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All Posts by centkin

All Posts by centkin

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822 posts found

There is another side to this coin...


I saw someone saying that longer monsters just make the quests take longer.

I think one of the main problems with todays MMOs is they arent taking the time to make the quests interesting.

And I am NOT saying that we should be innundated with a million cut-scenes either.


If I am being told by some random NPC I don't care about to kill 10 wolves rince and repeat it puts one in the "lets get this over with" mentality.

If I actually care then the game itself can be more or less than what I am doing and I will still be happy.  But they arent making people care.

Rift had a great system but did you really care about the quests -- and what about the theme -- while yes it is world under seige, did they really ever get you worked up about it?

Everquest 2 actually had it at the beginning but ONLY on the evil side.  The oppression was tangible.  It was truly a dog eat dog place and the NPCs were more trying to take advantage of you than anything else.  It was actually alive.  Even the world was harsh with tons of aggro monsters from level 1.

The GOOD side of EQ2 was like a candyland where people were constantly asking you to find their lost cat.  Bunch of wimpy whiner types and holier than tho types and people would actually be driven to have a disdain for them.  Here the zones were easy with solo pulls and little aggro -- easymode.

The result?

On the good side people KSed crafting nodes from each other and generally acted like spoiled brats.

On the evil side people actually were civil to each other and didnt steal nodes so much etc.  It was a "opression is all around we only have each other" environment.


Of course they lost that with the new starting towns etc.  Start in the later towns and it is typical themepark fare where the quests are light and the monsters are easy and you are led from point A to point Z by your nose.

Originally posted by Angier2758
Originally posted by centkin
Originally posted by Vorthanion

It takes longer to kill mobs in modern day EverQuest than it ever has in Vanguard.

I remember soloing the chests in everquest scars of vellious... 

My shaman would go under the water and pull it.  Killing it would take an age.  Then I would sit down to med and do something else while gaining back my mana.....

They dropped gems for the the uber armors you could make...

This was when vellious first opened so I was generally the only one all the way out there past skyshrine among the otters.


I don't think anyone would want the games to be quite like that now however.

Yeah because it makes no sense... I'm a big powerful shaman with links to the spirit world, but damn this treasure chest takes an age to kill.

A lot of the players on these forums screw up tedious with difficulty.   It honestly ruined the immersion for me when my ranger had to fear kite a leopard.  If player characters can't defeat simple villains why hasn't evil won?  Basically people want to be like batman, but they want the whole justice league to kill a simple thug.  

Actually it is much worse than that when you take into account the time compression in games...

Everquest had like a like 100 minute day...

So when you did a combat that took 10 minutes from start of the battle to end of medding and ready for the next monster -- that is 1/10th of a day or almost 2 and a half hours.

Could you see if you were the player from the player's perspective -- it takes you 2 and a half hours to have a battle and be ready for the next one?


Combat time and travel time should be somewhat tied to the time of a day in game...

IE if a day changes every hour then you should expect battles to be really fast and travel to be likewise.

If a day mirrors a real life day then the combats should be much longer and the time to get from place to place should be very long without magic.

I mean your character should be able to cover 30 miles in an 8 hour forced march which means in the former case 10 minutes should be 15 miles of movement across the land-map.  In the latter case 10 minutes would be about 7/10ths of a mile.

Originally posted by Vorthanion

It takes longer to kill mobs in modern day EverQuest than it ever has in Vanguard.

I remember soloing the chests in everquest scars of vellious... 

My shaman would go under the water and pull it.  Killing it would take an age.  Then I would sit down to med and do something else while gaining back my mana.....

They dropped gems for the the uber armors you could make...

This was when vellious first opened so I was generally the only one all the way out there past skyshrine among the otters.


I don't think anyone would want the games to be quite like that now however.

Actually it is that they split monsters into group monsters and solo monsters -- and set the quests so that fighting monsters above your level do not yield anything special. 

A lot of the problem is that dichotomy and is why you have a better time in vanguard...

I am assuming these solo challenges are fighting 3 star monsters.

There is no such thing in most other games -- they have something like 1 1/2  star monsters and 5 star monsters and nothing inbetween.


Note that when it comes to dungeon instances you could have it set so you could choose from anything from 1 to 6 star monsters.  So if you had a group of 7 characters at a dungeon that is at your level -- you might be able to choose from

3 star monsters at half experience

4 star monsters at full experience

5 star monsters at full experience which would be hard to do but not impossible with better drops


If you had a similar group of 3 characters

2 star monsters at half experience

3 star monsters at full experience

4 star monsters at full experience which would be hard to do but not impossible with better drops

You would almost need a vanguardish system to have a really wide variety of party sizes...  IE monsters having 1 2 3 4 5 or 6 stars as opposed to group and normal.

A 1 star monster might give full exp only to a solo player of its level or higher.

A 2 star monster might give full exp to a solo player 2 levels above it, or a duo of its level, or a trio 2 levels below it.

A 3 star monster might give full exp to a solo player 4 levels above it, a duo 2 levels above it, a trio of its level, 5 players 2 levels below it.

A 4 star monster might give full exp to a solo player 6 levels above it(but not recommended), a duo 4 levels above it, 4 players 2 levels above it, 7 players of its level, or 10 players 2 levels below it.

A 5 star monster might give full exp to a trio 5 levels above it, 5 players 3 levels above it, 7 players 2 levels above it, 10 players of its level, or 15 players 2 levels below it.

A 6 star monster might give full exp to 5 players 6 levels above it, 7 players 4 levels above it, 10 players 2 levels above it, 15 players of its level, or 24 players 2 levels below it.

I was caught in the NEO online debacle and ended up with a ton of astros when they closed the game down and rebated the astros people bought but wouldnt let you unbuy them.

None of their games as of when that happened interested me -- and I havent seen them pick up or create any new games in the past year.

Are they going to be releasing any new games any time soon? 

Is the company healthy or not -- IE am I going to turn around and see ogplanet gone?

I mean I played albatross 18(pangya golf), cabal, and neo online and all three fell through their fingers into the sand.



I would probably say shadowknight would be a good duo with a beastlord.  A SK would be able to tank the damage and do dps/debuff/etc type stuff making the pet and your monkish half do more damage than you normally would. 

In essence a duo is too small a group to make a healer type all that useful -- you already have a dps with the beastlord -- and a pure tank doesnt really bring out the 3 value from 2 that you can get with a beastlord.

Hybrid debuffer tank -- SK.

SOE probably got more money from Lucas/Bioware to shut down SWG than they would have gotten trying to run it under a fremium model. 

Of course their other option would have been to market strongly and get a bunch of people who accidentally chose this instead of bioware's new product when it comes out.  It is kind of a good thing that SOE did NOT go this route(at least without reverting changes made in a certain patch that goes nameless).

Originally posted by Nadezdaa

Does anyone think it will be up tonight?

If you are still in the running for the wings and you go to bed then it will come back up and only those who log in in those couple of hours before the reset will get them not including you.

If you are still in the running for the wings and you wait until 3 am eastern to see if it comes up then it will not come up until after that and it will not matter.


That is the way things work.  Nasty it is but yep.

(Un)fortunately for me, I am already out of the running -- I started on the second day and was kind of upset that that outed me for wings no matter what I did. 

My hope is that they open it up to anyone who made level 24.

No wings for jo.

If they decide to just give wings to anyone who hit 24th in the beta then I will be happy.

This loooooong downtime is not a good thing because they will lose some players due to it.  DTs only last so long.

They also didn't handle it very well -- if they started out with "We had something catastrophic -- do not expect the servers up for at least 12 hours" then I would have been a lot happier than with what they did stringing people along.

With me it isnt going to make a difference really -- I mean I already decided I like the game.  The only difference it could make is spending somewhat fewer NX -- well then as far as they are concerned maybe it is a problem ... hmmmm.

Best duo MMO?
LFGame « General Discussion
8/07/11 6:48:45 PM

Duo kind of screams vanguard.  It is a game that has 1 2 3 4 5 and 6 dot monsters and with a duo you will be killing 3-4 dot monsters and stretching to kill a 5 dot.  Soloists kill mostly 2 dot monsters and stretch for a 3 dot.  In essence all but a few deep areas will be open to you and cooperative diplomacy will make it a lot faster also.  Plus you can craft 2 elements -- even harvesting works better with a partner.

You will not like WoW with a duo -- it makes all of the solo encounters utterly trivial and is not enough to do any of the group content. 

Rift wouldnt be bad with the right duo -- at least until the endgame.

If you want an action game -- Dragon Nest might work.

Yep -- I played a swordmaster and it was all about saving this girl who repeatedly gets kidnapped by bad guy after bad guy after bad guy.  Almost seemed like a zelda/mario thing where you are always there to try to rescue the princess.

Then I played a paladin and you dont even find out about the prophet until level 10 and she is very much only background.  It is more about self-discovery and finding out why your old order betrayed the order. 


While many of the quests are the same, the storyline has a very different flavor class to class. 


Hopefully they keep that up as opposed to just having all of the classes end up the same later on storywise.

At the very least I recommend having one character that started in each town if you are looking for things to do post level 24.  You get the bonus exp for having a capped character -- may as well put it to use...


Oh, and swordmaster and paladin play VERY differently from each other.  My paladin can (at 19th) clear some places with 0 deaths that my 24th swordmaster would either have a hard time not getting a death or dying once.  The swordmaster would finish faster though -- albeit with a lower score. 

I started on the SECOND day so I do not get wings despite being very close to getting my second character to 24th. 

As for dragon nest -- every USA Nexon site were down for hours -- they are just starting to come back up now and I would figure they would start bringing their games up over the next few hours.  This is a sunday and they have to get every single one of their games back up as well as figuring out exactly why everything came down like a house of cards -- so I wouldnt count on it being exactly timely -- although if dragon nest is the first game they work on it could be.

Personally I think 24th should be enough for the wings. 

Originally posted by bansan

It's well documented that many f2p games have players who spend hundreds, even thousands of dollars a week to stay on top.  You got two real cash games, Second Life and Entropia, where guns go for 3k a pop.

If you get something good and rare, someone will buy it.  I'm sure Blizzard has done a study on how best to itemize for maximum profit.

The problem is people itemize for:

Maximum profit where the company has a reason to have high priced items selling for lots of real money (for their cut)

Player Retention -- the best skinner box experts trying to figure out just how long they can drag you out per interval to squeeze the most time before you bash your head through the wall and quit.

They do NOT itemize for:

Fun -- Player fun typically has nothing to do with how they itemize a game.

Teaking Balance -- They used to do this in old games like everquest 1, but more rarely now.  A good example was that erudite paladin shield that removed the race difference essentially vs other more physical paladins.

You are missing the one biggest reason why you would choose something like cyberpower instead of buying all of the components from newegg and putting them together yourself.

That reason is what happens when the thing dies in 45 days?

If you bought the computer from a builder like cyberpower or ibuypower then you box the thing up and send it back to them -- they fix it and in an annoying amount of time you get the system back. 

If you bought the pieces individually then you have to figure out which part actually went and which parts actually work and then deal with each manufacturer individually.  Yes that could still happen if your video card dies 15 months from when you bought the box, but most problems with computers happen in the first six months or after the first 3 years.

Actually I think a lot of it is that it has been watered down story-wise.

If you started in the old game as evil you got a real taste of what it is like to be in a country ruled by an iron-fisted tyrant with the hard-edged buerocrats and everyone willing to stab each other for a dime.

It was a complete environment and actually brought out the best in players.

On the other side the good side was so rainbows and lollipops and save my cat that it also affected the players.


The new towns are much less visceral.  They are more like standard fantasy as opposed to dark fantasy. 

Originally posted by Ecoces

yet all i have read, heard and experienced is that endgame people don't even bother doing invasions since they are useless once you get T1 armor.


Vigil - "Ascended we have brought you back to Telara so you can fight the invasions of the planes! ... or you can sit in dungeons and get better rewards I mean who cares those invasions will just disappear after a half hour".


good job keeping up with your story Trion!

Of course the whole defiant story is that the ascended failed so they had to come back and give it a try.

I postulate that the ascended started ignoring the rifts and just doing dungeons and dailies etc and oops they lost.

Sometimes I wonder if the drop rate for the dungeons in the zone that has an invasion occur recently should go up 10% if a minor invasion fails, or 20% if a major invasion fails, and go down 20% if an invasion recently succeeded.

Actually (assuming the game is big enough to have multiple role-playing servers) a RP server is the kind of server that could benefit the most from this. 

Moreso than other server types, RP is split more down the middle as to whether or not they like voice.  The other types are predominantly voice.  If you had one RP server flagged "Voice preferred" and another flagged "No Voice" you could manage to turn 55-45 into 90-10 and 20-80. 

And yes -- I do try to choose roleplay servers as it is.  Problem is that roleplay servers often have population issues one way or the other.  Plus games like rift tend to make more pvp-rp than pve-rp servers. 

Another problem is a lot of games are no longer doing much in the way of even having a roleplay server.

Oh one final thing is joining a roleplay server means you really need to do a lot of pre-game investment in learning as much of the lore of the world as possible.  Sometimes (like with warhammer) I simply did not think I had enough knowledge of the warhammer universe to qualify for playing on the RP server.

It comes down to this:

People fall into a few categories:

1) People who not only prefer voice but force voice on others

2) People who prefer voice but don't care if others use voice

3) People who prefer non-voice but are willing to use voice if they have to

4) People who prefer non-voice and are unwilling to use voice regardless


Group #1 is dictating things now. 


In essence people from group #1 need to be segregated from people from group #4 and vice-versa.


This is why the best arrangement is just to have the servers marked with which type of voice (if any) is the standard for the server.  You could have servers where it is simply marked (mumble spoken here) or (teamspeak preferred) or (for people who prefer NO VOICE).  It doesnt NEED to be enforced.  It just needs to be there so people go to the most accomodating server for their preferance rather than randomly.

If a server is marked (for people who prefer NO VOICE) why would anyone from group #1 make a character there?

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