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All Posts by protodoxa

All Posts by protodoxa

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14 posts found
I am worried that they have killed the series entirely, which would be a shame because Sacred 1 and 2 are great games (although a new player nowadays probably would need to go in prepared to forgive some silliness and awkwardness). I just don't get what they were thinking at all.
Originally posted by Sovrath
Originally posted by protodoxa

Completely disagree with this article.

The Elder Scrolls games are as much about story and themepark-ish quests as they are about being sandbox. I don't even really consider them sandboxes - they are all open world action rpgs that are generally heavy on the rpg stuff. It's true that the world is the biggest draw, but that world comes to life for a lot of players through quests.

 

My roommate played morrowind for along time only doing a few quests, Same with Oblvion. never did any of the guild quests or the main storylines.

With skyrim he found that he liked the the main quest so he did the main quest and only a few quests he found in the wild.

One can choose to play these games like they want. I have a skyrim character that does no quests except thieves' guild and one that does not quests except the Dark Brother hood.

With Morrowind at least he missed a pretty cool story - the best in the series, except maybe some Dark Brotherhood stuff.

ES quests are for me just guide-posts that often tell interesting stories that I do in between dungeon crawling random dungeons and exploring the environments. That is open world but I would not go so far as to say that it is a sandbox. Very rarely do your actions ultimately affect the world. I don't think that point negates the themepark-ness of the ES series; maybe crafting does, especially spellcrafting, but choosing what quests you choose to follow in creating the story you have for your character as you dungeon crawl I would argue still follows what I said above. I do a lot of the quests in the ES games, but I often skip them (I hate the Champions in Skyrim, so I avoid it generally or just try to do the randomly generated quests).

I know the point of the article is that you are creating your own story, but I just don't see how AA is doing it any better than ESO when in fact ESO is doing it much the same way that the ES series does it - although it can go a lot farther in this area but it is, like the writer pointed, out stupidly limiting itself,  to some modern MMO conventions, such as quest markers and not nearly enough diversity or amount of dungeons to go exploring.  

Completely disagree with this article.

The Elder Scrolls games are as much about story and themepark-ish quests as they are about being sandbox. I don't even really consider them sandboxes - they are all open world action rpgs that are generally heavy on the rpg stuff. It's true that the world is the biggest draw, but that world comes to life for a lot of players through quests. In that vein, ESO is a proper Elder Scrolls game, and it is bringing more ES stuff shortly.

And granted I didn't get very far with AA, but there's no way I get ES vibes from the gameplay and quests in the game - the quests did not seem open world to me (although granted the world and gameplay mechanics open up). In fact, I would say AA reminds me more of Mabinogi - story missions and open world gameplay.

 

I am playing this now on a laptop that struggles to run many games, and Vanguard runs pretty well on it without a lot of tinkering (I would actually like to scale the ui to a lower resolution, to get bit more fps, but i'm fine at my desktop resolution with shadows off and a couple of bells and whistles muted). Honestly, it's much much better than it used to be, where it would crash randomly and on this same laptop would be an unplayable sideshow. So, in my opinion game is going good in the performance department. Now, if I had a beast of a machine, and it still ran like it does now, I would be critical too, so there's that.

 

The rest of the game has a lot of brilliant immersive qualities to it and challenging combat that does often necessitate grouping. It seems that there is a bit of a population now. I wouldn't say it was a humongous population, but I see people running around almost all the time, and although I just started again, I've joined a few groups. I am not sure how good the community is  or anything, but I've not seen any assholery in chat and grouping has been generally pleasant.

 

There are flaws, yes. Object loading in the distance is of the popping variety that can be distracting, some ui elements are confusing, character models are weirdly ugly, animations are generally stiff. And there are lockboxes.

 

Still, it's a good game, and this from someone who stopped playing three times out of frustration.

 

 

I seriously love Istaria, but there are glaring problems with the engine. I had to stop playing and tell myself to stop recommending it to people because of the continuous crashing to desktop issues I had while playing. If they could iron out the basic performance issues, this game would be one of my main games. As it is I still keep coming back to it, as it does seem to offer so much coolness at a very lofi threshold. 

Still, New Tirismus and the crashes... gawd, how I want that fixed.

Originally posted by Volkon
Originally posted by tordurbar
I agree with the OP - running around mobs to avoid attacks has become a must. Even on my warrior I have to do this. When I get tired of the circle jerk and go toe to toe with mobs I usually end up dead. This is really annoying when I am a level 25 in a level 15 zone. My two sons saw me playing and started laughing when I ran circles around every mob I fought. I thought this ironic becuase they do the same thing when they can in pvp in the mmos they play. Still, the annoying thing is that it has become a must tactic, something that I thought that GW2 would try and avoid.

 

What they're avoid is the "must tactic" of having to have someone else care for you while you stand there and, in a most ridiculous fashion, take blow after blow from some massive whatever as you whittle away at his kneecaps or the like. Yes, you have to move. A lot. It's a more active style of combat than the more archaic MMOs feature. You're not intended to tank, period. Sure, you have skills etc. to survive a few blows, but to try and tank... fugeddaboutit. 

 

And I love it.

 

My mesmer is as fully capable in practically any scenario as any other profession (maybe more so, but I feel pretty adept with is so far...) and that's how it should be. I shouldn't be standing there for combat. Stand and get hit, stand and do damage, stand and heal. Really... look at trinity based combat, that's all it is. Stand around and do your role. Maybe a gimmick makes you move on occassion, but as soon as you can you stop, stand, and go back to your rotation. No thanks, I've out-grown that now. I'm much more in control of my own state as well as an overseer of everyone else. I see people burning, toss them a null field. I get conditioned, well I'll simply swap those conditions for the enemy's boons, thankyouverymuch. Really... you're going to shoot those at me?! Here... right back at ya! By the way... send in the clones. 

 

So yes, you have to move. You have to accept responsibility for yourself as well as help out others as you can. This is how it should be.

This. if anything, GW2 makes me very happy for these reasons. And I am the guy with the very slow reflexes. Just use the abilites you got and improvise. It's so fun getting it right. But I am that person I think whose only complaint about GW2 is that its acting/writing is bad and the loot mechanics are abysmal. Everything else is golden, imo.

Originally posted by tordurbar
Originally posted by evilastro
Originally posted by Volkon

I solo'd a veteran Karka on my mesmer and won. I did not feel weak. Yes, it took time, and yes that bugger was capable of dropping me rather quickly if I let it... but I didn't.

 

Yeah, anyone who thinks Mesmers are weak or squishy is delusional. Mesmers can solo champs easier than any other profession, as the clones are amazing at distracting enemy AI.

With a good shatter build you can destroy players and mobs in a few seconds.

This game is all about builds. If a class seems weak, you have probably put together a bad combination of skills / traits.

Even Necromancers who I have traditionally thought weak.... I went against a crazy Necro in PvP the other day who dropped me in seconds. Keep in mind the cheapo Warrior and Thief builds cant even touch my Mesmer. But this Necro was absolutely destroying everyone using an axe. Yet everyone associates Necros as being tanky yet harmless.

Being one of those who believes that mesmers are squishy do you have any suggestions on where I can find specific strategies that would show me how to be a more effective solo player?  Thanks!

Mesmers are very tough actually. The trick is using your clones as bombs, and I believe I used staff and torch + some other weapon (it's been a while). Someone else probably has more detailed advice (and maybe contradicting), but for me, once I got the hang of exploding clones and dodging (which is a timing thing), I rarely died. I don't play mesmer now, so if it's been patched since, I don't know. I am now invested in a necromancer human of all things because well I turn into a shadow and and that makes this retired shadow priest very happy.

Originally posted by MikeB
Originally posted by protodoxa
Uhm I read this article expecting to roll my eyes, but I am pleased to learn the Cartel Market is tied to the ingame economy. How does this work exactly? I am not sure I could stomach the game still with all the "story" but I like it when f2p choses this kind of economic implementation of the cash shop currency, so I'll probably check it out if only to see how it works in SWTOR, while skipping as much of the "story" as possible.

When you purchase anything from the in-game store, be it some sort of item or unlock it actually generates an item for you to consume. This item can be traded amongst other players via person-to-person trades or the auction house. There is a short cooldown before you can trade the item, though. This is implemented as a security measure.

 

All right; I might give it a spin by the end of the week, although it might have to stand in line behind EQ2 and GW2. I also looked at the website for how this affects the legacy system, and no information was immediately forthcoming. I'll check the f2p matrix now lol...

Yeah, I have to agree. Subs were not the problem with SWTOR, at least by themselves; it was what they purchased, and that was very flimsy indeed.
Uhm I read this article expecting to roll my eyes, but I am pleased to learn the Cartel Market is tied to the ingame economy. How does this work exactly? I am not sure I could stomach the game still with all the "story" but I like it when f2p choses this kind of economic implementation of the cash shop currency, so I'll probably check it out if only to see how it works in SWTOR, while skipping as much of the "story" as possible.
Another carebear strangely excited for this game. I really like some of the Wizardry titles (played 6 on my cell phone with a dosbox emulator for a good minute and it was very neat). There's something really rewarding about surviving a floor of a dungeon in Wizardry and other games from that period (Might and Magic, Ultima Underworld, etc.). Wizardry was just much more intense than the rest , and thus often a bit more rewarding.
I find that complimenting to GW2 is another themepark with quests. After GW2, quests seem so quaint and relaxing that it makes them seem much more interesting than before. As artifacts, maybe, or perhaps I like them better? I don't know...
I put bargain hunting, which is a big draw in some f2p/freemium titles like LOTRO and DDO, and in both those games, and at least one other p2p game (Rift), subbing can be a bargain. As deals in some f2p titles chage over time, I get to be picky about how I spend my money. It's at least the illusion of control.
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