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All Posts by Ban_Khaeros

All Posts by Ban_Khaeros

2 Pages 1 2 »
26 posts found

Dear ignore_me,


I see you want to have more difficult, 'full' games.  However, I believe that the suggestions you make would actually damage the playerbase of my game considerably.


'Difficulty' in a video game is relative.  You may be an MMO veteran, so games are much easier from your perspective, but my playerbase ranges from veterans to newbies.  In order to make my game appeal to people who aren't already very good at MMOs, I must make varying difficulty levels.  If you want to play my game but have some more difficulty, feel free to self-impose restrictions on yourself or try variable-difficulty content when you are maximum level.


My game may have less classes than EQ or Vanguard, but each class has much more variety in builds and playstyle than any of those one-dimensional classes.  This pretty much makes the convoulted class lists of the past obsolete.  Each class has the ability to succeed in many roles, while the classes in games like Vanguard usually serve only one or two positions in an organized group.  My game has the same amount of build variety, if not more, than the games of old - you just don't choose one of them at character creation, you choose a flavour.


Because my game has varying degrees of difficulty and has compacted frivolous choices into 'meatier' packages, I believe my game has taken MMOs in the correct direction for the future.




A fictional game developer that probably reflects the mindset of modern game developers.

2-3 day bans?  Really?


Try 120 day bans.  For 'trolling' - which apparently means disagreeing with someone else's opinion on the GW2 forum.


2-3 days are nothing compared to what I get for lifting the slightest finger in a thread.

I want more doom threads about GW2.

Raid/group finders may have ruined MMOPRG's (whatever those are - I'm no expert in that acronym), but MMORPGs seem to be going strong even with these tools.


Maybe they ruined MMORPGs for a select group of people.  That would be a more accurate / less sensationalist thread title.

Originally posted by Quirhid
I don't like to include the names of the games because it gives a chance to derail the thread and miss the whole point. If I mentioned game X. The thread could easily turn to discussion about that game.


But the game you play makes a big difference on the meaning of those arbitrary numbers and percentages.


In League, a 60% win rate means very little when compared to, say, a DotA 60% win rate.  There are significantly less mechanics to worry about in a game of League, and every action you take cannot be punished as heavily as in DotA, so I would regard a person with 60% win in DotA as significantly more skilled than someone that has 60% in League.  That's not to say that the League player is unskilled - it just means that the DotA player would likely be more qualified to make general observations about player skill, which you seem to be doing.


The way you play the game can also have a big difference:


In Guild Wars 1, anyone could copy a gimmick build from a wiki page and get to halls.  The skill difference between a gimmick player that held 10+ halls and a balanceway player that held 10+ halls is astronomical.  In this case, the numbers do not detail the 'skill' of a player - they just show how unskilled players can use gimmicks to appear skilled in terms of stats.


What about games that allow you to reset your statistics or make new accounts?  Surely, you're more skilled at a game after you've been playing for a year or two and managed to roll an alt.  When you stomp newbies in the level 1-5 queues, does that mean that those newbies (who will have lower w/l ratios) are worse than other newbies in their bracket (that get matched against real newbies, possibly with you on their team)?  In this case, win/loss stats are near useless.


500 games might be a lot in one game, but might be next to nothing in another.  If we're talking about 500 games overall, what about the first 100 games where you were fighting newbies - do they accurately determine your skill today even though you were in the newbie bracket (and now you are supposedly matched with people equal to your level of skill)?


If matchmaking were precise and you were always matched with equal-skilled players on both your team and the enemy team, wouldn't everyone's w/l percentage average to 50% (as the limit approaches an infinite number of games) except the very top players, the very bottom players, and players who have not settled at their true skill level in the matchmaking system yet?  There's some sort of problem - either the matchmaking systems aren't 100% precise at measuring player skill yet, or players have varied levels of performance that distort their w/l ratio to something that is useless.


Which raises another question - is player skill something that is constant or can only go up?  Can skill be lost or forgotten?  Can players perform at the exact same level every single game they play, even if they are some of the top players in the world?  This can distort the w/l ratio to something not indicative of player skill.


These are questions that need to be answered, especially in your situation, where you are putting out numbers with no context at all.  After all, who would I trust more for analysis on player skill: an unskilled player pretending to have '60% win percentages', or a skilled player?


If you're confident enough to make this thread, then surely you're confident enough to back up your numbers with some profile pages.


What games are these numerical examples from and what are your handles for each game?


Which one are you 3500 games with 62% win?

500 with 61% win?

Newbie league scumming example?


Let's get some confirmation up in here. 

The problem with this idea is the amount of server admins you'd actually need in order to make a difference in a modern MMO.


It worked in MUDs because you would have, at most, 1000 players (and after the top 20, the number drops to about 80 per game).  You don't need that many admins to handle problems from such a small playerbase - on most games, all you'd need is a PR team of two to three admins.  And they best part?  These guys are volunteers!


In an MMO, we need to scale this number in a relatively proportional amount.  That means you'll need anywhere from hundreds to thousands of server administrators to cover the demands of your playerbase.  In the MMO world, these admins need to be polite and well-trained if they are to represent your company, so chances are this isn't something you can outsource - as a dev, you're gonna be paying a lot for an admin team.


Then you have to make sure admins aren't doing sneaky things like secretly altering their own character's gear stats to make them have better stats than any other character in the game (in an undetectable fashion - LOL SHADOWS OF ISILDUR), or abusing their powers against rival players or those they simply do not like.


A game dedicated to roleplaying might benefit greatly from admins, but other than that, it simply isn't worth the cost for the dev.



Needs a CC that can actually speak English to clear it up.  No offense, Eva.  Your accent probably makes up for it.  Call me.


It's easy to see that the server capacity rating you get actually means the amount of players currently logged in.  If it just meant how many characters were made on the server, then the indicator would never go down, but they do take a dip when prime-time ends.  Unless people somehow delete their accounts when they are done for the day and make new ones the next day, the latter interpretation makes no sense.


The CC was saying that there's no difference between home users and visitors when it comes to recording capacity on a server.  The indicator for server capacity does include visitors, so a server that says 'full' has both home players and visitors contribute to that rating.


On the other matter:  server capacity ratings should never be used to judge the state of an MMO's population in comparison with other MMOs.  They mean nothing without concrete details, like how many users makes a server 'full'.  A GW2 server might be able to hold 10000 users (warning: wild number throwing), while a RIFT shard can only hold 5 players (just bear with me yo).  So what happens if that GW2 server is 'Medium' and the RIFT shard is 'full' - does that mean that RIFT is doing better with its playerbase of 5?


The only time you can use server capacity ratings to talk about MMO population is when you're comparing the game to itself and there hasn't been any changes / upgrades to the server infrastructure that may have increased the capacity of the servers.  Then you can clearly make observations about how the population changes over time - but once any server changes happen, your results suddenly mean nothing.

Originally posted by Fadedbomb
Originally posted by Gaia_Hunter
Originally posted by pauly6478
All guild wars 1 needed was the abliity to jump. There were literally 100s of builds you can do and tweak around to ur enjoyment. GW2 has none of that.

And all of those 100s my Paragon still only had 1 viable PvE build, Rangers had no viable PvE build, Monks had RoJ nuker build, Eles had the Protection/Healing E/Mo, Rits had spirit offensive spirit spamming and defensive spirit spamming, etc.

I'm still searching for a really good Necro (for a human player) elite skill.

Almost no profession had more than a couple of viable builds.

Picking the handfull of good skills from the ton of awfull skills isn't particularly great or difficult.

Excuse me? There are over 1300 skills in GW1, and there is an entire site dedicated to creating awesome builds for GW1.

I won't even mention your horrible oversight into necromancer. Discord isn't JUST for heros, and my Discord Death necromancer in GW1 did VERY well soloing by himself.

You must not have played much of GW1, or didn't care to look beyond a couple skill npcs.

Unfortunately, Gaia_Hunter is right - there were few viable builds for content that actually mattered.  The problem is that you are talking about PvE and soloing - and as those of us who have played the game competitively know, PvE is a joke.


In PvP (the only content that ever mattered in GW1, especially when it comes to skill balance), only a few builds were viable because many skills (and sometimes entire classes) were nerfed into the ground. 


Before you retaliate with some comeback even though you've never held a hall before, go ahead and give these articles a read.



PvE Difficulty



That should wrap it up.  Onto the next thread.

The objectives will always be there, no matter if the quests are big exclamation points over heads, orange circles on the map, rotating vorteces, a pair of crossed swords, or player-created content that is implied but never outright told.


To anet's credit, they did really well working within the MMORPG genre to obfuscate the quest objectives.  It isn't revolutionary, but it's a step ahead.


Of course, the bad part about Guild Wars 2 is that it's an MMORPG.  The very concept of the game works against it, just like every other MMO in existance ever.


Not that anyone could make a good game these days (the only good video game being Planescape: Torment), but attempts have been made, and scores of failures are what we are rewarded with.


We being people with actual standards, that is.

You hit the nail on the head.  GW2 is a decent MMORPG, but it's just that - an MMORPG.  There are very few examples of 'innovation'.  What GW2 did was package all the good ideas into one unit, scrapping some of the poor decisions made by older games.  Does this sound familiar to you?


In your case, it is time to step away from MMORPGs (and possibly even video games in general).  You have officially burnt out.  Like the title of my very successful thread, Guild Wars 2 is an MMORPG.

Blessed be to those who saw the bars of pure fire.  Available upon PM.

LF QL8 tank for Hell Fallen, pst


Necro MM 4/4 t1 w/ t1 weapon for AM


r7 LF r-spike


Need healer for vault, be geared, pst


3 dps for NM Ankh be 2000 ap+



Now take that, and multiply it by however many quests you have in your game.


Then answer the title question.


inb4 'But the trinity is causing it!'  Wrong.  I'll just switch my requirement to having a certain amount of attack power, or [insert stat here].


inb4 'But gear disparity is causing it!'  Then I'll base it around some value that determines someone's experience with the content.  Link achievement, what tier / quality level / level / skill level / whatever.

Do a test with a character with precisely equal build and gear.


Certainly possible.  On MUDs, favoritism ran rampant.  Immortals could change the stats of a piece of gear or a character and no one would be the wiser.  Since there aren't many tools used to analyze damage and stats in MUDs like we have in modern MMOs, there's virtually no way to tell if someone has help from an imm. 


It's happened plenty of times.  Crooked admins giving their clique an advantage by giving them faction gear that is above and beyond the norm; hambeasts using their power to push their propaganda or plots on a roleplaying MUD; douchebags straight-up using the 'slay' command at will. 


Is it happening today?  Yep - CCP.


Are you a victim of it?  Test and see to feed your paranoia.  Either way, comparing your DPS will tell you if you're really screwed by a 'bug', or if you need to alter your rotation.

Originally posted by redman875
What are you smoking?


I'm smoking all the haters and fanboys in one post, which means that no one on this internet community will like my post.

So there's lots of threads that say "GW2 is gonna fail!1!1!" or "GW2 is the second coming11!11".  Allow me to exercise skill while you recognize real.


The game isn't going to be a bust, but it indeed does not innovate on as many levels as people realize.


First, let's give credit.  Anet managed to obfuscate or hide the 'Kill 10 rats' part of their quests very well.  By making things into a progress bar instead of a count, you're not left wondering 'how does this guy know that 10 rats will cull the rat population?'.  In renown quests, being able to make progress on a quest by doing different things is a great way to consolidate the 'overflowing quest log' problem while giving players some choice in what they want to do.


The game rewards you for doing almost everything - gathering, crafting, exploring, questing, PVP.  This is game design that isn't far from what Blizzard is doing in MoP - trying to reward players of any play style.  While I disagree with level scaling as a concept, it's employed well in this MMO, and means you'll always have somewhere to go even if you've cleared past areas.  The tradeoff for not feeling your character become more powerful through levels is the fact that more content is available to you at any one time, which is a risk that does have a reward, thanks to the execution by anet.


That is good game design by anet.  As a top GW1 pvp player that has been trolled by anet almost every patch, I am impressed by the company's execution of their 'manifesto'.


Now the problems.


Obfuscating kill 10 rats doesn't change the fact that the quests are still the same (destroy, drop, deliver, discover, defend in the words of TB).  While the packaging / wrapping is nicer, the concept is still the same when you break it down.  For a themepark quest grinder, GW2 does very well.  For an MMO (or a video game for that matter), GW2 is still stuck in the same rut.  And I'm not talking about sandboxes, because they are shit too - I'm talking about good games, which did exist far before the sandbox vs themepark argument that has this forum in a noose.


The game bases its sustainability on level scaling and being able to enjoy all content.  The problem occurs when this content dries up for players (which varies based on the optimism of the player as well as how much time they invest in the game).  PVP is technically player-created content, but imbalances are starting to show up from day 1 and it's not pleasant to see.  While you can say 'it's impossible to balance' or 'you're just an endgame hound', you're just playing yourself if you really believe that anet can make this game thrive without continuous updates, which must be funded by microtransactions and bundled into large releases.  Although the costs of running an MMO are miniscule compared to what they used to be, anet still needs to pay for server bandwidth and salaries.  Expect a cut in staff as things get more stable.  Solving this problem will involve releasing content to keep players interested.  It will be interesting to see how they can fund this with microtransactions and expansions.


WvW isn't a groundbreaking innovation.  I'm sure the people on this forum that claim they are some MMO expert can share quite a few games that had three-faction siege warfare.  To be honest, three faction persistent PVP has become a stereotype of itself since so many MMO companies are turning to it (Trion, Funcom, Anet, Beth, and numerous others).  You can look back on DAOC with rose-tinted glasses as much as you want, but the game was a total mess when it comes down to the truth and zergs still run rampant in the zones, no matter what version of WvW you play.  To solve this problem, steps need to be taken to reward small-group combat or punish zergs.


Zone puzzles were done in RIFT, skill challenges are just quests with a unique reward, vistas only need a leap of faith to become their source, and being able to level your character in different ways was explored in games far beyond the average age group of this forum.  See how I can trace things to previous incarnations?  The video game industry builds off the previous games to create better ones.  It's not a clone just because it uses all these things, but it isn't an innovator because it failed to provide sufficient deviation from the standard.


The people who say GW2 is a clone are dumb, but the people who say it's some sort of godly epitome of innovation aren't much better off either. 


Overall, gamers, GW2 is an MMORPG.  Play it loud.


Originally posted by PTED


Originally posted by Mephster
4. The game's art work reminds me of a game that should of been released in 2005.








(Each link is a different screenshot from games released in 2005)

Others have touched on the gross inaccuracies present in the other points, but this one really stood out to me.


Want to know what other game was released in 2005?


Guild Wars 1.  And for a game in 2005, it's a prime example of pushing the hardware to its limit.


Guild Wars 2 does not look as impressive in comparison to other games in its time like GW1 did.  While his point is full of hyperbole, the concept still stands - GW2 could look a lot better.  Let the Guru foreveralones get a job so they can pay for computer parts that aren't bad.


Originally posted by Mephster

1. Console gameplay tacked on to the pc.

2. Classes are boring to play.

3. Not enough skills and people won't weapon swap as much as you think they will. 

4. The game's art work reminds me of a game that should of been released in 2005.

5. No DX 11

6. Everything is soloable except dungeons.  The game hardly promotes grouping besides dungeons.

7. Dynamic events are not that much different regular quests.

8. The personal story the way they tell it reminds me of a child's story book.

9. Meele is broken is large scale events.

10. Zerg fest combat. Zerg to one place then to the next and so on.

11. This has all been done before, nothing really sticks out as a game changer for the better.

Yet another theme park so called mmo that will fail long term. I didn't even touch on pvp.


1. Yes, the game has that consolitis feel.  It didn't feel as bad as DCUO, but it's still there.

2. I didn't care much for many of the professions.  The engineer and the mesmer are probably the most fulfilling.

3. I did prefer GW1's method of allowing all eight to be changed.  Weapon swapping will be mainly for the extra skills that you have to have in order to be viable in higher-end PVP, so they will swap if they want to play optimally.

4. Doesn't really matter to me.  I'm a content kind of person and graphics were always a side thing.  The game looks nice, but I was impressed when games really pushed the hardware they were made on (not all older games looked like the current batch of 'indie retro-style puzzle platformers' that pop up on Steam dime a dozen).

5. See 4.

6. It's not technically soloing, but the fact that you feel it's soloing is the exact problem with the game.  Socialization is nice.  Forced socialization is bad (I don't like inviting people just because they need the quest / loot), but silent de zergs aren't much better.

7. DEs have done a pretty decent job at hiding the 'quest' from the player's eyes.  Use of progress bars and stages helps.  DEs aren't revolutionary like most people say; however, they are a step forward in the whole 'questing' department.  I prefer the sense of urgency given to the DEs - don't go to the circle?  You likely won't see it for a while.

8. It's a nice addition, but I treat it like a side attraction as it should be.  The game plays it up to be a main part.

9. Despite what some people say, many fights do favor ranged versus melee.  I'll be sure that my engineer / mesmer hits the field first - then again, it seems that all professions have some sort of ranged option. 

10. It is, but DAOC was the same thing too.  Zergs running all over the place.  Another reason that ranged will be first pick.

11. It has in terms of WvWvW - DAOC.  Of course, people on this site like to idolize the game even though it was just a bunch of zergs (gg albion).


The game will sell well and be successful, but most importantly, it will be a stepping stone for better games in the future.

Originally posted by seridan
Originally posted by Ban_Khaeros

If you want a drama-free zone chat, every single GW2 player must learn how to politely respond to critical gamers (and have an open mind when considering their claims) and ignore trolls.  However, if 99% of people on can't ignore trolls and the GW2 subforum is a clique that blasts anyone for pointing out a potential problem with the game, how do you expect that Guru community to?

Can you point out a SINGLE post by a "critical" gamer, pointing out a potential problem that was actually "blasted" by anyone?


Sure can.  But to be honest, all you have to do is go here and scroll through the topics, clicking on any thread that mentions a problem about GW2.
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