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Originally posted by bcbully I'm not sure what filter you're experiencing this game through, but it's pretty clear your perspective of what is (and isn't) Wushu is pretty skewed. The game is packed full of quests. It's also packed full of dailies. The game practically runs on them. Crafting quests, standard NPC quests, escort quests, siege quests. There everywhere, and yes there are dailies for all of them (both personal and guild dailies). As for player systems... Eve far surpasses Wushu in giving players complete freedom. Wushu gives a nice illusion, but it's just that.. an illusion. A good example of this is base raiding. You can literally burn an enemy's base to the ground, but unless you do it at a specific time per day (or during a guild war instance), it doesn't do a damned thing. No buildings get harmed, and at most you get some tokens for your effort. The game is fun, but as far as sandbox games go it's much more of a hybrid than a sandbox. Much of the content is fairly canned, and nearly all of it is engineered to try and force people to use the cashshop. It's not a bad game, but it is sub par in a lot of ways to some of the other MMOs on the market atm. |
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Originally posted by Magiknight Congratulations. You managed to pinpoint the elements of EQ WoW built on, and at the same time demonstrate a complete lack of understanding. WoW IS an EQ clone. Clone doesn't mean a game doesn't improve on any of the elements, though. WoW literally took everything about EQ, and made it more accessible. That's it. WoW is basically to MMOs, what Halo was to FPS games. |
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How many more temper tantrum threads do we need, before people will actually start to think about the reality of the situation. Crying about games all feeling the same doesn't help the genre, and it doesn't help you. Figure out what EXACTLY is wrong w/ the games according to you, and more importantly analyze yourself as a gamer. The problem isn't always the games. If you legitimately believe that every MMO is a WoW clone, then the problem is most likely YOU. I can list off pleanty of non-WoW clone MMOs. While there are a lot of more interesting mechanics from other genres I'd like to see utilized in the MMO genre, I also realize that not all are possible (due to inherent tradeoffs when making an MMO), and I'm not going to blindly start crying about every game I don't like either. It accomplishes nothing. |
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Originally posted by Bladestrom Well... the term grind used to be 'being forced to do some trivial, repetative task in order to progress'. The term now means 'anything repetative' (aka all games ever) |
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Originally posted by Telondariel Repair costs are the price to pay if you're doing poorly. If your doing bad enough to where you are acruing large gold depths for repairs (large enough to think about it as a cash sink), then you are generally playing very poorly, or are following others that are not good leaders. If you play WvW with others who think strategically, make intelligent & quick decisions, and are decent players, you will be spending MUCH LESS gold. In fact, many of the more serious WvW players on my server make money doing WvW only. The only thing they ever really have to do from time to time is gather up superior siege blueprints. That's about it. I'd highly suggest trying to stay away from the general zerg, and join a more organized / skillful force. They tend to be much more fun, far more interesting, and far less costly. |
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Originally posted by LordShockTitan Well.. assuming that's all you're looking for (and that's a big assumption), GW2's combat is one of the best out there atm for a fantasy MMORPG. It's fairly complex, involves a lot of reactions, timing, and tactics. However, again I must re-emphasize that a lot of players tried this game out claiming 'they don't actually want another WoW, they are looking for something different'. They then picked up GW2, which offers exactly what they asked for, and they went back to mists of pandaria. Here's a video that explains it fairly well: Wait... Guild Wars 2 Doesn't Suck? Again, it is a really good game, that has a lot to offer. However, it's not a game that presents itself well, especially to players who are coming from a game like WoW, which has been training their brain to view these games in a very specific way (i.e. Grind to Endgame, find the most efficient quest order, and then grind raids for gear). The game gives you the most enjoyment when you force yourself to slow down, smell the roses, and just get lost. Most players don't do this, they want to rush through the game, get to endgame, and grind for the best gear. This just isn't that type of game. - On a side note, the PvP in this game (structured PvP that is) is still somewhat limited compared to how it was in GW1. They have been working on it, though. WvW can be a lot of fun, but it helps to know what kind of PvP you are actually looking for. Tier 1-2 servers have the larger battles. To some this just feels 'zergy', but to others (i.e. I play on Sanctum of Ral) there's a TON of tactics involved and it can be very fun. For example, my server has a teamspeak for the entire server, in which people are allowed to hop in and follow the commanders, & help out. It's very organized, and even chaotic fights have a lot of tactics & coordination involved. Still, some players prefer smaller battles, and that's where tier 3 or lower is probably more your speed. One of the biggest strengths & weaknesses of GW2 is that it has a bit of everything for everyone. Because of this, you can't trust the defaults. You kind of have to take the initiative to find your own enjoyment out of the game. Otherwise it's quite easy to pick the wrong class, choose the wrong starter zone, lvl up the wrong way, etc. and assume the entire game is based around those first choices. |
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MMORPGs Are Dead -- How to Resurrect the Genre
The Pub at MMORPG.COM « General Discussion 6/02/13 3:18:16 AM
Originally posted by ColumbiaTrue Some MMOs are doing some of the things you're asking for. The main issue is you (and others as well) are expecting the game to do all the work for you. You talk about things like the journey, lasting memories & experiences, community, etc. These are things that a game can't just hand you. The most a game can ever do (and has ever done) is to provide a stage, and environment for which such things are possible. It's up to the players to create such things for themselves. And that lies the root of the problem. While some games are definitely too shallow to allow for such things. Others aren't. However that doesn't deter players from complaining about these things not existing. Things like having a fun community need to be built by the players. You see this a lot in GW2. Some servers, the players just bitch about there being no community, others.. they make their own and it's amazing. MMOs of the past seemed to do this for the players, because there weren't any options. You had only a few MMOs that everyone was playing. It was also still new, so people still felt like they were exploring a new game, even when they were all essentially the same. It's was a new phenomina. Now, we're starting to see the cracks, the downsides to an MMO, the limits to such games. The honeymoon phase has long since ended, and we're forced to deal w/ the reality of what an MMO is, and more importantly, what it isn't. |
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Originally posted by LordShockTitan The irony of what you're asking is that you are actually looking for WoW. You just want a game that makes you think that you aren't. Essentially you're looking for a game that feels & functions like WoW, but isn't WoW. |
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Originally posted by LordShockTitan Just stick w/ Neverwinter or WoW for now. Even Rift might be a good option for you. GW2 is not for players looking for more WoW. In fact just the opposite. It's kind of hard to explain GW2, because people seem to approach the game differently. For example a few posts above a guy labeles the combat a 'zerg fest'. It's true if you let it be, but there's also a lot of strategy there. The game's wierd because it's kind of a mix between sandbox & WoW-themepark. On the one hand there's a lot of scripted content, but on the other it's completely up to the player as to how they experience it. Those who try and treat this like WoW, often walk away dissapointed. Though who treat this as it's own game (and just try and explore it for what it is), tend to have a much better experience. Objectively, it's the best value for 60$ (and I hear you can get it for as low as 30$ now) you will ever find. However, if the content isn't you're cup of tea, then it's going to seem worthless to you regardless. And it sounds like you're more of a coffee drinker. |
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Can someone explain to me the appeal of F2P games?
The Pub at MMORPG.COM « General Discussion 6/01/13 8:57:32 PM
Originally posted by udon You're drawing the wrong conclusion. 1) Many studios are closing down since F2P became more popular. Including those that have NOTHING to do w/ F2P MMOs. (or any MMOs). It has much more to do w/ the fact that the economy sucks right now, publishers are raping the gaming industry (in addition to other creative industries atm), and MMOs are easily THE MOST expensive game to create. Regardless of the business model that's a trainwreck waiting to happen. 2) F2P games have actually shown more profit revenue than subscription games in recent years. Which is exactly why they are so popular right now. Some studios are going for sub + F2P, because they aren't comfortable with the risk. However, what they don't realize is they are actually taking a larger risk by attempting to play it safe. Most people don't like having a cash shop + subscription in a game. It's considered double-dipping. The longterm viability of F2P is somewhat in question, but it depends on a lot of different factors. A lot of things (not just games) are shifting towards a more free-to-play model. It guaruntees more people will try you're products, and it's also been shown that enough people will actually end up spending more money on your product than they would with a standard payment model. |
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Can someone explain to me the appeal of F2P games?
The Pub at MMORPG.COM « General Discussion 6/01/13 8:47:19 PM
Originally posted by colddog04 This ^. It's ignorance. Plain and simple. Most people assume that 'subcriptions guaruntee quality!', even though anyone with half a brain can point to some pretty damning examples of that not being true. Not to mention some of the most popular games atm don't have subscription fees. There's also the reverse assumption a lot of people seem to have of 'F2P guaruntees a bad game', which is also not true. The simple reality of the situation is that people need to follow / support the developers that are making games they enjoy. The payment model is largely irrelevant with the right developer engineering the game. But that would require people to actually think for themselves. Probably the only legitimate negative I've seen (on these forums) in regards to F2P games, is that they do tend to have somewhat worse communities. This is largely due to there being zero gate of entry. However that doesn't guaruntee a bad community, just means you'll have somewhat more asshats you have to deal with in addition to the core-base. Nothing a simple /ignore function doesn't fix. |
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Originally posted by observer There's no point. The vast majority of people on these forums seem to think that 'any game with a cash shop = pay 2 win'. It's absolutely idiotic. Most don't even seem to realize that the very criteria they are using to label something 'pay 2 win' can literally be applied to every MMO ever made. The whole term has become meaningless to the point where it is just an excuse people use to slander 'input game X that i don't like'. |
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Developers have fooled us over the definition of "Pay-to-Win"
The Pub at MMORPG.COM « General Discussion 6/01/13 8:15:21 PM
This thread is so full of /facepalm I don't know where to begin. One thing is clear, most people seem to have forgotten (or never knew) the actual definition of Pay2Win. This is something that has been repeatedly explained, by various people, including those as well known as TotalBiscuit. Pay2Win (P2W) DOES NOT mean 'Pay 2 advantage, any game that lets you buy an advantage, etc'. It might seem like a good definition, but it is FAR TOO BROAD. By that definition literally every MMO ever made (F2P, B2P, and P2P) can be labelled as 'pay2win'. It's meaningless. The actual definition of Pay2Win (and no, you won't find it in an online dictionary), is 'buying power with real money'. To help explain this further, here are some recent examples: Allods: This is a game, that is legitimately Pay 2 Win. Why? Because once you hit lvl ~20-30+ and start doing PvP you realize that there are some players that are nearly impossible to kill, that basically kill you in 2-3 hits. This isn't because they have epic dungeon gear, it's because they bought it via the cash shop. Most games DO NOT do this anymore. Now lets look at a more recent example: Neverwinter: This is a game that repeatedly gets labelled 'pay2win'. Why? Because it has a cash shop. That's basically it. The cash shop does give you advantages, but literally none of them are ones you can't get in game without spending a dime. I have multiple 60s, with the best pets, the best gear, and am working on the best tier- weapon & armor enchantments atm. I didn't spend a dime on the game. Yet.. somehow I am now pay2win. I've won plenty of PvP matches (though I will admit the PvP in this game is garbage), even though I have the crappiest mount available in the game. Once I have the AD for it, i'll buy one out of the cash shop. That's a pretty stark comparison tbh. The first game literally guaruntees you're victory (short of going afk for 30mins in the middle of combat), the 2nd guaruntees nothing but rather allows you to progress in the game faster. - Point being, a smart player can use almost anything in a game to his/her advantage. Even cosmetic items (when painted by such a broad definition) can be considered pay2win. Cooler looking items make you stand out, which can make it easier to meet people, to find groups, etc. Literally no power advantage, but still an advantage none-the-less. A good example of this is GW2. Many top-tier commanders run with super flashy items so that more people follow them. So are cosmetic items now pay2win? Of course not. But with how distorted this definition has become, they may as well be. This term used to be used to describe any game that lets paying players easily beat non-paying players. It was an important label, because such games were generally NOT fun. Now? It's being used as a pitchfork against 'insert game I don't like here' to slander it and make people assume it's not a fun game. |
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Originally posted by Pandaman102 lol... I'm actually wondering if they even bothered to check for both caps & non-caps versions. Cryptic has, thus far, to be laughably terrible with their syntax. |
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Originally posted by Lord.Bachus For PvE it really depends on the complexity of the events. For things like Guild Missions, and some of the temples (specifically Lyssa & Grenth) there tends to be at least some communication involved, if not a good deal of it. Guild Missions especially require a lot of communication to complete. Many of the events are also consistent of many smaller (more tightly knit) groups of players who are talking amongst themselves, and just observing what others are doing. For some of the other events (like Dragons) it's mostly non-verbal coordination, and some of the dragons require none at all (Tequatl). That's definitely one of GW2's biggest problems atm. It lacks consistancy in the quality of its content. Some is really really good, and some I still can't believe was approved to ship. |
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It's funny.. They don't even have a report button in this game, and yet they keep systematically banning large chunks of their playerbase. Not a smart move imho. GG Cryptic. |
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It really depends on what you want from your games. A lot of players play games because they want to feel like the badass (even if they aren't). Some play for the story. Some enjoy being challenged. Some like puzzles. Some enjoy strategy or tactics. Etc. Etc. Etc. Mass (anything) takes away from individual prestige. It dilutes that feeling of "wow I'm awesome" in favor of "man WE are awesome". Some people confuse this with a lack of strategy, because they feel like they aren't really contributing much (and in many cases, that might actually be true). However, where the 'fun' comes in, is in the teamwork. Working with a group of any size, is all about teamwork & strategy. Communication, coordination, planning, etc. etc. is all part of the game. This can also lead to individual prestige if you become a good leader (squad leader, commander, or even the one organizing your entire faction). People do take note of the better players & follow them. - In short, it's less of a 'problem' and more of a 'tradeoff'. The more similar players you throw at an encounter, the better an individual has to be to stand-out. Those who rely on the games to make themselves feel powerful will only find that in single player games, or severely single-player oriented MMOs. |
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This problem has been talked to death for years. One of the main issues with overhauling quests, is it requires the players to be okay with letting go of questing. If you've ever heard of the 6 Ds, you probably already know that anything that can possibly be done w/ a quest system, has already been done. The best a developer can hope to do is disguise it in an attempt to make us forget we're doing the same crap over and over. The only real way to 'overhaul' quests, tbh, is to reduce a games dependence on them. Most games use them as the primary method of leading a character through the game. That works great in more linear, single player games. However MMOs have unique issues that make this less beneficial. It worked for a time, but it's long since become a race to the finish line. The whole point of an MMO is to have massive amounts of people sharing a collective story / world / experience. Traditional quests are meant to lead only a small number of people through a plotline. Having quests take less of a frontline role, be more optional, and less handheld would do quite a lot to overhaul them. However, this also puts a LOT more responsibility on the players to take the initiative. Most won't do this, or don't want to. And that's a major part of why we aren't seeing as big of a push in that direction. One example of this being GW2, in which traditional quests (hearts) were added to the game upon player complaints. |
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Final Fantasy XIV: A Realm Reborn: Job Actions Chronicled in New Video
News & Features Discussion « General Discussion 5/31/13 2:05:40 PM
Flashy effects. Some look better than others. However... the original FFXIV also had fairly good effects. That wasn't the main problem with the game. For a video that's obviously trying to impress players into buying the game, I'd kind of like a bit more. I keep hearing about all the things this re-release is supposed to change, but none of the videos really highlight any of that. Graphics were never a weakness of FF games, and showing more graphics isn't really impressing me anymore, tbh. I still like the flashy fx for the most part. I pretty much always have. I want to see better mechanics, UI, and zones. You know... all those important things they DIDN'T get right in the first game. |
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Too many mediocre MMOs - Are the developers really the problem?
The Pub at MMORPG.COM « General Discussion 5/31/13 4:58:18 AM
Originally posted by wordiz Not sure if I buy that tbh. There are plenty examples of games with phenominal stories. The reality of the situation is that developers HAVE to choose what game they wanna make. Do I want to make an interactive movie? Or do I want to make a game? The 2 don't tend to play well together. Why? Stories are told, and as such they lead you through a series of events. Even if it's not linear, it's still the developer leading the player. This doesn't tend to work as well in MMOs (and is one of the main issues with current MMOs imho. Too much focus on developer-driven storytelling. Not enough on game mechanics and having an environment that allows players to create their own stories). There are still some MMOs with storylines that work pretty well, but things get sacrificed to much it work. |
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