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All Posts by Vrika

All Posts by Vrika

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1808 posts found
Originally posted by Burnouttx
I thought... 

Please don't necro 4 year old threads. Thanks.

Originally posted by Pepeq
Originally posted by jgn77
So I am playing ESO at the moment but the questing is abysmal. I would really like to have a morrowind type of experience where I get a quest and have to figure out where to go and what to do. I would like to shy away from killing 10 rats and gathering 15 herbs type of quests too. If ESO deleted the quest markers and had a way to figure out what to do through dialogue and journal entries, the game would be my favorite leveling experience of all time since I very much enjoy the combat system. Anything like this exist?

Try a private WoW server, play classic non-boosted mode... refrain from using the internet to figure out the quests... and you will have exactly what you want.  Totally unlike modern WoW, in every way.

Classic WoW also had a gigantic number of kill 10 rats -quests.

Using Chrome most of the website works correctly, but some elements like post editor, or highlighting the buttons below the top banner when I mouse over, have more than a second delay.

This problem is new, I've only encountered it today.

Neverwinter.

While there are many MMOs with much stricter restrictions on what you can't do if you pay nothing, including GW2 that you can't play at all unless you pay and SWTOR with its hotbar selling, those MMOs compensate by offering you a cash shop that won't bother you too much if you pay them some money. Newerwinter is like a leech that keeps sucking up more and more of your money no matter how much you've already paid, and makes playing comfortably at a reasonable price impossible.

That sucks for game music. It sounds like one piece ends and another beings at 50 seconds. Game music should change when the game designer decides that change fits the situation, not automatically at 50 seconds because some composer thinks it would sound cool.

I think most actions in a sandbox MMO are very good for short play sessions. It's possible to log on for just a couple of minutes to gather ingredients, craft something, or kill a couple more mobs collecting their drops.

Personally, I'm not interested to do that if I have just a couple of minutes. When playing I want to achieve something, and in a sandbox MMO I mostly think about the big picture and big achievements. They are the allure of sandbox MMO for me, but if I don't have time also its downfall since the progress I can make in 10 minutes feels meaningless.

Information on the article is incorrect. RPG Maker VX Ace is not on sale at Bundle Stars. In fact it costs 2€ more on bundle stars than what you'd have to pay if you purchased it directly from Steam.

Some RPG maker games are on sale though.

Originally posted by Pepeq
Originally posted by Vrika

Too little information is also bad. Having to test or guess the rules that govern the actions of your own avatar is not immersive, it's stupid. The world and enemies around you can and should be unkown, but you should never have to guess what your own abilities do.

I suppose you've never touched anything hot and got burned before?  The brain is capable of deducing such things, once it realizes what hot is.  Same is true for gaming.  How do you think the people who wrote the add-ons and wikis found out such things?  Trial and error.  The world first kills aren't done with a play by play outline in front of them, they learned the patterns after repeating them again and again.  Trial and error is what makes the world go round.

I know that things have to be found out by trial and error in real life.

That doesn't make it immersive that a trained battlemage would have to blast rabbits with fireballs to learn what his fireballs do. My avatar is a professional fighter, he has trained his abilities, and he knows exactly what they do. If you want immersion you want to know the same things that your character would know, not more, not less. That means you want to know the rules that govern your own actions, but not necessarily much about the enemy.

Originally posted by muffins89

 


Originally posted by Vrika
Too little information is also bad. Having to test or guess the rules that govern the actions of your own avatar is not immersive, it's stupid. The world and enemies around you can and should be unkown, but you should never have to guess what your own abilities do.

 

why not play the game and figure them out? I have the ability to punch someone in the face. I don't know exactly what's going to happen until I do it a few times, try it out on different types of people, and perfect my way of doing it.

I don't consider killing 10 mobs of type X with attack A, then 10 with attack B, then 10 with attack C, then 10 with attack D, then 10 with attack E, then repeating with mobs of type B, and mobs of type C, and keeping statistics, and using those statistics to figure out game rules fun. I consider it tedious.

In game the objective is (normally) to win. The game should be designed in such way that winning can be achieved mostly through fun things, not through playing Excel Online.

Too little information is also bad. Having to test or guess the rules that govern the actions of your own avatar is not immersive, it's stupid. The world and enemies around you can and should be unkown, but you should never have to guess what your own abilities do.

Originally posted by Konfess
Originally posted by Rhoklaw

I think switching to a system much like what Korea uses, would be far superior to trying to manage an anti-hack program.  Unless you want to be permanently banned from playing a game, don't cheat. Seems simple enough to me. However, we in America prefer to go about things in the most difficult manner. That being, allowing people to manipulate the system with money. Sure, we ban people, but we allow them to buy another copy and start again. Rather a pointless process for the gaming community, but great for company profit margin. I guess we know what's important to American developers.

Money before Satisfaction!

The rampant identity theft in the west makes this impossible to implement here.  I repeat, not difficult but impossible to use such a system in the west. There is no certainty that any identity has not been compromise.  Certainty comes when and if the identity is used.

That would be easy to solve if both government and public really had the will to solve it. Estonian electronic identity card was considered safe enough to use in election. I live in Finland and can use the online banking services to verify my identity and it's considered safe enough that government websites accept it as identification.

There are solutions that could be implemented if there was the will to implement them.

 

Originally posted by fistorm

I understood what both of you said, but the fact is, what part of their websites take legal authority over each other

Both are part of the agreement you made with Daybreak. An agreement can have conflicting terms without one automatically taking legal authority over another.

In this case, if you were in EU you'd get to decide which of the terms you'd want to be applied in your agreement with Daybreak. Since it was Daybreak who dictated their terms, any mistakes in the agreement would normally be interpreted in your favour. EDIT: I don't know how it would be solved following USA laws /EDIT

I think 4 is ideal group size. In a small group everyone is important, and in a small group each of the players have much more freedom to react and make-up new strategies.

I don't really like large groups. They bind you to a role and strategy too much, and make the fights less interesting.

I think it depends what kind of macroing you can do.

Some things, like sending your pet to attack automatically when you use your normal opening skill, should be allowed because they make the gameplay so much more convenient. Forcing players to press extra keys to complete desired action doesn't give any additional gameplay value, it's just tedious.

On the other hand if you can have a macro spamming multiple skills and activating the first one on list that you can use, then I think it's no better than hacking.

Tab-targeting games are mostly about making tactical choices in real-time. A macro shouldn't be able to eliminate the need for you to observe the situation and make any of those choices, but I think when you know what abilities you want to execute and when you should be able to make it conveniently with a macro.

I wonder if it'll sell.

It's epic even if it won't sell.

85% of Uruks who murdered a player escaped without consequences.

93% of player's nemesis are still alive.

On average players took more than 10 hours to get ridden of a single graug.

29



Originally posted by YashaX
21- Are there 10,000 active accounts on this forum?
  

We don't need 10 000 accounts for this. You're allowed to make multiple posts to this topic, as long as you don't make them immediately one after another. Wait for another poster to post after you, then you're allowed to post again.

In theory 2 people would be enough to get 10 000 posts following the rules.

I miss them. It made the world feel much more alive.

I don't know if the number of random encounters has dropped so much though. It just feels like MMOs are tweaked to the direction where everything is so easy that random encounters aren't thrilling like that any more, and where older MMOs placed those difficult encounters so that you'd have to watch out for their aggro newer MMOs take steps to make sure you won't get into fight with them unless you choose it. It makes it a lot less exciting.

 

@Sunandshadow: I don't think the OP meant that kind of random encounters where monsters appear out of nowhere for every n steps you take. I think he meant rare strong mobs, events, etc. that you can see while exploring and try to either engage or avoid.

Originally posted by iixviiiix
Originally posted by Vrika

Clearly, there is no person in the world who would be so stupid that he would watch a movie or read a book for fun, for they are extremely easy and completely linear. Thus they can't be fun.

W..well ... we talk about game here , okay ? wait , does we talk about gaming ? Wasn't what make up for gaming mean challenge and goal ?

So are you saying, that people in fact like extremely easy and linear, but others in this topic are just offended that they are called games when another term should be used.

I didn't see any demands about changing terminology. I saw demands that those interactive story -type games shouldn't be made. I happen to like those interactive story -type games just as I like movies and books!

Clearly, there is no person in the world who would be so stupid that he would watch a movie or read a book for fun, for they are extremely easy and completely linear. Thus they can't be fun.

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