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All Posts by NaughtyP

All Posts by NaughtyP

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785 posts found
The game sounds neat, but I don't know if it is for me. It's hard to tell how far along they are too.

A couple of bounty hunters in SWG tracked and attacked me relentlessly. Hated that a lot, but it was surprisingly fun at the same time. Kinda weird how that works. DeathWatch Bunker felt a bit like torture to me lol. Those damn droids, ugh!

Vanilla WoW Scholomance was basically a disaster waiting to happen with my regular group because of the fear, but also hilarious now that I look back on it.

I'm as excited about upcoming MMOs as I am about Call of Duty games. Snorefests.

Whoa whoa whoa, hold on a second. How late at night are we talking here because my co-worker is always late and I'm thinking she's your partner in crime.

One thing indie titles do is push forward innovation. Even if the game fails, some ideas are really really really good. The developers are usually a little more free to take risks in indie titles whereas a larger company will just follow the trends of what is currently popular. If you take out indie titles, innovation would probably slow down quite a bit in the genre. That's how I feel anyways.

I've never been happier than now as a gamer... simply because I am not playing low quality  MMORPGs anymore. I can find loads of indie, emulated, single-player, multi-player, FPS, MOBA and even mobile games that are far more fun than current MMORPGs.

I really did enjoy MMORPGs, but the genre is no longer worth the time, money and effort because good quality gaming simply isn't as common as it is in other genres.

A unique experience that makes each login a new adventure. I don't want to know all the answers to all the questions in an MMORPG anymore. I don't even want to know the questions! Give me a damn surprise already.

I wish someone had the courage to forget the label MMORPG and make a game that isn't about levels, scripts, phat lewts and all the other things weighing down the genre. Just forget those things. Make a game without those preconceived notions of what an MMORPG "requires". Don't refine, do redefine.

I know it sounds idealistic, but I don't see the point of remaking the same experience over and over.

Originally posted by Loktofeit
Originally posted by Tibernicuspa
Originally posted by Tibernicuspa
You guys seem to have this weird faith in publishers. You say "If the market existed, thered be a game for it" as if Publisher understood the market. IF publishers understood MMOs, we wouldn't have the massive commercial failures that almost every AAA MMO has seen over the last 8 years.


In this day and age, a publisher isn't really necessary for most MMOs, especially a niche one. 

That's immaterial, though, as no one is putting blind faith in publishers. However it's a pretty damn good bet that they have done a lot deeper research and have far more reliable numbers at their disposal than those who are here waggling fingers at them. Right?

This is true, but the MMO market seems to be the most unpredictable market out there. Games like EVE were proclaimed DOA while the SWTOR's of the world garnered miraculous ratings out of the gate. Look at where they are now.

Numbers are great. I really believe that. But I also believe the MMO market has changed so much in just 10-12 years that trying to pick a winner is impossible. We went from 500k subs being considered awesome to WoW taking the crown at 12-ish million subs to F2P saturating the market and greatly changing the numbers game since a "paying customer" is no longer the only type of customer you have. I would say it gets a lot more challenging to predict success when you have different tiers of customers paying different dollar amounts in a variety of countries.

I think I would enjoy a game that was mostly about adventure and exploration and everything being badass from the start (enemies included). Not exactly what OP described, but could still work.

But I also recognize a lot of people don't want anything close to that. They want levels or progression of some kind from easy to hard. Maybe the human brain craves things like order, progression, strict rules, min/maxing and so on. I don't really know. For myself, I used to be into that. Now I'm kinda done with those mechanics and I just crave a cool experience first and foremost.

Why do other people buy stuff that won't last? I really don't know. Maybe they like 30 days in a game. I don't care. I see some good potential in sandbox-esque MMOs in the next 1-3 years. That has me optimistic. Worst case scenario I just continue with coop/single player games which are improving for the most part.

Well, I play both PC and console so I don't really care... but the major problem is that he is wrong about some things. For example, piracy being a PC issue only. Am I the only person who knew of people pirating Dreamcast, PSX/PS2 and XBox games? I kinda doubt it. Pirating will happen no matter how many security features you throw into the mix. And if they can't pirate and play on the original system, people will rip it, reverse-engineer it, and emulate it on a PC a year or two later.

Consoles have their own set of hurdles. Everyone knows that when generation 1 consoles get released they will probably break (red ring, overheating, etc.) in 6 months and systems will launch with 15-20 titles, most of which are simply built so that developers can get their feet wet. You probably won't be seeing the next TES installment on any launch days. You will see the crap titles though which will be $14.99 at Wal-Mart 6 months later while still stalking the Bethesda forums hoping for a nibble on a release date for a game that doesn't suck. PC gamers don't really have to deal with this. The PC gaming market doesn't have to wait on next-gen hardware... because it's up to the consumer to go out and get it, not wait on the console manufacturer to add another 4GB of RAM to their next system.

I doubt there will be a day when one gaming platform destroys another. If anyone does do it, it will be Steam and their projects which have the potential to bridge the PC/Console experience more than anyone out there thus far.
Originally posted by Arglebargle
Originally posted by nariusseldon
Originally posted by Miblet
Then again could you imagine a game now that would have camps respected at all if everything wasn't instanced?


That is the beauty of instanced gameplay. You don't have to wait, you don't have to count on respect of anyone, and you don't have to respect anyone.

Hence, i won't play open dungeons games with any camping.


While some may not care for instances in games, it was a solution to these sorts of problems.   There  were numerous camping problems and I am sure that developers everywhere would love to hear of other, achieveable, solutions.


It was one of the many issues with the 'old school' games that lead to me avoiding them.   The bad outweighed the good imo.

The one thing that hasn't changed in 10-15 years is gamers' obsession with having exclusive or rare loot. That's one thing I would have hoped would have disappeared (or at least decreased) by now. You wouldn't need to worry about instancing, spawn camping or general asshattery if a game had more to offer than another +2 upgrade to dexterity in the latest dungeon that be released.

"If your reticle is clearly on one target but your target-aid is on another target, you will still hit the target your reticle is on."

Sounds great on paper, but in the case of one enemy targetted directly behind another, this could be confusing. Technically the reticle is in the right spot, so who gets hit? The untargetted one in front or the targetted one in behind?

"In the case of monsters that are closely stacked on each other, the one you have ‘selected’ is the one your attacks will hit."

This makes it sound like the one in behind would get hit, which now makes me think enemies might not be solid. Is this true?

This system sounds a bit... awkward.

I find being funneled towards formal grouping more destructive than productive. I don't really know why, but I hate the idea of being told the "correct" order to play a game. Level 1-Max solo, small group content, big group content, burnout, repeat. That's not a game, it's a formula.

Just make fun, exciting stuff in the game and I'll find a group to enjoy it with. The more you force me into a pattern of play, the more I shall resist!!!

I guess CoH/CoV. I never really gave it enough time I think. I did enjoy it for a short period and I probably should have stuck with it at least a little while longer.
Having the courage to post on the forums... one of the most high level zones on the Internet. It's impossible to dump aggro around here.

I have a million times more respect for a company that makes the game they want to make than the company that wants to pander to "everyone".

I have no interest in a hardcore spaceship MMO like EVE. None at all. But I respect what CCP has done probably more than any other MMO developer out there. They made the game they wanted, they grew it and as far as I know people that play it really enjoy it for what it is.

If more companies made games that do a few things very well instead of doing many things half-assed, the MMORPG genre would (at the very least) be far more interesting than it is right now.

Personal story in MMORPGS... the least cost-effective content in all of gaming! VO! Animations and cut scenes galore! Super easy so anyone can breeze through it! It's the last thing a developer should want to create. Having to sink loads of resources and staff into something that can be completed fast and easy. Imo, they would be better off investing that money into interesting game systems with high replay value than something that seems like a big "one and done". It's a surefire way to sell lots of boxes and retain no subscribers... which quite honestly could be the goal in some cases lol.

"What goes up, must come down."

I would say most older players I've met don't want casual games, they want thought-provoking ones. So I have no idea who you are talking to... sorry?
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