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All Posts by aesperus

All Posts by aesperus

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Originally posted by Dexter2010
They just want to extend your sub for 4 months to gain 10 levels.

You sure you're in the right thread sir? This game has never had a sub.

Originally posted by MMOExposed

This logic doesnt make sense to me. Somebody here, give me a legit logical reason for why I should take my time leveling, when levels only limit my fun in the first place.

Tbh I'm surprised you're still playing this game, considering how often you've bashed it over the past few years.

That said, you don't need to take your time if you don't want to. However, by rushing through the game (and this applies to ANY game) you are making a personal choice to skip ~90% of the game's content in order to rush straight to the last ~10%.

If that is what you enjoy, then that's fine. However it also makes it hypocritical to then turn around and complain that the game doesn't have enough things to do. Because you've elected to skip most of what it has to offer going in. It would be like going to a supermarket and choosing to only buy what's at the checkout line, and then complaining that there isn't enough food to buy.

The ironic thing is, most of us only do this w/ MMO (or games we percieve to be MMOs). Perhaps this is a biproduct of so many games with crap quest HUBs, who knows. But GW2 isn't one of those games. It's filled with not only a variety of some well written lore / dialogue / events. It's also full of choice. It's a game that rewards players who stop and smell the roses, over those who try and see how fast they can get 80. So many aspects of the game involve going out into the world and exploring, that there are multiple websites devoted to just that aspect of the game.

With the NPE of GW2, there's been a ton of mixed feelings (my own included on this). In some ways it's slower, but in others the old powerlvling methods are mostly there. By lvl 30 you can freely do any method to powerlvl your character that you could do before. 1-20 are definitely slower, but here's the loop-hole. ALL veterans to this game (which should include you, OP) have been getting insta-lvl 20 experience scrolls to use. So veterans can effectively skip most of the barriers given to new players. And indeed new players (once they start doing lvl 80 content) will start getting these scrolls themselves.

The only thing NPE really effects is streamlining the learning experience for new players. Which, in itself is not a bad thing. So many players are clueless on how to play this game, that I'm happy they are trying to improve on that aspect of the game. So many new players jump into harder  / endgame content, get one shotted; then just call BS and assume the game is broken. When all they had to do was watch for the telegraphed animations and dodge, or pop stability, or blind, or block, or pop invuln, etc. etc. etc.

- There's an aspect of gaming that has largely been lost on newer games. That's the design of progressive learning. I.E. games like mega man, zelda, and metroid had this. It's the idea that when you acquire new skills / mechanics / tools, you are forced to learn how to use them, and how to apply them to a variety of information. NPE is definitely not without it's flaws, but it's a step towards this kind of design.

Furthermore, they've been consistantly adding new events & changing old ones. Adding in easter eggs into the game. Things you will absolutely, 100% miss out on if you don't stop to look around.

tldr; Again, it's your personal choice to skip the majority of the game. That's perfectly fine. However, it is then hypocritical to blame others for not giving you enough content in the game. Since you've chosen to skip the bulk of it.

Originally posted by Rusque

There's a very binary discussion going on in the threads regarding the AI, consequences and "dynamic" events. It seems that there's no grey area, no room for "this is a positive next step in MMO questing" it's all or none.

Does it have to be life altering to be good? What if it's simply better than the current status quo, isn't that enough, or is the size of the difference between what we currently see and might get from EQN the defining factor?

What say you, bloodthirsty crazed denizens of the forums?

There is a frustrating catch-22 going on with MMOs currently.

On the one hand they need to promise to be new, revolutionary, game changing, innovative, 'unique'. Else, people don't even give the game a second look. And immediately write it off as either garbage, or 'Why play that when i can just go play WoW?' etc.

However, (and this has been common knowledge for experienced developers for almost a decade now), most people don't actually want innovative. They want familiar, comfortable, 'normal'. They just don't want to feel like they are playing the same game (even if they actually are).

To make the problem worse, a lot of people keep complaining about being bored w/ these games after a week, a month, and yet are largely unwilling to really give new ideas a fighting chance. Perhaps the most successful example of this (in recent years) would be GW2. A game which tried to do a lot of things differently, and was hailed amongst the developer community, and yet people constantly complained about things like a lack of raiding, loot progression, holy trinity, etc. All things that were status quo for MMOs (and still largely are), but don't really need to be.

Too many people view MMOs as a shopping list of features. They have a list of things they want, and a list of things they don't. If anything on the list is wrong, the game is automatically a 'failure', and they stop playing. Problem is, everyone has a different list. It's one of the main reasons why a lot of developers have been trying to avoid the term 'MMO' in recent years. It comes pre-loaded with too many expectations. Not enough people willing to treat these games as new experiences, and instead compare them to how they match up to old ones.

TLDR; In my personal opinion I dont think EQN has to be 100% revolutionary. I like that it's trying new things, and would love to see different mechanics in this game. Yes I enjoyed EQ1 a lot. But I don't need to have a carbon copy of the game with modern graphics. I'd rather have a new experience. Though I'm sure that most others would not share the same view on this.

Originally posted by Talonsin

Over in the Archeage section there is a thread about the game being pay-to-win.  I am confused by how badly the MMO community has mangled the definition of P2W.  Let me ask you a few questions:

 **snip for length**

So what are your thoughts on P2W?  What does P2W mean to you?

Well, on the one hand the term 'Pay to Win' or 'P2W' doesn't have an official meaning, as it's basically slang. However, what it used to unanimously be used for was to mean 'buying power'.

However, nowadays it's been bastardized to the point where it basically means 'paying for advantage' aka 'this game has a cash shop, F this game'. It's been so thoroughly misused that the phrase effectively has no meaning anymore. You can actually apply it to any online game ever made, by its current used definition.

Personally, I think the last MMO to get made that was actually P2W, was Allods. In that game you can use real money to buy materials to craft ridiculously powerful gear, with stats that were virtually impossible to get by normal players (and were significantly better for dungeon gear). I've been told that it evens out at max level, but the grind is a long one. And trying to pvp without those advantages means literally getting 1-2 shot by players who have them.

That, imho is pay 2 win. You are buying power. I don't agree with the current mentality that buying convenience, cosmetic items, play time, labor points, etc. is 'pay 2 win'. Do a lot of these games have bad F2P systems? Absolutely. But that doesn't automatically make them P2W. And we shouldn't forget that we've had games like GW2, & TERA which have had great F2P system, that absolutely do not grant power.

Originally posted by Vesavius

The AAA Western MMORPG is pretty much dead going forward in terms of new big games this point... Why make them when they are so expensive, run so much risk, and have such an asshat target customer base? Why bother when you can make something a lot lot cheaper and make so much more money?

This is probably for the best though, because with the departure of the profiteer vultures we might see a rise in more of the passionate inspired development that fuelled the great niche games of before.

Ofc, the indie/ small devs can still carry on screwing the pooch with the same mindset we have seen dominate for the last decade, but hopefully they will see the opportunity and grab it.

 

This pretty much sums it up. MMOs are by far the most ambitious, costly, time consuming, & challenging games you can possibly make currently. And developers are seeing time, and time again, that the payoff just isn't worth it anymore. So why put most (if not all) of your company's resources on making a game that will likely turn up lackluster profits (or just straight up fail). There are plenty other types of games that can be made cheaper, easier, and more reliably profitable.

As for the whole indie MMO thing. I think there are multiple facets to this issue.

One the one hand, yes we need developers willing to try different things. However; we ALSO need to see gamers developing a different mentality when it comes to these games. Not only have expectations for MMOs become absurd, but we've gotten to the point where an MMO is marked 'failure' as soon as it has anything we don't like. Which is almost guaranteed, given the amount of variety (of features) these games need in order to survive.

Titan's demise, was nothing more than Blizzard realizing what I highlighted in green above. Then deciding that they'd rather keep making Hearthstones. Dumbed down versions of simpler games, with mass appeal; Guaranteed profit for a small fraction of the cost.

Originally posted by SBFord

Final Fantasy as we know it is dead. Somewhere along the line, developers abandoned fantasy and intrigue for Lincolns and high technology. Is the series better for it? Fans are clamoring for more after the reveal of the Final Fantasy XV trailer at this year’s Tokyo Games Show but our author isn’t so sure it spells good things for the franchise in the long term.

Read more of Christopher Coke’s Final Fantasy 15: The Death Throes of the Series.

FF as a series, has been dying a cruel & painful death for YEARS now. This is just the final 'nail in the coffin', out of a list of final nails. Everyone has a different game, after which the series died. For me it was somewhere around FF8/FF9, though I also really enjoyed FFXI as an MMO.

Recently, SE seems obsessed with Lightning, who as a character is basically Cloud with boobs. So much so that they've made a game designed around playing dress-up with the character.

But realistically, to anyone who's been seeing what's been going on, this shouldn't be surprising. For years SE seems to have struggled with what they want to do w/ the franchise. They obviously want to make money. And they know that if they want to continue to do so they need to start making games for a younger market. However, by attempting to do so they also alienate the current fanbase for FF.

It's a tough spot to be in, and tbh, I think Square really needs to start looking at a 2ndary franchise. They've had some really amazing MMOs in the past that they just forgot about for some reason.

Originally posted by jusomdude
I really hope a Starcraft MMO rises from the ashes of this. Would be badass.

That would be cool.

I know there is some kid working on one (via modding SC2). But it likely won't be on the same scale as other MMOs. As for one being made by Blizz, I don't see it happening in the new future, as long as the MMO industry is as cluttered as it is, and MMOs remain being so costly (both in budget, and in resources) to make compared to other types of games.

Not a huge surprise tbh. If Blizzard ever attempts another MMO, they want it to be another WoW (success-wise); or close enough to it.

Titan was started at a time when companies were still trying to recreate that success story, and since we've had numerous sci-fi MMOs, all different types, all varying degrees of underwhelming by comparison. Blizz has shown they aren't really interested in investing 100+ million into a project to only get ~50mill profit. They're perfectly happy making things like hearthstone & HotS, which are cheap to make, but have large margins.

The team might still be intact, but I don't think it's realistic to expect it to still be an MMO. Especially after the latest game (Destiny) has been getting such mixed reviews, even though being a very well made game.

Originally posted by Bigdaddyx

500 million spent on something that people will play for few hours or days and then forget about.

Today India has become first country to successfully put a satellite into orbit around Mars at the very first attempt. And they did this for 74 million dollars. 74 million spent on something that would help us as species compared to 500 million spent on a video game... that contributes absolutely nothing. 

Just a thought i had while having my morning coffee.

Not sure why this topic is specific to destiny, but anyways..

Yes, production budgets for most forms of entertainment have gotten extremely bloated. We can thank us consumers for that. Not that it's necessarily a bad thing.

There's a few different ways to look at this. On the one hand, it is a lot to spend on a luxury. On the other, living in a world without such luxuries would be fairly dull.

As a creative professional myself, while I acknowledge how absurd it is; It's nice to be able to actually create things for a living. Rather than working at a Walmart.

Originally posted by Jerival

This has been bothering me for a bit.  Why do some PvE MMO's include a crafting system when the best gear is dropped from end-game raids, and the gear itself never deteriorates? 

I'm guessing the developers don't want the crafting community to control the economy for casual players, but then why bother including the crafting system at all?  Or is there another reason I am missing?

In full disclosure, I dont like crafting, but a robust economy always draws me deeper into the game experience.  This is probably why I loved Eve for so many years.

Simply put, many games (MMOs especially) try to cater to a variety of different types of gamers.  Furthermore, most MMOs tend to be heavily based in skinner-box design mechanics (i.e. loot treadmills), which tend to go at odds with having a robust economy. Eve, on the other hand, is focused almost entirely around an economy-driven game. And is indeed one of the few MMOs of its type.

That said, there are a few PvE (skinner-box) type games in which crafting does matter (GW1/2 are examples of this), but they do tend to be in the minority. Most games have crafting to please crafters, but it's more of a tacked on features than a core design element.

Originally posted by leahriddle

As a diehard MMORPG gamer, I grow tired of the stereotypical classes in the MMORPG world. Every time they present new characters, it's always Priests, Mages, Warriors, Archers, Cavaliers, Assassins, etc.

So I've been thinking, are there any other new and creative classes you've seen from other MMORPGs? Melee type or Area of Effect type, whatsoever!

What you're actually talking about are different 'archetypes', not stereotypes. Archetypes are essentially baseline characteristics for a given class, that hint as to the 'type' of class one would play when choosing that role. While most mmos do involve the roles you mention (except for cavalier, not sure what you're referring to there, but few games actually have that as a role); most games have at least one class that is fairly unique to that game.

DAOC had a ton of unique classes, as did GW, AO, CoX, etc. Heck, all of those games had classes that haven't been replicated since. The problem is, the more mainstream you get with your games, the less you are going to see these. Most AAA games have a MASSIVE budget that they need to recoup expenses on. It's no big secret that simplified / dumbed down games sell, and that more unique / inventive games generally don't (by comparison). And this is why you see a lot of devs making the games they do. When you introduce too many new mechanics or ideas, unfortunately, most players don't respond to it well. And then they go play something else.

Originally posted by VengeSunsoar
Condescending yes. Hypocrisy no.

This pretty much sums up the entire thread.

I'm not sure the OP understands the difference between the two. However, the phrase 'first world problems' isn't condescending either. It's dismissive, which is different from both of the aforementioned words the OP keeps throwing around. Both condescension and hypocrisy can be used dismissively, but they aren't inherently the same thing.

Saying something is a 'first world problem' is basically a dismissive means to say that your problem is a luxury. Gaming IS a luxury. And thus some people who try to equate problems with a video game as 'life threatening' are in need of a reality check (as a previous poster mentioned).

That said, the phrase does tend to get overused to dismiss a problem from being relevant, even if it actually is.

Originally posted by WillowFuxxy

We are reaching a point in software technology where an existing game can be updated in graphics and features.

We have games like Eve that can take 20 years to max all skills.

So...are we ready for game characters to be like Heirlooms where one could put a character account in ones real live Will and pass it down to the next generation.

 

Clearly it would have be designed such that a person starting in year one will not be trolled by player that is 50 years old but still you get the point.

There is nothing to stop a person from doing that now. There never has been.

However;

'The technology to upgrade graphics in pre-existing games' is a bit of a catch-22. While it's technically true, and has been for some time, it brings with it it's own set of problems. With which most gamers never really thing about.

For one, updating the graphics in a game, means changing the art style. No matter how much devs to and stay true to the original art style. Because of this, players will often complain, or move on to other games. And indeed it's usually more beneficial for devs to just work on a new game.

That said. We are actually moving in the exact opposite direction from what you are implying. We're quickly moving towards a generation of gamers who play games with a sort of 'ADD' mindset. Quickly moving from one to the next, and rarely ever sticking with any one game for a prolonged period of time.

Originally posted by Kyleran
You play the wrong games, they aren't all designed like this.

Pretty much this ^. Though I would agree that most games do stealth horribly wrong.

The problem with stealth in most games, is it has no counter. It's essentially a free first hit in combat, which is almost always paired up with either 1) ridiculously high burst damage, 2) incredibly powerful CC (sap for example), or both.

Very few games have a reliable counter to stealth, and nearly all games make stealth akin to full invisibility.

Some rare games have stealth that takes into account your environment (like AoC, for example), in which things like shadows & terrain can strengthen your stealth, while running around in a wide-open field makes it very easy for you to be spotted. There's also other games (like TESO for example) which have numerous ways to increase / decrease detection radius', making it possible to have counter-stealth builds that negate most of the advantages stealth brings to a fight.

These dynamics are often missing from most games. Thus, stealth in itself is not a bad mechanic; but the ways in which most developers attempt to implement it, are.

We need more games with intelligent stealth mechanics, and reliable (if limited) stealth counters, so that stealth isn't a guarunteed iwin button. Furthermore stealth should never be a permanent buff, if you are also allowed to move while it's up.

Oh look, another MMO with launch problems.

When will people learn? Lol. If you aren't prepared for a game to have a rough launch, then don't buy early access packages. Does it suck to pay for early access? Absolutely, but this is not exactly a new thing. There have been pleanty of rocky launches that we conveniently forget every time a new game comes out. Not a single MMO in history has had a smooth launch. They've all been varied degrees of disfunctional (from que times, to server troubles, login / account problems, etc.).

This one does seem particularly bad, yes, and that's why I'm waiting to see how Trion handles these issues. But to basically put a 'day 1' review of a game that just started it's early access seems premature. Give it a few days, see if the issues get smoothed over. See if they end up giving adequate compensation for the problems, or not. And if they still fail to deliver, then cry the sky is falling.

Originally posted by Kinchyle
What difference does it make? If you played it, did you enjoy it? Why are you people so obsessed with reviews? When PC mag did theirs...I ignored it and played what I wanted to. Why can't you and make your own review?

Because, believe it or not, opinions matter.

Most people are incapable of forming their own opinions, and are in-fact unaware that their own opinions are being manipulated. Even badly written, horribly misinformed reviews are enough to deter people from a decent / good game. Furthermore, people like to save money, or at least feel like they are saving. And many gamers have been burned on purchases in the past, and don't want to make the same mistake.

- I agree with some of the previous posters that Destiny is a decent game. And many (reviewers included) have been holding this game up to far too high of expectations.

Sadly enough, you can easily ruin a game for yourself by having exaggerated expectations. Even if a game is really good, if you were expecting something absolutely amazing, you're going to think it sucks or is mediocre.

This is just getting ridiculous.

These DDOS attacks have been going on for a while now, and they've been targetting the main server clusters for ALL online games. These aren't limited to AA, but also GW2, WoW / Blizzard, League of Legends, SMITE, and a number of other games have been repeatedly getting DDOSed lately.

I know some of the hackers responsible were caught, but only after stupidly threatening a Sony executive and then posting about it on the internet. I'm not sure if these will ever stop, but they are having a negative impact on online games.

Originally posted by PAL-18

So what is the next step.

In the past credit selling,gear selling etc was considered as cheating made by worst people in the genre.

Now as "convenience"

but what is the next step

developers starts to sell botting programs,macros etc.. ?

Welcome to how all business on the planet functions.

Basically this is a big 'chicken and egg' problem. Who's more to blame? The developers who are selling to a market of gamers who actually want to buy this stuff? Or the gamers who repeatedly spend money on systems, mechanics, and business models that are harmful to them?

Even without the monetary issue, gamers have developed a culture around deliberately spoiling / ruining games for themselves. Blitzing through content, ignoring what's 'fun' in favor of whats convenient. Falling victim to the close-minded mindsets of 'play x class, or don't play at all', etc. etc.

Is that also the developers fault? I certainly don't think so.

I find I have to keep bringing this up, but most developers actually don't like these systems more than we do. However, they are in the business of making games. And as a business, they need to make money. If you want to change the way games make money, you need to not only introduce viable alternatives, but organize / educate other games to actually be open to trying them out.

Sadly, as a whole, the vast majority of gamers have shown to be extremely resistant to change. We are notorious for screaming about change on the forums, and at conventions; but when a game comes out that actually tries things differently, it always under-sells.

Originally posted by kolpo

It begun with a few free to play MMORPG's, but now seems every big MMORPG to have some way to pay for advantage. To let out of game wealth even influence a single pixel  in an MMORPG completely and utterly corrupts the role-playing world in my view.  

**snip for length**

But I guess I'm alone in this opinion because quite all MMORPG's are moving in the pay for advantage direction. Has any big MMOPRG avoided this "pay for advantage" corruption or is the age of non corrupt MMOPRG's definitely over?

If you're asking if subscriptions are becoming a thing of the past, the answer is 'yes'.

The whole mentality that cash shop = 'pay2win / pay2advantage' is basically a gross overexaggeration, if not a straight-up fallacy in certain cases.

There are numerous games with more than fair business models based around a cash shop. Because this business model is still relatively new, there are obviously going to be many that do it wrong / incorrectly. And we've seen that. However, this 'old world' assumption that subscriptions were the perfect business model is a delusion. Subs had many flaws, and they have not functioned the way they were supposed to for quite some time now. Perhaps, as you elude to, FFXIV:ARR is the last sub game to reliver deliver on a subscription the way they were originally intended to.

However, for that one example, there are many others of sub games that either couldn't sustain themselves, or failed to deliver frequent & meaningful updates, or even to fix bugs and problems within the game using the subscription fee. Subscriptions, for many games, turned into nothing more than excuse to just constantly give developers money every month, for nothing more than the 'privilege' to play a game you've already payed for.

This realization is what gave birth to the whole 'free-to-play' business model and ideology. And in reality, it's actually MUCH more friendly to us gamers. It allows us to try and play games before having to spend money on them (or in some cases, never spending money on them). There is the frustration of certain games that try to do a 'bait and switch' tactic on their players. But it's simple, don't give them any money. It's pretty easy to spot out those developers and to play something else.

However, we've also seen w/ companies like Anet that you can have games with a cash shop, that aren't centered around player advantages. Hell, the only real advantage you can get from the cash shop is to lvl a character / crafting profession faster, which ultimately doesn't matter when it comes to playing the game, being competitive, or being relevant. There's convenience items, but this gets us in to the problem of the original topic.

'Pay-2-advantage' is such a grossly broad term, that you can literally use it to justfiy hating any form of payment. Whether it be a subscription model, f2p, or buy2play. All are forms of 'paying for advantage'. Every single MMO ever made, as long as it involved some form of payment, could be argued as pay-2-advantage. It's a meaningless label that serves as nothing more than an excuse to resist change.

In no particular order:

1) Zergs, when games don't have ANY method for dealing with them (AoE, siege, etc.). I actually don't mind zerg warfare, provided the game actually leaves room for outsmarting the mindless horde and using superior tactics to win the fight. Instead, most games make it (intentionally, or not) so that zerging is almost required, because the game doesn't implement any counter-measures to people doing it.

2) Over-dependance on gear. I am so sick of gear treadmills, and I cannot wait for people to get over it already. It's lazy design manipulating base human addiction to generate interest. I love gear customization, but I absolutely hate it when games put a gate to PvP by making people who grind points physically superior to you with more passive stats. Instead of allowing people to dominate with skill alone.

3) Crap balancing. Either games balancing too much for PvP, or just fault balance philosophies (nerf what's popular, not what's overtuned). This has ruined so many games with potential. I know it's not an easy thing to do, but I still wish more developers were better at balancing their games.

4) Over-Pandering to casuals. Let me just say that, by most standards, I am a casual player myself. However, I think that too often games make bad changes to cater to players who don't want to have to improve. And would rather have the game made easier for them. You see this in MOBAs a lot in particular, as people complain 'x' character is OP, simply because they don't want to take the time to learn how to counter them.

5) Overboard RNG. Crit is probably about as much RNG as I'd like to see in a PvP game. The more games add features that are randomized, the less skill actually becomes the deciding factor.

6) Lag.

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