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All Posts by sketocafe

All Posts by sketocafe

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750 posts found
I think the big issue is a lack of understanding of what you have to pay for the convenience features found in modern MMOs. People who've always lived with global auction houses don't get that they came at the cost of more socialization and prestige and renown for crafters. Everyone who's done dungeons and raids with group finders only and pvp with battlegroups don't get what other players are talking about when they bemoan the death of server communities. With some features it's fairly obvious the cost is worth it, but with others you need to look hard at what you're giving up and see if there's a way to minimize the costs or if there's a will for consumers to go without that convenience.
Originally posted by Zarriya
I wont play it because it went F2P - games go downhill once that happens - I have seen it game after game. Its too bad too b/c the payment model was not its issue.

I don't get why people clamor for a game going f2p. You've got a portion of the game's life where devs put resources back into it to make content to keep subscribers happy and attract new subs vs a time where devs put resources into making stuff that will sell in a cash shop. Why would anyone want in on a game after it makes that turn?

Okay, maybe I'll resub to WoW if I feel like playing it.
There are a few who do it or come within spitting distance of doing it. More don't because it takes a lot of resources. Most developers seem content to recycle the same design tropes everyone else has been using for the last decade or so. It's cheaper that way.
They lost me at putting saddles on dinosaurs.
Exanima. Man this game is fun. It's a combination of games you have to learn to play which I love and something I've never done before.

Politics are important, they determine who owns what space. Generally there are long periods of napfests where the big sov-holding entities aren't fighting each other punctuated by times of conflict.

Give various isk making methods a shot during this trial, but once you find one you can tolerate stick with that for skill training rather than spread yourself out. Everyone needs to find a corp quickly because chatting with others is what makes grinding isk bearable. 

If you got a 3 week trial code from someone, it makes a plex when you subscribe with cash, so get your fair share.

If they do it right I'll have options like i do in EVE to avoid unwanted fights. If not, good luck to em.
Originally posted by ennymith

One area where I have never seen any MMO provide decent QOL (quality of life) improvements in regarding social interation.   I have always had to laboriously keep a pen and notebook nearby to record the names, classes, and notes for the players I come into contact with.  Who I teamed with, who cooperated with me in the wild with a boss or elite, who helped, who I helped, etc. 

I currently use an addon in WOW that archives all your chat logs, and slices and dices them.  It helps, but what I could really use is somethign that records the names, times, places of when ever I interact with another player, from simply chatting, to cooperating on a kill, teaming, or even as pvp opponents.  So many games lack simple tools like a whois command to see who is online in your server/realm and so on.

I wish MMO's would reward social interaction with some kind of real reputation stat that gives you both a boost in combat and gives other players a rating on how well you cooperate with others.  So many new features like cross server dungeons and cross server looking for group systems, have made many games too anonymous.  There is little to no reason for people to behave well socially. 

 

 

 

 

When you're checking out other players character sheets (I forgot what they call it exactly) in EVE online there's a Note tab which allows you to jot down notes about them which you can access later if you see em in system and pull up the sheet again. Oh how I wish other games would do something like this.

The holy trinity is a player created response to threat-table based enemy behavior.  It was later incorporated into design by devs but it started with the players. One group to keep attention with taunt mechanics, one group to heal the first and a third devoted to doing as much damage as possible without jumping to the top of the threat table. It works fine, but I won't be sorry to see it go as it'll mean we finally get better AI than the simple shit we've had for a decade and a half now.
Probably not. If there had been a simultaneous release I would have bought it. But the'res no secrets to it anymore and having seen exactly what it's all about, nah.
Gotta be EVE. MxO had more than a little bit of people working together (for the glory of Merv) and WoW in TBC kind of did in the community of people we had pugging raids and grinding badges. No more of that shit though.
Modders with popular mods already support them after release. Adding a price to them can't add something that's already there. 
I would have thought that 'Actually spent money on writing quests' would have been in there, but yours are fine too. I think by this point I'm just one of the few left who don't click through quest text or dialog, which is a shame when it comes to ESO because they put more resources into the questing than is usual and it shows.
Gotta love the newbies. In a game full of risk averse pansies, these guys were always willing to undock and give you a fight. Always.
I like EVE's way. Everything drops, but much of it is destroyed in the dropping. If you or friends can get to your wreck first, you'll recover what survived. The only reason I like this is because it means that equipment comes from player crafters rather than raid drops, so the Devs have implemented a deep crafting system and worked to build a functioning economy.
Originally posted by Dullahan
Originally posted by Slapshot1188
Originally posted by rsdancey

There will be a cohort of players who will find the idea that they can never "catch up" and or "be the best" in simple mechanical terms so abhorrent that they'll never play the game. Those people don't play EVE for that reason and they won't play Pathfinder Online. Most MMOs have a "catch up" mechanic that allows anyone who wants to invest time to become max uber, and EVE and Pathfinder Online don't. The result is a hard stop for some players.

The upside is that we have a much better ability to understand the power levels in the game and the kinds of experiences characters have based on their ages, without having to try and reverse engineer how much they've been played. It means that people who want to play a few hours a week are able to keep up with the people able and willing to play 12 hours a day. And it removes (for some people) the irritant of thinking that if they were "really committed" they'd be advancing faster - a powerful turn-off that counteracts some of the issue of the people who just won't play unless they can be max uber.

I have never seen a CEO mention ANOTHER company's game as much as you do EVE.  I understand that you were their Marketing Director for a while... but PFO is not EVE.  Nor will it ever be.

 

 

Its especially odd when he does so while mentioning the worst and most illogical aspect of Eve that keeps players from starting because its not based on what you've done (progression), but how long you've played (time).

Like I said above, your lack of understanding of the issue makes it into a bigger problem than it actually is. 

Originally posted by rsdancey

There will be a cohort of players who will find the idea that they can never "catch up" and or "be the best" in simple mechanical terms so abhorrent that they'll never play the game. Those people don't play EVE for that reason and they won't play Pathfinder Online. Most MMOs have a "catch up" mechanic that allows anyone who wants to invest time to become max uber, and EVE and Pathfinder Online don't. The result is a hard stop for some players.

The upside is that we have a much better ability to understand the power levels in the game and the kinds of experiences characters have based on their ages, without having to try and reverse engineer how much they've been played. It means that people who want to play a few hours a week are able to keep up with the people able and willing to play 12 hours a day. And it removes (for some people) the irritant of thinking that if they were "really committed" they'd be advancing faster - a powerful turn-off that counteracts some of the issue of the people who just won't play unless they can be max uber.

These people don't really understand EVE, not sure about Pathfinder Online. 

Look, I have a character with 50 million Skill Points in EVE, most of it in combat. Thing is, there isn't a single ship in the game that lets me use all of those skillpoints at the same time. If i'm in  a rifter, there's a whole list of skill I've trained that simply don't apply to that ship. You might start playing the game tomorrow and in a week you'll run into a character who is old enough to have 100 million sps. Guess what? If those sps are all mining, market and industry related, you're on the same level he is in a fight. No you can't catch  up to me in total, but if you start now you can get perfectly skilled in frigates in about half a year, at that point I won't have anything in a frig that you don't.

CCP did it right, their big failure is really explaining it. They've worked it in a manner that players with a head start won't keep their leads forever, but they also allow those players to keep training stuff in the other 3 races, allowing for horizontal progression that lets them do the same thing in more ships but again won't be effective in their encounters with new players. I'm hoping PFO has figured out a similar balance where you can learn new stuff and keep feeling more and more powerful but you're not always moving ahead of day 1 players in every situation.

World of Darkness wasn't about hunting the filthy freaks, it was about being one of them. Don't think it's what he's looking for.
Don't decide not to craft or farm because of "horror stories" you've heard. Decide whether to do those or not after you've tried them. If you don't worry about them while leveling, you won't have to worry about subbing while you decide whether the game is for you. If you do want to do that stuff then understand you'll need the ability to own land for farming easily (you can do some sneaky ninja farming without) and the extra labor regeneration for crafting.
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