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All Posts by centkin

All Posts by centkin

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786 posts found
I have been following Wildstar since before most people even knew Carbine existed.  I was also one of the first ones to try to sign up for the beta a loooong time ago.  Obviously I have not been successful.  I would make good use of a key.
Originally posted by nariusseldon
Originally posted by Sovrath


They did?

ok so they are starting over. It's not permanently off the table.

sure .. but if blizz is not put serious resource into the game, and said they are having major re-design, it is likely that they are losing faith in the core concept of the game. You know how polish their game is. Without the resource, it is practically dead until they are happy with a major re-design.

I would bet that titan would be moving away from the classical MMO design.

If you wait too long to release a game, the technology and the community move past what you have designed and it becomes trite and jaded.  This is often the case when you have a company like Blizzard who want to drag their feet on a project because they already have a cash cow in the market. 

Essentially what they put together whenever they actually started working on the thing probably is no longer apt enough to the marketplace, so they decided to start it over. 

Only time will tell the direction that MMOs will lean towards.

We are reaching a time when the 6GB of memory I have on my system will be an issue... I just hope they don't make 8GB as the absolute basement for things as a lot of people out there with what were once high end i970 i950 etc systems have the triple channel memory and will always be at 6 or maybe 12 GB.


I remember my 3x CD drive and how that caused standards issues when 4x became the norm.  (It was nice when 2x was what people were using).

PvP danger leads to stupid things like having to form a group to do solo quests.  Aion was this bad at some points where you could expect to die 20 or 30 times if you wanted to adventure in level appropriate areas, not from the monsters but from the PvP. 


As for more danger in general, yes.  I liked the idea of sand giants and griffons etc in Everquest.  Thing is a monster like that does not discriminate like a griefer can. 

For two players there is nothing better than vanguard.  Games generally have solo monsters and group monsters.  Vanguard on the other hand doesn't really have solo monsters past the midpoint -- it is practically made for duos.

Actually it varies a LOT with me but most of the strong games had very specific reasons.


Everquest 1 for the last time: I got docked a ton of DKP by my guild for following orders.  I was told to do something by a lieutenant of the the guild and then I was told by someone higher up that he didn't have the authority to have told me to do what I did and that the act was a mistake and I was going to be docked regardless // no appeal.  This soured me on the guild and I decided that I had enough hardcore and moved on to Everquest 2.


Warhammer lost me due to a server merge.  The server I was on was relatively balanced.  After the merge, our home city of Altdorf was being sacked 4 times every single day with no hope of defending it.  It was a fun game but that single act destroyed it.


Horizons lost me when it was taken over by the lightbulb company which had no security over the credit cards etc.


N.E.O lost me by closing its doors after doing sales to get more money out of the people who were paying.  I still have far too many astros from that which will probably never be used.


SOE lost the chance that I would ever come back to Everquest 2 when they refused to refund the large number of SC that evaporated from my account in a minor game of theirs that I was not playing over a period of like 9 months without notifying me that the credits were being used in any way.  The original plan I had was to use the station credits to buy the next expansion when it came out -- but with them gone they lost that chance.  Very dumb of them.


Rift  lost me because they nerfed my warrior tank to smithereens.  I rolled with the punches through several nerfs before this but when they turned the tables on turn the tables entirely and changed the entire definition of what a character tank was able to do, it just was not worth it anymore.  In essence they changed the power balance so much that even in full raid gear I would not have ever been able to reach how I was in the correctly stated world drop block gear.


Cabal lost me due to the change in game mechanics at very high level.  Combos vanish and all of a sudden you are doing certain keyed special moves and doing some oddball keypress things to interrupt your special and get more in -- it was a pain.  The extreme amount of time needed to level at that point was another minus.


The Secret World lost my potential playing from a move in the beta where they dropped the jumping distance.  It was fun before that and much less so afterward as all of the shortcuts in the game went away and the fences were all true obstacles that you had no way to climb over. 



We have not made all that much progress on the high end of CPUs since AMD gave up in the war.  Whether it is attempting to get more profit by being far more conservative on fabs and waiting on higher yields before moving on, or a true stopping point where they simply CAN'T make PCs faster anymore, getting a new computer just means a whole lot less now than it did in the past.  There were times when a 3 year old computer was 1/4 the speed of the current crop on the high end.  This is no longer the case nor may it ever be the case again unless we have some complete change in how computers function.

I was in the early betas over a year before Vanguard released. 


What I can say is this: The released game had very little in common with the partial realization of the vision that was Vanguard say 12 months before the release date.


There were experiments made that were scrapped(some of which I think should have gone through).  The game was a lot more cerebral than it was at release and the classes played far differently.  Alas they also were VERY unbalanced strengthwise but that didn't matter so much in the original vision because it was a group game. 

As for there being 90% of one continent 70% of a second and 25% of a third, the problem was more that there was 50% of one continent and 20% of a second, and they just kept experimenting rather than finishing out the areas. 

Of course if they had dropped the third continent entirely and focused on completion instead of "play" you might have had the first continent done and the second continent 70% done at release without SOE and released earlier. 

The game world would have been smaller but more complete and hopefully it would have had the bugs out (I remember some of the early dungeon attempts -- you think blackburrow in EQ1 had trains -- ouchies choo choo...  as you aggroed monsters on the third floor from the first and the whole dungeon erupted.  This was back with the more evil death penalties as well -- yes some of the dungeons were REALLY to be feared.

It is a shame the original plans for diplomacy did not work their way through as well. 

At any rate the old game was hard, unforgiving, and fun.  It had a flow to it that it lost.  I liked playing a disciple when it did not have a mana bar at all.  When you did not need to critical to chain skills.  All disciple did was one long chain that flowed through different possibilities that you had to plan 3 steps in advance.  It was fun.

The big problem with armor repair in ANY game is that it puts the burdon of group endeavours on the tanks.  This was actually reversed in old games like Everquest where there was not armor repairs but spells required components to cast.  The priests needed tons of gems for a raid. 

At any rate as a tank I have seen times where you play for a while in a group and your repair bills are say 500 gold, and the other players have 50 gold repair bills, and the total loot was 300 gold each to the 6 players.  This obviously makes the 50 repair people happy but the tank not very happy.  I can count on one hand how many times a group would say yeah lets give you an extra share to help defray your repair costs. 

It ends up making tanks have to solo gather or do other activities to pay for their grouping while the other players do not have that issue.

This makes tanks scarcer in such games.


Originally posted by Four0Six
Originally posted by psiic

It has been a long time coming but thankfully industry accountants and managers are starting to real study the numbers and realize F2P is not as lucrative as they once imagined.


A F2P business model is ok for a stagnant game with limited staff and no designs on expansion or growth.


The F2P business model is so support and resource heavy that it usually manages to pull an Ouroboros.


The F2P business model has been found to be an unstable, unpredictable revenue source for a factor that directly effects investor support, staffing, and growth.


The problems created by a free to play model outweigh the benefit..


Publishers have begun to realize even though it is less cash in, it is better to 100 players willing to play $15 each, than  2000 paying $1 each. It's a logistics, stability, security, and support issue. Less cash in, but way less expenses out as well. 


In the end it is all about the profit on the books at the end of the day, and not how many unpaying players you can load on to your servers in the mean.

Actually the economics of it say they will continue to operate the F2P model as long as they can.

It mostly has to do what economists call the "economic surplus". In short, if I find a subscription game to be worth $25 a month, but the sub is $15 a month then I, the consumer has received a $10 surplus. (like I said "in short)

There is 1 model of business where the producer is able to obtain all the surplus. That model?  A Perfectly Price Discriminating Monopoly. They obtain all the surplus because they are able to charge each and every consumer exactly what they are willing to pay. I had thought that this was only a hypothetical situation. I was wrong.

F2P games operate as these kinds of monopolies. They are a monopoly since each game can be considered a single product provided by a single producer. They Perfectly Price Discriminate, by charging from $0 to "as much as your willingness". So no consumer receive any surplus, it all goes to the producer.

The key to understanding is that in a Perfectly Competitive Market the profit will be $0, not to say they aren't making money salaries are included as part of the cost curve. When a company charges a sub they have to compete with all the other games that charge a sub. also they loose access to any whose willingness to pay is less than the sub. By going to the F2P model they are able to carve out a small unique market, their game, where they are the monopolist. This allows them access to all the surplus and larger profits.

Right I know, TLDR, and almost no one like economics save a few of us, and I need graphs and whatnots to have a clearer message but, this is why I have always disliked the F2P model and now I can explain why.


Have a nice day,


Of course this neglects the fact that someone would be inherently happier playing a game with an economic surplus.  If I play a game that I like with a $15 sub that I would have been willing to pay $50 per month for, the odds that I am going to continue playing longer is much higher. 

Plus there is the fact that even if you are willing to spend $50 per month on a game, doesn't mean you are going to.  Plus you have the whole possibility that you overspend in a "Free" game.  This has happened in games and then you count things up and say -- naw too much and quit because you went overbudget.

Then there is the perception that it "requires" $100 per month to be competitive.  This is especially relevant in games where they give out prizes to the top 32 in pvp type events.  You just aren't going to place regardless of skill unless you hit x payment level and even then winning will be a $$$$ contest. 

Usually games shake out into a few classes of player:

1) The FTP player who will NEVER pay -- you aren't going to get money out of this player.

2) The FTP player who will buy occasionally for convenience only.  The player who will buy a $4 pack to double their storage then nothing more.

3) The subscription player in a FTP.  This player is trying to budget $X into the game.

4) The whale who will pay what it takes to win.


The problem with most FTP games is they do not protect the #3s from the #4s.  It is the $25-$70 per month budget #3s that leave a game when the #4s become too powerful. 

Technically a FTP game would do well to have servers with 1 2 and 4s on it (where the whales can easily trounce all) and servers where there are only #3s.  There is nothing that says you couldn't have a hybrid where the cash shop is available on most servers, but there are subscription servers as well.

Well, the next expansion takes you into the past.  I could see that being a one-way trip.  Then any new characters you created would also be in the past not the present. 



Originally posted by Fendel84M
Do you have any idea how much of EQ1 is completely unused? This is just what happens as an mmo ages.


Actually, you would be surprised.  When I last played Everquest I had characters placed in the home cities and several other zones who gleaned off the stuff that people sold to vendors.  Some zones were surprisingly still used and provided quite a few crafting components that were worth quite a bit more than the value of buying them back off the shops...


I miss being able to go to a vendor and showing that other people's junk is another man's treasure. 


I especially liked the old old days when practically everything was rebuyable and the vendors only showed 24 slots of 72 hidden slots.  I got sooo many good items that way -- in every early expansion. 

Why not just let people keep all tradeskills active at the same time.  I mean by allowing swaps you are just doing the same thing with a price and a time delay and "temporary amnesia." 


This was one thing about everquest 1 that I really liked.   Mastering ONE tradeskill was really hard back in the day, but if you were a complete nut like I was with tradeskills, you could master ALL of them. 




Here is one other big reason for allowing them at the same time as opposed to swapping...  You tend to hunt in level appropriate areas for a profession and then level past where the things you could later make are.  Hence if you want to do the slow route and level up several professions you will be wanting to swap often which you can't do early due to the costs of it.


Having the swapping mechanism will make people end up hunting a lot in areas way below them while having no swapping mechanism would be more likely to have people stay in areas until they are finished before moving on.


Either that or people will gather and horde and end up creating the maximum number of characters just to hold stuff while not selling anything then shifting professions and just making stuff and then shifting back and doing hoarding.  In essence you are going to have people with 15 alts who are set up just to provide extra storage space.

Too much harvesting/gathering in some games and you start to pick out potential nodes in real life.  It is kind of creepy how such things can stand out.
Originally posted by UNATCOII


Originally posted by centkin Games today are too fair.


As they should be, since the price for admission is double the cost than it was in 1998.

Actually, if you count inflation in there, MMOs are certainly not double the $9.89 per month Everquest was back at the beginning.  It has been pretty consistent actually.  Plus the fact that internet access gets you a lot more, is a lot less optional (back in 1998 you might have gotten internet access just to play Everquest), and is cheaper.

Actually in a way things have become too fair and consistent.  In the old days there could be no griffons in east commons or 7.  One could spawn right on top of you.  A boss could be harder or easier or things could path in on you or etc.  Things were NOT measured for number of players or instanced.  You could have a race to a raid mob because that raid mob was available to anyone who could get to it. 

It wasnt metered.  You weren't fighting mob X as a guild at set time Y once per week.  You fought what spawned with however many people you had at the time.  Some raids were actually done either with many or as few as your guild could handle as a means of regulating difficulty and reward but you could have 72 people in a raid in old everquest and at one point there was not even a formal raid (you just made groups and fought together -- albeit that didn't work very well as the dps group tended to get rewarded).

You were ABLE to make mistakes, and you weren't able to fix them.  It wasn't "fair." 

Games today are too fair.



Actually I do not understand why they require a password at all.  It should be an optional thing that is only used if you use a public PC or to keep your children out (IE a parental thing)


When you log into a game it should ask you for your email and then work only on the machine you installed the game onto (maybe up to three machines for that account as an option).


If you need to add a machine you should be required to log on from the machine in question first and also reply from the email if you want instant access.


If your old machine DIED and it was the only way into the system then you should have a 1 week waiting period to get a transfer to the new machine which would also require the email address response and that the old machine not log in during the period.  (YES for people who care it would be best if you set up your portable and your main computer as potential playsites so you can add from the portable if your PC dies).


Note also you could set it up so your smartphone had a confirmation app to avoid the above. 

Actually one has to wonder about the next expansion.  It almost feels like a one-way door.  You go into the past.  I mean it would make sense in a way that you couldn't come back.  Autolevel to 90 and start there and the whole game is 90-100 and you pull the plug on the old game eventually dropping all the "baggage" of the actual world itself.


Cooking in Pandaria was an experiment.  The low levels of crafting would be able to be rapidly blunt forced with 100% vendor components.

Which f2p game?
LFGame « General Discussion
1/07/14 8:15:33 AM
Again, choose Vanguard.  If one of you plays somewhat more than the other then the one who plays more often can do crafting or diplomacy and retain the same adventuring level as their partner.
Which f2p game?
LFGame « General Discussion
1/02/14 8:26:32 PM

As a DUO try vanguard.  Vanguard stinks solo but the vast majority of the content can be done by a 2 man team. 


One bad thing about most games is that there is solo content and group content, with nothing inbetween.  TONS of 3 and 4 star mobs in vanguard which will be your bread and butter.

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