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All Posts by azzamasin

All Posts by azzamasin

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2619 posts found
Originally posted by bcbully

I love auto path in games where I have to quest or travel long distances. Click where I'm headed, pan around and look at the scenery. 

 

I don't get why anyone would have a problem with it.

Because if the game is boring enough to feature something to make traveling easier it might as well feature fast travel.  Forced time constraints are one of my biggest turn offs in an MMO.  Anything that artificially makes you slow down is an anathema  to me.

Originally posted by Quesa

 


Originally posted by azzamasin

Originally posted by Quesa

Originally posted by yungnine

Originally posted by Quesa  

Originally posted by yungnine WoW is the ultimate in P2W because you can't even play without paying first off,
I think I've seen everything on this site now.   
If your going to quote it quote the whole sentence, it's paying to play and having a cash shop that makes me feel that way.
Beyond expansions, what forces you to use the Blizzard store in order to progress?  Nothing, so you're statement is still asinine.
With that being said what makes you think that any other F2P title forces you to pay to progress?  I've played Neverwinter, GW2, and TSW and nothing in their store is required to progress.
Me personally?  I don't play many F2P MMOs but one of them was SWTOR and I found the restrictions overbearing.  Not being able to equip looted equipment sent me off the deep end the last time.

 

I was more pointing out the absurdity of the comment that WoW was P2W because "you can't even play without paying first". With his asinine rational, you might as well call any game that requires you to buy anything is P2W, including ESO, WoW or GW2.

The problem with games like SWTOR and to a lesser extent DDO and LOTRO is that the games used to be subscription and the publishers themselves have little knowledge on the subject and do not know how to monetize them properly.  Whereas games like GW2 or Neverwinter understand that players will buy stuff out of cash shops regardless and do not force the players to do so.

Originally posted by LeNinjaKitten
Originally posted by Dauzqul

I know I can just do the research myself, but it honestly is simpler to ask. I'm pressed for time!

 

What makes Black Desert a Sandbox MMO?

 

How big is the world?

World Housing?

PvP?

 

Thanks!

The world map takes approximately 2 hours real time to cross from one side to the other. There's no teleportation of any sort so it must be traveled by foot or mount.

Housing is pre-built and instanced, or what PA refers to as "Phased" - This means houses are accessible in the open-world making it possible to explore the inside, however the player inserted content (decorations and such) are visible only to the player that purchased the home. No loading screen is required to view a player's "phase" of a house. Because of this, multiple players can purchase the same home. It has been stated that there may be limited un-phased/instanced housing in the future.

PvP is 100% open-world. PA plans to implement an Arena but no details on this have been released aside from they are unsure whether the Arena will be open-world or instanced.

PvP is probably the most notable Sandbox feature of Black Desert. Guilds have the ability to control certain areas of a map by seiging and claiming a castle. Once taken they can place Taxes on the surrounding Towns which effect all players.

Black Desert also has no instanced content aside from the phased housing and possibly Arena - the game has no loading screens once you log in. All raid bosses and dungeons are open-world.

As stated in sera's thread asking the same question there's also the trading caravans players must partake in to transport goods from one city to another.

Is there going to be different rule set servers?  Not a fan of open world non-consensual PvP.

Originally posted by Quesa
Originally posted by yungnine
Originally posted by Quesa

 


Originally posted by yungnine
WoW is the ultimate in P2W because you can't even play without paying first off,

I think I've seen everything on this site now. 

 

If your going to quote it quote the whole sentence, it's paying to play and having a cash shop that makes me feel that way.

Beyond expansions, what forces you to use the Blizzard store in order to progress?  Nothing, so you're statement is still asinine.

With that being said what makes you think that any other F2P title forces you to pay to progress?  I've played Neverwinter, GW2, and TSW and nothing in their store is required to progress.

Originally posted by Silentstorm

Western Thoughts

So Black Desert needs a western publisher. I made a list of gtfo publishers who shouldn't be considered. And the companies who should get the chance.

 

1. EA, Blizzard, Sony, Snail all deserve number 1 gtfo. They all have too much going on. And are guilty of some of the worst cash shopping practices. Or just bad with communities in general.

2. Ncsoft too many games coming and they can't even be honest.

3. Nexon Cash shops in a very sneaky way. I don't like it they're a no go.

4. Perfect World Cash shops EVERYTHING stay far far far FAR away from them Daum.

I know I'm being hard on these games. But they deserve it because I'm truly tired of pay to win. And I'm someone who could afford to do it. Doesn't mean I deserve a crown over any other gamer. 

===============================================

The following are companies that should be considered. They either have good practices or good with communities.

 

1. Trion They have the best cash shop practices we have in the world. It's fair balanced and they care about community

2. Square-Enix I mean duh the awesome they would bring to the game is one thing. But they also have patience and wouldn't abandon it easily.

3. Funcom Like Square they wouldn't leave the project hanging. And they do a very good job immersing community. Which is where this game would have an issue.

4.Tencent has already said it wanted to start doing western games. Now would be an excellent time to jump in and show these western companies how to do it.

What makes you think Blizzard has so much going on?  Not that they have ever done publishing for another studio but with the recent shuddering of Titan they really have nothing going on.  Blizzard would be my #1 choice.  Trion has way too much going on with  ArcheAge.  SOE is busy so they're obviously out.

Originally posted by rojo6934
Originally posted by Kyleran
There is actually a third method of progression, real time training based on time subbed to game as is done in EVE. I personally love it as it allows me to progress my skills at the same rate as everyone else, regardless of the fact I have more limited play time than most. Of course it is hated by those who prefer to advance their characters through taking advantage of their extensive play time.

In EVE the real progression is in learning how to actually play the game well, backed up by your ability to earn ISK.

i may be wrong but im under the impression that this progression method would make the game feel its playing by itself. Pretty much like the automated gameplay some F2P asian mmos offer to "relieve the grind" by automating it so you dont have to be there playing lol.

What's the point of the system?  IMO progression for progression sakes is boring.  I need a reason to progress other then just to acquire higher skills.  Maybe this is why I never got into EVE.

 

Also how would you progress?  You're leaving off an important point there IMO.  Are you still questing?  Or Grinding?  or?

Originally posted by Tr3ize
Originally posted by azzamasin

While I usually am quick to point out that the atypical MMORPG leveling model is anything but traditional RPG questing, I will stick to the terminology since it's usually accepted that Progression via questing such as in WoW, ESO, Wildstar and other Themeparks is called as such.

 

With that being said, what systems of progression would you like to see? Traditionally we started out with Camping/Grinding high density mobs for progression then moved on to the linear threadmill of quest grinding but in the 14+ years of this genre do we really only have these 2 models to work with? 

 

Typically the RPG is heavily story based but I am and always will be a firm believer that an MMOrpg is about persistence and virtual worlds and the story is and should be different for every character created.  Therefor eschewing traditional RPG storylines is my first priority in getting MMO's back to their roots.

 

I myself like the Asheron's Call model of progression.  Hard, lengthy quests (true RPG styled quests) coupled with a healthy dose of grinding high XP, Low loot profiles mobs and Low XP, High loot profile mobs.  Let's hear your takes on what you want to see as a progression method for your ideal MMO.

 

First of all, an MMORPG is not an RPG. The story an RPG has to offer simply can't be done in an MMO. Secondly, a different story for every character has been tried a few times, and honestly, it's not different enough to validate the development time put in to it.

 

This is a typical case of 'I want an MMORPG to have AAA quality RPG quests', while it isn't entirely impossible, asking this of developers means making them pick between this and, what truly makes an MMO, group and endgame content for their launch content. Especially since the publishers, the company paying and getting large parts of the profit, want MMOs to be released as fast as possible, a choice has to be made.

 

This tends to result in a mediocre MMO at best, which lacks essentials to MMOs, namely group and end game content. 

 

I agree questing in MMOs is a grind and something should be done about it, however not at the cost of endgame and group content, which seems to be what ends up happening. 

I am of the opinion that if the leveling progression was lengthy and entailed many high level coordinated quests reminiscent of Asheron's Call then your results would be different.  Forced grouping is never a good thing but grouping should be encouraged and rewarding.  As is typical of Asheron's Call; You can level solo all you want but to get the highest XP per hour it is better to group.  You also are encouraged to group to do these detailed lengthy quests that reward you with needed items and skills.  Such as doing the quest that rewards you with a weapon enchantment that deals additional damage to undead.  Endgame activities should be varied and player driven I.E. Sandbox but should start earlier and not at some arbitrary level.

Originally posted by Alders
Originally posted by Scalpless

GW2 got it right with dynamic events, but screwed up scaling and the length of those events. Instead of creating dozens upon dozens of similar events, they should've focused on bigger, longer megaevetns with subevents. For example, you could have a huge siege that takes over an hour and some smaller missions like "destroy the ballistas". They tried something like this with metaevent chains, but the events in them feel too disconnected. Also, the rewards for completing events are complete crap compared to just about anything.

This is probably the main reason why I dislike GW2's focus of the Living Story. Its DE system has the potential to be a near-perfect way of leveling, but it needs an overhaul that can't be done in a content patch.

Edit: Of course, sandbox games are another option, but questing grid has never been a problem in them to begin with.

 

Completely agree with this.

I loved just exploring and running into events on the way.  It didn't feel like leveling to me and that's really important.  I personally judge how good the leveling is by how often i look at my exp bar and i rarely did that in GW2.

But as you mentioned, the scaling was way off coupled with the lack of a hard trinity made the instanced content such as dungeons not very fun.

Yea I like this method very much but IMO GW2 got it wrong.  First the Hearts were a step back from exploration but encouraged linearity.  Secondly like you said the DE's themselves were rather lackluster.  I would of preferred longer chains.

Originally posted by seraphynx
Originally posted by Allacore69
Originally posted by wormed
Originally posted by Fdzzaigl

I actually liked what I saw of the combat for this game as well.

Sadly, hub-based games are a general no-go for me. I've tried to get into them a number of times, but have always quit them very rapidly (the only one that somewhat succeeded was Global Agenda, which I played  for 100 hours).

A persistent world is just one of the things I "need" in an MMO before it starts to actually feel like ... an MMO. That's a personal sentiment though.

Agreed. Can't do lobby games.

It's not lobby. It's like Neverwinter.

while i don't mind much as I like vindictous, NW is pretty much a lobby game.. not quite as much as vindictous but really not that far from it.. NW is in no way an "open world" type game like say wow

You're confusing seamless with open.  Neverwinter is zoned but open world MMO.  The zones are non-instanced but are non-seamless.  Whereas WoW is Open World as well as Seamless.  GW1 is the model you're looking for when describing a lobby game.  The only open world is the main cities, all adventuring takes place in instanced areas.

While I usually am quick to point out that the atypical MMORPG leveling model is anything but traditional RPG questing, I will stick to the terminology since it's usually accepted that Progression via questing such as in WoW, ESO, Wildstar and other Themeparks is called as such.

 

With that being said, what systems of progression would you like to see? Traditionally we started out with Camping/Grinding high density mobs for progression then moved on to the linear threadmill of quest grinding but in the 14+ years of this genre do we really only have these 2 models to work with? 

 

Typically the RPG is heavily story based but I am and always will be a firm believer that an MMOrpg is about persistence and virtual worlds and the story is and should be different for every character created.  Therefor eschewing traditional RPG storylines is my first priority in getting MMO's back to their roots.

 

I myself like the Asheron's Call model of progression.  Hard, lengthy quests (true RPG styled quests) coupled with a healthy dose of grinding high XP, Low loot profiles mobs and Low XP, High loot profile mobs.  Let's hear your takes on what you want to see as a progression method for your ideal MMO.

Made it to 16 here.  I really really wanted to like the game but the whole Questing for progression schtick is too old for me to do any more.  I remember when WoW released with this Quest to Level progression and thought it was brilliant but it's been 9 goshdamned years, hi9gh time a new progression model comes out.

IMO there is only one and that would be Everquest Next.  If they can deliver on a tenth of what they've promised I think it'll revolutionize the genre.  Or at least I would like to think it will.

 

 

Originally posted by ElElyon

ahhh pvp videos of people stun lock ganking other people...

Not exactly what I would call skilled pvp or an example of a game with good pvp.

My thought's exactly.

While I think the game is god awful and is one of the worst MMO's released in the last 8 years your post deserved to be removed. 

Tired of Landmark details.  I am not a fan of minecraft style games.  I want details abou the MMORPG SOE, please start giving us what we want.

 

Anyone else of the opinion that they feel Landmark is pulling away developmental time from Next?  Cause I feel this way.

Originally posted by strawhat0981
i played over the weekend and thought the combat was so bad, it made me uninstall the game. It seems like a game that could pull in some players, but with servers maxing at 450( i think i saw that number ) it will not encourage me to play.

Same here.  I also was not a fan of the control schemes. Uninstalled after less then 30 mins.

Agreed with everything the OP says.  Limited hotbars are a great thing for build diversity.
  1. Death Knight in WoW.  Perfect amount of hybridization of melee and magic.
  2. My Axe/Life Magic/Melee Defense specialized Gharu' in Asheron's Call
  3. Fire Tanker in City of Heroes
  4. Smite Cleric in DAoC (pre-nerf) or Quarter-Staff wielding Friar (post Cleric nerf)
  5. Dual Wielding Dagger, Cast on Crit Spectral Throw Shadow in Path of Exile
You'll notice a theme of Hybrid style classes, Melee & Magic is the bee's knee's for me.
Originally posted by Dibdabs
Over the last few years I must have played 5 or 6 free mmorpgs for any significant length of time and the total I have spent on all of them probably less than 20 dollars.  There's nothing in a F2P game I really need.

Nope there really isn't if the game is built right.  However I am a huge fan of buying quality of life and aesthetics, not because I need to but because I want to.  And therein lies the business incentive for companies to make F2P games because IMO you get the best of both worlds.  People like me who are willing to spend money and people like you who don't but in the end it's a win-win for all because the game is usually more alive and thriving because of the higher population increase.

Originally posted by Aeonblades
Originally posted by CrazKanuk

Just out of curiosity, I was wondering how many free to play (F2P) games people have spent over $60 on (including subscription). 

 

 

I'm not the smartest person in the world, it took 4-5 F2P games before I realized what a rip off they truly are.

Well the ideal of spending a minimum of $160 a year on a subscription or spending half that on a F2P during the same time frame on cash shop items kind of disproves your statement.

 

I myself have spent money on GW2, Neverwinter, and now ArcheAge.  Granted I've not stayed with any of them the 6 years like I did with WoW, but the money I spent in those F2P games will always be there and likely never have to spend any more.  So for me a F2P game, while not exactly free for me, is truly cheaper then the outdated and archaic subscription model.

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