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All Posts by centkin

All Posts by centkin

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797 posts found

Usually I don't "want" to but it kind of happens.  I like new zones with new monsters and new tactics with real upgrades to my character who lives and grows.  Once you are at max level you get far fewer if any new zones with far fewer new monsters and generally one new tactic per raid maybe with only upgrades to equipment with a character who exists.

I am an explorer...  I actually read quests.  I do level out though pretty quickly in most game and for me level out usually actually does mean level out. 

Too much of what you do in lower zones mean nothing in higher zones in most games.  I liked connections like in EQ1 -- if you killed the aviak chicks when you were levelling up -- you were Demolished by higher level adult aviaks further along -- but if you left them alone, they left you alone.  Nowadays low level factions usually dont matter at all in higher level zones -- nothing you get will be used and nobody you saw will you see again.  It is like you turned a page in the book and it all goes away.

By the way -- I treat guilds the same way.

If I have put enough time and effort and adventured enough with the people to decide that yes, a specific guild is one I am willing to be a part of (in many games I never guild) -- it generally takes Three affronts before I drop guild.

One specific example of a "third strike" that I remember was:

I was told specifically to enter a portal on asking if I should or shouldn't back in everquest 1 by one of the higher members of the guild but not the top 4 (say he was in the top 10 but not specifically the GM or other 3 top top people) out of 120 guild members.  Well, the thing ended with me being docked 25 DKP for entering the portal (if they didnt want it it should have been the person who told me to enter who got docked) which amounted to the amount of about 5 evenings of raiding.  And the GM wouldnt back off that decision.  Over that they lost one of only 3 people who were playing shaman at the time who were being severely over-worked and under-appreciated harming the guild quite a bit as well as someone who had a 100% raid attendance over a 3 month period (see over-worked)

If you arent wedded to ATI, newegg has the GeForce 560 on sale for 149AR.  That should do what you are looking for without destroying your power supply while being in your money range.

It is in the same speed range as the ATI card you are looking at -- possibly a bit faster depending on what you are doing, and you also get PHYSX out of it.

At any rate, it is an idea.

First off, it is ALWAYS better to get more power supply than you would ever use and a higher quality power supply than you would ever get stock.  The thing that usually goes in systems is the power supply and it often takes out other components.  Plus you have a MUCH happier system with a 1,000 watt power supply pulling 600 watts than a 750 watt power supply pulling 600 watts (remember that power supply efficiency is in the 80% range for decent supplies -- 85% for some of the best and could be 70% for a standard model (so a junky 1,000 watt power supply might only give you 700 usable watts -- this is why you see some people with really good but lower watt supplies pulling off things that cheapo higher watt ones cant do).

I know I always figure out the most watts I plan to use, add 200 and spend an extra $75. 

Looking at your supply it is not as good as I usually get but it is better than I thought it would be.  With that 82% supply you probably can run cards that "recommend" 750w systems.

That said I think you can safely run the single higher end card but you will probably burn it out eventually if you try to crossfire your current card even if it does start up the first time(which it might but you would be really PUSHING your poor power supply).

From my history of games -- it takes approximately three times before I leave a game that I enjoy otherwise. 

I mean If you look at Rift -- I started as a Paladin/Champ/Beast when the champ skills were not 2 handed only as a light tank that could do a decent amount of dps.  When they nerfed that into not working, I adjusted and went Paladin/Warlord/Beast and played an actual tank and was doing pretty well up until the 1st big TTT etc nerf.  I groused again and rolled with the punches and tightened up the build and got my final build to where I could accomplish most of what I could do before the 1st nerf with exactlingly set up equipment and build -- then the second big nerf came making paladins utterly worthless and I left the game. If they had done the HUGE nerf all at once I might have re-rolled instead.

I have had other earlier games go for the triple affront in which case I have left.   

Such quests can be updated in a few ways...  By example...

Instead of them saying -- kill 10 wolves...

Wolves are attacking our sheep -- if you can thin their numbers it will take some pressure off our herders.

Now you can go around and kill wolves and the more wolves that are killed the fewer that spawn.  Eventually you get a message that says "The wolf population looks beaten down enough -- go back to Guard X to report your progress"

Now one might think -- if it were done that way then fewer people would be able to do the quest over a period of time...  Well that isnt really the case because I am sure you remember kill quests where many people were trying to eradicate the same target at the same time.  What happens there is it starts to take forever.  Not enough spawn fast enough for people to fill their quotas in a reasonable amount of time.

The quest above might not always be active however.  Plus it wouldnt need a set number of wolves.  If you and a bunch of other people picked up the quest, they would all be done at the same time... Maybe if you didnt kill at least three wolves you might get a message like this "You have noted the thinning of the wolf population but you feel too guilty about your part in this to take credit for it."

Actually there was one thing and one thing only that pushed me out of Eden Eternal.

The necessity of soloing veninfang for exp and coin.

Unfortunately that is NOT the playstyle that I like (massively multikiting) but I also can't get myself to play normally when I know I could be getting 10 times the exp or 8 times the money in there.

It kind of makes most of the classes (My primary classes were hunter, cleric(priest) and illusionist) not exactly worthwhile when what you really need is a kiting bard(bleach).

I had just about hit CE 12 when I stopped playing much(lots of classes to level 40ish).

With the level 50 cap there isnt a ton to do anyway at this moment -- I may drop by to play a bit to 55 with regard to the mainline quests and I am hoping they do something about multikiting but I am not holding my breath.

This could be accidentally selling that weapon you got in a raid to shop, choosing a class or build you really didnt like and was stuck with it and then eventually went back and started over, or accidentally buying an item from a shop that was worth all of your money.  It could be joining the wrong guild, or ....

In my case it was not following my instincts with a server merge in Warhammer.

My guild decided, along with many other guilds on other servers to try to make one huge server for the purposes of balanced PvP.  Unfortunately a secret coalition of guilds on our side decided to NOT go with the plan.  What ended up happening was my characters ended up on a server that was distinctly unbalanced in the other sides favor -- first day Altdorf fell 4 times.  Within a couple of weeks, I was done with warhammer.

*IF* I had gone with my instincts and NOT moved my character over when the guildmaster from our guild told us to and waited it out for a few days like my instincts told me -- I would have done a thankyalotta to my guild and transferred to our OTHER server choice which actually did end up a relatively balanced (actually order slightly more people than chaos) server and in that case I would have continued playing.

As it was the minute I moved my characters I doomed them to oblivion.

I'd have to say "Shot Online."

Very silly little golf MMO that I spent way more money on than I ever should have over the few months that I played it.

Maybe the first one I played...  There was a period right after I fell out of kelethin for the 4th time and lost my body again that I almost put everquest aside.  If I had done that then life might have gone a little differently without MMOs or at least without discovering I really liked MMOs at that stage of the game.  Sure I may have started with WoW or something as opposed to everquest when it first came out, but it would be interesting to see what difference it would have made.

On that theory maybe the first MUD that I really played (that being valhalla -- an lpmud variant).  That would have made an even larger difference in the time void sense of things.

Sure but a somewhat less heavy handed method of doing this would be to keep the old worlds running without any updates except to merge servers every once in a while, and at the same time releasing a new expansion that changes what elements of the old game they want changed etc and open new servers that accept people from the new expansion and everyone therein has to start from level 1.

The smart people would jump at the release of the experiment.  Some holder-onners would jump later.  There might even be a few servers running the old game years later which is simply added profit. 

So in essence if you say wanted to re-release everquest with a new beginning area but without 90% of the zones that arent used and with new zones that would be used etc.  You could set up the new servers and if you wanted the expansion you have to start there. 

I would look at it as an opportunity to rejoin any one of several old games I used to play (IE warhammer, everquest, asheron's call, aion, etc).

I would have chosen my Horizon's Dragon from back when I played there.  Being an ageless ancient dragon with a huge lair and tremendous horde flying over the world beneath me would work. 

In most games even though you don't die in your playtime, your characters are NOT immortal -- they do have lifespans.  And if you picked something like everquest you risk living through the destruction of luclin -- or worse being ON luclin when it goes away.

In some other games they have a tremendous power to make you miserable worse than death -- games like Aion or Warhammer. 

I think there should be a fully viable solo endgame as well as a fully viable group endgame.

Thing is I think the equipment you get when Grouping should be WORSE for solo than good solo equipment and vice versa.

IE Lets say you got a good piece of tank gear.

A solo item might look like AC 200 +15 healing from quaffing potions, +15 stun resistance, +10 strength, +10 vitality.  Activate for remove status effect once per 20 minutes.

A group item might look like AC 200 +15 healing from cast heals, +15 threat generation, +20 vitality.   Activatable for intercept attack on another player once per 20 minutes.

A raid item might look like AC 200 +15 healing from cast heals, +30 healing from AOE heals, +15 threat generation, 3% damage reduction from AOE damage spells, +20 vitality,  Activate for Piercing Light(100 PBAOE damage, 250 additional threat, Triple damage to vampires)  once per 20 minutes.

Eden Eternal was the most recent game that I have played.  It was ok but when I was level 50 I noticed something...

The fastest exp (by a factor of 10) was being a bard and soloing in Veninfang and trading runs with a leacher.

The fastest coin (by a factor of 8) was being a bard and soloing in Veninfang.

The whole massively multi-kiting thing just kills it because I do not like that playstyle and any other playstyle is so very slow by comparison that everyone passes you like you are standing still and the amount of effort you put into getting a second class to 50 could have been spent getting EVERY class to 50 without playing any of them.

So that is where I was last...

Before that I came back to vanguard for a little while during the free time and remembered why I wasnt playing it.  (Diplomacy is nice but lose connection to worldserver + soloing there at midlevel stinks + no other players of the same level = nope).

Before that I played Rift from Beta to when they destroyed my warrior(paladin/beast/warlord).  Sooo many and harsh nerfs and so much increase to the grind for plaques etc and the game I loved in beta went to seed.

Before that was Aions second chance.  Played a sorc instead of a templar(which I had played when the game first came out) and had fun for a while -- devoured all the content but rift was much better and ended it.

I think before that was when Iris Online was in beta which I played but not in the real version of it.

Somewhere in there I had a abortive attempts into loong and kitsu and a few others.

Before that was Everquest 2's third chance.  The PvP battlegrounds were ok until it got a little repetative and the people who played on the PvP servers with their set gear started encountering people like me from a PvE server and crushing us 200-0 because of superior gear.  (When you cant even touch them and they hit through you as a tank like you were wearing cloth there is a problem).  There was nothing to do PvE at the cap that didnt require a full group.


Back through time I go all the way back to the original asherons call when it came out and everquest when it came out, and have played tons of P2P and F2P games since.


So, anything new that is good or is good enough to explore the world and then move on?  (Endgame is often the end of the game for me).

The rewards for turning them in are nowhere near good enough for the effort involved.

That said hunting artifacts is wonderful money -- IF you sell them on the AH as opposed to turning them in. 

You are better off just buying the mount. 

Really the only good thing you get is that deep one form with the water breathing.  But again if you get attacked it drops.  It would be far better if it didnt unless YOU attacked.

It would have been better even if they had rewards that were faction with your choice of towns, or something. 

Well a lot of times it has absolutely nothing to do with expectations and everything to do with the minimum equipment level necessary to survive.  I mean with rift, you need X amount of toughness to survive.  If you do not have that amount of toughness you arent going to tank the dungeon.  In Eden Eternal if you do not have orange gear you get one-shot if the monster crits.  Unfortunately no amount of skill by the tank or the healer will save you if you cant manage one round of criticals. 

The games are being designed around far too high a level of equipment to succeed as a tank these days.

In the old days a poorly equipped tank mostly meant you needed the dps to hold back a bit so you didnt lose aggro.  Now if you are poorly equipped as a tank you just die.

Note this is NOT the case with soloing or duoing outside monsters in current games where they often end up nerfing the warrior-types because they can solo "harder content than desired by the devs, even if it is done slowly."  This is all dungeon.

While this has always been an issue at one level or another, I have noticed a trend towards where this is becoming a game-breaking issue.

The norm for a dungeon in many games these days are:

Healer (can be 5 levels below the dungeon and in lousy equipment and still be wanted)

DPS (usually of the proper level for the dungeon and in blue gear)

Tank (Usually in gear good enough that practically nothing from the dungeon in question is an upgrade and/or outlevelled if not endgame)


In essence the dungeons have reached the stage where if you want to tank them, you need better equipment than the dungeon even provides while everyone else can start having NONE of the items from the dungeon in question.

Of course this gets even worse with raids where guilds start to funnel all of the good equipment at just one or two characters to tank the raids (and guilds can crash if those 2 people decide to leave at the same time).


This trend is turning what is often an underplayed class into a vastly underplayed class as well as splitting the tanks into geared tanks ready to go and insufficiently geared tanks that are not up to the task.

In the earlier games, gear didnt matter quite so much for tanks to play effectively and if anything gear added more to the dps classes and the priest classes than they do today.

I disagree that these games are going to console.

The main feature that keeps these games on the PC is the keyboard. 

As much as people malign barrens chat -- a game without a scroll of player text asking questions etc isnt an mmo.

And it can NOT be done with voice -- Voice is way too ephemeral and only one person can talk at one time.

Yes I guess you can force people to have keyboards on a console but then it really isnt a console anymore and such things will always tend to be optional.

Actually if it REQUIRED groups it would be far better than the games that offer poor solo options.  IE I prefer a game where solo is very viable, but I prefer completely unviable to "much worse than grouping."  The reason for this is there are a lot of people who will solo anyway if it is at all possible.  With those people removed it leaves fewer people to group and a smaller part of the pie to group.

If soloing is 100% impossible as a practical option then people stop thinking about their character in a solo context. 

Note -- we are talking 100% -- no necromancers and one or two other classes able to sort of solo.

To accomplish this it actually would be required to make two man groups also NOT work.  IE yes you can have a tank and a healer but while the pair might survive against a monster they do not do enough damage to move its health bar.  A dps is completely unsuitable to be a tank against a monster even with a healer. 

And it is important to NOT have this occur later -- If you did this from the first time you entered the game, people would group out of necessity.  If what we said in the first case (monster regen > tank output + dps damage taken > healer healing)  is set up then you don't need a lot of skill for the first few monsters -- just the proper number of people (at least 2 people dealing damage with at least one tank to take the damage and a healer, OR 2 healers healing a dps trying to tank, or a major race state with at least 4 non-healers as the absolute minimums).

Well -- in a lot of ways it is the FTP WoW...

IE -- it takes a lot of what is there, improves it, polishes it, makes it accessible, and adds a few novel things to the mix.

In essence the loot system is varied enough that one drop blue bow can be very different from another drop blue bow in the same level range and decent drops are obtainable enough that you can farm up an item if you feel the desire and items do drop for you to trade and buy items for yourself.

The item mall while offering items people will want are all tradable and trade at a level where if you do not buy anything off the item mall, you still can get enough of it with in game gold that you do not end up feeling underpowered.  Yes the death penalty is kind of harsh at 5% of the level (some might like this) but it can be halved if you are ressurrected (which ANYONE can do if they change to a priest class for a while and havent neglected them completely) and the flower things go for 15 gold about which while it is a sting as death should be isnt something you cant afford.  IE I havent bought thing one from the item mall and I am at the level cap.

The level cap isnt the end of the game.  You have a lot of classes you can level at the level cap so it isnt like a brick wall.  Plus it isnt massively hard to reach like most of the grind games. 

There are enough classes to cover varied play-styles both solo and group and being able to switch from class to class means you do not have to do the same thing all the time.  Some classes really need their pets like illusionist and hunter.  There are purer forms of each that do things without a pet.  Some classes are very good at taking out the boss mobs and others are much better at taking out the lesser mobs rapidly and some kite multiple mobs at the same time but no class seems overpowered.  In essence they have class balance down even though the classes are very different from each other.

I find Eden Eternal's class system pretty novel.

You start out with two class choices (fighter and mage) and an extra class opens every 5 levels.

You can have as many classes as you like and have independant levels in each class.

The higher classes have pre-requisites and sometimes multiple prerequisites.

You get enough exp when progressing that you can level one class to max and about one other class to almost max, or spread it among several.  Of course when you reach the current level cap you can work on any class.

There is a generic bonus you get based on the total progress among the classes at 1 point per level per level (IE you gain level 25 in a class, you get 25 extra CE points) 6560 is the boundary for CE 11 by example which gets you more bonus hp/mp attack and healing bonus than CE 10 does.  Of course the higher CE levels are a pain in the rear.  With a level cap of 50 I have pretty much all of the subclasses to 30 and I am just shy of CE 11(I have hunter 50, priest 42(40 opened shaman), thief 35(to open martial artist), shaman 31, martial artist, fighter, knight, mage, engineer, 30, illusionist 27, bard 26[dunno why they gave bard  medium armor -- my medium armor is set up for my hunter/thief/ma classes and is very badly statted for bard and I am not going to keep 2 sets of medium [it keeps one of each set on your character] but regardless it takes a lot more than up to the level cap to get a decent bonus. 

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