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All Posts by Gormogon

All Posts by Gormogon

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164 posts found

So OP's assessment is that "WildStar has only one weapon type per class, therefore one weapon type per class is better for WildStar."   That's awesome...

 

The devs should just tell the truth, which is likely that it was a design decision stemming from aping another action combat game (TERA) and be done with it.  This "You don't understand, we had to do it this way; if we did it the way you want it would ruin everything!" garbage is insulting to the intelligence of everybody who isn't coked out on the game. 

 

Especially in this case, where you're trying to argue for a visual enhancement over an opportunity for greater gameplay diversity and complexity in a game that mostly downplays the "gamer pr0n" aspect because it's supposedly the gameplay that really matters.

 

For the record: I support the one-weapon-per-class concept for WildStar.  It doesn't bother me in TERA where the argument for its use is that it reinforces a certain identity for every class.   On the other hand, GW2 has weapons spread out over a bunch of classes and nobody at present will successfully argue that two classes in GW2 play the same.

 

So yeah, people are going to need to deal with it, but the "You're wrong for wanting more weapon options; a single weapon per class is better" argument is ridiculous.

FFXIV surpasses the other "significant" titles I've seen this year (Defiance, Wushu, Neverwinter, Firefall) IMO.  I haven't seen any convincing evidence that WildStar or EQN will hit the shelves before 2014, and ESO is already slotted for spring 2014 AFAIK.

 

That said, an annual award just means it was the best of the games released that year in a given category (according to the awarding body).  It obviously indicates nothing about long-term growth or how the game stacks up against genre greats from other years.

 

As a progression-driven PvE player who enjoys character-building grinds, FFXIV holds more interest for me than anything else at the moment (pending how WildStar shapes up), but if I try and take out my personal motivations for playing a game and just look at its execution both technically and in meeting its core objectives, I don't believe FFXIV is even on the same planet as GW2, WoW pre-patch 2.3, and I'm sure half a dozen other "greats" I haven't played.

 

IMO it will go down outside of Japan and "fanboy" circles as two things;

A ridiculously boring, poorly-realized knock-off of WoW among the people who don't get much past level 20.

For those who do keep going and get into some endgame play, a nice-but-nothing-special game that will see some popularity in the short term because it feels familiar (both as a Final Fantasy game and as an MMO) but ultimately offers an unsatisfying, unrewarding gameplay experience after maxing out a couple of classes and the newness has worn off.  Obviously we won't know until we get there, but that's what my crystal ball says.  ;)  One thing I am confident about: FFXIV will be nowhere near as popular in the West a year from now as it will be for the next three months.

TOR.  I wanted to give it three years, but I didn't make it three months.  I can't even bring myself to log back in ... and it's free.

 

 

What about raging at people who rage?

There are a few of things I need:

 

- A pleasant community.  I don't need or want it to be a fraternity type of environment, just people who can be civil to each other.  My experience with my server's community in GW2 has been on the whole very positive and I'd like to see that atmosphere in FFXIV.

- Attachment to my character.  The ability to get a name and appearance that I feel a connection to.  I think FFXIV already offers that.  As an extension, I really liked the shadowpriest class in WoW and raided with one for two years.  I need to feel that connection with a certain style of play.

- A reason to keep getting better.  Progression is the long-term motivating factor for me.  I want to continue getting better to take on increasingly challenging (and interesting) content.  Playing an MMO is a bit like playing golf for me.  As a leisure time activity I can enjoy a round at almost any time, but a lot of the fun really comes from trying to improve my score, move on to more challenging courses, etc..  In an MMO part of that is going through the process of acquiring optimal gear for my class(es) and role, but also just getting better at handling my character.  This means that the game has to keep offering something after the "end" that encourages me to keep improving and testing myself individually and as a "teammate" (this is where GW2 failed in a huge way for me).  The caveat here is that if you dumb things down to the point that I don't feel like it matters whether I pick up that new item or get better at managing my MP or whatever, you've lost me. 

Originally posted by ZizouX

Your damage is based on when the enemy cast bar ends, not when the animation goes off.

 

If you're out of the red circle, when the enemy cast bar reaches 100%, you're safe.  Don't look at the red circle on the ground, look at the cast bar.

 

The reason I know is because this was an issue in the forums start of phase 3, until someone explained it.  I was getting his by red circles all the time and I thought, as you, it was lag.  It's more of the way the abilities go off.  Once a mob casts the ability, there is a little time left over to finish the ANIMATION.  You're focusing on the animation rather than the cast itself.

 

Don't look at the circle, look at casting bar.   Here' i'll even show you what it looks like.  When ever you're fighting a big boss, press Shift+F to have the focus target icon pop up.  It will make it easier for you to see the casting bar.   It looks like this.

 

 

This is true, and because damage isn't actually applied until later in the attack animation (even though you are definitely going to take it) it can look even worse than it actually is.

 

But, people really are experiencing moving out of the circle with cast time remaining and still being hit (or moving into the circle with cast time remaining and not taking damage).  There is visual evidence for this in one of the bug reports.

There's nothing inherently easy about a telegraphing system.  Yes, it can be brain-dead easy, but they can also conceivably throw so much at you that it becomes ridiculously hard. 

 

My concern is more along the lines of it not feeling like combat.  It's something I really need to try out to see how it feels, but it looks to me like they could remove the entire game world and the combat will still function as a game of "Spotlight Wars" (whether they're circles or cones or rectangles or hexahectaheptacontakaidigons), which to me means it's not really fantasy combat so much as a mini-game with a science-fantasy wallpaper.  It makes it even more important IMO for combat actions to feel like they have "weight" and for the abilities themselves to do interesting things.

right click the character name on the character select screen for the delete option.

 

After you confirm you have to sit through a countdown (I believe the UI element here is slightly bugged, but your character will be deleted when the countdown ends).

 

 

EDIT: Agh! Beaten to it. 

According to Martin, this is still on.

 

"We do have several cool GAME OF THRONES videogames out already -- an RTS and RPG from Cyanide, a social game from Disruptor Beam, and an MMORPG forthcoming from Big Point."

(July 3, 2013)

http://grrm.livejournal.com/326474.html#comments

 

An MMO based in the Planescape setting.

 

Dump the DnD mechanics (go ahead and keep the names and concepts, just not the numbers and the way they're applied).

 

Represent each plane and layer with their actual physics (conceptually), weather, and environmental effects.  So Acheron is really a bunch of cubes where gravity acts perpendicular to each face and Sigil is really the inside of a torus were you can see players walking "above" you in the distance.

On the one hand, I'm inclined to think it will be more fun once I've gone farther into the game, and I've already begun planning out a long-term leveling strategy I believe will maximize my fun and efficiency given my playstyle.

 

On the other, "It gets better" is not a solution to the problem "It's dull now."


A game doesn't get 200 hours to make an impression.  For many players it might only get 20, if that.   The onus is on the developer to improve the game in order to convince uncertain players (if it wants their money).  A player's only responsibility as far as how to spend their money and leisure time is to themselves, not to the developer and certainly not to fans emotionally invested in a game's success.


The fact of the matter is that the dull combat through the early game is receiving relatively more attention than other "problems" with the game right now, and ignoring it will have consequences both for the game's reception and its long-run health.  There are too many other options out there now and on the horizon, and at face value FFXIV is not that much better than these other options that it will automatically get the benefit of the doubt from those uncertain whether they want to stick with it, go back to _______, or start waiting for ArcheAge/WildStar/EQ Next/ESO.

There's not really any specific reason summoning (as a general concept) has to involve capturing or "breaking" the thing that needs to be summoned.  A summon could help you (and any number of other summoners) because you're important to the fate of the world and it's willing to help when called.   Or because it's life force was bound to a crystal that was shattered a thousand years ago into a million pieces that various summoners possess.  Or any number of other possibilities.

 

And from a gameplay perspective, if they didn't want them abused they could have put the popular summons on long cooldowns and required the help of party members to summon them (like the old warlock Doomguard in WoW).  There are all kinds of approaches, and most are not any more right or wrong than the others.  It just so happened SE wanted to make the popular summons showcase bosses in XIV, which made it unrealistic to make them available as regular summons.

 

In any case, I imagine summoners will end up with the generic versions of the elementals/spirits: fire, ice, thunder, earth, water, air, light, and dark.

 

In regards to the OP, making Alexander a dungeon would be incredible.  I'm actually going to be disappointed now if they don't do this.  :P

 

 

 

I've seen senior citizens, both male and female, get lost in Tetris.  In terms of reach, universal appeal, and longevity, it is in a class by itself.

 

As far as game's I've been addicted to:

 

6. Golf Solitaire - At my old place of work our entire crew played this during downtime for like a year trying to beat each other's time/score.

5. Snood - Same as above, but in college.

4. SimCity 2000

3. A Link to the Past - The first "adventure" (where adventure here is a game where you're the hero overcoming a bunch of challenges to save the day) I ever immediately replayed I guess would be SMB on hard mode after beating Bowser, but ALttP is the first adventure I ever played THREE times consecutively.

2. Civilization - "Just one more turn."  The first game I played through an entire weekend without sleep.

1. World of WarCrack

I played WoW pretty seriously from January 2007 through October 2009.  Since then I have hopped in and out of both WoW and other games.

 

I would love to find a game to make "my game" for a few years again, but I'm not disappointed that I've gotten to experience different takes on the MMORPG.  All of the games I've played have fun elements to them, just not enough of the entire package.

Far more than monster designs and grotesque environments, I find scary to be about atmosphere.  In fact, I don't think a game even has to be considered "mature" to be unsettling.  The Forest Temple from Ocarina of Time (arguably the ultimate single-player theme park) combines music, sound effects, stillness, open and closed spaces and sightlines, monsters falling from the ceiling, and so on to create what I consider to be the most disquieting location I've experienced in a game, especially when the lights are off in the dark of night.  Some would argue the Bottom of the Well and Shadow Temple from the same game do it even better.  TSW represents the horror genre reasonably well for an MMO, but I don't believe it succeeds in really creating that "uncomfortable in your seat" feeling.

 

As far as games that present characters with more mature motivations and offer alternatives to the "perform heroic deed, get rewarded by thankful soldiers/townsfolk" paradigm, I suspect that the cons are usually seen as outweighing the pros.  In games where it might be appropriate, at the very least you're still fighting against the "if they spend X including that, they can't spend it on all these better things" mentality.

 

Credit where credit is due though.  TOR does have personal story episodes here or there that allow the player to be callous, cruel, vengeful, greedy, etc. to the disdain or approval of certain characters.  It's not necessarily well-integrated into the larger game, but there was at least some effort put in.  Even on the Republic side, my gunslinger and trooper gunned down a couple people who crossed them on a bad day.  It wasn't just "I'm going to kill you because I'm EVIL!11", but much closer to a genuine, "I'll worry about the consequences later, this is what you get for ----ing with me."  I love that, and would love to see more of it.

The slot-machine nature of living story skin acquisition is starting to really sour me on the game, and I would get rid of it immediately if I could before anything else.  It's not the RNG and it's not the "For a limited time only!", it's the combination of the two. Legendaries?  Cool.  I will likely never own one, but at least I can continue to believe that a precursor will drop for me some day if I continue playing.  Living story achievement rewards?  Cool.  I'm perfectly capable of logging in, grinding out finite achievements, and getting the rewards before the story moves on.

 

If I were playing a gear-sensitive progression raiding MMO and the weapon with the stats I want for my character was available as an RNG drop for four weeks only, I'd be ticked.  Here, a desirable appearance replaces desirable stats as the driving force behind gear acquisition and they've gone and made it only slightly better than impossible for me to get a few of the items I'd really like.  Then I have to see it thrown in my face by all the people who had better luck and/or more disposable income than me.  It's becoming not fun very fast.

 

/ end "Wah!!  Where's my fused/sclerite/jade weapon skin?" rant

WoW's responsiveness is ridiculous.  To me it feels like there's a mechanical connection between my keyboard and my character's actions, as though I'm directly making him do things ... it's that good.  GW1 and 2 at times come close, but other times I feel like I'm playing on a keyboard filled with sand.  Overall, I personally put TERA ahead of the two Guild Wars games.  /shrug  TSW and TOR are horrible when it comes to the responsiveness of their controls IMO.

My NES and its games are sitting in a box in my closet.  Those are the oldest gaming items I own that I can still locate. 

 

The oldest PC gaming items I can still locate are my floppy disks (both 5.25 and 3.5) and documentation for Sierra's Quest for Glory: So You Want to Be a Hero? which I believe is several years younger than the NES.

 

Somewhere I have floppies for Castle Adventure, Q*bert, a PC Dig Dug port, and a primitive 3D first-person Pac-Man-like game called 3-Demon ... all of which would be the absolute oldest PC games I played and still have, but if I were asked to produce them it could be days before I found them.

 

I turned five in 1983, so I caught the end of the arcade and Atari thing before the NES changed the landscape, and I remember playing the awful Pac-Man port and Video Olympics on the 2600 and Ms. Pac-Man, Pole Position, Centipede, Galaga, and Missile Command at local pizza parlors, but of course didn't own those games.  Our first family PC had a text adventure, but I don't remember which one.  Something with a lamp and a troll that I could never get past.

Games should be designed for the target audience, whether that target audience is as narrow as Star Wars fans or as broad as everyone in the whole world. 

 

A designer whose target audience is the latter would have to consider a lot of issues concerning accessibility (how easy it is for players from many demographics to pick up the controls, understand what's going on, etc.) and giving everybody something to do.  A designer whose target audience is the former should be concerned with the things that fans find makes the Star Wars setting exciting, like oh, I don't know, space combat?  If your target audience includes progression raiders, then you would be well advised to provide interesting raids and a well-thought out progression mechanic.

 

The tough part as a gamer is that although a game might have some things you like, in other areas you might fall well outside of the audience the game was designed for.  WildStar is a great example.  People who find the combat, character paths, raiding and PvP focus, etc. appealing might find the visual style and tone of the game appalling, and vice versa.

 

I also think that broad audience and "casual audience" are not necessarily the same thing, even if the casual audience is generally considered to be large.  A game that appeals to a broad audience can have features many people consider "hardcore" for lack of a better term, but it provides many of them to appeal to many different types of players.

Originally posted by indojabijin

The questing hubs, cities and events are seamless. Meaning you can go from hub to hub, city to city without encountering a single loading screen. We don't know yet if Wildstar will have continents like WoW where you will require a loading screen - but know for sure once you're in that area there aren't any loading screens.

 

Warplots/PVP BVGs and housing are instanced. They will require a loading screen each time you enter/leave them. Special events from paths are phased. Things such as discovering labs from the scientist path, and discovering hidden tunnels from explorer are phased.

 

Thank you.

 

Naturally, everyone will completely ignore your answer as it properly sums up what we have been shown and told so far as far as I'm aware.

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