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All Posts by Cymdai

All Posts by Cymdai

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204 posts found

The funny thing about F2P MMORPG's is that they have no business ever having arrived in the US.

A brief history lesson: F2P was a conceptual design that arose in response as a necessity to combat piracy in the Eastern markets (China, korea, etc). Basically games are produced so quickly, rapidly, and frequently... that it would simply not be possible to buy them all. That factor, combined with advanced internet technologies, speeds, and ease of access made software piracy a rampant problem; estimates were quite ludicrous. Don't quote me on the exact figure, but I recall it was somewhere around a 90% piracy rate for a new game. So developers utilized free to play to increase gains/reduce loss to piracy. I also can't recall the exact estimate, but I think the figure was around 30 MMO's a week at the time of their inception? Compare that with the US, where we might see 5 a year.

In a sense, the greed of American companies and European companies is astounding. They hopped on the F2P market in many cases, but even moreso (especially recently), they have combined a hybrid model of the game. Games with box fees, subscription fees, and in-game cash shops. In a sense, you used to buy your game and pay your sub fee, and you were granted complete access to your game. But over the years, publishers and game developers have compartmentalized just about every aspect of MMO's that you can. Yet this was all done for the sake of exploiting the customer rather than recovering from piracy and theft and losses that would have otherwise been accrued.

Perhaps most baffling to me is the fact that, I think anyway, games are infinitely shittier as a result, too. With nearly every aspect of modern MMO's being focused on profit generation and potential cash-cows, it's rare to find an aspect of the game that isn't monetized anymore. Like i said, it used to be a box fee + a sub fee (roughly $70-75) was a total game. But games nowadays are "free" in the sense that you can make a game, BUT:

- exp potions/crafting potions (2-5$ per)

- limited-time mounts (5-25$ per)

- unique time-restricted skins (5-20$ per)

- inventory slots/bag space expansion (2-5$ per)

- % increase success chances to crafting/item drops (4-10$ per)

- extra character slots ($5-10 per)

- name changes (5-20$ per)

.... and the list can go on and on and on. In a sense, for you to have access too all the features and perks you once had for your $75, you'll now have to drop multiple times that amount of cash or time to unlock/possess the same amount of content. 

It's pretty disgusting, really.

Server: Naima

Character/Class/Lv: 26 Phantasm

Possessions (land, vehicles, etc): None yet

Gear (the best you have and use): I just got some thing from killing Akmit which are pretty nice, though I don't have the name

Professions with high proficience (over 20 000): None; my highest is a paltry 1300 so far

What you like in the game: I'm really enjoying all of it. I only started last week, but the game has a lot to do beyond the standard quest hubbing, and i love the crafting system. 

What you dislike in the game: The game is horribly optimized for DX11, and as a result, my performance is all over the place despite having superb hardware.  After that, it'd be the extreme level of seemingly being a "Pay2win" game. Also, bots; LOTS of botters.

Well.... apparently I can't log in.


I logged in, got to level 3 and noticed I was lagging horribly (3 seconds, no rendering of characters) so when I went to re-log, it now says I can not connect and to check my settings.

Um. Wut.

Would an Auramancer Occult Songcrafter work well? Especially if playing with 2 friends?
Could you elaborate on that a bit? how exactly does one "hack" the land?

Hi all! I'm giving this game a whirl later tonight. I'll be starting on the Naima server if anyone cares.

I was hoping for some starter tips. I was thinking of rolling an Auramancer! My main interest is in the crafting + land grabbing/ terraforming aspects of the game. Any beginner tips?

I don't know if it's the future, so much as a GIANT beacon of where we already are. Allow me to elaborate.

Destiny is currently a very polished, very refined shooter with a loot system and an online PvP system. While generally hollow presently, it is easy to see the potential and the promise that the game may one day possess. There are grandiose promises, cash-backing into the game, grand visions, etc.... but they're not there yet. What Destiny DOESN'T present is any innovation. It's more of the same. It was an over-hyped game that essentially plays like Halo meets Borderlands.

That is one of defining aspects of nearly every game that was supposed to be amazing in the past few years.

1) Huge budget

2) Huge hype

3) Huge promise and guarantees of what will come (but for whatever reason, isn't in at release)

4) Average game at release with little staying power.

And not just with MMO's; with console games in general. Look at games like WatchdogsTitanfallThe Elder Scrolls Online, and now Destiny. Games that look amazing, sound amazing, promise amazing... and then are just generally forgettable experiences. On the contrary, it's Kickstarter that's bringing out the best games (in my opinion, anyway; how amazing was Divinity: Original Sin?!?)

What Activision, Blizzard, EA, and whichever other major publishers are failing to do is realize that a huge budget doesn't make a game memorable.  Good questing, innovative combat systems, unique playstyles, complex storylines, interesting characters; this is what keeps you coming back for more. Simply re-presenting what has already been done before with better graphics isn't going to keep players coming back for more, and for all it's flair and hype, Destiny is more of the same with promises of being revolutionary. Personally, for me, the games I remember the most in the last year or two weren't games that I was even initially interested in, but titles like X-Com, The Last of Us, State of Decay, Wasteland 2, Hawken provided me far more enjoyment than all of the AAA titles.

Also, I simply refuse to believe what a game MIGHT be in time. Sure, it happens in some cases (Path of Exile was great, Diablo 3 got better though it NEVER did introduce the PvP that made it memorable in the first place) but for the most part, games that are all hype and glitz simply never deliver, or at least not in a timeframe that matters.

How did you folks forget about FFXIV?

AO and Vanguard were certainly atrocious, but for this to not even be mentioned is mind-blowing.

1) The business model is outdated. Subscription-based MMORPG's typically can't produce enough content that is both meaningful enough, challenging enough, and interesting enough at a pace that will last most MMORPG players, and Free-to-play games become so paralyzed by the reliance on cash-shops and pay-to-win, nickel-and-diming mechanics that they are often completely unplayable.


2) No MMO in the last decade has effectively countered RMT, cheating, botting, duping, hacking, etc with any semblance of effectiveness. Because of this, games are brutally and mercilessly saturated with rampant, flagrant cheating. If you never experienced FFXIV, then you haven't seen how an in-game community can be absolutely eviscerated by literally endless RMT spam, cheating, botting, etc. Players literally had to disable regional/zone/say chats just to even see their chat log because it was so toxic and endless. When people can't talk, they can't interact, which means that there isn't a community developing at all.


3) The total lack of evolution in gameplay. We're still using and seeing the same combat systems, the same quest-types, the same class-archetypes, the same principle functions, the same faction-grind-oriented gameplay, the same raid-for-phat-lewt mechanics. I can confidently say that there has been 0 evolution here in 10 years. If anything, games have become easier, faster, more roller-coaster oriented and less exploratory. There's no real player-related content beyond Eve Online, there's minimal interaction between devs and players, and there's nothing separating today's MMO's from each other at all.


4) The death of challenge. Challenge doesn't mean grinding out dailies and farming mobs for loot only. Challenge doesn't mean raiding. Challenge should be ever-present throughout. When's the last time you played an MMO that presented any challenge at all, barring the last 1% of the content that involves raiding?


5) The emphasis on the "here and now" and the lack of emphasis on "Prolonged involvement". Everything in games these days is about the now now now now now, what-have-you-done-for-me-lately, and instant gratification crowd. What staying power does your modern MMO have? There are no rewards for commitments to guilds, for playing a game continuously, for being involved on the forums, etc. As such, there's no community involvement, really, because it's not about finding a guild and sticking with them, it's about "Who can help me right now, this second, with what I want?" instead of "Let's grow and develop together".

6) The communication breakdown between developers, forum moderators, and players. The place where companies can get a feel for the game's problems, what people want, what they need, what they like/dislike, what bugs are present, etc, is the forums. When's the last time you went to a game's forums that weren't completely toxic? It's either saturated with extreme whiners and ragers and liars and trolls who would do anything to wish failure on the game, or overloaded with whiteknights and apologists and propaganda artists who would assure you that the game is perfect. The medium for civilized, thoughtful, insightful conversations is further ruined by militant moderation practices (If you even tried to say anything about a bug on FFXIV's forum, you could be perma-banned; it was that serious) that filter out the real news more often than not.


But, more importantly of all....


7) The total death of the community; the thing that gives games long-lasting appeal. With no emphasis on game modes, cooperative mechanics, party mechanics, teamwork, group incentive, and even fun activities, these games all feel like single-player games with an online function. This is the biggest complaint, to me, because without a community, there's no immersion, and without immersion, there's no passion or interest. Without that, I can't delve into a game nightly and be excited... and I haven't seen a true community since FFXI some 8 years ago. That's just sad :(

Xatsh really sums up my problems with the game in a nutshell.

However, no matter how many adjustments and fixes are made, there's on continuous problem I have always had with the game; nobody stays around.

I remember the turnover for players in the first few months. As with all MMO's, people will burnout/get bored/quit. But it was so staggering that I cancelled my sub. My FC of like 119 people ended up keeping around 16 after 2 months.

I resubbed in the Spring for 1 month, just to see what had changed. I found a new FC, made some new friends, etc. But by the end of the month, that FC was already expected to be a ghost town, too. Why? Because the majority of people in it did the same thing I did. They stopped in, looked around, said "Hey, that's nice. Still not good enough for my sub, though" and left.

However, another person said it best. The game is fun to re-visit every few months. dabble in, etc. But for me, MMO's are about community and continuity, and that has just always been something I haven't experienced at all with FF14.

I really attribute FFXIV's success less towards it being a good game, and more towards the competition being incredibly mediocre.


ESO was, is, and will likely remain hot garbage. Literally a joke of a game which, without it's franchise title, would never have succeeded at all, and, in all seriousness, reminds me of Vanilla FFXIV at release (with the copy-paste dungeons especially)

Wildstar is literally just another WoW clone with some cute distractions. Definitely the first MMO I was exhausted of looking at within 5 hours of playing it.

SWTOR is the definition of "pay to win", and arguably the filthiest cashgrab ever produced by a big-name studio.

Rift was alright in it's prime, but it shows it's age.

FFXI is literally a shadow of what it once was, after pandering to the ultra-casual players over the years.

Eve is still Eve; either you love it or hate it and there's nothing in the middle.

TERA flopped pretty badly.

WoW is still WoW; everyone's played it at least once, but it's not going anywhere anytime soon.


I might be missing a few more, but those are the big name titles.


Let's also not forget.... FFXIV released twice. You have to think what a laughing stock of a company you'd be if, with 2 separate releases 2 years apart for the same game, you failed to produce 1 quality title. Hence, people come from playing ESO and see FFXIV, and they're like "Wow, a game that actually works and looks semi-modern...? Hurray!"

For me, FFXIV was a brief, semi-enjoyable ride. But as others said, when you finish the content, there's nothing at all to do besides grind dailies and wait for resets. That doesn't constitute a "complete" game in my book, and certainly doesn't justify a subscription fee. 

I'm gonna give it another whirl today and see what happens.


However, being a person who doesn't care about raiding at all, I do question if this will be the product for me.

....I can't shake off the "been there, done that" feel that I'm getting with this game already.... and I'm only level 12


The art style is neat, the way they tell the storyline is entertaining, and the animations in this game are legitimately top notch. I'm also all about the devs sense of humor which I think is incredibly fresh compared to nearly every other MMO released in the last few years. I caught myself laughing at the game for the first time. After playing FFXIV, that was definitely a long-forgotten feeling.

But after playing around for a few hours, I just can't shake the feels. There's a few of them, too.

1) I've been there, done that before. Standard style MMO combat with the occasional dodge, tab targeting, etc

2) The fact that there's a lot of free to play MMO's that offer many of the same things as WS does.

3) The questionable long-term appeal of the game. I'm about 10 hours in, and nothing has "grabbed me" persay.


For those of you who are a bit farther along, can you offer some additional insight? Perhaps I'm missing some of the best features still?

My opinion on ESO is this: If it were NOT for the name "Elder Scrolls" in the title, complimented with the decades of lore and world setting, this game would be a flat out 3/10


During beta, it was hot garbage. During release, it's better than it was, but it's lacking in every way. Every. Single. Way. The map of all the dungeons? It's a testament to lower quality standards. Maybe you guys don't remember the last AAA title that copy-pasted maps, but it was the original Final Fantasy 14 release, and it copied SUBSTANTIALLY less than ESO does.

The fact that this wasn't mentioned is disappointing. However, gamers' standards over the years have fallen so low that I doubt anyone even would have noticed or cared. 

As I'm not buying this heaping disaster of a game, I won't say what it is now. But based on what it WAS? I'd bet it's no higher than a 5, and that's a generous rating for a game that wants you to pay a subscription fee for offering no real new features or innovation from the hundreds of F2P MMO's out there.

Anyone who has watched Brad McQuaid over the years should not be surprised by this type of news. The guy is a slimy greaseball, and he was accused of doing similar things with EQ and even Vanguard.

People who gave him money or are willing to work for/with him deserve this. He has a decorated history of being trash, and I'm baffled as to how/why anyone would give him the time of day or any of their money.

Why would it shock anyone if this game did go F2P? Just visit basically any major gaming forum pertaining to this game. The topics there aren't about how full the servers are or how lively the game is. It's about emptier zones, diminished presence in FC's, etc. Not to say that there aren't people who enjoy the game, because there certainly are, but I'd say there's a substantially larger number of people who have played it and left then there are of people who Day-1 purchased and are still playing.

I remember this board in November arguing about this game inevitably becoming F2P, and I don't think it should surprise anyone when it happens.

SWtoR didn't fail because of performance.


SWtoR failed because it was a blatant WoW clone that offered no innovation to gameplay, lacked balance of any kind, and was essentially a single player RPG forced into an MMORPG's pajamas. If SWtoR had simply been KotoR 3 with limited multiplayer, it could have been an entirely different game with entirely different results. But it wasn't. It was the same monotonous formulaic MMO we've seen released for the past 5 years. The difference was that they had the budget, the personnel, and the time-table to make something that other studios can't, and they didn't. That was what I always attributed nearly all of the SWtoR hate to.

I think, at least for me, the enjoyment of FFXI was the first time through.

The Genkai quests, the subjob quests, the Maat fight, the first time you ran a BCNM and LOST, the first time you ran a BCNM and WON; these were all great aspects of the game.

But the real gem of FFXI was it's community. Since it took so much time to do anything, ever, period... you got to know everyone. It took a matter of weeks for the ultra power-leveling folks (on Bismarck, it was the Lunarians) but everyone else? Months, MONTHS of playing. So you really got friendly with people who progressed through the game at your pace. And gil and gear was incredibly difficult to get; nothing at all like FFXIV's "Play and you'll be fine" style. No, there were legit gear-checks where the game said "Hey, you need to farm for awhile and upgrade your stuff."

It's funny how that's changed though. Yet in nearly all games, the least exciting aspects of it are usually what builds community. (Camps and Cantinas in SWG will forever be my favorite timesink though, hands down)

But you're assuming that the scale of the world will be that of Planet Earth. 

Again, I think people are being far too pessimistic. The ability to have your world rendered for you creates the notion an actual in-game world; round! That's pretty epic to consider in and of itself.

That's true, but imagine what you could do with an intense modding community. Consider Skyrim's modding community; if you had them creating content simultaneously alongside the actual developer, you'd be able to pump out quite an enormous amount of people, places, events, and things.


Also, I think the best goal of such a universe would not be creating it all at once, but the notion of creating a living, breathing world over a long, loooong period of time. One of those games you look back on 10 years later and go "Wow, look at how much has happened!"

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