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All Posts by acidblood

All Posts by acidblood

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203 posts found
Not sure there is A next BIG thing... but there are certainly a few smaller things on the horizon that sound promising; SotA and Shards being of personal interest.

- Failure to craft a world. If there isn't a good heaping of PvE to go with the PvP, or if it's all just instanced then there are plenty of FPS / MOBA's to play already. MMOs need to be about a world.

- Full Loot. I understand there needs to be item loss, but that does not mean it needs to be every time you die.

- Cash Shop.

Sounds awesome. One thing I would ask though is to be able to customise the appearance of the item while crafting it... nothing worse than crafting an awesome item (stat-wise) only to have it look awful (IMO).

Not sure how technically possible it is, but ideally I'd like to see a sort of component visual system... so you have a blade, guard and handle (for a sword), and you can pick the look of each of them individually (from designs you know), and possibly even scale them a bit. Also being able to add trinkets, for example a gem in the guard, runes on the blade, or a strip of cloth hanging from the handle.

If I can get it on sale on PC I'll probably check it out... but depending on what's in the cash shop / DLC I'm not sure I'll stick around for long.

Main thing I would take from SAO is to give players a long term challenge.. I mean over a year in they aren't even close to clearing the game. Top players are on the 'front line', other players support (crafts etc.) and when a boss is cleared (one time only event in which many players can participate) it unlocks more of the world (new towns, dungeons, quest areas, etc.) for everyone.

Other points would be:

  • Permadeath, though realistically an X number of lives system would be better
  • Skill based combat, though gear and level are still important
  • Can solo (due to skill based combat), but much easier in a group (partly due to group combat mechanics)
  • PvP outside town, but hidden power level (even in group) and you are marked for attacking / killing players
  • Individual hidden loot, but ways to share
  • Useful points of interest spread throughout the entire world, i.e. pet resurrection shrine, powerful dragons lair with rare crafting mats
  • One time events with powerful (but no overpowered) reward items
  • 'Discovery' based skill system, i.e. not everyone has access to all of the same skills

In short no. However I do think the subscription model needs to evolve.

The idea that a subscription should cost $15 and allow 1 month (30 days) of access regardless of how much time is actually spent playing the game is outdated. Publishers really need to consider $5 or $10 a month subscriptions, and even the option to pay by the hour.

I'd actually like something like this in addition to a monthly sub option.

So for example:

  • Monthly sub, $15, gets you unlimited playtime for 1 month.
  • Or, 20c per hour capped at $1 per day (so max $31 per month), but cheaper if you play less than 75 hours per month.
  • You should also be able to buy game time, e.g. 30 hours for $5 (small discount), which you can use up over several months if you don't play much.

I think this would give a good balance for hardcore and more casual players who only have time for a few hours a week and even returning players who don't want to drop $15 up front.

Sounds pretty awesome... just wondering how it's all going to survive contact with the players. I mean if it takes for example 10 (real-time) days for a tree to grow and 5 minutes to chop it down what stops (or even just discourages) players from turning the world into a wasteland?

Same thing with the ruins example. If there was a settlement there it was probably a good spot, so why would players leave it alone long enough for it to become a ruin?

FYI. Not criticizing, just asking, as I'm yet to see (or think of) a really good answer to this question.

Soulless is a pretty good description... all the 'bits' where there, they just never really came together. Also, and it's a personal pet peeve, but the whole 'hero' story / vibe is a massive immersion killer for me in MMOs.

The standard 'It's all about the vision / the game wouldn't be anywhere near as good without the online requirement' argument... heard it a few times now, yet to see it actually proved true, but there is always a first time.
Originally posted by Zilego
Is it just me, or did it seem like the guy never really answered any of the questions asked.

Yeah pretty vague answers, which in a way is smart (can't be held accountable for what you don't say), but ultimately it all comes down to what is delivered. I got the special edition with the season pass, so I'm getting the first two DLCs regardless, but unless they are really something worth playing I won't be hanging around for the the third.

Umm, isn't that all the quest types in MMOs?

The worst quests are the ones with poor story / no context; also forced quests. If quests are optional, have some good story and a bit a context to tie them into the world then I don't care what the task is (as long as it doesn't take more time than it's worth).

Well at least it's sorta, kinda, heading in the direction. By which I mean legendary engrams and 'hard mode' rewards definitely needed a fix, but seems like they are quickly heading down the 'epic loot for all' path... which IMO (and experience) just cheapens the whole thing for everyone.

I generally don't do raid content so I can't speak for that, but I like playing a tank simply because it does require some knowledge and skill. Other benefits I would list are:

  • It is easier to stand out as a good tank, though the reverse is true as well.
  • No more bad tanks in pugs
  • You ultimately have the power to lead the group. If the dps is being stupid, call them on it and 9/10 times they will behave better for the rest of the run.
  • Instant queues.

One thing I don't like is timing based mechanics, i.e. stuns / interrupts, but that it mainly due to 250ms+ ping.

While i wouldn't put it quite as scathingly as the OP, I do agree that even selling cosmetics (in sub based games) tends to drain the life out of them.

One of things I like about FFXIV is all the little events they have for cosmetic stuff. At the end of the day it's just fluff and the events aren't much in terms of content, but they add a sense of life to the world. Also, it means that if I see someone in game with cool looking gear I know they got it in game and that I can too; nothing breaks immersion like a credit card.

Originally posted by Bladestrom
I think wildstar may be a little confused.  Its end game aims at experienced, skilled players but the virtual world aims at children e.g 'get the fuck out of here'  when you level.  A child may gets excited when it hears a naughty word in a game, adults LESS so.

Same feeling I got... the game keeps telling you it is 'hardcore' and 'awesome' but actually playing it feels more like a bad Disney action game on easy mode. Yes I only got to about level 12 and supposedly "it gets better", but if you can't create a compelling experience in the opening levels why should I trust that there is anything better later?

Originally posted by FIXTHECAMERA

Look at WoW's camera control, fluidity, movement, responsiveness, bug free game play and combat, in fact, it's probably the most responsive game I've played in my life, yes, overall game, not even just mmorpg's. People don't realise what makes it feel so "right".

I wish developers would start understanding this is the entire foundation of WoW's success and STOP trying to make WoW clones, because the actual themepark design of it is painfully boring, if WoW had a clunky camera with stand still combat and spells that are only made to sound cool. I GUARANTEE you, it would be nothing like it is today, and has been.

No idea about the PvP aspect (never was into it much), but you are certainly right about the above. WoW's moment to moment, (and meta) gameplay just works. It's smooth, it's intuitive, it has fair bit of depth for those who want to dig (or at least back in BC and to a lesser extent WoTLK, no idea since), and it's basically the one thing that every other theme park since has failed to copy.

FFXIV:ARR is about the closest I've found so far (and to me is superior in a lot of ways; like I said, not into PvP), but even it feels a bit clunky at times. Rift and WIldstar have been decent attempts, but Rift burned too quickly, and Wildstar's low levels are just painful (it also try's way too hard to be 'cool').

Hmm, kind of interesting in this now... still going wait for player reviews though.

To add a different slant to the discussion I would say the main, and really only, thing the next great MMO needs is to imbue a sense of purpose in it's players.

Now, what purpose is exactly differs by player (and mood), so it's not an easy thing to pin down, and indeed many facsimiles exist in MMOs today, from gear and reputation grinds, to quests, to PvP arena rankings. However we are used to all these things now, we know what they are, where they lead and what is missing; namely a true (or as true as you can get from an artificial world) sense of purpose that drives us. Sure we will still go back to them from time to time absent some alternative, but ultimately they are hollow, and the more our awareness of this grows the more 'burnt out' we feel.

I'm not sure what the next truly great MMO will look like, what rule systems it will have, what combat, PVP, crafting systems, etc. it will have, but I am sure it will have some way of offering purpose to it's players that we have not seen before.


Originally posted by Aeonblades

I agree with the premise of the post Kopo, even most of the points you made. My problem comes in with: How do we fix it? What can we do as consumers, if anything? We have no unified voice, everyone has a different opinion about what innovation is, and means. We are all over the place with our wants and desires for games that developers eventually cave to player demand, only to find out half the players wanted something completely different.


It's nice to live in a day and age where we, as players and consumers of the video game industry, can influence changes in the games we love through feedback etc. At what cost have we achieved this ability though? Was the cost too steep in anyone else's opinion? I feel like we enjoyed games like EQ, DAoC, etc. more because the developer knew what was best for the game, and made changes as necessary.


Are we really qualified as simple players to demand changes to a game that usually end up hurting the game in the long run through mechanics, sub retention, etc?


I have a ton of questions on this topic but don't want to derail Kopo's thread with it. Anyone else's input on any of these questions would be awesome, as I'm wondering if we wouldn't be better off altogether to let the developers take control of their products again.

I agree with you to the point that everyone is different and likes / dislikes different things... which is to say, and to answer the OPs post, there will never be 'one MMO to rule them all'. Which doesn't preclude the creation of 'the WoW killer', just don't expect everyone to like it.

As to whether we, as consumers, should give the power back to the devs?

It's not that simple. As someone who creates software for a living there are always choices to be made... from what text should go on a button, to exactly how a system should behave... and it would be great to have the customer answer all those questions for me. The problem is the customer basically never has much of a view of the program as a whole and so does not appreciate that seemingly quite simple choices ('just' do this / add that / etc.) can have far reaching implications. At the same time, I'm only one person, I'm not an expert in all fields, so what I think is a good choice in theory may be less so in reality due to factors beyond my knowledge. I'm yet to make more than a very simple game, so I can only imagine the choices to be made for something as complex as an epic MMO.

It takes a very special person (or more likely a team) to make the right choices all the time, and I suspect a lot of bad choices are made due to developer ego (or just plain can't be f***ed to think of a better solution). In that regard it would be good to have the devs choices checked, and pulled into line, ideally by the customer(s) during the design stage (assuming they even know what they want), but that means a very careful separation of 'who knows best' about which aspects of the design. Tie all that in with a limited budget and time and it's no wonder so much software (including games) ends up the way it does.

So to answer the question... in an ideal scenario you have the right people making the right choices at the right time. In reality the 'right choice' is (mostly) going to be subjective, so the right person(s) to make that choice is also subjective. As for the timing.. the design stage is, again, ideally the best, but also the point where all stakeholders (developers, customers, publishers, etc.) have the least knowledge of the project, and are thus the least qualified to make any choices. So yeah, not simple.

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