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All Posts by rissies

All Posts by rissies

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156 posts found
Originally posted by GrumpyJester

No, it did not live up to it for me.



It's been a while since I played an MMO that was this grindy before level 10. I need levels before I can see more of the world / experience more of the personal storyline, and the only way to do that is to grind. Either I run around for events I've probably already done before, or I try to fill karma hearts with tedious "collect ten apples" chores.


I was so desperate for XP that I started doing the daily achievements...find ten different mobs to kill, gather 10 resources. Big disappointment.


You can get to lvl 10 pretty easily. If you want to explore the world, just do so. You don't have to be the area's lvl, you just have to play carefully and be attentive. Not only that, but the exploring will gain you experience as well. I was able to get a lvl just exploring Divinity's Reach, and had a good (not to mention informative) time doing so. At later lvls the gain may not make much of an impact, but under 10? Its very nice and can easily fill the lvl gaps in your personal story.

Originally posted by Interesting

Graphical version for those who were blind.



You're missing the half that explains accruing the cash. Strangely enough, it doesn't actually grow on trees. 

I think some people are confusing what was stated in the OP. The question isn't about if the games meets the hype, it's if the game complies with what was stated in the linked manifesto video.

I still need to play the Asura area ~ but in the human lands there's this beekeeper lady whose hives get attacked by bears and she's just amazing. She sounds like a post-menopause Winnie the Pooh.

Originally posted by Interesting

Too Long Didnt Read Version:

Whole point is to send the message that its not OK to monetize time and effort



And I stopped right there.

Yes it is ok. Time is worth something. Effort is worth something. It doesn't matter if it's time and effort spent playing a video game, or time and effort spent at an actual job, they both have value. How the value of one is measured against the other depends greatly on the playerbase. Even without a cash shop of any kind, there would still be the translation of real cash to in-game currency through gold and account sellers, like in every other mmo. A cash shop simply represents a more visible, more palatable, and more easily controlled conversion that can directly benefit the game.


So I went over the manifesto and what they promised ~ here's my opinions on what was claimed in the video:



- Defies existing convention -
Subjective. I'm not even touching this, except to say that friends who came into the game and tried to play it in the same way they have for years, found themselves having to switch things up.
- persistant world
- more active combat
- personalized branching storyline
- new event system to get people playing together
- no monthly fees
- stylized (painterly, illustrated)
- stunning environments
- incredible combat ("I've never seen anything like that!") 
Subjective. Animations are very good, and some are just plain cool, and very smooth. More interesting than basic hotkey combat. My mind hasn't been blown, but then I haven't seen all that's offered.
- no grinding to the fun parts
Subjective. For me this is delivered. I don't really grind in MMOs anyway, but this definitely lacks the "best part of the game begins at lvl cap" vibe. Almost all activities are open to you from the start.
- make the player feel like a hero
Subjective. I've mainly been in the starter areas, so I go from feeling like another grunt to the big damn hero, to the grunt again. I can't really say delivered or failed without much more play time.
- quests that are visual rather than text dependant
- cause and effect, a single decision by a player can cascade out into a chain of events
Delivered. It's harder to see on BWEs because most DE's get taken care of fairly quickly, so we only get to see maybe one step in a chain of consequences for failed events before everyone comes in and makes it better. I've had to look at the press beta coverage videos that have lower populations to see this.
- you can save a village, it'll stay saved, and the villagers will remember you for it
Somewhat delivered. Villages will stay saved until the chain of events occur to bring them back to attacking. Hopefully they've lengthened a lot of the timers on some of these. Never checked NPC chatter for my own characters. I'm going to have to get out of the habit of treating NPCs like only so much white noise. However a friend said she did find a couple NPCs talking about her exploits. 
Overall, this is the game that was promised by it's developers (not the forum die-hards) and none of the key points seem to have been scrapped or attempted in a hald-assed manner. Even better, they added more than what was promised, and continue to do so based on player feedback. And it's not even launched.
Lets be objective: it was anticipated for years.
That's pretty much all a game needs for big hype. Get enough positive excitement for long enough and there you go. That's all there really is to understand about the hype.

That said I really have enjoying the BWEs and can't wait for release. Not because of hype, but because I like what I've seen and experienced. Do I expect GW2 to make profound difference in my life. No. Do I think its the mmo Messiah? Not at all. Its simply a good game with a lot to offer, and that's all I really need in an mmo.
The norn area is probably the worst example, its much more sedate feeling, as are the stories found there. I might like it more after playing the other areas to the point of wanting that change in pace and atmosphere. We'll see. As for being too easy, I guess it depends on what you're doing. Killing mobs your lvl or lower? Fairly easy. Elite bosses in dynamic events? Much less so. Above your lvl? Much less so.
Your own fault for simply following along. Unless they force you from area to area like FFX/XIII then there's a whole big world for you to play in. Think of rails as the optional easymode, and up your own game.
Its definitely difficult. You not only have to find a game that captures you, you have to able to approach it with fresh eyes. Years of mmos leave you with years of habits and a mentality that will have you playing different games on the same old ways.

One thing that can help is some vicarious "new" ~ playing with someone new to the genre, and letting them take the lead can really help tweak the way you view playing. I know a number of people who, when they started playing with their kids, got a wonderfully new and fun perspective (kids are good for that.)

Otherwise I'd suggest doing things you may not have tried, or doing them in ways that might not be optimal, but change the way you play. It sounds like the real reward you want is new experiences and feelings. Try playing permadeath for a little while in a game that doesn't have it, try limiting skill sets, try writing stories for your characters. If a game has obvious rails, jump the tracks, avoid them and see where you can take yourself outside of that path. These types of activities may not renew the experience for you, but they can help change the way you approach games, both new and old.

I think WvW is something that won't be able to shine until launch, unless you're in a match-up with worlds hosting the larger, more organized guilds and groups. Just a BWE means there's no real commitment to your server, and it's success, not to mention no real grudges or long term goals either. Right now, the less organized players are going for the simplest, most obvious tactic. Give the players time to mature, and for victory to really matter to them, and I think WvW will definitely come into it's own.

My main game is Rift, and I prefer the non-killing activities of exploring/artifacts/harvesting/crafting/AH. Tbh, I think combat is the weakest part of any hotkey game, so I don't play them in a killkillkill way.
From a lot of fond stories and examples posted, a better question would be "does any other mmo offer as much for griefers to do as UO?" Admittedly, it does add another layer to the game, but its also why its fairly unlikely another game will give players all those tools to trick, scam, harass, and abuse eachother. Players pissed where they ate and this is why we can't have nice things.

For exploring worlds while feeling epic I like to listen to Led Zeppelin ~ particularly...


The original Conan OST is also very A+ for a more fantasy theme, also E.S. Posthumus





If the rewards were just titles/costume/fluff that didn't impact stats or gameplay, I would say it's an idea with promise. I would think the thrill/risk/exclusive experience would be more than enough reward for those who chose to take such content on. 

Just saying "we want complexity" is a rather ironic over-simplification. Complexity for the sake of complexity sounds like a terrible idea. Laying out a context and a few tools for potential in-game complexity (be it economy, social structures, world-building) which players can choose to use and build off of, on the otherhand, might be very worthwhile.

Even if getting to max level is easy I honestly can't see myself getting there super quickly. I like to take my time and explore, and I'm happy to get side tracked constantly. Plus the varying personal stories and interesting races will have me making quite a few characters. 

Its like EA saying, "Oh you wanna cry? Well then let me give you something to really cry about."
For me it comes down to play style. When I used to fuss over builds, balance, stats, and efficiency...I pretty much killed immersion for myself. Once I let go of those things, I was able to immerse myself much more easily in most mmorpgs, despite aspects that could be called immersion killers (I use my ~imaaaaaagination~)

I think indie games have gotten a lot of positive attention lately, and do believe that there will be changes from both devs and publishers across the spectrum in reaction to it. Maybe in small ways, hopefully in large ways as well. However, I don't think you're going to see the results immediately. These games take years to develope, good ones at least, and when you say "MMORPG's Today" they're more like the MMO's built from a base of player desires from several years ago. 

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