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All Posts by Yalexy

All Posts by Yalexy

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1003 posts found

I've never played a F2P-game and never will.

The problem isn't the subscription with most games, but their quality and longevity. And if a game is released with a subscriptiooon-model and fails to deliver, there's no wonder why people leave.
Once those games turn to F2P there might be a player-influx, but the quality is just as bad as before or even worse.

Also, $10-15 subscription a month is totally reasonable for a MMO and it would be even more reasonable, if the greedy developers would stop charging extra for expansions.
Look at EvE Online. No box-price no expansion-costs, just $15 a month or 50 cent a day. That's the best model there is for a MMO imho.

Another problem with most F2P-games is, that you can't play them to their full extend without using the cash-shop, so they're nowhere near F2P, but only Free2Try. Most good MMOs have a free trial tho.
Most F2P-titles force you to pay for bag-slots, crafting-materials neede for enchanting etc and once you calculate the effective price you're forced to pay to play the game in it's full extend you end up with the same $10-15 per month.

Developers should stop developing one bad MMO after another and try to grab some cash with it, but rather focus on making one decent MMO they can charge a monthly subscription for where people actually want to pay the subscription in return.

I lost interest once they removed item decay and started adding too much fantasy-crap like shark-people, cars, etc.

Looking forward to Pathfinder Online now.

ArcheAge lost it's steam for me, when I saw more and more awkward content being introduced and them getting rid of item-decay, which basically renders the economy void.

I'm more interested now in Pathfinder Online, as it promises to be the better and more realistic game.

Originally posted by DOGMA1138

Originally posted by Lord.Bachus while in early game the system looks very open and allows people to build in many ways, this changes at max level...   In the endgame part of this game every class needs to have like 3 interupts on their castbar, to have atleast a chance at succes. Combined with a builder, a finisher and an escape skill that leaves not much freedom to build what youwant.. Contrary,. the content dictates which builds are required, and many people will probably revolt when they cant play their class the way they want too.. Other classes might get shunned for certain group content because they dont bring the neccesary tools (DPS Medic comes to mind, which only has 1 interupt) or just not enough DPS  or grouphealing power. Despite the fact that the game will work best with skilled people, these same skilled peopl will demand others to addapt to the game. I think there is a long way to go in ballancing this out...   Will 8 skills be enough to allow people the diversity they want in their builds, or will we all be shaped towards the content?
3 IA abilities at all time what the hell are you doing!? some classes don't even have 3 interrupt abilities, normally you don't run 3 IA's even on classes that have that many(for example stalkers), and the diversity between interrupts actually requires you to adapt different classes and skills for each encounter as not all interrupts are equal... If you need to interrupt a 2 seconds on a target with 3 IA's you actually need classes such as medic that can spec their interrupt abilities since in this case even 3 stalkers with 3 IA abilities will not be able to interrupt that case simply due to global cooldown even with perfect reflexes.

The LAS is pure gold it requires you to adapt for each encounter and completely change the abilities, single target DPS, Multi-Target DPS, Mobility, Utility, Interrupt heck even tanks change their LAS like it's free t-shirts...

As a stalker tank have more than 10 builds I'm currently running here's a few example...

3 IA build

AOE Tanking Build

ST tanking Build

Self healing tanking build

Evasion Build

Max debfuff build

Max TPS/DPS build

Mobility Build

Off (taunt)tank hybrid buid

PVP Carrier Tank

And the most important thing is not that only abilities have to change but the ability point distribution has too which completely changes how even your 3-4 core abilities for for an encounter. For example if i have to be able to get 100 deflect with a 5 second cool down i not only need to take T4 steadfast but also need to take prep and amp spike and i know that i need to channel whiplash while i have AS and SF on, since i now need another T4 abilities i might have different SP regen since i don't have whiplash T8 anymore or miss a debuff on boss since i don't run Frenzy T8 etc... All these intricate variations make the game require so much more from it's players rather than copy a single cookie cutter build and run it and this is why i laugh at people that still think that WS-Base and other build sites can actually give them a build to tank, dps or heal...

Same was true for TSW. We needed to swap abilities between bosses, but it was still the same min-max game where every encounter has it's cookie-cutter setups.

So where's the difference exactly? There's no difference. It's still the same old cookie-cutter-game for every single encounter, with very little room for personal prreferences, as there's allmost no other way to kill a boss in more then one way.

It's the same as in TSW.

I've said this all along since I started testing in CBT.

However, it isn't really any different than in every other PvE Raid MMO. In WoW we had more skills, but it essentially came down to some 5-10 skills and a specific build used aswell.

The only thing were you can think out of the box and try to do things different is in PvP really, trying to surprise your enemies. Prescripted content tho is allwas prone to demand cookie-cutter-setups.

Originally posted by Eronakis

Originally posted by iixviiiix He said true , RPG don't have anything about character progression. RPG all about put yourself in your character's shoes and chose the action that lead to result. For example , you enter a dungeon and chose "action" to open a chest , then [BOOM] ... it a trap. Or when you meet a NPC , you chose between hit on his face or give him a mead (lol) The result maybe you get killed (by the guard) or befriend with him which lead to start some quest from him. That's all RPG about   Character-progression are part of game level design but not necessary for role playing game , some PnP RPG don't even have character level .
I understand  that you roleplay. I get that. Character progression with levels and xp is apart of the gameplay that is associated with RPGs is the point I am trying to convey...

And again, there's lots of pen&paper RPGs without character or gear-progression.

Originally posted by Eronakis
I guess I am one of the very few who understands different types of game styles. It blows my mind that people want something other than an mmorpg. The ones who dislike the level/grind/progression and don't understand it has never played a rpg before. Could anyone name more than 5 RPG titles where you don't level at all, you don't progress at all and there is no grind? This is the MMORPG forums. RPG is in there, just not mmo. The very NATURE of game play for an RPG is to level, progress your character. That is the point of the game other than story line elements.


The ones who complain about omitting the level and xp obviously don't enjoy mmorpgs. When you take away character progression and anyway shape or form you won't have an MMORPG anymore. It will be different kind of game. There will ALWAYS be xp/grind/progression in an mmorpg. IF you don't care for it then by all means play a different type of game. lol.

An RPG has nothig to do with character-progression. It's what developers made out of it.

Look at the pen&paper RPGs. There's lots of titles without character-progression there to be found. The most known for it's lack of it would be Shadowrun.

Roleplaying just means, that you play a role, but it says nothing about progression, storyline or whatever.

The biggest mistake in that regard is to limit the definition of role-playing.

Basically every PvP-player in EvE Online is role-playing, with or without intention to do so. One alliance hates another and wage war for nothing else than role-playing. Then they meet on fanfest drinking a beer together after which they fly home and start flaming each other in the forums again.

Role-playing means playing a character and that doesn't require any predefined factions or storylines.

A MMO with a monthly subscription shouldn't charge for the client itself.

I was suggesting getting rid of the leveling a few times allready, even started threads about it.

The reason why there's leveling is to basically to get players used to their characters and the characters talents/abilities/skills. I don't think it's necessary tho, but think of leveling as of a very long tutorial.

I'd love to see a MMO, where you don't have any character-progression at all and start with a character to your liking. Progress then would be totally down to gear-progression basically, if at all.

MMOs should be about the story and the multiplayer-parts, but none of them require any character or gear-progression actually. As players love to see some rewards for their achievements, handing out some new shiny gear is a good approach tho.

Getting rid of the XP/Level-grind would be very welcome here, and it actually would free up alot more time for developing storylines and endgame-content. Getting rid of character-progression would make class-balancing alot easier aswell, especially when you limit the talents/abilities/skills to a reasonable minimum and focus more on playerskill instead.
Even better yet, get rid of classes alltogether and allow players to come up with their very own setups/builds. TSW was actually quiet nice in that regard.

It would work imho, but it wouldn't spoonfed the players with constant rewards for simply playing along, and that's probably the biggest issue right there. Most people like beig spoonfed and get rewarded constantly.

Originally posted by Kuanshu
Archeage PvP<p id="fb-root" fb_reset"=""> The game uses free-PvP system. That means you can kill anybody at any location (except starting villages and special zones). There are two main factions in the game: Western (Nuian) and Eastern (Hariharan). These factions are in war, so you can kill any player from other faction without penalties.

But if you kill or hit your ally blood stain appears on the ground. Such stains contain 6 or 10 karma points. These stains can be gathered by other players and if they activate the gathered stains a killer will get karma. After a killer gets 100 karma points he will have to spend 30 minutes of real time in prison. The most interesting is that he will have to move to court himself on his own feet. But he can ignore the warning and he will become a criminal. Other players can kill criminals without penalties.

After a player gets 3000 karma points he will be included into Pirates’ Faction. It is a special faction with pirates only. Each pirate is enemy to other normal players. Pirate’s island is a place where they live, trade, build houses and sell loot. They can create guilds and attack castles. After a pirate dies he will be moved to Pirates’ Prison. It is a free-PvP area. Sea combatsAs you know the game allows building a ship and traveling across the sea. But it is not the entire information. You can fight against other ships while you are in the sea. Moreover, mass sea battles are also available. Your fleet can attack enemies and grapple with the ships.

When your ship is attacked by enemy it receives damage. Destroyed ship moves to your inventory waiting for repair. It can be repaired by special NPC after payment. SiegesThere will be special mass PvP battles with 100 players on every side. The goal of a battle is to take control over castle. There are several castles in the game, but players can build their own castles.

When a siege starts siege machines and fleet attack can be used. There are several types of siege machines in the game.

This all would be nice and dandy, if it wasn't for the farming-bots and cash-shop.

When ArcheAge was first announced I followed ot closely, as it had all this great PvP-stuff, pirate factions etc going on, but they lost me on the way with all the other crap.

I still don't get why there's no developer come up with a groundbased PvE/OWPvP hybrid like EvE is, as the solution is actually quiet easy, if you seperate the world into two islands.

You make one island with lots of PvE-content and a PvE-ruleset, and the other island would be where players/guilds/alliances can fight each other to the death over the ressources needed to craft the shiny items needed to beat the toughest dungeons.

This solution makes the OWPvP-island necessary and interesting for the PvP-players and those people who chose not to engage in PvP can stay safe on the PvE-island and mind their own business.

I'm still waiting for a MMORPG like that and it basically resembles the systems of EvE Online, where 75% of the players never leave the security of high-sec.

Originally posted by Precusor
Elite Dangerous which is not in the ops list will be the best space sim for years to come.

Possibly it will be the best sim, but as I said, it won't be a MMO.

Originally posted by kabitoshin
I'm patiently waiting for cyberpunk 2077

+1 allthough not a space-game

Yeah, it seems there's quiet a revival of space-games coming our way, but I'm not really interested in any of those, as they're not real MMOs.

Star Citizen and Elite:Dangerous are more like multiplayer space-shooters, like Freelancer or something like that, and Kerbal or Space Engineers are more like some sort of simulation like the Sims.

I'd consider going back to EvE Online, which I've played for seven years, if they'd drastically change the 0.0-dynamics (moons, supercapitals, true-sec, etc), but that won't happen I guess.

So yeah, lot's of space games, but unfortunately not really MMOs.

It's a shame that STO wasn't as good and went F2P, but somehow I liked it.

I think that MMORPGs are ment for socializing and groupcontent. Otherwise there wouldn't be anything massive multiiplayer online about it.

WoW - when it was released - forced the players to team up in guilds or dedicated groups, as it was impossible to beat the endgame-dungeons with random groups. And the loot being dropped was scarce and you needed to do them dungeons over and over again for everyone to get their items out of it.
This led to well organized groups of players, that stayed with each other for long periods of time and the socializing was a cruicial aspect to make those large groups work as a team.

Allthough I played WoW on and off, I was playing EvE Online for 7 years, as the socializing and the organization of groups was even better there.
Sure, you can play EvE Online as a singleplayer, farming missions in highsec, but wahts the point there? Why not play a singleplayer game instead?

EvE Online to this day is the pinaccle for me of what a MMO is all about - the socializing and organisation of large groups of people.

I've played a ton of MMOs, and allthough they were fun for the few month it took me to get a fully equipped character at endgame, there was no reason to stay any longer, even if the people I played with were a nice bunch of people.

That last point leads me back to EvE Online again, as EvE Online doesn't have an endgame and maxlevels etc, which is just as cruicial for me in a good MMO as the socializing.

So for me, there's not only the socializing that makes for a good MMO, but also the open ended story, where you write the stories yourself, like we did when we were playing Pen&Paper RPGs.

Same for me. I don't like the combat of Wildstar that much either.

It's a very dumbed down combat imho hitting 1-1-1-1-1-2 over and over again. It's the same boring combat-system as in TSW actually, with the only difference being the telegraphs instead of tab-targetting.

I'm more in favour of the WoW-style combat with tab-target, where you have bigger skill-rotations with the need of micromanaging ressources.

FPS-style combat doesn't belong in MMORPGs either, but in shooters. Skyrim would've been awesome with a traditional WoW-style combat system imho, but the FPS-combat didn't do it for me at all there.

Micromanaging ressources and closely watching timers never was for everybody, but the younger the players the less interest in such "deeper" combat-systems exist.

There's alot of things that could improve, but the FPS ain't a problem at all.

I was running the game in beta foor a couple month with a GTX660(nonTi) and an i5-3450 - a rather cheap $600 rig - and I was having no troubles getting 30+ FPS at all times in 1920x1080 with high settings.

People should really stop expecting good gaming-performance on integrated graphics or $400 laptops, etc. A $150-200 GPU is a necessity for playing FPS or 3PS games imho.

A month ago I was not so much interested in ESO and very much interested in WildStar.

As of now I'm not interested in any of them anymore due to more insight in both titles.

Originally posted by Vetarnias
Reading this, I can't understand why anyone would want to go through this game.

It wasn't allways this way. The first 5 or 6 years in EvE Online were actually quiet a good ride.

Why the Hate
General Discussion « WildStar
2/24/14 4:35:46 AM

It was the combat that killed it for me actually.

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