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All Posts by maccarthur2004

All Posts by maccarthur2004

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487 posts found
Originally posted by GeezerGamer

Except that most of your points can be bypassed by reselling RMT goods for gold. Your "realism" approach falls a little short since it doesn't apply equally to everyone in the game.

 

EDIT:

I wonder how the Korean and the Russian communities feel about LP. You think they'd agree with the title in this thread? 

 Cash shop issues or other bad implementations don't cancel the worth of the overall idea itself.

 

 

Originally posted by Thestrain
Originally posted by maccarthur2004

Reasons why labor points (and similar things) are one of the best ideas already created to a mmo:

 

1- More realism => In RL, no one can work no stop for 1 or more days straight. They need recover energy. LP is onde way of trying to simulate that limitation in a virtual world. The realism of the LP system will affect the realism of all things that need it (like the value of things and the time required to get them).

2- Encourages grouping => Grouping (not the fugacious one people are used in themeparks), forming bonds to another players through guilds or friendship will undoubtedly give a big advantage to the player over the soloers.

3- Create "jobs" or oportunities to low level or landless players => The top players with land will craft much more things than lower level and landless, because they need more and because they have more resources to do. The LP limit can force them to buy things (raw or semi-improved itens) from low level or landless players, rather than produces it themselves. The absency of LP would allow the top players to produce alone absolutely everything they need, using all their available resources.

4- Make itens be more valious and, therefore, apreciated and prestigious => No need to explain much here. This will raise the satisfaction and pride of obtaining and owning itens (L2 players know it well).

5- Make the rush through content in a few weeks a thing more difficult to do.

6- Make botting more difficult.

 

In short: make the mmo world and economy more realistic, player interactions much more encouraged and the soloer/ rusher/botter gameplay more difficult.

 

 

Of course, i am not saying tthe system how is now is perfect, some tweaks can be made (e.g: reduce the availability of LP potions in cash shops), but the overral idea is excelent. 

 

You know when people start comparing MMOS with real life is when i stop taking them seriously.

No company should dictate how much a player should play..it is that simple.

So you dont play games where there are "mana points", "stamin" or similar limits to your actions, right?

 

 

I saw  the majority of complainings about the LP system comes from a lack of adaptation of the player to the system, because they keep the SAME playstyle and mindset of other mmos, which they regard as the only logic way things should be relating to gathering and craft (gathering and crafting endlessly, no-stop, solo and without the need of much planning). 

Reasons why labor points (and similar things) are one of the best ideas already created to a mmo:

 

1- More realism => In RL, no one can work no stop for 1 or more days straight. They need recover energy. LP is onde way of trying to simulate that limitation in a virtual world. The realism of the LP system will affect the realism of all things that need it (like the value of things and the time required to get them).

2- Encourages grouping => Grouping (not the fugacious one people are used in themeparks), forming bonds to another players through guilds or friendship will undoubtedly give a big advantage to the player over the soloers.

3- Create "jobs" or oportunities to low level or landless players => The top players with land will craft much more things than lower level and landless, because they need more and because they have more resources to do. The LP limit can force them to buy things (raw or semi-improved itens) from low level or landless players, rather than produces it themselves. The absency of LP would allow the top players to produce alone absolutely everything they need, using all their available resources.

4- Make itens be more valious and, therefore, apreciated and prestigious => No need to explain much here. This will raise the satisfaction and pride of obtaining and owning itens (L2 players know it well).

5- Make the rush through content in a few weeks a thing more difficult to do.

6- Make botting more difficult.

 

In short: make the mmo world and economy more realistic, player interactions much more encouraged and the soloer/ rusher/botter gameplay more difficult.

 

 

Of course, i am not saying tthe system how is now is perfect, some tweaks can be made (e.g: reduce the availability of LP potions in cash shops), but the overral idea is excelent.

 

 

 

 

 

 

Originally posted by LacedOpium
Originally posted by grimal

I wasn't aware that SWTOR did not allow posts for nonsubscribers;  I look at their forums from time to time but never post there (I will check though now since I have stopped my sub).

Two questions:

1) If F2P MMO  ==  trashy forums....what is the answer?  I haven't looked recently but is this common amongst any other F2P mmos (EQ1, Marvel, APB)?  If so, what do they do?  Limit the forum to sub or an elevated status level?

2) If F2P != trashy forums....why on this one?  Is it really because people are that upset?  Or is it due to a certain crowd being drawn to this title??  If so, what do they do?  If they start a massive wave of post deletions, I'm sure the crowd will flock to other sites complaining of it.  Or do they wipe at launch and limit thereafter?

 

Please do not turn this into a free to play vs sub flame war. 

 

F2P +  AAA + PvP + OW +  Popular + Hype + Quality Game = Garbage Community

WoW isn't F2P and hasn't OW FFA PVP, but still has the worst comunity of all mmos.

 

Originally posted by nbtscan
I'm actually rather indifferent to any MMO I'm not actually playing.  It seems some people around here have an agenda to drag any game through the mud they don't like though.

+1

 

Originally posted by AlBQuirky

I may not like many MMOs out today, but that sure is a long way from "hate." Even the genre as a whole, I may be disappointed with its direction, but again, that is a long, long way from "hate."

Why do so many players downright "hate" MMOs?

I think there are 4 kinds of mmo haters:

1- The fanboys of certain mmos. These people bash games that can compete with theirs, because they have a ilusion that it will bring more people to their favorite mmo and make it grow more. They bash even more if the competitor mmo is significantly different, because they can't count with the possibility of playing them if they be sucessful.

2-  The mmo jumpers. These play a mmo by 1 month and keep jumping from one to another, consuming pve content in high speed until it ends, them joining newer mmos. They want (and need) EVERY mmo released to fits their tastes, so they bash badly mmos with features out of their taste, in hope (ilusion) to make them "fail" and discourage their production.

3- The mmo orphan. These have a taste that isn't satisfied by any mmo out there (or any AAA mmo), so they bash every mmo because no one fits their tastes. They are the oposite of the #3 (mmo jumpers). 

4- The troll. These bash mmos just to troll, for the lulz. Their prefered targets are the mmos with more popularity, the newest on radar or the ones with more loud fanboys. These can have a little bit of the reasons 1, 2 and 3 too.

 

 

Originally posted by TheConservativeGamer

Hello All,

I joined one of the new servers for the closed beta on CB3. I joined a very small guild that was going to be a merc guild. The same time I joined we also recruited a couple that was focused hardcore on alchemy.  I my self had 5 small farms, one large farm and 2 aqua farms up by the end of the closed beta weekend. 

Back to the couple that joined the guild that was focused on alchemy, for those who do not know the importance of getting 10k alchemy where is some of the points.

Its required to make the item to fix clippers.

Its required to make the item to make farmers workstations, that is required to make a item that allows you to raise larger animals.

It is required for any crafting of lv 40 and 44 gear.

As a guild we planted lots and lots of mushrooms and even raiding peoples illegal farms to get more mushrooms (Yes this put me in Jail for 90 mins) and this allowed us to power level the guildies alchemy. This guildie was at 9k at the end of CB3. CB4 started and she got 10k quickly. 

Here is where the pirating comes along and the market control. We now are the only guild on the server that can make the item to repair clippers. So what do we do? We go out and sink every clipper we can find and the item that we are making is selling for 100 gold each, on the Older servers this was only going for 2 gold. So not only are we having fun killing everyone, we are making a ton of gold doing it.

Again this server is only about a week old due to it started in CB3 and we are about over with CB4.

This is ArcheAge, its a sandbox that you can do what you want and getting a good group of people helps a lot. Those Zerg guilds racing to lv 50 have nothing on us and they can have fun playing a Asian grinder game. 

This is indeed a nice play. But if we wasn't in beta, you shouldn't speak about this to avoid people taking counter measures. :)

 

If this is "beautiful" (or worse, more beautiful than AA), so i really dont know what beauty and ugliness can be.

Originally posted by bentrim

Because it is PVP based, there are very few to compare it to.

Is a better decision to sell oranges in a marketplace overflowded with apples or try to sell apples amongst 50 others well established vendors?

 

 

Originally posted by Robokapp
Originally posted by maccarthur2004

 

 

1- WoW

2- EVE

3- Rift

4-

5-

...

 

 

 

EVE is a pretty good, indeed. I grant here. It's major turnoff is that not everyone wants to play as a spaceship.

WoW and Rift are completely different mmos, to another target public (they aren't sandboxy pvp focused mmos) Not applicable.

Originally posted by AndrewGoat
 

I hate World of Warcraft, and the graphics in it are vastly better than Archeage (...) 

After that, i finish here my discussion in this matter with you.

Originally posted by niceguy3978
Why does your post cover a different topic than your title?

Less space and different target public: the one interested in sandbox pvp focused mmos and so attending a forum section of a sandbox pvp focused mmo - this.

 

 

I find the AA graphics pretty good. Maybe we have different eyes (or video cards).

And if AA graphics was so bad to the point of being a big turn off, them WoW (the AAA mmorpg with the uglier graphics i already saw) would be a dead game.

 

 

 

 

Since this forum has been having many hate threads about Archeage, i opened this one to people (mainly the haters) list  here AAA pvp focused mmos with high sandbox content that are better than Archeage, and why (citing the features, one by one, that makes them superior).

This will help people that are "deluded" by the AA hype and promises see the light and choose better where invest time and money.

To work!

 

1-

2-

3-

4-

5-

...

 

Originally posted by Fingz
In any game, a poor economy means that you can't afford to buy the gear you need to raid, for example.

In raid based mmos, the economy isn't only less relevant: it can even go against the game intentions.

As a example: in these games, top gears is suposed to be obtainable only through epic adventures in raids, so they can't be tradeable to avoid people acquiring them without participate in the scripted adventure, what would make the whole game pointless.

 

 

Originally posted by SEANMCAD
Originally posted by maccarthur2004
Originally posted by SEANMCAD
Originally posted by maccarthur2004
Originally posted by Zeddakis
If they don't like something they have lots of other options they can go play and give their money to. 

That is relative. Sure we have plenty of mmos out there, but mmos like Archeage (a AAA sandbox mmo PVP focused) we have NONE.

So, to us, Archeage is the only option and monopolizes our market for the moment. :)

 

 

why is Darkfall not on that list?

Because it's not AAA and not "sandboxy" enough (is more like a PVP arena).

odd..

farms? check

housing? check

crafting? check

boats? check

boat seiges? check

clan strongholds? check

clan stronghold seiges? check

trade routes? check

treasure hunts? check

darkfall has all these

its almost as if AA actually took their ideas from DF

 

AAA? uncheck

 

I dont know the real extension and deepness of the DF sandbox tools, but i guess is far fewer than AA's.

 

 

Originally posted by SEANMCAD
Originally posted by maccarthur2004
Originally posted by Zeddakis
If they don't like something they have lots of other options they can go play and give their money to. 

That is relative. Sure we have plenty of mmos out there, but mmos like Archeage (a AAA sandbox mmo PVP focused) we have NONE.

So, to us, Archeage is the only option and monopolizes our market for the moment. :)

 

 

why is Darkfall not on that list?

Because it's not AAA and not "sandboxy" enough (is more like a PVP arena).

Originally posted by allday88

Maybe I am missing something and maybe some can help me out a bit. Lately I've seen a lot of complaints and doom and gloom post about a games economy. A few examples are:

 

WoW going to a cross faction AH.

 

ESO not having an AH.

 

Swtor selling guild ships for 50mill credits.

 

Gold sellers

 

I'm sure there are other examples, but how exactly does any of this impact the majority playing a video game?  

To sandbox fans, who seeks "world simulators", economy is fundamental, because the economy is one of the main motivators to players actions.

Originally posted by Pepeq
Originally posted by maccarthur2004
Originally posted by Pepeq
Originally posted by maccarthur2004
Originally posted by dandurin
Originally posted by maccarthur2004
Originally posted by dandurin

....

I do however have a big issue with merging infant servers with mature servers.

 

Basically, as we saw on Omega, it's a recipe for domination of the fresh server by vets.

 ....

You mentioned other very important issue: the "exploitation" of AH to extract itens from fresh or underpopulated servers through alts.

 

 

 

It's only a problem with servers of different age though.

 

I don't really see the crowded vs. uncrowded problem.    Player migration to low-pop servers does happen, and it will only be accelerated by the economic factors you mention.

 

And I don't see how farming on a high-pop server will in any way be "killed" by low-pop servers.  It's the same amount of capital and resources in either case.

 

I dont know in details how the players in AA will obtain raw itens, recipes and rare but necessary itens to craft top gear. I tought that (as ocurred in Lineage 2) this proccess of "farming" (farming is the proccess of grind itens, not necessarily through plantations) involves intense player competion for  "farming spots" and so the players in low populated servers would have advantage by having less compettion.

As a example i cite the world bosses, that can drop valuable itens. With unified AH, the insane and epic competion over bosses spots would be severely mitigated, because would be far easy to buy from the low populated servers.

 

 

Typically lower populated servers are less *progressed* servers... in that I mean, less people means it takes more time for said items to be farmed.  Because of this, the prices for such items typically is higher on those servers due to lack of supply.  It's generally cheaper on the more populated servers due to high volume of supply.  In other words, it always balances itself out in the end. 

This is relative and can or cant occur depending in the itens availability in the world.

If the availability of itens in the world is "infinite" (like in heavy instanced mmos, as WoW), so the bigger the population, faster the itens will be gathered.

However, if the availabiliy of itens in the world havs a limit/cap (more likely to occur in open world mmos, as AA), so the gathering of itens can increase until a certain cap. When this cap is reached, the overall production can't be more increased, so any aditional population will have to compete for the existing resources, in a exclusive way (to a person have a iten, another should lose). In  that case, a overpopulated server will give MORE difficulty to a individual person acquire products, and not less, like in instanced heavy mmos. 

This is only an issue to those who desire to corner the market on something.  Players work around such limits.  Bots master it.

Would be very good if true.

 

 

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