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All Posts by centkin

All Posts by centkin

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864 posts found
The over-weening under-represented class -- Healers or Tanks are rare in game X.  This character expects to be 5 levels lower than the rest of the group or he will not play.  He expects extra loot, extra everything, and do not ever insult the ego.


The thief -- Ninja looters.  People who put the 5 items up in a row on the AH with 1 gold 1 gold 1 plat 1 gold 1 gold hoping you botch.  Oh I just needed boss three in this instance -- cya suckers.


The exploiter/hacker -- You mean you don't use hack07 to phase through walls?  I guess you deserve to die.  And woe to you if he ends up in your group and gets you in trouble.


The griefer -- This can be the guy who kills you over and over and over again in a pvp mmo, or the person who breaks your spawn camp or runs through you on purpose with a train of monsters to get you killed, or ruins your world raid.


The gold-spammer -- flooding your mailbox with gold seller things making you not receive the mail you wanted, or the chat with spam, etc.


The on-call who doesn't say he is on-call -- Sure I can heal for the raid.  Oh, I have to go now (but we are up to the boss) -- sorry [disconnect].


The obnoxious voicechatter -- Baby screams in the background -- expletives fly from the mic -- innuendo and worse.


The MMO snob.  Oh, you don't use mumble -- I guess you aren't welcome in the group.  You need to respec to this exact spec or we do not want you.  We don't want healer class 3 because only healer class 1 works here despite your protests to the contrary.



The big problem I have with gear grinds is how very linear it is.  You get your tier 1 gear and your tier 2 and your tier 34 gear ...  Up until those levels, you can choose to focus on different stats which allowed classes to play in various ways with different weaknesses.  Then you get to the endgame and your gear is a specific set with no choice whatsoever. 

In earlier games you could still choose to work towards different goals through gear.  In say Everquest different raids dropped different acceptable items that you could choose to wear in different slots.  They weren't tiered.  Variety meant something.  At times, there were items back several expansions even that were superior in some way that you might want.

Of course the best in that regard was Asheron's Call's loot system where the gear was free-form. 

May we never achieve a perfect MMO.  If we ever were to do so, not only would there be no MMO's after that one, but it would cause so many people to drop out of society playing it that it would have a severe negative effect on the economy.

EQN is the next on the horizon for me that I can see.  This is the sparsest period for MMOs on memory.  There were at least streams of B games that were playable that came out in the past, but even the fun B's aren't hitting the market. 


Nothing really wrong with a period where I do not play MMOs though.

The world always works better before the PC's enter.  I mean the passing of the seasons, the dungeons, the wilds, all nice -- then the players enter and ruin everything.
Originally posted by aliven
I think it is because they want combat from GW2 or Tera, or some arcade game.

TSW wishes it had combat as good as Tera and Tera wishes it had as good a storyline as TSW.  When I was in the beta for TSW I constantly said to myself this is one of these peanut butter // chocolate things.  If only they could get the two together, they would have something.


TSW did have a somewhat better feel in beta actually.  The mistake they made there was in reducing the jump height of characters.  Combat in TSW always felt weak, but at least then things were so much less linear.  A lot of the singular openings to areas instead had jumpable fences so you could get in anywhere along a line.  This reduced a lot of the tedium, and gave your character a bit more heroic feeling.



Ultima Online 2 was a game I was really looking forward to playing.  It is a real shame that it never released because it could have shifted the way that games went. 
Originally posted by Beatnik59

I used to ask myself the same question, but in reverse: why is it that so many people won't have anything to do with you unless you get on their VOIP program?

That's part of the reason I don't play EVE or WoW...too many people are too suspicious of you if they can't talk to the person behind the monitor.  Personally, I think it's a bit creepy, but I also know that other people think differently.

But lately, I've noticed that the use of voice chat has died down a bit.  There's still a ton of people who use voice, and won't game without it, but there's just as many who'd just don't want that kind of intrusion.  I've also noticed a segment of folks developing who used to game with VOIP, but no longer, because of the inconvenience.  Remember, we used to actually call people on our cellphones, but now we find it more efficient just to text.

Frankly, the best solution from my angle is something so shockingly simple and sensible, I'm surprised it hasn't happened yet: set aside some servers as "TeamSpeak Servers," others as "Ventrillo servers," and some as "Text only servers."  That way, everybody can have a community that communicates in the same way.

I first said that here several years ago.  I had a devil of a time finding a guild in Warhammer that did not require voice, and even then I was second class.  So guilds are backing off the whole voice thing now enough that the solution I came up with that you proffered is not met with a "Hey, if you don't use voice you deserve to not find a good guild?" 

With the number of different preferred voice programs, YES, it would be so nice if they said (Teamspeak spoken here) or (Mumble preferred) or (Text only preferred) for the various servers.  It would make it much easier for people to do pickup groups if people were ready with the same kind of voice program, or did not expect people to use one in the case of the text only preferred servers.

Hmmm -- sounds a bit like Vindictus to me.

The problem kind of is that solo players SOLO worse than raiders can solo.  This makes them NEED to raid to advance their character.


Now, if items were like this...

Good Solo Sword.  75 damage, slow effect on critical, +35 to various stats, deals cold damage, 3% haste.

Good Group Sword.  70 damage, slow effect on critical, +35 to various stats, deals cold damage, 3% haste, blessing -- +5 damage to everyone in group.

Good Raid Sword.  70 damage, slow effect on critical, +35 to various stats, deals cold damage, blessing -- +5 damage to everyone in group, shades of terror -- 3% haste to all rogues in the raid. 


All three of those swords perform identically in a solo situation.  The group sword spreads the damage bonus to everyone in the group, making one more effective in a group situation.  The raid sword performs the same as the group sword when in a group, but has extra benefits in a raid.

Anything that doesn't take any effort is worth all the effort that is put into it.

If crafting is trivial and everyone can craft, then the rewards from it have to be trivial.  At best it would fill in for some slot you were unlucky in finding off mobs.

If crafting is trivial but gated by rare materials, then it devolves into standard loot.  You may as well have NPC crafters where you can take the rare material to be made because everyone can make one anyway.

Well, you can put the maps in the game that are not quite as good as what you would find online but are good enough that people do not invest the time getting the more detailed version.


As for quests, you can have new quests each month that are coded to show up on specific dates.  This keeps things fresh.  Other quests could retire...  300 people saved the house from orcs...  The orcs gave up and moved on elsewhere.

Thing is, they could have strict limits on the number of chaos vs order, trying to keep things relatively balanced, add a mechanic that gives bonuses to one side or the other due to phases of the moon, multiply basic exp rewards by five, and re-release with everyone starting at level 1.  People might try it who never played it before.

What killed warhammer in the long run was the inbalance between order and chaos.  When there are that many more chaos people than order, you end up in altdorf constantly.


What they really should have done was have a balance shift by moon phase.  If at new moon, order had a 25% bonus, and at full moon chaos had a 25% bonus with it scaling down to 0% at the half moon, then even on servers that were somewhat inbalanced, the losing faction would have a few days per month to try to push the opposing capital.

If you were only level 20 then I would say it would be best to start over.  I mean it takes so little time to reach level 20 that it is silly, and you get to see the world as it currently is.  Lastly you get the free month that way.

Just start with the battle chest as opposed to getting mop to start.  There isnt anything in mop other than the battle pet things and that is nothing of import.  If you decide you like it in your 80s then grab panda.  Otherwise all you lose is the 19.

Give me $50,000,000 and we can all find out.

How about this:

ANY class can take on the ROLE of a healer...  It adds 20% to your healing and subtracts 50% from your dps.  Your healing rather than your dps is now used for all calculations as to your contrubitions.

What annoys me most about vanguard going away is the loss of the diplomacy system.  I loved that little mini-game of theirs, especially in beta before all of the super powerful cards came out.  Each encounter was a puzzle.  They had so many things they wanted to do with it, but they ran out of time at the end. 

I used to think of conversations in terms of those cards at one time, when someone used a point of argument that matched said.

1) Non-consentual PVP.  If I have to worry about being ganked all the time, then it is not a game for me.  I made it through the areas that feature that on Aion.  Never again.  If I am going to PvP it has to be in an area where that is my primary task.

2) Pre-order or Veteran Perks that can not be gained in any other way and have a significant effect on the game.  If you have 10% extra hit points if you pre-ordered, and I did not pre-order, and I want to be a tank -- or really anything in the case of HP, then I am not going to play the game while perma-gimped.  If veteran players get a free ressurection and I need to run back to the fray then I am severely disinclined from returning to a game I used to play.

3) Overweening Balance Wars -- When characters are constantly nerfed and boosted with the goal of having everything strictly balanced, you never know how your character will play one day to another.  In Rift I had my character's templates nerfed to the point where I would never be as powerful as I used to be,  and while I found other ways to play which were then also nerfed, after three cycles of this I left but good.  There are other games like that as well.  Oh, and a feature of this over-balancing is often a lack of choice.  You all of a sudden have say only ONE equipment path.  You might be stacking block say on your warrior, but the progression gear has LESS block than your current gear but there is some special mechanism that requires you to use that gear forcing you to play in the exact manner "they" want you to.  When you start thinking in terms of "they" with a game, it is time to move on.

It makes me glad I left when I did.  This is essential an attempt to make ESO into a game that it is not. 

Thing is, the people who bought and subscribed to the game did so with the expectation of a game that was relatively similar to how it was advertized...  A story driven game with crafting being very important.

Some people hated the VR levels and left, others thrived in the difficult environment.  When they changed them, it was very unlikely to bring back people who played for a month or two and left when they hit VR2, but was very likely to remove the challenge from the middle players who made it to VR5-10 in the deep end and now were thrust into the kiddie pool.

These changes will marginalize all the work that people did becoming expert crafters. 

As for the AA system, sure, that would have been great if the game had started with such a thing, but by the time they unravel the VR levels (and actually I see why they want to -- in a way the VR levels are more powerful than regular levels because they up your caps and skills while not making them more expensive), I am guessing it will end up quite hard to balance and will end up (for a long time) defining a role for your character in a game where you currently have some role choice. 


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