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All Posts by Gormogon

All Posts by Gormogon

9 Pages « 1 2 3 4 5 6 7 » Last
164 posts found

I would never pay to have my characters leveled for me,  not even if I had a dozen other max level characters.

 

I'm less offended by the idea than others though.  Even if only 1 out of 6 MMO players would do it, that still places the number in the millions.  There's been a market for it for a long time; power-leveling services have been a part of MMOs at least since I began playing them 7 years ago.  Although I'm not particularly pro-developer, I would rather see them get the money than a third party.

 

Are there some negative consequences in terms of community and long-term satisfaction of a game when players buy their way to max level?  I think there probably are.  But then every design decision has consequences.   If you find the consequences negatively affecting you to the point that you no longer want to play, vote with your wallet and all that.  If it costs companies more revenue than it brings it, the idea will get dropped in the next iteration of games.

 

I think plenty of people against it would reevaluate the idea too, were the circumstances such that jumping to max level allowed one to play with friends sooner, or help out one's guild, or have a character for a very specific role, or be able to complete time-sensitive content (think the Headless Horseman or Coren Direbrew).

During the first month my TERA server had some dedicated anti-griefing guilds that patrolled some lowbee regions.  I fully support players who will make trouble for players trying to make trouble for players who are not currently capable of stopping them (go ahead and read that again ).

 

For me, personally, I would be fine being part of a guild that made that part of its mission, but it's not really a reason I would join any given guild.

 

 

 

Every major game has one or more hangouts where you can participate in a circle jerk and bully all discontent and criticism out of the community.  Since what's being said here is hurting your feelings and making you doubt yourself, that's probably where you belong anyway.

 

In the grander scheme of things, needing the overwhelming validation of one's tastes or opinions from other people is not a healthy way to go about one's life.

 

Play what you want to play and stop telling people what they're allowed to say to make you feel good about yourself and your gaming choices/preferences.

 

Installed and close to up-to-date:

 

  • World of WarCraft
  • EverQuest
  • EverQuest Next: Landmark (alpha)
  • Guild Wars
  • Guild Wars 2
  • Final Fantasy XIV: A Realm Reborn
  • The Secret World
  • TERA
  • RIFT
  • Star Wars: The Old Republic
  • Aura Kingdom
  • Neverwinter
  • EverEmber (beta)

 

Rotting on hard drive; should probably be uninstalled:

  • Age of Wushu
  • Firefall
  • Defiance
  • Lord of the Rings Online

Personally, I'm a fan of buildings, towns, and natural caverns as dungeons, even over Greyhawk-style mazes.  Give me Durlag's Tower (Baldur's Gate) over Grimrock any day.    You can also have linearity while disguising it in a more natural design.  Nintendo's Zelda games come to mind.  A number of WoW's vanilla dungeons too.  Fewer games are making the effort anymore though.

 

Orr in GW2 is probably the closest thing I've played to a zone that plays like an overworld dungeon (I have limited experience in EQ), and while I love those zones, it seems to me most players hate them with a passion.  Orr, incidentally, probably makes the best use of GW2's dynamic event system too, and even that doesn't help its (lack of) popularity.

 

For now, IMO nothing is going to change the "X badges per hour" mentality that has infected MMOs thanks to TBC WoW and it's imitation of vanilla's popular SM instances.  It's not just what today's players expect, it's what the vast majority of them want.  Ditching the instanced three-turn hallway design is a sure way to make sure the only people running your dungeons are a handful of "old timers."  Which is not to say that making games for old timers with modern graphics and smoother mechanics than what a 15-year-old game offers is not worthwhile in many respects, but you're fighting against the market.   

 

Player-created content, where designing and building sprawling dungeons is part of the appeal and selling point for some players could be a game-changer, but that remains to be seen.

Originally posted by grimfall
Feeling a little bit sorry for the development team now.  Was hoping they could turn it on, go home get a nap and watch the game.  If it's not a quick fix to get the servers back up, I'm cool with letting them have the rest of the day.

 

Agreed!  It was totally a surprise that the Super Bowl was being played this Sunday and that there would be so many problems in an alpha build demanding their attention that might prevent them from getting to hang out with friends and family like everybody else.

I don't use it and don't care for it.

 

If a player finds the convenience and value-added features worth it, I think it's fine that they want to use Steam.  I fully support every game having a Steam release.  However, I personally wish that companies would not release Steam exclusives (which says everything one needs to know about Steam, and of course similar game management platforms like EA's Origin, being used as DRM no matter how unintrusive many gamers find it).  There are a number of games that I would have bought had an alternative been available.

 

Not everybody values the things the same.  Things like friends lists, easy access to multiplayer features, file management, automatic updating, and so on ... these don't mean as much to me as they do to others, while the ability to almost completely control my own game experience both in-game and as part of my life in general is worth a lot to me.  Steam doesn't have to go out of business or revoke access to one's games to make letting them control access problematic.  They've been great stewards of the gaming industry so far, but people die and move on, the business cycle creates financial pressures, greed can get the best of people, and there's no guarantee that things won't change for the worse.

The Final Fantasy series does some different things with character builds that I'm surprised aren't explored more often.  The Materia system in FFVII, the sphere systems of FFX and FFXII, and the license board of XII all offer opportunities for customization and specialization without strictly-defined classes.  Combat feeling "off" for many players unfortunately overshadows what TSW did with its character building system.

 

There is a certain appeal to classes in terms of defining how a player relates to the world through his or her character.  Like the Elder Scrolls, the old Quest for Glory SP games, which are sort of RPG Lite, had skill-based character growth with a class system on top that opened up certain quests or methods of solving certain puzzles.  Magic Users (the class) in Quest for Glory 2 could become initiated into the Wizard's Institute of Technocery, which helped promote the idea of wizardry as an elite fraternity, one that the player could one day be a part of.  In WoW's case being a druid, for example, helps one make a connection with a certain dimension of the WarCraft setting and various characters in it.  I think classes can be an extremely powerful tool in that respect, outside of what they do in mechanical terms.

Had it been the other way and people complained about a lack of voice acting, citing voice acting in Oblivion and Skyrim as something that has helped define the series, the author would have argued that devoting resources to voice acting was taking those resources away from other areas of the game, and that he'd rather see this, that, and the other thing than voice acting (even though they are budgeted separately).  Because that's what fanboys do.

SWTOR.  I followed its development closely and participated heavily in the pre-release forums going all the way back to the beginning, so it wasn't exactly that I got hyped, played it, and then felt let down.  When the game was announced I had some pretty high expectations for what the game could be.  By the time it launched, I was already more disappointed than I've ever been about a game.

Originally posted by syriinx
Originally posted by Gormogon

 

Really?  Yellow '!' above quest givers' heads, hub-based questing system, trinity-based group PvE combat, progression raiding, a level 60 cap originally planned (later changed to 50), two competing factions, PvP servers with faction-specific safe zones and PvE servers with optional flagging, one-word naming scheme, race-restricted classes, fixed body models for each race, (mostly) seamless world with strongly-themed zones ... but you're right, the only reason people make the comparison between WildStar and WoW is the levels and login screen and shares "very little" with anything that WoW has done.

 

And most of these are genre staples (beyond the genre in most cases), not systems.  Yellow ! is a good one though.  But 2 factions is pretty common in all media formats and PvP servers with optional PvE flagging is another common sense thing.   Fixed body models just makes designing gear easier.  And one word name scheme?  now you are grasping at straws.

 

Nowhere did I argue that the features weren't widespread or that Carbine didn't have good reasons for their inclusion.  Gravarg argued that people called WildStar a WoW clone just because it was an MMO (ie it had levels and a login screen), and claimed that it "shares little if anything WoW has done."  The similarities between the two games run much deeper than both being MMOs, regardless of Carbine's reasons for selecting them or their existence elsewhere in the genre.  Many players do or will associate the WildStar features I mentioned with WoW, regardless of whether you think it's wrong of them to do so.

 

Gravarg's underlying point that "WoW clone" gets thrown about too liberally isn't wrong (for example, GW2 has none of the specific features I mentioned but still gets called a WoW clone by some players), but using WildStar as an example to make that point, throwing in the assertion that it "shares little if anything WoW has done" to support it, is absurd.

Originally posted by Gravarg
People will still call anything with a login screen a WoW Clone, unfortunately.  Just look at Wildstar,  other than it has levels and a login screen, it shares very little with anything that WoW has done lol.  Some say the graphics are similar, but they're not.  Wildstar's are more quarky and um...wild hehe.

 

Really?  Yellow '!' above quest givers' heads, hub-based questing system, trinity-based group PvE combat, progression raiding, a level 60 cap originally planned (later changed to 50), two competing factions, PvP servers with faction-specific safe zones and PvE servers with optional flagging, one-word naming scheme, race-restricted classes, fixed body models for each race, (mostly) seamless world with strongly-themed zones ... but you're right, the only reason people make the comparison between WildStar and WoW is the levels and login screen and shares "very little" with anything that WoW has done.

 

Before you drop your "WoW didn't invent those things" straw man, I never said it did.  I'm saying the comparisons with WoW are WAY more significant than the "login screen and levels" idiocy.  WildStar does a lot of its own things, but c'mon man.

 

Also disagree about the graphics.  Carbine has even embraced the visual comparisons to WoW: "I actually find it flattering, because WoW has been out for nine years now, right?  And there's still people playing it, and it's still a beautiful game.  Sure it's dated, but it has lasted nearly a decade and people still love it.  The art has evolved over time, but Blizzard created a great foundation for a style that could last that long, because it's about craftsmanship and the art of it, not the latest new graphics or high-tech tricks." - Matt Mocarski, Art Director for WildStar

I think GW2 does a number of things right.  I'm over the rectangular maps.  While I prefer WoW's world setup, GW2 also has a big, detailed world with visual diversity that requires substantial effort to explore fully.  That means more to me than how the maps are bounded.  GW2 also has a robust system for the customization of your gear's appearance with lots of dyes and visual diversity to mostly tasteful armor designs.  It's actually unusual to run into players in GW2 with a virtually identical gear appearance. I think many players value that individuality.   I've also quite enjoyed ArenaNet's holiday events and the overall cooperative nature of play.

 

The living story, the living story as an excuse to release buggy and/or unbalanced content, the story elements in general, the failure to make most dynamic events more than just "twenty-minutelies" that don't require a '!' and turn in, the generally poorly-realized, stationary metabosses, an effort-reward mechanism that is way out of whack, sometimes rewarding you for doing almost nothing and other times relying on the gambler's trap to keep you playing even though the reward no longer makes up for the investment (thinking of the difficult jumping puzzles, the legendary grind, the limited-time-only living story achievements and rewards, etc.) ... these things ended turning me off he game in the end.

I actually think the animal mounts look pretty bad, with that raptor thing looking particularly awful.  Something about them as mounts doesn't seem to be appropriate for the setting IMO.  I actually think they'd look better with some crazy armor, like the Dino-Riders from the 80s (seriously).  The Chua hoverboard and those chopper thingies look pretty dope, though.

 

In before "Well, that's just your opinion!  That doesn't make it fact!" and "I think they're perfect.  They're totally WildStar!  If you think they aren't appropriate to the setting you obviously haven't been paying attention!  If you hate the game so much go play something else and stop trolling."

I'm a big supporter of environmental effects, immunities and weaknesses, situational gear and abilities and so on.  My experience, however, has been that the vast majority of players (nearly all) are vehemently against those ideas.  The argument being "I worked (hard?) to get this gear, and now you're making me take it off to replace it with gear I'll wear a handful of times a year" and "You're messing up my rotation!  Now I have to use these weak-*** abilities (and plummet on the dps meter! Weh!)"

 

Intelligent threat recognition and calls for help from enemies could be really interesting ... it might be a way to encourage group play without the traditional solution of multiplying a mob's damage and HP.  At the same time, I look at Orr in GW2 where you can easily wind up with a slew of mobs attacking you and how much rage those zones induced in GW2 players.

 

Everquest implemented some ideas regarding how characters of different races and even classes might react to each other, which sounds a little like what you're talking about.

 

I do think there is a (very small) market for the features you've described, but I definitely would not go anywhere near the claim that this is what's needed to revitalize/rescue/revolutionize/whatever MMOs.

There's really nothing to "win" in GW2 that warrants obsessing over marginal stat increases.   I would argue, however, that because of this it's the acquisition of desired skins and dyes and the completion of achievements that drives play after the world has been explored.   In these respects I find GW2 to be extremely grindy, especially given the limited time only nature of some of the stuff associated with the Living Story.   Actually, the whole gambler's trap aspect of GW2 -- you've invested so much already; if you don't keep going until you succeed you've wasted all of this time/effort/money/whatever -- is a huge turnoff to me.  If I felt the reward were worth it, I have no problem having to make an effort, but every time I play GW2 I feel like I'm being reminded that I could have gotten more enjoyment playing something else, reading a book, whatever.  I love GW2's world and ArenaNet's creativity, which I think makes the feeling that the game is pushing me away that much more disappointing to me.  :(

I think we all fantasize about experience the Golden Age of whatever we're invested in (America, the NFL, gaming, whatever).  For my money 1997-98 was the Golden Age of gaming, and 1998 will probably never be topped.

 

1997

  • Final Fantasy VII
  • Final Fantasy Tactics
  • Goldeneye
  • Ultima Online
  • Fallout
  • Grand Theft Auto
  • Age of Empires
  • Total Annihilation

 

1998

  • StarCraft and Brood War
  • Fallout 2
  • Thief
  • Pokemon Red and Blue (US)
  • Half-Life
  • The Ocarina of Time
  • Baldur's Gate
  • Rogue Squadron
  • Grim Fandango
  • Xenogears
  • Resident Evil 2

I would let fans like the OP bully dissent out of the community as much as possible. It's usually a lot cheaper than fixing any actual issues the haters may have identified.  A small, loyal community that will accept anything you feed them is much better than a larger community with people demanding improvement and expansion.  It helps too if you can get the moderators at popular gaming sites on your side to quickly shut down any such negativity and produce reviews placing your game in the GOAT discussion.

 

But seriously, I believe honesty is the best policy.  That usually means avoiding nonsense like "We had to do it this way" and owning up to design and businesses model choices: "We made this decision for this and that reason, and while we recognize that not all players will be happy with it, we believe this is the best for the long-term health of the game and/or its community."  I'm not a fan of NDA's in late-stage betas to begin with, so yeah, sure... drop it if you think you get something out of doing so.   Professional developers are perfectly capable of making that decision, though.  While I feel I should be able to voice my opinion in support or against, they (hopefully) don't actually need me to tell them how to run and market their game.

WildStar vs. TESO really reminds me of RIFT vs. SWTOR in 2011 (although the latter was ultimately released at the very end of that year).  I believe we will see similar trends in popularity, with TESO benefitting a lot from its console presence at the beginning.  I'm currently having a hard time seeing WildStar maintaining even SWTOR's profile.  That RIFT, TSW, and TERA range is where I think it will settle in ... which is to say nothing about how good or bad it might be, just where it fits in in the MMO landscape.

I never really thought about difficulty growing up.  I just sort of took things as they were.  I mean, there were games I found challenging, and I relished the challenge -- there are a number of platformers I beat as a kid that actually surprise me with how difficult they were in retrospect compared to most stuff I play today (Castlevania, Mega Man, TMNT; yes I know there are even harder ones) -- but I didn't specifically go out looking for hard games.

 

One thing that could be said is that easier games allowed more people to enjoy them, allowing the consumer side of the market to expand greatly.  I think there are probably more kids today wanting/expecting easy games (or at least the option) than there were when I was a kid, when a larger number of the popular games often came in just "hard" difficulty.

 

That of course doesn't have to apply to just kids.  There are also many adult gamers who have been brought into the market because difficulty is less of a barrier to entry IMO.

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