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All Posts by Divona

All Posts by Divona

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163 posts found
RIFT allows you to customize your character's initial appearance, and it's F2P.

There is no auto-attack in WildStar, that's what came to my mind when I was in beta. It feel a lot more action pack than WoW, sometime I like that and sometime I just want to sit back and let auto-attack do the job. As I play WildStar, I actually want to go back to WoW becuase of it simplicity.

Doesn't matter what other said that it's a better game than WoW, it's a different type of playstyle. They can stand side by side together.

Here's an article:

"Maybe I'm just a bad person," he said. "Maybe I'm just a bad person."

That was the half-confession, half-boast of a self-professed video game troll I met in a bar. He'd just gotten done regaling a friend and me with tales of his preferred method of playing games: messing with people, sometimes even driving them to tears. A slight chuckle followed. Was it simple nervousness, or a hint of childlike mirth, a smile glinting unmistakably in the dark like a poorly concealed dagger? At that point, I was fairly certain the answer was both.

http://tmi.kotaku.com/i-met-a-video-game-troll-in-real-life-and-he-really-pis-1575282798

Originally posted by Wingeye
20k players can sustain a mmorpg

Yes, but would not sustain big budget AAA MMORPG where 100+ millions dollars spent and need those investment return + profit within it first quarter year.

PvP games realises on a lot of players activities, which is hard to predicted and control, and those doesn't goes well when you try to pitch the idea to the investors who want to make sure that they will get the money back + profits. So far, there still not enough market research that can fully proved that open world PvP game can be a success. There are too many variables to cause the game to fails, from the game design perspective up to the unwanted players interaction.

PvE on the other hand has structure. Players can login everyday and choose where they want to have fun, and they can have that because the game is already scripted to provide entertainment repeatedly to players, even when there are no other players around.

Until an indie open world PvP MMORPG can prove the world market that it too can be a gold mine, it just hard to see someone actually want to investing in developing a AAA open world PvP game which would normally take 4-5 years minimum of development cycle to complete.

Many times I thought I have done everything there is on the map, I found that there actually many places I have not yet been to. They just doesn't show on the map, and requires you to actually look at the empty space of the map yourself and pick where do you want to go check out if there are any quests, Often I just found the place and there are a whole quest line waiting for me there.

If you only continue on the main road, you will miss out quite a lot of what are hiding behind the hills and bushes.

EVE Online. Match with everything you're looking for, except that it is sci-fi environment - and it's not F2P. Else, you might have to give ArcheAge a go.

You just have to understand that combat and competition, while it maybe the main attraction to you, it may not be what attracted other people. Especially when it come to PvP, it could be a main disruption to other people who want to stay from engaging in unexpected fight while they're doing other things that they find fun in the game.

What you so call "side features" can be so much more if the game would focus to develop them as one of the activities players can engage in. PvE players wanted a virtual world where they can safely living in, having occupations that help developing such world, not just being a warrior beating up each others on end to see who come out on top. The reason why people in real world chosen to be many things rather than take career in army.

It's also why the game such as The Sims, SimCity, Banished, FarmVille exist. There is no combat in those games, yet people are having fun. You may not play them, but there are also many others who enjoy them. The feeling of seeing things grow around them day by day can also give out sense of achievement.

There are also emotional state that involving in PvP games that PvE players want to avoid, that is the feeling of being loser. Not everyone want to be on the losing side, especially players who does not want to participating in combat, what else can they do to help their side win the war while stay safe?

Imagine when you're building a sand castle by the beach for hours on end, and then 3-4 other guys come and smash it all down and left laughing. Those 3-4 other guys may find it funny, but the person who spent hours on end carefully crafted their creation is left with nothing but ruin. What PvE players want is a safe area where they are free from PvP players to come and ruined their day, and disrupting their pace of control environment.

If you want PvE players to enjoy in PvP games, as you said balance is the key. The game can not focus their main development toward one or another type of gameplay. While they are war going on at the borders, PvE players should be able to support the cause of front line PvP players on their side without the need to go near PvP combat. So far in PvP focus games, combat often always the main solution to end all war.

I'm playing both. At the moment I'm liking the story quests in ESO over ArcheAge, and the smoothness of their animation. It just feel more polish, while ArcheAge still giving me that eastern MMORPG grinding feel to it. It could be the art style, world design, UI, I'm not quite point my finger directly at it. It just bothering me a bit while playing.

Currently, I'm playing ArcheAge to understand it game functions, what it has to offer. Even with $150 up front, the community still feel a little toxic. It could turn to be even worst when the game goes live. The game is OK to play, but still not as polish as western MMORPG standard. Combat could have been improve. I don't like the holding button to spam skill bit. What good about ArcheAge is the sandbox bit. I like it farming, housing system, and trading between region.

When I actually want to have some fun adventuring, I login to ESO. Questing in that game is much better.

Originally posted by Vermillion_Raventhal
Originally posted by Axxar

Would like to see quest generated by events in the game world.

For example, there's a village with a dungeon nearby.

The game dynamically decides orcs have settled in the dungeon. The orc leader hides deep within, and while he's there, orcs spawn in the dungeon, and some move out to roam the surrounding areas.

The village now spawns quests due to the threat these orcs pose. Players can hunt for roaming orcs to collect bounties (soloable) or groups can delve into the dungeon to kill the orc leader (public group quest), stopping the orcs from spawning and getting a big, fat reward from the village elder.

That way the game's system generates quest that are relevant to everyone and have direct influence on the game world. The dungeon might also be an abandoned mine, so with the orcs gone, crafters can now mine it for ore to further their profession needs.

 IMO you will have to go to something like this if we're truly going to go sandbox.  It would be cool if they have all the spawn points connected like a web and have intelligent NPC's work like virus.  Developer can plant 10 Orcs.  Their group grows at a defined rate.  They start off as a tent city.  The longer unmolested they grow to a village, then town and then a city.  They would have a finite amount of orcs but "replenish" after a time as long as two orcs remain in the spawn point.  Once they grow to a certain level they would expand to adjacent spawn point.  You could have NPC give quest and rumors based on local disturbances. Named NPC's could appear.  Developers could control out of control NPC's to create drama.  Of course players could find and eliminate the threat if enough players helped.

EverQuest Next is plan to do that: http://www.usgamer.net/articles/-indies-did-this-how-voxel-farm-and-storybricks-are-helping-to-shape-everquest-next-

Another way to generate quests that I like is the Contracts system from EVE Online: https://wiki.eveonline.com/en/wiki/Contracts

I don't think it's good, but it might be your cup of tea: Dragon's Prophet
Words of advice: MMO - build community platform, don't just make a game.

That remind me of LOTRO ad:

If products continue to return profit, why does it failure?

You can download Minion to automatically install and update the addons for you, or you can install them by yourself by follow the following guide - How do I install an Addon?

Here's the list of Addons I recommend:

  • Azurah - make UI moveable.
  • Biki's Dialog Tweaks - Add number to front of response dialogs, so you know which number to press instead of click the mouse.
  • Biki's Inventory Item Borders - Make you feel good when you see all your equipments are fill with rarity colours, and their durability.
  • Craft Research Timer - Let you know how long until research is ready for the next batch at a glance.
  • Foundry Tactical Combat - Just to get that buff / debuff duration icons.
  • LootDrop - See what you just looted at the corner of the screen, a must if you turn on auto-loot.
  • Wykkyd's Framework - For all in one status bar such as XP number, time until your horse is ready to get fed, how much space left in your inventory, how much gold do you have, etc.
  • Nog's Simple Crafting Tooltip - So you can compare what you have currently equipped to what you just about to craft.
  • Research Assistant - Help you identify which trait on the item you already researched.
  • SkyShards - Add location of the skyshards to the world map, and minimap if you have one.
  • SoftcapInfo - Know how many points left until you reach the cap on your stats.
  • ZrMiniMap - Minimap. What else can I say?
  • Reticle Settings (Custom Crosshair) - My own Addon. Allow you to show/hide, adjust size and transparency, or display custom Reticles.
These are pretty much what I'm using.
Instead of go pure heavy, medium, or light, you can equip combination of any type if you prefer. At the moment, I'm doing 3 pieces heavy, 3 medium, and 1 light armor. Doing quite well solo the PvE so far, and leveling all three armor type up at the same time.

What about Easy Quick Slots?

This mod makes changing the current quick slot easy (well easier).
Just setup your key-binds for the slots in Controls and then you can change the currently selected quick slot via a key press. You still have to activate the quick slot item with your standard activation button (default is Q). BTW there is no UI graphical element present - the mod simply allows the quick slot to be changed.

First, Zone Progression. I'm mainly in the Daggerfall alliance. Some of my characters start it Daggerfall, others in other zones. Why is that? 

-> Each alliance has three races that they're belong to, and has their own starting zone. It look like you have pick other races that belong to the other alliance. If you have Imperial Edition, however, you can pick Imperial race and choose to be with any alliance. If you have pre-ordered, you will be able to choose any race and be with any alliance.

 

Am I supposed to stay in one area till I outgrow it? Or am I supposed to journey around? I know I can travel to different zones, but should I be? I was in Daggerfall till the quests got too hard, then I moved to Port Hurding and the quests are too easy. What am I doing wrong?

->  The thing about ESO is that it allow you to travel to anywhere, and pick up quests at any level. You can travel to other zone, and if you feel it's too hard you may travel back and build up your skills. The zones are linear, but not too linear as in direct you from quest hub to another quest hub. You would miss out a lot if you just stick to the main road.

Port Hurding, however, was a starting island during beta before the decision to start player in the city instead due to some complains. I would recommend do the starting zones, but you may also can bypass it if you prefer.

 

Lastly, on my stats page my armor is orange and says "overcharged" (see screenshot). I have no idea how I did this, what to do about it, or if it is even a real problem.

-> That's a soft cap. It's mean you have higher stat that what the game allow, to keep the game balance, and it actual stat would not go pass that hidden number. You can use addon such as SoftcapInfo to see what the soft cap is at your level.

You should try to play the game through VPN and see how that goes. I do have some problem with connection, but VPN fixed all that problem. ESO has a strange thing going with their networking which affect most shared router such as in workplace, university, or apartment complex, and some ISP.

First: Please paragraph your post.

Second: I read the title and think of this:

 

Third: Thanks for your opinion.

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