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All Posts by ZeGerman

All Posts by ZeGerman

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Originally posted by Viper_One

Originally posted by David North - Author of the article

 

"The player house is actually a more recent feature that’s been appearing in games, and players are eating it up!"

 

No offense but ummmm... no.

 

Player housing has been around for over a decade.  It has been around for so long any reason a developer gives for why it isn't in their product is nothing more than a crutch.

 

As a specific example, Star Wars Galaxies was launched June 26, 2003 and had an open world sandbox of Player Housing - there has never been player housing of its equal since.

 

Other MMO's that actually have housing may be much "prettier" with more options on the inside - but to literally build a player made city with a Mayor, positions of authority, and city specific structures based on "lots" where players could literally walk from house to house down a road instead of simply "instances" of player housing that doesn't affect the landscape of the game one iota... haven't seen anything like it since and therefore has been unmatched in the industry.

 

The only thing that I have seen since that could equal such potential has been EQ Landmark - but I don't really include that because the housing is not in game context "housing" but rather a sandbox creation game.

 

Player housing - simply no excuse not to have them.

 
 
 

You say its pretty in modern mmo's but I have never seen more immersive and intricate homes than in Galaxies.  That being said housing is kinda one of those topics that everyone likes to bring up but 90% of players don't care about.  I hear my friends all the time say "oh and I like that it has player housing" and then their houses are empty except for the hammock and rocketship they give you for digital purchase of the game (Yes i am talking about you wildstar)

Originally posted by rojoArcueid
Originally posted by neosparkk
5.) developers who actually listen and communicate with their players and design content accordingly....

oh they do this, BUT they are game designers so they put their vision of the game in front of everything (as it should be). You want a game that only adds content based on what fanboys say and totally discard the devs ideas? go play something else.

 

Is there a game like that? I have never heard of one.  It would be an interesting experiment to do patches based on user created polls for making a game, and just see how it turned out.  It might be quite entertaining how crazy it gets.

Originally posted by observer

People are against mounts because they are "anti-WoW", and they say respond with, "this isn't WoW! Go play all the other MMO's with mounts!".  It's a silly argument.  If anything, mounts bring more immersion, and waypoints destroy it.  It also looks ridiculous seeing a zerg use Swiftness buffs and switching out traits and skills for extra speed.  Mounts would actually enhance GW2, but the diehard fanatics against them will always keep traveling in GW2 mediocre.

To be honest I think your missing the point.  It isn't about being Anti-WoW its about being against what WoW represents for the MMO world.  You mentioned breaking the immersion and thats the key, GW2 players could give two shits about immersion.  Have you ever seen Role Players in GW2?   I've moved on from GW2 but I respect the niche that it commands in the MMO world of being the best casual (Meant in a good way) MMO.  Lots of people who play GW2 are older and work during the day and don't want to waste 30 minutes of their two hours of leisure time riding around on a kite that flies them half way across pandaria and back.  In GW2 they can log on and hop straight into some fractals are teleport straight to a teq run.

Personally I think mounts fit in to gw2 for cosmetic reasons and they should add them, but I frankly I wouldn't care if they didn't add speed bonus' because that is not what its about in gw2.

Originally posted by Rhoklaw

That's a very easy yes and GW2 is the prime example. From the constant chaotic nature of the dungeon crawls to the even more chaotic nature of the zerg of WvW. Everyone does DPS with minimal heals has turned what used to be more strategic gameplay into FPS meets RPG style action MMO. Don't get me wrong, this non-trinity design wasn't needed in order to make combat more engaging, since TERA kept the trinity system and managed to make what I think is just as much if not more combat oriented combat with the use of aimed targeting system. ESO is another similar game done better than GW2 with trinity and soft targeting combat system.

Probably why GW2 is going on sale right before ESO Unlimited launches because they know ESO being B2P is going to trample their customer base.

 

I think its completely a matter of preference.  I have found far more strategy in high level gw2 play then i have in any non world-first raid wow raid.  Its interesting that you compare GW2 to an FPS or RPG because it is in some ways an accurate annollogy.  Ofcourse both those genres are generaly considered to have far more strategy and tactics than MMORPG's so I find the context of your statement very odd.  

I don't think that a game being a trinity game or not has anything to do with the amount of strategy or tactics involved.  Breaking the trinity was more about not having to be reliant on other people.  In gw2 if you want to do a dungeon or boss you just show up and go in, no waiting or planning involved.  That gives alot of freedom to players that most other MMORPGS don't offer.  Its probably part of the reason why gw2 has a much older population than alot of other MMORPGS.

 

Also GW2 has been going on sale in conjuction with each major expansion announcement which is standard for all games.

Originally posted by Scot
They may be having population issues, but to be fair they have implemented megaservers in the way they should be implemented. WS players have been spared the nightmare of server hopping that happens on the like of Aion.

The idea of a PvE only server for aion is kinda laughable though so they don't really need this.  Aion is a PvP focused game so they really can just make one server for all of NA.

Originally posted by psiic

You guys do realize the generation of gamers who actually have and spend money real money on games is getting older right?

 

When you make games for the X generation, you are making the choice to fail from the start. 

 

In essence you are trying to sell to two generations that think they deserve everything for free, have zero attention span, and are angry before you ever do anything to make them angry.

 

Old gamers like me who actually buy games, piss money away on kickstarters, and generally buy every dlc you can come up with, well we don't play games on ipads and smart phones. 

 

After a lifetime as gamers, most of us are blind as bats and can hardly see to game on a 60 inch screen.

You wanna be a success and make a ton of money? 

Develop a gaming platform for us old blind financially secure gamers that doesn't give us migraines or make us struggle to read.

 

Clash of clans cleary disproves your point as they just reached the 50 million mark in paying customers.  Since the minimum payment is 10 dollars that clearly shows what a large success mobile games can be given the relatively small amount of money they take to develop.  

Mobile games actually appeal more to the real crowd of 30-50 year old gamers because they generally require less time and after spending 10-12 hours working alot of us have no trouble blowing 10 bucks here and there for enjoyment that is fast and simple.

You are reference a crowd of hardcore older gamers and that crowd is not very large.  True its large enough for every everquest game that will ever come out.  But not large enough to delve into the fast simple game market that is mobile gaming. 

There is another crowd that mobile game like this can get that you also forget about and that is the very young crowd like 5-12 years old.  This crowd is not really able in bulk to play large hardcore games as the require too much skill but they also have the advantage that there parents will also throw away 10 bucks here and there to get them out of their hair.

Too often gamers get trapped into this mentality that only games that are right for me are good.  Its a large part of the reason why so little innovation is being done in gaming right now and its refreshing for me to see people changing focus and sending some of that innovation into mobile gaming where it might be more appreciated.

Originally posted by doodphace
Originally posted by Lord.Bachus
Is it a step away from the easy modo?

I dont expect the questing to change, nor do I expect the raiding to change...so essentially it will have "easy" questing, and the raids will range from easy to the hardest they have ever been/the hardest on the market.

That's the reason the game still has 7 mil subs 10 years on, oodles of content for everyone.

I can't disagree more with this statement.  There is nothing about WoW raids that is hard, It is 95% gear and numbers.  If your in a guild that has gear and can get people on team speak running a high level WoW raid is no different from reading a guide.  After the world first figure it out and write the guides this game is not even remotely challenging, thats the nature of hotkey games in our meta-theory gaming age.

Skill and challenge will only come back with a major rethinking of how these things should work.  Wildstar wasn't the answer because its base skill requirement was too high.  The challenge will be to design a low base skill req like WoW while adding the a higher challenge cap.

Originally posted by Flintsteen

How the hell did groupquests end up on that list ???

 

I understand it when a solo storyline end up with a big group quest,  like the personal storyline in GW2 ex.  but in general groupquests are a lot of fun imo.  If you don't like them,  then don't do them.

 

At least change the headline to "mandatory groupquests"  then I might agree. However I don't mind mandatory groupquest to get the keys or get "attuned" to do other types of groupcontent.

Getting the key ex to scarlet monestary was a pretty long quest, even involved a lot of travelling,  but I didn't mind.  Some of the quests back in classic wow involving stratholme and scarlet monestary were grerat.  Thinking especially of the quest to kill ras frostwhisper (not 100% sure that was his name)

Even mandatory groupquesting can be great.  Just keep the quests separated so you know when you pick up a quest it's a groupthing.  And don't tag a groupquest to the end of a personal story or soloquest without giving some warning when you pick up the start-quest.

I think we all understood that to mean when your running your quest line hub to level and sudenly you get one that says kill this elite that takes 5 people to kill.  In games like GW2 where there isn't tagging this isn't so bad but in other games they can be completely immersion breaking especialy a while after launch when you can't get anyone to kill the mob with you.  Its poor design to force people to group once for something and then there is no incentive to do it ever again limiting the number of people willing to help.

Originally posted by SunwolfNC
Originally posted by kinido

Just an FYI - they are doing daily server restarts to flush out the afkers. 

 

What are they doing about the people running into walls to keep from going AFK?

 

This does not work btw.  You still get kicked.  Some tried doing num lock 4 to keep the distance traveled up but dosent work either.

Originally posted by Joriel
Originally posted by Pepeq

 Since you can't merge servers due to the land situation, these folks are going to have to reroll on one of the more populated servers, basically starting over from scratch.

nope... there will be server transfers, so... not from scratch

You will probably be alowed to take the designs with you so you'll just have to find or buy land.  Plus if they are merging servers it will be because players are leaving hence more free land.

Originally posted by CrazKanuk
Originally posted by Vesavius
Originally posted by GameByNight

Seriously though, the difference between trolling and satire is intent. 

 

Yeah? Because I can't actually remember the last time a mod here asked me about my intent before suspending or whatever for alleged trolling.... If they had I would have happily told them I was being 'satirical'.

 

I am so happy this is now MMORPG.com policy, it is a fantastic step forward that we are now going to enter discussions regarding intent before action is taken!

 

I love these arguments. It's like I'm talking to my 5 year-old. Here, I'll settle this the same way. 

 

Yes, Mom and Dad do stay up later than you. Yes, your older brothers do stay up later than you. Why? Because that's what we said. Oh, you don't like it? Too bad, that's our rules and we can change your bedtime to 7:30 if you don't like it. What? That's not fair? Too bad, it's not a democracy. If you're not happy then get out of my house and go get a job. Oh, and while we're at it, yes, Mom and Dad do keep all the best treats for ourselves, once you go to bed, yes we did eat most of your Halloween candy and, yes, we did break your car with the siren on it on purpose. That's just how we roll!

 

Wow somebody doesn't sound like a very good parent.

The day you show me a guild application that actually improves the quality of the guild in the game ill agree with that point.  Successful guilds are made by having people who are good at the game and committed to it first and foremost.  Having a bunch of fun cool people around lets you get by for the first 6 weeks after launch and then collapse as all the hardcore people who got to max level and now are trying to get geared make guilds.  The only kinda of guild restrictions I've seen actualy improve a guild are voice chat restrictions and for pvp guilds rating restrictions.  Making me fill out those bullshit applications about my favorite pass times is about as useful as nipples on a breast plate.
Originally posted by rojoArcueid

hellgate global has been going on for a long time at http://hellgate.t3fun.com

 

i played a few weeks ago and uninstalled, i like the game, but its heavily instanced and the random elite monsters in early areas are imposible to kill without groups, and i rarely see people around to so its instant death all the time.

Don't know that I agree with this unless your talking about the hellgate global content after the content from the original, which i admit I have barely played, then everything is quite solable even in hell mode which you can only access via a glitch of having an old character set to hell difficulty.

Personally I found this to be everything Diablo 2 fans loved about diablo 2 with some slight twists like the view angle and so on.  I tried to get friends to play it with me but the idea of torrenting a game in 6 parts drove them off.  Maybe now that its on steam more people will play it.

Originally posted by Myrdynn
Originally posted by The.agG
Originally posted by Mange1
Originally posted by kellian1
I just hope this doesn't turn into another GW2 with the combat...that would be most disappointing.

Agreed x10.

I loved GW2's combat, it was done well and had good variety. It was also a good change from the tab based lazy combat style. The game being top among the most played MMOs just goes to show how much the people enjoy the game's mechanics which includes the combat.

its among the top cause its B2P.  They still count me and I havent logged in for 2 yrs

 

Even if combat isn't perfect in this game I think the potential from the landmark inclussion will make this game an incredible and long lasting game.  I think its clear from watching their round tables that they want landmark to go in the Warcraft 3 Mod Engine direction.  They want people to make their own games that can be played within EQN.  I am very hopeful that this will lead to interesting new dungeons and raids to run even once you get tired of the main ones. 

The only worry I have is that they will try to integrate landmark into the main game too much, like neverwinter, and end up gimping the user creation tools to make that work, like neverwinter.

Originally posted by Distopia
Originally posted by DMKano

 

Quests in AA are tutorial - they are not the focus of the game AT ALL - they are the weakest part of the game.

A

The devs would beg to differ if they designed enough quests to run you from 1-XX... SOunds more like something someone here said, people thought it sounded good and are running with it now as a defense, like they did with Wildstar and the "for the hardcore only" nonsense...

The game isn't a sandbox it's a sandpark, the themepark elements are as much a part of it as anything else within the game.

The entire leveling experience is a tutorial? what utter BS... I'm sorry but that's laughable. Normal people don't play MMO's for endgame alone. Nor do they play them to race to endgame.

No MMORPG's are truely sandbox the way you mean.  There is always a progression system in RPG's.  That being said I would agree ArcheAge is an sandpark.  On the other hand I think your just biased against the game, Normal people do play MMO's for end game, I mean have you played WoW? its a shit game pre end game.  Same thing with most MMORPG'S.  Also Archeage quests are completely optional after 30 thats what the comment meant by tutorial.  And you can be 30 in like 5-10 hours.  

A very long tutorial yes but I get the idea.  The point is that the game centers around end game sandbox like elements.

Originally posted by Yauchy
Originally posted by Albatroes
Get 30....Not saying the game is great or horrible. Just get 30 or get trolled.

The trolling will happen regardless, but expecting folks in this day and age to hit level 30 before having an impression on a game is...a bit insane (at least to me).

I've gotten to 15 and share some sentiments, but only played for about an hour for the new beta because I logged in and had 10 labor points and about 200+ labor points worth of crap I need to do.  Not having a labor point debate here, just wish all beta accounts were set to patron atm because I can't test anything but combat without playing the waiting game.

Yeah I'm not sure how long you played.  I am a casual MMO player at this point I hit 15 and stopped as well but after only 2 hours of playing.  Didn't grind at all actually read skills and took it slow.  There is a level curve so the game slows considerably later i here but its hard to take such a view as a true reflection on the game.  As most anime viewers will know there are alot of animes that take a couple of episodes to develop because of complicated plots but then they become incredible.

People have been complaining for years about games with no end game, yet they aren't willing to give a game that devoted itself to end game the opportunity to see its end game?  It seems like no matter how much the community pines for something new they don't actually want to give something new a chance.

On other parts of your review I think your complains about the trees not being interwoven enough is because your playing sorc.  From what I understand having read up on the game they wanted sorc's to have a classic mage feel and made the tree be self sufficient so that your other trees are more for support.  Other classes like warriors starting using skills from multiple trees very early on to get combos, which massively increase damage.  That being said if you go magic and occultist at level 15 you are already combining Hell spear and Arc-Lightning for 50% more damage so its all what you make of it.

As for the garden thing when i bought the game I read through the land claiming system and I think that if you pay you get it early but you still get to place stuff at the normal level on a free account.  Which others have told me is 30. Saying you don't want to wait is like saying I quit WoW at level 20 because there were no raids yet.  If you said that the MMO community would just laugh at you.

Originally posted by david361107

first :) I played ESO in beta and loved the look, combat was good enough. Those of us that have yet to purchase are hearing this, no end game, makes us feel like what's the point of putting in the time?

 

Peace

Lascer

For alot of people I talk they don't even get to end game before quitting.  The game is fresh and interesting at first and almost everyone I got beta keys too loved it but as a result the expectations where higher, and we expected that they would keep it fresh and interesting.  Once you rapidly ran out of new skills and styles you only had the story to keep you going.  This got dull fast too as you went into luls.

Ironically games like can struggle more than games like WoW because of how fresh and interesting they are at the begginning.  When you play a WoW-Clone, you walk into the game thinking about the dull boring grind your going to do and are prepared for it.  When you go into games like ESO though they trick you into thinking that leveling will be lots of fun and throw a bunch of cool new concepts at you for the first 10 levels, but then they suddenly stop and your left to grind again making it a much bigger let down than if they had forced you to grind all along.

Originally posted by Ludwik
MMOs are like baseball.

They will be around forever but over the course of the next decade they will be surpassed both in revenue and popularity by newer, fresher genres.

MOBAs have already surpassed MMOs and once Hearthstone finds it's way to mobile devices it too will pass.

We live in a world where free time is divided into short, little increments. 15 minutes here, 30 minutes there, maybe an hour if we're lucky. Asking people to sit in queues, organize raids, grind away on mobs just isn't feasible anymore.

If MMOs want to remain popular, they have to get faster. You login, you hit a button, and you go. No queues, no organization, no research required, no downtime.

I don't entirely agree with your point.  Baseball will always be Baseball and can't magicaly become football.  MMO's can look at games like destiny its about as different from WoW and Rift as you can be.  I think the biggest thing that has hurt recent MMO's is the death of clans for the mythical casual player.  There needs to be more of a focus back on the community and making games that require people to form active and inspired communities.

Whether I play a game for 3 weeks or 6-12 months is almost entirely based upon whether I find my way into a good active community during those three weeks where people are active and participating in the game.  When games make these easy buttons all it does it get you tens of thousands of casual players who quit one month in when the next game comes along. 

Gaming companies are too focused on the pre-order and initial sales numbers, that is not how games like World of Warcraft, Everquest, Gallaxies, Aion or any other successful MMO did it.  They did it by getting a committed community that through their passion for the game caused it to grow to millions over the first few years.

How many of us have been to a game that sold too many copies too quickly to people who quit 3 weeks later?  Its demoralizing you meet people you join them and 3 weeks later they are gone, making your feel less drive to get on and play everyday after your friends have moved on.  It also gives the game the appearance of being dead as zones that were packed early are now sparsly populated. 

Hopefully more medium sized studios can start producing games without the preassure of big development budgets and venture capitalist preasuring for initial sales numbers, because that model clearly does not work for creating the best games.

Originally posted by Keller

GW2 misses community content. You do not need a guild, only a few people on your friendlist and you are good to go.

 

Guildmissions? Just pay attention and you can join any guild for 2 hours, get your tokens and you can leave again. Next week they will even whisper you if you want to join again.

 

WvWvW? Join a zerg and you will rack in your points.

 

Big World Events? Lion Arch will be spammed if they need more hands. Otherwise watch the timer mods and see where the commander tag is on the map.

 

Huge World Events? Okay, these actually require some coordination. Tequatl Hunting Guild is a multi-server endeavour. Not a true guild. You join TS at set times, you will hear what server the party will be and 30 minutes later you will be getting your loot.

 

Small World Events? The dynamic quest hubs? 10 minutes later the hub is under attack again. Whatever you have done (solo) is undone and starts over and over and over.

 

Dungeons & Fractals? Only a few people on your friendlist required.

Completely agree.  They went too far from their roots on this.  Guild wars was a series based around guild and faction PvP and running instances with your guild mates.  Joining multiple guilds was a nice idea but it killed GW as it made no one invested in their guild. 

Its a pipe dream but I wish more games had the level community present in Atlantica Online, where you had guild dungeons, alliance raids, and alliance wars.  Or even Puzzle pirates where the crews and flags are integral to the game. 

Faction based warfare is nice but in the end it does no foster the longevity that smaller communities do.  People are much less willing to leave a game with good small community than a game where you can join up easily with your faction.  No emotional investment makes it easy to jump ship and it is always harder to come back to a game after you have done that.
Originally posted by Siphaed

So, basically no "true" MMORPGs, right?  You've got a listening of hybrids, survivor horror games, single player RPGs, and the winner is a console game that's heavily instanced, heavily limited on many aspects that would even make it an MMORPG in the first place.

 

Congratulations on what seems to be the most pathetic E3 for MMORPGs in...ever? 

 

The games that are clearly missing and will eventually add proper to the genre are going to be Camelot Unchained,  EverQuest Next, The Repopulation,  and a few others [NO!, I will not list ArcheAge because it's just Englishifying an Asian MMO, which has some of the worse combat I've ever seen.  The combat of the game is 3-steps back from what other companies have done.

Or perhaps the genre is changing.  AAA companies seem more willing to do something completely different than a mild change to a rehashed idea.  I think alot of people feel its time for something new.  If destiny can recoup its 500mil production budget and possibly even make money on top of that, then they will probably get their wish.

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