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All Posts by aesperus

All Posts by aesperus

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Originally posted by Horusra
Originally posted by Wizardry
Originally posted by Ozmodan
What do you need a mount in a MOBA for?

The real truth?Blizzard is all about marketing their KNOWN money makers.They rehash the WOW ideas over and over in many games.Mounts are one of the bigger reasons for WOW's success,so they are reiterating the same theory on money making.

The sad part about it is having played hundreds of games,i know mounts are going to be wanted by every single player.This will feed the cash shop straight up as a lame gimmick.

We USED to all agree that fluff was acceptable in cash shops,but the gamer's with common sense ,KNEW that once you open the door on cash shop gaming,it would get worse over time and sadly we have seen it get real bad in a VERY short time.

I know MANY will like this game,just because it is Blizzard and want to add yet another Blizzard game to their portfolio,to me,it i just another Moba no matter how any tries to spin it.

I say "just another MOBA" for a reason,Blizzard's last two games HS and now HOTS are throw backs on advancements in technical gaming and graphics and just everything that goes  into game design.I want to see some IMPROVEMENTS in game design,not old tech,old ideas rehashed in a cost effective game design.

Will it be fun,i am sure many moba fans will love it,weather they like it for the actual game or just because it is another E-sport idk.

I feel it was a big risk by Blizzard to try and crash the doors of LOL and DOTA but in reality,this game design is really cheap to make,so not a huge risk for them.I personally would like to see Blizzard use those multi millions....Billions,to advance gaming and be a LEADER in the industry.By LEADER i DON'T mean in making money,i mean in game design.

When you get a billion dollar company you can risk it all on being the leader.  Risk your livelihood and that of your employees.  Bllzzard takes proven ideas and twists or tries to improve them.  Big companies do not take the risks...that is for small indies.  MOBA's around about things like skins and occasional new heros.  What else you think they are going to make to generate money?

Nintendo might want a word with you.

You're acting like the only options these companies have is 'risk everything' and 'risk nothing, play to mass appeal'. Not so. Any company with the capital to fund multiple projects simultaneously (which Blizzard has) has the option to experiment with one or more of those projects. Blizzard chooses not to. Not only are they not a company founded on innovation, but they are more than happy to play it safe and engineer their games for what's popular.

Does it makes sense from a business sense? Absolutely. But this is exactly the same thing that EA has been doing, except EA's been doing it by absorbing other companies, while Blizzard just rips their ideas without acquisition.

The ironic thing is that we demonize EA for this, but Blizzard gets all the praise in the world. Blizzard is one of the best at what they do, but they get credit for a lot of things that were someone else's. HotS is a decent bite-sized MOBA in a basic sense, but (like Hearthstone) it actively strips all depth & strategy from the gameplay but the base necessary to still call it a game.

Originally posted by jdizzle2k13
Sounds interesting.  I would definitely like to see a game where strategy and teamwork is more valued than simply killing people as quickly as possible.
The only question I would have then, is would this game be able to appeal to enough people to keep it going?  I hope so.

Ditto to this ^

I would love to see more games with depth & strategy to them. I do worry about whether enough people will play it to keep it going. Hopefully i'm in the wrong on this one.

This column seemed a bit contrived, but I like that they do try and cover both sides of each issue.

A short answer is YES. MMOs are becoming too casual. All games are. The details aren't so simple, but the reality is clear. The problem is that most games try and cater to the most common denominator. Meaning they simplify, simplify, simplify until their game is in a state in which most people can easily understand the game with minimal / no effort. Now, at a fundamental level this is actually a good thing. Bringing more people into your game = more revenue, which means you can do more with the game or fund better projects in the future. It's essential to have a decent playerbase for any given game.

That said, most games unfortunately accomplish this by sacrificing depth. Games with depth tend to have more of a learning curve, which a lot of people seem to struggle with. But instead of having games that are easy to understand, difficult to master; we tend to get games that are easy to understand, easy to master. Devs see players struggling with certain game mechanics, and rather than engineer the game to push the players to do better, we get the challenge eroded from the game little by little. Dungeons become easier, DPS rotations less complex, tanking mechanics are stupidly simple nowadays, support roles limited to basically spamming 1-2 heals and an 'oh crap!' spell.

The sad thing is we do get games that are made to be challenging. However most of them get ignored by most players, because they are 'too hard' or they 'don't know what to do'. The few that do survive seem to suffer the same fate of gradually getting simpler and simpler. For example, look at what's happening w/ the MOBA genre, the latest game HotS basically strips most of the strategy out of the game, leaving the bare minimum required to have a working game mode. The focus is almost entirely on fighting (which a lot of people praise it for), but the depth is gone.

Originally posted by rounner
Originally posted by nolf

...  No one had any real idea where this supposed battlefield was.  A guy apparently knew a guy who knew a guy who gave him rough coordinates to it.  We wandered mostly aimlessly, in the general direction we thought we were meant to go. ...

 This isn't rose coloured glasses though, games weren't min-maxed and mapped out as much and people were generally less fussy about a lot because they didn't know any better. Someone posted a few weeks ago that it is the mystery that they are trying to recapture but there is little left. I'd say ironically games are deliberately trying to remove mystery in that they seek balance and fairness which is arguably its antithesis.

This sums it up pretty perfectly.

OP, you need to think about not only the games you were playing back then, but the CLIMATE that you played them in. When MMOs first started to become a thing was during a time when the internet was also still very much growing into... well we didn't know what it would become at the time. Many people still had dial-up, and while there were fan sites for various MMOs, it wasn't anywhere near what we have today.

Back then it was common to spend months just trying to figure out what was actually in the game. People would also often worry about messing up their characters because they didn't know any better, and didn't want to waste months of time spent lvling just to remake due to a mistake. Now? Regardless of how good a game is, all it's mysteries are discovered within days of release. Sometimes even prior to release, depending on how good the datamining is. And it's all up there on the internet for everyone to see.

The irony is that most of what we used to do back in the 'golden age' of MMOs, you can still do in modern games. We just don't anymore. Largely because we are no longer forced to, but also because of incentives. We are creatures driven by incentives, and as a result we will often choose the easiest / most seemingly convenient method to get what we want. Unfortunately when it comes to MMOs, that generally means ignoring 90% of the game's content, looking up spoilers for much of the rest, and skipping what can be skipped to 'get the loot' or reward at the end of the tunnel. A lot of gamers no longer play these games for the journey, they skip the journey to play for the rewards.

It's backwards, but we are as much to blame for it as the developers / games themselves.

Originally posted by vandal5627
Originally posted by aesperus

Honestly, yes, the constant whining & entitlement does get old. However, sadly, this is not going to change without a very significant (and positive) change to the education of the average gamer. And no, I'm not talking about degrees or diplomas, but rather a change of perspective / mindset / understanding.

We have too much entitlement, and it's not limited to MMOs. Many are too used to being catered to individually, to understand how to appreciate games that are not. Furthermore in a lot of ways the average gamer has been much more included in the actual development process (which is a good thing). The problem is, while developers have been making many efforts to be more transparent with us, very few of us have made efforts to be more understanding of developers. We still love to point fingers, find the easiest scapegoat for a problem, and many of us still will demand one feature, and then do a complete 180 once such feature gets implemented. I see it time and time again, enough that I've stopped keeping count.

Too often do we not ask the right questions, treat all problems as equal, only to fall for the same marketing gimmicks and blame others for it. With a more self-concious / aware playerbase I think many of these issues would diminish. People would be more inclined to appreciate games outside of their own comfort zone, which then promotes more innovation. We'd be more willing to support games with concept we like, rather than games that are the most addicting to our own behavior. We'd also probably stop buying games we know are crap.

Sadly, that's not the world we live in, and will likely not happen. As a result there are basically 3 options. Go with the flow & choose from what's available, stop playing, or make your own game without expecting it to make money.

A voice of reason, probably going to go on deaf ears though.  :)

lol, thanks. Wish I could say I wasn't kinda used to it by now :/

But alas these are still basically the only real forums for this genre for fans.

Originally posted by Foomerang

A lot of people say they want something different, but don't want to actually do something different. Same folks that complain about a game being too linear or all there is are dungeons and raids, tend to be the same folks who aren't interested in crafting, gathering, economy, rp, or other non combat activities.
A? ?l?o?t? ?o?f? ?t?h?e?s?e? ?p?e?o?p?l?e? ?a?r?e? ?j?u?s?t? ?P?C? ?e?l?i?t?i?s?t?s? ?w?h?o? ?a?r?e? ?i?n? ?d?e?n?i?a?l?.? You want diverse combat? Do yourselves a favor, p?i?c?k? ?u?p? ?a? ?u?s?e?d? ?p?s?3? ?o?r? ?3?6?0?, buy a bunch of bargain bin Acton games and get your fill. Them maybe you can move on to other MMO game systems and spare us the waterworks.

First part is spot on.

However it has NOTHING to do w/ PC vs. console. Not a damned thing. The same is true across ALL platforms. It's long been known (by the industry) that games that are more innovative don't sell as well as their more generic counterparts. That gamers often will ask for a series of changes, and will just as often reject them if implemented. Not only is this true of games, but the same thing happens in movies, in books, in music. Pretty much anything that relies on creativity suffers this dilemma. Purely original / innovative stuff doesn't tend to sell as well (you can still make a profit, just not nearly as large of one), however innovation is also necessary to drive progression. Once too many people forget that things start to stagnate and go down hill for a while.

When it comes to games, the problem I see over and over and over again (It doesn't even matter what part of the world;) is that too many people are unwilling to try something new. When the majority of us do play something new, we treat it 'too different' from something known and familiar, instead of like a new experience. And that is a problem.

Honestly, yes, the constant whining & entitlement does get old. However, sadly, this is not going to change without a very significant (and positive) change to the education of the average gamer. And no, I'm not talking about degrees or diplomas, but rather a change of perspective / mindset / understanding.

We have too much entitlement, and it's not limited to MMOs. Many are too used to being catered to individually, to understand how to appreciate games that are not. Furthermore in a lot of ways the average gamer has been much more included in the actual development process (which is a good thing). The problem is, while developers have been making many efforts to be more transparent with us, very few of us have made efforts to be more understanding of developers. We still love to point fingers, find the easiest scapegoat for a problem, and many of us still will demand one feature, and then do a complete 180 once such feature gets implemented. I see it time and time again, enough that I've stopped keeping count.

Too often do we not ask the right questions, treat all problems as equal, only to fall for the same marketing gimmicks and blame others for it. With a more self-concious / aware playerbase I think many of these issues would diminish. People would be more inclined to appreciate games outside of their own comfort zone, which then promotes more innovation. We'd be more willing to support games with concept we like, rather than games that are the most addicting to our own behavior. We'd also probably stop buying games we know are crap.

Sadly, that's not the world we live in, and will likely not happen. As a result there are basically 3 options. Go with the flow & choose from what's available, stop playing, or make your own game without expecting it to make money.

I'd be very careful of using 'addiction' as synonymous with 'immersion'. Addiction can be manufactured, farmville is addictive for many people. I wouldn't call it a good game, though. There's a reason the skinnerbox design model has been so popular in recent years with increased frequency. It preys on base human behavior to engineer addiction and to simulate the feeling of 'fun'. In fact most newer games we can thank this model for.

Immersion is something far different, and much more difficult to achieve. I could write books on the topic, but no one really knows entirely how this works. But it absolutely separates good RPGs from bad ones.

If you want addiction, you can go play any generic slot machine game and lose hours of your time and probably even a decent chunk of your bank account. If you want immersion, you need to figure out what is immersive for you (as it's different for every person individually).

Originally posted by Hyanmen
Originally posted by Temp0

You don't need raid gear EVEN IF you raid, its a reward from the raid so the raid obviously can be beaten without it. The expectation is that players want to improve their character, this is kindof a core component of rpgs. Would you say the same thing about character levels? That you werent intended to hit level 50? I fully understand that for some players this is a non-issue and for that, more power to you man. But as far as (at the least combat oriented) endgame goes, I do not like the setup and it marginalizes other content such as maps, hunts, beast quests, etc. and even if you dont think those things should be the best (they're not even good comparatively) there are many ways to add in relevant endgame content to rival raiding that makes more sense.

"Improving one's character" is not exclusive to raising an arbitrary item level so that your character's parameters go up slightly. It can be about anything, from chocobo raising to collecting minions, obtaining the perfect glamour gear or even simple achievements. Just because to you this concept seems alien doesn't mean that players find this sort of progression just as valuable as the gear treadmill. Adding alternative raiding equivalent progression is not as easy as you make out to be either without resorting to common MMO pitfalls like making no lifers the kings of the game.

For me the progression largely revolves around exploring the story and lore. I find value in that because SE has done a lot to build and flesh out the world without making every plot twist and detail obvious from the beginning. I also find value in it because rarely a feature gets implemented that doesn't have a story revolving around it, from barbers to clearing all beastmen quests. In other words SE has made it very rewarding to understand the world because they actually give a crap about it and have given since the time Yoshi-P was made the productor. Surely the raids are a big part of my objectives but not in the way that they are tools to raise my item level. They are simply extremely fun fights to be done with a good group that further drive my agenda in the game, exploring the world SE has created.

Honestly the same thing can be said about WoW. It doesn't stop it from being a raid-focused game, or one based around a vertical progression model. You can choose to ignore it in any game you play, and more power to you if you do; but it doesn't stop it from being there. The top guilds in the game that are focused around progression all focus on coil as their means to do so. Everything else is 'fluff' is 'secondary'. And just as Temp0 says, acquiring such items trivializes the rest of the game. Beating the latest turn of coil makes the rest of the game a joke by comparison.

It's still one of the best made traditional themeparks out there, but you can't pretend it's not one because you enjoy chocobo racing.

Originally posted by Rydeson
I would love to hear about your complex non-role playing combat, and which games those are..  Most people that complain about role combat often use broken bad examples to justify their position.. The reason your car keeps pulling to the right isn't because of snow tires, it's because you have one tire that is flat.. Fix the flat and the car drives just fine, don't argue that snow tires are bad..  :)
There are many games that have combat that doesn't rely on the trinity. And (while I'm sure this may have just been a typo on your end), there is no such thing as 'role playing combat' outside of LARPing. Class-oriented is a thing, and probably what you meant. It's what most games use. As for games that don't rely on the trinity system there are a number, I'll list a few of the MMOs, but because many of them aren't perfect examples, I know people tend to argue about them or discount them entire. However, some of the main ones we have are Eve, Planetside 2, GW2. That said, as a much more tangible example, I'll use a non-MMO game. Final Fantasy. While many of them have the option to turn your party into the standard trinity, ALL of them have enough customization as to that being unnecessary. Furthermore most bosses and encounters are much faster if you don't have your party setup as a typical trinity. I could go on, but this wall of text is getting bloated enough as is.

Originally posted by aesperus

I think you're confusing threat (as in aggro) with threat (as in intelligent battle-strategy).  ??? Merely pointing out that just because the words (threat) are the same, the meanings are not automatically interchangeable. There are different ways in which the word 'threat' is used, and you used one (as applied to video game AI) in relationship to another (as applied to assessing real-world danger). They are not even remotely close to the same thing. The AI threat does the exact opposite of what you do in your real-world examples. The AI is specifically designed so that the character that is the least dangerous (the tank) holds the greatest threat.

Aircraft Carriers get focused because they are the reinforcements. Not because they have the most armor, largest health pool, or best insults. Beep Beep back up the bus.. Who said anything about comparing a AC to a warrior?  I used the AC as one of many examples that a target gets and maintains attention for a number of reasons.. Did you miss the defensive end example that was in the same sentence?  Noticed how I said ALL-PRO defensive end.. Of course he gets special attention because he deserves it.. If it was just your average player, then he wouldn't get double teamed like the all pro.. YOU sir jump to conclusions not said.. 

No one explicitly stated this. But by using real world threat as a comparison to gaming threat, you've implied similarities. This is merely an extension of the above point that the meanings are NOT interchangeable. There are no conclusions here, just examples of why the same word doesn't apply equally to both situations. Because in each case it's being used in a very different way, with a very different meaning. One is a term adopted by a primitive AI system, the other is a term used to assess danger.

You are arguing about a broken formula.. MOBS target whatever the "code" tells them to target.. Everything in a computer game is either "random" or "code"..  (period)...What you are complaining about is a poorly written code, and trying to use it as the poster child why "code" needs to be abolished.. If a mob is ignoring the 200,000 points of damage because some dumbass dev formulated a code that gives the tank 500,000 points of taunt.. The problem is the BAD formula, not the use of a code..  Vanilla EQ was a good start to aggro management.. DPS had to wait for meat shield to get agro before casting.. and casters better learn how much damage they could cast, because often if they chain cast the mobs would peel away from tank and go directly after caster or healer.. Many times as a druid it was my duty to snare the mob so he wouldn't runaway when dying (notice how mobs don't do that anymore).. If the mob resisted my snare, it was my best interest to not recast it again so soon, unless I wanted agro..  If I sat down to meditate, I would pull agro if I was too close to the mob.. If a player was close to death the mob would target that player and ignore any taunts. EQ started off with a good threat(agro) meter formula..

Here is where you start to make assumptions about my meaning. I've never said anywhere about abolishing code, that would be foolish. I know how coding works, and have done a fair amount of programming myself. But I also know enough to know the difference between simplistic / primitive AI, and more advanaced AI. I know that just because a system is popular, doesn't mean it's the only way to solve the same problem, or even the best way. It just means it's the most commonly understood.

You bring up EQ as a good start to aggro management. And you'd be right. The problem is that for most MMOs, the aggro system hasn't EVOLVED since then. They're still basically using a 10+ yr old formula, because it's comfortable. And many of us gamers, have been using the same formula for so long that we ourselves have become convinced that it's the only way of doing things.

- GW2 by contrast, does have threat, but it's not your typically aggro chart (or table if you wish). It's more dynamic, and more similar to a pie chart. Threat is determined by a number of factors; who has the least health, who has the highest toughness, who is closest to the boss, who is doing the most damage, whether or not someone is reviving, etc. Each factor is weighted, and the player with the highest weight of factors is usually the one being targetted by the boss. There are certain bosses with mechanics that supercede this general mechanic, but they are rare. Lupicus being one of the more obvious examples.

It may not be a perfect formula, but it's a lot more complex than the typical linear aggro system w/ taunts.  Agreed all threat / agro formulas should have multiple variables so why are you addressing and confronting what I said.. You obviously misread something somewhere..  BTW. The carrier example, no one targets the carrier anymore if all the planes are shot down, or if the carrier is crippled.. Hell, Battleships are a thing of the past and often drew attention in battle as well in their day.. My position has always been "actions" dictate agro/threat, the tricky part is correctly writing the formula that doesn't break it.. (like WoW did)

I prefer having the choice of playing an Aircraft Carrier, Battleship, Destroyer, Cruisers, Frigates, Corvettes and Submarines as an example.. I think it's crazy to play a Naval vessel that does it all..  I like roles :)

Answered mostly up above.

I'm not sure we disagree on all points, I just think that many of your examples / comparisons are very much flawed. Real combat works very much differently than standard MMO combat. It is chaotic, it requires quick decision making, it's not structured unless you choose to make it so. Games can very much do that same style of combat, we just refuse to let them do so, because it requires more effort on our parts (we have to be more responsible for our choices in game).

I agree with more choice, I like being able to play many different things within a game. I like versatility. What I don't like is how most of these games have roles basically limited to 1 or 2 simple rotations and we applaud it. Right now we have so much flexibility in our single player and smaller-group multiplayer games. And yet for some reason we refuse to believe that any of that could ever be applied to an MMO. Even though that is exactly how this genre was founded.

Originally posted by Jean-Luc_Picard
Originally posted by Flyte27

Actually it wasn't that simple as people have pointed out many times.

It was actually. EQ is exactly the same as vanilla WOW when it comes to threat management.

The mobs were just as dumb back then than nowadays, and always attacked the target with the highest threat, gods, dragons and demons as stupid as a rock.

And then, the technology progressed, not only client side,  the scripting and what can be done server side nowadays is exponentially more than what you could do on any vanilla EQ server. If they had tried to put most of the modern WoW raid encounters in EQ back then, players wouldn't have died from the mobs, they would have died from lag. That's pretty much why early EQ relied on those more simplistic mechanics.

So at the end, the raid fights are actually less zergish and more varied and deep nowadays than they have ever been in the early (or even later) EQ times.

I have to backup Jean-Luc here. He's right.

The thing about original EQ is while it had the same formula as most modern MMOs, it was one of the first games of its kind. People playing it didn't come with all this pre-knowledge of 'how an MMO should be' and so every experience felt fresh and unknown. Many boss encounters seemed more complex because people honestly had no idea how they worked. It was all trial and error and experimentation.

Which is true of most games when you approach them with a fresh mind. Everything seems a lot harder until you get more familiar w/ them, then it's all too easy.

Originally posted by Lord.Bachus

GW2, would have been an even better game with a trinnity for PvE...

However GW2´s system works perfect for PvP...

They are currently adding taunting... and other stat to build agro... If they make the lacking healing stat more efficient in PvE only and add some healing stuff that works as grouphealing with a high healing stat, they can turn the current game into a semi Trinnity...   adding a system like Wildstar to CC bosses might also add more tacticall means to dungeon bossbattles..

However thats my opinion, some people just love GW2s curent system, i can live with it, no game is perfect and there are so many other things that GW2 is still on top of my list

Actually the opposite. Adding the trinity to GW2 would ruin the combat & class dynamics they spent so much effort creating. It would also remove the need to think about what you're doing. Many people point to the current zerker meta and 'how easy it is' but bring in someone who's new to the game and have them run dungeons in full zerk, and count the deaths. It seems easy to most people now because the game's been out for years now.

The problem w/ GW2's PvE isn't the classes. It's the clunky boss mechanics. Most of the original bosses can be glitched into corners, which makes any kind of trinity irrelevant. It's the reason why you can just on so many bosses and DPS them down. They have easily exploitable mechanics.

By contrast look at some of the newer encounters. Fights like TT, Teq, and VW have a need for a variety of different classes. All of those encounters have parts that need reflect teams, condition teams, in addition to your standard zerk teams. There's also a need for group buffs, and dedicated ressers in some cases. We'll see what happens after HoT, but this is the direction the game seems to be heading in.

Yes they are adding taunt, but it's not the same as what I think a lot of people are assuming. It's much more like a MOBA taunt mechanic. It's extremely temporary, and more of a form of CC than an aggro mechanic. The game already has aggro mechanics, they just aren't as simple as your typical linear threat table. The problem is most players never bother to learn how aggro actually works in this game.

Originally posted by Ender4

All you have done is proven that you do not have a PvP mentality. I don't care if the fight I get into is fair, what I want is to not instantly know what is going to happen. When a group of 5 dudes walks over the hill I want to have to stop, assess the situation, decide if they are friend or foe and react to the situation. Fair doesn't come into the equation, it never does in any serious form of conflict in the real world or in a virtual world. A game that is PvE heavy that has no threat at all of human conflict is just downright boring, it is what killed GW2 and what is likely to kill many future games for me.

The guy who thinks all PvP is high lvl people farming low lvl people and running has never really played a PvP game because that opinion is so ridiculous it is just funny. That is not how real PvP games work at all. That is how the victims who can't get past early levels see games, not the reality.

Can we please stop using this 'PvP mentallity' notion. We aren't insects, we do not have a hive mind. Everyone PvPs for slightly different reasons. Some for competition. Some because PvE is boring. Some because they like ganking. Some like ruining others playing experience (or trolling). There is no universal 'mentallity' revolving PvP. You have players who like it, and players who don't. We don't have a dogma and a membership pen for playing PvP games. We just like them.

For a guy who seems to speak for the rest of us PvPers, I sure find it ironic that you quit a game with isolated PvP because of its PvE.


Originally posted by PottedPlant22
I'm not talking about the PVE crowd and those for PVP that would like persistence.  But what about all the battleground players and RVR fanatics?  If visceral combat in skill based targeting is what PVPers keep asking for, they already can have it in Smite.

A number of reasons. Not the least of which being that people like different types of games, and many are fairly close-minded in what they play. That said:

1) Smite is a MOBA, and that term alone is enough to scare of a lot of people with thin skin. MOBAs can be stressful, and there is a learning curve not everyone is comfortable with transcending.

2) Many people played Smite back in early beta / alpha. They don't know (or don't care) that the game has improved drastically since then. I've actually heard some pretty ridiculous reasons why some people refuse to give this game a chance.

3) League of Legends. I hate to bring it up, but LoL has a bit of the WoW-syndrome when it comes to MOBAs. I've actually gotten a lot of former league players to try out Smite. Out of them, nearly all of them loved the game. They had a ton of fun, and have even stated they think it's a superior game to League. Care to guess what they all are playing now? Yep, not a single one is playing Smite currently, they're all back on League.

Why is this? Because one, many of their friends are still playing league. And these games are always more fun with friends. And two, they have so much invested in league, all those runes, masteries, exclusive skins, they don't want to just abandon them. It's pretty standard business strategy, and it works way more than it should. They're hooked.

That said, I have been able to get some others to try the game out. Some from MMOs, some from other online PvP games. Many of them still play. The game is probably one of the most underrated online PvP games on the market currently, but it is growing.

Originally posted by Rydeson
Originally posted by Jean-Luc_Picard

The worse is not the trinity. The worse is the threat mechanics, which are completely artificial. Afraid to tell, that threat mechanics are ALL around us, even in life..  There is a reason why Aircraft Carriers are primary focus.. There is a reason why the ALL-PRO defensive end gets double teamed..  There is a reason why cops subdue the guy first instead of his girlfriend (unless she's packing a gun), but then her threat number would change and she would be primary focus..  OUR Attention, as it should be in a game is all about "threat and grabbing attention".. Now I will agree that many devs FAILED to correctly design a better threat formula, but that is a different topic..

I still enjoy games with threat tables, but I've also played many games which were/are very good and didn't have one (UO, AC1, GW2) and it's refreshing to have some more realistic behavior of mobs than just bash the guy with the heaviest armor and the biggest health pool. GW2 doesn't have a threat table?  Then tell me how I always end up pulling agro 90% of the time when I'm nuking the shit out of the mob?  OH.. my dps is a bigger threat to him then the guy next to me that is 4 levels lower and not shelling out the damage.. EQ had the best threat formula I have played.. It wasn't perfect, but it was a far cry better and more realistic then anything since..  It's a shame devs couldn't tweak it more..

I think you're confusing threat (as in aggro) with threat (as in intelligent battle-strategy). Aircraft Carriers get focused because they are the reinforcements. Not because they have the most armor, largest health pool, or best insults. Tanks get focused because they are not only hard to kill, but also dish out way more damage than your average infantry. Snipers get focused because they are a hugely damaging threat. I could go on, but this all has to do with intelligence in accordance with each group's best interests. Or, as it relates to games AI. Threat as portrayed in video games is typically THE most simplistic AI they can possibly have in the game. Monsters do not act in their best interest in the vast majority of these games. They will repeatedly target classes which are the least threatening, but have the most 'aggro', while ignore everyone who's actually killing them.

- GW2 by contrast, does have threat, but it's not your typically aggro chart (or table if you wish). It's more dynamic, and more similar to a pie chart. Threat is determined by a number of factors; who has the least health, who has the highest toughness, who is closest to the boss, who is doing the most damage, whether or not someone is reviving, etc. Each factor is weighted, and the player with the highest weight of factors is usually the one being targetted by the boss. There are certain bosses with mechanics that supercede this general mechanic, but they are rare. Lupicus being one of the more obvious examples.

It may not be a perfect formula, but it's a lot more complex than the typical linear aggro system w/ taunts.

Not really. While trinity MMOs are fun in the sense that I can hop in and pay about as much attention to the combat as I do ordering a cup of coffee, it does get stale fairly fast.

I know I'm not in the majority on this, but I do enjoy challenges in my games. I like games that make me think. I like being able to use more than the most basic of strategies in a fight. I like how in the few non-trinity games I've played, combat may seem chaotic at first, until you actually learn what's happening and how to manipulate the situation to your advantage, and then it becomes crystal clear. Almost like a rubix cube.

I still play some trinity games, as we still seemed to be hooked on the idea that they are necessary. And I still enjoy them to an extent. But I hope we will get more games that try and implement more complex / interesting / thought provoking mechanics, instead of the usual simplistic stuff.

There's a few aspects of RvR that are unfortunately just the nature of the beast.

Tech is always going to be an issue. While GW2's maps def run smoother than ESO, they still had a lot of hurtles to overcome, and the maps aren't as large as Cyrodiil either. DAoC also had some issues for a while as well, though it's tough to beat that game's RvR.

Zerging is another issue that will always be there. Whenever you have multiple players fighting over anything there will be zerging. It's one of the most common and oldest tactics people have used throughout history. The term 'safety in numbers' comes to mind, and we've been employing similar ideas since the days of cavemen. That said, games can (and should) implement as many features to offer options to players so they aren't 'forced' to zerg. I have yet to play a game in which it's impossible to rvr as smaller groups, but it is more plausible in some games vs. others. All in how you approach your tactics.

The last, and largest issue is realm pride. This is something I'm not sure how it will ever get fixed. DAoC got it right in their timing, mixed with quite a bit of luck. But since then, people just don't care as much anymore. We enjoy Realm pvp a lot, but we also get sick of it a lot faster too. Burnout etc. Such games are so population dependent that they suffer much more than the standard themepark when people move on or take breaks for too long.

Definitely looking forward to what CU can do, but these are all pretty significant hurtles to overcome.

This shouldn't really be big news to anyone. Pretty standard stuff.

The writing on the wall doesn't look good for EQN (in general), but I doubt it will be flat out cancelled. The real question is how close (if at all) it will be to it's original vision.

Originally posted by GeezerGamer
Originally posted by scorpex-x

A developer will say anything before they make the annoucement, I've played many titles and I've seen the developers say they have no plans to go f2p and do it within months.

FFXIV could be playing a Rift where they see whether they can make any real traction with an expansion and make a decision after that or they could simply take the losses because of the FF brand name (to appear to be more successful than it actually is).  FFXIV hasn't gone past the period where most otehr titles move to f2p yet, so it's just a wait and see matter.  One thing to keep in mind though is that FFXIV has done no different than any other mmo that went f2p, keeping or losing the sub has nothing to do with being more or less successful than any other title.

Oh and as a last point, people need to stop using FFXI as any kind of proof of anything.  FFXI cannot go f2p, this isn't even an option because of ps2 limitations.  It will be impossible to add a secure cash shop etc.  FFXIV was designed from the start with the idea of buying a box, making you pay a subscription and having a cash shop.

What do you mean the game hasn't done anything different? How many other games have population locks on half their North American servers, with the rest still maintaining very healthy populations and to the extent where many server still have daily log in queues due to being full?

What they have done different is retained their player base batter than any other MMORPG since WoW. And if given percentages, I'd bet it's doing better than WoW on that ratio.

While what you say may be true, it isn't 'different'. A few games have similar trends, they launched w/ a bunch of servers, most of them full with queues, then people left, and the remaining ones tended to crowd the highest pop servers that were left. I've seen queues with SWTOR, with WoW, with GW2 (with WvW at least, the megaserver tech makes the rest kinda irrelevant), etc. recently. It definitely shows a healthy game, but it isn't a case for originality nor something which separates the game from others.

What scorpex is saying is true. The game is too integrated into the PSN to go F2P. That said, Yoshida doesn't own the IP, he can say all he wants and still have a business man in a suit change their mind sometime down the road. To point to the first sentence scorpex wrote, there is a clear difference between developer intent, and monetary concerns. A dev can have every intention of keeping a game subscription, only to have the rug pulled out from under them in a hurry by other invested parties. The sad thing is, most of the time, it's the dev that gets the flac for it, and not the person actually responsible.

That said, FFXIV is a good game for what it intends to be. It's a new WoW with a fresh (and beautiful) FF skin. There are some minor differences here & there, but the general format is very much the same standard themepark trinity with vertical gear-based progression. There is still very much a market for that sort of game, maybe not as large as it used to be, but large enough. This game will be around for a while more I'm sure.

GW 2 pros
General Discussion « Guild Wars 2
3/13/15 11:57:09 AM
Nice catch guys, lol. I really don't get why people feel the need to act like the OP.
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