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All Posts by Shaigh

All Posts by Shaigh

13 Pages 1 2 3 4 5 6 7 » Last
258 posts found
Originally posted by Kuviski

I think there are different groups of hardcore raiders now. You're free to disagree but here's how I see it from my experience.

 

First there's the modern hardcore raider (or the powergamer), who likes games like post WOTLK World of Warcraft and WildStar. They admire what are known as World First guilds and obsess over world ranking lists of how quick each top guild killed each boss in a new raid. They regard raiding as an esport and probably play their game of choice in bursts, dedicating a lot of time to downing new content, possibly by the means of staying out of school or work, but playing very casually during periods of no new content being available.

 

I guess the defining factor between the two would be that the is often of the esports and twitch generation, loving the powergaming mentality of playing cool new things in bursts and with a competitive mindset, where as the oldschool raider is rather someone to whom MMORPGs are a hobby and raiding is but one thing amongst others they are going to do in them. That's my view anyway, and as I said, you are free to disagree.

Its still the same old server first mentality that existed in everquest and has nothing to do with esports or twitch generation. The reason why the wow-style raider changed to burst raiding is that the game changed, and content don't last that long.

 

Staying out of school or work for raiding is an extreme rarity these days, because most those players either grew up or burnt out.

  • Players that lacks basic understanding of their class and role.
  • Players that don't know how to avoid fire.

The mortal enemies of the marathon man, elitist and know-it-alls.

Originally posted by Hedeon
Originally posted by Shaigh
Originally posted by DMKano
SkyForge might be a decent action game, MMORPG it is not however.

Why isn't it an mmorpg?

its a lobby game, atleast as far as someone told from the last game convention....but might be a great game otherwise, from the describtion I thought of GW1, which may not be justified.

havent tried it or seen it, so well....*shrug* it looks cool, sounds fun and I ll most likely try it once it hit "open beta or the like" or get released.

Thanks for clarifying. 

Originally posted by DMKano
SkyForge might be a decent action game, MMORPG it is not however.

Why isn't it an mmorpg?

Originally posted by AlBQuirky

The genre is NOT on the decline. The game quality may not be to your liking, or the direction the genre has gone may not please (it certainly displeases me), but NOT in any way, shape, or form is the genre in any kind of decline.

MORE players are playing MMOs than 14 years ago.
MORE games are available than 14 years ago.
MORE money is coming in every month than ever before.

If this indicates a "decline" to you, you had best go back to school. You missed a class or two on basic business.

There is just too much risk making western AAA-mmorpg's, costs skyrocketed, and most MMO's converted to f2p because they couldn't sustain their game with a P2P-model, and we do see fewer and fewer mmorpg's coming out in the west.

 

If you look at the western mmorpg's in development the only game that could be counted as AAA is everquest next. What you have instead in the west are low-budget and crowdfunded games, while the growth in the mmo-market is in china and rest of asia.

 

Let me know about the next western mmorpg with a AAA-budget developed for PC and released as a P2P-game, because right now I haven't heard of any games like that. It might have been project titan but actiblizzard decided to dump it in favor of making f2p cardgames and moba.

Originally posted by jpnz

Lets say you are right and I'm wrong. That the US Census somehow got it totally wrong. (Lets ignore how we would have a much larger problem than "MMOs" if this is true)

Group content works for the majority of players and players play them.

Why is it that everyday, we see 'Group content is decreasing in MMOs!' / 'LFG are the devil' threads on this site?

I have zero doubt about US census accurately tracking the population in USA, but US census doesn't track mmorpg players. You can't use data that describes two different things and use it to calculate a third thing which means that data from US census is worthless.

 

US census didn't get anything wrong, its you that have zero understanding in statistics, or you got the wrong agency. Its NSA and not the US census that tracks mmorpg populations.

Having everything moving around and encouraging exploration is a great thing, but my worry isn't that they can make things change, but instead I wonder what kind of content that you will have moving around. MMO's have quite a lot of issues with static quests with static monsters that ends up broken, how simple do the quests have to be so that they don't break while using storybricks?

 

Storybricks sounds amazing on paper, but I have serious doubts about how it turns out and the actual content that the game will have.

Carbine doesn't make $60 for every box sold. The words I have heard is that they get $30 for each item sold, more for digital downloads, less for physical items.

 

Originally posted by DMKano

The pricing on Founder's pack will be higher than Landmark IMO.

Bottom line - pricing is determined by market research - whatever report SoE gets back as far as "the sweet spot" - that's the prices they'll set it to.

If you set it too low - too many players, means you need a ton of Alpha server hardware - which cuts into profits

Too high a price - low sales - few players - again profit loss.

You want to set the price as high as you can and still get a LOT of purchases.

 

The pricing decisions for a project of this size are not made up on the fly - paying $50K for proper market research price point is what they will do.

I can see $50 beta access, $150 alpha access easily

Sounds about right.

Originally posted by lizardbones

Yes, MMORPG players who keep playing MMORPGs are getting older.  Of course they are.  But new players are entering the genre all the time.  Yes, the average gamer is 30 something years old.  What percentage of them are MMORPG players?  What percentage of them are married?  What percentage of them are playing games with their kids, or buying games for their kids?  Their children are the new players entering the market.  Your assessment that people with a family and children aren't going to spend four hours a night in raids is perfectly feasible, but the same could be said about people returning to school to finish a degree they never finished.

 

So, Plausible, but not Proven.

 

According to Nick Yee in 2010 for WoW players

US: Female age 32 yrs, male age 29 yrs, 47% were single, 25% were parents. 53% had fulltime job.

The study is the most comprehensive I could find and with 2071 US players answering its a good representation of players and he has done those kinds of studies plenty of times.

Originally posted by kikosforever

For many years i was a huge fan of tab target. A couple of days now i got a beta invite for WoD and i realized i cant get back to this kind of combat again. It feels a bit retarded in my eyes anymore.  Fighting a mob without moving / avoiding, or hitting a single mob in a group of mobs, while the rest of them, despite they are all around you, don't take a single hit or dmg...

I m playing WS at the moment and most of all i like the combat. I could easily also play ESO, despite i m not a fan of it, because of its combat also. But i could not go back to tab target. I was never imagined i would ever say it, but imho tab targets era is over.

I find that the problem isn't just within the targetting system, but its that solo-combat in many games is about hitting your most effective offensive ability string and you let math take care of the rest for the 10 seconds combat last just to repeat it over and over.

You don't have to remove tab-target to force players to move, block, interrupt and time abilities but those requirements just don't exist in a game like WoW.

 

I prefer free-form target and I loved group-combat in Tera, but if they made combat far more interactive while still using tab-target I would be fine with it.

Originally posted by jpnz
Originally posted by Shaigh
Originally posted by jpnz
The aim of this thread was an observation that the players preference on grouping or not is irrelevant. 'Baby crying' or equivalent will override any entertainment activity for the majority of people now. This isn't the mmos fault. Players grew up and their lives changed.

The majority ain't 20-something anymore.

You keep using your own situation trying to describe things for the average MMO player, and you use the average gamer to describe the MMO player, and the average age to describe the average family situation, and that's just statistical nonsense. If you want to know about the average MMO player you have to study MMO players.

 

Metrics from bioware said that the average swtor player spent 30-40 hours per week on the game during release month. Metrics taken in wow said that 20-25% had kids.

 

The same kind of studies  have shown that 2/3 of players have no desire to socialize within the game, although they would like to play with their significant other or with friends. That's why dungeon finders were created, to give you easy access to dungeons. Pug has a far higher chance of falling apart, but with shorter dungeons there are far less chance that people ditch the group in the middle of it, and you don't lose that much progress if someone does it.

I didn't realise MMO players aren't 'gamers'. *rolls eyes*

I don't recall saying anything about 'lack of time'. It is the lack of certainty in 'CONTINUAL TIME' that is the issue here.

Me and my friends spent 2-3 hours that night in Karazhan; a group activity.

Would any one of us last a week in a 'raiding guild'? No we wouldn't and that's because of life choices we made as we got older. Are we unique and special because of that? No because the majority of age 36+ have kids / family.

This isn't hard to understand right?

MMO players counts as gamers just like people playing flappy bird are considered gamers, noone would ever consider the gaming habits of an MMO player to be equal that of someone playing on their iphone, except that's exactly what you did.

 

As far as raiding guild goes,  back in 2006 only 1% entered naxxramas, far before people allegedly started to breed like rabbits. Raiding always been a minority activity, and its never been because people had kids.

 

Far more players will enter group content if its accessible, short and easy. Its only on the individual level that family status matters.

Originally posted by jpnz
The aim of this thread was an observation that the players preference on grouping or not is irrelevant. 'Baby crying' or equivalent will override any entertainment activity for the majority of people now. This isn't the mmos fault. Players grew up and their lives changed.

The majority ain't 20-something anymore.

You keep using your own situation trying to describe things for the average MMO player, and you use the average gamer to describe the MMO player, and the average age to describe the average family situation, and that's just statistical nonsense. If you want to know about the average MMO player you have to study MMO players.

 

Metrics from bioware said that the average swtor player spent 30-40 hours per week on the game during release month. Metrics taken in wow said that 20-25% had kids.

 

The same kind of studies  have shown that 2/3 of players have no desire to socialize within the game, although they would like to play with their significant other or with friends. That's why dungeon finders were created, to give you easy access to dungeons. Pug has a far higher chance of falling apart, but with shorter dungeons there are far less chance that people ditch the group in the middle of it, and you don't lose that much progress if someone does it.

Originally posted by Iselin
Originally posted by nariusseldon
Originally posted by Fingz

If the MMO player base is aging and many think it is, anything that requires a lot of dexterity is out.  Old people typically aren't good at twitchy games.

Young people are playing Minecraft or one of the FPS's.

 

Aging from 20 to 30 does not impact twitch reaction. We are not talking about seniors here, are we?

People whose first computer was an Apple II. Atari 400/800 or Commodore 64 were playing CRPGs like the first Ultima 30-35 years ago - that would put them anywhere from mid 40s to mid 50s... you don't think 16 to 50 makes a difference in reflexes? 

Twitch in an MMORPG isn't about dexterity or reflexes, its about anticipating an enemies attack, and as long as you are mentally alert its really easy to avoid dangerous attacks towards you. Half the people can't even stay out of fire, and its all about focus and very little to do with age.

Originally posted by Mr.Kujo
Originally posted by amx23
praise is worthy from what theyve suggested, it will only get better at this point. Im out

Actions are praise worthy, not promises. Everything looks good on paper, It is good to see people approaching it with clear minds instead of getting excited like kids at new lego commercial. It should be natural to doubt and discuss. It feels unnatural to defend promises of strangers, especially from SOE that lost trust a long time ago.

 I do agree that we shouldn't jump the hype train because of lofty promises, but what most people post has nothing to do with a mind open for dialogue, its constant bitching and moaning about everything.

 

They don't show anything so its vaporware, they show internal alpha footage and the game is dead, it has action combat so its for kids, everything they do has been done in other games, except for something that sounds fresh because that will just never work.

Thank you for posting links to the tech evolution, been searching for those.

As long as the guild members do things together on a regular basis there are good reasons to be together in a guild. The problem is that most guilds lack a purpose, and players remain in a guild just to be in a guild.

 

You can replace a guild with a chat channel and a forum, that's how I conducted raiding back in vanilla wow. The reasons for this was being on an rp-server and it never caused us any problems. However, it did cause lots of friction in other guilds that saw their members raiding with us, so many of our players did end up in a single guild, mostly just to get away from guild drama.

Watching some footage from soe live now and human mage looks goofy, but dark elf warrior concepts looks great.
The preview pictures just looks poor, low resolution and a bland stylization.
Streamlined leveling. I am tired of running around like an errandboy from hub to hub, area to area, zone to zone playing the same style of content as the other 5 MMO's that I played before, following an arrow, where everyone plays solo.
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