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All Posts by dotdotdash

All Posts by dotdotdash

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325 posts found

SOE has the right to sell their products for whatever price they see fit, regardless of how much they may have charged before.

You paid more for your founders packs than others will. OH NOES! Thus is the way of business.

At peak, sell high. Drive sales spikes to maintain healthy margins using sales and incentives. When sales decline beyond a point where such measures keep averages up, cut prices permanently in incremental stages depending on the health of the sales figures.

We call game companies greedy because the people that run them are greedy.

People are greedy. All of us. Every single one. Greed is a perfectly natural and broadly advantageous state of mind that benefits our survival quite nicely. We as individuals are greedy on our own, to our own end. When we get together in groups, we generally do so with people who express their greed in a similar way to us (among other things). These days, we have small groups of greedy people telling the larger groups of greedy people how exactly they should be greedy. Invariably this means that the greed that we are told benefits us the most is in fact the greed that more benefits those that are telling us how we should be greedy. Eventually, you're going to get sick and tired of being sold a brand of greed that doesn't actually benefit you, so we all greedily mass against those at the top and call them greedy simply because we're not as good at being greedy as they are (at the moment, although that may change).

Do you understand now?

Sominator isn't a word.
Originally posted by furbans
Originally posted by jimmywolf
Originally posted by Nikaas
 What are the chances that 2 months into the game there will not be a cookie cutter warplot that 99.9% of the guilds will use? From there it will be an ordinary 40v40 battleground.

long their least 3 major build type's of war plots IE rock,paper,scissors it never truly be cookie cutter as you will have to adapt to people countering your builds

People said that exact same thing with Rift with player builds.  How did that end up?


Pretty good, tbh. Whilst there are cookie cutter builds, Trion don't over do it with nerfs. That means that for each class there are several cookie cutter builds per play style rather than a single cookie cutter build per play style.

Take, for example, my rogue. There are 5 distinct PvP builds that are widely used by the Rogue community, and another 2 or 3 that aren't so widely used because nobody really speaks about them. I run a variant of one of those 2 or 3 builds.

There will always be "stat optimal" builds that, by the numbers, are "better" than other specs but that doesn't not mean other specs don't work or are useless. Other specs may, for example, require more skill to play or trade X for Y; in the hands of particular players actually end up offering greater returns than so called "cookie cutter" builds.

My point would be that you can criticise Rift for having a limited number of "good" builds, but... I can't think of another MMO that offers as much freedom as Rift does when it comes to build diversity.

Tangent, but I felt your criticism was fatuous and simply had to respond.

Originally posted by Nikaas
 What are the chances that 2 months into the game there will not be a cookie cutter warplot that 99.9% of the guilds will use? From there it will be an ordinary 40v40 battleground.

The chances are pretty low given the nature of Warplots.

Running with a "cookie cutter" build is tactically unsound. It makes it easier for your opponent to beat you. Likely you'll see the top guilds running with a variety of builds that change and evolve over time, taking advantage of the tactical advantage a unique design brings. That is to say that opponents will have to react to their designs rather than knowing "out of the gate" how to deal with their Warplot build.

Originally posted by trancefate

Originally posted by cheyane Why did you not ask for a refund right from the start from Zenimax ? Why wait and try to get it from Paypal ? You should have done it within the first week. How long did you wait ? You played the full 30 days right then you deserve not getting the money.
To respond to you and the other completely incorrect and ignorant comments here, I tried VERY hard to make this game work. Tried to the point of giving them multiple weeks to fix known issues 100% halting progress, to no avail.


For the record, I did ask for a refund well before the grace period was over, 21 days in to be exact.


Here is the copy pasta.


"The product was significantly not as described. Ignoring significant ammounts of downtime creating large times of complete unplayability, there were issues that completely precluded participating in the content I paid for. Every single attempt at a forray into cyrrodil has ended in chain crashes, I had to re-install three times and this problem still persists. Frequent duping has destroyed the game economy, three well known ones within a week. Guild bank and mail functionality have been down for a significant ammount of time. My character was stuck for greater than two weeks time unable to progress because of a known and unfixed issue in the main story quest. Bots run rampant and can be seen EVERYWHERE. Gold spammers fill my in game mail and chat boxes continuously. But more than anything: I was more often than not UNABLE to play your game or progress to the content I paid for due to bugs and instability."


Keep in mind, I paid $80 for a workable, long term, MMORPG. Not for a single player RPG with broken PVP, no player interaction, broken mail, broken bank, bots, multiple economy destroying gold/item dupes that have been intentionally left in since beta, and bugs that literally halt progression through 4/5 (all veteran zones, cyrrodil, and eventually craglorn) of the game.


SO yeah, I guess i'd take an 80% reimbursement since I was able to complete about 20% of the content I paid for....




TLDR: I'm not asking for a refund because I didn't like the game; quite contrarily the game was great, their release and backend were so garbage they completely denied service and playability to many customers, myself included.


Unfortunately you failed to consider what would class as "a reasonable period of time" when asking for your refund.

In the UK, for example, Statutory Rights enable me to ask for a refund and get it within a reasonable period of time after the purchase (7-14 days). If I waited 21 days and then asked for the refund, I would get told to do one...

If for those 21 days you could not play the game at all then you could possibly puppy dog up to Zenimax directly. If however you did in fact play a large chunk of the game, multiple levels across multiple hours of game time, you aren't going to get a refund as you've experienced a majority of the product without error.

Originally posted by trancefate
For anyone who was wondering, for the first time ever I have had a paypal dispute decided in favor of the seller. This is unprecedented, because as far as "product missing parts or not as advertised" claims go, this is by far the most blatantly broken piece of trash I have purchased. Sadly, Zenimax has lobbied paypal, and doesn't even respond to their emails anymore, giving paypal sole deliberation.


Dear ---- -----,We have concluded our investigation into this case. Unfortunately, at thistime we are unable to decide this claim in your favor.-----------------------------------Transaction Details-----------------------------------Seller's Name: Zenimax Online StudiosSeller's Email: paypalNA@zenimaxonline.comSeller's Transaction ID: 5TM39234GJ355510NTransaction Date: Mar 20, 2014Transaction Amount: -$79.99 USDInvoice ID: 655000191299Your Transaction ID: 2SB63073J49934307Case Number: PP-003-106-386-865Buyer's Transaction ID: 2SB63073J49934307Sincerely,PayPal

I got a refund on exactly the same grounds in the UK.

What I did was:

A) Contact Zenimax directly.
B) Cite the specific clauses in consumer rights legislation in the UK (Sales of Goods Act and Statutory Rights). You will need to tailor this to your specific region. I have no idea what the relevant state or federal laws are covering this area, but there should be something prescribing some level of protection to consumers in such circumstances.
C) Highlight specific problems and issues I was having with the game that would class it as a faulty product (at the time that I asked for the refund). I was very careful to state that the refund request was based on the state of the product at the time of the request and not subject to patches or updates after this time that fixed the issues that I was having.
D) Uninstall all game files at the time of the request. I did not log into the game at all after I sent the request, so they could not cite access logs against me as "proof of usage".

48 hours later I received a full refund.

Originally posted by simsalabim77
I loved BSG, but the whole VR thing doesn't appeal to me much. Maybe it's a lot better than I imagine it to be. My last experience with a "VR" headset was a Virtual Boy lol. It's really hard to get an impression of what it's like by reading about it. My frame of reference is technology that came out in the '90s. 

I know I just said that it's hard to get an impression by reading about it, but I'd like to hear from anyone who has hands-on experience with the Oculus Rift. 

I doubt we'll see OR or any other such devices take off in a massive way. They'll likely be priced out of the lower end of the market, and be somewhat of a niche, high-priced item for "hardcore" gamers. A friend of mine had some time with one at some random expo he went to, as a professional, and said that it was fairly impressive visually and interactively but that it gave him a pounding headache and was generally quite weighty and uncomfortable to wear.

As to CCP and Valkyrie: another moronic investment by a studio that more and more seems less like a game development company and more like a glorified R+D outfit.

This post should have started with:

"I like ESO. Other people do not. In today's article, I'm going to try my hardest to rally against people who don't agree with me, and use a broad platform to see through a personal agenda free from objectivity or decent criticism in order that I may better justify why I like the game in the face of such well founded criticism from what I will refer to as "haters" (because I'm pretty biased tbh)."


Obviously we are all entitled to our tastes and opinions, but I would say that anyone who dismisses something out of hand as "childish" based on how it is stylised is broadly quite ignorant, narrow minded, probably suffers from a low IQ, and almost certainly has limited prospects on their chosen career path. They'll probably die early, 40 - 50 ish, because they were doing one of the many bad "adult" things this world has to offer (probably from some form of VD).

Originally posted by Divyne
No one calls it a huge money grab?

Yes, they do. Because it is.

It is a ruse.

The game is fully operational. It will shortly fire its laser at the largest ship in the Rebel Fleet, sending the Rebels into disarray and finally ensuring the Empire's total and utter dominance over the galaxy.

Or something along those lines.

I find your use of the word "everyone" pejorative.

Originally posted by TheWoundedStapler
What do you think about immersion from a story-centric perspective?

ESO came close a couple of times to making me feel "immersed" in the world, the story and the character I was playing, but there was always something that dragged me back out and reminded me it was a game.

That wouldn't matter too much to me usually. I don't mind my games feeling like games. It is a rare and special quality when a game truly sucks me in. Every game in the TES franchise since Morrowind has managed to do it, which is why I love the franchise so much.

And that's the problem...

TESO doesn't immerse me because it ALWAYS feels like an MMO. Where Skyrim felt natural, like a real place I could immerse myself in, ESO feels like a series of rides organised along a neat path that I'm directed to follow. And with this strict direction comes a permanent reason to not be immersed.

As I said, I don't mind my games feeling like games. However where I can see a game TRYING (and failing) to achieve a particular end, I don't enjoy myself. ESO FEELS like it's trying to immerse me, but it suffers from a mechanical bias away from immersion almost all of the time.

Originally posted by sugarbear78664
Does anyone even remember what a 40 was like? Let me remind you. or tell you, if this 40 man raid thing is new to you.

 40 man raid at 7 PM all guildies please be here.

  645 Pm you have 27 people.

 7 Pm you have 30, stand around 15 min waiting for 10 more people.

 7 20 PM you are up to 35 but but 3 have to leave.

 7 45 your up to 36, but but now 5 more have to leave

 ok ok lets make a call out to pugs. Must have teamspeak.

 8 10 you have 40  but only 37 on teamspeak, but whatever lets roll.

 Wait wait wait 6 need a bio.

 8 25 we are ready to make our first pull, lets Buff up.

 we wipe on very first pull.

 4 of the pugs leave group and 6 of your guildies our out of time.

 It is now 845 for a 7 pm raid and you have killed nothing and your down to 34 people.

 I am sure many others can tell u about the great 40 man raid system


The sad fact of the matter is that the logistical problems 40 man raids represented overshadowed their benefits. Most guilds couldn't field stable 40 man raids. A lot had to "ally" with other guilds to allow them to field the numbers. And a lot of the time the raid encounters themselves only required 30-40 people to be paying attention. This wasn't always the case of course; there were a fair few encounters in WoW that butchered raid groups with "afkers" a plenty and gained reputations as "guild destroyers" (I'm looking at you, C'thun).

That being said... when you DID field a successful 40 man raid, or if you were skilled enough to join a guild with 40 skilled and dedicated raiders, the accomplishments were fare more apparent and far more prestigious than anything else.

Wildstar is actually a surprisingly fun game. I'm not usually a PvPer. The last MMO that had enjoyable PvE for me was WoW. Wildstar may not be revolutionary in terms, but the combat system is SO MUCH FUN ><

Originally posted by Tedger
[Interesting that you choose to doom and gloom over us. Do we irritate you?

Interesting that the inference of this comment is that the sharing of negative opinions is in some way indicative of a motive other than the sharing of a negative opinion.

Saying "I think it'll maybe get 150K-300K subscribers and then it'll go f2p" is no better or worse than readying a post that says "I think ESO is an amazing game and I'm enjoying it and think it will be very successful." There seems to be some suggestion that blindly positive comments like that are fine, but blindly negative comments are in some way invalid due solely to the fact that they are negative, despite the fact that both comments are equal in their severity and ignorance ;D

Originally posted by Kuviski
Well here's the deal - if I'll just continue using your analogy: you may like oranges and I myself lemons. But lemons are no longer being produced.

Because the majority of consumers prefers oranges, the market has for some reason decided to only produce oranges. The production of lemons has been put a complete stop on. Nobody wants, for what ever reason, to touch the niche market which they could dominate if they delivered a high quality product.

That's all well and good, but you missed the point of the original analogy, or you ignored it. I'll drop the lemons and oranges analogy for now and state my point explicitly:

The OPs post wasn't just a critique of modern MMO systems and features. It was equally an attack on people that like these features. He starts his post off by attacking those that like and play such games, branding them as whiners and bad gamers (without any qualification), and warning them not to whine about his preferred flavour of MMO. He THEN goes on to attack THEIR preferred flavour of MMO, in what is one of the most hilariously ironic and hypocritical posts I have ever seen on these forums.

I use the citrus fruit analogy to highlight the point. If you preferred oranges (one type of MMO?) to lemons (a different type of MMO), you wouldn't insult, bully, put down or otherwise assail someone else for liking lemons (a different type of MMO) more than oranges (one type of MMO), regardless of the commonality or rarity of whichever citrus fruit (MMO) you favour.

When Star Wars The Old Republic launched without a raid finder, among several other features (including duel spec), most of the player base lost their... cool. It was a travesty! How dare a modern triple-A MMO launch without what many considered to be a standardised component of the genre! Bioware got dragged over hot coals to the point where they had to double back on their "no dungeon finder" philosophy. And so it has been with every MMO since WoW; if a key feature present in most other big budget MMOs is missing from "the next big game", everyone gets angry at the developers until they at least put a poor, hastily built substitute in the place where said feature should go.

ESO releases without an auction house, without warzones, without a dungeon finder, without raids, forces everyone to level through PvE, etc, etc, but because the MARKETING AND ADVERTISEMENTS say the game is obstructive and feature limited by design... it's fine. It's "old school".

In my opinion, ESO is far from old school. What Zenimax have done is built a modern, Triple-A themepark MMO with a linear and largely unimportant levelling system designed to funnel players along pre-laid tracks to the endless zerg treadmill that is the PvP Elder game, whilst omitting several key features consumers expect from games like this. The only difference between ESO and SWTOR in each not having a dungeon finder is that Zenimax, unlike Bioware, seemingly realised that players would be far calmer about the lack of key systems if their absence is marketed as a "feature" in and of itself. Bioware simply said they would not implement dungeon finder. Zenimax found an excuse and turned it into marketing.

Zenimax have gone to great lengths to make it seem as if ESO is built on a foundation that relies on these systems and features being absent - in some cases entirely, in others only until you hit cap - to work. The game CAN'T have an auction house system, it CAN'T have a dungeon finder, it HAS to be HIGHLY obstructive or... well... it just wouldn't work!!!!111!!11!

That is, quite frankly, rubbish.

In my opinion, Zenimax wasn't primarily interested in making ESO feel "old school". Given the huge budget and prolonged development time the game has had, it's more likely that a lot of these features were planned, or something similar was at least, but they got de-prioritised for future content patches and expansions, or cut entirely. That, to me, is far more reasonable an explanation than "they made it old school". The suggestion is that something was different "back in the old days", that MMO developers were different back in the old days, more about making games than making money perhaps?? Old school MMOs were probably developed with exactly the same mentality back then as they are today. The stadium got bigger, but the game's still the same.

Take player trade, for example. Before auction houses become commonplace in MMOs, which didn't take very long at all, player-to-player trade was facilitated and encouraged through intelligently designed systems, be this through simply labelling trade hubs, in some cases limiting trade to specific areas so as to concentrate players in specific and set locations throughout the game world, or even developing explicit player-to-player trade UIs or shop systems that allowed players to easily trade with one and other. Developers eventually implemented things like auction houses and automated player shops, but prior to doing so they implemented a system to at least partially offer comparable functionality.

Dungeon finders are another good example of this. Before dungeon finders many MMOs had convenient systems and processes in place to facilitate player parties and raids. In many older MMOs, there were summoning stones or teleport locations right by or quite near to the entrances to pretty much every dungeon (bar the "select few"). Player coordination was also facilitated through things like global chats or a LFG channels that allowed players to find groups even for dungeons that weren't in their current zone. What functionality do you suppose the now-homogeneous guild system solves? ;D Developers didn't just omit functionality for the sake of it; they COULDN'T implement dungeon finders easily back in "the day", although I'm sure they probably thought about it, so they implemented the best solutions they could come up with at the time, some very simple and ineffectual, others involving specific systems designed to make it as easy as it could be to find a group.

My point is that whilst a decade or more ago MMOs didn't have a lot of the systems and "service mechanics" we're used to today, systems that make things like finding groups or raids, or selling items, or getting from A to B, etc, so easy (and raising different problems by being so convenient), developers of "old school" MMOs still constructed (or at least attempted to) explicit systems designed to deliver similar or comparable functionality within a far more stringent set of technical and creative limitations.

ESO certainly feels "old school" in that the omission and/or obstruction of so many core features and functions makes it feel in some areas like it might have been purposefully limited to old boundaries, but that narrative does not run true in every case. In some cases, such as with the auction house, it seems like a convenient and, in the current climate, marketable excuse for omitting functionality either for financial reasons or for the purpose of carefully guiding players down a predetermined and well-trodden path of linearity... or for both. Considering that other areas of the game less related to the speed at which the average player will progress seem to be drenched in convenience and ease, I find it doubtful that there was any creative intent behind the decision to omit or obstruct features like an auction house and grouping up.

And there's way more ESO criticism and suspicion where that came from. The game just doesn't feel like a work of creativity and passion, and instead feels like a weak attempt to mesh the financial potential of "another World of Warcraft" (who's success as a subscription game in the West is to this day anomalous...) with the significant strength of critically acclaimed TES franchise (in almost nothing but name).


Originally posted by Magiknight

Originally posted by dotdotdash I think it's highly arrogant to believe that your personal idea of good MMORPG is the only valid form that an MMORPG can take. Much like the citrus fruit family, MMORPGs come in a wide variety of very similar flavours differentiated only by how much they make you screw up your face. Both literally and figuratively, some people like lemons more than oranges whilst others prefer oranges to lemons. Personally I prefer oranges to lemons, but that does not mean I go round having a go at all of the silly lemon folk that seem enjoy the oral (and guttural) BDSM of regularly consuming the citrus fruit family's equivalent to cheap gin. I'm sure we can all agree that assailing a person for their choice of citrus fruit would be a moronic gesture indeed. The same sentiment applies to the various MMOs that people play. I may think most of them are rubbish, but I don't go round having a go at people for liking them. To each, as they say, their own.  
But the people who like the oranges are turning the lemons into oranges. Lets stop the genetic engineering.

No. The people who like oranges are eating oranges.

The people who like lemons are foolishly eating oranges knowing full well that they're oranges, and then complaining that they aren't lemons.

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