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All Posts by Dusntmatter

All Posts by Dusntmatter

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Also, my biggest problem with the ending isn't necessarily with what actually happens in ending itself (it was god awful, don't get me wrong 3 different color beams is just lazy), but that it left me with no desire to play ME3 again. I played ME 2 over and over again with the various endings, but with ME 3 there is no point. Sure, I made a ton of decision leading to the ending, but I can honestly picture what the ending would be like if I let the geth live instead of the quarians. No need to play again to see that. 



Originally posted by JeroKane

Mass Effect 3 was a rush job. Nothing more, nothing less!




The game is no doubt the shortest game of the three content wise.




The animations / voice overs were also of a lesser quality compared to the first two games. Which is appaling... only adding to the rush job feel of the game.




Eventho I was able to enjoy the first 95% of the game.... the ending was a downright insult. Felt extremely rushed!




I don't need a "happy" ending... we knew how it was going to end.... but with such a rich universe.... all the lore and all the choices and decisions we made in the first two games! It was all for NOTHING!




They could have come up with much much better endings, especially where the choices and decisions you made in the first two games actually MATTER!




ME 3 endings are solely based on the amount of war assets you grind, also pretty much forcing people to grind insane amount of hours in Multiplayer to be able to get the best possible ending. Also something they said that would not be the case, that people were not forced to do multiplayer! Just another lie!




And then lets not even talk about the whole Day 1 DLC, for EA to quickly cash grab another 10 bucks from people on top of the main game.




A DLC that is pretty much obligatory for the Story/Lore people among us (like me), as you will otherwise miss out on a lot of background story/lore regarding the Proteans!




All in all.... it's a downright shame that Mass Effect 3 is another victim of the ruthless EA money grab machine that needed to make unrealistic deadlines to get out of the door before EA's fiscal year ending!!





 


Rush job is the perfect description for every Bioware game since Dragon Age I. 


Hype may initially sell boxes, but that is a very short sighted approach. 

With the MMO genre, a game's lifespan is more important than intial box sales. We have yet to see a hyped game stay as strong after a year as it was hyped. 

Hype also seems to follow a ladder structure, the next step will always be better than the previous. "SWTOR sucks, GW 2 will be the savior of MMO's", and now it's "GW 2 sucks, Secret World will change it all", and after GW 2 it will be "Secret World sucks, Archeage will revolutionize!". 

Let's discuss the pros and cons of hyping an MMO. 

Personally, I can't think of a MMO that has lived up the the hype. I'd even go as far to say that living up to people's imaginations is boarderline impossible. 

Star Wars as a stand alone game is great. Questing is good, flashpoints are good, even the warzones are pretty well designed. Here is the problem, I would have found all of this amazing.....4 years ago. 

I know this has been said before, but I want to reiterate. People aren't leaving WoW because they find the world of Azeroth boring (for the most part). People are leaving because they are sick of logging on, sitting in the capital city, running through the dailies, then waiting for raid. 

So for Star Wars to copy that exactly, while may seem like a smart move to them at the time, instantly shortens the lifespan of the game. It's like showing up to a really great party at 3 in the morning when everyone is passed out expecting to have a good time. 

Star Wars is actually a good game, just really really really late to the party. 

I agree whole heartedly with pretty much everything on this post. Hell, Skyrim has a way bigger "community" than any MMO. The only thing I can say, while I will play the shit out of Guild Wars, I doubt it's going to the sacred messiah everyone claiming it will be. 

Developers seem to have forgotten that one and only thing that makes an MMO different from other genres, it has thousands of REAL LIFE people running around. If you want to get the genre back, start with that seed of an idea and let the creative juices flow (and I know there ways of making it actually 'multiplayer' and still cater to the 'casuals'). 

The problem isn't between casual and hardcore, but that there are too many people playing WoW who are not actual "gamers". 


The game now is simply a lobby game. There is no reason to leave the cities other than complete their list of "daily" chores. They need to make a reason for people to immerse themselves in the huge world they have created. I remember running around in Vanilla just doing stuff. I honestly don't remember specifics other than having a blast in Silithis. What I do remember is the word "daily" did not exist. And my main concern wasn't chain running instances for all them "phat lewts". 

The problem is, the way the community is now, I'm not sure if that is possible. People need to care about the lore and world they're spending all their time in, and that just isn't prevalent now. 

Originally posted by Adamantine

Guys, can you PLEASE stop babbling about stuff you dont understand at all ? Because many here really do just that.

PLEASE first read the known facts thread in the official forum before you embarass yourself with riddiculous postings like this one:

 

 

Originally posted by nomss

This is what BW says. They want to try to fix this problem, the lack of healer or tanks by introducing advance class and letting many class have healing trees.

I'm saying it is not going to fix the problem. Above post made a good point that if someone does not want to be a healer, then they won't no matter but.

I forgot to mention is that I could choose to heal if there was no option. Say my main is DD and then in advance if I could pick DD and healer, 2 advance classes and upon need I could change to healer with one click.

This is wrong in embarassing amounts.

For example: Advanced classes are just classes. Nothing else.

They do not cause any problem. They are just named in a confusing way so people think they're something special, but they really arent.

From level 1 to 10 you are a [starter] "class".

Then you choose your real, true, effective, actual "advanced class" (commonly abbreviated as "AC"). Each starter class splits into two different ACs.

You will keep that AC from level 10 to maxlevel (currently 50).

EVERYONE has an AC. Everyone but total newbies will have an AC. There is really nothing advanced about ACs. You may spend some hours in the game without an AC, but afterwards you will already have it and never again be without it.

And thats all. AC is your class. Nothing else. Its absolutely nothing special whatsoever and it especially doesnt cause or solves any problems.

Especially ACs themselves do NOT state if you're a healer, tank or damage dealer. They just give you further options. For example, many ACs offer a skilltree for either healer or tank (never both) that you can focus on to turn yourself into a full healer or a full tank. If you focus on other skilltrees, however, you WONT be tank or healer.

People who have played Lineage 2 will instantly recognize this concept. In Lineage 2, you for example start as a "Darkelf Mystic" (a generic spellcasting starter class), then you progress to either a Shillien Elder (a Healer) or a Spellhowler (a Mage) or a Phantom Summoner (a pet mage class). Nobody of the Lineage 2 gamers thinks of Shillen Elder, Spellhowler or Phantom Summoner as being anything "advanced". Its just the class you play.

TOR uses the same basic idea.

 

So PLEASE: Check out the known facts thread in the official forum ! Stop talking utter b.s. and inform yourself about the issue before you discuss it.

Exactly. People only hear what they want to hear. The Trooper or Smuggler is the name of the story, Vanguard or Scoundrel is the name of the class.


Originally posted by sinjin



OP you are actually very wrong.  SWG had Endgame, DAoC had endgame and so did EQ.  You better go read up and we used that term then as well.  I remember we would raid the Corvette or Death Watch Bunker... I can go on all day but I think you are just too much a rookie to the MMO genre so you made this assumption on your own without asking true old school vets from all of these games.  I have played em all and don't know of any without some form of endgame.  I have used that term since DAoC...



 


Whether or not her examples are valid is irrelevant, her overall point is still very valid and right on target.


I keep hearing "not innovative" everywhere. While I'll admit we haven't heard anything truly "innovative" about the game, I think Bioware is doing that on purpose. I'm going to hold judgement until we have all the information.


Originally posted by firefly2003
Originally posted by christwood

Easy - the answer is Guild Wars 2. It fixes ALL the problems and mistakes of the typical MMO genre and adds a lot of new ideas. Check out the game, it's worth it.

Somehow I dont' really believe that....

Agreed. While Guild Wars 2 will be great and I'll probably play the shit out of it,it won't be the second coming of Jesus like everyone makes it out to be.

Originally posted by Sovrath
Originally posted by Dusntmatter
Originally posted by Sovrath
Originally posted by Baikal

 


Originally posted by Teala
If they wished to make it more Star Warsy, make it like Star Wars.  Lightsabers are awesomely deadly weapons.   Treat them as such.   Blasters should not take a dozen shots to kill anything, other than a shielded enemy(then it might take a few extra shots depending on the strength of the blaster).  
If they really want to make it like Star Wars allow players to kill things faster and just throw more mobs at them.  That is how it is done in the movies.   What they have done here is create a whack-the-mole grind game.    Seriously....do you honestly feel that a lightsaber should be relegated to being a pathetic weapon as it is in this game?  


So you want believe that realism (I hate using that word in a made-up universe) should trump gameplay huh? Apply your assesment to pretty much every other MMO out there equally then.

no realism should not necessarily trump game play. however, there is a certain visceral feeling one gets when watching combat in the movies over seeing someone play a game.

I wouldn't mind combat being a bit less about whacking someoene for a while to get those hit points down or shooting someone forever to take them down.

But that's a quibble I have with most games.

The problem we have in the MMO industry now is that we have people who don't like RPG's playing MMORPGs.

But I might be temped to go one step further and say that rpg means "playing a role".

I realize that there are game conventions that have grown up with the genre and I actually love many of those convnetions. But changing around combat doesn't invalidate the "playign a role"' part. The genre could have easily started out with trying to do realistic combat (read: "realistic") as long as the idea of playing a role stood out in the front.

Where I will agree with you is that there do seem to be a lot of fps players who won't let go of the "it has to be fast like fps combat or else it's trash".

they might like fps combat, they might think it's the pinnacle of combat and if that's their preference then that's their preference. But it doesn't invalidate a game system just like my hating that turn based combat in that game I had played didnt' invalidate that game. It just wasn't my thing.

I do apologize for being vague. You did, however, get my point exactly. RPG's have usually been about slower/stat based combat, and you will usually be disapointed if you are expecting fast paced, FPS like combat.

 

On a side note, I think the most common role played in MMOs is douche :P

Originally posted by Sovrath
Originally posted by Baikal

 


Originally posted by Teala
If they wished to make it more Star Warsy, make it like Star Wars.  Lightsabers are awesomely deadly weapons.   Treat them as such.   Blasters should not take a dozen shots to kill anything, other than a shielded enemy(then it might take a few extra shots depending on the strength of the blaster).  
If they really want to make it like Star Wars allow players to kill things faster and just throw more mobs at them.  That is how it is done in the movies.   What they have done here is create a whack-the-mole grind game.    Seriously....do you honestly feel that a lightsaber should be relegated to being a pathetic weapon as it is in this game?  


So you want believe that realism (I hate using that word in a made-up universe) should trump gameplay huh? Apply your assesment to pretty much every other MMO out there equally then.

no realism should not necessarily trump game play. however, there is a certain visceral feeling one gets when watching combat in the movies over seeing someone play a game.

I wouldn't mind combat being a bit less about whacking someoene for a while to get those hit points down or shooting someone forever to take them down.

But that's a quibble I have with most games.

The problem we have in the MMO industry now is that we have people who don't like RPG's playing MMORPGs.

By the way, one screenshot he uses is from 2008 (assassin droid one)

http://www.swtor.com/media/screens?page=24

A good rule of thumb, if anyone says something like this;

"Why bounty hunters can’t reap the benefits of crouching behind a crate to avoid bullets is as big a mystery as why lightsabers can’t even cut through un-armoured enemies on a single strike." (by the way, by the laws of physics lightsabers are impossible so please don't question the "realism" of lightsabers).

It is best to instantly dismiss them. There is no MMO out there that will satisfy them.

A lightsaber should be able to kill anything with one hit? The same can be said with an arrow to the face, a two-handed sword to the face, a fireball to the face, a face to the face....the list goes on.

Bounty hunters don't use cover the same reason, in WoW, warriors use rage, rogues use energy/combo points, warlocks use soul shards/mana. It's called a class mechanic.


Originally posted by Shinami



If you want to control the pace itself...




 




Stop making everything so "level based" as that is the central problem. Instead make the game more attribute based and character/profession based. You can then have players who will make their characters a certain way, play a certain way to get there and it will be reflected by the way the character works at the end of the story.




 




If you make a system where EXP ----> Leveling and use skills as a way on to differentiate, rather than be the center of a profession, you will always end up with the grinding. Always end up with the race for cap....and everything will be level based to the point when an expansion comes, a game will be broken by the addition (or reduction) of levels. 




 




I remember the old Console Video game "Saga Frontier" which your characters had no levels and you had to actually work to make your characters into good characters and learn more about professions and how they work. ^_^



 


I totally agree. While I love levels, I think we're getting to the point where they are beginning to feel limited.


If you think about it, all levels boil down to is you get rewarded with X1 until you hit threshold Y1, at which time you start collecting X2 until you hit threshold Y2 and so on. That instantly puts a division between players who are at X1 and players who are at X2.


Just to spitball and idea, imagine a currency system. You get points for doing stuff and you can choose to spend those points on gear, new skills, stats, etc. That way you could craft and sell your stuff on the AH, take those points and buy gear or further upgrade your crafting. You could even level your crafting through PvP if you wanted to. The point is, with a leveling system the game feels too divided. You are either grinding to level cap, PvPing, or raiding. All seperate activities you divide your time doing. Pacing isn't as big of a deal when logging onto a game means "I'm just gonna enjoy playing in a living breathing world" and less of "okay, today I'm gonna focus on my crafting, and then tomorrow I'll get back to leveling".


Originally posted by Yalexy

 


Originally posted by zevni78
Do you have a source for this? I havnt seen any mention of the trinity in any interviews. I hope we dont have it, but GW2 is the only mmo that goes out of its way to avoid it that I am aware of.


 

Every character in TSW can over time learn all skills/abilities. There still will be healing, ranged DPS and melee skills, but you can learn and use them with a single character. You just need to switch your skill-template and gear instead of leveling up yet another classed character.

Just go watch the walthrough of GDC 2011 -> Part 1 & Part 2

The explanation of the skill-system starts at the end of Part 1 and goes into detail in Part 2.

This exactly, I hear people toting that TSW has no trinity, but just because you don't pick a class at character creation does not equal no trinity.

 

Coming from a former Warhammer fanboy/Age of Conan fanboy/Aion fanboy/fanboy fanboy, everything we say here is all speculation. Personally, I think we should all be negative nancies, save ourselves the heartache, and just assume every game is going to suck and be suprised when it doesn't rather than vice versa.

Plus, we all know GW2 will be better than TOR, TOR will be better than TSW, and TSW will be better than GW2, and we will all be sucked into the black hole of lost dreams that ensues. :P

While I'm looking forward to many aspects of TSW, especially the creepy atmosphere possibilities, my biggest fear is the world will feel fractured.

Since the game takes place all over the globe, it is almost guarantee that there will be loading times in between each map. That always sucks me out of an MMO (other than invisible walls). I'm hoping they find a way to make it feel like one continuous world and not just a bunch of secluded maps.

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