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All Posts by Shaigh

All Posts by Shaigh

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507 posts found
They used a lot of words trying to explain their game without saying much. All they spoke of was their desire, and much like other developers they wish to be dark souls, elder scrolls and witcher put into one game but they better show an interesting game at gamescom or all those extravagant words will be for naught.
Originally posted by DMKano

Talked to few folks at ZOS today, and this is what I found out. There are 4 console players for every PC player - the overall population increased by almost 500%. Grats to ZoS!

And no I don't have anything to back this up with so take it as unsubstantiated rumor.

Did they refer to active population or sales since that makes a huge difference.

Originally posted by BillMurphy
I got the impression from Paul's post that he simply missed Austin and wanted to move back. Hopefully this means he's working on Borderlands Online, the unannounced and awesome MMO version of Borderlands that doesn't exist... yet. (Wishful thinking.)  And no, not the one from 2K China.

Borderlands 3 has to happen first.

Singleplayer rpg's gives me a different sort of experience every time, themepark mmorpg's and diablo-style arpg's gives me the same one over and over again. It doesn't matter if its warhammer, warcraft, star wars or elder scrolls, same progression, same endgame.


Problem is that I don't know what mmorpg developers could do to bring me back. I can say what's wrong with my experience but I can't tell them how to do it better without spending a fortune on development costs. With singleplayer rpg's its easier to tailor an experience for more kinds of players and there is no need to artificially lengthen the lifetime of the game. You can make an rpg that lasts 5 or 50 hours, with mmorpg's you need to create content for 500 hours.


I miss the unique social interaction that occurs within mmorpg's but as games they fall short.

WoW is officially done with 7M subs. ESO just topped sales charts in UK. GW2 and ff14 is about to release their first expansion and most likely have a higher population than the old games, at least they will have a higher population once the expansion is released.


WoW did one thing, it managed to get a huge amount of players to join the same game, and half the people around here says it was what ruined the genre.  The gaming industry doesn't believe that the future is one big mmorpg, all we see in development are niche titles made by indie companies.


You might get a game you will enjoy, but there won't be another mmorpg like WoW.

When I was still playing MUD I heard of evercrack. Much of the addictive parts of WoW already existed in everquest. Many people that played everquest want to play the same kind of game, just like people that played wow wants the same kind of game. The main difference is that WoW was the last mmorpg where most players getting into the game hadn't played any other mmorpg's.


The average mmorpg player is an adult, so for all talks about mmorpg's appealing to young players its not true. Young players want games like league of legends, world of tanks, destiny or even dayZ, they don't look for mmorpg's.


It was young players that shaped uo, eq, daoc and wow, so for this genre to grow again its young and not old players that has to be the target. MMORPG's has to stop being made for adults with a busy life, they have to be made for kids that have time to play.

Reached level cap or equivalent (total characters)

  • WoW (10+)
  • Warhammer
  • Rift (2)
  • Swtor (3)
  • Tera
  • The secret world
Finished all current endgame
  • WoW (at different points of tbc, wotlk and cataclysm)
  • Rift (at GB)
  • Swtor (at EV/KP)
Aion is the only game where I couldn't make myself reach level-cap. Games I played during beta doesn't count.

Developers can joke about balance and how people act on forums but players notice all bad shit that developers put into the game and while forums produce lots of noise developers can't get cocky and forget to pickup the signal when something is out of balance.


There is a fallacy about "if everything is op nothing is op" since if everything is OP combat tends to be broken.

Originally posted by CrazKanuk
Originally posted by Shaigh
Originally posted by CrazKanuk
Originally posted by Joeyjojoshabadu

Millions, eh? If you believe that, I have a lovely bridge to sell you. Seriously, how gullible can you be? 


I don't think that devs generally lie about their sales, especially when it's a publicly-traded company (since you'll need to be accountable to those numbers at some point). 

When someone use millions in that fashion its not meant to be taken literally just like there weren't a million people in the million man march. There is a difference between a press release, and a CM saying that a shitload of people are trying to login, a figure that is closer to millions than thousands or billions.


CM's don't usually get sales information, and Zenimax is a privately held company anyway.

lol, yes they are privately held. Assumptions for the win!! 


Yes, but it actually does say "At launch, millions of players around the world were eager to explore Tamriel." which could be bent and twisted to mean "people are anticipating the release" whereas the quote "While we have established large data centers to support a huge player population, the millions of active players now in ESOTU may require increased server capacity to reduce queues and alleviate any server performance issues." is a little more direct. It specifically says millions of ACTIVE players NOW in ESTOU. Although, I'm sure that could be in reference to all versions, too. Either way, it seems the console launch was a success. Would be nice to have some solid numbers though. 

I would kill for some solid numbers, but even if we get numbers they can do the destiny BS where they mention an extreme amount of numbers that still doesn't tell how much they sold.

Originally posted by CrazKanuk
Originally posted by Joeyjojoshabadu

Millions, eh? If you believe that, I have a lovely bridge to sell you. Seriously, how gullible can you be? 


I don't think that devs generally lie about their sales, especially when it's a publicly-traded company (since you'll need to be accountable to those numbers at some point). 

When someone use millions in that fashion its not meant to be taken literally just like there weren't a million people in the million man march. There is a difference between a press release, and a CM saying that a shitload of people are trying to login, a figure that is closer to millions than thousands or billions.


CM's don't usually get sales information, and Zenimax is a privately held company anyway.

Does open beta mean open beta, or is it a release under a different name so that Bill can give us a review of the game?

Looking at OP's forum history this is the second time he made this exact thread, just with different screenshots.

Old thread from 2014


Old screenshot

New screenshot


What's impressive is that its the exact same quote but on a different steam user name so its obvious you have an agenda against life is feudal.

Originally posted by Lokkan

In some cases it's a necessary option.  Large businesses don't want to gamble on the low pay-out, they see the money blizzard made and they want that pie, all-of-it.  Pantheon is the mmorpg for the niche crowd (personally I think it'll gain traction beyond niche once it gets hammered out and has a community to support it) that is made by the same people who love that niche. 


If you were to make the game with a large financial backer, then they would want some kind of say in the end-product.  If you can make it without them, using crowd funding, then you are allowed the freedom to make the game however you see fit.  So for this situation I hope that it all works out - and further more I hope it works out for the sake of future niche games.

The issue is that we haven't seen the completion of kickstarter mmorpg's. Closest to release are shroud of the avatar, the repopulation and pathfinder online which you can access through early access, and all three of them looks like shit.


Even if there is a kickstarter for pantheon they still need external financial backing to secure the $10M that will be needed to accomplish a good version of the mmorpg they promise. At this point its hard to believe that pantheon would reach $1M in pledges, and even if they did they would still need serious financial backing to make it happen which counteracts the kickstarter independence.

I like the concept of kickstarter, just not for mmorpg's. Kickstarter isn't the only money spent on the game, but while you can make an enjoyable budget singleplayer rpg for $500k-$5M the same doesn't apply for an mmorpg. 

I don't find that your completion ratio of mainstream games makes you more or less hardcore, instead the only thing told is that core gamers buy a lot of games that they never finish.


Some people like to imagine themselves hardcore because they complete certain games on the hardest mode, but I don't find you a hardcore gamer if you completed a game like Pillars of Eternity on Path of the damned, and you are not more of a gamer than the guy playing it on normal. Instead you are probably the guy that looked up the best way to create your character to nullify much of the difficulty created by putting it on Path of the damned.


That's not to say that there aren't hardcore games that truly push players to the limits but when people rather follow a guide and/or look up fights on youtube you haven't earned your hardcore gamer credentials properly.


I could have gone the hardcore way, but instead I did what most gamers do and chose the easier path.

Will be interesting to see how skyforge and blade&soul will do, and the only way those games can make money is by attracting tourists.

Didn't expect the leak to be accurate.

@BillMurphy If reddit mods ban his account within hours of making a post its the opposite of reddit mods verifying that he works at carbine.


Thanks for trolling me to open up my B&S fansite account for first time in a year.

Originally posted by Malabooga
Originally posted by Shaigh
Originally posted by Malabooga
Originally posted by jmcdermottuk


Yup, and the only constant in trinity is tank/threat/taunt, rest is optional. Threat is produced exactly same way as it was 15 years ago, taunt is same skill as it was 15 years ago, nothing changed because it wouldnt work without that (you would have to redesign classes so they arent reliant on tank tanking, but then tank is redundant so you have to redesign tank, and so on and you then you dont have trinity any more)

So for now its pretty much binary, you either have games wih trinity that work same like 15 years ago, or games without. Until something new comes out that can replace threat/taunt as mechanic, trinity is straightforward and theres really no confuison what it is.

Taunt always were an optional part in threat-based mechanics for WoW since quite a lot of bosses were immune to taunt. Threat has been changed quite a lot of times, and it doesn't behave the same way in tera online like it does in WoW, even though both games have tanks, healers and damage dealers.

It wasnt optional, bosses that were immune to taunt had sepcific gals in mind, and explain to me how do you swap aggro dealing with bosses that requre aggro swap between tanks.

Threat generation hasnt changed and works the same for 15 years.

Now is a good time for you to demonstrate how threat generation is different between WoW and TERA.

And funny, but you yourself mention both games feature tank/threat/taunt rofl (not that it is unknown, both are trinity games working in same way) and taunt is even required in rotation in TERA.

During vanilla WoW devs loved to make bosses immune to taunt, particularly in BWL. For vaelastrasz tank swapping involved the first tank dying with the second highest on threat taking over tanking. Swapping on broodlord lashlayer was because of a knockdown that dropped threat by 50%. In other instances there were bosses that did teleports that nullified threat while also being immune to taunt.



In many WoW fight you keep building threat over the whole fight, meaning that for extremely stationary fights like Golemagg you can have your tank building threat for 3 minutes and keep up aggro even though they went linkdead during the rest of the fight.

Tera online has threat decay, meaning that after 3 minutes in a fight tanks can still lose aggro to a healer doing 3-5 quick heals in succession (the quick cheap heal generated huge amount of threat), or by focusing too much on blocking and not building enough threat for 10 seconds.

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