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All Posts by Maelkor

All Posts by Maelkor

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402 posts found

Overall the game is what it is. If this game doesnt appeal to you or you dont think it will appeal to you simply dont play it. Its that simple. While the devs may change a few things as beta goes on and they hear from the fanbase - they will not be changing anything major or they face the chance of breaking the game beyond repair right before release.

 

Originally posted by Axehilt
Originally posted by Fikusthe4th

 

Most players dislike permadeath because it erases progress.  No amount of risk vs. reward is going to matter to those players.  And besides, "risk" vs. reward is never really what it should be about.  Challenge vs. reward is a vastly superior game structure.  Do something really challenging: get rewarded.

 

 On a side note I mainly disagree with the statement about risk vrs reward and challenge vrs reward. In my opinion there is no challenge without risk. The greater the risk the greater the potential challenge.

While risk is not in and of itself challenge I think the two go hand in hand. 

On to the more relative topic at hand on permadeath. If a game is to have permadeath the game must be built from the ground up with all of the strutures of the game built around that concept. Permadeath in a modern day typical MMO simply will not work. A permadeath game can work, however, if the game is built properly with the permadeath idea as a  key structure to the game from the initial design phase. I would also go more for a limited set of lives in a permadeath game over a simple one death and your character is over sort of thing.

In a general concept I would shoot for a completely open pvp environment with a limted set of lives in which a starting character has enough power to at least challenge an established character to one degree or another. Any abuse by one character or group of characters would be simple to overcome by simply getting the rest of the server to concentrate on wiping the bad people out. You could have a few safe zones to respawn in to prevent people from spawn camping etc.

While I do agree that the general concept of permadeath is primarily a niche game, I think a well constructed permadeath game could draw in as big numbers as any other triple A MMO. Unfortunately the current state of development seems to be very uncreative at the moment so we are not likely to see anything like that come out anytime in the near future.

If a game is going to have a mirco transaction model the system described in the blog is probably the best way to go about it. By allowing players to trade gold for gems and gems for gold it helps everyone.


My biggest beef with Fremium games in general(not GW2 specifically) is that most them are created to be frustrating unless you spend money in their cash shop. Endless hurdles that have little to do with real game play are thrown in front of you which can only be removed by a cash shop item. For instance - the game is balanced leveling wise assuming you use their most powerfull bonus xp potions. If you do not use those potions the game grinds to a halt with mindnumbing grind that just isnt fun. In order to get gear that is reasonable you end up having to enchant the gear which becomes almost impossible unless you buy the special enchantment gems from the store etc etc.


From what I can tell GW2 will not have those built in frustrations to deal with. So long as this remains true I do not have a problem with a microtransaction game.



Originally posted by ChuvarHrama

Pure win if u ask me.





 


 


Good thing we didnt ask you.



Originally posted by Czanrei

It's a shame that CCP is so blind that they chose to cater to such a small minority of gamers and as a result it limits how far EVE can grow as a mmo. Unfortunately, those same gamers aren't able to see it either while they wallow in their self-degredating gamestyle.



 


In addition that "small" group of players make up approximately half of the server population in one form or another(including all of the individual pilots and industrialists needed to run a good corp and all of the corps need to run a single good alliance etc.


There is always room for a "talented" player (IE someone good at organizing others) to enter the game, develop relationships and create a brand new kick ass corporation that can anchor a brand new alliance and eventualy kick one of the old dinosaurs out of lucrative space. The only thing holding most of the corp's and alliances together is a handfull of strong personalities. The rest is made up of individuals who simply like doing whatever they are doing.


Originally posted by VassagoMael
 

There is no such thing as a "tank" or "dps" in MechWarrior as it is a pvp game and there is no such thing as "aggro".

 Just because a game is pvp does not mean there is no aggro . Aggro is causing another entity to become aggresive to you over something else. The way to get aggro in a pvp environment is to do heavy damage to an opponent either forcing them to turn their attention to you or run away.

A heavy mech in the Mechwarior IP is designed to carry a lot of weaponry that can do extensive damage as well as a ton of armor that can soak up a lot of damage. This results in a designation of "tank". It is slow moving hits real hard and can take a lot of punishment. Typically one salvo from an atlas type mech can destroy a scout mech if all of their weapons land. At the very least it can do enough damage to cripple a light mech such that the second salvo is guarenteed to land and destroy the light mech. The light mech on the other hand will have to pepper an atlas with 10 or 20 salvos to take it out unless they get a  lucky crit type hit on the cockpit area.

There are also some medium type mechs which can be considered DPS in that they give up a lot of armor in exchange for extra speed and extra weapons. Thus they can hit as hard as an atlas but become as fragile as a light mech.

The great thing about the mechwarrior IP in general is there is so much potential variation that every playstyle can find a niche. Whether this game can fullfill that is what is in question at this point.

No the game is not that bad. On the other hand the game is not that good either. Its just kind of average overall. For those of us that have played MMO's a while this offers nothing new and quickly becomes boring.

Also you should never be embarrassed about doing something you enjoy unless its playing Hello Kitty  :)

 

For someone who cant get into Eve because they feel threatened by the fact other people have more stuff than they do is probably not the personality type that will play Eve longterm in any case. The real fact of the matter is that todays newb is tommorows Vet. If you look at the game today I bet you will find very few players that were around when the game first opened up. In fact (I dont know this personally to be true) but I would bet that a lot of the "power" players - those that control strong corporations or alliances - were at one time newbs long after the game came out originaly and they had to fight their way up against their own set of long time vets.

This game only requires about 6 months of play time to become a truly "long time vet". If you are any good as a player and hope to be the kind of person to dominate in null sec(which would be the only reason to start on a brand new shard) then 6 months will give you all the time you need to get a set of skills sufficient to compete in null sec and become one of those "rich" old timers so to speak. Beyond that 6 month window the main thing that starts to happen is your character begins to diversify more and more as you pick up side skills. By the end of your first year you should have enough skills and equipment that you should be able to compete head to head versus anyone on the server assuming you are otherwise a good pilot.

There is a constant influx of new pilots and a constant egress of older pilots leaving plenty of room for enterprising players to move up through the political system, create new corps, new alliances and grab a chunk of space or attach themselves to an existing corp or alliance and move up through an established power and take over that corporation or entity.

The essence of Eve gameplay revolves around players creating power structures in which to grab and hold territory and the conflicts that arise from the attempts to control that territory. There are all types of territory to control in Eve beyond Null Sec that allow for players to move up through the "ranks" as it were. There are wormholes, low security areas etc that less powerfull players, corps and alliances can get their feet wet in before moving on to Null Sec.

 I am going to go out on a limb here and say the game will not be very good. In my opinion the game is likely being made for the sole purpose of pushing the Game of Thrones IP, meaning they will probably cobble together tried and true methods to create a game based on the Game of Thrones world without any real inovation. Much like SWoTR in which the only "inovation" was the voice acting for every quest in the game. Beyond that the game was kind of stale. In this I expect the only "inovation" will be the guild allegiance system and beyond that the game will be pretty stale.


This opinion is based on nothing more than the article written here with nothing else to back it up except years of following MMO's from announcement to release.


My problem with this game and all games similar to this one is this. Outside of gaining a temporary advantage that will likely quickly be lost what will be the point in capturing points? IE if there is no "Win" that can be accomplished I dont see the point. I know this is just a personal opinion and personal pet peeve of mine, however, I would love to see a game in this context with a final win scenario after which the servers are reset and game play starts anew. This of course has its own problems as servers in which one side is dominating become ghost towns etc.


I have a few small solutions to these potential problems such as instead of charging a sub fee charge a small fee to join a new game(IE like $1 or something) and have a game with enough objectives points needed that will last a month or more. Give persistant rewards to players on winning sides and lesser rewards to players on losing sides. Allow an account access to only one server at a time such that you would have to abandon one game in order to join another game. Things of that nature.


In a game like PS2 that does not have an end, players end up chasing around in circles grabbing weakly defended points and avoiding heavily defended points unless they are the faction with the numbers at that given time.


In short I want a true Conquest type game in which something can truly be conquered. Heck they could probably even use the PS2 game engine and make a variant server in which a game like I am describing could be created. If they had that with a well thought out system to avoid stagnation caused by people fleeing a losing side I would play it. 


The other thing to consider is its the people that make the games not the company. Just because a name on a building is the same name for a game made 5 years ago or even last year does not mean its the same people making the game. It is not uncommon for whole development teams to get dispersed after a title is created.

Big companies can buy good names and intellectual property all day long, however, unless they can convince the actual talent to stick around and can foster the same type of development atmosphere the name itself means little in the overall scheme of things.

You know not every game is designed to appeal to every individual. If you do not like the design decisions of GW2 dont buy it and dont play it. Its really that simple. No one really cares why you feel "betrayed" or anything else.

I would aggree with you to the extent that you should not expect to like a game simply because someone else likes a game. Most of us are individuals with individual tastes. That said you should more look for reviewers that have the same tastes that you do and pay attention to what they say.

Most reviews are worth reading in that they all have usefull information in them. Even if you know the reviewer is in the bag for a particular game or company there will still be details on how the game plays and what the content is. It is still up to the individual to determine if a games playstyle matches their own.

What I look for in reviews is the reporting of how buggy a game might be, the general advancement mechanics, type of content and whether there are any features new to the genre or have been upgraded from previous games.

Examples for GW2:

Graphics - Unknown - subjective to the individual - should be at least average compared to a normal AAA title.

Game play - No quests , few dungeons - main advancement is through doing public style quests(automatic gain/complete by entering area) and quest chains and killing mobs - alternative advancement through pvp (both world pvp and battleground type pvp)

Gear - mostly cosmetic with some power boost - perhaps 10 to 25%? mostly unknown. The ability to transfer stats from one item to another so your not tied to a specific look or piece of gear.

Crafting - Generic - nothing special or unique. Limited to two crafting skills per character - if you want to master you will either have to trade or roll a bunch of alts(if possible).

Combat - more visual than past games with clues as to how to act and react based off of visual effects. Somewhat improved over standard combat. Skills based off of weapon type/class type with a few non weapon based skills. You can collect a large number of skills but limited to 7 or 8 at a given moment in time. The ability to chain different skills together for added effects. Combat likely to be somewhat fast paced and chaotic.

This is all information I have gleaned just from reading different reviews about the game. There is enough in there for me to know wether this game is definately not for me - I might like it - or I will probably love it.

So its not as much about whether a reviewer is hyped about a game, but rather do they have any usefull information about the game and does that information match up with other peoples impressions/information.

 

For me I will probably enjoy the game based off of the Dynamic event questing system - the skill system for combat and the WvWvW pvp .

I will probably find the small number of dungeons a minus and the focus away from raid style pve a minus. The Dynamic event system is still questionable as to how well they pull it off and wether it will get boring in the end. I will likely buy the game and if they DE system is good I wll play it through - if not I will probably drop it. Lack of sub cost is a big bonus though so who knows.

I would simply add I agree with the OP 100%. I am guessing there are potentially a Million or more players out there right now like us with no MMO home because the current crop is just so boring.

I think I will enjoy GW2 when it comes out, yet I am still dreading the fact that key components in my mind will still be missing. The death penalties will still be what I consider weak as there is no backwards progression and it appears dungeons will be few and far between and fully instanced.

Other than that I see no other games on the horizon atm that I am excited about.


Originally posted by raapnaap




Originally posted by grimfall



Or, you know, you can play with friends or guild members, who would also trade items around. MMO's are social games, and can be played with more than just random greedy people.




I do wonder though, if the story modes are 5 man, what happens to players that do wish to simply play on their own? Will they not be able to continue their personal story? Or what if a year after release a new player tried the game, or you roll an alt, and are having a hard time finding a group for the story mode and as such become 'stuck'?





 


 It is an MMO afterall. I dont think its too much to ask that some portion of the game require interaction with other players to complete. There are plenty of things to do that do not require large time investments or finding a particular group that can be enjoyed on the fly. I personally think they will lose more players trying to cater to the few that want a single player RPG for an MMO than by catering to those who actually want to play a multiplayer game.


In short if they do not have a team in place that could create a good crafting system allready it just wont happen prior to release or likely at all. The game is moving in a different direction and they are concentrating their attention on other things such as dynamic events and world pvp.

Every game has to make design decisions and set priorities. Every game budget has a limit. It looks likely they chose to make a simple crafting system that satifies the basics and concentrate their resources elsewhere. While I would love to see a game come out that does to the crafting system what GW2 appears that it will do to questing - I do not expect GW2 to be that game.

What I am most looking forward to is the lack of quest hubs and not needing to stick around a specific area to get the needed quest gear rewards and level xps to advance through a static storyline. It sounds like I can move fluidly through the world at my pace experiencing whatever content strikes my fancy. In the long run this will have a lasting affect on being able to maintain longterm groups and hunting partners as different people wont be on "different" parts of a storyline or quest line.


 


Looking forward to the game myself.


I think its mainly due to boredom. There is a growing segment of MMO player that is not being catered to (myself included) and as such we move aimlessly from game to game hoping there is something worth glomming onto that will break the shear boredom of current games. When we get dissapointed we feel the need to point out all of the flaws of whatever current MMO we tried in the hopes that some dev at some point in time will actually pay attention to what we are saying and make a product that will appeal to us. Not everyone will fit into the same category but there is a definate need for 5 or 6 new niche type games to fill a very big void.

The main thing that is lacking in almost every current MMO out there is challenge( and no I do not consider gank pvp style games to be challenging) although a good implementation of pvp can be challenging to the player. Currently any player wililng to put in enough time into any game is guarenteed to max out all skills/level/gear. I personally would lke to see a game where a crappy player will be unable to reach level cap/skill cap/gear cap or cap whatever system the game designers come up with no matter how many hours they play the game untill they get better at the game.

Originally posted by gestalt11

Actually SWTOR's mob difficulty is not static.  Things get harder and harder as you level.  Encounters that were pretty easy at 20 can leave you with 50% or even 25% health at level 40.

I am curious if this is a serious comment or not?

going from pretty easy to OMG I lost half my health...is a sign of difficulty? Especially in a game with instant out of combat regen the amount of health one losses in combat is rather meangingless unless its 100%. Even then it is of only minor significance most of the time costing you only a couple minutes of downtime.

Just remember if their is this much confusion now there will likely be just as much confusion later on release day. If your not up for it and think they are shady I would advise not buying or preordering the game and save yourself a lot of future grief.

I really dont understand why someone would buy a CE version of a game from a company they obviously dont trust....kind of blows my mind. Then again its the same type of person that comes onto the forums post release whining about all of the "false" advertising because feature x, y or z is not in the game or isnt what they expected.

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