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All Posts by Dakirn

All Posts by Dakirn

18 Pages First « 12 13 14 15 16 17 18 »
348 posts found

I love this move. Finally I can choose which bits of the game I want.  I craft for dozens of people and I'm sure going to spend my Turbine points on additional shared bank slots and other goodies.

Since the items in the store are optional and for convienance I don't have a problem paying for them. Nothing is going to change for me except that I can now buy some additional things that I didn't previously have access to.

The cost of playing an MMO is already dirt cheap. I'm more than happy to pay for additional cosmetic and fluff items in a game I devote a lot of time to playing. In fact, this change has had me thinking maybe I'll buy a lifetime sub afterall.

I imagine Vanguard was left off the list because there are "zone lines" for each "chunk" of area. The world is ungodly huge, especially when you add in water travel.  It's too bad the "invisible zoning" never materialized.

LOTRO is huge. Just because some people didn't take time to experience it doesn't mean that the land space isn't there.  Eruid Luin, the main world, moria, loth and mirkwood are the only "broken out" zones.

Everquest 2 zones were large, but they were all separated by zone lines, as was EQ (another reason it's not included).

WoW is big.. but like someone else said, it's not huge. A lot of area is restricted by mountains that you can't visit.  Water is even restricted by killing you if you swim out too far.

Some people love large worlds and others hate them because of the sheer time sink in trying to cross them.  As long as world content has to be created by hand we're not likely to see a huge world that is meaningful anytime soon.

Originally posted by Vinterkrig

Originally posted by Tailz2k7

Hope he goes to work for En Masse, He was by far their best Dev. imo.

i sure as hell hope he doesn't, most talented at what? what content was in STO that was good?  I saw nothing, I gave the game a real good shot, I still have nightmares of killing 10+ birds of prey per mission, the game was SUPER bad, Star Trek theme is the ONLY reason anyone is still playing the game, or probably ever played it to begin with.

I hope this guy goes and works for Blizzard, where he can not be in charge of any potential new games content.


Ya.. you know those "10 bird of prey omg" missions?  Those were the missions he didn't write.

Gozer wrote pretty much every good quest and STF in STO, not the crap you're talking about.

Originally posted by TheHellfire

So was that extra months sub worth the wait for this raid that is the starter quest reskinned?

There are plenty of reasons to criticize STO, or not like it. Your comment shows no knowledge of the game, the task force, or any regard for an accurate assessment.

The Task Force has almost nothing related to the tutorial.  The story of the task force explains the tutorial but the two couldn't be further apart in content.

The Khitomer Accords is a fun, challenging 5-man mission. It has a good story. It's not easy sauce. While it's not as hard as the other task forces in some respect, they already plan to beef up the difficulty.

Unfortunately no matter what Cryptic does they always lose.

Yay! New update on the developer log on the main site.

Yay, site update with the information about Waerians. Yum.

I think he doesn't like the term "quest" because it has been bastardcized in MMOs.

Quests in every MMO are really just a list of pitiful tasks so that you get experience to level.  Collecting 10 warg collars is not a quest.  EverQUEST didn't have any quests, even at the beginning, unless you consider jboots a "quest."  But jboots was just a task to kill 3 mobs and bring some gold back to a gnome.

Destroying the Ring of Power in Lord of the Rings is a quest.  The entire journey for Frodo from the shire to the top of Mount Doom is ONE quest.  Going to the Prancing Pony to meet with Gandalf is a step in that quest, but not a quest in itself.

Dorothy's quest to find the Wizard of Oz was a quest.  Things happened along the way, she met different characters and faced challenges.

Wikipedia has good examples of what I think Jatar means by quests.  I agree with him and I've always had problems with how MMOs call these tiny tasks "quests" when they should be called missions or tasks.

Nobody can tell what CoS is or will be except for the devs but if they say things are going to be different I'm willing to at least give them a chance.  I'll reserve judgement until it's further along and then I can start complaining


Edit: of course Jatar posts the same time as me, bah!  Well, at least I think I got right what he was talking about

P.S. I really like that emote.

Originally posted by PhelimReagh
<Mod Edit>

Maybe you should spend more time with hooked on phonics instead of insulting people. You're reading what you want to read rather than what he's actually saying.
How many different ways does Jatar need to say "yes the story ends but that doesn't mean you have to stop playing"?  Just because the main storyline has a conclusion doesn't mean the game is over.  You can still keep playing that character until the next storyline is in OR you could start another character.
He has also said in other posts that there IS end game content to do such as large scale raids in ADDITION to doing quests just like you do before you finish the epic quest.

Originally posted by PhelimReagh
Originally posted by Jatar
Originally posted by PhelimReagh

From what I've read so far, I am intrigued with the game.


However, from some things I've read, the game is based around the concept of "climbing" up the levels of the Citadel to an ultimate goal.


Doesn't the simple urban planning and architecture of the Citadel limit just how far you're going to be expanding this game? Eventually, you're going to more-or-less get to the top/center of the Citadel, and then what?


Or am I way off here?

Think of the climb up the Citadel Tiers as the build to the climax of a good fantasy series (maybe a MASSIVE one, but still, a series).   After all you can read a big fantasy series in 20 hours, and you could play that far in a week (or less) in Citadel of Sorcery.  Still, a year or two (real time) down the line you could reach the Citadel itself at the top of the Tiers.  Your question seems to be, what then?  Is it over?  Was is all fruitless?  Well, did you ask yourself that at the end of reading Lord of the Rings (or seeing the movies)?  Or did you say, wow, that was a great book/movie?  That's our goal in Citadel of Sorcery, to have a real and satisfying ending, a goal that you can reach rather than an endless repeating game that only adds more area, but nothing else really new.  We feel the average player will stay with our game longer because there is an end they can eventually reach and experience, a climax, a point to all of this struggle.

So... you reached the end... then what?  Do we dump you out of the world on your er... butt?  Nope.  You can continue to play with your current character if you really want to, even though the epic storyline has concluded.  However, there are other choices.  You can start a new character if you want and your journey would be quite different, trust me.  But that's not all... while you are working toward that grand climax that will take place when you reach the Citadel fortress at the top of the Tiers... we will be working on the sequel story. 

That sequel will take place in this same massive world, and you can take your character into that new epic story and continue your adventure, building toward an all new grand climax (just like any good fantasy novel, there could always be a sequel).  After all, Lord of the Rings was a sequel... to the Hobbit.  The Malloreon was a sequel to the Belgariad, and there are endless examples.  Just because one epic adventure is over for your character doesn't mean life is over, the sequel awaits.  How far will we take these sequels?  As far as the game is popular.


You used an awful lot of words to say "yes, the game is a largely linear story and will have an actual end, though the story will take a great deal of time to unfold, and we will be working ona second story as well".

It's not necessarily a bad thing. However, I can understand lot of folks might be a bit dubious of an MMO like that if it lacks any serious repeatable "end-game" content, especially is there is a "box" price in addition to a monthly subscription. An argument could be made the CoS is not much more than single-player RPG that has a few grouping options.

I just think you might want to consider that if a player spent hundreds of hours building up their character, they'd be disappointed if the game was pretty much "done", and their other option was to start a new character until a sequel may or may not come.


I'm not suggesting that you "need" a WoW-style end-game. Just consider that MMOs generally reward players for playing (i.e., subscribing) longer.


There are "raiding" elements of end game, he mentioned them in other threads.  There are large coordinated offensive "encounters" that you do with a lot of other people.

What he's saying is that the main storyline ends but another one takes its place.  You don't lose your character or the time you spent on it.  An example would be once you're done with the Citadel the main storyline takes you elsewhere. You still have your personal storyline which never ends.

And just because you don't advance the main storyline doesn't mean you cant play.  All of those people in LOTRO who have done all of the epic storyline in the game still play the game, it's just one of those side things.  I think maybe you're taking it a bit too literally.

You could call almost any MMORPG these days a single player game with grouping options.  Even EQ has beccome a solo grindfest until max level when all you do is raid raid raid.  WoW is totally soloable to max level, as are many other games.

Originally posted by Recker

Oh and they tease us with the faction page showing 4 factions but only 2 are avaiable. Help me out here. The other 2 faction are cardasian and romulan yes?????


Yes, they will be added later. Currently it's just Starfleet vs. Klingons.  I'd also expect to eventually see other factions such as Marqui.

Originally posted by Recker
Originally posted by Pagoas

and it has Zachary Quinto's voice.  the newest, hottest VILF.


vilf???? hun wtf is a vilf

Vulcan I'd Like to F... well I can't finish it here.  Kinda like a MILF.  I suppose a Vulcan could be a VILF and MILF.. hmm..

Every time an MMO is released, people say it wont last past a year. Yet almost every single one has lasted longer than that.

The ones that have failed in the past few years could be counted on one hand (ok maybe two), yet there are still dozens out there that are successful and have much smaller fanbases than STO.  Heck, even AoC is still going.  Darkfall is still making a profit and has an expansion coming out.

While STO isn't perfect, it's pretty fun and game play gets more complex as you level and get past a Miranda (which people seem to judge as the entire game).

Originally posted by GrumpyMel2

A big part of the fun of those old PnP sessions was also based off of the dynamics of the group.... Of having to work with characters who's goal's and motivations and more's might not exactly match your own but who need to cooperate with each other through shared neccesity.

A perfect example would be a human town that was being attacked by a rampaging horde of undead. The town is home to both a Paladin and an Assasin. They may have entirely different motivations for wanting to defeat the attack, certainly different ethics and different methods that they are willing or prefer to use. However they both realize that neither can accomplish the end goal (fending off the attack) by themselves. The process and tension of how they go about figuring out how to work together and to what degree is a huge part of the fun of playing. Add even more players....or maybe even groups/guilds/factions of players into that mix and you've got something that I would see as tremendously entertaining.

If the individual can accomplish the end goal on thier own without the need for cooperation of another character.....then pretty much that entire dynamic/experience is lost.



The problem with this is you run into the whole "I want to feel unique in an MMO" problem.  How do you take advantage of PnP when you have 10,000 people running around the world?

Some things would be great to see but aren't possible with today's MMOs, or at least nothing that anyone has developed so far.  With PnP you have a real-life person controlling everything that's happening for a small group of people.  It's impossible to get that type of intimacy in an MMO unless you start using instances like CoS has said they plan to use.

If you want the feeling of making a difference, really there isn't any other way.  You can't have 10,000 unique people in a single world AND have them affect the world in a realistic way unless you plan to run out of content in the first hour the game goes live.

Games like Dragon Age work because there is you playing, plus the stories created for every NPC.  How great would that game be if there were 10,000 other plays following your storyline and beating you to every accomplishment?

Nobody really thought much about NPC voices until EQ2 tried to do it, or at least complained when games didn't deliver it :)

The problem with voicing every NPC is that it's extremely expensive and time consuming.  Imagine having 500 NPCs and having to have 500 different voice actors come in and record every possible thing that NPC ever could say.  After you send them home, you can't add anything new to the NPC's dialog unless you hire them to come in again.  While drive space is cheap these days, this is still a ton of time and effort..

I remember a dev in AoC beta trying to explain this to people.  Sometimes people just expect the world without considering the logistics and complexity of delivering it.  Some games do this pretty well and try to do it whenever possible.  I don't think that it would work with CoS with the way that that they said they're designing the game to make NPCs more realistic.  It would probably limit what they could do way too much if they had to make sure that every NPC had every piece of dialog recorded.

Dunno, could be wrong.  Maybe Jatar would chime in about it.. but since they seem like a smaller company I'd rather see their resources going to making the game fun, complete and enjoyable rather than some "gee that's nice to have" voice overs.

Originally posted by GrayGhost79

It isn't false advertisement because information on these features being removed is readily available to anyone that has done the minimum amount of research. It's stated in several interviews what was removed and why. In dev journals, in Dev posts on the official forums etc etc etc. As long as the information is available it isn't false advertisement. AoC managed to avoid this by posting DX10 wasn't going to be in like 1 day before launch. Aventurines info about what has been removed has been available for a very long time lol, some of it for years.


If it was removed, why is it still on the site?

People shouldn't have to hunt and peck through all developer journals and dev posts in a forum to find out that the features listed on the OFFICIAL site of the game have been removed.

I can't see how anyone can logically think this is acceptable.  Your whole defense is that someone should read every piece of information on the game EXCEPT the OFFICIAL SITE?  How does that make any sense?

If anyone ends up with one left over please let me know i'd like one

Originally posted by bongloads
Originally posted by Flaringo
Originally posted by plescure

My first impressions when playing DF for the first time was = Vanguard. A hugely buggy game with a lot of potential! However the difference with DF is that ,unlike VG, if you are patient enough to persevere with it and look beyond the roughness of it all, a genuinly different type off MMO is there unlike any modern MMO on the market today. Ive been playing for a few hours now and i havent got a clue what im supposed to be doing and loving it! Every little thing that i learn to do is a challenge and there fore enormously gratifying when i work it out. Its a welcome tonic after the recent spate of hand holding MMO's that have flooded the market since WOW.

I love those games where you're just thrown out into the world and you have to find out what you're supposed to do yourself. If Darkfall is one of those, that's great. But here's the part that keeps me from jumping out of  seat from excitement: there's nothing to do. Or at least that's what I've heard. I've read there's maybe a couple of fun quests to do, and I guess you could do gathering and crafting, but 90% of the game will be killing. When you know that, you do have an idea of what to do. You grind until your skills are decently high, then you kill people. You don't play through the huge and epic quests, you don't drop your sword and become a merchant of sorts, you don't travel far away, build a house in the middle of nowhere, kill people, collect their weapons and stash it in your house (sorry my thoughts are just carrying me away now), you don't explore the great lands of Darkfall's world and find treasures or hidden dungeons. You kill people. And that's about it. 


I'm not saying it is like that a 100% and you'll be restricted to doing nothing but killing, I'm just saying I've heard that the game is based around PVP and that's what's worth doing. It's not like UO where you can do whatever the heck you want.


I disagree.  My time during beta, i spent maybe 5% of the time PVPing, the rest of the time discovering hidden caves, dungeons, cities in volcanoes.  I spent it fighting monsters to give me the arrows/regeants/gold i need.  I found a treasue chest key off a monster and spent a couple hours looking for a chest it could unlock... finally finding one that gave me 2k+ gold, a magical plate breastplate that was extra affective vs. bludgeoning, and a skill 30 bow that gave me + 3 dexterity when i equipped it.  

There's LOTS to do besides PVP.


And did you lose those items you took all that time to get when you were ganked next?

I know equip doesn't mean anything, but if the point is that it means nothing was it a big accomplishment to get it?

Also I'm curious what happens after you've explored all of those caves and dungeons.  What do you do next?  Unlock more chests for items that don't help you?

I'm serious, not trying to troll.  I honestly want to know what there is to do after the initial shine wears off..

The real Greek power to finish Darkfall:

There was a thread a while back asking about what skills and abilities you'd like to see, but I'd like to start a thread to discuss cool abilities you've seen elsewhere that you'd like to see in CoS.

Over the years there have been quite a few good MMOs with really cool abilities.  What are some that you've seen in past games that you would like to see in CoS?

How about an ability you've seen but would like to tweak just a bit to make even better?

I personally always loved the Feign Death abilities.  Quite fun and useful.  I also like the "shadow step" abilities that Vanguard had (teleport behind target).

Anyone else that would like to share?

Originally posted by skipeth

"...testing phases planned later this year."  sweet!! BETA

Guilds/villages/keeps sounds like it's moving in a great direction.  I thought that instancing every guild from the same door in town kinda weak, but this sounds great.

Keep up the great work!!


Alpha actually ;)

Lots of games get confused with beta and alpha.  A "beta" game should be feature complete, as taken from Wikipedia:

Beta level software generally includes all features, but may also include known issues and bugs of a less serious variety.

The word "beta" has been used incorrectly for MMO testing because all of these beta MMOs are no where near feature complete.  They're more like an alpha or pre-alpha testing phase where there are still major features missing.

As far as the instanced guild thing... that's no different than EQ2 or other games that have instanced player housing.  The problem with player and guild housing is real estate.  You only have so much physical space and you can't possibly fit everyone into it.  You also don't want to leave anyone out when space runs out.

That leaves you with heavy instancing or specific places in the world where you can build.  Each fixes a problem while causing others.  For example it doesn't make sense that two people who enter the same house have different houses.  In the case of "world specific spots," that you can only build a specific building on a specific piece of land.  No matter which way a game chooses they're either going to have to instance the guild housing or deny people housing when space runs out.

I think the idea of allowing guilds to build out in the world is a much better idea and gives more control than most MMOs that allow guild/player housing.  I think the size of the world means plenty of space to build the size of guild you want.


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