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All Posts by centkin

All Posts by centkin

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933 posts found
I would say it was a mud named valhalla back in 1990.
WoW is on its way down.  This would not be the time to pay $1,000 for it.  I doubt it would be a good investment long term.
Originally posted by Adamantine
"Greener Pastures": not found.

The world is an imperfect place.

I loved diplomacy in Vanguard -- especially back in the beta.  There was so much they wanted to do with it and they only managed a small amount.  Someday another game will have something like diplomacy.

Time was when getting into what they call alpha these days required a dedication to actually test the thing and a reputation from other such testings or a significant amount of luck.  Getting in at least a year before release is when you actually can make some difference.  Paying for previews is a whole different kettle of fish.

Gut Feeling.

Flurry of Arguments.

Lay Blame.

Greener Pastures.


Pay to Win generally means the game caters to whales to give significant advantage over people who pay at normal subscription levels to twice that.

When you have a massive boost in the stats etc given by items at high plusses and you have to pay for protection for the items in question or they break and the chances are low for them to work, you have the makings of a pay to win game.

IE any normal person can only get them to +8.  You can pay about $20 and likely end up with a +11, or you can pay about $800 and get a +15.  The +15 does three times as much damage as the +8, and encounters are scaled so the +15s are needed to do a significant amount of the content.

Originally posted by Mtibbs1989

I personally think Companies are paying too much for the current crop of programmers and game designers with the titles they're releasing. This is not to say all designers and programmers are bad. However, many of the games recently released have been released in terrible states and at times taken months to fix their issues.

In all seriousness I hate purchasing a product with such poor quality programming. I understand that there will be bugs in games and I'm fine with minor flaws; however it's getting to the point where it's becoming inexcusable how companies continue release products in such terrible states.

I shouldn't hear games for example; Star Wars: The Old Republic costing $500,000,000+ (and the company boasting about it) when the end results don't match the amount spent.

That money is certainly not going to the typical programmer.  There are a few people up the top making money, but your typical programmer (one of the cogs in the machine) is making far less than you probably think and working worse hours than you would imagine as well.

Originally posted by nariusseldon
Originally posted by jdizzle2k13

Plus the point that narius made that more people want to fight monsters than craft.  Though it would be interesting to me to see the type of system where crafting is at least almost as hard as a raid.


Making it hard is easy (just make the chance of failure high), but it is difficult to make it interesting.

If you use the standard method (clicking on a recipe, and decide to try), it will be super boring, and doing it a chore.

If you put in a mini-game, then you have to essentially design a new game for crafting, which your players (who are probably there to fight monsters) may or may not care.

There is no win. That is why crafting is just a small distraction in most games. It is great to provide some starting gear (which D3 has done a great job in doing that), but making it a main game?

This is why I think BIG companies putting out AAA games should hire A companies to do just the crafting.  With it being their entire focus, it would be done well as opposed to having say 2 or 3 people farmed out of the main company to do crafting whenever.


Originally posted by nariusseldon
Originally posted by centkin

If you want crafting to compete with drops from group monsters then you need to have crafting require a group to achieve the crafting of such an item.  You need to have say 5 crafters working together at the same time and any one of them can torpedo the item.

and that probably won't fly. It is hard enough to get a group to fight monster ... but find 5 people to click on stuff, and wait?

Think of the kind of crafting that vanguard or everquest 2 had but improve it, have it in real time, and figure in multiple people doing tasks at the same time.  Complications and other issues while trying to hit specific grade levels in a limited amount of time/resources.

The problem with crafting is that it is a solo activity.  Solo activities in modern MMOs have minimal reward levels.

Risk is a fallacy though.  The death penalties in games are so watered down that risk should not have a part in the calculation.  If anything the chance of working diligently at a craft project and having it fail gives a higher risk than some farm status raid somewhere.

If you want crafting to compete with drops from group monsters then you need to have crafting require a group to achieve the crafting of such an item.  You need to have say 5 crafters working together at the same time and any one of them can torpedo the item.

If you want crafting to compete with raid drops then you need to add a progression to the crafting, and since the raids drop items that are bind on pickup, so too would be the crafted items.  IE anyone in the crafting raid can use the item.

So you have ten people crafting together on items with a process that can fail easily, and you need to do enough of them and achieve specific goals to move onto the next tier of crafted items, then you need to find others who are at that tier to form crafting raids with to make the next set of items.

As long as crafting is a solo activity, it will always produce nothing of consequence.

Originally posted by mayito7777
WoW-II is way overdue. We need a new version of the game and millions of players will leap of joy and hundreds of developers will scream on panic and despair.

WoW2 will fail.  This is what Blizzard pretty much figured out.  WoW was an anomaly.  They may give it a shot say around 2020 when WoW really starts to flag, but WoW was an attempt at doing what was already done across games better.  You just can't do that as well right now as there are not enough new ideas out there to coopt.  The money is NEVER in the original idea.  The good idea game always ends up niche.  It is the game that takes that football and charges with it that rakes in the money.

Originally posted by exhell
Originally posted by jmcdermottuk

The problem with most MMO's is that crafting is a bit pointless, you get the best gear from raids/bosses.

The only ones that get it right are the ones where crafted items are the best available, or even the only items available. SWG, pre ToA DAoC, EVE to name a few.


I actually like crafting but only if it's worth the time and effort. Most of the time it isn't.

I have a problem with your thinking. First, why do you need the best available gear in the game, envy much? What skill does it take to craft, really? Pulease, lets be realistic here. Crafters should only really be able to maybe augment "The best gear", for someone that actually did something for it.

What has to happen for crafted gear to be worthwhile in current MMOs is crafting needs to be made a group affair.

Have one person on the bellows, a head weaponsmith, a support weaponsmith, a couple of enchanters, and a foreman all at the same time.

Complications can happen at any time and it is the job of the foreman to help decide how to deal with them then whoever it is delegated to to solve it.  IE a complication comes up -- there are two ways to deal with it -- you can either have the guy at the bellows have to keep a higher or much more consistent temperature or you can have the weaponsmiths have to counter the item losing quality each turn.

Anyone can mess up in their role and take the item down in quality.  For a raid-level piece of equipment it might take 15 minutes of everyone doing their job without much error(with few errors like in golf -- you drive into the rough, you have to do a great shot instead of a good shot to get the ball onto the green), pricy/hard to get components, and some luck.


"learn to play" is the number one one for me.  It is used to justify all kinds of bad design in games.


In early games where crafting took some effort, I often did it because it was an area of the game where I could be THE BEST literally with nobody else even close.  Being the highest rank tailor in old everquest was something special. 


I didn't do it because it was easy, I did it because it was hard.

Actually the biggest problem with stealth is how it throws a monkey-wrench into class balancing.  Any class with stealth tends to get nailed balance-wise in any battle where they do not have the initial opening.  You end up with say 2/3rds the damage and equal armor to say the caster classes to compensate for the initial 5x strike.  This makes rogue classes stink on raids and oftentimes are not wanted AT ALL in serious groups outside of pvp. 

So yes, I am in favor of significantly reducing the effectiveness of the stealth backstab gank thing, if only to make rogues less of a one-trick pony.

Originally posted by iridescence

There's a fine line here "innovation" sounds good but the majority of new ideas are in fact flawed on some level while tried and true ideas usually  got that way for a reason. An MMO committed to completely original ideas would likely have to scrap its design a few times which considering the cost of MMOs is not something that's easy to afford. Then there's the way the Internet is which is very harsh on things which aren't absolutely perfect the first time they come out. Look at how often the word "fail" is thrown around even over minor and frivolous complaints.


I think games like GW2 have the right idea of taking a solid known foundation and tweaking it (even though I don't like a lot of the specific changes to the formula that GW2 made at least they tried).


Actually this reminds me a ton of Vanguard.  They scrapped whole designs several times during the beta process.  Things were completely different early on in it.

I remember a point where I was unsure of whether or not I wanted to play Vindictus anymore...


Sooo I took my +11 weapon and I enchanted it without safety.


If it broke, I was done with the game. 

Originally posted by Kyleran

Due to graphics and other technical limitations these titles have changed to be MOG's, Multi-player online games at least in the current instance or "megaserver" shard you find yourself in.

Might be a lot of people in game, but you'll likely never see them.

EVE has low graphical requirements so they can eek out some really large numbers in a small area, but complaints about the slide show it becomes for most have always plagued the big fights.

If you think about it, do you really want to be involved in a 5K vs 5K player fight, the chaos on your screen would be tremendous, and very difficult to process what was going on. 

Likely you would focus on the action in near proximity to you and screen out the rest, which isn't a whole lot different then some of the tech MMO's try to employ these days.



Sure, I could go for a 5k vs 5k battle.  Heck that was what the fortress battles in warhammer were supposed to be like.  It had issues at 500 vs 500, but even there, if they could have managed it, it would have been a great experience.


5k vs 5k is closer to the way an actual warfront works. 

Well, this will probably reverse the whole "no occulus rift for minecraft" thing.

The whole -- one tank per group but only one or two tanks per raid is a major problem with the design of the games.  It really does make tanks have problems bridging that gap from a group tank to a raid tank.  The fact that raid guilds tend to funnel ALL of the good tank equipment onto their primary tanks while DPS gear tends to be spread among the dps players makes it even harder for a tank to break out.  This is especially bad if the tank is coming into a game late.  If a tank ever needs to "catch up" they are not needed.


Really, I think there should be a spell that is for raids that combines say 4 tanks into one combined health pool.  They work together but are one.  This would make raiding a lot more interesting for tanks and allow some interesting mechanics.

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