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All Posts by dontadow

All Posts by dontadow

52 Pages 1 2 3 4 5 6 7 » Last
1033 posts found

The problem is that MMO is a genre.  A very strict genre at that. There's little innovation or anything that turns the "genre" on its side.  

 

It's like a Madden game. Every year same thing minor tweeks, 

IF two people are in teh same city on different servers they don't meet each other either. No game should be called a massive multiplayer game if every player at one point cant all converge in the same exact area. 
Sad responses . Yes l let's cover the same 5 mmos
I think people fail to read. It's not like there was a plethora of mmos at pax to make an entire award article about. Hell, even with rpgs it seemed like slim pickings
Originally posted by Naqaj
Originally posted by Voiidiin

Even though i am loving ESO (with all its bugs) i really feel the megaserver is contributing alot to its bugs we are experiencing.

Anet might regret this decision in the long run.

ESO only just launched. GW2's launch wasn't exactly free of problems either :)  It's kinda unfortunate they chose the same name for the feature, because it's not actually quite the same thing.

ESO is using phasing extensively as part of their Megaserver feature. That causes it's own share of problems when trying to play with others. GW2 doesn't use phasing.

GW2 does use phasing  but very rarely and only specific instances (gathering resources).  I think phasing technology can work on a wide scale, someone else will justh ave to figure out how to implement it as such.  ESO felt rushed in that I can't believe they would put a game that was difficult to play with others out if they weren't rushed. 

Says the person who has never played a GW2 dungeon. Having played them all, they are all quite challenging and you will die. I"ve run some dungeons multiple times and still had party wipes with the wrong tactics. 
Errrr no.gw2 is exactly what you should do to make an mmo. That is provide a dearth punishment, reasonable time wasted , without stupid penalties only put in the game to make you pay longer (such as losing equipment or exborant accounts of money.
The trait system is the horizontal system people were looking for. I can game with friends whenever i want, this already has an significant upgrade on ESO for me 
Originally posted by Mr.SeriousGuy
Originally posted by Aragon100
Originally posted by Astrobia
Originally posted by Solar_Prophet
Pay to win at its finest. Garriott can go *beep* himself in the *beep* with a diseased *beep* and a *beep* with a pineapple in his *beep* while getting a *beep* in the eye socket because he's a useless sack of moose *beep*. Greedy *beep* bastard. *beep* you, you *beep*.

I'd agree with you if the housing in anyway offered any kind of advantage that wasn't otherwise available. 

All the benefits of owning a house can be gained by spending ingame gold on expanding you bank, renting vendors is the town marketplaces/bazaars (which will probably get more foot traffic anyway) and renting instanced rooms from inns or gypsy wagon camps.

There is no combat benefit to owning a house and financial benefit is purely circumstantial based on location (which will be determined by the players not the developers). They just serve as a decorative feature to show off your epeen.

 

As for Richard Garriott being greedy... He's one of the biggest philanthropist in terms or percent of his wealth redistributed in the entire industry... So you know... Guess if you were an EA fanboy or something I would understand where you are coming from. Just looks like blind misdirected rage at the moment. 

You can buy a house for real life money and the ones that cant afford to spend 550$ will most likely not have a house in the game since only 20% of the players will be house owners.

That is pay to win.

Being a crafter with a house will be a huge advantage.

And how can they put so much time and effort on housing when so few will be able to have a house?

This game feel like a game where developers only care about players with a possibility to spend alot of real life money on the game.

its meant to reflect the reality of the industrialized worlds housing market . not every one has a house . in a 3rd world country every one gets a mud hut with a thatched roof but in much of the northern hemisphere this is not the case . you need money . most mmorpgs developers just focus on money in game . oh you "hab a gajilron gold" in game big deal can you spend $550 for something in a game ?

the question is does this make the developers over privileged or greedy ? if your a true supporter you would say desperate but regardless of the one you pick it doesn't sound good 

What is the win condition and how does a house contribute to it.  If crafting was the key to success in this game, i wouldn't buy it, hate crafting.  

I see no issue with this system. Many of you are too young to realize this isn't new.  Back in the old Pen and Paper living campaigns I saw houses and plots of land in Greyhawk go for thousands of dollars.  It's your hobby, you are welcome to invest what you wish. 

Getting Asecended weapons in guild wars 2 is an option. Basically for those who want to grind in a gme that doesn't have grind.  
One of the best things I've heard all day.  I love that GW is keeping it fresh.  

GW2 is the most unlike mmo that Ive played.  If you are looking for a different experience and game, u'll find it. If you're used to certain mechanic and want a system similar to other MMOs in a new setting u should try FF.  

The question is why do you game. I know some people who live for the gear grind.  No knock, its their thing. GW2 doesnt have that. If you're doing a large raid group, you will get nice items but nothing that will overpower you or "prepare you " for the next dungeon. 

I agree. Perhaps that magical build is out there, but the new builds have too much hand holding and mmo tropes.
I agree. The problems with the games are not bugs (which actually would be a good thing). The game is fundementally flawed. The phasing just doesn't work and hampers the main point that people would buy this game for, to play with other. 
Originally posted by Bad.dog
Originally posted by Total_Havok
Originally posted by Dealdrick

So you are telling us that this last beta test, which was more a marketing ploy than test (giving players access to preorder and imperial edition benefits with pop up messages about it on the launcher), was riddled with bugs because the system they were using doesn't work well with lots of players?

 

wow, great news for a major MMO two weeks before launch

This completely sums it up for me. Thank You Sir.

Perhaps it's a warning that you can't have your cake and eat it too....thousands of folks cried the blues  about GW2 where they claimed the game sucked because the world never changed , you saved a town and 15 minutes later the town was back in the same state . Well welcome to the new era now if you put out a fire or kill that troll he's gone ...it's over you won't see him again until you build a new character , too bad for your friends unless they are with you at the moment you'll never see the same thing ,

I'm sure this is a major issue that being overloaded like last weekend just can't  handle very easy ,,, but look at the bright side in the future perhaps we'll get that vapour ware AAA sandbox game  then the crying will really begin ... Hell I can hear it right now " Fu-- this I'm paying $20.00 a month and I haven't been able to find a bear for 3 weeks "

But that's not true. You still see the mobs, just have no idea why they are still there or doing what they do because you're past that story part of the content. I'd rather have a stronger engine of dynamic events that phasing and not being able to play with my friends. You can't have a feature that defeats the multiplayer purpose. 

Themepark is a negative slam by a small minority of people who don't like traditional role playing game elements in a massive role playing game.  

I've always found it insulting, as themparks are associated with kids. The irionic thing i find is that people who consistently use it in a negative pattern only want to run around and hack at one another like kids playing tag and call that role playing. 

This living story is about the story not the loot or farming. I"m glad Anet figured out midway through how to at least quell farmers.  

 

Had a great time with the living world.  This is about as MMO as I"ve felt an MMO get.  I hope there are long standing ramificatoins and that this was only the "New HOpe" of the living story line.  

Those who didn't see it all the way through really missed out on a prtetty epic last couple of months of it. I think it started off rocky, it was new, but at least they had the guts to do it.  I hear people crying about (make it more like "traditional" mmos). Frankly, I don't want a traditional MMO.  I didnt' even want MMO to be traditional.   I  thought that each game would add "this" kinda innovation. 

I still think there's more to Scarlet's plan.  I think we'll see some form of her again.  

Now that they have their foot wet, i hope that living stories begin introducing one permament change to each zone, creating a slow "flip" of the environment.  

Originally posted by Divona
Originally posted by dontadow
Originally posted by nennafir

I agree with the OP.

 

It is especially silly when you are the Chosen Savior of the World (I'm looking at you FFXIV) and the quests have you going halfway across the world to get a screwdriver.

My problems with this are:

(1) Can you get your own damn screwdriver?

(2) Even if you don't have a screwdriver, you could surely get one close to home.  Why do you need to travel to another country to get one?

(3) Why are you bugging the hero of the universe for help getting your screwdriver?  You would think I have better things to do.

So why blame "story" when its the writers who are bad. I have run dnd games for 20 years, there are 6 to 10 people in my party. I manage to make them feel like heroes during a vcampaign with good story telling. 

Better example, i run a large dnd event at gencon with some 300 people.  It's one massive story.  You tell the story in a way where the "army" or groups" or beings are the heroes. It's just generic enough where everyone's included, but not so generic where you don't feel like you are making a change. it can be done.  Games have to evolve beyond trinities, and carrots and "gear" and loot 

It's not the writer who are bad, it's the design decision from the start to have single-player story experiences as scripted personal story. DnD world does is not persistent 24/7, and campaign story are like an instance dungeon for player to reach the end. Those 300 people are not spread all over the game world do different things on their own, but raid together through your content.

Writing story for MMORPG should be more like building history of the world, what happened in the past 10,000 years and where it possibly lead to in 5 years. You then put players into the world, and see how they react within, then corporate players actions with to where the story is heading next.

EVE Online does a great job at that where players are report their own gameplay story within the game world, or developers act like a reporter and see how players does in their game as time passed. Then the big events are included within the timeline of the world history as game progress. Remember that giant battle that span over 21-hours and where 75 Titans ship were destroyed? Now developer added Titanomachy, as a permanent memorial of sort into the site where the battle happened, and that event has included in game timeline for veteran to tells such story to the newcomers of what they did that day.

That's MMORPG story done right.

Dnd worlds are about as persistant as MMO worlds, neither are life simulators, nor are they designed to be. A ampaign ends in a dnd world and another one begins. Same can happen in an mmo. Again i point to gw2's livng story, a good example of how it can be done.  You have a bunch of people workign for a common goal, a point to playing the game and there's sense to it because the problem is on an epic scale.  

I just don't buy your example as a real story.  Thre's no layers to the story, there's no sidequests or emotions. Out of game politics causes most battles in Eve.    

Originally posted by waynejr2
Originally posted by mbd1968
Originally posted by waynejr2
Originally posted by Quirhid

Oh, its an obsession now? *sigh* You get a couple of games with a personal story and now its an obsession.  Here we go...

1. Personal stories are an attempt to include the player in an engaging story much how SRPGs do it. Story is an excellent way to flesh out the world and make the player invested in it. A good story will enhance everything you do in the game.

Immersion-breaking static world is not really an argument against personal story but against all open world content; everything from resetting quests to respawning mobs are all static content. From my understanding, player's personal stories are almost exclusively run in instances which reduces the impact of other players ruining your immersion.

2. There are many good stories in MMORPGs, and many more still worth telling. The argument that a kin to "some are bad so just don't bother" is rather weak.

3. If you yourself identify your third argument to be a weak one, why not just leave it out and focus on the first two?

 

Oddly enough, games with stories tend to fare far better than games without them. How dull would it be to just grind, grind, grind all day without context and no other objective but to farm money and advance your character?

mmoRPGs are RPGs with more people.  It is natural that you have this RPG element.  If people don't like RPGs I wonder what attracts them to mmoRPGS in the first place.

I don't want an artificial role thrust on me, I want to create it myself. With personal stories in MMORPGs (and for that matter SPRPGs) choices are immaterial as the end result is always the same. You kill the bad guy. I want to be able to create my personal story. To be able to learn what I need to to survive in a virtual world. To help or hinder others at a whim. For the Virtual World to change as a consequence of mine and other peoples actions.

YOu don't want artificial role.   Ok, use your word processor to write one.

You don't want that artificial role..But you need someone to give you the game client.  You need someone to give you the tools to make the character.  You need someone to make the server.  You need someone to create a world then add terrain, mobs, perhaps a town with npcs walking around and maybe a mayor or king.  If you need combat, you need someone to create the combat system and the tools to do combat (spells, weapons, armor).  Yupper, you are not in need of anything.  Give it rest.

It's circular logic, everything is predetermined. No game system gives you the tools to truly make your own story, so I'd rather have the devs who master the tools make good storys than run around in a game pretending that something is happening that isn't.   

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