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All Posts by NagilumSadow

All Posts by NagilumSadow

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297 posts found

Forgive me if I glorify a relatively trivial point in such a dynamic mmorpg, but does anyone else just love the character animations? 


From what I have seen in the videos, they look astonishingly well done.

Originally posted by Jean-Luc_Picard
Originally posted by lugal
I think it will be good if the big publishers leave the genre. Less emphasis on monetization of every aspect and more on gameplay is my hope if the big publishers leave.

You mean, being stuck with pathetic attempts of a game full of bugs and with poor production quality ?

Err no, thanks.


That person is probably talking about independent minds giving rise to original ideas that allow hack companies like blizzard to make billions off of 13 year olds (in mind if not body). I respect any indy company or group that earnestly tries new ideas, I can only imagine that mind that wouldn't respect that (see Qui-gon Jinn for details).



Your Fallen Earth video series is grand. The progression is very interesting.
Originally posted by VengeSunsoar
I liked fallen earth but dint pretend it was a success. It never made any money under icarus and was sold in less than a year for a fraction of The cost and changed to f2p. That's when it started to make money finally and even then extremely low population means extremely low revenue


According to Icarus themselves they build platforms to sell. I never said it was highly successful, but I did say it was an excellent indy project.


Originally posted by Kopogero

What's truly saddening is that hundreds if not thousands of game developers out there developed something that failed to take $ from me in the last 5 years. The concept of merging, teamwork and coming together to build something greater is something many coming to realize now.

MMORPG's are the most advanced and complex form of gaming and WOW is just example how they can turn into a billion dollar annual revenue when developed properly that can last for over a decade. So, yes they require a lot of $, but that is why if done right they can return far more.

Blizzard had tons of $ on hand to spend thx to WOW and build many other sequels like Diablo, Star Craft and other games aside, while also spending tons of $ on high end advertising and cinematic trailers as well as make a WOW movie in near future. Bottom line is MMORPG's are not project any indie/small studio should be undertaking.


Kopogero, you make a number of excellent points, but what is your opinion with regard to indy hits like A Tale in the Desert and excellent indy projects like Fallen Earth.


Of course you might find these mmos less than desirable, but they did have their day in the sun -- since that is a pun, I'll go with it. These mmos had their successes and at a fraction of the cost you'd associate with AAA.

Originally posted by craftseeker
Originally posted by NagilumSadow
Originally posted by Robsolf
Originally posted by Tibernicuspa
Originally posted by VengeSunsoar
Let's not forget that both eq and uo were made by big developer/publisher companies. There was nothing indy about them.

They were given budgets and freedom, major difference.

They were run by MUD enthusiasts who the publishers gave a lot of freedom to. Because at the time there was no proven formula.

That, ladies and gentlemen, is called making crap up.

No. That is called being correct.

Nope, not correct at all. Stretching the truth at best, complete fiction if you are feeling uncharitable.  It is kind of like the oft repeated lie that Verant was independent of Sony.


It is certain that you weren't Privy to either.



Originally posted by Robsolf
Originally posted by Tibernicuspa
Originally posted by VengeSunsoar
Let's not forget that both eq and uo were made by big developer/publisher companies. There was nothing indy about them.

They were given budgets and freedom, major difference.

They were run by MUD enthusiasts who the publishers gave a lot of freedom to. Because at the time there was no proven formula.

That, ladies and gentlemen, is called making crap up.


No. That is called being correct.

Originally posted by Flyte27
Originally posted by VengeSunsoar
Hundreds of thousands of people made it to max level. And dungeon running was the norm. Almost half the classes could solo well. Slowly but very doable. Mobs were ask colored with only a few like that dark elf in wc that were really over powered. With only 5-6 abilities there were a lot of afk fights even when soloing unless you had to kite. True you could only really solo blue mobs effectively but that just made it longer and harder.

People quit not because it was hard but because they were bored with essentially doing the same things over and over again (actually the same as today however levels happen faster now so it's bearable to more people). I mean you had only 5-6 abilities total and casters could only cast 8 spells. It was not hard to coordinate that.

Well part of being a nerd in those days was having the determination to fight through things you didn't completely enjoy.  When you did get the goal accomplished it felt all the better for doing it.

The dungeons were a lot more complex and most people couldn't solo in them unless they were about 20 to 30 levels above them (except for the starting low level dungeons). 

If you were in a group generally things were a bit more exciting.  Usually the puller could pull things fairly quickly.  You had to be a lot more on your toes though because of wandering mobs.


People talk about the "nerd-dom" of old-school mmorpgs, but the fact of the matter is you didn't have to techinically play as much. For example with SWG -- too, an mmo as late as the original Dark Fall -- would allow to write fifty+ lines of code that would level one, often more, skills fully. Moreover that macro would often include handling most of the dangerous events in the general environment -- environmental AI tended to be much better.


Though I am grateful to the latter generation of mmorpgs; without them, I would probably never have gotten back into distance hiking. xD

Originally posted by Kefo
Originally posted by NagilumSadow
Originally posted by Styxa


i am searching for a good game to play as a healer. I live playing healers/supporting roles in pve as well as in pvp.


what games can you recommend, are there good games out there that differ from the classic tab target system and tend do be a bit more action oriented?


hope you can help me find something :-)


In PvP, Rift has excellent moments for healers to shine.




Rift is still a tab target healing game unless you count AE heals or something like the chloromancer healing. This was before they made it so everyone can heal so maybe I am talking out my ass though when it comes to rogue or warrior heals


Everyone has their own pet peeves, but I am speaking from my own personal experiences. It's is especially relevant considering Rift is one of the few MMOs worth playing, and that is always helpful.

Originally posted by Styxa


i am searching for a good game to play as a healer. I live playing healers/supporting roles in pve as well as in pvp.


what games can you recommend, are there good games out there that differ from the classic tab target system and tend do be a bit more action oriented?


hope you can help me find something :-)


In PvP, Rift has excellent moments for healers to shine.




Originally posted by VengeSunsoar
What was college level any them? I didn't recall anything remotely difficult about swg at all. My brother was pairing when he was 12and made his own city.


Fellow, I am looking for comments from Americans and Europeans -- people that are in the realm of human endeavor. Why don't you run along and let the queen dissolve your parliament again.

Originally posted by VengeSunsoar
Let's not forget that both eq and uo were made by big developer/publisher companies. There was nothing indy about them.


This is true and a very important point, but they had indy-minded people. I know that sounds like a cop out, but it is really not -- eg. Brad McQuaid, Raph Koster, etc. Without going in to detail, most of these people had a 'MUD' mindset.


It is common knowledge that SWG had many college level elements in the CU, but especially in the pre-cu era. Many other mmos were as well, otherwise I wouldn't have made the statement.

Originally posted by DMKano
Originally posted by knightofblackvalor
With no AAA releases in sight (Besides some eastern releases, but korean games usually turn up with hardcore cash shops.)  it seems like MMORPG's are just getting kickstarted and small indie developers are taking over.  This may be a good thing or bad thing. What do you guys think? (Crossing fingers for Pantheon to be good.)


What a bizarre assessment. 

MMORPGs are not losing anything - because erhm they are not a THING capable of losing something - first of all.

What's happening is *evolution* - MMORPG developers are NOT working on the same 15 year old (gen 1 games) design, they have moved on to newer MMO designs.


Nobody is working on rotary phones anymore - engineers have moved on to cell phones, then smart phones - same thing is happening with game developers they have moved on to *newer* game designs.

I mean put yourself in the shoes of a AAA game developer who's been working on MMORPGs since 1998 (UO, EQ1) - would you want to be making THE SAME DAMN GAME 15 years later  (that has a small but rabid fanbase that likes to make up these threads on forums lol) or would you want to work on something new and fresh? Hello?


A more accurate statement would be - AAA devs are not going to waste time and money developing GEN 1 MMORPGs that cater to a small niche crowd.

Would any sane business invest $50,000,000+ into a game whose target audience is a 100K players?





Not all change is evolution. With the AAA studios, most of the evolution is configned to better ways of seperating people from their money. From my perspective, which is not a populist perspective, much of what has occured over the past 10 years could be categorized as "devolution". For example, about 10 years ago the average mmo was college level fair. Of late the average AAA mmo is little more than regurgitated ("console-tard") interactive television experiances. The effect of the AAA studios is like the effect of Greek Dark Age after the Mycenaean, Achaean Iliad, civilization.


But with all of the indy groups popping up like mushrooms after a rain, maybe "Athenian civilization" is forthcoming?

Originally posted by Setzer
There should be some loyalty reward for people who suffered through launch.


If the name were in accord with the launch, it would probably be something along the line of  "Fork of Pre-Order Hucksterism". On the other hand, it could reflect the squelched dream of of exploration and seeing Vvardenfell with the "Spear of Microcosmic World Map," or possibly, "Hair Shirt of St. Aralor's Railed Themepark".

Originally posted by Charlie.Cheswick
Dump Smed & pick up MacQuaid. It's the only way forward thru the storm.


If that could happen, I would be down for it.

Any grind is too much grind, if my characters need to level from 1-50 still I'm not interested.


If they ever make it 100% skill based, then I'll give it another try.

Who is rooting for this one?


Scratch Everquest Next, I'm playing Pantheon -- assuming, of course, all goes well and it is actually released. Brad McQuaid creating a new mmo? That's all you had to say.


I had more fun watching the Pantheon videos than I did actually playing the Elder Scrolls Online.

Originally posted by Archlyte

If SWTOR was based on an unknown IP it would be long gone.


Excellent point and very true.

Originally posted by SuperDonk

People are still spending money on SimCity? That is exactly the reason EA has never bothered to improve, well that and exclusive contracts.


They can release the worst game that I can remember since Outpost and people are still buying the over-priced crap DLC... Gamers are clearly the problem, not the other way around.


This is yet another example of Uncle Owen's  ineffable powers of logic. You people need his example as though he were Swami Prabhupada.

From 2012:


"When BioWare created Star Wars: The Old Republic, the developer intended for it to be a huge blockbuster MMORPG, with millions of subscribers dutifully paying their fees for years and years. However, BioWare spent most of its money on single player story content, wrapped up in all the worst time-sink tropes that pervade the MMORPG genre. Design elements that players suffer through [...]"

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