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All Posts by aesperus

All Posts by aesperus

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5136 posts found

The problem is w/ Blizzard/Activision's approach to their latest games. They take the top game(s) from other popular genres, and then dumb them down / simplify them to be as accessible as possible. It's a model that works if you want something to be popular (which they do), but it's not one that works well if you're trying to have an esport driven game.

HotS isn't a failure for what it was designed to be, but i'd honestly be surprised if it ever gets a decent e-sports presence without changes to the core gameplay. There's just not enough depth to their latest games to keep things interesting, so nobody really cares about those games on a competitive level. They are casual paradises to their core, and that's fine.

If they're trying to have an esports presence they need to go back to their roots w/ StarCraft 2, and start making games that are easy to play (accessible), yet difficult to master (high skill cap) again.

It's absolutely possible, but that doesn't necessarily mean anything.

Many of the older games are still around in one fashion or another, but comparatively few people actually play them still. The one exception being Lineage, which has an insanely large following for how old the game is.

That said, even if you pulled it off, to many gamers it still wouldn't be enough. What constitutes a 'full featured MMORPG' to today's gamer is vastly more than what did back during the inception of MMOs. Many of the features those older games have now were added over time. In the past a lot of MMOs had little more than an open world populated by players and NPCs (mobs), which a few flavor quests sprinkled in here and there and maybe some boss mobs. Anything above that was a bonus. People mostly camped mobs and grinded for exp.

That doesn't really fly anymore. So indie games actually have to do a lot more than what the original MMOs did, indeed ALL new MMOs have to rise above what once was. You can look at some of them (Pathfinder, Chamelot Unchained, Crowfall, etc.) to see that they are trying to deliver the base game+. Adding new features and essentially re-inventing the old.

Originally posted by Grrar87

Ok is it just me or does this game feel like it's not a full finished game? Granted I am new but here are things I noticed as a new player that has me wonder why an expansion is coming out when the game out now doesn't feel done. 

  1. Jeweler doesn't go up to full level like all other crafting 
  2. Legendary weapons, two handed sword has three, but all others only have one when two handed swords arnt even the most used.
  3. Most 5 mans are not skill based but just gear checks its all stack on each other and hope not to die. Whats the point of being ranged if in every 5 man being ranged is pointless? 
  4. No trading you can only use AH or mail
  5. When doing world bosses you must get there  at the same time as your guild or you wont be in the same map. Whats the point of it being a mmo if you can be locked out of a map that your friends are in for being one or two minutes late.
Like I said I am new, but I have played almost  all the MMO's out there and I have to say after all the hype I find the game to be kind of a let down end game. There is a big lacking in most parts outside of it's story. They do the story very well, but SWTOR did it FAR better IMO.
So what is it I am missing that makes this game ready for an expansion, it hardly feels fully done to me. It seems like the lack of damage meter is just to hid the  lack of balance in classes to me.  

No offense, but you are indeed very ignorant about the game. I know you're trying to frame this as a question, but you may want to be careful of how you phrase things, because such a quote treads the line between trolling / baiting / etc. Assuming you are being genuine, here are your errors:

1) Base crafting is 400. ALL crafting professions go to 400 and have been that way since launch. Ascended crafting has been ADDED to the game post-launch, and the professions that apply have had their cap raised to 500. You'll notice that chef is also 400.

2) I'm not sure how this makes a game unfinished (having a couple more options of one weapon type). A LOT of classes use greatswords atm (Warrior, Guardian, Ranger, Mesmer), but they are adding more legendaries for all weapon types, and the game has a lot of skins / effects for all weapon types as well. Some are just more popular than others.

3) This is the biproduct of having 3 years to min/max all the dungeons in the game. All MMOs have this problem, and even in traditional raid games like FFXIV you have bosses that have become essentially tank & spank. I'm not saying that GW2's bosses have the best mechanics (they definitely don't), but dungeons on release were much more of a cluster FK than they are now. If you are indeed new, then start your own bug with the phrases "all welcome / newb friendly" etc. I will be shocked if you actually can get a group to stack properly at below ~3k AP (achievement points). Else, I really have a hard time believing you are actually new to the game.

4) This was a decision made at launch. There are only a few ways in which gold actually leaves the economy (which is very important) and mail / posting fees are a huge part of that.

5) I'm not sure exactly what you're referring to with this. Most world bosses don't need to be done as your guild. There are a couple that need to be 'organized' (Triple Trouble / Tequatl / Vinewraith), but none need a full guild group to complete (and are often PUGed at this point), and that has nothing to do w/ the map lockouts. Maps are capped, and if you're fighting a boss that requires most of a map to be coordinated; logic dictates that you need to get the map populated with the right people as soon as possible. What most people do is a process called 'taxi-ing' which is pulling people into a (formerly) empty map. This has nothing to do w/ a game being finished or not, and other games with instances (which many of them do) have similar problems. The difference is that GW2 is one of the few that has world bosses people actually care about killing.

*** That said, there are a few aspects of the game that are definitely NOT finished. Mainly the personal story / instances, and the final boss fight (Zhaitan). Which are a shame. The rest of the game is kinda what it is. If you don't like it that's completely understandable, but that doesn't make it 'unfinished'.

GW2 has always been a game that functions differently from other MMOs. If you followed the hype expecting to play 'the next WoW' or another new MMO that plays like the old ones, you went in blindly and for the wrong reasons. GW2 is a game for people who don't like the core mechanics of most MMOs, and wanted something different.

Originally posted by FuryV

Hey Ikeda.

To be honest the same will probably happen with me but I just figured I'd give 'em a shot as I've got nothing else worth playing at the moment.

On that note, are there any MOBAs out there where I can pick a character and keep them levelled & geared up, just like an MMO?  I keep reading that once you build up your character during a match and get them loads of gear that once the match ends, they just reset.  I'm just looking for something a bit more persistent.

There are persistant things like skins / achievements / etc. But the characters themselves don't really do that. The closest thing to that (that I know of thus far) is either going to be DotA2 (you can find cosmetic 'gear' to wear on your characters), or TOME (which I'm not even sure how many people still play, but you learn better and better traits for characters the more you play).

That said, if you're playing these games like a crunch for MMOs, you are looking in the wrong ditch. MOBAs are more like a team-sport, not an MMO. A lot of work's been done to help hide this fact, but it's part of the core gameplay. You should think of MOBAs as more like a game of chess with michael bay explosions. If you are still interested in MOBAs, here's how the main ones break down for ya:


Heroes of the Storm: (lowest skill cap / most casual of the MOBAs). Not a bad game for beginners.

HotS is basically a MOBA for people who want to play MOBAs (because they are popular I guess), but don't actually like the gameplay, nor want to be bothered by things like strategy, pacing, or tactics. Nearly all of these things have been removed from the game, in favor of limited objectives, and primarily constant fighting. Objectives push themselves in a lot of ways, and everything is shares (making economy control barely a factor in this game).

If you don't like to think about what you are doing, this is probably the MOBA for you. It's bite-sized fun. Though don't be fooled, the community can be just as toxic (if not worse) than in some of the other MOBAs.

Smite: (High mechanical skill cap / lower lvl of overall strategy, favors intelligent use of skill-shots). Good game for beginners.

SMITE: is probably the MOBA that feels closest to an MMO. It has the 3rd party perspective (which actually does make a huge difference in terms of how the game feels / plays), and it has a variety of different game modes. You can start at some of the more basic ones (arena / assault) and work your way up to the more competitive ones if you so choose.

League of Legends: (The middle ground of the MMO genre. Highly popular, decent mixup of skill and strategy). Good for beginners.

LOL: While League of Legends isn't my personal favorite for this genre, it often gets a worse rap than it probably warrants. Mostly due to it's community, which is honestly a mixed back. What often gets left unsaid, is that few other MOBAs have better communities, and Riot's done a lot of work to try and improve / shelter players from the bad parts of the community. I would place it about on par with Smite in terms of accessibility, though you will need to learn a larger amount of items in LOL.

DotA2: (highest skill cap, most difficult to play, most competitive amongst players). Would not recommend for beginners.

This game is technically one of the better MOBAs on the market, but it is by far the least accessible. It's a great game, but not for the faint of heart, or those who don't like harsh challenges. You will get destroyed a lot before you understand what's actually happening.

**** TLDR;

MOBAs are games of strategy, that should be approached from the same mindset. If you aren't actually looking for a game you'd want to improve / get better at, and don't want to deal with the growingpains of learning new mechanics; then avoid this genre, it's not for you.


I'm not going to say people don't do this (i've definitely caught a few on this site in the past).

However, be careful of assumptions; especially when based on perceptions. I used to work with a guy (who may actually be some sort of vampire, hard to say), but I could've sworn the guy was 20something. Everyone else apprently thought so too. I just recently found out he's actually 53. No idea how he does it, especially in this industry (long hours, high stress), but there are a lot of things that trick our perception when it comes to the senses.

Just because the guy looks 20 doesn't mean he actually is.

Must be a slow day for staff. Maybe they should start covering other things.

Simple answer is "No".

Lvl grinding is a flawed design mechanic. One that some of us (and it sounds like you the OP) have grown accustomed to. The reason so many games have expedited the lvling process is because it's a system w/ diminishing returns. The more games you grind out lvls, the more that system loses it's appeal. You may not have gotten to that point yet personally, but most gamers have. Long tedious grinds are only enjoyable when they don't feel that way. When it feels more like a challenge than a chore.

Unfortuantely, even for some of those older games that I had a lot of fun it, that feeling is mostly an illusion born of circumstance.

The best thing u can do is to learn to detach yourself from the lvling process. Because for all intents & purposes, it is actually 100% unnecessary with these games. It's a system that was adopted to generate game addiction, and not one that makes the games themselves better. Indeed there are a number of good MMOs that would be a lot better if they weren't based around a linear lvling system.

You don't need lvls to have progression in a game.

Originally posted by Axehilt
Originally posted by delete5230

 Marketing is not just advertisement of a product anymore, it's about what they can get away with in not informing the public.......The best example is leaving negative aspects out. Important facts that may harm sales if consumers realize something is implemented or un-implemented.

You are wrong.

  1. Advertising is exactly like it's always been.  It's trying to sell you something.
  2. Advertising doesn't includes negatives (unless forced to.)  It's trying to sell you something.
The only thing that's changed here is you're perhaps less naive than before.  The last bit of naivety to get rid of would be the assumption that the world has changed instead of you.

The irony of all this is that when companies have tried to be 100% honest w/ customers in the past, it nearly always ends badly for both the company AND the consumer.

You're waaay overthinking things OP.

The primary reason MMOs are failing has nothing to do w/ credibility. We've actually had more solid MMOs in recent years than we have had in the past. The reason MMOs are failing, is because they are designed around the idea of playing the same game for endless amounts of hours.

Gamers just don't play that way anymore. People hop games constantly. The market is extremely saturated, so there are tons of games to choose from at any given time. And people take advantage of this. The days of only having a few games to play, and sticking with the one you like most are gone. We now live in an environment where there are many games to look at / look forward to. Heck, this passed E3 put close to a dozen new games on my radar (though, i guess technically one of them's a remake of an old one). MMO's just can't compete with that. Even the star game (WoW), is still majorily populated by people who pay the subscriptions out of habit, and hop in every so often or when a new xpac comes out.

- As for the whole dishonesty thing, you're looking at dev's like they're one person. In most cases they aren't (even most indie studios have multiple entities). A common misunderstanding gamers have is separating marketting / publishing, from development / design. The hype, the spin, the trailers, that's all marketing. The deadlines, pushing things out before they're ready, or releasing things in a buggy state, that's often on the publishers (they enforce the deadlines and manage the money). The devs are the poor guys working 10-20 hours a day behind a computer. Testing, tweaking, and re-tweaking features of a game as fast as possible to meet deadlines that keep getting shorter.

Can there be dishonest devs? Absolutely. And there have been a few infamous cases. However the amount of devs that behave that way are greatly over-exaggerated. They are the exception, not the rule.

Originally posted by Arthasm
Is there any new world boss added into game?

Depends on when you last played the game.

Triple Trouble

Tequatl (the fight was re-designed)

Vinewraith (Silver Wastes mega-event w/ a series of world bosses linked)

Drytop (a precursor map to Silverwastes that has a number of bosses in it, though it's usually tough to find people to defeat the sand giant)

Out of the above the top 3 are the most interesting. Drytop seems like it was more of an experiment on map design, and less so on boss mechanics.

Originally posted by SBFord

The balance of power between players and world bosses has shifted once again!  We’ve become so good at killing these monsters that they needed an HP boost!  But is it too much and does it actually make these encounters more of a challenge?

Read more of David North's Guild Wars 2: Is Adding More HP to World Bosses Enough?.

Honestly I think this article is a bit misled.

This round (and I specifically mean ONLY this round) of balancing is not supposed to be a final solution. It's merely an adjustment to make up for the massive amount of damage that was being capped from players previously. For anyone who is confused / doesn't know what happened, they recently just effectively lifted the condition damage cap.

Before, condition damage was capped at around as much damage as 1-3 people could pump out. Meaning that for large encounters, condition damage was almost useless.

Now, people can actually do condition damage builds and do a TON of damage. we're talk a millions of damage previously kept out of these fights. So yes, they actually did need to increase the HP pools of world bosses, because some of them were literally dying in seconds after spawning.

Normally I would agree that increasing HP pools is a horrible solution to 'difficulty', but this is not one of those cases. This is one of the only cases I've seen where it's actually a necessity.

- That said, we've seen that Anet is attempting to move away from that. They've been adding a number of new boss mechanics, new combat mechanics, and new challenges to offer difficulty that's more than just a more durable punching bag. This recent boss change was a specific adjustment to deal with a specific patch, and should probably be treated as such, instead of a sweeping statement about boss balancing.

This poll is way too simplistic.

You may as well be comparing the witcher series of chrono trigger. All good games, all within (roughly) the same genre, but completely different styles, gameplay, and mechanics.

I like both on the whole, but Final Fantasy has had more than double the number of games as the Elder Scrolls franchise. And out of those numerous additional titles, many of them suck. However there are enough good ones to overlook those. Similar to the Star Wars franchise, most of those games suck (roughly half of them), but there are so many games (in bulk) that there are a good amount of them that are actually good.

Elder Scrolls on the other hand, is mostly good games, but not as many. They are also more action based, whereas FF is more of a traditional JRPG franchise.

I'm not sure exactly what point you're trying to make.

There's a number of ways they're handling invites for the stress test (not just that random 3rd party site).

Tbh, the whole point of a stress test is to cram an area / system with as many players as you need to see how stable it is. Pooling from multiple sources is generally a good method of doing so, so I'm not sure where the implied 'comical screwup' is.

The simple truth is that there hasn't been 'actual' pay2win games in years. The last 2 made were Allods, and (arguably) Planetside 2. Infact ever since the term was coined (roughly a decade ago, when it actually was a problem), the number of games that employ such design have almost completely died out. Most of which no one really plays.

Simply put, the term 'pay2win' (and good god have there been way too many threads on this dead horse of a topic), has been so overused and misused that the term is now basically meaningless.

Pay2win used to mean 'buying power'. Paying for things that gave you a distinct power advantage over other characters who didn't pay (i.e. better gear). Today, 'Pay2win' means the game has a cashshop. Plain and simple.

It has nothing to do with pay-gated power creep, and everything to do with whether or not a game asked you for money in any way that isn't a subscription fee. Because, for some reason, people are convinced that subscriptions guaruntee quality, and are the only viable way to run a game. Even in the midst of countless examples to the contrary.

Originally posted by azzamasin
Originally posted by syntax42
Originally posted by azzamasin
Originally posted by Robokapp

MOBAs won't replace MMOs anymore than shooters will replace city-building games.

Sorry to burst your precious bubble but MOBA's have been more populated then MMO's for a while now.  MMO's are the worst genre by the numbers and it is only going to get worse.

Care to back up your wild claims with some reliable sources?

All one needs to look at is twitch and other sites where popularity of games are measured via numbers, either viewership or players logged.  MMO's have WoW.  Nothing else comes close.  Whereas MOBA's have League, DOTA2, Heroes, HoN etc.

Actually no. Twitch cannot, and never has been used as a reliable source for a game's popularity. It's long since been proven that viewership =/= player numbers, as there are quite a few streamers that pull in insane viewers regardless of what they are doing (they could be streaming sonic adventures to 300,000 viewers, it does not mean that that game has 300,000 players).

A cursory glance at the top games, combined with a brief google search of their current populations illustrates this quite clearly. While there are certain outliers (like League of Legends) that people try to use to prove the rule, that's not how statistics work. Unless you don't actually care about the info, and are just looking for numbers that you feel can be used to prove your own assumptions.

Last I checked, the primary guy working on SAB was one of their best designers inhouse. It's not the least surprising they'd want him working on core stuff for the expansion given that HoT is coming out soon and they need it to do well. Simply put, it sounds as they they are pooling their best assets (artists / programmers / etc.) to focus on Heart of Thornes, and once the dust settles a bit they'll probably get some time to go back to some of those side projects.

However, given the complications HoT is currently having, it could very well be a year after the xpac until we see another SAB return.

It is kind of a shame though, SAB was easily my fav minigame within GW2.

Originally posted by Viper482
I refuse to pre-order until they fix the class balance they just completely destroyed with the last patch. Arenanet is full of f'ing idiots.

Some things are out of wack, but the balance doesn't seem nearly as screwed as a lot of people seem to be making it out to be. I'm not getting completely annihilated in sPvP by conditions, WvW is about the same (but with a new form of cheese), World Bosses are a bit easier, but everything else is basically the same.

It just means that older builds aren't as good anymore, new builds are better, and people are still learning to adapt to conditions actually being useful again.

Originally posted by Vixgame
Originally posted by aesperus

There's a lot of feature creation / adjustments being made for this; much more than just additional content. Which makes it overall a more complex product to deliver, but unfortunately it's difficulty that won't get appreciated by the average gamer.

Piss poor excuse for saying Anet has to find a way for characters to progress, since they never had a plan at launch. I guess we should be sympathetic, though? Maybe two and a half years ago. However, Anet is finally realizing the collective patience of the playerbase has run out. It's time our wallets do the talking.

It's not an excuse for anything, it's simply how they chose to design their game. Love it, hate it, or just think it's meh.

The status quo of MMO has seen its shelf-life, and it's running out. It's the reason games like Wildstar aren't doing so hot, because there are diminishing returns on that kind of progression.

Anet has been doing things differently with GW2 since the start, that IS their plan. They are trying to make an MMO based on a different set of rules. To a large degree they've accomplished this, though not everyone likes this style of MMO.

- They've definitely made a good amount of mistakes and errors, but tbh that's the price you pay when trying to innovate. It's more risky, has more complications, and we've seen that w/ GW2. Luckily they have been working on fixing a lot of those errors, whereas many other companies would've wrote it off as a learning experience and simply made a new game.

As for character progression, they're using ideas that are staples of some of the most well known, well designed video games in history. They weren't piss poor in megaman, or zelda, or metroid, or castlevania. So why are they automatically terrible when applied to an MMO?

Originally posted by DMKano

I honestly don't know what level character I have - it was max level during launch month which was the last time I logged in. My experience is what the scaling was like when ga!e launched - I have no clue what changes were done afterwards.

I remember hitting max level in 3 weeks and then PvPing at max level with my guild for another week and then I never played again.

The thing is, you're never actually weaker when downscaled. If anything you're actually a bit stronger, because you have access to more tools (skills / traits) than someone does who is actually at that lvl. Furthermore (though it seems to have gotten tweaked in the latest patch) it was only the highest end gear that skewed the power curve (again, making you stronger than normal, not weaker), because exotic / ascended gear gave you stats higher than what would be available for someone at that lvl.

That said, everything else is completely subjective. The game having lvls at all is  essentially a smokescreen, because the game really doesn't need to have them. They are literally only there to give a false sense of progression (for the gamers that insist on needing lvls to 'feel stronger'). When you get downscaled in the game (and this was true at launch), you're not actually getting weaker at all. The numbers may not seem as flashy, but if you're 1 shotting 80s, you'll still be 1 shotting lvl 10s. But instead of doing 3k dmg on a 2700 hp mob, you'll be doing 300 dmg on a 270hp mob.

Originally posted by DMKano

Ah thanks for clarifying this - the last time I logged into the game was the launch month, so I have no clue what changes were done in the last couple of years.

There's been a lot of QOL and systems improvements over the years, but the base gameplay is more or less the same.


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