds/role-players camping out the werewolf/vamp spawns and immediately killing the mobs so that nobody can acquire the skill lines.  They do this to either simply grief players or to drive up the price on buying a "bite" from someone who is already a vampire or werewolf.


Because of this issue, I finally gave in and decided to buy a bite.


There's no way to avoid being scammed since the use of the skill isn't tied to the trading system.  The "standard" is for the biter to get all of the gold up front because they hold all the power.  If you don't want to give them the gold up front, there's an infinite amount of other customers who will.


So, I paid some guy 15k to get bitten.  I traded him the 15k and then in chat he said, "Now repeat after me...I am a moron" and then logged off.


I'm not at all salty over 15k gold since it isn't very much.  I understood that getting scammed was possible and I felt 15k wasn't enough to not go through with it.  I just find it disheartening that ZOS would encourage such actions because of how they designed the vamp/were system.  I of course reported this player immediately with a screenshot of the last bit of the conversation (that quote and then him leaving the party and logging off).  This was 5 days ago and I have yet to hear a response from ZOS.  I highly doubt anything will happen to this player and I highly doubt I'll get my 15k gold back.


How do you guys feel about the way vampire/werewolf works right now?  I personally don't find the current system fun in any way.  It isn't fun camping a spawn with 200 other people that you know are just going to screw you over.  It's not fun risking your currency to buy a skill line from another player.  And lastly, it isn't fun playing a game that has a community of scammers and griefers.  Scamming and griefing is 100% acceptable in full-loot sandbox MMOs...but ESO certainly isn't one of those.



Need to go all True blood style, Kidnap a vamp and sell their blood.

Originally posted by Yoda_Clone
ESO doesn't have a "memory leak" per se.  It has severe memory fragmentation.  That is apparent from the degradation in performance of ESO over time if you play for more than a couple of hours.  Have you noticed the gradual on-set of freezes as you play, especially in crowded areas (with lots of other players) like major towns or PvP hot spots?  Have you watched the game gradually turn into a PowerPoint slide show in towns and PvP hot spots?  Yet, when you first log in, performance is just fine.

In a lot of software development efforts with amateur coding teams, there is no memory management built into the code.  Software development teams that are overstressed on their budgets tend to not have those very senior and experienced engineers (we're expensive) that are needed to preclude these types of problems.  In MMORPG development, especially for a game like ESO, you have tons of money going to voice-overs and too little going for engineering expertise, so the need for memory management usually isn't even recognized.

In layman's terms, in a nutshell, when software dynamically allocates memory and then releases it, over time available memory becomes less and less.  In a MMORPG, memory is constantly being allocated/released whenever a player moves around in order to acommodate the arrival/departure of other players, other graphic objects, other sounds, other effects, etc. into a player's area of interest; that is, that area around a player that you are allowed to perceive in a game.  Within the code, you have blocks of memory represented as structures, classes, arrays, etc. (depending on coding language) that usually include pointers to other blocks of memory.

The use of multiple pointers to blocks of memory is intended to allow effiicient allocation of memory (if a definition of some object isn't needed, the memory isn't allocated and the pointer is set to NULL), but it also offers some coding "traps"; for instance, each subordinate block of memory that is pointed to by another block of memory must be individually released; releasing the top level block of memory does not automatically release the subordinate block of memory.  This sort of mistake is common and is a major contributor to what are termed "memory leaks"; the unreleased subordinate block of memory sin't tracked by the program or the OS until the program exits.

Even if coding is otherwise perfect, allocated memory that is released back to the operating system doesn't immediately become available for reallocation.  The blocks of used memory that have been released from an executing program are usually different sizes and the blocks of new memory being requested are unlikely to be the same sizes.  Because of that, memory must be coalesced into contiguous chunks;this is accomplished by a background low-priority OS process called "garbage collection".

Garbage collection can't keep up with programs like ESO, so eventually the program's performance degrades as the code asks the OS for memory and has to wait until chunks of memory of the appropriate size can be put together.

Sound (not music, but simple waveforms for crashes, bangs, and the like) are one of the most notorious fragmenters of memory.

The memory fragmentation problem is worsened by that wonderful piece of crap called MS Windows.  Windows is very dependent on the use of virtual memory; essentially, that is use of the hard drive storage as a substitute for RAM.  On the one hand, it does this well; on the other hand, it screws up pointers to blocks of memory all the time.  Windows uses what is known as a Virtual Address Table as an intermediary between pointers to RAM in the code and physical locations of virtual memory on hard drives.  Without going into a lot of detail, sometimes it gets screwed up.  That tends to cause memory overflow problems and other issues, often resulting in hard crashes.

Hope that wasn't too complicated or confusing; I tried to write it a a layman's level.

Relative to the guy blaming the problems on drivers: BS.

EDIT: Typos.  Can't type this early in the morning.

And the short answer is no. A memory leak will not blue screen.
The program will crash at worst, not a windows blue screen there should be segregation between the software layer - OS layer - and the Hardware

Only possible exceptions are:
Null pointer exception - which not not a memory leak.
Stack overflow.

Still shouldn't be system fatal.

Even if coding is otherwise perfect, allocated memory that is released back to the operating system doesn't immediately become available for reallocation. The blocks of used memory that have been released from an executing program are usually different sizes and the blocks of new memory being requested are unlikely to be the same sizes. Because of that, memory must be coalesced into contiguous chunks;this is accomplished by a background low-priority OS process called "garbage collection".
Garbage collection can't keep up with programs like ESO, so eventually the program's performance degrades as the code asks the OS for memory and has to wait until chunks of memory of the appropriate size can be put together.

Do you have a info link to this "OS implemented garbage collector"?
Memory management is this context is the responsibility of the programmer.?

Originally posted by Tsumoro
Okay, you got me. "Technically" Dark Souls is not an MMO, however it does so many things right by MMO standards that even current and upcoming MMO's fail to grasp. Allow me to break it down. 


The World - With an RPG (to which many MMO's are) if you do not have a world that people cannot get invested into, then all you have is a HUB where people mindlessly push forward until boredom sets in. Some games have good worlds, some have bad. World of Warcraft for example had 3 games worth (not including xpacs) of lore to draw upon to create a rich world and interesting characters for people to invest into. 

Dark Souls, a bit different has a rich world, almost forgotten by time itself and filled with the Hollows of past men. The lore is there, but it is in pieces, allowing you to interact with it, to discover the world almost as if it was a character itself. You put together the information, you draw a conclusion and their is enough lore and content to draw from to fill up an Agatha Christie Novel as your investigating mind begins to border on the Poirot. 


Questing - I am not sure where developers got this idea that as many quests as possible makes for a much more interesting game. Having interesting quests do that. So many games in the genre still rely on the 'fetch' and 'deliver' style of questing and for the most part they are obscure and in no way reflect your character, or what your character would do. Why would I carry a pint of milk to an NPC thats 5ft away. I am an adventurer! Not a bloody milk man!

In Dark Souls, quests are subtle, you partake or you don't. Getting involved with quests OR not getting involved with quests help shape the world and the characters. They change, they live and breath based on your interactions and what you are willing to do for them and for yourself. You are alone, in a desolate place, do you band together and help these other travelers to help yourself, do you simply ignore them and allow their journeys to go their seperate ways, or do you flat out kill them to prevent them from taking the glory you desire. 

Quests are optional in Dark Souls, the world is there and what you gleam from its skirts its down to you. 


Community - In MMO's as of late, I have now come accustomed to expect (for the most part) of them being solo or single player experiences. You are but a glorified NPC with better AI to other players, there to serve only their need of progression. There is no interaction, no talking what-so-ever and this even continues to the end game. Having replayed WoW not long ago, from vanilla to MoP I spoke to perhaps one person, and that was a dwarf trying to cyber with me on the tram. 

In Dark Souls, you do not speak. But, the communication is deeper, richer almost. You make gestures, you use your actions to give direction. You are polite, you bow, you thank. In PvP a gentleman code exists where people bow to one another, be you invader or visa versa. These are all actions and communications not enforced by the game, but things that have developed and evolved over the games life. People understand that they are brothers and sisters in arms, they wish to help, they wish to kill you. 

the World is littered with messages, guiding you, or tricking you about secrets and strategies in the area you are in. Ghosts of the fallen can be seen to help educate, to give you a better understanding of the upcoming battle. Without a single word being spoken, I have garnered more communication and social interaction than I have in a long time from MMO's.

Also, remember when people used to band together and talk about the game and work out its secrets? Well, in MMO's everything is now spelled out to you. Nothing there for you to discover, just a list of things to check off on your mighty list. Dark Souls however has entire communities of people, talking about hidden tactics, boss strats, NPC information, Lore etc etc.


Difficulty - Why are games that are difficult considered bad form or mechanics by developers and other players. It really isn't. The only thing bad about difficulty is if the reward does not meet the punishment or if the punishment is administered unfairly.

In Dark Souls when you die, you understand its your fault. You know you did something wrong, you rushed in, you didn't observe, you didn't react to the world and the information it screams out to you.  When you die you are eager to get back into it, you know the thrill of overcoming the difficulty which you fully understand is a manageable difficulty is waiting for you, the excitement the progression. It is all a journey and you know within yourself that what awaits at the end is 'Praise the Sun'. 


Anyhow, that's enough for me. But, I just thought it worth mentioning. That with the market today as it is, its kinda killing the genre. It is all hamburgers to be consumed, whereas before it used to be like taking a date out for dinner. You would order, chat and have some fun, you would get hungry, the anticipation for the food coming. It would look wonderful and you ate together making it a social experience. 

In short NO.

Your still designing for a single player rpg shoehorned into an mmorpg.

MMorpgs should excel as meaningful social interactions and player interdependency.

Follows the usual trend.

Solo 1-50 Quest grind with group dungeons as a distractions, Only To end in a Raid or die (or equivalent pvp) endgame.

Originally posted by sempiternal

Originally posted by MMOExposed how many people do you play with at a time in a single world in Dayz?
50-100 at a time per server. But there are over 2,000 servers.

Reading between the lines here but it sounds like people are calling into question "MMO features" as 50-100 isnt massively multiplayer.

I have not played Epoch. Having read your post i don't know what to think of it. I suspect it would be lacking action if the focus has been switched to crafting.

Or does it still retain the pvp aspects that are in Dayz?

Originally posted by azloki
I was in closed beta with my friends.

Not to derail, But i find things like this quite strange.

I personally never got a closed beta invite and apparently so did a lot of others, Which is understandable seeing your playing the game of chance to get one.

But the chances of 2 people known to each other getting an invite to beta is extreme, whats more as you said "Friends" which implies more than 2. so 3+ people all known to each other is clearly pretty huge.

Which makes me ponder if there was this whole "inner circle" thing going on the whole time which gave random people that signed up next to no chance to get in.

Originally posted by Vrika
You could force the team to split, e.g. to defend a location with multiple entrances.
That's not actually a bad idea to have forks that require a team split.

Other alternative would be to make your teammates see-through, walk-through, and shoot-through (for your own teams bullets). It would be hectic, but I think it could work in quite a small corridor.

That could work too, When i get some spare time i will draw some maps up.

Originally posted by Superman0X
You create a need for diversity.


Put in a cover system.

Make distinctly different classes/skills

Have tasks that require coordination (pull two levers, etc)

Build in a fatigue system that means players need to trade out as they move foward



It is about building the game to need teamplay, and to create challenges that can be done with larger groups.

Not exactly what i was meaning, What i was trying to say is you cant have 16 people stuck inside a tiny corridor because of over crowding. So the logical thing to do would be expand the hallways but by how much?

If you look at mmorpg design, All the raid instances have very large open rooms capable of holding those 20, 40, 60, 100 unit teams. So the challenge is to make maps wide enough to have that interdependency you are talking about while still maintaining that enclosed effect like you see in Aliens.

Maybe a more realistic scenario would be squad 8-10 people. I could see how a group of 10 people could storm a complex.

I just have never seen anything done with that many people so i don't have many examples to investigate.

Been watching a lot of documentaries and videos on ID software and Doom 3 / IDTech 4, One such video showed that Doom 3 can be played in 4 person co-op which got the thinking it would be cool if you could scale that up.

16 player co-op (maybe horde style) with match making would be a fun time killer i think but the immediate problem is how do you fit so many people into a confined space without making it claustrophobic?

Speaking High level non technical design here btw.

Originally posted by Aeonblades
Refunds are being done. I don't see a single problem.

Are they refunding back into dollars? or "funcom points"..

Originally posted by Tbau
Let me tell you about mods.

There is a site dedicated to the modding community and let me tell you, Fallout 3 and New Vegas has enough mods to add over 1000 hours of gameplay to both games, there is even one that added a gather/craft system that allows you to CHOP trees and build FORTS that you can place guns and have NPCs, shops, you name it and can even set it so the fort is randomly attacked by mobs or bandits. There are graphic improvement mods, quest mods and several that adds 20+ hours of questing content each.

The site is called Nexusmods and they have mods for a bunch of games. Tons of them, somewhere around 100k mods.


Man, I'm already modded to the teeth lol. I even had the full game conversion that lets you play as The Enclave. "Enclave Commander".

As for visual mods I got the latest offerings. NMC does a great job to update the textures but the game is still aging :(

Thanks for the advice though.

Originally posted by Zarbyte
When in doubt, play Skyrim or Borderlands. =)

I kinda played the shit out of skyrim too lol. :)

I really need a game that will fill this craving for fallout 4 as Ive been waiting in anticipation for years, and it doesn't look likely that it will release in the foreseeable future.

In the last year i have started and completed 5 campaigns of Fallout New vegas and while its a great game the graphics arnt holding up and there is only so many times you can do the same story. Ive also spent alot of time in Fallen earth trying to get that post apoc vibe.

I cant think of many other games that would fit this niche, The only real one that comes to mind is Stalker which i have not played because it seems to have next to no rpg elements.

Anyone have any suggestions? maybe there is an older game i can try that has HD texture packs?

Whats the worst thing they can do?

Originally posted by thark
Guess i Went into a shock as I was greeted by a almost nude archer when entering the Dwemer ruins, he was also bounsing around like crazy shooting arrows...

Cant get any more elder scrolls that that. nearly every iteration has those modifications. lol

Go read the expansion patch notes and you will quickly realize its not the game it once was.

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