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All Posts by dippitydodah

All Posts by dippitydodah

5 Pages 1 2 3 4 5 »
85 posts found
Originally posted by CayneJobb

I think the problem is just the current trend of MMOs being developed to play very much like WoW. After playing WoW for a long time, I quit and decided to jump right into LOTRO thinking I'd try something different, and I remember thinking "I'm playing WoW with slightly different graphics and with Hobbits instead of Gnomes." Yes LOTRO fans, I know there are differences, but fundamentally it's the same overall game design. And this holds for a lot of other MMOs, especially the ones in the Fantasy genre.

Even though I've played over a dozen MMOs, the only one that stands out in my mind as an MMO other than WoW that I had a memorable experience with is Planetside. And I'm sure it's no coincidence that Planetside is an entirely different game design from WoW.

Eventually, someone's going to put out a polished, well-designed MMO that differs greatly from WoW-type gameplay, and it will reignite our interest in MMOs, those of us who have been losing interest in these games. Maybe it's one that's already in development. The Old Republic? Jumpgate Evolution? Mortal Online? Maybe its only an idea in someone's head right now. But I think we'll get there eventually.

Yeah they probably will in the next 4 years,, and probably the worst thing that could happen to any of us.

Awareness of a thing doesn't free me from it,  I'm here just like all of you are and for the same reasons.     

 

My personal addiction is to PvP, the only games I ever enjoyed were competitive multiplayer games as a kid.   Like fighting games, to chess, to whatever,  I enjoy outsmarting people and crushing them.   When pvp came out in mmo's it was the next natrual step but now thankfully even that wears off as there is no real bad after effect from dying it limits the joy of utter annihilation of an opponent.    

I'll have to find other outlets to feed my warlord like tendancies.

At the core of MMO's is the cycle of time vs reward,  put in enough time and your rewarded and the ever fancier carrot dangling on the horizon.    Most people work in their lives for happiness and or a sense of accomplishment,   MMO companies create a false environment for players to feel false accomplishment,   one major reason that accomplishment has such a strong effect vs say beating a single player game is the simple fact is that there are other People to measure your false accomplishments against.  

These aren't games,  they have no end, no story,  no meaningful character impact as time is frozen and all you do is undone in a moment.    It is a Machine, built for one reason,  to make you feel like you got something for the time you put in so you put more time into it.     

 

All that's happened with your disenchantment with the machine is that you no longer value the false objects or milestones that you've accomplished and or the carrot they are dangling is no longer as shiney as it was.     Congratulations your on your first step to curing an addiction,  good luck.

I thought the exact same thing and still do honestly,  SS were the worst trash ever made just to promote more farming and gold sinks.  

 

For a melee class they made just about all the attack skills pointless, the animations took longer than just spamming soulshots and for a mage they made your spells do triple damage if you could afford the good ones.   Without them you were worthless.  

 

I've been told that they aren't as extreem in Aion, I hope the damage is ballanced without the use of them and that they are there for those who want them...

 

somehow tho I doubt it 

 there are rings in the air that can extend your flight time, updrafts ect.     On long flights there may be a path of updrafts and things to help you get where you going and allow you to stay in the air a indeterminable ammount of time.   But won't be easily as exploited as say a flying mount where you can just hover a mile above the surface as long as you want where people can't attack you.

 

This will make it require thought on how to best use your ability and those who know the lay of the land will be able to survive longer than those who don't.  

Originally posted by Ginaz
Originally posted by qbangy32
Originally posted by dippitydodah

 I'll tell you what drove EQ players away,  TIME.

 

It's been around 10 years, it's old and who's going to stick around THAT long playing one game.   

 

Even at it's peak everquest only had like 450 thousand subs,   that's nothing in today's market.


 

In todays market thats now deemed a failure, these boards will attest to that, ppl have very short memories when it comes to the older MMO's.

 

 

What???  Name me 5 western pay to play mmo's that are anywhere close to 450k.  WoW type numbers are the exception, not the norm, even today.

WAR and AOC both sold 750 thousand in the first month of their release, did those subs hold?  No  but it was their peak, just as 450k was a peak number as well not a held active subscriber base, for Everquest.    

Just puts into perspective that Everquest is not the giant it was even if every subscriber that ever played it came back to it.   

In today's market there are many many more people interested in mmo gaming than there was, it has broken loose upon the world and it spreads infectiously.     

 

Which is also probably why, the quality of our gaming communities have also devolved so much.

 I'll tell you what drove EQ players away,  TIME.

 

It's been around 10 years, it's old and who's going to stick around THAT long playing one game.   

 

Even at it's peak everquest only had like 450 thousand subs,   that's nothing in today's market.

 Well started on Landroval with a Warden named Kavarian,  so far the game is beautiful, the dx10 shadows are impressive and even at this early stage I can tell a difference in the community compared to other games, which is probably the most refreshing thing of all, the internet populace makes me weary.

I can't wait to face the long dark of Moria, ever since reading the books and the first movie Moria has always sent my imagination running wild.   Something about large forgotten underground places that sends shivers down my spine, but they are never quite made right in games,  from what I've read it seems like Moria is huge.

   And have to say think it's the first time ever I'm not going to have to make 10 characters out of the gate to find one I like, this warden is just complex enough to satisfy.   

I'm sure there's probably loads of them tho, but no matter.

 

See you in game!

 So Just finished downloading the highres client, and must say, Turbine has an excellent download server, I got the entire client in one hour and 15 minutes, that's almost 10 gigs of information.   Granted I have a crazy internet connection but still most companies cap the speeds.

 

Was just wondering on what server to pick, is there a decently populated RP server?    I like to RP but it seems rp servers are always struggling for a population in games.    

 

IF not what's the most populated core server?  

 

 

Thanks in advance.

Originally posted by Tedly224

I am a fan of old Dark Age of Camelot, Warhammer Fantasy Battle and Warhammer 40,000, and yes, a fan of World of Warcraft. My 2 cents on the post topic would be that Mythic set out to fail and was given all the help they needed to fail from EA games.

I don't think I was wrong in expecting (not hoping, expecting) the character model movement, animations, and flow of combat abilities and model reactions to be as fluid and sharp looking as World of Warcraft. WoW is an old game. Mythic isn't a new hand at game coding - they should have at least matched that older product. They failed miserably on launch day with what they gave the players for their first experience with the game.

I also don't think I was wrong in expecting them to make good on their publicized promises of unique, diverse classes with their own mechanics. What we got were "mirrored" mechanics for order and destruction that was less diverse than WoW or even their own previous DAoC product. I also expected them to make good on their promised description of how gameplay would work, especially with healers not being forced to stand back and heal in PvP and PvE. Play a shaman or archmage and you'll see what I'm talking about. They failed miserably here on what they set out to do.

Rather than make the game a "step up" from DAoC with previously established elements of character play and Player Versus Player play, they decided to make the game a "step down" from Warcraft with their PvP scenarios, and even went so far as to completely mung PvE dungeons / instances to give the players a good variety of places to go and explore / fight in while they level up. This, in my opinion, is where they failed the hardest. Even if they touted that the game was for PvP instead of PvE, considering how MUCH the PvP portion of the game was lacking, they needed this badly to fall back on for additional development time after launch.

I felt ripped off in buying the collector's box. God I wish I had been able to read some reviews of the game from beta testers and seen more pre release footage of the game so that I had some warning. With EA having reduced the Mythic staff drastically on the game projects, I don't see this stinkburger climbing out of its pit of failure anytime soon. " Give it a year " ? Sure. Then it will end up a solid game like Vanguard with no players.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

I think your opinion and mine are exactly the same in all aspects.

 

 

 

 

soulshots?
General Discussion « Aion
5/02/09 3:23:59 AM

 well thank the gods, the ss in lineage were so powerful that for melee it made most of your skills all pointless compared to just SS spamming.  I'd just auto attack and hold down F2.

 

And as a mage the good SS made your spells like 3 times as powerful, who wouldn't use those.

soulshots?
General Discussion « Aion
4/30/09 4:23:57 AM

 Still tho you buy assloads of soulshots for pvp then and use them with every attack and those who don't die.

 

 

Lame as potion spamming.

soulshots?
General Discussion « Aion
4/29/09 9:22:25 PM

 I saw in a post someone mention soulshots, did they really add the L2 soulshot mechanic to this game?

 

I really hope not, it was the worst feature in lineage, I don't believe you should have to tote suitcases full of items just to make your attacks viable in combat.

 I'll be returning to the game in april and would like to find a good guild that actually roleplays, doesn't have to be hardcore about it of course,  but one that actually does roleplay instead of just saying they do would be a plus.   Server doesn't matter as I plan on making a new character anyway.

I also immensely enjoy pvp, you can't get immersed in the conan universe without lots of bloodshed.

 

 

 I believe it is smart actually, smaller companies don't have the budget to throw around and in a game such as this population is everything since other humans are pretty much 70% of all the content.

Could it roll out a bit faster,  Yes, but ultimately it's far better than opening 50 servers with populations that empty out in a month and waste development dollars doing so.

 

It's a small company and should be acting like one.

 

 

I think it's become evident that mmo's require too much manpower to be made independantly.  If this is more than just a waste everyone's and your own time pipe dream, then perhaps you should consider changing the platform of the game. 

 

Perhaps multiplayer, but truly a whole world takes the work of many, just keep that in mind if you wish to be realistic about your goals.  Other than that, good luck in your venture.

be the change you wish to see, take it upon yourself to start open groups.   I roleplay with my dwarf and others join in often,  people have just played so many of these games they get into mindless grind routines.

Take a step back yourself and enjoy your character and talk with others in the group then they will follow.  Besides, personally I find the lack of a large reaching general tab refreshing, I hated HATED barrens/trade chat in wow and would usually turn it off because most of the time it's just a giant spewing of negative shit back and forth between sad and angry human beings.  Who needs that in their lives.

play on pheonix throne as Kragga or Ironbelly if ya need a group.

The original poster was mislead to the size of the world.  He is an explorer type player by the questions he asked as what was important to him, this game was not made for this type of playstyle.  

The world is infact small, if that's going to bother you then it's not for you, if you are an action driven player I'm sure you'll find more than enough to go around on the other hand.  

Does that make it a bad game?  No, not that in and of itself, but it's made with purpose to each area and zone, the maps are not large nor do they compare to a continent of WoW as some player posted that is very misleading.

Unlike most of you I've played it on levels 1-40 and I personally felt very confined.   Dark age of camelot was the same way upon release, I don't know if that changed in later expansion but I assume it did. 

This world is not open at all, do not let them sell you otherwise.   The world is purposely linear and small to drive players into combat situations it is not a game with big open areas to explore in.   Most of the world was what you could find 10 feet off the road in either direction before some barrier.. mountain.. giant tree.. or forest ridge blocked your path.

 

 

 

I put this as a reply to a post in the WAR open beta section but thought it was better off as it's own topic.

Truth right here.

I honestly don't believe games were meant to work this way, it would be like a movie that never ends and you expect it to always be good. The entire human condition is based off of overcoming adversity, and evolution of a person or character through that triumph. A story has a begining, rising action, climax , falling action and end. Long running TV series's run into the problem of stretching a plotline out over years as well, which is why all older shows were episodic with a completeness to each episode.

An mmo of any sort, has a snapshot in time where nothing can change, the hook is that they keep resetting the bar of power so your character becomes weak over and over through xpacks and new gear updates so that you get the feeling of accomplishment.

In the end a story without an end, and a story without a character's true impact on the world lacks any value whatsoever, and there in lies why it's so hard to develop a good game for. Because in the end a neverending story is not a story at all and a character's life that has no impact upon it's world (such as killing a huge boss and having it appear in the world again an hour later for someone else to kill ect) is no life at all as well.

The model doesn't fit into the human dynamic, but our need to escape from the boring mundaneness of the modern world has created a market for another world, one way or another sometime along the line that world might get created, but prolly not any time in the next 20 years
 

 

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