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All Posts by aesperus

All Posts by aesperus

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5124 posts found
Originally posted by Requiamer

DE are rare there is no chance you can level from them unless you play only in pvp and hop in pve when someone call you for an event. I saw only 3 or 4 event in the beta week end and played a lot during it, i don't even know how much hearts i made probably over 20.

Also i think a lot of people mix events and hearts, i did mix them myself at the beginning, i think a lot of people think hearts are DE, but it seam that DE and hearts weave sometime, but i'm not sure how, as i said they definitely share the same mechanisms. Also we don't really know yet how much those DE are interacting honestly, our playtime was too short. DE are like super stuff with boss fight or whatever, but the transition between heart and DE is really smooth, there is nothing saying "pause this is a DE now", you realize it once you fight that huge boss or something.

They actually aren't. They may seem rare in the starter zone, but this is only because these inital zones are meant as transition zones, to help ween players off of the traditional themepark quest-grind mentallity.

You're absolutely right about this. Many people do mix up the two. The differences are basically this:

- Hearts behave like frequent, repeating, mini-events that are always visible on the map. They are Anet's way of showing players where to go, without blatantly pointing out all the different events going on (which leaves a lot of room for exploration).

- DEs behave like events that are just happening around you, whether you realize them or not. On the surface they do look like heart quests, without the icon, except they tend to have longer event changes, which vary depending on the number of people involved / as well as the outcome of what the players end up doing through the event.

How these play off each other is that the hearts are placed nearby dynamic events. So the hearts act as beacons, drawing players towards areas that have dynamic events. It is then up to the players to actively look around and see what else might be going on besides the heart quest. Unfortunately a lot of players miss this, or are too impatient to bother trying.

This game isn't about grinding lvls. Plain and simple.

Best way to get exp? By doing a variety of different things constantly. DEs, Hearts, Map completion, crafting, WvW, etc.

- If all you are interested in is grinding out EXP, this will not be a good game for you. Just fyi. There's already been a fair amount of players trying to play this way, and all they succeeded in doing was to miss out on the majority of the content this game has to offer.

Side Note:

This is something a lot of people don't seem to realize, but Hearts are in the game as a guide. They are not meant to be the meat of the game, and this becomes more apparent the higher the zone you quest in. The hearts system was added to the game after early beta feedback, in which players were too confused over DEs and didn't seem to understand the concept of going out and exploring. They wanted to be told where to quest / what to do, and the Hearts are Anet's way of segueing people from the traditional themepark mindset into this new questing system.

Originally posted by Irus
Originally posted by Betaguy

you people are all going to learn the hard way but the way the "Event's" work are like this. I cannot call them dynamic because they are not ever changing.

I see no point arguing over semantics, tbh.

Yeah, they're scripted.

I mean, what do you want, really?

Maybe he wants them to be programmed by magic?

Non-scripted events = player generated content. There is nothing preventing this from happening, but there are also no notifications either.

Sigh... literally, first thing that pops up in google, when you search the word dynamic =

'Characterized by constant change, activity, or progress.'

If you want a more official definition, those aren't hard to find either, but may be more confusing for people who don't have english as their first language. Dynamic has nothing to with 'impact on the world'. That said, there are dynamic events that DO impact the world of GW2.

Will picking berries change which dragons rampage the world? Of course not. But repelling that centaur attack will save that village, outpost, bridge, etc. What happens if you don't? It gets overrun, and you have to take it back. This has been shown multiple times, in many different ways, and is also something I have personally experienced in abundance in GW2.

That said, there is a huge amount of confusion between dynamic events, and heart quests. Dynamic events often DO NOT have an indicator. You have to go out and find them, at best you will get an icon on your map showing an epic mob / enemy that spawned as part of the dynamic event.

Heart quests are something else entirely. The reason they are in the game, is to cater to people who just didn't 'get it' that this type of quest system requires you to go out and look for things yourself. These events were added, due to feedback they got during early beta testing, in which most players were confused because they didn't have any shiny icons telling them what to do. These are not the same as dynamic events, even if some of the heart quests are indeed dynamic.

What I'm curious about are 2 things:

1) What exactly are these people expecting? Are any of their expecations actually ground in reality?

2) Why now? The game hasn't been playable for how long? It's been over a month since the last BWE, and we just now have a new thread about how 'feature X was promised, but Anet clearly lied!' that is based on misinformation at best.

Originally posted by MMOExposed
Not long before the community uses the box sells to compare to sub numbers of other MMO. Also great marketing, since they used that tactic for marketing GUILD WARS 2 which also became a ghost town before the GW2 HoM hype..

Problem is, we have no way of knowing the population retention rate of such a game, similar to how we can't tell it in most non sub games.

How many people brought Socom 4? Now how manynof them still play it? That's the key part.... See what I mean?

Uhm... what!?

GW2 has never been a ghost town. The game isn't even released yet, but the betas are popular. I'm assuming you meant to say GW1? In which case, GW1 has never really been a ghost town either. To this day the game is very popular. It may not have 1mil+ subs, but there's enough people actively playing to keep the content going and enjoyable.

Furthermore, the HoM campaign was more of a way of appeasing fans than marketting for GW2. It did help a bit with both, but when GW2 was first announced (some 7 years ago) a lot of fans weren't happy, because it meant 'no new content for gw1'. This was very quickly rectified not only w/ te HoM expansions, but with regular updates to the first game.

- Yes, it's a lot harder to guage population in a game like GW or GW2, however these games aren't as dependant on massive populations as other games are. It definitely helps, but Anet has always kept in mind that their population will fluctuate a lot, and have made sure to implement mechanics which allow for such large shifts throughout the game's lifespan. GW1 was a really good example of this, and GW2 already has groundwork laid out for this as well.

Originally posted by evolver1972

I see your point, Zylaxx, but I have one issue with it.  I don't understand why people think that something optional in a game ruins immersion.  Like fast travel, mounts would be totally optional.  So some people would use them all of the time and "rush" through the game (although in GW2 it sounds like you'll miss out on "endgame" by rushing through to get to "endgame").  Some people won't use mounts at all and will just walk from place to place.  And some people (like myself) will use mounts or fast travel when they need to get somewhere quickly (or for combat if that option is available) and otherwise will just walk so they can explore.  I don't understand how what other people do affects your personal experience of the game.

All in all, I think lore oriented, combat-able mounts would only serve to enrich the game experience for GW2.  I too like the experience of discovering new areas by exploring, but once I've explored something I usually only need to go through there to get somewhere else.  That's where mounts come in handy.

MMOs are social games, even if they have been designed as more solo experiences lately. Just because a feature is optional doesn't mean it can't, and won't break immersion. If someone can use something, they will, and if people do use something, chances are you're going to see it. With something like a mount, if added, there's the whole issue of benefit / incentive to consider. Adding mounts means there is a fairly strong chance that people will want to use them (because they are cool), and if they provide much benefit at all, they soon become a 'must have'. This can very easily negate the 'optional' nature of the mechanic, and become more of an illusion of choice. (i.e. you have the 'option' of unlocking your weapon skills, however good luck playing the game w/ only a 1Hand sword unlocked).

As for more combat oriented mounts, that could be a really cool idea (treat them more like an environmental object, and less like a permanent speed buff). I'd be all for that, and I think that is more in-line with something Anet could likely implement. They had similar things in GW1 as well. Quite fun.

Originally posted by BadSpock

Maybe have mounts in WvW be something you rent/purchase for X amount of time or Y number of deaths using supply, so you have a whole level of tactical consideration to spending supply on mounts (offense) or on siege (offensive) or counter siege/fortifications (defense)

That would be more in-line with what would work in WvW. I wouldn't be against it, depending on the details. However, I don't think that's what the majority of pro-mount gamers actually want. If Anet did go that route, I'm not sure how much it would really benefit the game, and I'd be surprised if pro-mount fans didn't just use it as yet another excuse to complain.

Look at what happened w/ WAR. Fans pressured them into adding features the game wasn't designed for (ie. pvp servers). They tried to fit it into their game design, and the result was that the fans still weren't happy, and they now had entire servers dedicated to a half-measured mechanic, instead of something the game was built for.

It would be one thing if the game was designed around mounted combat. I actually really like the idea of mounted combat, and mounted sieges. However, if the game isn't designed with that inmind, the chances of it being implemented well are very small. Planetside 2 may be the better option for that type of warfare (even though it's vehicles instead of mounts).

Originally posted by BadSpock

See I think mounts and mounted combat would work perfect for WvW.

Just force a dismount when you enter a structure and no attacking gates/doors from mounts.

But open world roam and large zerg fights, mounted combat would be super awesome.

Obviously mounted combat would have to be more than "moving faster and using new weapons" but would have to include things like an offensive bonus / defensive penalty and/or something like increased power decreased accuracy etc.

Would have to be a tactical consideration.

Mounted should and wouldn't always > on foot.

If that could be added in a way that would make sense, sure. However in WvW, it would absolutely turn the game into a zerg fest. This happened in WAR. It was so easy to mount up and get back to the action that trying to hold out against attackers eventually became pointless. It became easier to just trade keeps, and it turned into a situation where each side would just attack a keep the other wasn't currently defending. It became a game of musical chairs, instead of an epic warzone.

If they found a way to add in mounts in a more balanced way, I'd be more open to the idea. However, I don't think this is what people complaining about mounts actually want. A lot of the people who seem to want mounts want it more for the instant gratification. They want to run faster, break down keep doors quicker, and hate the run back when they die. Completely missing the point that this is precisely why you don't want to die in WvW in the first place.

Originally posted by The_Korrigan

Your "negatives" don't make much sense...

Mounts don't negate waypoints. Waypoints are still faster anyway. And for removing the incentive to explore, are you sure it's not the opposite? We don't talk about flying mounts here of course, only ground mounts.

And for WvW, the solution is simple... just don't allow mounts in that part of the game.

They do if mounts are to have purpose. If they implement mounts without speed bonus' (which they may), then this removes the benefit of having a mount. See, it puts them in a catch 22. Either they implement mounts with no speed boost (which most people don't want) or you cave and give people mounts with a speed boost, that effects the majority of the content you've spent the past 7 years developing. While waypoints may be instant, this doesn't change the fact that having a permanent speed boost severely diminishes the need for waypoints at all. It's no longer difficult to get to that area, because the waypoint is contested. If you don't have that outpost, simply mount up and run passed it.

Whenever you add mounts to an MMO (flying or not), it gives players the ability to blast through your content at a faster rate. It removes pacing elements, and in the case of a game like GW2 (in which a big incentive to continuously partake in events is map travel) it can have consequences beyond the obvious. It makes zones feel smaller, because you can cross larger areas in a faster time. Why this is more prevailant with mounts, rather than waypoints, is that with a waypoint you are instantly in a new spot. It doesn't give you the sensation that you travelled through the content of a zone. With a mount, you feel like you've riden through an entire area while mounted, even if you didn't really see most of the content.

If they do add mounts, I'd be more inclined to expect them as more of a cosmetic thing. Something to show off in town, perhaps. However, having them out in the PvE world would bring a lot more issues than benefits.

Originally posted by The_Korrigan
Originally posted by QuicklyScott

No defined roles for people to play

Since when was it up to the game to define your role? It's up to you to define your character background and role. Games like UO or Skyrim don't even have classes, yet they are better RPGs than most MMORPGs.

A hint: being a "tank", a "healer" or a "DPS" is not (and never was) "Roleplaying".

No loot pregression (I just killed that big boss and got his powerful sword, oh wait, it's the same as one from a sheep?)

Do you really know what a RPG is? Did you even read my previous post? What has this to do with playing a role, aka role playing game?

Downgrading of levels, pointlessness of experience (I have explored the depths of the world, killed dragons, acquired countless XP and power, lets return to my home land and help where I previously was to weak to help out, die bandit.... oh hell, this guy is strong =/)

Seems to me that you have no clue about what Roleplaying game means. You know that a 12 year old kid with a knife can still kill a veteran third dan black belt kung fu master, right? His third dan black belt doesn't make him immune from being backstabbed... if anything, the way GW2 does it is more realistic and therefore encourages Roleplaying more than the batch of WoW clones where you become an immortal god when you have 5 more levels than the content.

I know A-net has produced GW2 like this because they want to innovate, but these changes turn away RPG fans like myself, and presumably the orginal quoted poster.

You are not a RPG fan. You are a grind fan. Nothing wrong with that, and I can understand why people like you wouldn't like GW2, but you are very confused about what a RPG really is. This said, there are plenty of games out there which will satisfy people like you, where gameplay is on rails with fixed progression and the eternal gear carrot. I'm not worried about you finding a game more appropriate to your "conception" of "RPG"... =P

This ^

RPGs used to be about story, lore, characters, and getting lost in a made-up universe.  I guess the new generation of gamers has either forgotten, or never bothered to realize that. I guess I should go put zelda in the counterstrike pile.

.. not this again. Guys, there aren't mounts in the game  for very good design reasons. Would it be a cool feature? Maybe, however it would absolutely screw up the game.

Adding mounts does the following:

- Forces the developers to choose between making mounts pointless (no real advantage), and making their travel system fairly useless.

Waypoints being meaningless does the following: It eliminates the incentive for retaking objectives tied to a waypoint (of which there are A LOT of in the game. Both PvE and WvW), it removes the incentive for people to explore the world and events (as you just skip through it like in most games), and (believe it or not) it would actually make the game world feel 'smaller'. Faster movement means quicker zone travel, and you still have the hard loading screens to deal with.

- In WvW, this makes keep trading the only viable tactic, as reinforcing a keep is far too easy and far too quick. It also severely diminishes the benefits of taking the central keeps, as the waypoint becomes far less important.

The game is designed for you to explore it, and for you to make decisions about where to go / what to fight, as dying can set you back a great distance in addition to the repair cost. Mounts, in order to be a useful feature, eliminates all that, in favor of... well you don't really gain anything for implementing such a feature. It's just a 'nice thing to have'.

Honestly, please no. This is what's wrong with a lot of newer games. They tac on feature X, or Y, or Z because it's 'cool', and not because it makes sense for the game they are making. This is why everyone can't be a good game designer. Designing often means scrapping something you actually like, because it just doesn't work in the context of what you're trying to accomplish.

Originally posted by lizardbones

Yes it is. Unless she has some sort of inside track into what's happening in the servers, she is getting anecdotal information, and then making up additional information to get subscriber numbers. Just because it's "Math" doesn't make it correct. If she really is a mathematician, as in that's her job, she knows this.

This doesn't mean she's wrong, it just means the methods she's using involves making up information to get a number.

They do have an inside track into what's happening in the servers. Any idiot can log in, and see how many players are in each zone for the server. Does it account for every last person? Of course not, but it gets you pretty damned close.

Face it. She's using the numbers provided by the game itself, to generate a report on those same numbers for the game itself. Doesn't get more scientific than that. It's objective data, and math. Unless the majority of players are either always on their ship, or a warzone (which btw has slow Q times most of the time), their numbers are going to reflect the population fairly accurately. As with any averaged data, it's not perfect, but it gives a good ballpark.

Do you honestly think an 'official' report on populations released by EA is going to be more accurate? The saying 'statistics don't lie, but you can lie w/ statistics' comes to mind..

I love the assumption that casual automatically means 'easy'. It doesn't, and this game is a good example of that. As is the first guild wars game. Many people still have a lot of trouble with the first game, and need to look up guides to beat a lot of the content.

This game is casual in the sense that it doesn't require a huge time investment from you. You can play as often or little as you like, and you're skill is what's going to play a large part of how well you do. Furthermore, the game isn't easy. This should already be clear, as we have quite a lot of people who are already complaining about the difficulty.

Does this game require a huge timesink from players to enjoy it? No. And in that sense, yes it's casual.

Is this game easy? So far it's not. People are dying all the time, and there re videos clearly showing differences in skill lvl between players. We haven't even seen the hardest content yet, either.

Originally posted by I_Return

Finito, doesn't quite end the conversation for the lack of depth in the review. So much missing in most mmo reviews and readers never get any information in a review about the end game. Doing a mid level raid is nothing like end game raids, mid level pvp is nothing like end level pvp, ect and so on.


I think your review is incomplete, and it has failed your audience, in my opinion. I personally am not going to be overly excited about the score, cause I'm not playing the game, but  fans will. That is where the trouble lies, cause once that bond is broken between reviewer and fan or readers, it is never resealed.


I don't even play the game and can easily see from here that is is an 8.0 or higher. The ammount of detail and respect to character development makes SWTOR look like a board game.

Honestly, I disagree.

I've played the game, and I think his score is about where it should be. The main problem seems to be how high he rated SWTOR (which I would agree was way too high). This game is basically a solid C. Even on the most populated servers, it's a quest or mob grind. There's not much in the way of PvP atm (even on jagged coast), and it can be hard to find groups to run even the earlier dungeons. A lot of it's issues come down to the simple fact that this game does almost nothing different aside from the combat (which is a lot of fun).

Even with just diablo3 released, the longevity of this game is starting to show. There's been a noticeable drop in players. The game doesn't have many servers to begin w/, and the game is barely a month old. With even more AAA titles coming down the pipe, we can expect to see even more drops in population, and given that TERA is a sub model, I'm not sure how many will want to come back after such a long break.

eek.. the combat in that video looks awful, imho. So far I haven't been impressed by the combat in this game at all. The customization isn't bad, but it doesn't feel particularly good either. I do prefer it to the old talent tree system, though. Maybe the game gets better later, but the only thing I liked about TSW were the non-standard quests that lead you on scavenger hunts around the world. I wish there were more of those, and I really don't like that they still have kill quests like as seen in the video.

I don't think this'll end the WoW clones, but I'm hoping it will put a huge dent in them. WoW clones are easy to make, and we're still seeing them being made. I definitely think they are on their way out, though. However, after GW2 the only other MMO I see that seems like it could be a good follow-up would be Planetside 2. I don't see anything else much different on the horizon.

Originally posted by Istavaan

The OP must be getting paid by some company to write negatively about other mmo's. why else would someone waste that much time writting rubbish for free?

I think he's just hurt over Rift. This isn't the first Rift QQ thread, and I'll be surprised if it's the last by him.

Rift is a good game, and there are 'some' innovations, but it is still very much built off the WoW-model, which is exactly what those articles are talking about. Arrogance or not, I actually agree with what Anet is saying, which is one of the reasons I'm supporting them.

The amount of devs (and fans) alike who either claim innovation or to want innovation, only to do the opposite is rather frustrating. There has been a large amount of stagnation in this genre, and there have been a LOT of threads (on this site alone) talking about that very fact. Heres comes a developer trying to meet those criticisms, and you chastise them for it. Doesn't seem hypocritical at all.

They aren't even saying there has been no innovation either, they are saying there hasn't been nearly enough. They've talked about this in other venues / conferences as well. 'It takes so long to make an MMO, that if you are planning on innovating, you can't just do a new feature here or there. You need to go all in.' Again, I'd have to agree with them on this. They aren't the only studio innovating, but they are the only one taking such a large risk to try and push the genre forward. There are other projects that do look promising, though. Planetside 2 for one looks to be doing things very different. TSW remains to be seen, but so far parts of the game look to be fairly different, which is a nice touch. However, that's it.. really. 1 game and 1 maybe. There haven't been many more mmos in the past that stand out as all that different either. Which is not something that we should be supporting.

Originally posted by loeslein
Originally posted by Silok
Originally posted by Jakard

Welcome to the future of gaming. This sort of thing has to be done to stop cheating and pirating. Better get used to it.

Well that funny cause that doesnt prevent hacking and piracy...

o rly?

Yes, really.

There's only 2 things that can prevent hacking. 1) Keeping your product in a locked room, not connected to the internet.

and 2) creating a product no one gives a shit about.

Neither are particularly good for business. If something is digitally available to the public, it can be hacked. As to whether or not it will get hacked, is a matter of time, interest, and notoriety. Making claims like 'our system guaruntees this product can never get hacked!' is an almost surefire way of getting your product hacked.

It's not getting pirated as quickly as other games, but they are implementing a lot of features consumers don't like in order to achieve this shortterm solution. I think other developers are dealing w/ the piracy issue better tbh.

I don't know what's more hilarious.

The OP, people getting angry about the OP, or haters agreeing w/ the OP. Lol

I know it's the internet, but some satyre is still obvious.

Originally posted by ArChWind

We been working on this since 2004 off and on with a multitude of engine issues and financial issues. I actually quit working on it for almost a year when out of the blue I got this offer last September to make it and set out to round up the team again. Well, the thing fell flat so I was going to shit can it but this new Hero deal makes it sweet again.  :)
As for your friend making a world this size in an evening I can tell you his did not have near the detail because this is 64 - 8K chunks of terrain and the initial 1/8 scale model I use to make these 64 chunks took 27 hours to generate. This world size is equal to Eve Online. At full sprint it takes 3 hours to cross it, 4 hours to run across it and 17 hours to walk it.
I am working on a much smaller scale now but the rest of the game description is real.
This was just to show that there are engines capable of doing massive sized worlds
If you read a few other posts recently about large worlds, you would understand what I was relating.

Wow, sounds like quite a long haul.

I didn't mean to imply that my friend did what you did in a night. I didn't mean that at all. I just meant that having terrain laid out doesn't take that long, and I know some people focus on it, but if budget is an issue (and it sounds like it is), it's something that can be done quickly, and procedurally. His was actually larger, but it was algorythmically generated. It was definitely less detailed up close, especially compared to the areas you built w/ custom grass, tree, & building layouts. I know that's not ideal for a game, especially if you have a specific vision inmind, but it is a route one can take.

The point I was trying to make was more, when you're constrained on game assets, in a genre that is very demanding of assests, it's generally better to shift the focus a bit. Minecraft is a good example of this. The game looks terrible, it's ugly, and there's not a ton of detail there. However, it's an extremely well designed game, and people love it. Pick a focus, screw the graphics, just make it playable and fun. Focus on the gameplay / game design. You'll have a good game, and if it's executed well, people won't care that the graphics aren't good. Some may even like that about it.


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