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All Posts by Anireth

All Posts by Anireth

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547 posts found

That's an "impressive" list of DLC for a game barely a half year old.

You sure thats from Nintendo and Atlus? Seems like they just took the Attack on Titan Tribute game and added a few lens flares or so.

B2P? Surely not. F2P? Most likely still no. There was nothing that really held my interest when i tried it in beta. Played like 10 minutes.

 

"It's not a MMORPG" is just marketing anyways.

Neither Guild Wars not Destiny or The Crew have any real differences from some games nobody has a problem calling "MMORPG".

If you want to use "open world" as an example, i point out games like UO, where everything is (was?) open. How about saying WoW is not an MMO because all the end game content is in instanced areas? Games like Guild Wars do go a step further, sure, but drawing the border there is just an arbitrary decision.

Either an MMO needs a fully open, persistent world without any instances, or everything that at least features a small open and persistent part is an MMO.

Heck, you could argue that even different servers mean that it is not a fully open, persistent world, so only single server games like EVE qualify.

I still don't understand why companies insist on unbreakable cutscenes. I get it with the publisher logo etc. on the first startup. But after this one occasion, everything should be skippable. After all, you are paying for the game. €60 for a new game should be enough to be allowed to skip the advertising, and once the game is released, it's up to each one how he enjoys it.

Even worse though is unskippable cutscenes, after which you automatically get moved to a new area, leading to another 5-10 minutes loading, and an immediately triggered boss fight. When you die against the boss? Back to step 1, the cutscene. When you win? Another cutscene, another loading screen.

Not bashing FFXIV specifically, but i wonder how people can defend unskippable cutscenes and videos.

Doesn't matter whether it's 10 seconds or 5 hours, if i want to skip it let me. It's not yours (random people on some forum, or the developer) to decide.  

[...]they are honestly not REQUIRED to enjoy the game[...]

Depends. Unless you are extraordinarily lucky (and i mean, really really really extremely super extraordinary, not just ordinardy extraordinary. I have a friend who always gets those rare drops, manages to sell something for like 100 times the regular price by mistake (typo when selling it via AH, and someone actually buys it..), and even though he had like 5 times my money, that little additional high end equipment he could afford with that barely made a scratch when looking at damage etc.) you will never get even close to real high end gear. You may get the armor drops, or the occasionally pricy resource used to craft said armor, but the enchantments? No chance.

Well okay, i guess you can play like 1000 hours per piece. Which means what you are aiming for will be horrendously outdated before you acqurie even the first piece. And remember, almost every piece of armor needs an enchantment aswell as the weapons.

And with the highly varying difficulty among the endgame dungeons, and with said difficulty taking another step with the "special" dungeons like Valindras, Malabogs (though relatively easy among them) and Castle Never. And whatever they added in the mean time.

So yes, the game is fun while it lasts, but if you want to compete in PVP or just want to see all there is to see, you will either have to grind incredibly hard, call Daft Punk or simply pay.

That was in the PC version, but it looks like the console version will be rather close to it.

I wouldn't get my hopes high about any fast patch, and from my experience, it's better if they don't patch anyways. Every patch broke more things than it fixed, and totally unrelated stuff on top of it.

Like, the fix some skill not properly triggering, and suddenly the doors in a random dungeon don't work anymore. Then they fix that door like three weeks later, and suddenly whenever you speak to a certain NPC the game crashes.

*THATS* the quality of the patches provided by PW/Cryptic.

And no, it wasn't just me. The forums where full of it each time.

Still a nice game for a while, but it could have been so much more.

Only played it the traditional way, so can't comment on any XBox issues, but while most people where not exactly leaping at the chance to finally speak with anoher human being, i never encounted anything like "shut up" while playing. It was more or less the same as everywhere - some say "hi", some you can talk with, some insist on speaking in their own language (French, German, Russian, whatever, doesn't matter) despite clearly being capable of English (e.g. when you link an item, it uses the language of the client, so you can infer some things), some are rude, some are really nice.

IMHO, Neverwinter has it's own not so small share of problems, but i don't think the community is one of it, at least not more so than in any other game.

Really really nice trailer, but we'll see about the game.

I almost never manage to stay true to a stealth path anyway, so the boss fights weren't that huge of a problem for me, but still, i hope they either do away, or let players use all skills. Not only stealth was useless, but everything not directly related to fighting or survival.

So hacking, jumps, wall breaking etc. too. Of course, most weapons were also useless. Melee gets you instant killed, or at least blocked and a unblockable counter attack, sleeping gas etc. is obviously not working, EMPs helped, but compared to simply bursting the boss it was quite tedious.

I fear though that the fight they've shown against that big guy is exactly what awaits us. *Exactly*. I mean, it even was like i said above. Melee gets you blocked + counter attack, boss uses skills you can't really block unless you have exactly the right implant..and apparently EMP, sniping or sleeping gas was out of question, too in the trailer. Just as i said, just at it was in HR.

If it's like HR it'll still be a nice game, but they should work on the boss fights instead of the gag feature of hidden real time deadlines.

First they shut down a fan-made game, only to have their own team work on it for free because they believe in it. 

While i'd love to see more old games revived, and while I'm not an avid Decent fan either, it was fun back then, so this might turn out fun, too.. but: Really?

Big publishers sitting on an IP for years, doing nothing, then shutting down a fan project, which is basically free marketing (even if it turns out bad, it's not like it was ever officially endorsed etc.) for a project they aren't paying for, either. If those guys are using their own time and money, it's basically just another fan-made game, only with the benefit of abusing your employes for the companies profit. 

That they are happy to do so is mostly irrevelant.

If it turns out good, they'll re-release it as a new Descent game with a $60 price tag and another $100 for zero-day DLC, if it turns out bad, well, it isn't an official game, no company money, not on company time, maybe not even using company equipment.

Oh, and they'll cut half the features to streamline it. Who needs six-degrees of freedom? Four are enough. With a "evasive action" DLC, any maybe scripted ups/downs, without control, like an elevator ride instead of flying. And those customizable ships? Well, they stay of course. Otherwise they couldn't sell you the actual customization *options* like decal, different laser colors or whatever as DLC.

Funny, just stumbled across some videos of another blackshmith making famous weapons from games and shows, like the Buster Sword, the Gunblade etc. some hours earlier.

Both used the lazy way of cutting the actual plate out of steel sheets with a plasma cutter etc.

It sure is fast, and makes for great show weapons, but i'd love to see them both making them at most semi-automatic (automatic hammers for the standard work in the beginning is okay, but no CNC and steel sheets), and  make it solid.

This way it's not really usable in a battle anyways, so who cares if most of us can't lift the solid version. It's not like it's *intended* to be used, either. Those weapons are intended for two things: As sort of a proof of concept, "this weapon would work" , but you need a solid weapon to strike a solid target, and to show off.

Those actually go hand in hand. If you don't use such an axe against steel qualified for plate armor you can't show that it would work, and if you don't use it against things that *look* like plate armor, you can't really show off.

I can destroy glasses by simply pushing them off the table. Same with the ice murloc, and those "knights" looked like cardboard (at most pressed board..) and balloons (maybe foam).

And the smith could show he knows his stuff. Buying steel sheets and programming a CNC is not really smithing after all.

Lets think about this for a moment:

Some developer releases the first game in a series, with a certain setting. Doesn't matter what, pick anything.

Now the next few games all feature the same setting, except that it's a different one from the first game.

Did they really stray from the IP with the sequels, or was the first one the stray?

And with FF, with every game having a different setting, which one is the stray? Either all past the first, or none.

Most games do have something in common though. They all feature some kind of turn based combat, still reminiscent of the original JRPGs. Even though they got faster, mor action oriented, it's still turn based combat. Well, maybe simultanous or independent turns, but HoMM V also did that, and now one complained it would be a turn based strategy anymore. Stuff like delayed actions (instead of attacking now, your character counters when the enemy attacks etc.) is also in the franchise since like forever.

Then there's chocobos (heck, they rearranged the chocobo theme for a different music genre with nearly every game, be it rock, jazz, blues..), summon system, the summons themselves, the mix of fantasy, steampunk, cyberpunk, sci-fi..

Most of the times you get an airship..there is (nearly?) always a reference to "Highwind" of some kind and so on.

Maybe we will get a game that has nothing in common anymore with the first one, or even one of the laters in the future, only with a few direct predecessors..and still it would probably be Final Fantasy.

It's like the old question with a car: If you change every single part over the years, is it still the same car?

I play whatever i think is the most fun, unless there is some reason, e.g. i prefer playing with my friends when they are around even when i might want to continue some single player game, because i can play the later whenever i want, while not everyone is always online.

This does not necessarily mean there is nothing i want to do in an MMO. You know, MMOs are just games like any other in the end. They are not superior in any way or deserve some special attention. Of course, this is MMORPG.com, so a certain MMO focus is to be expected, on the other hand you expand the genres covered more and more.

Which makes the whole question pointless, as it's basically "what games do you play when a random single game of your evergrowing collection isn't fun at the moment" - well, any other that is fun, as i said initially.

The real question is: What do you do when no game is fun right now?

Originally posted by ichihaifu

No, you wont get this feeling again. Its one time only.

You lose the ability to get the feeling due to multiple factors: Age, genre getting stale, memories of the "first" and your nearby community not following after you.

 

You may find games which will bring you close to the feeling which you got the first time, but it will never be quite the same and will usually wear off faster than you can realize it.

I believe that this, the first answer right here in the thread, describes it perfectly.

I started with UO in '98 or so, and when i quit in 2000/2001, i was left looking for a new game for years. Played some more, some less, but only when i started playing Guild Wars (which i didn't get into in '04/'05 - lacking people to play it with) in around '09/'10 and played it until i had really seen every damn pixel there was to see in 2011 or '12 i really got back into MMOs. It wasn't the same feeling, even discounting for the obvious differences between the games, but it was really nice.

One or two years later i enjoyed the hell out of Vindictus, with lots of shor time games before and after.

Basically, a lot depends on coincidence. The right game at the right time, with the right people makes all the difference in the world. One factor off, and any game will be stale. Good things there's other games then MMOs out there.

Availability is not a problem.

Sure, Aragorn, Son Goku and Bruce Wayne are gone rather fast, but those names do really fit the intent of character name != screen name anyways.

I almost never have problems finding a name that works. Recently started playing Blade and Soul. First name was in use, but thats no surprise - it was after all from a..well, not exactly famous, not like a hollywood movie, but maybe poplular? - work. But the second try worked out.

I had the full 8 characters in GW (full as in, not buying additional slots) and not one name was taken, despite me creating most characters after the game was already running for 6+ years. Similar in other games. Even when looking at the names i used for single player games, e.g. NWN, i don't think i've ever come across them anywhere.

And the few of my names that i've come across elsewhere, it took years for them to appear anywhere.

Heck, i don't think i've ever come across any of the more unique names of other players i remember from all my years of playing MMOs (or online in general). As i said, names from famous works are gone fast, but there is still a for all intents and purposes unlimited amount of names available.

If you are too lazy to think of one yourself, use a name generator. Or at least use a list of names, like "baby names 2015" and roll a dice.

Actually i just took a quick glance over in another thread i have open right now to look at the screen names, and they are more unique and more fitting for a character name like "XaRAGoRN1337x".

It's not about trinity vs. no tronity, it's about whether the system works for the game, and if the rest of the game works, too.

I loved UO, GW1, Vindictus..

GW2 is indeed messy though. So i played the hell out of  two games with no trinity, and one with a trinity, while at the same time not liking the approach of another non-trinity game.  I also loved that you basically needed a thief in DDO for the instances. Traps were way more deadly than most enemies.

Nothing to do with the system itself. Either it works, or it doesn''t.

It's the same as with visual style. It's not realistic vs. cartoon or how a high polygon count doesn't mean a game looks good.

 

There was not much to do when i checked out SotA, so no idea about the rest, but the inventory certainly was like UO. Which was always a huge mess, but kinda interesting. More freedom in organizing things compared to the usual slot based ones.

UO2 would probably suck, like many sequels especially to MMOs. But something in the spirit of the original UO...the thing SotA was supposed to be, but apparently isn't.

Seeing how many games where shut down, publishers do not seem to have qualms about it. That means that games that are still running are profitable. Even more so if they were P2P before and got changed. Either it's even more profit, or loss (and shutting it down soon) vs. profit (and keeping it running indefinitely).

I also don't think the problem is really "they play a game i don't enjoy", but the fear that developers and publisher will focus on those kind of games. If ten times as many people play game A compared to game B, it's likely there is more money to be made with game A, too. And with the rush to get a WoW clone or a MOBA out of the door, we can see how easily it can happen that the whole industry focused on just one type of game. If i happen to not like it, the near to intermediate future is looking bleak. Heck, we are still recovering from the "WoW clone" years, and there are still more MOBAs to be released.

Where to place the line that separates hardcore from non-hardcore? I ask, is it actually that clear cut? At the very least it's a rather erratic one with blurred edges. Maybe the difference is even all made up?

When even distrubiting one of 100 skill points wrong can mean your character is basically useless, you need all the information you get.

And most RPGs actually suffer from not enough, or maybe better, the wrong information. You can see your supposed DPS with 3 decimal places, ithere is even a special page where it's adjusted for every damn enemy including the last 20 players you fought, but when you actually test it, you'll soon discover that that number is basically useless, as it's just your basic strength * basic weapon damage, but you have like 20 different enchantments on your weapon, your armor reflects 20% damage, you use several spells to increase your strength, and crits aren't accounted for at all, while you managed to get 75% crit chance and 500% damage.

Or i have two weapon, both do 15-23 damage, and i have the same listed DPS with both, but i kill twice as fast with the first one, because they actually didn't take weapon speed into account when calculating DPS. Or attributes like "hits twice" or "chance to kill 10%" aren't listed.

So i'd say it's not per se too much, but simply the wrong information.

The more stats you include, the more you have to show..

When you have like 5 weapons total, and a bigger weapon always is slower but does more damage, then you can get away with not showing any stats at all. If you kill 3 enemies and they drop 4 weapons, all having the same icon and being called "rusty broadsword", you have to make it clear whether they actually are the same, or if you have a range of stats for each weapon.

Transfer characters? What does that mean? The name and looks? Stats? Equipment? Everything? Do i even want that?

And why would other studious even use it, especially as it *has* to set some common standards and therefore limit creativity. Otherwise you would have to rewrite a transfer method from scratch everytime.
 
inXile and Harebrained are not exactly the top dogs in the business, and "indicating" support is at best half-hearted. I don't think their current games (Wasteland, Shadowrun)  happen to already use it, either.
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