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All Posts by Vrika

All Posts by Vrika

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1550 posts found

EU guest:
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Assuming that the xp loss when dying isn't small enough to be irrelevant and actually has some affect on how player play, won't it cause your players to take large risks when they have just bought a new skill (= very little xp lost on death), and then avoid risks when they are close to getting new skill level (= large number of xp lost on death).

Combined to turning in certain items or gold in exchange for xp, won't it cause player to manage their resources and xp in order to minimize xp lost on death.

I think your way of building up xp loss mechanism is stupid. EDIT: Except possibly if you give players some bonus power when they have a lot of xp unspent. That way they could play risk vs. reward. /EDIT

I love Wildstar's flicks. They are fun, and manage to tell things, and are much better than many intro cinematics that just focus on how good graphics the cinematic has.
Originally posted by Ende

12. ingame GMS and support tickets.

13.Trinity Combat system

Ingame GMs were more common pre-WoW. As MMOs have evolved, now it's easy to do more tasks automated or with tools that are more effective than GM taking avatar to move around the game-world.

Trinity combat comes from tabletop RPGs and predates computer games.

Originally posted by Loke666
Originally posted by Vrika
Originally posted by Loke666

2. In Everquest raid groups sometimes had more or less players, the raids and raid bosses didn't scale but good players still completed with far less than maximum players.

I don't think that counts, since it's always been possible to engage challenges with less than max. number of players.

Didn't Dungeons & Dragons Online have some kind of difficulty scaling for dungeons? Can anyone who has played the game more than I verify?

Not in such big difference, you could take down a x5 raid boss with 3 teams if you were good. But still, it wasn't scaling, that is true.

And yeah, DDO have a range of difficulties for dungeons but I am not sure when they implemented it. They had it when it went F2P, that I am sure of but the game was old already by then.

How about Notoriety system in CoH?

Here's wiki article about it from 2006: http://paragonwiki.com/w/index.php?title=Notoriety&oldid=83234

Originally posted by Loke666
Originally posted by Eronakis

Wow was one of the first when BC was released. Vanguard Saga of Heroes also had flying mounts as well at release. I believe they both released in 2007.

Perfect world released in 2005 and had flying in from launch.

EVE Online had flying already before that... They're just missing the option to walk.

Originally posted by Loke666
Originally posted by Ende

2. Flex Raiding - a raid which can be made up with variable numbers of players.

2. In Everquest raid groups sometimes had more or less players, the raids and raid bosses didn't scale but good players still completed with far less than maximum players.

I don't think that counts, since it's always been possible to engage challenges with less than max. number of players.

Didn't Dungeons & Dragons Online have some kind of difficulty scaling for dungeons? Can anyone who has played the game more than I verify?

Originally posted by syriinx
The thing, is this headstart is actually fine.

 

There are always, at all hours of the day, servers that you can log on to instantly. 

That's not true.

At this moment the lowest queue for EN-EU-PvP realm is 54 minutes, and the lowest for EN-EU-PvE realm is 2 hours 20 minutes.

EDIT: But it looks like (Twitter) that they are going to bring up a new EN EU PvE realm and new EN EU PvP realm. So kudos to them for responding to the situation. /EDIT

Calm down.

All headstarts are nightmares. If you want to have smooth and trouble free experience, then you need to have the common sense to not rush through the gates at the same time with everyone else. Just wait a couple of days, try again, and likely you'll have lot better luck.

If you tought the ads on this website are bad just look at the ad they have on Game123's website.

EDIT: I posted censored version of the pic first, but decided even that was probably posting too much and deleted it /EDIT

Originally posted by SEANMCAD
Originally posted by Quesa
Companies are not inherently evil, they are a for profit entity.  Their primary job is to make money for their shareholders and if they believe they can make a healthy return on a piece of garbage game then they'll make it which means if consumes continue to buy the 'rubbish' that they produce then that's what they will produce.

depends on if one agrees that a profit motive is morally agnostic. I do not and I fail to see why one would think that it is

I'd like to propose alternative: It depends on if one sees companies as moral or amoral actors.

I think people who are trying to be morally agnostic, in extreme cased saying that they can't even judge a killer, are rare. But people like me who see companies as amoral actors are more common.

I'd say both are to blame.

People are used to behaving like jerks online, and do thing they'd never do in any other environment.

At the same time we've got companies who push out complete crap and try out new dirty tricks, and can get away with nearly anything because our consumer protection laws and practices were made in a very different world.

EA is like a plague. It buys game studios, then sacrifices them in the altar of executives designing products for buyers.

RIP Mythic

In PvE servers enemy players can't attack you when you don't want to do PvP. You can still freely choose to do PvP whenever you want.

In PvP servers there are contested areas where enemy players can attack you when you're trying to do PvE content.

I agree, the number of EN-EU servers seems low. Also for PVE servers. They have a lot of sales data, data where their players are connecting from, and this isn't NCSoft's first MMO so they should be in a good position to evaluate the number of needed servers. But I have hard time believing that EN-EU players can do with the same number of servers they give to DE-EU players.
Great trailer release. Now hurry up with the game release!!!!
Those who have played DA 1 don't bother reading more on Bioware's website. They just copy-pasted lore entries from DA 1 to their website.

SWTOR is using Bitraider to stream game data, and it's possible that your internet provider thinks it's unwanted traffic, and prevents you from using it properly by slowing/cutting your connections when you try using it.

The solution is usually to get an internet connection that allows you unrestricted access to internet.

It might also be possible to disable to Bitraider Client and get SWTOR to use their old patching method. I don't know if these instructions still work: http://swtor.mmmos.com/?page=view&id=23271

EDIT: If the problem is only net speed after playing the game, then you might also want to check if you still have Bitraider running from Windows Task Manager. The process is named either Bitraider something or brwc.

You could also use Netlimiter to check all your internet traffic when there's a problem with net slowdown to try to identify everything that's causing net traffic at that moment. http://www.netlimiter.com /EDIT

The game sounds really awesome, I think even too awesome. FPS + RTS + RPG with evolving world, adaptive AI, and RPG -style quests sounds so much for a single game that I'd seriously question any teams ability to pull it off and create a fun, balanced, and (relatively) bug-free experience instead of just feature bloat.

Still, Battlezone 2: Combat Commander was good game. I hope this game succeeds.

But if they didn't blame WoW, then they might have to admit that the killings were caused by real issues. It's much more convenient to find a scapegoat and let people die than to admit that something's wrong and things would need to be changed.
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