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All Posts by azzamasin

All Posts by azzamasin

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2582 posts found
Originally posted by Bigdaddyx

And the one which is supposedly on death bed for years now according to the members of this very site and is unable to generate interest in public anymore.

Never ever take the word of the Vocal Minority with anything other then a grain of salt.  While I am one of those who detests Themepark games, I am not oblivious to the fact it is the biggest money maker and most productive MMO genre out there.  Like the Massively article that detailed LOTRO's Raid Community as being the vocal minority, the general feeling is that Themepark is the only game a AAA studio will undertake for the foreseeable future.  The ramblings of WoW's death has been greatly exaggerated. 

Can't wait for Naxx!  Finally see a shift in the Meta.
Originally posted by Boneserino

Who the hell is Ryan Getchell??

 

Oooh he played Ultima Online!    His qualifications are without  question of great repute!

 

It must be so!           ESO is dead!

He also runs an ESO fansite and Podcast over at TesoElite. He is hardly the epitome of fair and balanced coverage of the game.

ESO is a game that hasn’t truly been done before, it’s a game that is designed around its leveling experience, and those who rushed through the content to get to level cap and “End Game” essentially skipped

I can't help but feel you should backtrack on this statement. I personally feel that ESO is exactly like every MMO released over the last 7-8 years. Reliance on story, easy leveling, Solo-progression, lack of endgame.

If you create a game that takes less then a month (more like 1-2 weeks) to reach level cap then by Zod's mighty light you better have some endgame. If you want to create this illusion that endgame is just a means to an end and that the leveling progression is the ultimate experience, then you better make it take a while. Recreate the epic journey of a D&D campaign and create an experience that will take months and months and months to finish for even the hardest of hardcore.

 

As for the grandiose graphical fidelity you espouse, I'd buy the argument if the armor weren;t part of your character's skin, or appeared that.  But because the armor all looks painted on it gives this half-baked cheap looking feel from it.  As for the rest of the graphics, I find GW2 10x the quality and aesthetically pleasing of the 2.  As far as that goes, I also feel that games such as The Secret World and Neverwinter to be more graphically superior to ESO.

Originally posted by Nanfoodle
Mine is that EQN will be to twitch heavy. Action combat is flooding the MMO space. Adding dodge is fine but the twitch side of things can get so bad it feels more like playing a FPS over a MMO. 

It's already going to be exactly what you don't want.  Was said that at last year's SOE Live that the combat was going to be fast paced, action orientated.

 

With that said, I think it's a perfect move and I believe all MMO's should go this route.  If I want to play a stand still and trade blows, RNG roll for to-hit and to-miss, I'd play a freaking RTS.  I think an RPG should be more about action then your typical Real Time Strategy game.

Originally posted by Torvaldr
Originally posted by ThumbtackJ
Originally posted by Dreamo84
Actually, with the foundry Neverwinter is one MMORPG where you NEVER have to do the same content twice. You can very much level up entirely doing user created content.

And some of it is actually quite good. Rivaling the studio created content I'd say.

This game has great UCG. I do think it can keep the game from feeling the same. With that said you still kind of "need" or will want to run at least the story campaign to unlock areas and such. Also the reward system for foundry quests needs to be improved. Foundry quests shouldn't be all about rewards, but they need something to make the looting more fun.

This was my biggest issue with the Foundry, my 2nd biggest issue was you couldn't design boss fights.

Well I'll definitely be going back to Neverwinter after this announcement.  Scourge Warlock is going to be hella fun to play.


Originally posted by Wizardry

Originally posted by zymurgeist Something unrealistic in a video game? Who would have thunk it. We all know a twig or walking stick is far more magical than an axe.....
Ideals still need to be plausible,otherwise why not have a Mack Truck come out of a sword or a tractor trailer come flying out of a staff?I hope those over the top ridiculous ideas prove that ideals DO need to be plausible. As for magical weapons,they would have a magical property,that does not make it plausible that they would ALSO reinforce magical spells.Example a fiery axe would do additional fire damage but doesn't mean it would or even should boost fire spells. As far as Fantasy/mythology goes,i think it widely accepted that magic is reinforced by staves or wands and nothing else. Yes melee means close proximity but it is also a term used for weapons that WOULD be melee'd,staves and wands are usually used by casters from a distance and do not usually melee,hence why all weapons other than wands and staves are considered melee weapons,well aside from ranged such as bows,xbows,slings ect ect. Personally i wouldn't lose sleep over it but i would also prefer that ideals remain plausible and that not every single item in a game reinforces magical spells.

So it's perfectly plausible for you to have 2 weapons look like this:


 http://wod.wowhead.com/item=111123

and

http://wod.wowhead.com/item=108149

Yet one of them doesn't take advantage of their stats?

I think it's unplausible and unrealistic to have different rules for different weapons, ontop of having a harder time to balance and increase magic effectiveness. Without using some unplausible (like growing exponential numbers of statflation) to balance the same power growth from power level to power level without using weapon modifyers. The simplest and easiest way to balance the classes IMO.


It's not just melee weapons, it's all weapons.  The reason it's done this way is because it's much easier to balance and much easier to accommodate hybridization in class design.  Whereas in the past most spell casters have no real way to grow their spell damage other through Spell Power which leads to unwieldy stats (large ass numbers) and unneeded stats (weapon damage).

 

 

If we continue to get boring ass Themepark's the genre will become stagnant and most of these developers will move on to MOBA's.   You can already see the writing on the wall with the popularity of that dreadful instant gratification genre and the yearly release of yet another quest centric WoW clone.  What we need is old school MMO design and we need it now.
Originally posted by Lord.Bachus

I dont understand why a lot of developers try and move away from the trinity, first GW2 and now EQN and some others too.

 

the trinity is a natural mechanic that just works well for MMOs. Instead of moving away from the trinnity developers should add more depth to it... And add better AI to the mobs...   But mving away from the only keymechanic in MMOs that makes people play together is wrong...

 

i am looking forward to the first game withouth a true dps class, where everyone gets another role on top of dps...

 

-  tank

- healer

- cc

- buffer

- debuffer

-puller

- cleanser

 

just give every class one or more of these main roles.... And allow everyone to dps on top of that....  And make all of those roles required for hard content

disagree.  The trinity is a trope of Everquest.  In a true MMORPG or fantasy adventure from D&D to Books by Tolkien, there was never a Tank, Healer & DPS.  Not to mention that for years now Action Adventure Games like Diablo or MMO's like Asheron's Call have done perfectly fine without a trinity.  What we need is smarter AI and more systems in place to encourage individual responsibility.

Originally posted by flizzer
I know it is cool and hip to prefer indie developers and their games. Not me, I prefer the AAA companies and the games they come out with.  I can't recall the last time I saw an indie type game I preferred.  Usually graphically they are subpar and game play usually feels slow/clunky to me.  But if people wish to throw money at indie people, sure, what do I care I suppose.  I'll continue playing the big name titles, however. 

Agree to an extent.  The thing with Indie's is they usually only put out content that a small minority want in a game.  Such as Open World Non Consensual PvP and Full Looting and Perma Death.  I would prefer if an Indie studio actually wanted to put mainstays the vast majority want out of a game but take the risk with new innovative techniques and systems.  But no they always only go for the former which forever leaves them in the small market Indie junket.

Originally posted by VaultFairy
Originally posted by davc123

im but 25lvl but  but tired of questing 

someone also?

I got to level 42 and gave up. Not touched the game for 4-5 days now. Leveled to 30 mostly by pvp which was nice but the exp gain plummeted.

Made it to 16 and it took me 4 days to do so.  Finally told my friends sorry this game is not for me and quietly uninstalled.  I'm done with Themepark's for the foreseeable future.

Originally posted by Nanfoodle

You do get that RPGs and questing go hand in hand? This has been the case as far back as I can remember. Even old school 8 bit RPGs did it. Gota ask, if you are sick of them, maybe you need a break from this type of game. Go play fighting games for a while or something. 

Also with Wildstar, stop doing task missions, they are not required. Just do the main story and go level a different way, dungeons, Shiphand missions, PvP. There are lots of options. 

if you call go here, kill 10 things, come back and turn in a quest then no I don't think RPG's and questing go hand in hand.  If however you call questing the things that are normally associated with Dungeon Crawling in Themepark MMO's thjen yes.

 

Wildstar like all other Themepark MMO's feature heavy influence of TASKING.  Not questing.  Having so little interaction with the environment and near 100% reliance on killing is not the typical RPG questing.  If you want true questing take a look at games like DAoC or Asheron's Call.  In-depth and long drawn out adventures that feature things such as NPC interactions, Traps, Puzzles, a tough boss, and an at least 30 minute completion time is what typifies RPG Quests.  Not the Fed-Ex, 5 min kill task that tells you where to go and what to kill.

 

As for the OP, you should really change your title to:  "I am so tired of Tasking".  Because that is all you do in games like WoW or Wildstar.  To call their progression method a quest is an affront to the entire history of RPG questing.

Originally posted by Uhwop

Fire firor and the the other guy, hire a new person who understands why people love the single player ES games and isn't hamstringed by an inability to be creative, and then do what Square Enix did for FF14:ARR.  

something tells me there problem is shifting from retaining player to getting new players into the game.  These changes aren't going to do that.  

 

It's not Firor's fault.  In fact in all the interviews leading up to release from as far back as a year and a half ago I felt Firor was confused and upset with the direction the studio heads were taking this game.  I could tell something was off, and I know those guys wanted to make a DAoC successor but were forced to make a Themepark MMO.

Originally posted by udon
This really saddens me.  ESO is a flawed game that has a great potential to be a great game if they focused on what is this games main strength which is the story and the larger world than just dungeons.  This focus on dungeon running and gear tiers just shows they are taking the wrong messages away from what people are telling them and is going to dilute this game into another WoW which really was the last thing this industry needs and certainly not what the Elder Scrolls franchise needs.

Disagree 100%.  ESO was a flawed game because it didn't focus on Dungeons, content and gear.  The 3 BIGGEST things an MMO needs to be successful.

Originally posted by nottuned
no, im to worried someone I respect will see me wearing all that silly stuff.

Ditto here.

Originally posted by Loke666

If a game tanks because it can't keep players interested or isn't fun enough making it F2P is just putting a band-aid on the problem. Most of us have limited time and while we might try out a F2P game it still needs to be fun to keep us interested.

As I see it, ESO have serious issues it needs to fix. Making the game F2P could give the devs a second chance but they still need to fix those issues. Phasing, bots and really lame dungeons is a disaster no matter what payment model you use.

If I were Zenimax I would worry about getting the game better, once that is done you can talk about if changing payment model is a good idea or not.

I'd normally agree with this but F2P is a strong incentive to keep players around longer then they normally would under a subscription plan or bring in new players who never gave a subscription a chance.  History proves this to be true.

Is it worth playing now?  That is the question I have with the game.  Are Nightblades fixed?  Is the game 100% about ranged attacks?
Originally posted by Distopia

Wish I'd have seen this before responding in the other thread. What's missing is players who actually want to be a part of a community. People play today in large part for competition, bragging rights, and leader boards. Their idea of community is someone to compete against. If it's not about competition, it's about who can help get them what they want.

Ever heard the line "what's the point? WHat do I gain from it?" that's today's gaming community in a nutshell. EVerything is about rewards and bragging rights to these folks, community is the last thing on their mind. It's not even about the idea of just coming together and having fun to most of them, as if it's just about fun, that means there's no purple item at the end of the trek.

Well for those who came from EQ or maybe UO feel that, but theres a rather large segment of players who got started in Asheron's Call and those so called negatives were positives in AC.

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