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All Posts by azzamasin

All Posts by azzamasin

134 Pages « 1 2 3 4 5 6 7 » Last
2666 posts found
Originally posted by VicodinTaco

I kind of feel the zombie fad has come and gone already.    The current zeitgeist seems to be moving back into a cold war type mindset except the enemies are more brutal and Nazi like instead of brainless zombies.   Maybe EQNext will capture that essence.  

You'd be wrong.  Zombie games, and more importantly Zombie Survival games are becoming their own genre and are growing.

Originally posted by delete5230

Here is what happened,

Lets go Way back.  MMOs were still new and not completely refined. We had UO and EQ1 but they were rough drafts in a time where Dialup was the best we could use.

Around 2003 Blizzard developed World of Warcraft in with competition of Everquest 2 by Sony to be the next generation MMO.  Everquest 2 lost with it's poor graphics engine and just plain ugly world and zoning.

This left us with only World of Warcraft, with perfect timing of EVERYTHING.

- Faster internet with DSL and Cable modem.

- Non instanced game world.

- Community based tools and quest hubs.

- Slow leveling, allowing everyone to stay that level for longer periods to make friends with a mutual goal.

- Cartoon, but stable for lower end computers.

- Quick fixes to bugs.

- Non-Zoned Areas to play, with a theme for each one along with music to set the mood.

- 6 starting areas for freedom and replay.

- PvP that worked.

- Low competition

- No costly expansion's for years, adding they were not needed for years

The list could go on and on. EverQuest 2 fans could argue forever but WoW was it, hands down. The money was rolling in. Marketing was not structured enough to interfere yet, not that it had to !......Millions of people were rolling in, kids in school had a major fade. " if you don't play WoW your behind ".

 

 

OK, now that I set the stage, I'll go into the downhill slide :

Around the EXACT SAME TIME maybe 2008 or so ( don't hold me to that ) three things happened.

1) Developers began mass producing mmos to hop on the action

2) Marketing took over.

3) World of Warcraft developed the dungeon finder. The beginning of Lobby game. This idea was met with mixed reactions. I could safely say 50/50. This killed the community. You no longer needed that guild, or a friends list THIS WAS THE REAL BOTTOM LINE OF THE END OF DEEP FRIENDSHIP.

Deep friendship is what makes you log in day after day for months or years. It's why people don't stop playing after they learn all them cool abilities and have seen all the world has to offer.

 

Marketing departments began studying Blizzards World of Warcraft. They took it upon themselves to copy the Dungeon Finder not knowing it was a downfall, thinking Bilzzard was still making millions. They in braced this extremely new feature without the understanding that it will destroy long term gameplay that only World of Warcraft could overcome with its monopoly............This is when the 30 day non-social mmo came to life. 

Other factors that killed the mmo experience were Dynamic events, personal story lines and instanced zones. This turned mmos into just games.

Not many players play games longer than 30 days, but mmos they will !

 

 

If you're not going to get history right then you have no reason to speculate on future or present activities.

 

Your very first sentence is wrong and when you refuse to include Asheron's Call, your point thereafter becomes moot!

Originally posted by akkedis86

Looking at some of the Alpha stuff, and the way they plan to implement progression, I have to say I am pretty amazed by this new direction which they are using for Skyforge.

http://www.youtube.com/watch?v=HGv-SJge9zo

You haven't gotten the memo?  Linear, Quest based Themeparks are a dime a dozen and are going no where.

Originally posted by Tyr216
Originally posted by SEANMCAD

wow. that is telling..

 

well I still hold the position that its the mostly the art style choice that has made most gamers not interested but in all fairness I said the same thing about WoW

It's not the art style that killed it for me. It was the boring grind.

Same here.  I am through with linear quest grinders and super fast progression systems games.

You're over stating a perceived problem.  In reality the combat in AA is really fluid and fast paced.  Might I suggest you get a better ISP.
One can only hope.
Originally posted by Gallus85
Originally posted by Brabbit1987
Originally posted by Markn

 

Ya people will hate because haters are jealous.  Funny they slam the graphics when it uses the same engine as PS2 which has great graphics.  GW2 clone probably not as GW2 has a level system.

Actually funny thing is, graphics are made out of textures, models, LODs .. ect. Even if these are in the same engine doesn't mean they are all of equal quality.

 

So technically, 2 games made in the same engine could have differeing levels of graphics. It depends on quality and what technologies of the engine are utilized. Game development 101 XD

 

By the way, I am in no way saying EQN has lower quality. Actually in my opinion, the quality is perfectly fine.

Exactly right.  Nice to see you get it.

EQN doesn't have "bad graphics".  It's not like they're outdated or poorly done.  They might not be what you prefer or what you think is best when it comes to style, but they are technologically on the high end and they accomplish exactly what the designers want: More lifelike characters that can show a wide range of emotion.

And if history is any indication, it's not like stylized graphics are a bad way to go.  Some of the highest selling, most popular and critically acclaimed games in history are stylized or don't even use high end 3D graphics..

League of Legends, WoW, Minecraft, Mario Kart 8, the Sims series, TF2, FTL, Terraria, etc etc.

Ultra realistic graphics don't make the game inherently better.  

I dunno, maybe I just care more about game play than I do with how nice the graphics are.

Lolol.

Exactly.

 

For record look at games like Albion Online, Shroud of the Avatar or Pathfinder for dated graphics.  Couple that with poor animations and those games are 10+ years too late.

Originally posted by DMKano

Why are so many EQN supporters speaking about Storybricks as if its fully implemented and working in the game already?

Can we just wait to see how it actually works in game before comparing this to ANY playable game right now?

Storybricks is a great systems, it has a lot of potential but that's all it is right now - potential, a possibility.

Comparing a hypothetical system to an actual working system is pointless.

 

Because of posts like you started last week expressing there is no innovation in EQN.

 

I am not an EQN apologist but I knew coming out of SOE Live 2013 (last years event and 1st announcement) that EQN was going to be different.  I aint saying it's going to be the bees knees or cats pajamas but it sure as hell is going to be evolutionary and quite possibly revolutionary.  For the record it the system is working and was shown at SOE live 2014.  Which is what the jest of this article describes.

 

Listen I understand that the MMO genre is saturated with flop after flop but lets not be so blinded, jaded and pessimistic that it blinds our inability to look forward too and spot something cool waiting in the wings.

Originally posted by gotha

Systems like this have been attempted since UO,  which had a full ecological system in place but had to scrap it because they could never get it working correctly.  Players killed all the animals too fast.

Due to the number of people MMOs are way too chaotic for a complicated AI system to respond too.  While I have high hopes for this,  i am rather skeptical.

 

Starr Long, the game's associate producer, explained in 1996:

 

Nearly everything in the world, from grass to goblins, has a purpose, and not just as cannon fodder either. The 'virtual ecology' affects nearly every aspect of the game world, from the very small to the very large. If the rabbit population suddenly drops (because some gung-ho adventurer was trying out his new mace) then wolves may have to find different food sources (e.g., deer). When the deer population drops as a result, the local dragon, unable to find the food he’s accustomed to, may head into a local village and attack. Since all of this happens automatically, it generates numerous adventure possibilities.

 

However, this feature never made it beyond the game's beta stage. As Richard Garriott explained:

 

We thought it was fantastic. We'd spent an enormous amount of time and effort on it. But what happened was all the players went in and just killed everything; so fast that the game couldn't spawn them fast enough to make the simulation even begin. And so, this thing that we'd spent all this time on, literally no-one ever noticed – ever – and we eventually just ripped it out of the game, you know, with some sadness.

Same thing I said in my post on Reddit......That was 1996, this is 2014....we've come along way in PC power.

IMO the most useless peripheral to ever arrive on PC.  Will not have any success whatsoever.
Originally posted by tawess

Or they just keep it as it is and see a massive bunch of those vets who said "will not play" come slinking with the tail between their legs and a "it was not as bad" excuse.

 

But as for your idea. It is ofc doable, it would perhaps tax the network part of things more then any GFX part as it would be a double set of "head geometry data" being sent back and forth. The reason i say it is doable is because this is exactly how WoW solves their new/old model issue.

 

Then again i feel your entire argument/idea is invalid due to your very narrow view on art and style.

 

Young adult my posterior... Mature my posterior... Had you gone the stylized/"realistic" route ... we might have had something to talk about [mod edit]

 

But yes.. your idea is doable, they most likley choose not to do it in order to save money and bandwith.

This. 

 

Personally I'm fine if these so called vets refuse to play the game.  Too elitist for open ended worlds IMHO.

Originally posted by Gallus85

Hopefully the people who keep spamming that emergent AI is the same as what GW2 did with "dynamic events" can read this article and educate themselves on why GW2's dynamic events and Story Brick's emergent AI system aren't even close to the same thing.

Great post Azz.

Thanks.

 http://www.eqhammer.com/column/making-worlds-content-delivery-everquest-next

I think it's obvious that EQN will have amazing innovation features that have never been present in the genre. I think it is articles like this that prove it and anyone who thinks EQN isn't going to be innovative is fooling themselves for personal reasons all because I feel they are upset it isn't going to be a clone of what has come and gone and come again. Love the direction this game is taking but I'll not get too hyped till I see it in action for myself.

I think it is fairly obvious why Tenton Hammer and others have lauded over it's potential with unheralded and unprecedented awards!


EDIT: For some reason it isn't letting me link with the editor so just cut and paste.

Originally posted by bcbully
Originally posted by azzamasin
Dislike mega server's immensely because it removes the factional and server pride one should feel.  I am of a very stern opinion in that servers should be small and suited towards players of like mindedness.  500-600 at max.

How would a mega server remove "faction" pride?  Makes no sense. Servers have nothing to do with factions.

 

Server pride is something that never should have existed. It existed because there was no way to make one world. 

Differences of opinions between us in more ways then one.  While I started in the genre at an early age it was very common for everyone to know everyone else and this kept the general bullshit and drama to a minimum.  Whereas when no one knows your name, anyone can get away with anything!  Ruining the core gameplay for many.  Of course server and factional pride matters.....It is why a game like Asheron's Call and DAoC had well respected persona's and the overall feeling of pride and respect for your fellow gamer was at an all time high.  Whereas games such as GW2, WAR or ESO have failed in this regard because no one has any pride in their side its all me me me me!

 

To me Factional pride and Server Pride is EVERYTHING in an MMO....all else comes second!  And till that core pride is reinstituted you'll never see a game as well liked and respected as AC and DAoC were.  That is the plain hard cold facts!

Originally posted by LIOKI
Originally posted by azzamasin
Dislike mega server's immensely because it removes the factional and server pride one should feel.  I am of a very stern opinion in that servers should be small and suited towards players of like mindedness.  500-600 at max.

While I agree with the first part of what you say, you lost me at the end. I am no math genius but I wouldn't care for a game split into 2000-3000 servers

IMO it's the best way to make your game play more personal and get to know your community, all the while splitting up different playstyles to suit individual needs.  It is reminiscent of the early stages of the genre when everyone knew everyone and their was no general asshattery going on.  When your name matters you play by a certain core set of rules and when it is much easier to make your name matter in such a smaller populace it becomes easier for the servers to police themselves.

Originally posted by LacedOpium

 

Apparently, pre-paid Alphas and Betas are heretofore going to become the norm from here on in.  Personally, it has no bearing on me financially since i have never been one eager to want to play Alpha or Beta versions of games.  It does, however, impact me in the sense that from now on release dates will forever be delayed until after these game companies feel they have dried up the pre-paid Alpha and Beta player pools of founder funds.   All I can say is, we all might as well get used to these 9 months to 1 year long Alpha and Beta phases because the success of this tactic has dictated that this practice is here to stay.

/shrug

Listen you're never going to get a Triple-A studio to pony up the hundreds of millions of dollars to take a gamble on heavy sandbox gameplay.  it just isn't going to happen so get used to it, if you want innovation and diversity in the genre you're going to have to play small indie projects and expect to pay through the nose for their development costs.  Get used to it!!!! 

Dislike mega server's immensely because it removes the factional and server pride one should feel.  I am of a very stern opinion in that servers should be small and suited towards players of like mindedness.  500-600 at max.
Originally posted by Nitth

 


Originally posted by justmemyselfandi
Good thing it'll be F2P.

 

I'd sure as hell never spend money on it.


 

And that's the reason i don't understand why this game gets so much hate.
You could play this game bitching and moaning all day long and it would cost you nothing
except your time and possibly some pride.

The reason this game gets so much hate is because it isn't a clone of EQ1, Doesn't have 16 rows of hotbar abilities, and doesn't have boring tab target combat.  It's fairly evident that the vast majority of mmorpg.com forum users are a fickle bunch of rose tinted glasses wearing people.

Originally posted by Avul
Sadly I can't disagree with you. Although I would express my opinion a little bit more conservative.

I disagree with him too.  Sadly the conservative approach to disliking a game is non-existent on this site.

I assure you developers will never ever look at independent forums such as these for guidance.  Too many haters to wade through.
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