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All Posts by Nadril

All Posts by Nadril

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1207 posts found
One Word!!!
General Discussion « Aion
8/05/09 2:38:42 PM

Strategically speaking a "gnome" (short) character would be helpful for a dps that doesn't want to get targeted easier. Still I've seen just as many giant characters who are mostly plate dps and such who do want to get targeted.

My assassin is average size >_>.


Dual swords were better pre 1.5 while polearm is undoubtedly the way to go post 1.5 for a gladiator.

I don't really care that much about them.

One Word!!!
General Discussion « Aion
8/05/09 2:10:49 AM


I think all of us old schoolers are aware we are the minority, that's been expressed and understood for a while, and is the reason I joined this site. To voice my opinion and hopefully show that there is a strong following of classic MMORPG, that can definitely support development of one and will most assuredly make profit.

I understand that. I personally think a better way to go about things would be to find a game that you really care about that is in development and support it. Be an active member in their forums, write up articles about it and get people interested. It's amazing how much one person can do with word of mouth to get others interested in an otherwise indy product.


I don't strongly dislike Aion or WOW, I never cared for either game. To me they are just boring snorefests. I don't have anything against them. The only companies I have anything against are SOE and Ubisoft for outright lying to the players and destroying the time I invested on my characters in 2003 with the character transfers to new servers, which they stated many times would not happen.

Ok. I guess it just seemed like with you expressing your extreme dissatisfaction all the time that you had something really against the game, or those that enjoy it, or something. Like I said I can understand not liking a game or anything -- I don't think it really is helping just being overtly negative when you have other companies who do much, much worse. If anything you should at least be happy that they are releasing a polished game for once, and not a buggy turd in the box (Age of Conan).


If enough people voice their opinion we could possibly have a mainstream MMO again that is immersive, challenging, and creative. If all we do is remain quiet and gobble up the next snorefest...no...it's never going to change.

Like I said above, I would really find out an indie game that interests you and stick to it. I don't think developers are really going to notice some posts on MMORPG.com, although I do understand there are several developers who look here. However I do think that if an indy title did well for its self with the type of gameplay you are interested in that they would be more inclined to give it a try.

A lot of times fresh ideas do come from indy companies.

I do hope you understand why a lot of people are responding negatively towards you though. I know it gets annoying with the fanboys making a thousand threads about how amazing Aion is (and I love the game, but I'm not going to make another thread about it) but if anything it's just them being excited, haha. Then again those threads are pretty much asking to be critiqued.


Heh heh heh...I'll say this right now. DO NOT say that yellow shaded part to the 500k subscriptions of FF XI or the EVE Online crowd. I mean it, just simply avoid saying that part to said people.

I'll be sure not to :P.


By the way, a harsh death penalty is challenging. You're telling me that having to replace the gear you just lost, making up the xp you lost, and basically having to recooperate back to where you were at before isn't challenging? There are many aspects of the word "challenge" that can be applied. You can make gameplay mechanics challenging AND death penalties challenging and have a good game. That's what FF XI ended up being, and I sorely wish I wasn't 9 years old at the time the game came out. Now, I will have to settle for FF XIV next year (hopefully I can afford it because of going to a trade school and all that, plus the game keeps the main aspects from FF XI, which is group-oriented hardcore play).

I think it really depends on the penalty. An XP loss does convey some challenge because it is difficult avoiding it. You can't really slap around and still get stuff done, because if you die too much you'll end up going no where. I'm not sure how harsh FFXI's XP loss is, so I can't really say if it is something that would just extend time overall (because unless you're dying a hundred times you'll still progress, just a lot slower).

An item loss seems a bit different for me. It feels more like an annoyance because you have to spend a bunch of time replacing that gear. With that said I think EVE does it well where it allows you to insure your ship. Then again that game is something entirely different, and PvP is a bit more "realistic" in the sense that you have a point where you won't want to send out more ships and just cut your losses.

I guess I've just seen too many games that were easy and masqueraded that fact with a piss poor death penalty system.


By the way, that green shaded part, I'll explain this a little better. Do you actually think a person failing a dungeon the 100-upteenth time because he thinks he's making progress is actually good, when the person should realize his level is far too low to survive the dungeon? Think carefully to what you just agreed to.

I don't know, I think there certainly is a fine line to it. I do admire someone who will keep on trying -- and from a development point of view this is a great thing to have because it really ups the longevity. Still I understand what you are saying, although I've done things before in WoW that I would never have tried if a harsh death penalty was intact. (like trying to solo elites, ect.)


So I think I can see some good uses of death penalty, however it (obviously) needs to have the game built around it. I also still prefer, at least right now, PvP games without a very harsh penalty so that it doesn't keep you out of the action too long. Aion's penalty is perfect for me because it is skill based (you need a good K:D ratio in order to progress and get gear) but it won't keep you out of the fight for long at all.

I also think that death penalty makes more sense in a PvE game, or a game such as EVE. Not so much in other games.


Originally posted by cukimunga
If you're tired of the fantasy setting then that alone is a reason to play.   If you like crafting, FPS combat, a game that has no set classes then this game if for you.
I'm playing at launch for sure, I think the people that say the game runs like a slideshow are making things to be worse than they really are.

It didn't run like a slideshow, but it did run real terrible for what the game looks like / my specs.

I personally couldn't get passed the bugs in the beta when I tried. Maybe if they fixed them I'd be interesting, but some of the setting seemed pretty boring. It was a really "normal" post-apocalyptic setting from what I saw, nothing too interesting.


Originally posted by RamenThief7

Originally posted by ArchAngel102

A game shouldn't punish you for losing. Losing is punishment enough as is.



 
For you and people that think that way, that might be enough punishment for you. But, what happens if you don't learn from your mistakes? You would be doomed to repeat them, over and over, until the 100-upteenth time you finally learn what you're doing wrong. Or perhaps you would simply try to beat a dungeon, over and over, until you realize you just won't beat the enemies in that dungeon at the moment?
For gamers like I, middle-core through rogue-like death punishment teaches you to not suck and learn to be on your game 24/7. I can't stand the idea of an idiot that continuously tries to beat a dungeon, continuously fails because he's not strong enough, yet he believes that with trial and error that he's actually making progress. Had a harsh death punishment been there, he would've learned the first time that he's not good enough to run that dungeon quite yet, would recooperate and become stronger, and will then beat that dungeon fully prepared.
Some games should have that type of punishment you mentino ArchAngel, people will play that type of game. Then, there should be games that follow my example, for that is where challenge comes into play.

Isn't it obviously better to have someone who enjoys to keep on trying a challenge, even if they die a lot? Maybe it's just something painfully obvious I am missing here but the better game seems to be the one that someone tries challenging things in, because there isn't a huge risk.

If they had a high death penalty than that player would just give up, probably go grind on some easy mobs until he gained some levels and could go beat that place. What is the challenge in that? It sounds like all it does is harbor that type of mentality to where "well, if I can't beat it no point trying". Not only is that not good for a game but just doesn't seem very much fun to the player.

If developers want to make a game more challenging then they should make the actual dungeon, or whatever, more challenging -- not the penalty. Because like I said before death penalties aren't exactly challenging anyways, because its not difficult to just keep on doing what you're doing. They serve to keep someone in a game longer, where as a game with a less strict death penalty but harder gameplay would do the same thing, while being more difficult and less tedious.

Crit setup helps for templar's leveling solo.

Stigmas, manastones and godstones are your customization in the game.


Originally posted by Dameonk
Fantastic.... yet another "This game's awesome!", "No it's not!" thread.

Yeah...

I'm glad the majority of the community isn't like this at least.

One Word!!!
General Discussion « Aion
8/05/09 12:02:55 AM


Originally posted by 1977

Originally posted by Ethian
 
I truely hope dudes like you stay away from it so the community is half decent...can't ncsoft find a way to keep the downers out? lol


 
Heh, I don't think you have to worry about me staying away from it. I've played it, it wasn't enjoyable in the least bit, and I won't be back. NCSoft is doing a fine job of keeping me out by the monotonous, bland, simplistic, unoriginal, asian throw together they are trying to promote and act like is what I have been praying for in an MMO for years.
This game is not it. If you enjoy it, fine, knock yourself out, bro, but you can see from the responses here that this game is not what it is hyped to be. It's a marketing ploy to get subs. This game is going to flop hard, mark my words. Most people that have played this genre 10 years can see that in about 5 minutes. I know, the truth hurts...deal with it.

You're the minority. As sad as it is to say this your opinion doesn't matter much to devs, because they don't really care if you're paying or not.

Like I said before, most of the people who strongly dislike Aion also very much dislike WoW. There are a few exceptions (Teala, and players who aren't fans of PvP at all) but you can certainly see how that does. Considering the outlook towards WoW is almost unanimously bad on MMORPG.com I wouldn't take anyone's opinions on here as fact.

Also, as much as it sucks to probably hear this, you aren't going to get what you want from a mainstream dev. You're going to have to wait for an indy developer release who are only aiming for a small slice of the pie. Luckily for you there is a lot of good coming out, although why do I feel that some people on MMORPG.com are never going to be satisfied with any MMO to come out?


Well you kinda got my point and missed some of it. Aion will do well enough, but it's not a game for some people. Someone needs to build a game that caters to all gameplay styles, that game would do pretty good. If everyone has something to do, (lots of downtime activities and plenty of decent gameplay elements that isn't like every other game on the market) you will see less complaints like these.

Oh no, I fully understand. I think that's a real challenge in MMO design though. It's almost impossible to cater to some different crowds in one game. It's obvious people are going to dislike, and even hate, Aion just like many dislike and hate WoW. I do think it's pretty much impossible to get a game that is going to appeal to everyone.


Originally posted by LordDmaster
I hate to say this, but one of my favorite death systems was AOC. NO I will not go back to playing it do to other resends. But I like the way that the death penalties stacked up.

I'm trying to remember about it (didn't play AoC in forever), but didn't the penalty its self not do too much?


Originally posted by Cephus404

Originally posted by Nadril

 
You're throwing around several ideas here. For one, why does it need to be an established goal? From what I understand people are perfectly capable of making their own goals, and it is perfectly fine. I'm sure some of you have made a goal in the past to lose 15 pounds, or to bulk up a bit. You get nothing for meeting your goal but satisfaction, and thats all that should matter.
Having personal goals or competitions in a game is not a bad thing. I think that healthy competition is good. Not everything has to be what the game tells you to do.
Again though, what you're saying is not true of everyone. There certainly are some crazy competitive people that think the entire thing is nothing but a race. That it's just about who can do the most dps, tank the most hits or kill the most players. Not everyone thinks that though. Like I said, I'm not so competitive that I would go out of my way just to win. I'm not going to sabotage my fun or friendships because it'll make me better in game or to meet some goal. I will, however, still view certain things as a challenge, and I think that is perfectly fine. Hell -- pretty much all of PvP can viewed as a challenge in its self.



That's exactly the point I was trying to make.  There *ARE* no inherent goals in MMOs, but there are an awful lot of people who seem to think that their way of playing, their reasons for playing, are the demonstrable purpose of the game for everyone.  There are lots of threads around here by people asserting that everyone else is "doing it wrong" and it's simply not so.  One of the best elements of MMOs is that they don't hand you a rulebook and tell you what you have to do and what the conditions for victory are, they leave it up to the individual player to decide.  So long as everyone is able to decide on their own what they want to do, then the MMO is working as it's set up to do.
The problem comes in when people say the point of MMOs is to group or the point is to compete or the point is to wave your e-peen and live vicariously through pixels on a screen and anyone who isn't doing it like they're doing it is doing something wrong.  Nobody ought to be forced to play the way anyone else wants to play.  You do what you want to do, if you don't like how it's done in this game, find one you do.  They just need to stop acting like they determine the reality of how everyone on the planet has to play.

I think both of us have gone off on two entirely different tangents this time. I'm speaking of more general competition, not about min maxing and dictating how someone should play.

It's not like it is too difficult to get around an IP ban.

Swimming?
General Discussion « Aion
8/04/09 11:18:42 AM


Originally posted by Cromica
There are areas in the game that if you were to fall in the water you have to die just to get out, So swimming will not be added because they would have to make major changes the the landscape.

I don't think people will listen to this sadly. I've tried explaining it until I was blue in the face but they still don't get it, haha.


Originally posted by -aLpHa-

Originally posted by Nadril

Bypass content my ass, it's all about travel time. How can you bypass content if there are clear level restrictions in place, i mean i wouldn't try killing mobs that are 10 levels higher then me, at least not without a group.

You get a quest that involves killing certain bosses in a large camp of elite mobs. With flying fully enabled you fly up, fly right over all of those mobs and plop right down on the boss to kill it. You're bypassing content.

Did I really have to spell it out? Part of the quest is having to fight your way there, not just waltz in there. Gliding is a perfect way of faster travel, by the way.


You can still bypass the mobs without flying over them, you may kill 1-2 in your way but thats about it.

Don't tell me you clear everything in your way, if you only want to kill the boss?
Never asked yourself why there aren't any flying mobs? Cry engine doesn't support it, thats what i read in a interview (that just shows another bad side of the game). That would also nullify your "skipping content" argument, if flying mobs would be in your way.


Ok, you're just trying to strawman your way out with the first part. I didn't think it'd have to be so hard to explain. I thought it was obvious that I meant only to kill the mobs that you had to on the way to the boss. Flying over them would allow you to bypass all of that.

As for flying mobs you should realize that you could just, you know, fly over them. Unless you littered the sky with a thousand birds everywhere (which would make flying in its self pointless there anyways) it wouldn't stop someone. And yes, it is an engine limitation, you've done your homework :).



Living and breathing world games are boring as well, SWG as an example. It had the grind, fetch, kill 20 critter quests. Sure you could harvest, dance, world build, craft, pvp, but that wasn’t for everyone. The thing is the average SP game has a point, direction ect, why shouldn’t MMOs? Why? Because it’s hard, and expensive. It will take one company to go above and beyond to do it, that game will be successful.

You're right, and that is probably why I don't play MMOs for a story experience but for PvP instead. (which is also why I'm looking forward to Aion).

It's really difficult to do though, like you said, because you have to find a way to allow it so that all the players in the game feel special and a part of the storyline, which doesn't work if a hundred people are doing the same quest.


Originally posted by Cephus404

Originally posted by Nadril

 
Sticking to MMOs though, you have to realize that different players have different goals. Some are like you, they just want to soak in the atmosphere, sit back and enjoy the game. Others are crazy competitive, they want to have the best gear, win the most fights and beat the most bosses. You have all these people who are somewhere in between as well, and I think a happy medium is a good place to be.
I enjoy competition but I'm not about to get too serious about it. I guess the best example is that when I played WoW I would get offers to join other arena teams, which in all reality would probably have allowed me to get a much higher arena rating. However I turned down all of them because the game is no fun unless I was doing the arena with my roomate. Still we were competitive, we just wern't so competitive that we would sacrifice fun just to win. Even if our comp wasn't the best one out there we still competed and we still tried to win.
 



 
That's really the point, there *ARE* no inherent goals in MMOs.  There's no way to "win" like there is in other games, there's no set of goals you can accomplish that the game shuts down and you're declared the victor.  About the only universal "goal" that most people can probably agree to is having fun while you're playing.
I find that a lot of the people who get crazy competitive really assume that the only reason to play the game at all is to compete and cannot see that many, perhaps most, don't follow their way of thinking.  There is no one way to play, like there is no one goal that everyone has.  The idea that everyone has to be cookie-cutter copies of everyone else is ludicrous.

You're throwing around several ideas here. For one, why does it need to be an established goal? From what I understand people are perfectly capable of making their own goals, and it is perfectly fine. I'm sure some of you have made a goal in the past to lose 15 pounds, or to bulk up a bit. You get nothing for meeting your goal but satisfaction, and thats all that should matter.

Having personal goals or competitions in a game is not a bad thing. I think that healthy competition is good. Not everything has to be what the game tells you to do.

Again though, what you're saying is not true of everyone. There certainly are some crazy competitive people that think the entire thing is nothing but a race. That it's just about who can do the most dps, tank the most hits or kill the most players. Not everyone thinks that though. Like I said, I'm not so competitive that I would go out of my way just to win. I'm not going to sabotage my fun or friendships because it'll make me better in game or to meet some goal. I will, however, still view certain things as a challenge, and I think that is perfectly fine. Hell -- pretty much all of PvP can viewed as a challenge in its self.

These type of threads are a dime a dozen (seriously, look at the first page of General Discussion) and frankly they're boring. We get it, people want a game to take thousands of man hours to get to the max level. They want to be spanked and told they're naughty whenever they die or make a mistake in game. Really though, the idea of needing a hundred threads all expressing the same thing is tiring in its self.

Game design is a changing thing. Trends come and go, standards are raised and mechanics are challenged. Certain things change for a reason, and I honestly believe that games are getting better. We're getting more attempts at truly artistic pieces, especially when you look at many indie releases in the past few years. MMOs too are evolving, developers are still trying to figure out a possible way to alleviate the feeling of "the grind" and guess what, it is a tough thing to do.

Players demand much more today than they do back in the day. I owned a number of NES games, many which would have obvious glaring bugs and issues. It didn't matter, it was touted as a feature or something that made the game tougher. And yes, many of that eras games were difficult - very difficult. I don't recall memories of beating many of those games when I was little. Going back to play them now, however, I can understand why. There are things those games do which would be a cardinal sin in today's market, and would be laughed out of the building.

Much like those old games old MMOs have several mechanics which are just plain faulty design. Forcing a long, tedious grind is something developers are very much trying to get away from (to what extent, we don't know, and possibly they aren't trying radically enough yet) yet several people seem to want to go back to what made games such as Everquest so terrible.

It is not a bad thing to bring in influences from older mechanics. Bringing in a new MMO which would have more exploration potential would likely be a great idea. Bringing in an MMO which would successfully pull the community together (not through forced grouping but benefits and other bonuses for being in a group) would likely to be received well.

The problem is that you want to bring along the bad part of these aging games. You want to bring along a harsh death penalty, or the infamous corpse run. You want to bring along the tedious grinding, the long waits to get into a group.

Like I said, developers should look forward. It has nothing to do with making a game easy or difficult but more of making it so that there are less tedious moments. It's not to say that every moment should be balls busting amazing but they should learn some pacing. For example Half Life 2 has wonderful pacing between frantic fights and slower, puzzle based gameplay. An MMO would be well to follow suit instead of moving too far to either side (non stop fighting or long tedious breaks).

Finally, difficulty is very difficult to implement in an MMO. Think about it, games are made for all sort of players. What this means is that not every player is going to be as good at a game as the other one is. In a single player game this is easy to resolve by adding difficulty levels. New, inexperienced players can play on "easy" while the vets can play on the hardest difficulty or, if available, an unlocked "extra hard" sort of difficulty. Many of these single player games which are incredibly tough if played at the hardest difficulty are also quite easy if played at the lowest difficulty. The problem here is that you can not have various difficulty settings in an MMO, as everything is persistent. One could feasibly make different difficulty level servers -- but that would bring in a problem of its self. After all what happens when you really want a challenge, yet your best friend would rather take it a little easier? Of course if someone can figure out a good, viable way for various difficulties in an MMO I would really love to hear it -- and I'm sure several developers would too.

It's really buggy when I tried the free stress test beta they had going on at Fileplanet. The idea of the tutorial storyline sort of intro was an interesting idea. However it just felt really.. unresponsive to me. You couldn't turn in air while jumping, apparently that was a "feature" when I asked about it in the general chat. (Several players made a note to me that well you can't do that in real life so you can't do it here! Well last I checked I was able to turn while mid jump pretty well.)

I don't know, it just felt really.. unpolished. When I got to the main world it felt very laggy as well, even though the actual game didn't look all that great.

Swimming?
General Discussion « Aion
8/03/09 7:13:34 PM


Originally posted by tehnoodle
i read somewhere that the Korean version has swimming

Those crafty Koreans.

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