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All Posts by Mardukk

All Posts by Mardukk

69 Pages 1 2 3 4 5 6 7 » Last
1366 posts found
Where is the gear going to go without full loot? Is durability loss going to be extreme? I dont understand the fear of pvp. I was wary of open pvp before I played darkfall this past year. As a pver primarily you guys really have nothing to fear. Assuming they make the world large and seamless you will be fine with tons of allies around. I cant imagine playing an mmo with zero risk in the open world...be it eq1 pve danger or darkfall pvp danger.

Darkfall UW.  While grouping isn't forced, you are screwed without a group much of the time.

 

edit:  Saw your edit. PvE only.  Hmm you are out of luck.

Oh boy more living story...........

Woah, so game breaking op...........

 

If this really makes someone not want to play a game I wonder if they will ever find a game.  How about look at the actual game features and if they agree with you or not.  Possible that OP is baiting people with this ridiculous complaint.

Originally posted by Ginaz

Looks like there isn't as big a market for a "hardcore" game as they thought.  Their belief that "poopsocking cannot fail, it can only be failed" seems to be unraveling.  It's a shame, too, since there's a lot of nice features in the game.  I wonder if the blame for the failure will be either the game wasn't hardcore enough or we, meaning the dirty casuals, weren't hardcore enough.

 

 
 

There is a market for hardcore.  But no market for hardcore linear quest hub no freedom or risk vs reward themeparks.

Originally posted by An4thor
Originally posted by Bad.dog
Originally posted by Mardukk
I just hope mobs start dropping loot at some point.  Talk about a lame loot table.  

Saves on bag space though ......I've never filled a players bag in any run I've made

This. Also you get money 6s/bag for the high lvl ones; which is a lot better then the crap they dropped before. Now about archeum..

Why would anyone PvE with mobs that drop no unique loot...or really any loot at all.  I just don't understand it.  I know it's not a PvE game but damn Darkfall PvE loot tables even put this to shame.  I guess there will be no I'm going to go farm this mob for anything....because it's all the same.  I would say this is borderline game breaking.  I like PvP focused games but they should have something to do PvE wise....that isn't quest related.

I just hope mobs start dropping loot at some point.  Talk about a lame loot table.  
Originally posted by Vesavius
Originally posted by MightyUnclean

I am curious about the future of action combat and tab-targeting in MMOs.  My guess is that a lot of the recently released and currently being developed action MMOs were a direct result of GW2, which was thought by many to be a truly revolutionary game that could be a WoW-killer.  That didn't come to pass, and unless I'm mistaken, none of the other action combat MMOs subsequently released have taken the top ranking spots in the West away from tab-target games like WoW, SWTOR and FFXIV.  Am I correct in this?  If this is the case, will future developers look at the continuing success of tab-target games and go back to this format with new games?  I don't think that action combat will go away, but is there room in the future for both styles?

 

 

I fully believe that there is.

 

Action combat is fun in other games, but it brings a shed load of negatives to the mix with MMORPGs, mostly having to to do with socialisation.

 

Generally, action combat is for games that are a sprint, many players of MMORPGs enjoy these games as a marathon, to which tab combat is more suited.

 

All this received wisdom of a style being 'outdated' is nonsense. Tab target isn't going anywhere. They are both equally valid, and choice is good.

I don't agree that there is any difference between socialization in tab target or action combat.  Games can be slower paced and be action combat.  

I think action true aim MMO's are less popular as there is a larger gap in skill between the top and the bottom.  There is almost no chance that someone in the lower skill level will beat a higher skilled player in Darkfall.  People don't like being slaughtered with no hope.  I love the game and I'm a lower level PvP person, but I can see how most would get killed 25 times in a row (in 1 vs 1 situations) and never go back.  In tab target games I have a much higher chance of getting a kill as a lower tier PvPer.

Originally posted by Deitylight

Sounds like we went through the same thing as a f2p player during my first and second beta.

A friend of mien recently got me a founder's package for the third beta despite the fact that i was going to sub on release and the game suddenly opened up to me.

I had so much labor points that skipped a few levels due to crafting hereafter stones and was 5 to 6 levels above my current leveling zone. In fact, grinding mobs that are 2 or more levels above you doable and will net you a lot more exp in the long run then quests at ANY level as long as you have an AoE build but you'll miss out on money, weapons, and armor you get from quests if you don't do those certain quests.

I don't know what Trion is going to do with it's f2p population because it isn't going to work in it's current form. Without a guild, they will not survive and while it is encouraged to join a guild whether you are a f2per or a p2per, f2p players are worse off then a soloer p2p player.

I've gotta ask, do the mobs ever start dropping loot that isn't a generic bag o stuff?

Originally posted by Wuldrick73

When a game is FTP always assume that it mean free to try , pay to play ! You want a good experience you must pay unless you play a low budget 2D browser game.

Archeage is still a bargain if you compare with ESO, Wildstar because you don't have to pay the box price and I like archeage more so for me Archeage deserve a sub and I don't mind to pay for something I enjoy 

Yeah, at least I didn't have to pay $60 up front for another quest hub grinder, with no features after the leveling process, that haven't been done to death.  

I dont understand the backlash. Im an old school mmo person that enjoys eq1 gw2 and darkfall. I will say seeing spells turn corners to hit you is maddening after playing more skill based combat of df. I never thought I would be pro action/skill based, but I'm a convert after a year of darkfall uw. At least I know it's more my fault when I get pwned in that game one on one. I also no longer have any use for combat that requires you to hold down the right mouse button all the time for no good reason. At least give an option to lock mouselook.
Have they added more max level land mass lately?  I logged in the other night and looked for the new content...couldn't find it.  Looked on the forums and didn't see much other than "Living Story" which is not my cup o tea.
Originally posted by Victor_Kruger
Originally posted by k61977

I don't think it is making the game harder that is the answer most are seeking.  We need unbalanced classes, which can only be done if there is no pvp of any kind.  We need  class system that does one thing great but all other things just ok, but can't do certain things.  Need to get away from the one class can do it all, which is the dumbed down version of just about every game released in the past 10 years.  That would make a game harder as you would have to plan out how to do things other than just plowing through them.

 

A lot of people would look at this as a forced grouping game but it doesn't have to be.  There are many ways of doing this without requiring grouping just to kill a single mob. 

 

The reason I said no pvp is that as soon as it is introduced into a game they attempt to balance the classes which means everyone does the same thing.  You can't have this one class that just destroys everyone or it would be all that was played or it gets dumbed down.

 

This will never happen again in today's development because they want to crater to everyone to make more money.

Combat in Landmark is going to be balance around pvp and that will transcend into EQ Next.  At the 10:45 mark David Georgeson talks about it in the gamespot interview. 

 

http://www.gamespot.com/videos/e3-2014-landmark-stage-demo/2300-6419625/

That's fine as long as the separate the effects on PvE and PvP.  There is no reason they can't do it.  Chasing that magical balance is going piss off PvEers and PvPers.

Originally posted by k61977

I don't think it is making the game harder that is the answer most are seeking.  We need unbalanced classes, which can only be done if there is no pvp of any kind.  We need  class system that does one thing great but all other things just ok, but can't do certain things.  Need to get away from the one class can do it all, which is the dumbed down version of just about every game released in the past 10 years.  That would make a game harder as you would have to plan out how to do things other than just plowing through them.

 

A lot of people would look at this as a forced grouping game but it doesn't have to be.  There are many ways of doing this without requiring grouping just to kill a single mob. 

 

The reason I said no pvp is that as soon as it is introduced into a game they attempt to balance the classes which means everyone does the same thing.  You can't have this one class that just destroys everyone or it would be all that was played or it gets dumbed down.

 

This will never happen again in today's development because they want to crater to everyone to make more money.

I agree that completely unbalanced classes is the answer.  And the way to give PvE'ers powerful and fun PvE abilities and PvE danger throughout the world is to separate the abilities effects in PvE and PvP.  I support both open world PvP and difficult EQ1 style PvE danger.  Without danger/hardship there is no sense of accomplishment.  

 

I hope that SOE keeps the virtual difficult dangerous world alive with EQN.  It is a fine line between lame tedious for no reason and creating that world that will give you that sense of accomplishment. 

Originally posted by DMKano

Money is very relative - to some $1000 is a lot.

To some 10,000 is equivlanet to 1c.

I know folks so spend near 20k a month in online game stores (whales).

Its nothing to them, disposable income varies greatly.

 

I am moving to whales.

 

At some point this contrarian argument will no longer work.  This argument is applying to fewer and fewer people as these alpha access continue to multiply in cost.

 

 

Lol, good one OP.  Pretty much sums it up nicely.  Talk to win!!

 

I would also like to build a galleon for free!

Good to hear they are removing labor from opening quest rewards.

 

I hope they find the mob loot tables as well...as I think they have gone missing.

Originally posted by grimal

Now many of us here recall the hype around GW2 where the forum fervor was at an all time high.  I'm reading a lot of stuff being thrown around here on these forums about AA.  How people are playing it wrong.  How it is the old school MMO experience we want.

Are we now reaching Guild Wars 2 hype with Archeage?  Is Archeage the new GW2?

Archeage isn't anywhere near the hype SWTOR and then GW2 had.  The only reason AA is getting any hype is due to it having a few sandboxish features.  I don't blame people for being hyped for something a little different, after 10 years of no sandbox features in the genre.

I just can't figure out where the mob loot went.  It's like they forgot to have mobs drop loot.  Maybe I didn't get far enough to see the mob loot.  Also labor points to open loot and look at equipment is really really stupid.

 

I intend to play at release, I'm just concerned about a few of the systems they have in place.

Originally posted by deavyin
Originally posted by Mardukk
Originally posted by whisperwynd

 

This makes no sense.  You aren't going to siege and participate in territory control in the first levels of the game.  You will have no idea if you like these major parts of the game until you play them.  I would say it is almost two entirely different games from what I've heard.  I have no use for linear themeparks.  I do however enjoy open world housing, sieging and territory control.  I will see none of that in the beginning of the game.  Why the hell would I, or anyone else, quit before trying these things (unless you don't like these type things of course).

Because every game could promise you something great...eventually... and you will have no idea whether they are full of it or not until you slog through the nonsense they put in front of you to get there.

 

WoW had dungeons that gave you a glimpse of what raiding would be like.  The leveling process is similar to the daily grind you do at end game.  It doesn't have you playing volley ball level 1-50 and then say "now we are a baseball game!"

 

The game shouldn't be one thing for 30-50 levels and another after that.

 

Teso has an amazing end game.  What?!?! YOU DIDN'T PLAY IT TO END GAME TO FIGURE IT OUT FOR YOURSELF?!?!  HOW COULD YOU EVER POSSIBLY KNOW?!?!

I'm not entirely sure why  they threw in a linear quest set up in the beginning of the game, other than it is a tutorial.   No idea how they would have open world PvP in which low level people could be of use.  Likely why you aren't just dropped into a siege at the beginning of the game.

 

I guess ultimately these rarely seen features matter more to some than others.  If territory control, sieging and open world housing mattered a lot to you we wouldn't be having this conversation.  

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