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All Posts by Vorthanion

All Posts by Vorthanion

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Originally posted by Siphaed
Originally posted by delta9

While his health is obviously more important than any pixels on a screen, the message seems to gloss over any real reason as to why he left and just gives a partial reason - no doubt as his words are well managed by the company behind him - so he will say the company is great even if he doesnt think it is,

It is a dark partial reason for leaving but it doesnt give actually any greater insight than the standard "its for my family" that other "big names in the industry" give

Did you not read the article or the post linked?  Him and his wife had 6 deaths in their family in 2013; that's insanely depressing as it.  He also had skin cancer  that was not benign and had to go through surgery to get it removed.   During this entire time he put the work on Wildstar above everything else and helped push the game through to launch.   He's not leaving the company, so he wasn't fired.  He's changing his position so that the work is lighter and the stress is far less (which is definitely good and usually recommended by doctors after surgery for cancer).


The comment towards others in the Industry that give the excuse "focusing on family" is a blanket term that others have used in the past without any explanation at all.  They don't go into detail and just leave it at that without saying it's medical, without saying it's anything... and yes, it's usually because they got fired (thus they can now focus all their time with their families).   They also leave their company entirely, which cements that they were fired.  This is not the case for Mr. Gaffney, who's still going to be working on Wildstar with Carbine, just in a less major role.



Conspiracy theorists and anonymous internet trolls be damned to hell for saying that this guy is covering up, didn't have cancer, and was fired by NCSoft.  You trolls are so full of bullshit that they can smell it on the International Spacestation.

He stated quite clearly that focusing on family is only part of the reason why he is stepping down and gave no reasons other than familial.  There IS more to the story, but he is not saying as there are usually Gag clauses in their contracts to cover this sort of thing.

Originally posted by Markn
Originally posted by evilized
I'll give it 4 posts before someone says the game will fail because it's either a GW2 clone or has bad graphics. Oh, and it has all been done before, etc, etc.


Ya people will hate because haters are jealous.  Funny they slam the graphics when it uses the same engine as PS2 which has great graphics.  GW2 clone probably not as GW2 has a level system.

Same graphics engine, completely different artistic direction.

It has an amazingly similar look and feel of Age of Empires Online.
Originally posted by Alalala

I enjoyed most of the game play, although the 4 rows of buttons and addon management got tedious.


What drove me and my mates away was how childish WoW became - cuddly pandas, adorable pets, cute mounts.   Those expansion trailers are the only thing left in WoW that feels dark and adult; everything else feels like being in a kids' cartoon.


Yeah, I'm part of the millions of folks who left WoW.  There are as-good MMO options out there, some free or B2P.



I think the cutesy stuff is there to attract asian gamers who love that lovey dovey anime style.

Originally posted by LacedOpium
Originally posted by superconducting

Really cool.

If this is actually going to be in the game, then there was a little too much real-life in there. Would've been better if they kept to the virtual, fantasy world.


Yep, that's exactly what we need.  Yet another MMO with a fantasy world setting.  We clearly don't have enough of them already.

Good news for those of us who do like fantasy more than any other.

Originally posted by Victor_Kruger
Originally posted by Mr.Kujo

It's pretty retarded of them to show so many work in progress, it just turns down a large part of potential buyers. No matter what they do now, the ridiculous lion will be still shown on the internet and scare people even way after release.

And looking at it realistically, they won't change much of what is already made anyway. It would be better to just show the finished product and hope that the final tweaked version will be at least bareable enough for players to buy.

The whole idea of advertising games at the beggining of their production process, making people play games half finished etc. is making them lose a lot of money. The stupid approach of "wow, we earned back what we spent plus a bit more, a success", while no one thinks, "we could earn five times as much if we did it right".


And the critic is not towards resolution, or number of polygons, technology has nothing to do with it. It is all about design, they are making something pretty unappealing, but for every art there is a crowd. Just sizes may vary.

For all the complaining on here about the art direction, its not going to hurt the amount players EQ Next will draw in. There is a cartoon mmorpg that still has millions playing it ten years later. 

Maybe the issue could be stated that gamers are tired of a cartoony saturated genre and want change from the status quo.

Interesting that Georgeson made no reference to Storybricks during his presentation of the grails.  Is it no longer a feature of the game or is it no longer newsworthy?
Originally posted by Gallus85
Originally posted by Allein
Originally posted by Rydeson

     Listen carefully..  ORIGINAL EQ2 is GONE..  EQ2 underwent a massive change after it's original launch when it lost most of their players..  Sorta like their own NGE.. Lets not confuse that EQ2 as it is today is NOT original EQ2.. Just like EQ1 today is NOT original EQ1..  

While I agree with you, the same could be said for a good majority of mmos if not all of them. For better or worse (usually worse) games change over time. Either to copy what others are doing or try some randomness in hopes to bring in players. Those that were there from the start or before the changes usually get angry and leave when what they initially bought into is no longer what is offered. Which is why I like the shift to F2P in general and what it looks like SOE is doing with EQN.

Basically saying upfront that the game won't be a static eternal experience and that if someone takes a break for a year, things might look totally different, beyond simply adding an xpac and 10 lvls and new zone. They have a lot of creative freedom to take the lore, world, game in general in so many directions, especially with the what is hopefully better AI. Crossing my fingers they don't do away with multi-classing or huge sweeping changes a year or two down the road, but if they can make a "better" game and experience for me, so be it.

Not sure what the point of all this bickering is besides everyone trying to prove they know best when in reality it is all pretty subjective and someone can love EQ now just as much as they did in 99 even with all the changes. Same goes for EQ2, WoW, SWG (in spirit at least), etc.

Really hoping this weekend provides some insight into the game and we can at least haves something new to argue about. Having to go back to EQ2 is a sign that we run out EQN discussion content. Despite everyone's opinions on this or that, we all seem to be in the same spot looking for something "better" to come along. EQN might be it, or it could just be another stop along the way. We shall see.

Opinions are subjective, however you can evaluate things in a far more objective manner.  The point I was trying to pound through his skull with the EQ and EQ2 conversation is that there can and often is a very clear difference between a game you don't like, and a game that is actually done bad.

For example, I don't like WoW, but it's not a "bad game".  It's a well designed and clearly put together by a team of hard working professionals.  I get tired of people who don't know how to evaluate games.  Opinions are useless.  Good, thoughtful evaluations are not useless.  I wish people would differentiate between the two.

What makes you the more apt judge?  Your opinions are just as biased as his.  It's one thing to tick off a feature list, it's quite another to declare that all systems were implemented and integrated well and calling it a great game as a fact rather than personal opinion.  Reading your posts on this topic has done nothing but paint you as some kind of company lackey.


Just because he didn't like the game personally, doesn't discount or discredit the possibility that many others share his point of view.  As so many are apt to say on the site, popularity does not necessarily indicate quality.  EQ2 is still a viable game financially, I'm assuming since it hasn't closed down, but that does not prove it a quality game either.

Originally posted by allday88
Originally posted by Uhwop

So basically what I got from this thread is that nothing this guy did over the last 16 years matters because a bunch of people didn't like the way a video game ended.  

The attitudes expressed over an individual based on something as trivial as the ending of a video game makes many of you pretty crappy human beings.  

Who gives a shit about tolerance and forgiveness, right? 


I agree 100% with this. And to have an employee of this site come out and express his bias towards the subject is crazy. So much for having a fair, non bias, moderation team.  At least we know where this one stands.  

First of all, it's not a moderation issue.  Secondly, employees are allowed to have their opinions too, for better or worse.

That's the weird and sad truth about this genre, an unforgiving audience that is happy to burn you at the stake for one or two mistakes that somehow override an entire history of good decisions.  It is also perhaps the shining example that some people take their games far too seriously and their comments too far.
By the way, I wish him good luck.  Is he single?  Cuuuute.
Originally posted by Superman0X

This whole article is just proof of the entitlement that you so decry. Consumers only have 2 real choices to make about an product:


1. Is it worth my time.

2. Is it worth my money.


It us up to the consumer to determine if a product works for them. In the case of gaming entertainment, the basic question is does it provide satisfaction in exchange for time used (that is the desired functionality of the product). If you believe that you can spend time with the product, and receive sufficient satisfaction.... then the product may be for you.


The next evaluation, is determining if the cost of the product is worth the satisfaction received. If you have lots of money, and the product is cheap, perhaps it is worth it, even if it is not that much fun. However, if the product is more expensive, then it has to provide a better in exchange for your money (especially if hard earned).



The 'entitlement' comes in when consumers think that they have any say in the product, or the business model... that is not covered by #1 or #2. If you are spending time and/or money on a product, you are providing the only feedback that has any merit. If you are not spending money, or time, then you are also providing the only feedback that has any real merit. Opinions on how the product should change, or how they should use a different business model are all irrelevant, and stem from a sense of entitlement.


This is also why many people are frustrated about the state of gaming. They think that they have an input that is relevant... and are frustrated that the feedback is not changing anything. The reality is that they have a form of feedback (time/money), but are instead focused on something that only exists in their mind.

Except that MMO developers have, traditionally and continue to do so today, always asked for input from their player base on many if not all aspects of their product and services.  Whether in the form of forums, polls or events.  Once you request feedback from your customers, it opens up the floodgates of criticism, well deserved or not.

On top of that, you have an industry that has always embraced gaming sites which from the very beginning have written articles and provided bulletin boards for the specific purpose of critiquing MMOs, development processes and the industry as a whole.

Are you implying that a niche game for hardcore raiders can't survive on its own?  Why should casuals foot the bill for hardcores or vice versa?  Something tells me that Wildstar will be profitable enough with its current audience.  MMOs don't need millions to be successful or profitable as long as they focus on their target audience and release content and updates on a regular basis.

Frankly, I'm rather tired of homogenized game play trying to target some amorphous and non-existent masses.  I think players are losing their tolerance for games that tout diverse gameplay, yet reward one group over the others.

Multiple and viable avenues of progression are what I want to see taking hold in upcoming MMOs.  What is disturbing is how narrow minded both developers and many gamers can be when it comes to this problem as it becomes some kind of pride issue about whose play style is supreme.
Considering the posts I've seen so far, it's pretty obvious that niche gaming has a respectable demand in the genre as does the equivalent of a "Summer Blockbuster" type of MMO.   The problem is getting developers to look at the over-all picture and being satisfied with a number of niche games in their portfolio instead of one large game like WoW.
Originally posted by Spankster77

There is something bothering me about the general consensus that Wildstar's dungeons/raids are too difficult for "casual" players.  It's not!  The term "casual" doesn't imply "herp derp", it just means that they don't spend 20 + hours a week on the game or they don't chose to participate in large scale raiding. 


In fact Wildstar's telegraph system is one of the fairest least gear dependent systems I have ever seen.  Most damage is totally avoidable (tanks excluded) which basically means if you don't stand in poop you win.  There is far less RNG involved than in games like WoW. 


I think the one thing Carbine should incorporate is some 10 man end game content on par with the 20/40 mans.  In my opinion the best raiding model ever was WoW back in TBC.  You had 10 the option of doing either 10 or 25 or both through most of the expansion.  Kara was kind of the entry level 10 man raid when you got to 70 (after attunement) but once you had the gear you could also add in Gruuls and Magtheridon (sp?).   This model worked out well because 10 mans are very PuG-able and that was where most people met their guilds (if they didn't already have one), this held true even in T5 as you had ZA.


So I would encourage Carbine to add some 10 or 8 man content for end game for each tier! 


Also remember, that game communities aren't build by the devs, they are built by the players.  Help people out when you can, encourage don't discourage.  If someone isn't doing something right help them constructively.  No one ever learned by being told "you should uninstall you baddie!!".

Casual is about play style, not limited play time.  There are plenty of people who have limited time to play, but are very hardcore when they do play.  Just as there are plenty of casual gamers who have plenty of time to play, but are very casual in their approach to a game's systems.  I wouldn't be surprised if most true casual gamers just aren't interested in hardcore mechanics and content, simply because it doesn't appeal to them, not because they lack the time or the skill to do it.

Originally posted by Purutzil

Well more along the lines they NEED a trinity. It just needs to be blunt with its roles enforcing the oldschool trinity "Damage, Support, Control" and give the options to fit those roles, perhaps a class being able to take hits and keep enemies on them temporarily (Control or Tank as many games call it), People who buff and heal up allies (Support, or Healers as games make them specifically play as), and then damage which is just damage. Its completely fine if those rolls can touch into each other's spaces giving more control as a damage or healing as a control. It just relies on having some balance and trying to enforce it more in game to work smoothly. 

Old school trinity was tank, heal and crowd control.  It has since been butchered by anyone trying to support their own arguments.

Originally posted by Setzer
Originally posted by Arkangel32
Originally posted by Setzer

I'm actually the exact opposite of you. I came back to Swtor not just for the stories but the better combat system and PvP. ESO's combat just got too repetitive and boring for me.


LOL  that is hilarious!

I agree with you that TESO can get repetitive as well, and just like all games can if we play them to much.  Still though, SWOTR combat feels clunky because I am constantly using my mouse to click on the hot bar.    TESO, never have to do that with their design, which is so much more natural and I can enjoy the strategy to the combat.

But, I bounced back to SWTOR for the atmosphere, the stories, and now the housing.

Sorry, not to make this a comparison post.

I've never been a clicker but I do have some friends that play that way.  If I were to play games like WoW, Swtor or even Lotro, using my mouse to click on abilities, then yeah I could definitely understand why it would feel "clunky".  I guess some people learn to play like that and enjoy it.  I mostly use my keyboard and I also have a gamepad(Nostromo) that I use for my abilities.  I use my mouse for moving my character and the camera.


As far as ESO goes, I just don't like being limited in the number of things I can do on my character.  I feel like 5 skills + an ultimate is very limiting.  I like a good variety of action skills, situational skills, and utility/group skills.  Not to say I want 5 or 6 hotbars cluttering up my screen but I like to have more than just 6 skills.  Its all about preference and I'm not saying ESO or GW2 are bad games because of how they designed their combat systems, it just isn't my style.


There is no single, right way to play a game.  Preferences are like opinions, everyone has them, but none are the gospel truth of gaming.   People who prefer to click, wouldn't view the game as clunky as it's obvious they prefer it that way.  I, myself, prefer to use clicking along with keyboard short cuts and still manage to have fun playing most MMOs.  Having fun and or feeling comfortable is much more important to me than shaving a millisecond or two off my response times and frankly, network lag and server response times make it much less of an issue than some of you like to think there is.  I also tend to prefer games that offer more choices in abilities and situational opportunities than those that focus on motor skills and that reward those with lower latency connections.

Originally posted by DMKano

Because what the majority of players have been trained to do for the last 10 years is follow  this 





I read these "mini ArcheAge reviews" posts where players are giving ArcheAge like 3/10 and just cringe how utterly ignorant they are about the real game that they completely missed.

But the game is NOT for an individual solo quester - ArcheAge is a guild game, a social game at heart - so your average MMO solo player who plays along other players but never actively *with* other players would not really see the real game anyway.



You're confusing individual taste with ignorance.

Originally posted by Waldoe
Originally posted by Bigdaddyx
Originally posted by Waldoe
Originally posted by Bigdaddyx
Originally posted by Vorthanion
Last time I played, it was a huge grind when leveling your secondary class, with an emphasis on having to grind leves and dynamic events as the quest system was only able to level your primary class.  Is this still the case?

I believe so. Only hardcore FF fan seem to be sticking with the game. Since i am not one i couldn't last after leveling two classes.

This is completely false. The game is thriving and not just for FF fans. Re-leveling has been adjusted substantially so more research before posting is always helpful.

Other than new dailies what else is there? for people who don't want to grind dungeons for leveling they are left to grinding fates.

I went back to the game on 16th when they offered free weekend.


It was just said before...dungeons give more exp/gil,  fates, guildhests now give bonus exp for new classes, beast tribe quests, hunting log, leves and primals. Add rested exp on top of that and other characters are a breeze.

Sounds like questing is still the most efficient and probably least grindy way to level a class, but is still insufficient to level a secondary class, especially if you choose to stick with basic classes and not choose a specialization like Dragoon or Bard.

Originally posted by PAL-18
Originally posted by Vorthanion

Looks like that is the plan.  They have their own launcher program now (Glyph), just like SOE and Blizzard.  I'm surprised more companies haven't followed SOE's example as it has been paying off for them.


DC Universe seems to be doing fine and the rest = if not dead then zombies,they are walking but they are not alive.


That is hardly proof of overall performance of the Station Pass system.  EQ is still listed as one of the top earning games in the US.  Many of SOE's games are still profitable, despite not performing up to Blizzard's standard.  All of this is neither here nor there as the point was that companies are better off having a portfolio of games and offering them under a multi-pass type system.  It allows them to profit from a larger range of customers while providing them more suitably targeted content.

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