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All Posts by Shroom_Mage

All Posts by Shroom_Mage

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They have confirmed that we definitely can make our own full-length campaigns, and we know that these campaigns can be played in multiplayer, but we still don't know if persistent worlds will be possible.

Originally posted by grinr
Buy Gauntlet instead.  You'll get the same game that these guys are likely producing.  "Adapting" the rules means dispensing with them and "restraining scope" means delivering simplicity to acquire a wider audience.  Rest assured, this will be much closer to Gauntlet than to Neverwinter Nights.

>tactical pause
>DM tools
>character creation
I think not.

Originally posted by winter
  Problem is as you pointed out almost everyone agrees GW2 new content is poor, No new races, classes, or land masses. The content is for the most part temporary, if your not playing during that part of the living story you miss it and its gone.

  Its good that Anet has grown over the last 2 years but GW2 over that time frame is a best a cautionary tale that you get what you pay for. (ie you don't pay for new content don't be surprised when what they add is poor, grindy, and uninspired.) 

While I agree that they need to add more permanent content, Super Adventure Box is easily the best update they've ever had and possibly the best content update any game has had. I pretty much only play GW2 two months out of the year just for that.

Things like new races and classes almost never get added to a game without an expansion or DLC pack, subscription or otherwise. Claiming that as lacking in GW2's updates is irrelevant when we're discussing whether content updates require (or even benefit from) subscription fees. I feel that the frequency of updates in GW2 shows that you can easily support updates without a sub. Besides, they've certainly made far more money with the gem store than they would have with a monthly fee.

Hey, Brad. I'll be following your game. ;)

Originally posted by Voqar
#6 crowd control - yeah, it's fun, but it's hardly necessary when you solo 95% of your time in so-called massively multiplayer games!

Not a bad list but it doesn't get at the heart of the matter.

1. Grouping

In spite of what you might think, people do not play MMORPGs to play with other players. Not directly, anyway. Why, then, do players play MMORPGs if not to group? Easy. They want to feel like part of a world. A virtual world. And that takes us to point 2.

2. Community

It's the reason people still play ancient games like EQ, DAoC, and FFXI. To no small extent, I agree with you, but you miss the mark, especially when you mention WoW. WoW is still alive for the very same reason those other ancient games are: community. Post-WoW, as you acknowledge, the market is different, but the reason it's so hard to float isn't because of a lack of grouping. It's because of market saturation. For the world to feel alive, it must be alive.

In a saturated market (something EQ and DAoC never had to deal with), a very large population is required for a community to even form. If you have a small population of very dedicated players but only a handful of them are ever online at any given time, they won't be able to effectively play in groups. Even soloing will become boring rapidly when there's no one else around. Players need ways to interact with each other indirectly. Things like player housing, player-driven markets, crafting, and events (such as fishing contests) all make a world feel like players live in it even if you don't ever see them. It's also important that players feel they have a stake in the world. If nothing I do ever matters, leaving will never matter either. I have a ship floating in port in Puzzle Pirates. Other people can board this ship even when I'm offline. If you own a shop, people can buy from it when you're not around. These are things that make you feel like you belong. If you make friends along the way, the bonds are even stronger.

3. Reputation

This one is more directly related to player behavior itself than the reputation your behavior earns you. Players will behave the way the game encourages them. For example, League of Legends is infamous for is particularly rude and angry playerbase. The game doesn't attract angry players, though. In LoL, you are very heavily dependent on your team. If anyone on your team slips up, even once, the other team can gain a lead you may never overtake. A bad player is often much worse than an absent player. It's very frustrating to lose a match (which often takes around 30 minutes) because of someone who doesn't know what they're doing, and this causes a lot of conflict.

Another great example is resource gathering in MMOs. In WoW, imagine there is a monster in front of an ore node. I engage the monster, and another player approaches. Immediately, I am concerned that he may steal my node. If he does, there is nothing I can do to stop him. This causes me to resent his presence. I want him to leave.

Contrast GW2. I recall a very specific example. There was a spider in front of a copper node. I approached it at the same time as another player. We fought the spider together, killed it together, looted it together, and harvested the node together. Neither if us spoiled the other's rewards, and it felt good that someone else was there.

Game design can and will affect player emotions, and this will affect player behavior. If a game encourages players to be friendly, they will more likely form bonds, and these bonds, in combination with a feeling of attachment to the world, will form a community. This community is what will keep the game alive.

Nobody's pointed it out yet, but the title is an reference to Brad himself. He's the Fallen, and this is his Rise.

If anyone hasn't already, be sure to watch this video: Brad gives a bit more elaboration on what kind of game this is.

The first thing I notice is that the project is very derivative. He uses "other MMOs" as a reference point for everything. The combat is, at best, as it is in GW2 or TSW: hotbar combat with avoidable AOE. His talk of preparation suggests you may have a limited hotbar as in those games as well. He specifically states that combat will use tab targeting.

He explains that he isn't looking for a mass market, that targeting the masses would be assuring failure. I have to disagree for two main reasons. First, this approach is identical to Vanguard's. Didn't work then; won't work now. Second, you need a mass market if you want a massively multiplayer game. He may manage to actually fund the project. He may manage to actually make the game. He may manage to ship it and get his niche audience. Unfortunately, just like in Vanguard, looking for a group will be an absolute chore because of the very low population. Did we mention you can't solo?

I'm not saying niche games aren't possible. They are. But if you're targeting a niche audience, you have to design for a low population. Your game has to function when no one else is online. It's basic things like this that disappoint me.

And a subscription fee? Don't make me laugh.

Originally posted by Tamanous
Some of your other examples is something called conflict. Many players like that. It is something to do. Some people hate it while others consider it healthy competition and healthy competition is sorely lacking in many recent mmos. Sure it could have been more greatly refined but much of that is the foundation for the great memories people have of those older mmos. Real people in the real world have gone to war over relics and shiny bits. Billions today watch sports and hate the other team and that team's fans but we enjoy it!

Be a Saints fan in Chigago. Get screamed at. Get shoved. Get spit on. Get your life threatened. Then tell me you're having a good time.

Competition and conflict are not equivalent.

People do not like conflict, and that is as far as I am going to argue this point until you care to provide any, and I mean anything to support your ridiculous, insane, and downright ignorant claim.

This discussion predates the popularity of monthly subscriptions, you know.

Back before monthly fees caught on, people were paying by the hour to play in their favorite virtual worlds. The hour. When a game with a monthly subscription rolled along, the "serious" players scoffed at the idea.

"Nobody who only pays once a month is going to take the game seriously."
"The game will be full of casuals and bad players."
"The devs won't be able to afford regular updates."
"The quality of the game will be trash."

This is a repeat of the same thing. Guess what? Hourly fees for games are dead. Monthly fees are next. There is nothing you can do about it.

Bad move.

This puts a tremendous emphasis not on playing and having fun but on winning and winning alone. If you want the Emperor skills, nothing matters unless you win.

And let's not forget that there can only be one. It's good for you if someone in your faction becomes the Emperor... unless you were aiming for the position yourself. This makes that player (someone supposedly on your team) your enemy. Without a mechanic to settle such squabbles (such as earning the right to challenge the Emperor and duel him/her for the title), there can be nothing but arguments, frustration, and grief.

Also, we all remember Warhammer Online and the best way to earn points in RvR. Was it to charge valiantly into battle, slay your enemies, and have a good ol' time? Nope. Just flip control points. We don't know that ESO will suffer the same mistake, but we do know that we can't be sure that the best way to earn points won't be a big cheese farm.

Their lack of foresight has me concerned.

Actually, I take back the concern. I'm getting the popcorn.

Originally posted by Jean-Luc_Picard

Originally posted by gope And by using it,you will get banned. I understand i am asking a lot from you.But please give this guy a chance and help him.
"Give this guy a chance, and get the account you invested hundreds of hours in banned for him".

You GOT to be kidding, right?

The creator asked one of the forum moderators (not one of the community managers such as Regina, Martin, or Gaile). He received a canned response stating that using ANY third party software or hardware was against the TOS and would risk your account. It's worth noting that this includes SweetFX, Steam, Windows, a video card, and even a mouse. In other words, according to the moderator, playing GW2 is a bannable offense.

The creator later asked Gaile Gray. She typed out a more elaborate response that explained that they can't say yes or no because they don't have the time approve every add-on or script anyone creates. She basically said to use your judgement on whether such a script gives you an advantage and do so at your own risk. Throughout the response, however, she never gave a clear "no".

I should also point out that unless they want to ban anyone who uses AutoHotKey, there's no way to detect when using this script. I've been using it for a long time myself and wouldn't play the game without it.

Originally posted by Arclan
Yes because EQN is current "Everquest" news, and everyone knows a lot of fans of the IP aren't keen on EQN. To answer your question about what exactly I would like to see; a lot of this has been discussed on numerous forums. I personally would like a server structure broken out by max level. One server that is classic EQ + planes; another server which is up-to-Luclin, another which is up-to-Gates Of Discord., etc. Give players free transfers up the chain.

I will of course try EQN. But remain pessimistic for reasons stated ad infinitum elsewhere on this forum.

The entire purpose of progression servers in EQ was to satisfy people were unhappy with the current state of the game and wanted to go back to the time before certain expansions. Every server in EQN is going to be a vanilla server at launch. Are you saying they should have servers in EQN that do not receive content updates?

Honestly, I like it. I've never disapproved of "cartoony" styles as long as they weren't too derivative or over the top.

When you look at EQ2's "art style" it becomes apparent that a realistic style was a very bad decision.

Elevators no longer require any energy to operate. Explore the Clockworks as much and as often as you wish!

Well, that seems like a big deal.

Sadly, this is all par for sandbox games. I've been saying it, and I'll keep saying it. The reason sandbox games fail is not because there is no market for them (see Minecraft). It's because nearly every developer becomes so pompous that their game is going to be so unique that it will succeed on that merit alone that they disregard things like balance, bugs, exploits, and customer support. Mortal Online, for example, looked very promising early on, but over time it became more and more apparent that it was going down that all-too-familiar road.

Originally posted by Ichmen
as for defence.. never going to see that balanced. in haven a person with high enough streight could bash the best walls or close to. with just a pickaxe/hammer.

salem people can get insanely high stats that can 1 hit walls and buildings so there wont be much balance there :/ best defence is to not beonline when they hit you so you dont lose the toon just junk that can be replaced in a few minutes.

if you have stuff you value over a toon.. put it on an alt (bank) and only log it in when you need/want it. (good items to bank are master keys, and leave just slaves accessable on your toon)

You realize you're saying that an acceptable alternative to balancing the game is for everyone to use unintuitive and undocumented exploits. This is exactly what I'm talking about. Problems with the game? Oh, that's okay. We already learned how to deal with all the bugs and have workarounds to everything. New players? Ha! If they can't learn the workarounds then they don't deserve to play our game!

The handful of players that stick with these sorts of games become so used to it all that fixing the problems would actually drive those players off. The game becomes locked in a state where it can never expand its tiny playerbase and see its full potential.

The issue here isn't the fact that another player took his payed-for items. That would fall under the realm of "you knew the risks".

The problem is that players are not supposed to be able to attack each other in safe zones, yet some players have found a way to do so. This is an exploit. A player is using an exploit to attack other players in a safe zone.

Think of any game that has safe zones or allows you to disable PvP or otherwise become unattackble. Think of PvP arena type games that have spawn rooms the other team cannot enter. If the game tells you that you cannot be attacked by a player, then other players should not be able to attack you by any means. If they do, then either the game lied to you or there's an exploit at work. Any sensible dev (that is, any dev that wants to see any reasonable amount of success or income) would ensure that all the rules are functioning as documented instead of ridiculing victims of exploits and congratulating the exploiters.

Instead of saying, "Oh, this is a serious issue and corrective action will be taken ASAP," the moderator actually laughs at the victim and ridicules him. Looking at the thread, I didn't initially believe that staxjax was a moderator given that he's the most immature poster in the entire thread. He even has "confirmed retards" in his signature with links to other users. When did personal attacks become okay for forum moderators? Holy shit, I can't even comprehend what worse customer support would look like short of banning anyone who dares to so much as post.

His analogy would only work if the bear was inside the store at the time of the shitting of the pants and the bear was the one that actually shit on them.

Another good analogy might be ordering an ice cream cone, paying for it, and then dropping it after the server chucks it to you instead of handing it over like a normal person. "Nah, fuck you, man. You were the one that dropped it."

Or maybe you buy all of your groceries at Wal-Mart, and just after you pay, someone else grabs your cart and makes off with it, and security simply watches them walk out the door, then laughs at you while saying, "Hah, what a clever thief. Serves you right," and denies you any sort of reimbursement.

To the OP, you payed for a service that you did not receive. The appropriate response is obvious.

Brandon has posted again in the thread, this time with some slightly better news.

<Dev> Brandon@PWE_BranFlakes: I hear some PMs coming in, but I have that channel turned off as there are too many coming to to respond to :) Sorry!

Whilst I wouldn't begrudge Brandon the chance to play the game same as everyone else I would have thought that a proper response to this length of thread would have been a wiser choice of his time in this instance.

This comment was made because I was running a community event, and answering PMs at that time would have taken away from my coordination efforts: -- If you've attended any of my past community events, I always post something similar so those who are PMing me do not think I am ignoring them.

As I responded earlier in this thread, I have passed along your feedback so it can be considered, and commit to continue doing so. That is what I can do and will do :)

Some good news I just learned about, though! We are considering adjusting the way the warning is displayed. I don't have exact details on this yet, but we we are hoping to be able to make it display even more clearer than it already does.


Brandon =/\=

If I was in charge, I would have removed the auto-ban system immediately until a better solution is found, but at least this is an improvement over his previous post, which was essentially nothing more than, "Deal with it."

Originally posted by Torvaldr
You could have posted the "E" word whatever that is.  I guess it doesn't really bother me, just like chat squelch.  People cry out for a developer to address illegal rmt and when they do it's going to be inconvenient because the gold sellers don't live in a vacuum, well maybe they do in STO. :p

I intentionally omitted the word because it's the name of a goldseller. I don't want to risk getting this thread removed for naming one. I'm pretty sure spaces and punctuation are ignored, though, so saying something like, "Break a leg, pal," could trigger it. Someone allegedly got banned for saying, "I started my day with cutting off 3 MM off of the bottom of my cabinet." I don't know what triggered it in that case, but check system messages if a line you type doesn't go through.

About a week ago, a new system was implemented to Cryptic's chat engine. In this system, if you type certain keywords (such as the name of a goldseller, even without ".com"), your message is not sent and you receive a warning. Sending a message with the keyword a second time will result in your account being permanently banned. The channel you use does not matter. The only way to remove the ban is by sending an email to support, which can take a few days.

Now, although you do receive a warning, the warning is, unfortunately, sent via [System], which, as you know, most players do not see, due to the frequency of lockbox spam.

This is the official response:

Hi Captains,

I will pass along your feedback, but this system is currently in place and working the way it should. If you see anyone trying to trick others, please report them to a GM immediately so an investigation take place and appropriate action taken.

To note: Players are given a detailed warning stating what they did wrong, and to not do it again, before being banned -- continuing to do it past the warning will cause the ban. The warning is there for a reason :)

If you have a friend of fleet-mate that would like to appeal the ban, please have them reach out to our GM team via the methods listed here:


Brandon =/\=

The thread goes on for quite some time, but Brandon made no other posts. He did, however, edit someone else's post to clarify that "PAYPAL" is not one of the keywords.

There are currently some players who are attempting to trick others into typing the word twice. Please be wary of anyone trying to get you to say specific things, and avoid discussing goldsellers at all, even if just to comment on how annoying they are.

If you learn the timing of attacks (and compensate for lag), you can block nearly everything, especially once you learn your block attacks. As a guardian fighter, I almost never need any potions at all.

People sure like to make things up.

Originally posted by furbans

Originally posted by Tsumoro

Originally posted by shin_chan
Is there really any rules of D&D or name is used only to attract more public?

There is... and there isn't. To my understanding the rules of the game is based on  the DnD NEXT if that is something you are familuar with...

Interesting about the D&D Next comment.

The suggestion that it's based on D&D Next is bafflingly false. Either someone is telling a blatant lie or is making bizarre guesswork. Anyone can sign up for the playtest. See for yourself.

Originally posted by Lord.Bachus

Originally posted by shin_chan
Is there really any rules of D&D or name is used only to attract more public?

Its fully based on 4th edition D&D rules... actually almost 1 on 1, except for the hit rolls.

One-to-one? You've either never played 4E or never played Neverwinter. The mechanics in Neverwinter are very loosely inspired by 4E.

Originally posted by gaeanprayer

Originally posted by Yaevindusk
This part is from my understanding, which I do not claim to be perfect.  But you are not able to buy Zen and then trade for Astral Diamonds or Gold directly from Cryptic (Though they do have set trading currencies; I'm not sure if that's for their own trade or to regulate trade among players).  You will however be able to trade for already existing AD's that players have grinded out.  That being, if you spent a month doing dailies and want something from the cash shop, you could trade your ADs to someone who has Zen, and then buy what you want from the Zen shop.I do not think they simply create ADs (Maybe wrong on this, as I read different things from different testers and haven't touched the Zen store yet) out of nothing and then just trade it for any Zen you buy; it has to exist in the economy and had to be worked for by someone.

This is indeed incorrect. As of the last beta I played, Astral Diamonds can be converted from purchased ZEN. Further, while it's earned ingame, its done at an incredibly slow rate and one that's based on a lottery system. Some days I earned 3k, other days I earned less than 300. In neither case is it sufficient to 'keep up with the Joneses', as the saying goes.

Are you sure your zen is being converted to AD and not traded for AD? The guy you're responding to is saying that buying AD with zen doesn't generate new AD. He isn't saying that it's impossible to obtain AD using zen.

I didn't test this myself, but isn't it supposed to be like GW2 where you are essentially buying in-game money from other players? In GW2, gold isn't generated when you buy it with gems. In fact, a large percentage of it is deleted in the transaction.

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