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All Posts by aesperus

All Posts by aesperus

257 Pages « 1 2 3 4 5 6 7 » Last
5135 posts found

The thing about guilds is that the ones that last form communities. It's easy to form a guild, it takes a lot of work / time / effort to make a community. Not everyone can do it. Guilds like the Good Squad are communities that form guilds. What most people tend to do is form a guild and hope it becomes a community.

The ironic thing is that the guilds that tend to fail are the selfish ones. The ones that want everyone to give up everything 'for the guild'. The ones that accept that people have lives, play more than one game, and do other things besides play video games tend to do much, much better.

Originally posted by Tracho12

Does anyone play games anymore? or do we all just copy and paste the meta builds then gloat about how awesome we are because we have no imagination and can follow a guide that someone else wrote.

Every game it's the same darn thing. It's meta, meta, meta or you lose, lose, lose. Multiplayer gaming isn't fun anymore. You either treat it like a job and win or you treat it like recreation and you lose. 

Going back to single player, this garbage sucks.

Do you?

META builds are there because they give the highest chance of success. You only NEED to play meta if you NEED the highest chance of winning (aka you aren't skilled enough at the game to handle less-optimal builds).

As for LFD/LFG/LFR, you are actively queing into that mindset. There are groups that aren't that hardcore, I found some just the other day in LFD in GW2. Just need to be a little patient. Or.. you could do the logical thing and make your own group. Like the saying goes, 'if you want something done right, do it yourself.'

Do I get bored w/ META in certain games, absolutely. However I dont log in for 2 secs, see that there is a meta, blame everything on that & rage quit. If I wanna play non-meta, then I play non-meta. Or I play w/ friends who I know I won't have to carry.

In GW2 you can beat any dungeon w/ any comp. So just run casual groups with people that know what they're doing.

In WvW the 3 classes are described are nuisance classes. Only way they kill you is if you play into their builds. SA thieves basically just spam hit & run tactics, force them to use their cooldowns chasing you and they will usually just run away. PU mesmers basically rely on you to kill yourself. Condi engies are annoying, but they're kind of like PU mesmers. They rely on you to play into their build and get yourself killed.

All of that can be avoided, and there are stronger meta builds atm. If you want to learn them play more sPvP.

As for WoW / HS / HotS. I don't what to tell you other than 'it's Blizzard'. Blizzard makes fun games, but the last complex game they really made was SC2. Their current interest over the last decade or so has been in making casual / accessible games in untapped genres, to try and diversify their profits. If I wanted a serious PvP game I would honestly look elsewhere, there are tons of options right now in that regard.

Originally posted by Rhoklaw
Originally posted by aesperus
Originally posted by Soki123
We hated this game now we love it, not sure why but it happened. Something happened to make it better and we re happy about it.

Honestly the game hasn't changed all that much.

Some stability fixes and the new skill system are nice, but I'm pretty sure you (and your wife) are the ones that changed. This is actually a very common thing that most people overlook / don't realize. Your own perceptions / preconceptions / prejudices towards things affect your enjoyment of them in a very tangible way.

Too much hype (positive or negative) tends to lessen players' enjoyment of a game. It's always the games that you expect nothing from that you find the most enjoyment out of.

Uhm, please just don't. The game has made a complete 180 from launch. It is nothing like it was and the newly added features have only made it better. I played BETA and knew it was horrible back than and passed on purchasing. Decided to make good on the Christmas sale and been playing ever since. Probably one of the few MMO's that allow you to design some pretty awesome classes. Such as my electrocution assassin that regens health on crits. Won't find anything that cool in another MMO outside maybe ArcheAge.

The PvE is growing and definitely still solo friendly outside of the normal group content found in most MMO's. As for Cyrodill, it's simply done right and once the Imperial capital city gets finished, I can't wait to see what it offers.

You can put your fanclub jacket & membership card away.

The game is still ESO, it isn't drastically different from what it was at launch, unless you barely played it at launch. Has it improved? Absolutely. They've added a lot of QOL changes and a couple new systems. That's it.

If you're trying to start and argument about how great the game is, you're barking up the wrong tree. This isn't the post, or the thread you're looking for.

Originally posted by Soki123
We hated this game now we love it, not sure why but it happened. Something happened to make it better and we re happy about it.

Honestly the game hasn't changed all that much.

Some stability fixes and the new skill system are nice, but I'm pretty sure you (and your wife) are the ones that changed. This is actually a very common thing that most people overlook / don't realize. Your own perceptions / preconceptions / prejudices towards things affect your enjoyment of them in a very tangible way.

Too much hype (positive or negative) tends to lessen players' enjoyment of a game. It's always the games that you expect nothing from that you find the most enjoyment out of.

Definitely agree with the:

Serenity

Dune

Mad Max

All would make awesome game worlds. I'm not sure how good tron would be, but a Blade Runner game would probably be an interesting futuristic one.

Originally posted by dave6660

I made a similar post not too long ago.  I really like the game but the people playing it are annoying.

I've since given up on "try hard" games and just play pub matches.

My best advice is to do your best in your role and try to coordinate with your team.  It usually won't work but it's cool when it does.  Lately, more and more matches I'm seeing where nobody talks at all (good, bad or indifferent).

This is actually really good advice ^

I'd also add that (while coordinating with your random teams) be vocal, be friendly, and reach out to friend people you enjoy playing with. Not unlike an MMO, you aren't going to make any friends by just solo-Queing and b*@tching. Taking the initiative and talking to some of those strangers makes a big difference. I've actually met a decent amount of really cool people playing MOBAs this way, and it wasn't long until I had enough people on my friends regularly to fill up at least half a team.

Once you get to that point the games tend to get a LOT easier (because you can rely on most of your team), at least until you get qued up against tryhard premades. In which case you just stagger your ques.

Originally posted by Gorwe
So, if surrender got added, you'd be plagued by a horde of people who don't even want to break a sweat to win. They'll die 2-3 times and spam surrender while afk-ing and saying things like "surr or afk".

You sure that's a better alternative?

The appeal to these games is that they are team-based, competitive, require some skill, and have a good amount of action. It's not unlike your typical sport, and is indeed why they work so well as an e-sport.

The problem is that the 'highs' you get from winning are very polarized by the 'lows' you get from dealing with trolls & asshats. This is because you're playing a game w/ other people over the internet, and the internet is full of the vocal minority of trolls & asshats. This is worse the more popular a game (any online multiplayer game) is, because there are more trolls you need to weed through to get to the decent people / players.

It's honestly not much different from PUGing dungeons in an MMO. It's a total crap shoot, and sometimes you'll get a team full of idiots you want to leave immediately, sometimes you'll get a bad group that (just maybe) can pull off the dungeon, sometimes you'll get people who don't want to put any effort in; or are responsible enough to join a match that takes 20-40mins to complete with only 15minutes left to play. There are many solutions to this problem, of varying success, but really the ONLY surefire one is to play w/ friends (in any game). It's not that much different from finding a server you like in CoD / CS:GO / Battlefield and sticking w/ that server instead of trying your luck w/ a bunch of random ones.

The surrender feature is honestly a step in the right direction, but you're right, it's far from perfect. For example, when I play SMITE (and I still have no idea why it happens in this game), I will continuously find matches with players who want to surrender, even though we (as a team) are winning the game. I don't usually see that problem in other MOBAs, but the 'surr or afk' thing definitely does happen across all of them (to varying degrees).

- It all comes down to how many idiotic / self-centered people there are on the internet. There is only so much you can do with a system. You can't fix these people, they aren't going to change in any reasonable amount of time, and really the only way around this is to selectively segregate them into their own little troll groups and try and get as many of the normal people into their own games. It's still not a perfect solution (clashing personality lvls, different game comprehension, different skill lvls, etc.) but it helps. I hate to say it, but probably the 2 best ways I've seen to deal w/ this problem are MMR and LoL's honor system.

Originally posted by makasouleater69

I suppose I may be a bit harsh lol, cause I dont save stupid people, such as a dps pulling everything, I just let them die. Or healers who pull ect, in the hope they will figure out whats going on, prolly not though. I am seriously glad though grouping is not forced in any ways, i could not take it for long, before i would quit. Some times you get good groups all day, and others like today, 2 bad groups in a row. 

Great thing about SWTOR is, that all you do is go do your own thing, or join pvp. I know understand why a game that focuses totally on forced grouping, would totally fail as a game today. 

There's multiple aspects to that.

1) As with anything that is enjoyed, you get people who view it from a point of nostalgia and are resistant to change (whether or not it's good).

2) Group Dynamics will always have a higher potential for fun, because there is more going on, and successfully coordinating with others to achieve a goal is always satisfying (providing you aren't doing most/all of the work yourself).

3) Because of the prevalence of single-player games, and specifically the 'you're the hero' mindset, that rewards absolutely everything for doing absolutely nothing; stupidity has been getting rewarded over the years. People aren't getting as punished for their mistakes, because it's not fun, and most people aren't willing to accept the fact that they screwed up in a video game. They want good, easy fun. Not challenge.

Put them together and you got an uphill battle for forced grouping. I won't say it's outdated, because there are definitely aspects of it that are more enjoyable than soloing, but soloing is definitely easier, especially when dealing w/ the average person on the internet.

You may want to try to understand what you're playing before you dive straight into the deep end and complain you can't swim.

MOBAs (in general) have a learning curve, and DOTA2's is the steepest of all of them. When learning to play a MOBA (especially if it's your first one) play against the AI first. The wins don't really matter there, and it helps you learn the game before you against people who can outsmart you. Learning what the heroes do, how last hits work, warding, stacking jungle camps, guarding runes, ganking, etc. etc. etc. is all part of winning the game. And you aren't going to learn that if you jump in, get yelled at a couple times, then quit.

I don't currently play DOTA2, but I can say that it is a game worth playing. It's just not a game for the faint of heart, or for those that like easy wins and mindless gameplay (of which, I hate to say, constitutes most MMOs).

MOBAs are all competitive, skill-based, team-based games of strategy. You don't get into them expecting wins for little effort, just as you don't start off a baseball league by competing in the minor leagues, or you don't start off chess by playing against veterans. As with all sports there is a progression of skill, and unless you have a natural knack for how they work, you generally start at the bottom and work your way up. And MOBAs are most definitely a sport.

Originally posted by meonthissite

Still waiting on explosives to have a wide an explosion arc as a two handed sword, for it to do as much damage as melee weapons, for weapons that use bullets to do decent damage and fire as quickly as bows. Call me when they fix Engineers.

You mean that even though engineers are one of the top pvp classes atm, you still don't think they're 'good enough'?!

They have crazy burst, the bombs actually do as much cleave as a 2hander (or more if you count the toolbelt skill). The only thing that's really been hurt by engineers are the grenades, which are still useful for general spammage, but not an iwin button like they once were. And if you go back and watch the specialization talk on engi, they are getting a lot of neat things w/ the expansion (and some probably before).

Originally posted by Xorian7
Such fond memories of eq1 and its community and im currently playing on an rp server in stor online and its insane you get attacked just for asking questions.

All those guys that you used to be isolated from by playing MMOs, started playing MMOs themselves (thank WoW for that). The population of this genre didn't come from a bunch of babies born overnight, it came from other genres being convinced (via WoW), that MMOs were now 'cool', and that not only nerds in their mother's basement were playing them.

Originally posted by Mechanism

I've noticed that in every mmo I've ever played the AI has been noticeably dumber then in most single player games. With the exception of bosses the standard mob will behave in the same simplistic fashion in almost all mmos. They should be attacking in formations, avoiding especially powerful attacks, finding cover against ranged players or just generally doing anything other then running in a straight line and randomly executing whatever skills are off cooldown. I know this may be the compromise developers have to make to keep mechanics like tanking working or reduce server lag but smart AI is one of the most satisfying ways to make a game challenging and maybe it's about time developers stopped making that compromise.

There's a few reasons:

1) MMOs need to cater to a much wider audience than other games, because they are significantly more expensive than most other games.

2) The average gamer doesn't want to be challenged. They want to feel powerful. This is shown when you look at which games sells, and how the sales of even the most well known 'difficult' games compare to other less challenging titles (look @ dark souls for example).

3) It's easier to code, and design around. There are less factors to consider, less chances for things to go wrong, etc. GW2 is a good example of this. The game has more complex AI than most MMOs, but as a side effect it also has more problems, and can be exploited by players that know what they're doing. Most players who play the game currently know these exploits, and run dungeons & such accordingly, forcing the enemies into a position that negates most of their mechanics.

It would be nice to see more games with more intricate AI mechanics. We've been stuck in an antiquated EQ aggro system for ~2 decades now. It's overly simplistic, because it was invented during a time where the average person was still on dial-up internet, computers were much less powerful, and had far less storage. It's still used because we've been conditioned to use it, and because it works many of us assume it's the 'only viable option'.

This is untrue, but it's going to be hard for a lot of people to see this until we have more qualified designers experimenting with that aspect of these games.

Originally posted by mbrodie
Originally posted by aesperus

The game does have that. It's in the options. It may not be as simple as a 'check box', but the options are all there.

There's even a mod you  can get which switches the combat from the default to something very similar to what TERA uses, and the only thing it does that you can't do yourself in the options (last I checked), was add a retical to the center of your screen.

- The game could benefit from more clearcut directions / instructions for sure, but much of the customization options people assume aren't in the game, have actually been there since launch.

mod was discontinued as arenanet said it's use is banable etc...

there is no option in options for mouselock, which would actually make this game heaps better

Games like ESO / TERA where you have mouselock default on to look around and bind a hotkey to turn it off to free the mouse have the right idea with that kind of combat... GW2 is kinda stuck in the middle somewhere

The mod's still around (the name changed slightly), and Anet's stance on modding has also been updated.

They're stance current stance is basically 'we aren't going to ban you unless you are using a mod that can be construed as 'cheating', 'hacking', or gives you a noticeably unfair gameplay advantage. However, if a mod breaks the game, they accept no responsibility. Which doesn't really matter, as you can just reinstall it anyway.

That said, it's been months since the last update, and who knows if it will have problems once the expansion comes out.

Even still, there are a lot more combat options than people realize. Including aiming skills based on the mouse instead of tab-assisted.

The game does have that. It's in the options. It may not be as simple as a 'check box', but the options are all there.

There's even a mod you  can get which switches the combat from the default to something very similar to what TERA uses, and the only thing it does that you can't do yourself in the options (last I checked), was add a retical to the center of your screen.

- The game could benefit from more clearcut directions / instructions for sure, but much of the customization options people assume aren't in the game, have actually been there since launch.

Can't have a single thread talking about what games do what, without it devolving into another "I like game 'X', so everything else sucks" thread.

When it comes to B2P (objectively), GW2 does more than other games atm. It has more features, doesn't require you to spend ANY money in the cash shop if you don't want to, and the ascended 'power-creep' so many people complain about is not only 100% optional (outside of high lvl fractals), it can be done w/ out grinding.

That said, GW2 is obviously not for everyone. Many of the features GW2 offers players don't like, or think they're done better in other games. That's fine, but it doesn't change the fact that GW2 has so many more features for the price of the box. A price which has repeatedly been lowered to ~15-18$ recently. Can we honestly pretend that there are other games that offer as much content for 15$ as GW2? Because I haven't seen them.

- To the OP, Arenanet has been working on improving a lot of aspects of the game. If you follow the info trickling out for the expansion, this is pretty evident. They've acknowledged the weak AI that most of the release enemies (and bosses) have, and that they are working on improving that across the game. The new bosses (Teq, Triple Trouble, Vinewraith) are sort of like test runs for this, and show a variety of different mechanics and scenarios. All of which are fun (imho). They're challenging, but actually very doable (and there are game-wide guilds that you can join if you want to successfully complete these).

The combat is still one of the best. ESO's combat has a lot of potential, but it's not as intricate as it needs to be (imho). There aren't a ton of combos, most of the complexity comes in the customization (which is actually quite good). ESO's RvR is currently better (imo), but is less populated, and has the same base-trading issues as GW2. Which is a shame, because it has better keep structures, and better anti-zerg mechanics. Maybe the new borderlands anet is working on will improve that for GW2, but we'll have to wait and see.

- Whatever game you prefer, the reason GW2 is on the top of the B2P list is simply it's the best value you will get for the money. There just aren't any other games that will let you play as feature packed a game, for as low a price.

Originally posted by VicodinTaco

For nearly all of my pc gaming life I've just used two small little desktop speakers and for the most part always had the TV on etc.  

Got my first pair of gaming headphones... HOLY CRAP.

I'm not an avid WoW player but I grab a sub every once in awhile and I was playing a new draenei toon.  I plugged in my headphones and just happened to go into Bloodmyst Isle for the first time.

*MIND BLOWN*

Lol, the trippy as hell setting of Bloodmyst Isle along with hearing game sounds the way they were meant to be heard for the first time ever was aweeeeesoooooome....!

Now I would expect Blizzard to step it up a notch when it comes to sound but I wouldn't know really...  What other games really get it when it comes to music/sound/ambience?

There's tons, are you specifically looking for other MMOs or just games in general?

A good place to start would be games that have used Jeremy Soule. This includes games like Elder Scrolls, Guildwars, Star Wars, he's done a lot of stuff. If you have a PS3/4 the naughty dog games are also excellent (Uncharted, Last of Us), The Witcher series are amazing, heck TSW had great sound & ambiance.

If you are just now discovering sound you are not starved for options.

A good video, which touches on a lot of good points, but primarily misses a couple key ones. For starters, he never even really hints at a solution. He says 'we need to capture that feeling again', which is something that is obvious to most developers, but is much easier said than done. It's that lightning in a bottle. We want to obtain it, but actually pulling it off is pretty damn tough. In addition to this he talks about feature bloat and needing more virtual worlds. Well, you can't have a virtual world w/ just a textured map. It needs to be populated, and it needs to have features. Furthermore, the more games you have that are virtual worlds, the more they will have similar features. This is part of what defines the genre. It's why all platformers have you constantly jumping on blocks. It's why all racing games have you driving something. A large part of what makes a genre is the defining features (or gameplay) that makes all games within that same genre similar.

I see a lot of people pointing to WoW as the success standard, but I see very few people actually understanding WHY WoW was such a big success. Was it a great game? Yes. But that alone is not enough to make a game success. Hasn't been for some time, and it certainly isn't true now. There are plenty of examples of good games that either don't do well, or aren't as popular as some of their counterparts. The problems that we have seen since WoW, existed during & before WoW's release. It's just because so obvious by this point that we can't ignore it. So what made WoW so successful? It was that perfect combo of 'good game + great timing + huge untapped audience + friends'. They combined all 3. Even people who weren't really into the game play it because there friends got hooked. And it was the first game to bring millions of new players into the genre practically overnight.

So lets talk about the issues.

1) Feature bloat is an accurate issue. There are numerous features in these games that we DONT need. But we've convinced ourselves that we do. We don't need quest hubs, or gear grinds, or vertical progression. But enough of us are hooked on those things that they've become necessary.

2) Canned content. It's easier to make quality content if a seasoned developer makes it, but it's impossible to make enough of such content to keep up w/ popular demand. The other option is user-generated content, which can be great or terrible, it's a complete roll of the dice. There needs to be more games that properly balance the two. Delivering quality content, but allowing tools for players to make their own during the gaps.

3) ROI / Production costs. MMOs are some of the most expensive games to make (not counting games that go out of their way to bloat their budget on expensive licenses, celebrities, and trailers). Much of that comes down to the nature of how much needs to go into a game to be an MMO (because they are easily the most feature-heavy), but that's only part of it. The big issue is:

4) Player expectations. We demand so much from these games. And it's fine to hold a game or genre you love up to a higher standard, but much of what we demand are contributing to the problems this genre is facing. We demand features that don't help make the play experience better. We constantly push for game play that only has short-term value. We continuously refuse to approach the few mmos that are trying something different like new experiences. Instead we always compare them to older games (primarily WoW) and complain when they don't add up.

The solution:

We are actually starting to see some games coming down the pipe that are doing things differently. Started roughly around when GW2 came out and has been building since. Keep in mind how long it takes just to get an MMO from concept to release (it's getting faster, but around WoW's time it was close to a decade). Things are changing, what we need to do (as players) is give these newer games that are trying to do things differently a fair chance. Try and approach them like new experiences, and not like WoW v 10. There is more diversity in this genre than I think a lot of people realize.

Any game with player competition needs balance. Period. Doesn't matter if it's PvE, PvP, team-based, non team-based, combat driven, or otherwise. When you have any game based around player competition (which nearly all MMOs are), you allow a player's experience to be manipulated by other people. With poor balance it allows players to exploit that and break the game / ruin the fun.

No one wants to play a game where one class is superior to the rest. No one wants to raid in a game where every group only takes the same 3 classes (because they are just better than the rest). No one wants to play a mini game in which one card, or one mount, or one car is basically wins you the game if you use it.

Balance is pretty important for a good reason.

Originally posted by Kaneth

My only major gripe on some of these events, in particular Vinewrath, is the general attitude of many players in the map.

Events like the Marionette and Vinewrath have a large potential for failure, which is a good thing. The problem is that players don't really face any failure scenarios until the end game, since the events in all of the zones are more or less designed for success. Very rarely does anyone actually fail an event in PvE in the "leveling" zones.

So now when we have the Vinewrath event pop and the first lane fails to kill the champion, you'll see incessant whining and comments like "Just WP another fail map". Which is extremely detrimental to the rest of the group that is there. I've seen groups who probably could have succeeded snatch defeat from the jaws of victory due to how poor the community can be during these events.

Couple of things need to happen. First, some of these events need to scale a touch better for smaller groups. Everyone gets unlucky while playing map roulette at times, but it would be nice if these large events could still have success even with only 4-5 people per lane. Secondly, ANet needs to keep this higher level of difficulty for their zone events as well. If players face probable failure more often, it should increase the level of play...or at least, get people more active than just standing there and dumping aoe every now and again to get gold on an event.

Honestly I think the pacing is all that's really necessary.

There is a bit of a difficulty spike between lvls ~20-60ish and lvl 80. Players simply aren't driven enough to try and be better. And that's something I don't should be catered to any more than on a basic (low) level.

The thing about things like Vinewrath is that they've been out for a while now. Most people know how to do the encounters, and if you yourself don't there are still a lot of people happy to explain it to you. The problem is that a lot of newer players don't do this. They expect to just autopilot up to a big event boss and win. And when they don't, drama ensues.

While I have seen some maps succeed that should've failed, that's hardly the norm. In fact there is usually a good indication of whether a map will succeed simply based on the prep event. Things like communication in map (how may people at each lane? Do we have enough reflects in mid?), having a commander, etc. all help.

Absent of those I tend to just roam to the various lanes and get a feel for what we're working w/. And I'm not ashamed to say that I have bailed on some maps, because (for me) it's not worth dealing with the frustration involved in trying to force a large group of uncoordinated, unexperienced, and possible unskilled players to do something you can do in your sleep. And, similar to dungeons / bosses in most games, that's why people rage. After a certain amount of time it becomes expected that most people will know what they are doing for the most part. When that stopped being true, it gets pretty frustrating.

People are right about scoreboards being a problem, but they aren't the whole problem. You can still have good RvR with scoreboards. However 'realm pride' is a huge part of what made RvR in DAoC so fun, and is proving to be a very difficult thing to recapture.

In the case of ESO, one of the biggest problems are fluid campaigns, as well as being able to roll characters on every faction. Simply put, there really isn't anything that punishes a player for giving up. Simply switch characters to the winning team and cash in. In order to make people want to fight, they need to feel like there is something worth fighting for. In most cases this defaults to a 'reward', but what's also missing is the part where you fight to prevent your side from losing something important. There's just not enough gravity to the pvp atm. There are some good fights, but after a while it just feels shallow.

RvR needs to have a sense of permanence and meaningful choice to succeed. Cyrodiil is lacking on both atm.

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