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MMORPG.com Discussion Forums

All Posts by InsaneMembrane

All Posts by InsaneMembrane

7 Pages « 1 2 3 4 5 6 7 »
130 posts found
Originally posted by Ender4

I don't have much in the way of expectations for this game but Garriott always will have a special place in my heart. I cut my teeth on Akalabeth and later the Ultima games and they really helped drive my love of games. UO was unfortunately one of the most disappointing games of my gaming career and I am afraid to get pumped for SOTA because of that.

 

The really good thing about this game is that it is not really anywhere close to UO in terms of a game. 

Key differences:

SotA actually has a story, lol.

Combat is optional, so us mad PKs can't get you unless you opt into the combat system via game mechanics.

 

Those two points alone make a totally different and superior game.

We should say something nice about Shroud of the Avatar. Let us prove to the rest of the online community that MMORPG are not just a group of haters and find something nice to say for once.

Today, I shall compliment the combat system concept. At first, I thought this would be terrible, but slowly over time as I get more information it becomes much more interesting to me. Even the fact that I am an evil foaming at the mouth PK, this system still does have its appeal, and I can't wait to test it out in Alpha.

 

 

Wait just a second. How come you guys can swear but every time I do I get reported and banned for 24-48 hours?

I call BS.

BTW the actual discussion about this is here:

http://www.mmorpg.com/discussion2.cfm/forum/1463

Not here.

Originally posted by Boneserino

Its a 6 month update and you people are freaking out?

Sure there was a lot on housing that's probably what they focused on most the last 6 months and probably what people who contributed want to see.

But there was other stuff too and I was intrigued by the vids they showed at the end.  Some were nicely done.

Give them another 6 months and lets see what they have.   Still way too early to get this excited over some houses.

Why everyone can't just wait for games to be finished, instead of jumping to all these unfounded conclusions, is beyond me.

 

No, the freak out started long before the 6month demo on this site. It is very sad indeed. :(

Originally posted by Gaeluian

I'm in the wrong business.  $500 for a virtual house?

Time to go to kickstarter, claim that I'm going to make a great game and see if people will just buy in, then, after a few mil, drop off the face of the earth.

What a scam!

 

For you? Not a chance. For the man who created computer RPGs and basically the defining MMO? Hell yes.

Originally posted by underthebridge
Originally posted by InsaneMembrane

To the OP.

Did you in fact know that Shroud of the Avatar is a crowdsource game? Do you know what a crowdsource game is? Well if you don't, go google crowdsource and read all about it.

In short, there is no need to sit on this totally irrelevant forum and cry about things. Why do that, when you can sign up to the SotA forum and actually start making suggestions directly to their Devs and the community?

I'm glad we have sorted this out.

 

I am not sure whether you mean crowdsourcing - as in players get to create content like their houses,  or crownfunding -- as in money being used to develop the project.

I think you may have meant the latter, but here's my take on it...

This game's primary funding is NOT through crowdfunding. Do you honestly think that $2.5 million or whatever is enough to develop a big MMO? With that being said, Portalarium had a legitimate opportunity to raise extra money through kickstarter... housing was available to a select few who could afford it. We were under the impression it was an optional or trivial thing featured in the game. Either way, it was no secret that the game would primarily be funded by other means.

Now fast-forward to the present moment. We learn that housing has become one of the FOCUS of the game. And month after month, the team keeps trying to push you to buy a house, basement, etc. you name it. Next it will be "Buy an attic to add to your house!".  Surprisingly, their campaign to collect money from houses has continued well beyond kickstarter.

Please don't tell me that crowdfunding and houses is being used to fund development... they would have ran out of money ages ago.

 

Portalarium's selected interface to the players is crowd-whatevering. That is how they have chosen to communicate with us, so our only avenue to affect change is to use that method.

You have a much better chance getting noticed or change over there than you do over here with your finger on the Q button all day long.

Believe me it happens, not all of it good, but it happens. Some weirdo actually just got axes moved from slashing weapons into a bashing weapon category. Insane.

 

Originally posted by superconducting
Originally posted by InsaneMembrane

To the OP.

Did you in fact know that Shroud of the Avatar is a crowdsource game? Do you know what a crowdsource game is? Well if you don't, go google crowdsource and read all about it.

In short, there is no need to sit on this totally irrelevant forum and cry about things. Why do that, when you can sign up to the SotA forum and actually start making suggestions directly to their Devs and the community?

I'm glad we have sorted this out.

Says the guy who got banned from their official forums :)

 

My advice to you is to open your eyes. I used to be in the blind love camp for RG and devs, but recently I've just been shocked by the huge focus on housing.

 

Why the HECK are they primarily designing this game for the 20% of the players who could afford to throw money at the game?

What is going on here?

 

In that video RG was almost selling his soul, practically advertising the Lord of the Manor mansion as if he was a used car salesman. I could not believe it!

Do you know how much the Lord of the Manor costs? TEN FRIKKEN THOUSAND DOLLARS!

 

Yeah that's right, keep designing this game for the wealthy. UN- BE- LIEVABLE is all I can say.

 

They can't ban all my accounts. I am still there lurking, dont worry.

Who cares about lord of the manner? You are paying only to meet RG and have dinner at his house for that, big deal. Some people are of course much better off than others, that is life man, can't really do anything about that except do better for yourself.

The cost of getting all five games is very low, it is not designed for the wealthy, and its price point is better than most. Everything on top of that are just huge carebear items or perks. 

You that mad bro? You a huge carebear?

Originally posted by Aragon100
Originally posted by InsaneMembrane
Originally posted by Aragon100
Originally posted by superconducting


With the most sincere of intentions and utmost respect, I strongly urge Richard Garriott and devs to please curtail these money-centric tactics that none of us had backed this project for. We believed in you because we thought you believed in ALL of us, not just those with deep pockets.

SotA developers just about only care about the players that have deep pockets. They even have a special secluded forum for them where they communicate with them but not with the ones that just handed them 45 $, we with less money dont seem to be that interesting for them.

When features are discussed you can see polls and deeper discussions over at the developer forums where the ones with deep pockets are.

Why do the ones with deeper pockets have a bigger impact on the future game?

That's at least what it seems like.

 

You may wish to skool up on the crowd source business model bro. Seems like you don't quite understand how it works.

 

What was it you didnt understand?

They have made their choises with how their version of crowdsourcing works and i dont approve with their choices.

Having a certain forum for the ones with deep pockets is nothing but an insult to the ones with less real life economy.

Well that is your opinion. You can have it. Short of an act of god, no person in the world is going to change you off it and I'm pretty sure everyone here is clear what your opinion is.

Is the fact that this Dev+ forum exists at the very core of all your dislike? Is that driving you to see the entire project in a dark shady place to begin with?

Perhaps if they didn't have the Dev+ forum, would you be more willing to contribute to the SotA forum more?

Originally posted by Aragon100
Originally posted by lizardbones

 


Originally posted by Aragon100

Originally posted by lizardbones  

Originally posted by Aragon100

Originally posted by lizardbones  

Originally posted by The1ceQueen

Originally posted by Holophonist Implemented Trammel boosted subs for about a year. After that the game entered a 6 - 7 year downward spiral that was only temporarily halted after they released AOS, which they probably did because they were bleeding subs after Trammel.
That always happens when a game starts to age, newer Mmo's come out, take subscribers, people move on to the next best thing. Just the way it is.
May 2000 Trammel releases, UO has just under 150k players. Early 2003, UO has just over 200k players. Mid 2003, UO peaks at 250k players, this is just after the release of AoS. 2003 to Present - UO subscribers decline, private servers are created, etc. This can be attributed to many things, including people just not finding anything new in the game, but SWG is probably the main culprit since it offered an alternative to UO. Trammel boosted subs steadily for almost three years. AoS boosted subs for a very short period of time, but it wasn't enough. UO could not compete in a market where games had both full 3D graphics, well known IPs and accommodated players who weren't interested in player killing, looting or thievery. Not to mention UO was just getting old. If the style of PvP is a factor in a game's success, then accommodating players who are interested in PvE and instanced PvP is much more of sales draw over world PvP meaning SotA doesn't need player killing, looting and thievery. If the style of PvP is less of a factor than the game's developer or IP, then SotA doesn't need player killing, looting and thievery; they need a good developer and a decent IP. ** Sources: MMODATA.net Ultima Online Wikipedia Page  
Players used to the old skillsystem and features tried AoS out for some months, i did, and then we left the game in drowes.   Felucca just about ended to exist some months after AoS. That was the main reason why UO lost so many subscribers after Age of Shadows. Destroying UO by making it a WoW clone wasnt that smart. Felucca oldschool players left the game.
 The game didn't diminish because "Felucca Old School" players left the game, UO diminished because everyone started leaving the game. ** Sources: 1UP Article on UO Someone complaining in the SotA forums about Trammel release More or less the same conversation from 2005 on these forums Blog from 2005 noting that the population moved to Trammel  
Your wrong. 

 

Felucca players left the game in drowes and thats why game lost loads subscribers some months after AoS. I was there and i saw just about all old felucca guilds ending their subscriptions. I knew them and thats why i know your dead wrong. 

Thats also the reason why oldschool UO freeshards had an incredible boom in players after AoS. Some had +150000 followers. Thats alot of players, more then the original game had some years after AoS.

Making UO to just another themepark WoW game removed more subscribers then any other change to the game.

 

 




Anything other than your word and the stuff that you saw to support what you're saying? Anything? You are one person. What you saw or experienced isn't even a drop in the bucket compared to the hundreds of thousands of people who played the game.

 

I saw the population ingame before and after trammel and before and after Age of Shadows.

UP felucca was just fine after trammel.

After Age of Shadows it was soon to be deserted.

And i am far from alone.

Have to ask you again, did you play UO from beta -97 to Age of Shadows february 2003 as i did?

Anyways, I think all of this UO stuff belongs elsewhere. 

The topic of this post was pretty much covered before the KS was actually even over. Stealing, Killing, Thieves and PvP is in SotA. I don't see why we can't just end this at that and open new topics about specific issues you have or god forbid something nice to say.

Originally posted by Aragon100
Originally posted by InsaneMembrane
Originally posted by Aragon100
Originally posted by lizardbones

 


Originally posted by Aragon100

Originally posted by lizardbones  

Originally posted by The1ceQueen

Originally posted by Holophonist Implemented Trammel boosted subs for about a year. After that the game entered a 6 - 7 year downward spiral that was only temporarily halted after they released AOS, which they probably did because they were bleeding subs after Trammel.
That always happens when a game starts to age, newer Mmo's come out, take subscribers, people move on to the next best thing. Just the way it is.
May 2000 Trammel releases, UO has just under 150k players. Early 2003, UO has just over 200k players. Mid 2003, UO peaks at 250k players, this is just after the release of AoS. 2003 to Present - UO subscribers decline, private servers are created, etc. This can be attributed to many things, including people just not finding anything new in the game, but SWG is probably the main culprit since it offered an alternative to UO. Trammel boosted subs steadily for almost three years. AoS boosted subs for a very short period of time, but it wasn't enough. UO could not compete in a market where games had both full 3D graphics, well known IPs and accommodated players who weren't interested in player killing, looting or thievery. Not to mention UO was just getting old. If the style of PvP is a factor in a game's success, then accommodating players who are interested in PvE and instanced PvP is much more of sales draw over world PvP meaning SotA doesn't need player killing, looting and thievery. If the style of PvP is less of a factor than the game's developer or IP, then SotA doesn't need player killing, looting and thievery; they need a good developer and a decent IP. ** Sources: MMODATA.net Ultima Online Wikipedia Page  
Players used to the old skillsystem and features tried AoS out for some months, i did, and then we left the game in drowes.

 

Felucca just about ended to exist some months after AoS.

That was the main reason why UO lost so many subscribers after Age of Shadows. Destroying UO by making it a WoW clone wasnt that smart. Felucca oldschool players left the game.



 The game didn't diminish because "Felucca Old School" players left the game, UO diminished because everyone started leaving the game.

**

Sources:
1UP Article on UO
Someone complaining in the SotA forums about Trammel release
More or less the same conversation from 2005 on these forums
Blog from 2005 noting that the population moved to Trammel

 

Your wrong. 

Felucca players left the game in drowes and thats why game lost loads subscribers some months after AoS. I was there and i saw just about all old felucca guilds ending their subscriptions. I knew them and thats why i know your dead wrong. 

Thats also the reason why oldschool UO freeshards had an incredible boom in players after AoS. Some had +150000 followers. Thats alot of players, more then the original game had some years after AoS.

Making UO to just another themepark WoW game removed more subscribers then any other change to the game.

 

 

You are kidding right?

AoS was released and several things happened, most notable was the increase in the cost of game time! What really broke the immersion in UO after AoS for me was the fact that the entire game was suddenly not about skill any longer, it was all about items. So many stupid items, silly colours, all sorts of junk. 

That is what drove players away, not some cranked up false witness PvP junk.

Yeah that was what i just said. AoS with it's WoW items, the removal of loot and a new skill system - actually a new game- killed UO. 

Just about all felucca players left the game and that is why subscribers goes down some months after AoS release.

 

Ok, as long as you were not implying it was splitting up the players for Tram/Fel which caused the problems. It was the core changes to the game which were the issues. Not the Tram/Fel thing.

Originally posted by Aragon100
Originally posted by superconducting


With the most sincere of intentions and utmost respect, I strongly urge Richard Garriott and devs to please curtail these money-centric tactics that none of us had backed this project for. We believed in you because we thought you believed in ALL of us, not just those with deep pockets.

SotA developers just about only care about the players that have deep pockets. They even have a special secluded forum for them where they communicate with them but not with the ones that just handed them 45 $, we with less money dont seem to be that interesting for them.

When features are discussed you can see polls and deeper discussions over at the developer forums where the ones with deep pockets are.

Why do the ones with deeper pockets have a bigger impact on the future game?

That's at least what it seems like.

 

You may wish to skool up on the crowd source business model bro. Seems like you don't quite understand how it works.

 

At no point in time did anyone promise free housing to the masses. From the beginning the Devs have been upfront about the limited housing and why they are doing it.

 

Originally posted by Aragon100
Originally posted by lizardbones

 


Originally posted by Aragon100

Originally posted by lizardbones  

Originally posted by The1ceQueen

Originally posted by Holophonist Implemented Trammel boosted subs for about a year. After that the game entered a 6 - 7 year downward spiral that was only temporarily halted after they released AOS, which they probably did because they were bleeding subs after Trammel.
That always happens when a game starts to age, newer Mmo's come out, take subscribers, people move on to the next best thing. Just the way it is.
May 2000 Trammel releases, UO has just under 150k players. Early 2003, UO has just over 200k players. Mid 2003, UO peaks at 250k players, this is just after the release of AoS. 2003 to Present - UO subscribers decline, private servers are created, etc. This can be attributed to many things, including people just not finding anything new in the game, but SWG is probably the main culprit since it offered an alternative to UO. Trammel boosted subs steadily for almost three years. AoS boosted subs for a very short period of time, but it wasn't enough. UO could not compete in a market where games had both full 3D graphics, well known IPs and accommodated players who weren't interested in player killing, looting or thievery. Not to mention UO was just getting old. If the style of PvP is a factor in a game's success, then accommodating players who are interested in PvE and instanced PvP is much more of sales draw over world PvP meaning SotA doesn't need player killing, looting and thievery. If the style of PvP is less of a factor than the game's developer or IP, then SotA doesn't need player killing, looting and thievery; they need a good developer and a decent IP. ** Sources: MMODATA.net Ultima Online Wikipedia Page  
Players used to the old skillsystem and features tried AoS out for some months, i did, and then we left the game in drowes.

 

Felucca just about ended to exist some months after AoS.

That was the main reason why UO lost so many subscribers after Age of Shadows. Destroying UO by making it a WoW clone wasnt that smart. Felucca oldschool players left the game.



 The game didn't diminish because "Felucca Old School" players left the game, UO diminished because everyone started leaving the game.

**

Sources:
1UP Article on UO
Someone complaining in the SotA forums about Trammel release
More or less the same conversation from 2005 on these forums
Blog from 2005 noting that the population moved to Trammel

 

Your wrong. 

Felucca players left the game in drowes and thats why game lost loads subscribers some months after AoS. I was there and i saw just about all old felucca guilds ending their subscriptions. I knew them and thats why i know your dead wrong. 

Thats also the reason why oldschool UO freeshards had an incredible boom in players after AoS. Some had +150000 followers. Thats alot of players, more then the original game had some years after AoS.

Making UO to just another themepark WoW game removed more subscribers then any other change to the game.

 

 

You are kidding right?

AoS was released and several things happened, most notable was the increase in the cost of game time! What really broke the immersion in UO after AoS for me was the fact that the entire game was suddenly not about skill any longer, it was all about items. So many stupid items, silly colours, all sorts of junk. 

That is what drove players away, not some cranked up false witness PvP junk.

A quote from the Devs:

"The combat UI is VERY VERY VERY much a work in progress/prototype and what you saw in the video (especially the icon shuffling) is nowhere close to what we want to ship. Please withhold panic until we show something ready for prime time (or at least 9AM as opposed to the 2:35AM version you saw)."

Originally posted by iridescence

I share some of the OP's concerns as a backer. I don't care about housing, probably wouldn't spend $5 to own a house in a game and, while this may sound bad, don't even mind if RG makes some money off the sucker fat cats who think that a bunch of pixels in a game to stroke their ego with is  is worth hundreds (thousands?!) of dollars. But I don't want housing to be a focus of the game. It should be a very to the side and minor thing like it is in LOTRO. I only hope he will see reason about this. Most players don't care at all about housing, we want an RPG not a real estate simulator.

 

 

I dont do housing either, but I certainly will not argue with those fat cats paying for their housing to improve my game for me :P 

That is exactly what is happening by the way, you should find different ways of looking at things. 

I played NWO for about two days, the game was so cookie cutter and so terrible I couldn't even play much past that. 

What does that tell you?

To the OP.

Did you in fact know that Shroud of the Avatar is a crowdsource game? Do you know what a crowdsource game is? Well if you don't, go google crowdsource and read all about it.

In short, there is no need to sit on this totally irrelevant forum and cry about things. Why do that, when you can sign up to the SotA forum and actually start making suggestions directly to their Devs and the community?

I'm glad we have sorted this out.

Originally posted by Aragon100
Originally posted by InsaneMembrane
Originally posted by Aragon100
Originally posted by InsaneMembrane
Originally posted by Aragon100
Originally posted by iridescence

If it's like old D&D I'm fine with it. I pictured something luck based like Magic the Gathering where you can only cast your spell if it happens to come up in your "hand". That's what I don't want. If I know a spell, I should be able to just have it available without some stupid random system involved.

 

You will only be able to choose the card (spell) the game have choosen for you, not the spell that you actually wanted to cast.

It is a system created to please the players with little experience with PvP, see it as a way to dumb down PvP, make it less skill demanding.

 

Really? Can you please pass me a download link so I can test that out, because I have my doubts thats exactly how it works. Please give me a link for the Alpha client, I'd love to see.

You dont need a alpha client to understand this, you can read it on the SotA forums. Read up on the developer information.

What is really funny is to see selfproclaimed hardcore PvP players accepting this abuse of PvP system. They are no real hardcore PvP players and the game will lack players like me when it goes live.

I dont play PvP games that is based on luck and without skills.

They should have gone for a system like old Ultima Online had - the so far more skillbased magic system seen in any MMO. Some without any knowledge of that system claim it was fast just fast button pressure but that is very far from the truth. You had to time every button pressure exactly to get the spell effect you wanted and you had to outsmart your opponent.

SotA magic system seems to be one of the worst ever created.

 

Oh ok, I thought you were actually on to something there for a moment, but without being able to see how it plays it is useless for me to judge. I'd need to play it.

I'm sure after we test it, if we don't like it, they will have a backup plan. I remember that being said somewhere.

Not being able to choose which spell to cast but instead have to choose the ones the game choose for you remove much of the skills you as a player can develop ingame. Your hands will be tied behind your back.

If you want to heal your friend in a teamfight and the heal spell isnt available then i think that speak for itself. Such a magic system i dont have to try to be able to understand it. 

It will be a game of luck and little playerskills. A dumbed down system to please players with little PvP experience. 

 

You are not representing the system from a neutral point of view, the game does not choose cards for you. There isn't anything I can say to a bias person who wishes to poison this forum with their unfounded views however, so good luck to you.

Originally posted by Aragon100
Originally posted by InsaneMembrane
Originally posted by Aragon100
Originally posted by iridescence

If it's like old D&D I'm fine with it. I pictured something luck based like Magic the Gathering where you can only cast your spell if it happens to come up in your "hand". That's what I don't want. If I know a spell, I should be able to just have it available without some stupid random system involved.

 

You will only be able to choose the card (spell) the game have choosen for you, not the spell that you actually wanted to cast.

It is a system created to please the players with little experience with PvP, see it as a way to dumb down PvP, make it less skill demanding.

 

Really? Can you please pass me a download link so I can test that out, because I have my doubts thats exactly how it works. Please give me a link for the Alpha client, I'd love to see.

You dont need a alpha client to understand this, you can read it on the SotA forums. Read up on the developer information.

What is really funny is to see selfproclaimed hardcore PvP players accepting this abuse of PvP system. They are no real hardcore PvP players and the game will lack players like me when it goes live.

I dont play PvP games that is based on luck and without skills.

They should have gone for a system like old Ultima Online had - the so far more skillbased magic system seen in any MMO. Some without any knowledge of that system claim it was fast just fast button pressure but that is very far from the truth. You had to time every button pressure exactly to get the spell effect you wanted and you had to outsmart your opponent.

SotA magic system seems to be one of the worst ever created.

 

Oh ok, I thought you were actually on to something there for a moment, but without being able to see how it plays it is useless for me to judge. I'd need to play it.

I'm sure after we test it, if we don't like it, they will have a backup plan. I remember that being said somewhere.

Originally posted by Aragon100
Originally posted by iridescence

If it's like old D&D I'm fine with it. I pictured something luck based like Magic the Gathering where you can only cast your spell if it happens to come up in your "hand". That's what I don't want. If I know a spell, I should be able to just have it available without some stupid random system involved.

 

You will only be able to choose the card (spell) the game have choosen for you, not the spell that you actually wanted to cast.

It is a system created to please the players with little experience with PvP, see it as a way to dumb down PvP, make it less skill demanding.

 

Really? Can you please pass me a download link so I can test that out, because I have my doubts thats exactly how it works. Please give me a link for the Alpha client, I'd love to see.

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