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All Posts by rissies

All Posts by rissies

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156 posts found
Originally posted by Theocritus
Originally posted by Istavaan

It is still in its essence a dungeon grinder/raiding mmo like 90% of the mmo's out there, and the quest chain system is enough to drive a man insane.

      THe quest system was my biggest beef with the game also....It just feels so generic.

Today they're putting Instant Adventures in lower level zones with the 1.9 patch, so while the original questing is there, alternatives are available as well for those leveling. It may not solve all quest woes, but it's a tangible step in the right direction.

Which, in a nutshell, is why I think people keep coming back to Rift. Trion listens, learns, and steadily implements thoughtful changes that better the game without rocking the boat too fast, too hard. 

I've stuck with one mmorpg for over the past year, resubbed for another year, and enjoy the constant content updates it recieves. A large one is coming tomorrow and I'm excited for it! I've also tested the waters of a few others, and come out fairly pleased with the ones that I felt mattered. So remember that you're just speaking for yourself, your opinions, and not the actual games nor the majority of the players. 

But in answer to OP ~ I think the people who get hyped on a game and then walk away dissappointed are generally those who are searching for something very specific, and very personal to themselves. Sometimes it's just an engaging craftin system, or a lore that makes them think. Sometimes it's a race that charms them. Sometimes it's something very intangible, and difficult, like a game that makes them feel like it's their first time becoming part of an online world with thousands of other players. Some people just want their mmo virginity back. 

For myself, I'm willing to at least try out any mmo thats looks fun/interesting. I know very well what I like in a game and what I don't, and often use betas/trial periods to truly determine if do want/do not want  ~ so all hype does is make me aware of the game itself. It's out there, it exists, hurray. It's not a bad thing, it's just good marketing. MMOs rarely get worse after launch. Especially right after launch. It's a genre where what you buy and play expands and improves over time. (I know there's been some tragic exceptions.) 

So, in my personal opinion, the main issue with hype followed by profound dissappointment to be with the people buying into it to the point where they get butthurt over a game not living up to their hopes and dreams by either having unrealistic expectations that they didn't research or test out prior to purchase/commitment, or simply not fully understanding what they really want out of an mmorpg. 

I think the tone of the starting areas differs a lot, so while I'd agree that the norn area seemed very light, the charr was distinctly less so, with the human area a bit inbetween (world stuff was more light, personal story more serious through politics and choose-who-dies scenarios)
Yeah the fps issue made the betas pretty much unplayable for myself and several friends. And tsw fills a niche we love too, so that was disappointing. Nothing I saw ingame merited that much demand on my system. I hope it doesn't tank, and becomes a bit more accessible after launch.
First ten levels tell me if I want to try the next ten levels.

As someone who likes lore and rp, I'm actually pretty charmed by the "glimpse into an alternate world" aspect. The game already plays around with time and elemental planes, so this isn't that much of a jump. I'll be more sold on it though, if the conflicting ideals of the three factions begin to slip into the regular PVE text and NPCs later, as the game's story progresses. I think it would definitely add a layer of depth to Guardians, Defiants, and the concept of Ascended as a whole.


The Wild Cards series would make an amazing super hero MMO

Cool story bro
Just because a game seems like it's on a short set of rails doesn't mean you actually have to follow that path. I like to just do my own thing when it comes to rift, leveling is something that just happened after awhile, not my main goal

I think there is a very vocal portion of players as a whole (not just in this agerange or that) who have gotten pretty lazy and demanding in recent years. Also: larger. Games have improved, a lot. They cater more to player desires. A lot. The novelty of being able to play online with thousands of other folks in the same persistant world has worn off, and the entitlement has set in.

They want challenge, but they want it handed to them on a silver platter and they want to get lots of head pats and prizes for success. They want lore but they don't want to read quest text. They want to be rewarded for everything they do, and they want those rewards to be better than whoever decided to go around doing something else. They don't want to quest. They don't want to grind. They want leveling to be satifying but not fast. Not slow either. They want immense worlds, but they don't want to have to spend lots of time traveling across it.

It goes on. And I know it's kind of typical of the human condition, so on and so forth, but it's frustrating to see so many people so intent on not enjoying the games that they play.

To be honest, in the long run (which MMORPG's are all about) it doesn't matter. Eventually, once the flavour of the month game has settled, and the tourists have either decided to stay or go, all active mmorpgs are in competiton with each other.


Crafting/upgrading that's worthwhile and doesn't punish you to the point where you either have to be buying currency from gold farmers or quite simply a masochist.

Satisfying grind areas.


Basically, I like having a game where I can choose to do things outside of the quest lines, and still enjoy myself.


Also: world updates. Be they events, major patches, or full expansions. Even if I don't like the actual content, these keep a game feeling "alive" and full of possiblities. 




I have never pirated a game, but I find services like steam make me want to buy more games. If I can watch a movie on netflix, then I'll watch it on netflix and not even think of trying to get fully free elsewhere. That's the kind of distribution the entertainment industry needs to focus on in order to survive and thrive, and I think it's pretty reasonable.

I don't feel bad that they need to change. I think it's the universe's reply for the movie and music industry increasing prices by like 50% when they switched to cd's and dvd's...which were cheaper to mass produce than tapes.

Not to mention the hundreds and thousands of mainstream albums with only 3 good songs.

And the crappy sequels.

And re-issues.


I just play games when I can, and to have fun. I don't want things just handed to me, I'm fine with slower progress due to challenge+time required in a game, but I wouldn't go by your definition and call myself hardcore just for that.

I've always assumed a hardcore player was one who defined themselves, both online and irl, through their games and the way they play them. The very strong, firm, yet incredibly varied opinions of such players would mean that any such game would be a niche of a niche. Only capable of appeasing a portion of what appears to be the dwindling pool of truly hardcore players.


Originally posted by joanne71

Aion, Rift, invariably the 'good guys' win with the faction having more people, more playing hours, better gear, and ultimately more fun.

So does it pay off to spite 1/2 of your subscribers?



Not sure about Aion, but Rift's factions are not based on "good" or "evil" but rather on philosophy (should we rely on our gods or our ourselves?) It's not like the games where one faction has the heroes and the otherside has the monsters (though monstrous things are done by each side, creating a lovely moral grey area.) Personally? I like it, since it allows me to identify more closely with the conflict in the game.

I believe the Defiant faction has a bit of a lead over the Gaurdians, but nothing game breaking or leading to a situation that spites 1/2 of the subscribers.

As an RPer I prefer my characters to be adventurers rather than great big heroes in most games. The exception would be games like VIndictus and Dragon Nest, where exploration/role-playing isn't really an option, the story is very linear (you HAVE to be a hero,) but fighting the oncoming hordes of enemies is pretty darn fun anyways.

Survival Horror. Thoroughly atmospheric survival horror. It could be traditional, sci-fi, post-apocalyptic, what-evs. The type of game where you can get better equips or supplies, but nothing that actually makes you feel safe in the enviroment. There is no such thing as OP, unless you're talking about the occaisonal "ohgodohgodohgod" creature that just arrived to have it's way with your face. Which would be, admittedly, a challenge in an MMO environment. But I think it could be done! They could go Silent Hill style, with tons of fog obscuring what's coming at you. It is a horrible abomination that wants to wear your ribs as a hat? Or is it another player, a potential ally that could help you against said creatures? Do you attack or hold? You have decide now, because it looks likes its running right for you.

Death would have to hurt, to the point of equipment loss and de-buffs. PvP would need to be open world (something I don't really like in standard fantasy mmorpgs but think would be important for this kind of game.) Fog could be used to for zoning, and to make things truly awesome, zoning would be random. Youthink you know where you are? Where you're going? Think you're gonna meet up with some friends over yonder and kick some monster business? Well think again, because you just ended up falling into a sewer system of Awful and Pain.

x: Would be pretty niche, because I know that sort of inconvenience turns people off, but I think much of the survival horror crowd would enjoy such an mmo, since we like pain as long as it's the kind of pain that scares the crap out of us.

Gaming forums are best used for alternating between arguments and popcorn.gif, not for making a decision on what game to actually play.

Originally posted by Disatisfied9

In reality, minecraft actually hinders people's creativity, seeing as how the majority of people try to copy other things, which isn't creative at all. (Pokemon Minecraft, Everquest Freeport Minecraft, Reddit Minecraft).


That's not really the game's fault, since it doesn't really force players to copy anything. Both your posts kind of scream "I hate it because it became popular." I'm not a minecraft fangirl, I prefer Terraria mayself (also under the percieved "clone" onus) but I really do think you need to get over it. Games become popular, internet buzz helps this, but it's not a crime to be successful due to effective marketing or even pure, stupid luck.

Originally posted by Murashu
Originally posted by rissies

Solo players should have something to do other than re-roll, at least, if the game itself is advertised as being solo-friendly. Plus...people in groups can usually play the solo-able content as's not like anyone's actually being denied anything by having it in a game.

And solo players can group up if they choose to. If you make the decision not to participate in group content, you are not being denied anything, you made that choice.


Most games have content for all playstyles and I do not believe that is the issue with most of these conversations. It usually comes down to solo players want solo content that gives the same reward as group or raid content.


Yeah, I'm not arguing that there shouldn't be group-only content. At all. Anywhere in my post.


And for me, personally, the reward is the content itself. Equips and such are just a garnish for the gaming experience, at least if said content is worthwhile.

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