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All Posts by Aeander

All Posts by Aeander

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294 posts found
Originally posted by Kaneth
Originally posted by DMKano
Originally posted by Kaneth
Originally posted by DMKano

One is  90% , the other is a 70%

IMO the 70% review was spot on.

Conclusion from 70% review:

 

"Destiny isn’t a bad game, by any means. If you like sci-fi shooters, you’ll get a good 20 hours of enjoyment out of this. But that’s really all it is; a fun, forgettable shooter that plays it safe and sticks to what’s been proven, with nothing to really set it apart from it’s peers"

I read both. The 70% review is extremely whiny in nature. The author goes on about how samey Destiny is when it comes to FPS games (which is true), but also bemoans Strikes as exceedingly difficult. Goes on about how boss battles in Strikes can take 10-30 minutes (depending on your level) and if you wipe you have to start over (fear of loss is a real thing then).

Honestly, both reviews were pretty poor. The 90% was too hype driven and somewhat fanboy-ish. The 70% was someone who seemingly wanted to "be cool" by being the first to bad mouth the current big dog in gaming.

I fought a lvl 22 minigunner boss dude last night with waves of shield dudes with my 2 friends for 45 minutes - bosses beyond level 20 are just *major bullet sponges* - fun for the first 10min - beyond boring for the next 35 minutes.

Same shit happened in Defiance at one point where elites Hulkers had like 100 million HP and nobody could kill them within the time given - I mean bullet sponge mechanics are just dumb in shooters beyond 10-15 min tops.

Shooting the same dude for 45min straight while killing waves of adds whose only purpose is to give you ammo = yeah didn't work too well in Defiance, doesn't work too well in Destiny either.

Again my opinion.

 

Honestly, this is no different than any other raid boss in any other game. Giant HP mob with some mechanics that are there frustrate. While, I won't say that the idea of the bullet sponge mob is a "great" idea, it's the entry idea. If it's not damage sponge, it'll be some other type of mechanic, which could wind up making the fight more or less interesting.

Considering Bungie has a 10 year plan for Destiny, it'll be interesting to see what they'll come up with down the road. 

 

Is that a 10 year plan for Destiny or a 10 year plan for the Destiny series. There have already been reports that Bungie's massive budget is essentially a tax-efficient measure of funding future Destiny titles. 

I'd give it an 80%.

 

It looks great. It plays great. The skill system (grenades, second jump, super, melee) was a great way to define classes while seamlessly integrating all parts of fps combat. Game has a lot of potential for depth and replay value. It certainly beats out its competition (Warframe primarily, but also Defiance and Firefall).

 

 

Unfortunately, Strike content is boring, repetitive, and often frustrating. Lack of communication features make finding Raid groups difficult save via forums and other out-of-game means. And, as a consequence of it all, gearing up appears to be a frustrating, lengthy experience.

Here's the setup. 

 

- Find the instance area, fighting weak trash.

- Enter instance area. Fight stronger, but still weak trash.

- Defend yourself for 3 waves while Peter Dinklage does his thing AND/OR beat mini boss

- Kill more trash

- Kill boss.

 

 

Said boss, by the way, is also going to be the same boss fight. They're all high hp punching bags that spam a move that brings you low or outright instagibs you unless you have taken cover or are evading. They all frequently spawn adds that are usually more threatening than the boss itself. 

 

There is no variety to Strikes. At all. Each one is a different level of tedium and frustration that utilizes the same mechanics as the others.

As a third person camera fan, I was highly disappointed to find that third person wasn't a full option as advertised.

 

It's one of my major gripes with the game, but it isn't one that I can't look past. It just makes this - and the other instances of 3rd person camera - all the more insulting.

Originally posted by Roin
Still trying to figure out why anyone listens to him.

 

Yes, he's a bit of a clown, but as someone who does watch his videos, I would say my reasons are as such: 

 

He's an honest source. One can count on his opinion to be exactly that - his opinion, not bought out by developers or publishers. That makes him a better source of reviews than most outlets.

 

He's entertaining, though that is certainly subjective.

 

His opinions tend to line up with mine pretty well. Not to say that I follow his opinion, because I generally explore games myself first.

 

 

 

I see no reason for myself to not listen to his reviews. I'd take him seriously before putting weight into Gamespot, IGN, or any of those other cronies. 

Originally posted by sagil
Originally posted by Aeander
Eye-bleedingly bad incoherent art style. Almost makes Rise of Immortals' art look good.
Non-sensical universe and character roster, without the tongue-in-cheek nature of something like Awesomenauts.

DULL skill sets. Heroes are designed to appeal to the lowest common denominator with no depth at all.

Game as a whole is lacking in depth compared to every other game in the genre.

P2W out-of-match customization system.

Made and supported by S2, a company with notoriously bad customer relations.

 

 

I could keep going. But really, there are good MOBA/ARTS titles out there, and Strife isn't even close to being one of them.

Are you serious? The graphics are 100x better than LoL's graphics. I mean, just look at the trees. Zelda on SNES had better and varier trees than LoL has now.

LoL has boosts that last for a few games/time, but Strife has a permanent exp boost. And you get lots of pet seals and crafting mats every level. I'm level 16 and almost already on my 3rd pet (max level is 70). All pets are not needed, you need to research what pet is best for what, and stick to those heroes using it, before you have them all. I rather grind for pets than grinding for a character out of 100.

And try the mini single player campaign serie and we'll see how much skill you have. Try to survive with Rook on the fire spitting wall without losing any health.

EDIT: I've had support answer me through mail in 20 mins. And they have live chat support.

 

On t3h graphics:

Yes, Strife has more graphical intensity than League. That doesn't matter at all, however, as Strife's ART STYLE is rancid shit. A game can have Crisis level graphics, but if its art style is bad, the game will look bad. And Strife's is the worst of the bunch.

Plus League, the game you are obsessed with comparing it to, is currently in the process of receiving another major graphics overhaul which will, if the youtube previews are any indication, bring it up to approximately the graphics level of DotA2 - a game that is far more impressive and coherent in both its graphics and its artstyle when compared to Strife.

 

On business model:

Tell someone who cares. We've already seen better and more generous business models than what Strife is offering. DotA2 has NO unnecessary out-of-match progression systems AND no champion unlocks. Dawngate has good prices and the ability to earn one or more free runes or even characters every match. Smite offered a $30 package to unlock every hero the game will ever have - and it has no out-of-match rune system.

It matters no if Strife "beats" League here, when it isn't going to dethrone League and doesn't compare to the model of other new MOBA/ARTS tiles.

 

On depth:

There is a difference between mechanical skill and depth. In any scenario in which power and all other factors are equal, a skilled player will beat a lesser-skiled player. That is the case with every game in this genre.

That certainly doesn't make Strife deep, because it isn't. Kits are barebones, dull, and one-dimensional. Items are bland and one-dimensional. The map itself has less depth than almost any other competitive moba map. That's not up for debate, because it's objective. Compare Strife kits to kits from virtually any other game and the other game will come out on top. Compare the tactical elements of Strife's map to the competitive map from another game and the other game will come out on top.

 

And, just to make their game laughably bad, S2 decided to take the worst mechanic from one of the genres worst titles.

Prime World was a bad game. If one were to list every awful mechanic in Prime World, they could easily form a list of 15-20 gamebreaking mechanics off the top of their head. Overdone out-of-match progression. A freaking bubble-pop minigame in the base that players could play instead of the actual match. Farmville style city building that was a part of the business model. The need to level and equip each character you own individually. A stamina system that punished you for playing a small selection of characters. The list goes on.

The worst mechanic in Prime World by far, however, was the ability (and, in fact, requirement) to pick your character and lock it in before seeing any of your teammates' picks. This absolutely ruined anything that wasn't a premade match, and it made the game a complete joke from a competitive standpoint. For some reason, S2 thought it would be a genius idea to use the exact same dreadful mechanic for their title.

 

Even if every single other mechanic in Strife made it a good game, the inclusion of pre-picking would make it a joke. But that's hardly the case, because Strife would be a lackluster game even without this gamebreaking, non-competitive mecanic. With it, it's just laughably bad. At least Prime World, for all its flaws, didn't look like cancer and had some modicum of depth and creativity to its mechanics. Strife is nothing more than an ugly, boring, simple derivative of better titles.

5 is the best of the bunch. It has the most potential for content expansion; simply add more islands. It has a good setting that lends itself to nice art and a ton of creative liberties. The plant-based aspects of the lore are also fascinating and have tons of potential for environmental interaction with the flora and fauna. 

 

The other concepts all fall flat in comparison. Particularly 4, which lost me at the barnyard of anthros, as opposed to a more fascinating set of alien species to flesh out the universe.

Originally posted by Loktofeit
Originally posted by Ender4

You can't make a sandbox game without it being PvP, sorry but you simply cannot make one effectively. The entire purpose of sandbox is everyone can impact the world and if you can't impact it in a way that someone else doesn't want then you really can't impact it.

Murder is not the only way to change the world. 

 

That aside, I prefer sandbox MMOs for PVP. I play FPS and MOBA for the PVP. I play MMOs for the effect PVP has on the game world. 

 

 

That is the heart of it, aint it.

 

Though really, it's Realm v Realm that makes a real, tangible impact on the world (in a good RvR system). FFA PvP only brings in small scale dickery. 

Strife won't be digging any graves because it's a bad game.

 

Eye-bleedingly bad incoherent art style. Almost makes Rise of Immortals' art look good.

Non-sensical universe and character roster, without the tongue-in-cheek nature of something like Awesomenauts.

DULL skill sets. Heroes are designed to appeal to the lowest common denominator with no depth at all.

Game as a whole is lacking in depth compared to every other game in the genre.

P2W out-of-match customization system.

Made and supported by S2, a company with notoriously bad customer relations.

 

 

I could keep going. But really, there are good MOBA/ARTS titles out there, and Strife isn't even close to being one of them.

Cosmetic progression.

Solo and team ladder progression (in arena PvP).

Territory progression - the ability to take territory from the other faction(s) in Realm v Realm PvP.

Epeen size in open world pk'ing. 

 

 

There are no other forms of PvP progression.

Mass Effect, for sure.

 

I want:

 

A TPS combat system with 8 slot skills - Guild Wars 1 style. 

 

Traditional Mass Effect classes with a greater selection of skills and passives for each.

 

A ship of my own. Not as a space combat feature, but more as a UI and socialization feature, as is the case with the ME series.

 

Deep character customization with the ability to play as all of the Mass Effect races. 

 

To design my own AI crew (including potential love interests) with the same character creation system as the player character. Once created, they can be found somewhere in the universe, and it is up to you to find them. 

 

Modular gear. You design your armor and weapon appearance at the start and then upgrade it via mods that do not change its appearance. Appearance can be changed later via unlocks (which expand your selection) and the arsenal on your ship.

 

A personal story mode that is at least as deep as the SWTOR one.  Friends can replace crew members on these replayable missions, each of which has customizable difficulty. 

 

A multitude of planets to explore with expansions adding more and/or expanding the explorable content of existing planets.

 

Planets that are distinctly labelled in one of three categories - governed, warring, and lawless. These denote PvE + Arena PvP planets, RvR + PvE planets, and Open World PvP + PvE planets.

 

Downscaling, so that all content might be enjoyable at endgame.

 

Sporadic boss timers. None of Guild Wars 2's scheduled map bosses that only allow and encourage zerging. 

 

 

Doesn't matter to me. I tend to associate the type (themepark vs. sandbox) with the quality of my PvE experience. I tend to enjoy both modes, PvE and PvP wholeheartedly. 

 

For me, it's all about mechanics. I want a game that is based around skill, not gear, especially in PvP. I want a game with deep build customization and tons of skills to find. I want a game with varied PvP encounters and at least one form of deep, multi-layered competitive PvP (such as the famous GvG battles from Guild Wars 1 or something more akin to Smite). 

 

I do not want either side (PvE or PvP) to detract from the other. As such, I prefer for them to remain distinctly separate, so that I might enjoy both to the fullest. I don't want balance from either impacting the other and I don't wan to interfere with the experience of a PvE'er by attacking them or to have my PvE experience interfered by having someone attack me at random.

 

At that point, it's a lot less about Themepark vs. Sandbox and a lot more about how these systems are done. Themeparks have less potential but tend to be associated with more modern, often superior mechanics. Sandboxes have a great potential for free-form play, but also tend to be associated with a lot of draconian, dreadful mechanics. 

Originally posted by Sleepyfish
Originally posted by Aeander
Originally posted by Sleepyfish
Originally posted by Aeander

 

Well, in terms of class balance, Guild Wars 1 had it down quite well. In terms of skills, not so much. Maybe a third of the skills were considered good at any time. Many skills were never viable at any point in time (such as Second Wind). And let's not forget Isaiah's tendency to knee-jerk nerf certain overused competitive skills with the explicit intention of permanently removing them from play; see the infamous Smiter's Boon nerf.

 

Guild Wars 1 was, in my opinion, the best PvP MMO of all time. It hit all the notes right. Skill as opposed to gear. Complex decisions for individual builds and group compositions. A variety of quality modes. Esport funding for something that actually was a viable esport (GvG). PvP that encouraged guild interaction and individual identity. 

 

Compared to that, other things are less important. If a MMO has good, skillful competitive PvP, it needs no open-world PvP. That would be a bonus, but it's hardly a requirement. It needs no territory control, though that can certainly be an immersive feature if done properly. It needs no bad mechanics like non-consensual PvP and full loot. It doesn't even need great balance, though every class should certainly feel viable.

Gw1 had good mechanics, but lack of world pvp was a let down. But I think you can find a balance somewhere between RVR and territory control. The problem with RVR these days is that its becoming one big area for zergs. But if its RVR areas spread out over the map in every territory then I think that can supplement the need for world pvp and competition battleground style without the restrictions of having to run instances which takes away from the pvp experience. You mix RVR with optional faction pvp thats a winner to me. Then you can also have arena style matches for ladders and such.

Full loots not needed, non consensual pvp is however. I think there is a big divide on that stance between the RVR crowd and non RVR world pvpers. Sorry to me Zergs are not pvp.

 

Zergs are not PvP. That is true. You get a cluster of more than 20-30 players per side in one area and things quickly become confused. The trick then is finding a balance. A huge part of the problem with Guild Wars 2's WvW is that the maps are too small, and thus smaller teams don't really provide enough additional coverage - though the supply system and warning system also discourage non-zergs.  Too much map space (and too many servers), however, and you end up with Planetside 2 - too much community spread, resulting in good fights being too rare outside of a couple locations. 

 

Non consensual "PvP" is not PvP either, however. Player vs. Player implies a contest - that both players are actively participating in a fight. Ganking a PvE player is even further from PvP than a zerg conflict. If a game has non-consensual PvP, it has to be on separate servers. And that only further divides the community. 

The problem with GW2 which i played and was pretty good with a few classes, is one lack of meaningful CC mechanics, lack of any mechanics that are not pure dps or bleeds style effects. The Maps,  its not that their too small its that they are too flat. With the  movement abilities in the game and zerg potential they need much higher complex structures. More capture points etc.I cant even Begin on why GW2 rvr is bad, so many reasons.

 

Guild Wars 2 wasn't lacking in CC. It was one of the few MMOs to get CC right (in PvP). It needs to be relegated to shorter durations (1-3 seconds), and it needs proper counter play or diminishing returns, otherwise you get mindless stunlocking. Hell, even with the restrictions placed on GW2's CC, it's entirely possible for a single player to lock an opponent in place from full health to death. This type of thing resulted in a massive nerf to the damage of the hammer warrior and a gradual weakening of the CC capabilities of the Engineer (which are still really, really good).

 

Now, I agree 100% on the lack of support and control oriented builds. Perhaps by "meaningful CC" you were referring to the ability to form a build based around CC and tanking as opposed to dps. In that case, you would be entirely correct. The very aspects of the game that should make it great work together to overly reward dps style builds and discourage support and control builds.

 

Now, there are actually a plethora of reasons as to why WvW is too zergy:

Maps are too small. Could use a few more control points. Sentry points should mean something.

Maps do not have enough terrain complexity where it matters.

The need for siege equipment punishes non-zergs via supply requirements, which are much easier to meet in a zerg.

Attacks against structures and npc's warns the opposing side that an attack is going on. It is impossible to keep randoms in a group of any size from attacking said structures, turning the effort to take a base into a time attack.

All structures are guarded by champions. These get mowed down by zergs, but take much longer for a group of 5-10 to take down. That's important giving the established time-attack factor.

AoE is limited to 5 targets, removing one of the main counters to zergs.

Lack of incentive to defend structures other than keeps and stonemist.

 

 

 

Now, your statement on open world pvp is a matter of lore justification. Mechanics should always be justified by lore (or vice versa) in any story-driven RPG. If the universe is unimportant, then it is not important that things like "justified fear" be provided for it. If the developers do appreciate their universe, then it does become more important to put in mechanics that fit their vision for the world.

Whether or not ganking, bounty-hunting, full loot, and other justifications for non-consensual PvP are necessary for the immersion of that particular MMO, then, depends on the type of setting and the way player characters are imagined.  A MMO for George R.R. Martin's A Song of Ice and Fire series would be a natural home for this form of PvP. Would said PvP fit into the universe of Guild Wars 2? No, it really wouldn't, especially because there is an overarching theme of unity.

Then the role of the character comes in. Even in a darker, more dangerous setting, if the player character is depicted as a white figure on the morality scale, open world PvP loses much of its justification. 

For open world PvP to be universe-justified then, both the setting and the role of the player character must coincide with the inclusion of open world PvP.

 

And that's just fine. Let's move on to open world PvP from a mechanical standpoint. Open world PvP is still a controversial, subjective form. It isn't like structured PvP or even realm v realm, which attempt to equalize the playing field and ensure that all participants are, in fact, PvP players. And that's a profound distinction, as PvP players and PvE players tend to take an isolationist approach to the other side. PvP players loathe games that are balanced around PvE. PvP players hate being treated like a second-child by the developers. PvE players hate balance changes that come from PvP imbalances. PvE players HATE being forced into PvP situations - even if it's as simple as "you've got to play some World vs. World if you want this skin."

With this in mind, the decision to include open world, non-consensual PvP is a meaningful one. It isn't for every game. In fact, it isn't even for most games. It's best-suited for a game that is built around this inclusion, is advertised as including this, and is willing to accept its playerbase as the inevitable result of its identity as a full-PvP game. Typically, that WILL mean niche status. Occassionally, there is a more popular niche game like Eve which manages to compete with the best of them, but these are rare stories. Is there anything wrong with being a niche title? No. Not at all. Is there anything wrong with having one's game designed around the concept of FFA PvP? No.

But do not claim for one moment that FFA PvP is a requirement for a game to be a real PvP MMO. Do not claim that FFA PvP is universal (belongs in every game). It is very much an explicit, legitimate, and important decision on the part of any developer to include or to not include FFA PvP.

 

Originally posted by Sleepyfish
Originally posted by Aeander

 

Well, in terms of class balance, Guild Wars 1 had it down quite well. In terms of skills, not so much. Maybe a third of the skills were considered good at any time. Many skills were never viable at any point in time (such as Second Wind). And let's not forget Isaiah's tendency to knee-jerk nerf certain overused competitive skills with the explicit intention of permanently removing them from play; see the infamous Smiter's Boon nerf.

 

Guild Wars 1 was, in my opinion, the best PvP MMO of all time. It hit all the notes right. Skill as opposed to gear. Complex decisions for individual builds and group compositions. A variety of quality modes. Esport funding for something that actually was a viable esport (GvG). PvP that encouraged guild interaction and individual identity. 

 

Compared to that, other things are less important. If a MMO has good, skillful competitive PvP, it needs no open-world PvP. That would be a bonus, but it's hardly a requirement. It needs no territory control, though that can certainly be an immersive feature if done properly. It needs no bad mechanics like non-consensual PvP and full loot. It doesn't even need great balance, though every class should certainly feel viable.

Gw1 had good mechanics, but lack of world pvp was a let down. But I think you can find a balance somewhere between RVR and territory control. The problem with RVR these days is that its becoming one big area for zergs. But if its RVR areas spread out over the map in every territory then I think that can supplement the need for world pvp and competition battleground style without the restrictions of having to run instances which takes away from the pvp experience. You mix RVR with optional faction pvp thats a winner to me. Then you can also have arena style matches for ladders and such.

Full loots not needed, non consensual pvp is however. I think there is a big divide on that stance between the RVR crowd and non RVR world pvpers. Sorry to me Zergs are not pvp.

 

Zergs are not PvP. That is true. You get a cluster of more than 20-30 players per side in one area and things quickly become confused. The trick then is finding a balance. A huge part of the problem with Guild Wars 2's WvW is that the maps are too small, and thus smaller teams don't really provide enough additional coverage - though the supply system and warning system also discourage non-zergs.  Too much map space (and too many servers), however, and you end up with Planetside 2 - too much community spread, resulting in good fights being too rare outside of a couple locations. 

 

Non consensual "PvP" is not PvP either, however. Player vs. Player implies a contest - that both players are actively participating in a fight. Ganking a PvE player is even further from PvP than a zerg conflict. If a game has non-consensual PvP, it has to be on separate servers. And that only further divides the community. 

Originally posted by g0m0rrah
Originally posted by Aeander

A person is a combination of many different talents.

 

 

But please. Let's not try to apply realism to a video game. Any such argument is ill-founded. We don't want our characters to perform day jobs. We don't want to pay the rent for a virtual building or feed a virtual family. We don't want our characters to randomly become ill - perhaps even mortally so. We don't want our mounts to randomly buck us off or accidentally kill us. We don't want a lot of aspects of realism to make their way into video games, so why would we use realism as the basis for game design?

 

Fact is, both skill trees and dedicated classes have their place. Both can be compelling and both should be utilized in the making of games built around them. Neither system is better. Any other opinion is wrong.

 

  Actually I do want some of that.  I want an mmo that also includes a survivalist theme.  Create a makeshift hut and hunt for food.  Guard a caravan for the cash to rent a room or to build your own hut out of good materials.  Work a mine to craft or simply to sell the ore.  Raid an encampment of goblins to find loot and get poisoned.  Pick herbs, buy them, or go see an alchemist to get rid of that poison.

  I am not saying that I want every mmo to mimic reality.  I am saying that I would like to see a few mmo's use select mechanics from reality, like starvation.   I am bored with the same mmo ideology of that I am a hero from level 1 and I never have to worry about the common folk problems and everyone wants to pay me to handle their so called "quests".  I would rather the Quest be to survive and to build something for my character.

 

Survivalist games are a notable exception on the gaming market. The mechanics that they thrive on are mechanics that would be considered profoundly bad and inconvenient in most other genres and subgenres. In DayZ, the fact that you can break your leg on a minor fall might be immersion, but in a non-survival game, that feature would be an annoyance that can and would encourage players to leave.

 

I do think that the genre could use a good survival MMO or two, but survival mechanics should generally stay where they belong - in survival games.

A person is a combination of many different talents.

 

 

But please. Let's not try to apply realism to a video game. Any such argument is ill-founded. We don't want our characters to perform day jobs. We don't want to pay the rent for a virtual building or feed a virtual family. We don't want our characters to randomly become ill - perhaps even mortally so. We don't want our mounts to randomly buck us off or accidentally kill us. We don't want a lot of aspects of realism to make their way into video games, so why would we use realism as the basis for game design?

 

Fact is, both skill trees and dedicated classes have their place. Both can be compelling and both should be utilized in the making of games built around them. Neither system is better. Any other opinion is wrong.

- Dynamic events. Perfectly complements exploration with spontaneous, often-exciting activities.

 

- Experimental combat systems (action combat) and hybrid/imported combat systems (fps/tps combat). Adds innovation and variety while appealing to new types of players.

 

- Downscaling. Turns a regular themepark into a retroactive sandbox.

 

- The realization that there is a greater need for story emphasis in the MMO space. Integrating it organically into this medium will prove to be difficult, but entirely possible.

 

- Greater degree of visual customization - character and gear.

 

- Greater sense of mobility built into the character. More games are utilizing speed buffs, double jumps, triple jumps, gliding, and flying to remove the need for mounts and shift that mobility into the characters themselves.

 

- Greater convenience. Convenience should not be confused with "easiness" or "give me freebies." No, the purpose of something like a dungeon finder is to remove secondary/tertiary effort (the trivial, unnecessary parts of the process, such as time wasted spamming for groups. 

 

- Exploration of systems meant to make other players more of a benefit than a burden. Individualized loot and resource nodes are a pretty drastic improvement.

 

 

There are some rules to consider in ratings:

 

- Ratings are subjective. One person's bad game is another person's good game and vice versa.

 

- Every game has haters. Not every game has a significant population of fans. The only objectively bad game is one that can't find its own playerbase. (Ironic players who play something BECAUSE it is bad do not count).

 

- Good reviews can be bought. Bad reviews cannot.

 

- We are dealing with a genre that offers very little variety and attempts to appeal to a market with diverse opinions and desires. Those who have no home in the MMO world are the ones who are most likely to be bitter and take their disappointment out on new titles that fail to target them.

 

- The standard of quality and polish for the MMO genre is profoundly low compared to any other genre. In the MMO genre, a 7 rating would easily be the 5 of another genre. It is this way because the genre is filled to the brim with explicitly mediocre titles and badly published Eastern localizations that aren't redesigned to fit the Western market. 

 

 

 

There really isn't an easy way to find YOUR MMO - the one that you would define as a "good" game. There is a lot of coal to sift through to find your diamond, and it may not even exist in the first place. Hell, if you don't fall into the WoW-group, you can multiply that difficulty several times over.

 

Originally posted by Loktofeit
Originally posted by d_20

 

Is there or has there ever been a game with excellent balance across all the classes and abilities?

The answer will be very subjective. Best way to describe why is 

 

"Nerf Rock. Paper is fine." - Scissors

 

 

However, in most circles, it seems many will agree that GW1 has very good balance.

 

 

 

Well, in terms of class balance, Guild Wars 1 had it down quite well. In terms of skills, not so much. Maybe a third of the skills were considered good at any time. Many skills were never viable at any point in time (such as Second Wind). And let's not forget Isaiah's tendency to knee-jerk nerf certain overused competitive skills with the explicit intention of permanently removing them from play; see the infamous Smiter's Boon nerf.

 

Guild Wars 1 was, in my opinion, the best PvP MMO of all time. It hit all the notes right. Skill as opposed to gear. Complex decisions for individual builds and group compositions. A variety of quality modes. Esport funding for something that actually was a viable esport (GvG). PvP that encouraged guild interaction and individual identity. 

 

Compared to that, other things are less important. If a MMO has good, skillful competitive PvP, it needs no open-world PvP. That would be a bonus, but it's hardly a requirement. It needs no territory control, though that can certainly be an immersive feature if done properly. It needs no bad mechanics like non-consensual PvP and full loot. It doesn't even need great balance, though every class should certainly feel viable.

Too much structure. Too much repetition. Leveling is not a fun or fast process, considering each frame is an individual level.

 

PvP is bad.

Not enough variety in PvE.

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