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All Posts by aesperus

All Posts by aesperus

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Nice find! I do agree that some of his info is a bit off. On one of his videos he mentions that Dreaming Bay doesn't have an underwater gate, when it actually does. I also agree with your assessment that 'going ranged + melee build is pretty much the way to do WvW' is a bit of a fallacy. It's decent advice for a newb, though. However, once you know what you are doing, you will (hopefully) realize just how valuable melee actually is. He does allude to this, though, even if he doesn't really go into just how usefull good melee is in WvW (especially when flanking / ninjaing walls, or pushing).

Good guide for beginners, that I hope will open up more people's minds to the possible strategies one can employ in this game.

Originally posted by Serpentar

 


Originally posted by Gardavsshade

Originally posted by Ozmodan People forget this is a business.  It is quite obvious that 38 studios was not run like a business.  400+ employees with only a single player game as an income source equals only one result.  All I can say is what were they thinking?   They were doomed before they started and I do not feel sorry for them.  Why should anyone feel sorry for someone that is doing something in a stupid manner. I do feel sorry for Sanya's company though, they just could not get funding, they were not piling on the employee's in this case.  Money is tight right now and unless you have a rich champion you are on the outside looking in.  


MMO's were a business from day one. A product was made and it was bought by the consumer. Then they paid a monthly fee for continued access to that service provided by that product's company. That is the basics of a business.

If they weren't made that way, then they would all be free and possibly even open source to involve the community more. Ala Saga of Ryzom's move, after which it failed to operate as a business. Yes a good majority of the people in the game development field love their work, but at the end of the day they need some type of monetary compensation to make it through the world just like the business' they work for.

Has it gotten out of hand with the corporate nonsense, yes I'll agree there. But don't project that the original makers of online games were some messiahs gifting us with there games for the low low price of 49.95 and 14.95 a month. Hell there are even some MUD games today that charge a monthly fee.

Both are very true.

I do feel sorry for the employees of 38, because I'm sure that most of them did not see the writing on the wall. Suzie alludes to this a bit in her OP, but doesn't really go into details; however many newbies to game developement go into it with utopian promises (many of which are hammered into their heads during college), which just don't hold up in the real world. It's kind of disgusting how many bambies get slaughtered by this industry.

However, from a management perspective, what 38 did was absolutely idiotic. They had some good ideas, but again, trying to dive in head-first (as a new studio) into an MMO is just asking for failure. The only studio I've seen which seems to do this correctly (albeit we will have to wait until launch to see) would be Anet. While they didn't try and make an MMO right out of the gate, they did lay the groundwork for one with the original game, and set aside some of the profit to fund the 2nd. 38 didn't do this at all. I think it was TB that stated this, but 'the two most expensive games you can make are an MMO and a 100+ hour RPG, and 38 studios tried to do both as their first project'.

I really wish newer developers would start small, work on solid game mechanics first, before they dive into a game that demands an insane amount of content just to stay afloat. MMOs are definitely a business, and everything about them requires them to be. MMOs live or die by how healthy their playerbases are. Even an excellent MMO isn't the same with a small population. Because of this simple truth, MMOs have to make sure they keep that in mind, and are strucuring their games to hold on to a healthy amount of people for a prolonged period of time.

Again, I feel bad for the employees, but I really hope situations like these open the eyes of more developers. We need more developers who know how to run a game production smoothly, manage their funds intelligently, and to stop trying to emulate the same game with the pipedream of achieving the same success. It doesn't work.

Originally posted by Satarious
Originally posted by 3-4thElf
Originally posted by Satarious

To me, the definition of Open World PvP is simple:  Large scale warfare.  You definitely don't get that in those dinky little "structured" scenario matches.

BTW, anybody know if Anet specified a specific cap that can enter WvW per realm?

For WvW you can be any level.

I meant cap is in the total number of people that can enter from each realm.

There is a server cap, I believe it's still being tweaked though. The cap is a few hundred per server, though, last i checked. And this is per zone (there are 4 zones), so there's quite a lot of room for players.

Hmmm could be interesting. Will keep an eye on this one, but I honestly don't have high expectations (even though I like what Trion's been doing w/ rift). I just haven't seen enough yet to get excited about. Hopefully they'll release more vids with actual gameplay instead of choice-edited ingame clips. I'm also a bit skeptical as to how the whole game + mmo idea will pan out. It could be really cool if done well, but it just seems kinda gimmicky to me.

Originally posted by RookofKnight

You could also call your bank and tell them to block any transactions to En Masse or TERA until further notice by yourself.

This ^.

No need to be diplomatic about it. If you don't want to pay them anymore, and their system isn't working, block the transaction.

Hard to say. I always say I'm going to avoid WvW, and always end up eating those words. I do intend to switch things up a bit (and hopefully do less WvW this time around). Seems like that's the best way to enjoy the game imho (not trying to overplay any one feature, and changing things up a lot).

Originally posted by Loke666
Originally posted by lickm3
Originally posted by Kendane

Thats rather arrogant to blame every user. I never bought gold, nor did I fall for any of those painfully obvious philsing emails. I even regularly scan my computer for viruses. Most likely it went to wowwiki(didn't realize it was a bad site, shame on me) and they got in sometime between my virus scans. Most likely, you were just not unlucky,

Don't forget to remind addons with phishing script inside

The thing is that it is often the users fault but far from always and people tend to assume that everyone is a moron just because 90% of the players who got hacked bought gold or were scammed (90% is a guess without any fact to back it up but it is a large percentage).

Diablo 3 will be the mostly hacked game ever since the hackers can sell the stuff for real money within the game. Every hacker in the world would like to get in on that.

If indeed someone with a physical auth got hacked it is very bad news for Blizz.

On the plus side is all your other games safe since they will focus on D3, but be sure to not have the same password for D3 as your MMOs.

That's the thing. This game is basically a wet dream for hackers. You have:

1) One of the most popular games in history

2) Made by a developer who has openly stated that it 'cannot be hacked'

3) Has a system in place for selling items for real money

There have already been multiple accounts of people getting hacked inspite of having authenticators. It's not a majority, but it isn't an isolated incident either. The game is also already being flooded by goldsellers, and there are groups working on private releases already. Basically everything Blizzard promised wouldn't happen is happening.

Another unfortunate bit of reality, is people assume that 'phishing' is the only way that hackers steal accounts, simply because it was the most popular method used in WoW. However, it's simply not true. There are a number of different ways to hijack an account. Some of which can steal your info directly, regardless of how complex your password / authenticator / encryption is. It's simply a falacy to assume that anything is hack proof, and D3 is a prime example of this.

Originally posted by Bardus

It's widely excepted that TOR is the most expensive game ever, but whenever anyone mentions lack of content and features there's always someone that says we can't compare a new game to one that's been live for a lot longer.

My question is does anyone have the production cost and/or life span cost of other games so we can see who really has the most bang for the buck?

Unfortunately no. Every company releases their own figures, and some are more questionable than others. There simply isn't an official figure for TOR publicly available that I know of. There are some ballpark figures, but it's still a best guess.

However, I don't think you really need to know that to get a decent understanding of which games are providing the best 'bang' for their production cost. There's a general understanding of which games are more expensive / less expensive. And it's pretty easy to see how much content each game has to offer. First off, when talking about content, the top runners are going to be themeparks. They live or die by the amount of content they provide. Of that, I would probably place within that list games like WoW, EQ2, DAoC, GW2. All of which have an overwhelming amount of content, and none of which are topping the charts in terms of development costs.
 

I think there are a couple sandbox games that I would like to include on that list, but in terms of content sandbox games generally have less content, but you get more out of it. Eve is a good example of this.

I guess that's what happens when you combine a major release (diablo 3) with a public announcement that the company basically doesn't give a crap about the game anymore. I was honestly surprised TOR kept it's population as high as it did for so long.

Originally posted by Creslin321

Anyway, I feel like one of the huge drivers behind Diablo games is the random loot system.  Finding an awesome item should be one of the main drivers of the game, but the AH kind of takes that away, and I think that is to the detriment of the game.

Thoughts?

I completely agree Creslin. I don't see the AH doing much in terms of getting Blizzard additional money, but it is damned effective in essentially making loot drops almost irrelevant.

More often than not, when something drops, it becomes a decision between salvaging it (for the blacksmithing items), wearing it (if it's clearly better than what I have), or most often just vendoring them for the gold. It's not only insanely easy to make money in this game, but as you say, it's insanely cheap to buy good gear on the AH.

Some of the 'best' gear is crazy expensive (in the millions), but the game just doesn't require players to spend that much money to be effective.

As much as I love having an AH to easily compensate for my lack of gear, I do think Blizzard kind of shot themselves in the foot w/ it a bit. Their entire reasoning for implementing such a feature (or so they say) was to both battle the hacking / duping issues D2 had, and to generate additional revenue for Blizzard. So far it's doing neither. What seems to be going on atm, is a giant game of wack-a-mole on Blizzard's end, where they are desperately trying to nerf various aspects of the game, as people continue to find easy ways to farm the game for loot / gold.

Even though I am having more fun w/ the game than I expected (I thought it was going to suck, but my friends got me to play it w/ them), it's still not very well thought out. I'm consistantly underwhelmed by the drops I find off of elites / boss mobs, even with 100+% mf gear. I hope they find a balance with that, because in D2 I would actually get excited about the drops. In D3, it's basically almost all fancy vendor trash.

While I wish this game had an offline mode, they've kinda commited themselves down a path that's kinda difficult to turn back from. I don't see them doing this anytime soon.

However, I think they are going to have a hard time justifying this business decision going forward. So far the DRM / AH has done absolutely nothing to deal w/ the problems they claimed it would fix. There are still gold farmers, accounts are still being hacked, and the game has already been cracked. I haven't seen rampant duping yet, but I'd only give it a matter of time before that starts to appear as well.

 

Unfortunately the OP isn't wrong about what he says (although he isn't saying much). The game just doesn't have a whole lot to do in it. It has some interesting ideas, but by far the biggest and only really significant thing the game brings to the table is the combat. The combat is good enough that a lot of people are able to look passed / forgive most of the game's shortcomings because they love it so much. Which is unfortunate, because the game does have a lot of potential. If the game had more to it, it could easily be toppling most of the other AAA MMOs atm.

Originally posted by grimfall

No, I am just illustrating that corporations don't just pick up games for the fun of it.  There's a reason that Arenanet was bought out by NCSoft, either they didn't have the money to produce another game, or the owners were greedy sellouts... which do you like?  If everyone was beating down their door to fund GW2 as a publisher, they would have done that and maintained control of their company.  That's how the industry works.

Not sure what industry you're familiar with, but that situation almost never happens in gaming, period. To the best of my knowledge, the only big gaming studio still around that hasn't been bought out would be Valve.

Furthermore, they entered the partnership because it seemed like the best fit for them. You may recall that Anet's founders were actually in charge of NCSoft West. Could they have made a game with the scope & content GW2 offers w/ out financial backing? Probably not. It puts nearly all other MMOs to shame (the amount of stuff they've packed into the game). However they weren't forced into taking that route, it was a choice.

As you say, corportations don't just pick up games for the fun of it, most publishers place some very confining strings attached to their purse. As a publisher, NCSoft has been shockingly hands-off with GW2, and it shows. This may change, it may not, but pretending like the partnership NCSoft and Anet has is akin to an EA takeover is a bit absurd at this point.

Wow guys...few things:

1) These races will be included for free on launch.

2) There are already footage of people playing these races / the asuran starter zone. The content is there, but they are still refining it (the BWE are not the only betas going on, btw)

3) This game still doesn' have a confirmed release date.

Put those 3 facts together and realise that speculating on something like this is beyond pointless. There's no way of telling how many more BWEs there will be, whether or not Anet is planning on letting us play them during those, or what other factors may be keeping these races abscent. This isn't like with WAR, where we heard about these massive cities and such, only to find out that they were scrapping that shortly before launch. Show me a case of Anet deliberately withholding information in an attempt to fool their fans, and then I will don my tin-foil hat like the rest of you.

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.

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