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All Posts by drivendawn

All Posts by drivendawn

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Originally posted by aesperus
Originally posted by elocke
Originally posted by drivendawn
Originally posted by aesperus

Well sorry but I don't it just seems like a every man for himself aggro all over the place chaotic mess. The trinity has more of a group dynamic and order that makes you work together more as a group in my opinion.

Agreed.  It's not a matter of not "seeing that" as I've played guardian and Mesmer to cap and have played many characters to cap in other MMOs and trinity gameplay just made group content feel better on all fronts.  Doing group content, like dungeons, in GW2 just feels chaotic, all over the place and luck of the draw and wasn't fun by any stretch.  They also don't have to change the core game, just give those of us who want more specific roleplay the option to do so while still allowing those who like non trinity to keep what they have.  This is what I'm hoping specializations are, as I've been reading the "rumours" over on the GW2 forums that choosing specializations isn't permanent and you can change back to what you are used to.  Again, just rumours, so let's not get ahead of ourselves.

Here's the thing:

Trinity gameplay = incredibly easy to understand. It is essentially group combat in it's most simplistic form. It works, because there is no complexity to it. It's basic.

GW2's combat may seem like a chaotic mess, until you start playing w/ people who are organized, who understand how the game works, or who coordinate. Not unlike how actual combat is. Believe it or not there is a system to aggro in GW2, and understanding how this works does help, and differs for certain fights. For example, in the Mai fight (sky pirates) she will always target the person furthest from her, use a shadow shot to teleport to that person, and try and blow them up w/ a combo.

Once you understand that, you can strategize how to beat it, or how to manipulate the circumstances to avoid such a mechanic. There are examples of this for most fights in the game. There are ways to tank in the game, there are also ways to manipulate enemies into positions that result in them getting slaughtered easily. There are tricks for most every fight to make fights easier or harder, and i'm not even talking about exploits. It's also been shown that most fights in the game can be soloed by a skilled enough player.

That said, there are fights like The Shatterer, which are mind numbingly dull, and I'm not going to pretend like Anet is the best company at making PvE content ever. But there is a pretty big difference between a poorly designed boss encounter, and an entire class dynamic not working. There are numerous PvE fights in the game that are actually done really well, that are challenging, that encourage group-coordination and strategy, and that can turn into a chaotic mess if you don't go into them prepared. Much in the same way as a traditional raid can be an absolute cluster FK if your group just waltzes in there with zero clue as to how to handle the engagement or it's mechanics.

If you doubt this, then fire up GW2, and look into joining a TTS run. Oh, and make sure you have Teamspeak.

I know there is a way to handle encounters in the game but it still feels as though there is not much interaction between the group as there is with the trinity and I just don't like this kind of system. Also complexity doesn't equal fun and there are plenty of ways to make the trinity have depth and fun. 

Originally posted by aesperus
Originally posted by drivendawn
Originally posted by elocke
Originally posted by Sukiyaki
Lets all hope specialization will not devolve the game into the direction of brainless "trinity" gameplay and force player into a primitive set of oversimplified roles just to succumb to whining WoW kids and lazy minded selfproclaimed "casual gamer" aka baddies.
 
 

Yeah, you've got some issues.  Anyway, if the specializations allow for Trinity play, making the dungeons worth running finally, then you shouldn't have an issue as they'll allow you to keep your weird no-role gameplay and allow me to pick an actual role to fulfill.  In other words more options so that we can both be happy.  No "forcing" , at least from what I can see, which isn't much right now, of HAVING to pick a specialization.  But keep up with your anti trinity platform, it's working so well for the game, not.

I find the lack of a role "brainless" as you put it.  Every group encounter becomes a free for all and chaotic.  No order or distinct way to help your party members other than throwing down heals on yourself and hoping you can take a hit like a tank at the same time.  It's not fun, it's just lazy design.

I'm talking strictly PVE here by the way as I find the chaotic one man army aspect of the game's current class design fits PVP much better.  Although, it would still be nice to have healers in the back helping out as support in a more specific nature, but it's ok as is. 

If specialization of classes means the inclusion of the trinity I might pick this game up again.

Honestly, if trinity gameplay got introduced into this game, it would be the end of it.

Trinity gameplay goes against the very foundations of GW2. It's principles clash with what the trinity has become, and it is for this reason that the game does not have one. At least not the traditional trinity (not going to get into another semantics argument).

While trinity gameplay is comfortable, I much prefer the strategy behind figuring out what skills for your group to bring collectively. Being able to pick up the slack a bit if someone on your team dies is also very refreshing. As is not having to wait for an hour because there aren't good enough healers or tanks online atm.

The flexibility that not having a trinity brings to the game is actually one of it's strengths. It's a shame some people can't see that.

Well sorry but I don't it just seems like a every man for himself aggro all over the place chaotic mess. The trinity has more of a group dynamic and order that makes you work together more as a group in my opinion.

Originally posted by elocke
Originally posted by Sukiyaki
Lets all hope specialization will not devolve the game into the direction of brainless "trinity" gameplay and force player into a primitive set of oversimplified roles just to succumb to whining WoW kids and lazy minded selfproclaimed "casual gamer" aka baddies.
 
 

Yeah, you've got some issues.  Anyway, if the specializations allow for Trinity play, making the dungeons worth running finally, then you shouldn't have an issue as they'll allow you to keep your weird no-role gameplay and allow me to pick an actual role to fulfill.  In other words more options so that we can both be happy.  No "forcing" , at least from what I can see, which isn't much right now, of HAVING to pick a specialization.  But keep up with your anti trinity platform, it's working so well for the game, not.

I find the lack of a role "brainless" as you put it.  Every group encounter becomes a free for all and chaotic.  No order or distinct way to help your party members other than throwing down heals on yourself and hoping you can take a hit like a tank at the same time.  It's not fun, it's just lazy design.

I'm talking strictly PVE here by the way as I find the chaotic one man army aspect of the game's current class design fits PVP much better.  Although, it would still be nice to have healers in the back helping out as support in a more specific nature, but it's ok as is. 

If specialization of classes means the inclusion of the trinity I might pick this game up again.

Originally posted by azurrei
Originally posted by Hyanmen
Originally posted by mrneurosis

There is difference between making a valid point and rubbing into everyones face just to be obnoxious. You have been doing this  a lot lately.

Anyways you are not baiting me into FFXIV vs GW2 nonsense. So i will just pay no attention to you.

I am not baiting anyone. I simply stated the facts. GW2 players deserve better. That is my opinion.

There's no need to be upset.

Not sure the point of bringing this up really... FF14 has actually been out for over 4 years without an expansion - in fact, the original FF14 was so bad they had to shut down the original game and completely redo it.  

Press attack button (wait some time) - Attack missed! - Press attack button (wait some time) - Attack Landed!

I don't know why he would come here to compare either. However as you say they redid FFXIV and released it as a whole new game a year and 3 months a go and have a huge expansion on the way in about 3 months from now and is very popular despite the sub.

It's about time glad they listened to there fan base. Hopefully it won't be another 3ish years before the next one.

 
Originally posted by Kaladin
Originally posted by XImpalerX

A major content patch is released and mmorpg.com has no mention of it on the front page and the forum for FFXIV has practically no activity.

It means that Square Enix isnt paying mmorpg.com for ad space or hype/rating boosts and everyone is playing the game and not whining on the forums.

FFXIV is the greatest themepark mmo on the market right now and it shows.

FFXIV doesn't need MMORPG.com to thrive.  It's doing that rather well on its own.  So it matters little whether or not mmorpg.com covers it's every update.

That's on mmorpg.com.  If they don't want to write an article on a successful game, that's their decision.  But the success of the game will not hinge on an mmorpg.com article.  Anybody who is interested in a new mmorpg is aware of FFXIV already.

Besides, seeing the amount of vitriol that is spewed out of most posters on this site, I would almost be inclined to pay mmorpg.com to NOT post about my game.

^^^^^ This pretty much.

I'm stuck at work or I would be playing myself. OP is a little over the top but yes the game is doing well. I'm sure people will continue to move the goal post for it going f2p though.
Originally posted by mrbungle419
Originally posted by drivendawn

It was just an Idea.I never said the boss wouldn't be challenging. If you ask me if you have to go in a dungeon as a group to kill a boss for said pop item or find a treasure chest in a random spot every time with a possibility of not getting the pop item you need is working for it/challenging and adds depth without the need for indirect pvp over boss mobs.  Whats your Idea for stopping botting and the like from keeping people from getting their drops for way to long and causing problems in general? If you like indirect pvp with other players over boss mobs then I guess we fundamentally disagree and I'll stop right here.

I don't understand the dilema.  Difficult overland or dungeon bosses shouldn't be able to be killed by bots.  They don't despawn until they are killed.  They are on long respawn timers.  I don't understand what the problem of bots has to do with getting kills in competitive dungeons or overland spawns.  If you are saying they use bots for scouts and then can organize a raid/group faster than you, I don't see the problem.

Bot claiming was a big thing in XI. If you memorize the spawn locations of a boss you can wait at said locations and use a claim bot which can claim mobs before they even spawn, it was a big problem in FFXI.

Originally posted by mrbungle419
Originally posted by drivendawn
Originally posted by mrbungle419
Originally posted by Kilsin
Originally posted by drivendawn
Originally posted by Kilsin
Originally posted by drivendawn
I used to play FFXI and am aware it was modeled off EQ. I was wondering if this game was going to have NM's or open world bosses that will drop loot that will stay relevant and if so how will they work?

The team is big on immersive Dungeons and I am sure we will also have a few overland mobs, as Brad mentioned them when talking about groups, so I think a nice mix of both would best suit Pantheon. It's just getting that balance right though.

Ok, I was wondering because I like the idea of it but didn't like 24 hour spawn times with 3% drop rates with everyone camping them. I always thought having an item you have to work for and can use to make the over world boss appear for your group only, was a good way around all the camping. Also maybe make it doable once a day or week depending on the how awsome it's drops. 

We were actually having a discussion about this on the developer/community forums the other day, a lot of good idea's were being tossed around too.

Website is: https://www.pantheonrotf.com if you were interested in searching "camp" and checking out the threads.

I'm already worried that this game will end up being in the middle of what made EQ great and what killed VG (for me).  VG had named NPCs spawned all the time.  It encouraged groups do just do named jumping, where people would just carry tombstones around and rez at a named. 

This game seems to be a niche game, I hope they embrace that and make an immersive game world that can be intimidating and difficult.  A game that has penalties and frustration.  I find these types of games to be the most fun.  Allowing a player to just spawn an overland world boss specifically for their group would indicate to me that this is already a lost cause. 

Um, well if they still had a small % chance drop and could only be done once a week it could still take time but on XI we had to compete with people bot claiming. For example my bro camped King Arthro for over a year for the Velocious Belt for his haste build on ninja and gave up because the bots, drop rate and 24 hour spawn time put together was retarded. Also you could get the items you need to pop the mobs in dungeons maybe in a chest deep inside said dungeon or on another boss inside the dungeon.

It has nothing to do with the loot.  It has to do with actually killing the boss that was scouted by everyone.  It is about the challenge the boss presents.  It is about the team effort required to kill it and scout it.  It is about the rarity of getting an opportunity to kill it.  It is knowing that one wipe means another team can come in and swoop up your kill.  It is about competition.

The example given feels nothing like a world boss.  It feels like an instanced boss with a low drop rate and a lockout timer.  What's the difference between that and an attunement put on an instance?  You complete a quest, you get unlimited access to the boss until it dies, and then a week later you get to do it again.  Sounds familiar and terrible.

It was just an Idea.I never said the boss wouldn't be challenging. If you ask me if you have to go in a dungeon as a group to kill a boss for said pop item or find a treasure chest in a random spot every time with a possibility of not getting the pop item you need, is working for it/challenging and adds depth without the need for indirect pvp over boss mobs.  Whats your Idea for stopping botting and the like from keeping people from getting their drops for way to long and causing problems in general? If you like indirect pvp with other players over boss mobs then I guess we fundamentally disagree and I'll stop right here.

Originally posted by mrbungle419
Originally posted by Kilsin
Originally posted by drivendawn
Originally posted by Kilsin
Originally posted by drivendawn
I used to play FFXI and am aware it was modeled off EQ. I was wondering if this game was going to have NM's or open world bosses that will drop loot that will stay relevant and if so how will they work?

The team is big on immersive Dungeons and I am sure we will also have a few overland mobs, as Brad mentioned them when talking about groups, so I think a nice mix of both would best suit Pantheon. It's just getting that balance right though.

Ok, I was wondering because I like the idea of it but didn't like 24 hour spawn times with 3% drop rates with everyone camping them. I always thought having an item you have to work for and can use to make the over world boss appear for your group only, was a good way around all the camping. Also maybe make it doable once a day or week depending on the how awsome it's drops. 

We were actually having a discussion about this on the developer/community forums the other day, a lot of good idea's were being tossed around too.

Website is: https://www.pantheonrotf.com if you were interested in searching "camp" and checking out the threads.

I'm already worried that this game will end up being in the middle of what made EQ great and what killed VG (for me).  VG had named NPCs spawned all the time.  It encouraged groups do just do named jumping, where people would just carry tombstones around and rez at a named. 

This game seems to be a niche game, I hope they embrace that and make an immersive game world that can be intimidating and difficult.  A game that has penalties and frustration.  I find these types of games to be the most fun.  Allowing a player to just spawn an overland world boss specifically for their group would indicate to me that this is already a lost cause. 

Um, well if they still had a small % chance drop and could only be done once a week it could still take time but on XI we had to compete with people bot claiming. For example my bro camped King Arthro for over a year for the Velocious Belt for his haste build on ninja and gave up because the bots, drop rate and 24 hour spawn time put together was retarded. Also you could get the items you need to pop the mobs in dungeons maybe in a chest deep inside said dungeon or on another boss inside the dungeon.

Originally posted by Halibrand
Originally posted by ZenTaoYingYang

do not judge until 50 even if you get bored. also check this link to give you update on how much changed but in summary there is a big difference in leveling now + many more content :

 

http://www.reddit.com/r/ffxiv/comments/2sob56/what_did_i_miss_patch_notes_24245_summary/

 

and this coming tuesday , 2.5 will be released check the trailer and the patch notes. golden saucer enough said.

I appreciate the reply, but your post and link explained zero to me.  The patch notes mean nothing because I don't know the game, the link means nothing because again, I don't know the game.  That something can now be desynthesized is meaningless when I don't know the "something" and I don't know what happens when you desynthesize it.  I don't know what a golden saucer is. :(

 

I need to be talked to like someone with no experience, not a year of experience.  :)

 

And your advice to play to max level even if I'm not having fun and then adding no explanation is a really bad sales pitch.  Can you tell me things that you found exciting in the game once you reached level 50, or along the way?

 

Even if I was to play to 50 despite not enjoying the experience just to see what 50 is like, what class would I play?  Do any classes have knock-downs or knock-backs, charges, pulls, polymorphs, blinds that makes the other person's screen go black, stuns, teleports, jumps, transformations, or any other abilities beyond single-target-hit and aoe?  Can you tell me about them, or make a certain class sound exciting, or point me to a site that shows this stuff?  :)

 

These 2 sites should help you http://xivdb.com/ and http://www.ffxivinfo.com/  

 

Originally posted by Kilsin
Originally posted by drivendawn
I used to play FFXI and am aware it was modeled off EQ. I was wondering if this game was going to have NM's or open world bosses that will drop loot that will stay relevant and if so how will they work?

The team is big on immersive Dungeons and I am sure we will also have a few overland mobs, as Brad mentioned them when talking about groups, so I think a nice mix of both would best suit Pantheon. It's just getting that balance right though.

Ok, I was wondering because I like the idea of it but didn't like 24 hour spawn times with 3% drop rates with everyone camping them. I always thought having an item you have to work for and can use to make the over world boss appear for your group only, was a good way around all the camping. Also maybe make it doable once a day or week depending on the how awsome it's drops. 

Yep it sure is looking good.
I used to play FFXI and am aware it was modeled off EQ. I was wondering if this game was going to have NM's or open world bosses that will drop loot that will stay relevant and if so how will they work?
Yeah so we can have EQ and Ultima clones instead. >.> Not to mention XIV gets bigger and more frequent updates then most MMO's out there.
Yeah I can't wait to play Triple Triad and destroy World of Darkness.
 
http://youtu.be/pj3hGDaDZqI This is looking pretty awsome.
It is big budget but has no investors to pay back and yes I was speaking of the turn around thanks to ARR and it has had a solid player base for a while. So yes I would say that ARR is a success
Well it's there you just don't like the style of the new games enough to stick around and find the community in them.
Originally posted by gervaise1

It is all about anointing a picture. SE have announced that they expect their revenue, operating profit and total profit etc. to be lower than last year. Not much lower but they want to reassure investors that things are stable. Which is all about painting a picture. And 1M subs sounds good.

Now to get that number they have had to add together 3 games and to refer back to "old" data. Which is somewhat suspicious as they will have current data. It may be that the three games now have "slightly less" than 1M. Not "significantly" less financially but less than 1M. And it could be that FFXIV's numbers have grown - but that the other games have fallen more.

The Chinese launch - sure but they have factored that into their projections - and f2p revenue can be even more fickle than subs.

Painting pictures.

As Bioware did a few months ago. SWTOR has 1M players a month they announced. The same number they announced 12 months ago. A picture of stability right? If only.

When EA announced their financial results they also wanted to paint a picture: that their new titles were doing "really" well. They were able to say that f2p revenue was higher than it was 12 months earlier but it wasn't that big a jump. So they also told investors that things would have been $62M higher if it wasn't for some games declining - primarily Sim City and SWTOR.

So on the one hand we have Bioware saying SWTOR has the same number of players as it did 12 months ago and on the other hand EA saying that SWTOR made a lot less - maybe $20M less, maybe $40 less - all we know is that a $62M fall was due primarily to SWTOR and Sim City.

Different pictures. And a lesson in why one has to be very careful about the message you take away.   

 

 

I agree but I believe in china you buy the game and p2p by the hour, not f2p but is different from a normal sub. I'm guessing they don't use china numbers because another company is running it over there and SE only gets a percentage of the money they earn there anyway.

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