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All Posts by aesperus

All Posts by aesperus

248 Pages « 1 2 3 4 5 6 7 » Last
4947 posts found

Understanding of a Voxel /thread

I know it's a lot to ask of the internet, but can we please stop arguing things we know nothing about? All you basically need to know is that voxels are technology used to map volume. There are a multitude of ways this technology can be used, from medical, to particle simulations (usually involving fluids). How these get rendered is an entirely different matter. Rendering is basically how the computer takes that 3d data and makes it visible to us.

EQN absolutely uses a voxel system, this much is obvious once you see how one interacts with the environment. This is why you see the ground rounding in weird ways when you dig a hole through it. If it were polygons, there would essentially be predefined shapes that disappear when removed from the world.

- As for minecraft, it doesn't use a voxel engine, but it basically uses polygons to simulate a similar system. Only instead of having actual voxels it uses cubes instead. You can see this as you mouse over things ingame (it outlines the polygons for  you).

Originally posted by Anireth

No matter how much Hi-Rez actually gave, it was still too much, given that they seem to be so cash-strapped that they can't afford a community manager who adresses peoples complaints about all those connection issues*and/or bugs (depending on where exactly the problem is, probably a mix of both) or actually fixing the problems in the first place.

And "with the help of in game cosmectic items" - thats not crowd funded. Thats people buying ingame items like always, just that Hi-Rez set it aside for the SWC. Also given that "selling ingame items" is the only income, thats even more of a drain compared to when e.g. Blizzard gives away the income from the newest mount to charity or so.

So i'll repeat myself: They should have used $1,000,000 of that check to invest into their game. Would also make people more likely to buy more stuff.

Don't get me wrong, i like playing Smite. But i do not understand why companies that obviously make so much profit (Hi-Rez isn't the only one. Nexon or PWE/Cryptic comes to mind) are not capable or even unwilling of fixing such critical issues.

*I once saw the game announcing me as having lost the connection. Given that i saw that, i did not yet loose the connection. How could the game announce i lost it then? Can it foresee the future? Does it just randomly drop different levels of connections? Even if it where my connection, how come the in-match announcement connection is more stable than the "check it the player still has a connection"-connection?

I also saw several people at once dc. In both teams. Or in the winning team.

Because the reality is much different than you think?

For one, the prize pool IS crowd funded. It's no different from kickstarter (kickstarter campaigns usually offer rewards for contributing various amounts of money). Smite did the same thing using ingame content. As has been said, the bulk of that money went to the tournament, not into their bank account.

While I do agree they need to work on their server issues, this isn't exactly a unique problem. Nearly every popular online game has people b*@ching about their servers. This included League, DotA, MMOs, etc. Servers are always an issue, and it is extremely common for them to have problems. It's not something you can just throw money at and then it's done. Servers are handled externally, on a farm, and sever farms have issues of their own. Things break, sometimes racks need to be swapped out, etc. etc. etc.

That said, hirez has been one of the more generous dev studios on the market. Not only do they often give players free gems (the cash shop currency), but they often have special giveaways in addition to sales / etc. For a company who was pretty small going into this (their biggest game was global agenda), they've done an impressive amount of work. And thanks to the success of this tournament, they've finally begun expanding. So that should translate into more quality, faster responses on issues, and hopefully better servers.

Game definitely has peaked my interest. I came late on the train, but I did enjoy the tail end of Shadowbane while it was still available.

So far I definitely like the aesthetic of this game, it is stylized (and not graphics heavy), but it's well done. Definitely looks professional and has the potential to be fairly immersive. I hope the actually gameplay (the mechanics) are also done well. Will keep an eye on this one to see how the mechanics end up.

Originally posted by TheScavenger
Originally posted by aesperus
Originally posted by TheScavenger
Originally posted by aesperus

That makes a bit more sense, and yes you may want to change 'Darkfall' to 'AC:Darktide' they are very much different games.

That said, if I'm understanding you correctly, you're mainly looking for 2 things:

1) PvE-oriented gameplay

2) Immersion

If I had to add a third I'm guessing you also prefer a fantasy environment. The unfortunate thing is that the game that best fits what you seem to be looking for, you've already ruled out. And that is LotRO. There is also EQ2 (which is actually F2P atm), I'm not sure how cashshop dependant it is, but it was a pretty good fantasy MMO for its time. Though the graphics aren't the best.

If you're okay with stepping outside of fantasy there are some other good games in other genres. TSW has a great story / environment. It is zoned, and the combat isn't too great tbh. Some of the superhero games (DCUO) are also good, but again, completely different genre.

Even still I think you're best bets are probably in LotRO (which u won't play), and EQ2. If you like SWTOR, great. It's very much your standard linear themepark, but it's also starwars, so it's easier to look past it's flaws.

Yeah, actually, that is pretty much 100% I'm looking for.

Haven't thought of DCUO, I hadn't played that in ages (since release). TSW isn't my cup of tea, and EQ2 hasn't aged well graphics wise. And SWTOR mostly just like you said, its star wars...honestly that is mostly why I even considerate it.

How is DCUO these days? Like I said, haven't played since release. I remember EPIC PvP battles between villains and heroes, taking control of part of the cities. Does that still happen? Most fun PvP and gameplay I ever had.

Tbh I haven't played DCUO in months. Last I played it was still doing fairly well, same type of game I remember it being. It is free to play now, so you can see for yourself without much trouble. It's probably not going to be as good a fit as LotRO, but it should be friendlier to your computer.

Originally posted by TheScavenger
Originally posted by aesperus

Would help you if i could, but your reasoning is very inconsistent.

A few of the games on that list are surprisingly similar, and yet you criticize them for completely different things. For example, you say you felt EvE was too PvP focused, but you liked Darkfall (one of the most PvP oriented sandbox MMOs) and didn't mention the pvp at all. You also say you hated how linear some of the themeparks were, but you loved lvling in WoW (which is also a very linear experience). Same thing with SWTOR (though maybe it's the moral options in the personal story that distract from this?).

The only thing that kind of shows some consistency (with the exception of SWTOR) is you seem to like the older MMOs (regardless of what kind they were), and dislike the newer ones. So my advice would be to either stick to older MMOs, or be more open minded with your games, and try new things. Maybe even try some non-MMO online pve games to get more perspective.

I'm not trying to be mean, but if you were to make a chart of all your reasons (regardless of game), I think you might find that there's a lot of paradox in there. Which generally indicates a lack of independent opinion, or that your perception from game to game is easily swayed.

Actually, I might have wrote it wrong. But I actually don't like Darkfall. I like Asheron's Call DARKTIDE, because it offers TONS of PvE that is good quality. But AC darktide is too old now.

I also have the choice of PvE servers in AC

So I didn't like both EVE and Darkfall for the same reasons pretty much, except EVE did have a bit more PvE content than Darkfall.

As for linear. It also partly has to do with how the world feels. WoW felt like a world that might actually exist. Linear, but huge open zones. Dunno about SWTOR.

GW2 feels like a world that would never exist, very unrealistic, arcadey and gamey...hard to explain...but it had a thing about it that made my anxiety go WAY up and felt scared in real life playing it, because how unnatural it was. Maybe partly uncanny valley kind of thing, is that correct term?

WoW never felt like that to me.

That makes a bit more sense, and yes you may want to change 'Darkfall' to 'AC:Darktide' they are very much different games.

That said, if I'm understanding you correctly, you're mainly looking for 2 things:

1) PvE-oriented gameplay

2) Immersion

If I had to add a third I'm guessing you also prefer a fantasy environment. The unfortunate thing is that the game that best fits what you seem to be looking for, you've already ruled out. And that is LotRO. There is also EQ2 (which is actually F2P atm), I'm not sure how cashshop dependant it is, but it was a pretty good fantasy MMO for its time. Though the graphics aren't the best.

If you're okay with stepping outside of fantasy there are some other good games in other genres. TSW has a great story / environment. It is zoned, and the combat isn't too great tbh. Some of the superhero games (DCUO) are also good, but again, completely different genre.

Even still I think you're best bets are probably in LotRO (which u won't play), and EQ2. If you like SWTOR, great. It's very much your standard linear themepark, but it's also starwars, so it's easier to look past it's flaws.

Originally posted by Robokapp

You say you're looking for an MMO then tell us in great detail that you're not looking for an MMO.


Try Skyrim.

That's kind of what I took away from the OP as well.

Skyrim is a good recommendation, there are also a lot of other action-RPG single player games. Many of which are good options. Also Divinity is a good one if u like that oldschool D&D style.

Would help you if i could, but your reasoning is very inconsistent.

A few of the games on that list are surprisingly similar, and yet you criticize them for completely different things. For example, you say you felt EvE was too PvP focused, but you liked Darkfall (one of the most PvP oriented sandbox MMOs) and didn't mention the pvp at all. You also say you hated how linear some of the themeparks were, but you loved lvling in WoW (which is also a very linear experience). Same thing with SWTOR (though maybe it's the moral options in the personal story that distract from this?).

The only thing that kind of shows some consistency (with the exception of SWTOR) is you seem to like the older MMOs (regardless of what kind they were), and dislike the newer ones. So my advice would be to either stick to older MMOs, or be more open minded with your games, and try new things. Maybe even try some non-MMO online pve games to get more perspective.

I'm not trying to be mean, but if you were to make a chart of all your reasons (regardless of game), I think you might find that there's a lot of paradox in there. Which generally indicates a lack of independent opinion, or that your perception from game to game is easily swayed.

Originally posted by SirAgravaine

I have been discussing monetization schemes for MMORPGs at length of late (you may have seen my thread on RMT virtual real estate a few days ago). The challenge: find a monetization scheme that both encourages user acquisition (FTP) and pays the bills (subscription) without breaking the player's bank (RMT/microtransactions). Many game developers have clued in on the fact that perhaps the best way to acquire users (save for outrageous marketing budgets) is to offer your client for free.

***snip for length***

So I ask this: Would a Free to Play (free client) MMORPG which had a monetization scheme based upon donations only, interest anyone? Do you believe it could work (in the business sense)? The first thing comes to mind is obviously the game itself is the biggest variable, the game must be great or the scheme matters not. So, before you answer, imagine this scheme was attached to your dream title with all of your most treasured features packed into one game. Would it work for you? ...and how much would you donate? What if the cost to run the game was transparent and accounted for future development, as is Wikipedia's?

Two things:

1) If you're going to use examples for a market strategy (and trying to design a new business model is part of that), do NOT use outliers. WoW is very much an outlier. While it can be used as an example as the pinnacle of what you can accomplish with a subscription model, it cannot be used as a base for what to reasonably expect from other games within the same genre using the same model. Furthermore, the same can be said of League of Legends. In a lot of ways LoL is the WoW for MOBA games. It was the gateway game that got most players started with MOBAs. That first 'hook' from any genre has a huge, nearly insurmountable advantage. It is almost impossible for other games to achieve anywhere near the same success. Especially with the original still on the market.

2) The most important aspect of a good business model is incentive. Human beings operate based on incentives, and are not going to spend a dime on something they have no incentive to be interested in.

Donations could work, however it has a lot of problems as well. For one, while donations work great for 1-time deals. 'Donate to make this game a reality!', however what's needed is constant revenue. F2P work, because while a lot of players don't pay into the model, there is constantly revenue based on cashshop incentives.

Secondly, how would new content work? Would people have to donate into a 'goal' to make it happen? If so, you couldn't really start development before the goal was met. Meaning people would have to donate into things they might not see for another year or 2.

Overall, an interesting concept, but I don't think it's a good model for longterm games. It can work alright for kickstarter projects, or 1 time purchases, but I'm not so sure about repeated payments.

Originally posted by observer
Originally posted by Gaia_Hunter
Originally posted by Battlerock
A buy to play expansion means I probably won't log into GW2 ever again. They have a cash shop, therefore they are not permitted to charge a box price in my way of thinking. I used to love buy to play, sub to play, and hate f2p, but now I'm embracing f2p, and I am all in, f2p is not going anywhere, which means that's the only option for me especially when games like GW2 try double dipping , you don't get to double dip. Double dip means I skip.

They only double dip if you choose to buy from the cash shop.

Since there is nothing in the cash shop you actually need that f2p makes you dip much more.

If you want to replay Season 2 chapters, you need to pay for them if you miss logging in.  To me, that goes against everything they said they wouldn't do, and it isn't fair to new players or returning players.  The story instances are denying access behind a paywall.  This content is way different than a cosmetic skin or a booster on the Gem Store too.  It's actually a crucial component of the game, otherwise you cannot progress through the story, which has achievements tied to it also.  So in a sense, it's double dipping.

There's already multiple aspects of that which can be considered caveats in this situation.

1) The story content that 'new players' may have missed, were originally going to be temporary anyway. Meaning, they wouldn't have even had the option to play it, period, if they weren't logged in during each event.

2) To this day, there is nothing in the cash shop you are forced to spend money on. Everything can be bought using in-game currency.

3) With the current system every can access the content they've missed (outside holiday events), even if they took years off from the game.

Indeed many of these types of arguments seem a mixture of catch-22s, distorted memories of what anet actually promised, and idealized fantasies of what each person individually wants from the game. GW2 is one of the most fair (to the players) MMOs on the market, by quite a large distance. No other MMO gives you the same amount of content for (what's currently ~30$), a price cheaper than most games, let alone MMOs. But while this game is extremely fair with it's pricing, it doesn't run for free. Money is required to make content happen.

Perhaps THE biggest criticism of GW2 today has been that it needs an expansion. Anet has said (from before day 1 release) that they will do their best to listen to players and adapt to what we want for the game. That doesn't mean implementing every little complaint joe random posts on a forum, but it does mean exploring popular demands as possibilities to the game.

This expansion is something that has been asked for (by us, the players) for a very long time. Now that it's a reality, it seems hypocritical (and even irresponsible) of us to do a 180 and pretend we were against it all along, or that Anet are somehow villains for listening to our own demands. I know not everyone asked for these changes, but the vast majority of this games playerbase did. Indeed many are excited for it. Never has a game survived on listening to 5 angry players inspite of 100,000 dedicated ones.

Originally posted by Lord.Bachus
**snip for length**

The strategy layer (planning fights and build) is top knotch with them both...   

However, i love the resource system of ESO, instead of CD based system, and thats why in GW2 i do prefer the thief. Because the way it plays with a resource system and much less CD's, combined with all those other strong points of GW2s system that require much more attention to the battlefield and your own state as in ESO.

which one do you prefer?

I've gotta disagree, and while I really want to like ESO's combat, I still have to prefer GW2.

The thing about ESO's combat is that the resource system actually works AGAINST it. It's one of those things that sounds great in theory, on paper. However, in practice it serves to eliminate most of the strategy from the game.

Without a resource to regulate pacing, every fight essentially turns into a spam fest. Whether it be PvE or PvP. Instead of really utilizing tactics and clever skill management, people mostly resort to spamming their 1 best skill. Indeed some of the top DPS rotations involved spamming the same 2-3 skills all game. I could even solo many of the world bosses by just spamming 1 skill over and over.

By contrast, in gw2 (even on thief), there is a lot more skill synergy. Most every skill has a clear, distinct purpose. If you use your skills too early, or in a bad order, you are punished for it. Do you interrupt their  damage, CC, or heals? If you dash in as a thief for the backstab (high dmg burst), you better save some skills for getting back out or else you're very easy to kill. Furthermore many skills play off each other. Slowing for melee, poison for anti-heals, vuln to buff your ability damage, stacking buffs & taking them from your enemy. It's layered.

That type of depth is lacking from ESO's combat atm. Most builds revolve around either 'buff myself, then spam my best ability', or 'cc my oponent, and then spam my best ability'. There aren't many things in the game that synergize with one another. There isn't much in the way of 'use skill X a few times to buff the results of skill Y', or 'if target has A debuff, skills  X, Y, Z, do an addition effect'. If zenimax ever added such depth to their combat, and revamped the way regen worked in their game, then it could be a far superior combat system.

Originally posted by Viper482
Originally posted by Bladestrom
Originally posted by Sovrath

But it is....because I have to level up in order to advance to the next zone. Either you have to grind quests or you have to grind mobs, either way you are grinding. You cannot even leave the zone you are in without grinding out of it lol. Have to be a certain level.

The biggest problem I have with ESO is they put in the bad of MMOs but didn't put in the good stuff MMOs should offer, it is a very anti-social experience.

Anything can be considered 'grind' if you don't enjoy it.

And the single player TES games also have areas you can't really handle until your character gets stronger. Now, they absolutely do a better job of hiding this in the single player games, but it's present in all TES games, not just ESO. For example, in Skyrim, good luck dealing w/ some of the frost trolls, later dragons, or vampires straight out of the tutorial.

ESO has zones which do a poorer job at disguising this illusion, but you do still have options when leveling. You can grind, you can do quests, you can do dungeons, you can pvp. You aren't forced to stay and 100% any of the zones, and you can often skip to harder zones at lower lvls than suggested.

IMHO the only huge problem w/ progression in the game are veteran ranks, and the phasing issues (both of which they're trying to get rid of). Take those two things away, you can hit cap in a day if you wish, or you can take your time going through all the zones.

Originally posted by tixylix

When I look at any MMO of today all you do is run down a linear path which takes you from 1 - end level grinding checklists. I was trying to play WoW the other day and all I was doing was running from hub to hub getting lots of quests and then going out, killing x number, collecting x number of this and delivering stuff. People go on about how WoWs quests are so amazing these days... no they've just surrounded it all in fluff and it isn't the only MMO guilty of it.

**snip for length**

All I want is The Elder Scrolls as an MMO, one where I can enjoy the world, I can enjoy the content and it isn't all stats, checklists and getting through it as quick as possible. Yeah getting new gear is nice, but what happened to playing because it was fun?

I hear ya, but what you're describing is a biproduct of the internet, and not the MMO. Any games with progression are going to have guides showing how to complete it the fastest way possible. This then permeates into the general gaming population as more and more people start doing it, and spreading that knowledge in-game.

Even if they took skyrim and just enabled MMO servers, you would still have many of these problems. The combat would still be awful, people would still be camping specific rewards, skipping certain areas of the game to focus on only the most profitable. Heck they'd probably be abusing the lvl scaling to grind certain dungeons over and over again.

The thing that's easy to forget about single player games, is that you tend to play them in a vacuum. Just because you are playing it mostly in isolation, doesn't mean the game doesn't have flaws or exploits. It just means you haven't found them yet. Heck, if you ever watch speedruns, or AGDQ they are still finding exploits for some of our most beloved games growing up with. New super mario glitches that people never found are still popping up. When you make a game an MMO, this kind of knowledge is no longer isolated. Everyone gets exposed to it. It's part of what makes MMOs a completely different beast from single player games.

Originally posted by Dakeru
Think there is a big difference between "This game is brand new and already has working hacks" and "Get the newest hacks here"

The OP is actually most likely in the right here.

I can also say that I've been warned / given infractions myself for just mentioning that a 3rd party program exists. No links, no telling peope how to find it, just mentioning that it's a thing that exists in the world.

The real kicker is the way they have their rules setup here is it doesn't matter if it's a hack, or an endorsed 3rd party program (an addon the game devs themselves approve of), you are not allowed to talk about any of it on this site.

That said, getting mad about these rule inconsistencies seems a bit moot. Because this site periodically breaks / skirts the lines of their own rules anyway, and pointing it out seems to do nothing but piss them off or get yourself warned / suspended. So, you might as well just accept that this is the way this site is, for better or worse.

Originally posted by JDis25

SAO would be my game if it existed. It's missing magic though, something I almost can't excuse. Even sword based melee magic would have been cool.

Elfheim had true personal flight in a fantasy game, something that would be amazing.. no mounts, just flying.

SOA has magic. Well, all of it except for the star wars knock-off arc.

Balance changes are welcome, but I'm not sure they're enough.

One of the problems of might isn't just how much damage it provides, but how easily maintained it can be for much of the game. I'm surprised they targetted certain signets, but not things like strength runes which boost overall might duration (in addition to granting extra stacks), nor how many stacks you build when using combo fields.

I had heard they were going to nerf D/D eles, but again I'm not sure it's quite enough. They didn't touch much with their sustain, or the bulk of their damage. The burning reduction is welcome and all, and the lightning whip is a good change, but I don't see eles being much less annoying to fight against.

The confusion change is an odd one. Most of the reason you don't tend to see condis in PvE is because the game punishes condis too hard. I.E. the game doesn't prioritize condis based on damage (so you're high dmg bleed can be overwritten by a bleed from someone who has no condi damage). This is mostly a result of the condi cap + first come, first serve prioritization. I don't think confusion really is the answer to improving PvE condi builds, but if they are pushing to go that route, then I dont see why they wouldn't make confusion more like retaliation. Make it so the damage is based on a %age of the damage dealt, in addition to a base scaled by condi damage. This would make it so that bosses could still be hurt by condis, as their attacks tend to do a lot of damage; even if they don't attack as often.

- Either that, or implement bosses with more frequent ability useages. One of the good things about the game is that the skillsets allow for variety. Add more variety into the encounters and all of a sudden more niche builds become beneficial in certain situations.

Originally posted by Loke666

Tera would have worked except it flirts a bit too much with anime.

Otherwise I would buy GW2, it initially do have a cost (saw it for 25 bucks at my local store this week) but it have a very different level of polish compared with any F2P game I played, it fits your bill perfectly (it do have PvP but it is in special instances and you will get hitpoints like a max level character if you enter there so no 50 levels over ganking even if you enter the PvP zones willfully).

Only thing not exactly to your wishes with it is that the housing system at the moment is rather bad, you do have an entire block but I have just a few gathering nodes, a skillpoint and an X-mas tree in mine.

Well, besides that you have to cough up a few bucks to get the game but the advantage of that is that GW2s itemshop is a lot less severe than in any F2P game I played and you could get anything in it for in game gold (I bought some cosmetic armor and wepons and an extra character slots recently for gold that actually is pretty fast to get in once you have a maxlevel character).

I would second this ^

If you look around online you can find GW2 for surprisingly cheap. That said, aside from it being B2P (you'd have to pay ~25-26$ once), it's a bit of a unique game. Which means there is just as much a chance that you will dislike it, as you will like it. Furthermore, while the crafting in that game is an important aspect of the game (and it has plenty of non-combat related activitiies), there are a limited number of things you can craft for profit (if that's what you're looking for).

Given the OP's list of criteria it sounds like what he wants is a:

High-fantasy, non-combat reliant, craft-centric game; that is also F2P. Which is kind of tricky, because most sandbox games aren't F2P, and most fantasy games are themeparks built around raiding / pvp.

I'm starting to think what the OP is looking for might be met more from games like Minecraft / starboun, but those aren't technicaly MMOs. There's also Trove & Cubeword(?), but I haven't been following those as closely. However they are supposedly MMO versions of minecraft, though I don't know how exactly they've implemented such mechanics / how well housing works.

Aside from that, most of the other options I can think of atm aren't fantasy games, or aren't F2P.

EDIT: This may be a bit off, but perhaps give Neverwinter a shot? The game isn't too hard, is totally F2P, has lots of customized PvE content (and you can design your own if you want). The crafting system isn't as well done as other games (as is there mostly as a way to gather AD, which can be traded for cashshop currency or items on the AH). There is raiding an such, but most of them are fairly easy. And it has a lot of RPers if that's your thing.

Originally posted by portusmagnus
Originally posted by Alumicard
Originally posted by expresso
Originally posted by gurosan
even if the game itself is good, i will not touch it because to me it simply is money milking from people with all the cash shop skins, mounts [that are rather expensive] and what not. blizz loves monies a lot, most folk should know that by now...

Though the skins are over priced no hero is locked behind a forced pay wall and you cant pay for power it's all cosmetic, for a F2P game I see no issue with that.  LoL does the same and Dota2 makes their money from cosmetic hats and fluff the community creates and sells.  If anything Dota2 milks more as Valve creates very little yet reap a percentage of any item sold.

Heroes might not be locked behind a paywall but they are damn expensive. I get 30 gold for a win and a hero is between 2k (the cheapest 2).7k and 10k. 200-300 games for 1 hero seems a bit much imho

you are inducing ppl that dont play into thinking that they will have a hard time buying heroes. you forgot to mention they get daily quests that give the minimum of 200 gold not mentioning that the first lvls they are rewarded with a lot of gold

The daily rewards aren't anything special. Pretty much every MOBA works this way, and some even have multiple daily rewards that dramatically increase the bonus currency you get per-day.

The difference is that in most other games neither the heroes, nor the skins are as expensive. It is Blizzard though, so I'm sure people will buy them anyway.

Originally posted by Kyleran
Originally posted by Brenics
Originally posted by JemAs666
Yeah I see no problems with his tweets.  Don't like their rules, don't play their game.  It really is that simple.  No one is forcing you to play EA games.  Hell I may buy into EA just because the OP made this post.

See this is exactly why so many walked away from SOE, that is exactly what they say to their customers.

Was in business for 22 years and to this day if you want to be a success then you have to at least make the customer  feel like they are always right.  SOE has a habit of telling their customers where they can go, more so from this jerk.

Actually, I can respect them for this attitude, some people need to be told to piss off, too much entitlement in folks these days, and too many like the OP looking for reasons to justify decisions they've already long since made.

As CCP says in EVE, HTFU.

I've gotta agree with this. The whole 'customer is always right' philosophy may work great in department stores, but it doesn't mean that it's applicable to every aspect of business. While there are certainly situations where it's more advantageous to make people believe they're the smartest in the room, there are times (such as this one) where you need to tell people they are being stupid.

There's only so much a company can do to make it perfectly clear what your spending your money on. If you then, knowingly, pay into it, and then are mad that you did; then i'm sorry but you made a bad decision. This is up there with the woman who bought coffee at mcdonalds and then sued them because it was hot.

I'm not generally a fan of SOE or Smedley, but lately there have been a lot of stupid complaints going on about their games. I hope that one day, people will understand that you can stop buying into deals that you don't want. You don't have to buy that collectors edition, early access, alpha access, etc. pack. You can, infact, wait until the game launches and see how people react first.

Ah, the mark of a good story. Personally I tend to switch to something different for a time. I find if you cram too many good stories into a marathon play-session your appreciation for each one lessens a bit. By switching genres, or setting, or playstyles it not only keeps things fresh, but gives you various perspectives while avoiding burnout.

The ironic thing is, many of these people paid into early access anyway. And many gamers complain that devs should use gamer feedback to improve their game.

I'm not a big fan of paid betas either, but can we stop being so hypocritical? Lately the games that have paid betas clearly say so. They clearly state that they have an unfinished game and want you to help them test it. It's paid, yes, but that was known upfront.

So can we stop buying 'beta access pack X' only to complain the game is unfinished or has bugs. If you don't want to test a game, then don't buy it the second an access package becomes available. Wait. For. Release.

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