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All Posts by kivech

All Posts by kivech

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50 posts found
Originally posted by moguy2
Originally posted by Chrisbox
No alternate weapon slots is fine, they made it so that you know what you have to use and dont need anything extra.  For example hunters only use Bows no melee now...Thats not a bad thing at all Im fine without having to worry about my stat stick. 

You are so right. Except for the fact that now you have 1 to 2 less things to worry about. And for classes that use those 1-2 less things THEY dont have to re work their positioning or their abilities associated with them.  Wands - bows - guns- throwing stuff. Dont worry- you just use the ability and bam it works. The 8 year old hunter can still shoot you now with his lil bow and not get rolled cause he has no idea how to melee / evade. But then again - the way it was was an " extra " thing you had to adapt to. An extra thing you had to use your brain for.

Yep, couldn't agree more. My 6 year old daughter loves playing the game. And she's actually quite good at it. No wonder, since you have no need to understand anything but:

- follow arrow in radar

- click anything with question mark or exclamation mark and accept or finish (no need to read the text)

- fight anything in the list on the right hand side of the screen until number before slash equals the one after.

Works perfectly!

I can't be bothered with it anymore. It's been a long time since I enjoyed games that are catered to pre-teens.

Vanilly WoW already did not have a very high challenge level, but now it's beyond rediculous. What's next? WoW for pre-schoolers?

Originally posted by Deleted User
Originally posted by punkrock
Originally posted by Creslin321

It was a themepark.  The only folks who will think it is a sandbox probably never played a sandbox, and think that EQ1 was a sandbox.

Oh yay sandbox snab is here*rolls eyes*  there is other types of sandboxes not just you`re type.

Just becouse it was not ryzom or w/e little game you think is a sandbox, does not mean it`s not a sandbox. 

Man little let smelling you`re own a@@, get some fresh air.

 Sorry if I offended you, but try to understand where I'm coming from.

When I started playing MMORPGs, there was only Ultima Online.  A few years down the road, Everquest came out and the distinction between sandbox and themepark was created.  To me, and to many other people, Everquest was the first game recognized as a themepark, so I use it as a touchstone.

DAoC is EXTREMELY similar to Everquest in many respects, so I see it as a themepark.  I find it...interesting that many folks nowadays are trying to say that Everquest, and thus similar games like DAoC, were a sandboxes...which is funny because EQ was the FIRST themepark.

I really don't think the game elements that WoW popularized like questing have anything to do with the sandbox/themepark distinction.  So the fact that DAoC didn't have any major questing is irrelevant IMO.

This is the only correct answer.

Sandbox means that you and other players create the content based upon what you choose to do. Themepark means that the content is created for you by the game makers.

Ultima Online was a sandbox game, just like the later Star Wars Galaxies Online. SWG had plenty of automatically generated quests, yet it was definitely a sandbox game.

Themepark games have a linear experience. You move from A to Z through B, C, D, etc. Sandbox means that you can do whatever you want, wherever and however you want to do it. Typically sandbox games have no class based system but a skill based system, where you can select from a set of skills and create your own unique class.

Themepark games on the other hand however, usually allow you to select a class that cannot be changed anymore. Tailored with talents or similar systems maybe, but a mage is always a mage. Usually, in sandbox games, you can change your skill set whenever you want to, and therefore change your unique class.

For that matter DAoC was most certainly a Themepark game. Like the above poster says: quests or no quests is completely irrelevant to the distinction between sandbox and themepark games.

The only truly sanbox game that is rather recent, that I know of at this time, is EVE Online. Also that game has plenty of quests if you want to follow those. But, as any true sandbox game, you can completely ignore them as well, and be perfectly fine in the game.

Also the opposite is true. A game like DAoC makes a good example. In the vanilla version there were only epic quests and a few that you could get from guards. Generally though, it was a grinding game. Later they put more quests in the game, but originally it was practically without them. Yet it was, and still is, a themepark game.

This is so funny!

I played Pong at the age of 10 for the first time (if I remember correctly). C64 came out when I was 13 or so. My first days of computer programming. I'm still in development these days.

However, as far as the games are concerned: it is not us. Back in the days they actually thought through game desings to make it 'entertaining' for the gamer. These days it is about selling, not about making it most fun. Graphics are more important than game mechanices. While in the early days of computer gaming, those graphics were too limited to make them the most important factor of the game. So they were forced to make a game appealing by its gameplay.

As far as MMOs are concerned: many have said it already. As of WoW, all that is being presented to us, is some form of copy of the WoW-concept. Same old...

I remember the awesomeness of the worlds of the Ultima series. Those were real discoveries. Of course, nowadays those could be made again, if there would be the willingness to actually design a game that has the same kind of appeal.

I personally really enjoyed DAoC, but that was mostly because of the forced group combat. You had to be social, know your role in a group and know others, otherwise you could forget about your fun game experience. With the WoW concept they basically introduced the single player MMO. In my mind that is about as boring as it can get. Why do I want to play a MMO that is bottom line a single player game?

I thought the concept of SWG vanilla was a good one. Shame though it was so buggy and never got a chance to shine. I loved UO, and have never seen anything like it again. WoW vanilla was sort of fun, though I thought it was rather shalow compared with existing games. Crafting was a joke, and leveling too fast. Yet, compared to what you find now, it was a complete blessing. Unfortunately though, they also dumbed that down so that the 5 year olds don't get confused and can have fun with it as well.

As I see it, there just isn't anything out there that is really fun and an entertaining challenge anymore. It's copy/paste with little fantasy or creativity put into it. Challenge is bad these days it seems, so then it gets bland.

Granted that family life doesn't help either. The days in which I played DAoC I used to be on a raid for 4 hours straight. I can forget about that with my work and family life these days. So also that plays a big role.

I think our only hope is for the current market to get completely saturated (which I think it already is) and game makers seeing themselves forced to go back for better quality games, which will have a better design from the onset. But I doubt it's our age. I don't know about you, but I still feel young enough to get excited about a good online game. It's just been a while since I've seen a potentially good one being announced.

Originally posted by Cephus404
Originally posted by chelan
i wish i weren't so shallow, but yes, if DAoC or AO or EQ ever got a graphics overhaul i would certainly be interested.

But it doesn't make the game any better.  I spent at least 4 months at the end, subbed to AO and doing nothing.  I'd log in, I'd consider my options, try to figure out what I wanted to do, realize I didn't want to play the game and log off.  Lather, rinse, repeat.  I wasted a ton of money at the end before I realized I didn't want to be playing the game at all.  There's only so long you can go on playing a game before you run out of things to do.

Despite my previous post, I do have to agree with this one.

I was an avid DAoC player, and really loved that game. Seeing the changes they have made (I tried it again about a year ago, or so), even if they would have the best graphics, it would still not cut it.

- The UI is really painful. It used to have one that fit the setting of the game, but now it's very poor quality. It is completely disassociated with the game setting itself.

- Towns and cities are empty and bland compared to what more modern games offer.

- Lots of details are missing in general, which create the right ambiance.

- Animations are very outdated.

- They've had several graphics updates, but none of them made the game look really better. Just different. They obviously tried to go for a more 'realistic' look. This I personally consider a mistake. It's a game. In that sense I think WoW's approach is better by emphasizing that by making it cartoonish. Until we can simulate the real world with computers, I don't think they should even attempt to make it look 'realistic' because it will never look like that.

- Up until the first expansion DAoC had a fairly solid game mechanic. They would have had to revert back to that one for me. The current 'easy mode' made it very bland in my mind.

So in that regard: no, graphics alone would not cut it.

My first serious MMO was DAoC, and I would certainly give that another try if they were to overhaul the graphics.


However, they would have to completely redo all animations and effects as well. Those are far too outdated for today's standards, and the characters look very poor compared to today's quality standards.

Hi all,

I've been reading most of the posts where people complain about performance in the beta. I have been in quite some beta's in the past, dating back to some of the very first big titles in MMORPG land.

Keep in mind, that with an open beta the purpose is to bring the servers to their knees. This will allow the devs to fine tune the servers to get them to perform at their best at launch. What you see now does not necessarily have to be representative for the final performance of the game when it goes live.

These guys want to find the bottle necks in their systems. They find those by overloading the system. This way they can determine how many players can play on one server and keep the game performing in an acceptable fashion. Most often then not in an open beta you will see terrible performance, and at launch the performance is a whole lot better.

Also, what I get from a lot of reports, is that most of the performance is latency related. Yes, your FPS can be related to latency issues as well. Granted, some seem to be a bit too enthousiastic with turning all graphics options to the max, which might not be the best for your system, overall, I would say that one can expect this game to perform better at launch.

It's true that in the past some great titles failed due to poorly decided release dates (I can make quite a list of the betas I was in that failed in the end due to hasty releases), but that doesn't mean that all are like that these days.

What I'm trying to say is: keep in mind that you are TESTING a game in development and not a final product. Of course you have no guarantee that it will be much better at launch, but at least hang on with making a completely negative judgement of the game until it is live. If the problems persist, yeah, then I will definately agree. But so far, all we know is that they are testing the performance of their systems for which they need to overload on their end to see what goes wrong with their stuff.

Let's just hope that once they go live they manage to have fine tuned it all and it will not all be that bad in the end.

Originally posted by Cloudink

For those having problems downloading. Open FFXIV Beta Config. In the General settings under Network. There should be a port number. Port forward that Port number in your router and firewall.



Great tip! My expected download time went down from 26 hrs to just 13 hrs with this one!!!

Can't wait to get started. :)

Originally posted by jayanti

I just got a beta key. Registered it, had confirmation, but when I go to the tester site to get the client it says log in denied, only beta testers are allowed to log in! 

There is a fix for that since they automatically direct you to the American login server to validate. You need to have the URL to the server of the region you selected though. I my case that was Europe.

Don't remember the thread, but it is here on the first page. Have a look at those, and the URL is there that works.

Originally posted by JudgeDead

ok so i cant log into beta site every time i do it comes up with

The FINAL FANTASY XIV Beta Test Site can only be accessed by those who have been granted Beta Test accounts.

Beta testers can log in from the link below using their Square Enix Account.


i have a beta test account i used my op key i evan made another account and it doesnt let u on that page cause says you arent subed to this game so clearly i have beta acess but it keeps giving me this crap i also re done another account with beta key incase my account was nerfd or sumit still get same is it just me or is this an actual fault? btw in my account management it says ff registerd ect



Found the Fix for this they gave me the nother american link wich is when i should have been useing the EU link wich is

Got exact same issue here. Let's hope this will get resolved soon. Might be just that they are being overwhelmed with new registrations. So the registration system might be a bit swamped. Just give it some time.

I'll let you know when and if I get in in a little while.

Duh! Just now saw your fix. Thanks man, I'm in now as well.

Well, sure I have 'rage quit' a few times.

Mostly it was because of players that were acting in such an obnoxious way that the game therefore got such a negative association for me, that the fun was out of it.

Come to think of it, to me it is the players that mostly make or break the game. These days (I'm a bit of an old timer in MMO land) it seems to becoming the norm to act like an ass and think that this is 'cool'.

I see gaming in any fashion, being it online or not, or on a PC or otherwise, as a form of entertainment. So it has to be 'fun'. No fun is no entertainment and not worth my money or time. So quite a few times I quit because of something not being fun, and mostly because of players being so repulsive in their actions and attitude that I just quit the game.

But also game mechanics, or bugs made quit a few times. My rage quits were mostly due to other players though.

I personally would be up for a new concept: the no alt character.

The no alt character system would be a system in which you create one character that can learn different classes, which are separated in itself.

For example: you start as a melee character. Once you max that one out (or halfway your progress) and you decide you want to play a healer, you go to a trainer that trains that class, and pooffff, you are now a healer class at level one. You play a healer a bit, but you get tired of that, or you want to play your melee class a bit, you go to the specific trainer, and poofff you are back to your melee class with the levels you had when you switched to the healer class.

This would allow everyone to play any class they want on one character without loosing their progress when switching from one class to another. That would maximize your social aspect with the community (always the same character by whom everyone knows you) and your fun factor (you can play any or all classes together) without compromizing a class system (when you play one class, you have no access to the skills of the other classes you are working on on your character).

Of course, the option for alts should still be there for those who want to play other races, but at least this way, one isn't 'forced' to roll alts when they want to build or try a different class.

Then again, there'd be another ton of things that I would change, but that's just me. :P

I only once maxed out a char and that was in DAoC. But in that game the emphasis was mostly on team play. Today's games are basically solo player games played on a server with other players.

Sure there was grinding, more even than games like WoW, but it was fun due to the fact that you always did it in a group, being it a PUG or guild group, you were never alone.

After DAoC I really never found the same fulfillment I found in that game in the newer games. However, I have to admit, once I reached max level in DAoC I shortly after quit the game because the purpose of playing was a bit out of it for me.

I played WAR right after launch and had a pretty good time at the beginning, but soon some serious downsides started to surface.

It was just too much cramped into too little space, too much dependant on other players PQs that one could not do solo even if there were no other players around.

RvR was definately not the kind of epic battles that I knew from DAoC. These were just quick fights with little at stake. Too much running from one fight to another, etc.

Then the fact that there were only 2 realms. BIG mistake in my mind. What made DAoC so great was the fact that there were 3 realms which added a different dimension to the whole deal.

All in all, I felt that it was too much WoW squeezed into some bits of DAoC. It was shallow compared to DAoC (another element that was lacking and most of the old DAoC players were hoping for: depth), and PvE was nearly absent.

See, the beaty (aside from its downsides) of DAoC was that one could technically do the whole game without ever engaging into PvP. There really was no 'need' to do that. So for those that shunned away from that element of the game, could just play as they wanted. In WAR that is really almost impossible. Not much is left after you take RvR out of the mix.

Also, for my taste, the zones were way too chaotic. I felt like I had to go criscross all over the place all the time, without a clue as to where I was going. It was all very confusing and lacked a lot of 'fun'.

One can also debate the type of races picked. I thought the majority was downright horrendously ugly and unappealing to even consider playing, but I recon that is just a personal opinion.

Anyway, I'm still hoping for a DAoC 2, but I guess that will never happen either.

I played DAoC in the early days before any expansions came out on the European server Prydwen.

For me, this was my second MMO experience, after UO, and I absolutely loved it.

Granted, for today's standards it had tons of flaws, but at the time it was a great game.

What made it a great game for me was the openness of the game. The class based system allowed for enough options to find something you liked. The world was big enough to feel vast. The 'feel' of the game seemed right. Cities were not small, but no big either. Getting lost was not easy, yet you still had to travel a bit to get from A to B.

I loved hopping on a horse to go from one point to another, just to watch the surroundings. People who have little time on their hands to play are right that it took too much time. I at the time was without work or study, so I had all the time in the world and then it was a blast (how good it is to be young, lol).

Grouping was the best in any MMO I have ever seen. Because of the huge benefits of grouping, barely anyone would even consider soloing the game, because progress was so much slower. At the higher levels that tended to get a bit more tedious though, since there you really needed groups for some decent xp, which was hard to find due to the lack of number of higher level players.

I loved the non existance of instances. You'd just hop into a dungeon and join the band wagon of whatever group was in there. PUGs overall were good, because due to the group aspect of the game, people knew how to play properly in groups. They knew their roles properly and due to the tight knit communities, messing up would get you a bad reputation. Having a bad rep gave your trouble finding a group. There were not many who dared to go that way, since they knew that leveling their char would take at least twice as much time solo. Hence the reason grouping and the community as a whole were so great.

PvE was a grind, that is true. Leveling did take too long, that is also true. It would have been nice if leveling would have been a bit more up to par to today's standards. I have come to understand that nowadays leveling is really too fast. That's not good either. Buffbots were an absolute nightmare. They should have countered that by making buffs only lasting within the vincinity of the buffer. I never got why they didn't implement that.

See, the RvR gave purpose to PvP. Loosing a keep meant something to your realm. Loosing a relic, or obtaining one, directly influenced the bonusses for all players in your realm. Having the right number of keeps under control of the other two realms would open up Darkness Falls, where you could farm for 'shields' which you in turn could use as currency to buy weapons that were nowhere to be found in the DAoC world.

I played a healing druid myself, and got him to 50 in about 4-5 months, which was rather quick. Around that time they released the Shrouded Isles expansion. I thought it was great due to the new zones and races. I loved going out with our guild to check out new stuff, do dungeons, crawl through Darkness Falls, practice siege weapons in the fields, learn crafting, etc.

The big bummer for me was when I reached 50. On our server RvR was not that active, so for me there was little to do. Looking for fights in the combat zones took lots of times, and due to the imbalance of the realms we usually got owned, lol. That unfortunately did kill the fun a bit for me. At the time some really good new games came out (SWG and EvE) so then I switched.

The real shame about DAoC is though, that with just some minor corrections of the concept, they could have probably been able to turn it into the best game of all. PvE was seperated form RvR. So if you only wanted to PvE, you could do that without a problem. Crafting should have been done better. It was too much based upon the 'grind' concept, which made it rather boring. The benefits were worth it though.

So, if one day, they would do a DAoC-2, with the same basic concepts of the original game, the same depth, but less grinding and more fun aspects along the way, I'd definately sign up for it. I doubt that will ever happen though. :P

Originally posted by popalx
Originally posted by Alle90

The action is great, on par with excalibur in it's prime, I've not been able to login with my old eu account, not even subscribed with it yet but I've got a US one as well since before so i know the RvR is good..

I dont think you get to play it for free with war sub.. go here to log on to your account and check details etc, I also believe all expansions is given for free as i only had untill ToA and now it says i got them all :)


Thank you for the tip.

I logged in the and saw that I have 1 month free sub.

Now the question is where I download the game client from ?

I downloaded the game from and I can't log in.

Can someone help me ?

You need to patch the US version to the EU version. Do a google for the EU patch for version 1.100A.

It's quite simple: install the current US client (takes a bit of time). Then just copy and paste the EU patch over it. It will update a bit (not much) and then you are good to go.

Make sure you check the box for the archived servers, in case your char is on one of those. On the Mythic site they give detailed instructions on how to transfer a char from an archived server.

Good luck!

I'm waiting for support to retrieve me my old account data. Been so long that I've played that I have nothing of that left. Keeping my fingers crossed.

Also, I noticed one cannot create a trial account on the EU servers for whatever reason. So if you want to go for the trial, just do the US version. This, of course, does not go for existing or reactivated accounts. Those you do need to patch.

If you still have DAoC on your PC, it should update automatically to the latest EU version.

Originally posted by Lexin

 They should be put in the same category as SOE imo.


Amen, couldn't agree more. Won't waste a penny on either of them to be honest.

Well, I had my doubts about this game, but after reading this, I for sure will not try it out. It's time we take a stance with regard to being milked to death from our money for every feature in an MMO.

Paying a monthly fee should be enough, period.

Great read!

I played some of those games myself.

UO was indeed the way you describe it. Took a lot of the fun out of the game at first. I still think the original concept wasn't that bad, it's just that they could've done better.

DAoC was my first true love in MMO. But yes, not only did the expansion kill the game, the numerous buff-bots in the game were really killer for lots of us that left the game. Such a shame, since the RvR was more than good PvP. Not to forget exploits like Radar and such, completely killed the game.

SWG was a tragedy in itself really. Not only did they launch an unfinished game at the start, they didn't fix it, and then in the end they kill what made it stand apart from other games. There you go, left over a poor type of WoW with a Star Wars shell slapped on top of it. I tried it again a few months ago out of curiosity, but it really is awefully poor and shallow compared to what it once was. I'd do a SWG2 based upon its original concept, but I guess no one wants to take that risk.

Can't wait for the next part.

Originally posted by I-s-k-akaJO

For the record, damn near nobody quit before the CU and the NGE did just about everyone in with a braincell.

Most people that played prior were pretty much on the whole time.   Speaking as one from Bria and the beta days until the NGE I can tell you my friends list was around 500 and as a Jedi Knight, (Pre pub 9 Jedi even if you know what that is) we were very tight.

The community was 100 times different once the NGE hit.   It filtered out alot of good people and allowed for a more casual, game playerbase that accepted anything thrown at them, from fail after fail, to Devs quitting to embarassing reports and awards....

I mean look it up... FIND Out what was rated the WORST MMO ever, on this site I think it won two years in a row the worst game ever with like thousands of votes of fail.

In the end you have a game that had promise and was a work in progress to a business that gambled and didnt pay off.

The real sad part is that the fans suffered, showed up at the meet and greet (Go INDY!) to chew the Dev team out and they just squirmed and then left... lol I think one was left at SOE by the next few months...

SOE will fail soon enough with the game, LA is gonna push the new one so much that SWG will become the pimple on the ass of MMOs even more so.

Lets hope its sooner then later.


Unfotunately, you are right.

SWG has become the MMO's worst example of how to completely ruin a game in just about any fashion thinkable. It was fairly succesful despite its meriad of bugs and unfinished professions. The game was still a beta when released. We were all shocked when we were told the game would release during beta.

That did set a presedence over the future of the game. That same mentality, together with the extreme tweaking of anything in the game (going from one extreme to the other instead of fine tuning), completely didn't matter for a lot of us. The game was unique, and fun for all play styles. Best of all, we all needed one another and everyone's presence in the SWG universe had a purpose.

Now, after all the awkward changes, SWG is not more but an empty graphical reminder of an unfinished game with great potential. All they had to do was finish it properly and then gradually add stuff to it instead of killing its power and uniqueness.

SWG now is nothing but a ghost of its potential when it was launched. One can really not even come close to compare it to what it used to be.

Most likely I won't be playing anything. The whole MMO scene is too much of a rehash of previous designs with little innovation.

So far I'm someone who likes combat sim MMO's the most (aka WW2 Online), since the regular stuff is just too much of the same old same old. Unfortunately it seems these days that makers think that as long as they throw in blood splatters, pieces of brain going all over the place and realistic moments of death make for the better game. For me this couldn't be further from the truth. In reality I'm disgusted by these kind of games.

In my mind a good game is 'fun to play'. Sure, the eye wants something, but that is not blood and gore. That's good animations, nice effects and such. Most of all the game must be fun to play, graphics are next.

The same goes for the average MMO. Most of them lack, are too boring, too much of a rehash, etc. Find a game that has good quests and it will have crappy crafting, or is too tedious to go through. Sandbox can be really fun, but when there is no purpose to the game at all it gets boring fast as well. PvP is great, I love it, but if I have to fight other players it needs to have sense. Just PvPing for the heck of it is boring as well.

I guess I'm just a bit tired of the plethora of games that are being brought out and really non of them offer something catchy, something different, something that is stimulating and most of all fun and entertaining. Slaughter isn't fun, PKing isn't fun, neverending questing isn't fun, grinding isn't fun, etc.

My favourite game has yet to be made. From what I can see of what is in the works I'll probably have to wait another decade before something potentially interesting will show up. Shame though, because they could do it now, but none seems to be interested into making a really good and fun game. Everyone wants a quick cash maker and that's it. And that produces mediocre products with lots of blood and gore, but boring as heck.

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