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All Posts by Robsolf

All Posts by Robsolf

195 Pages 1 2 3 4 5 6 7 » Last
3889 posts found
Originally posted by dreamscaper
Originally posted by Wizardry

There is a HUGE design flaw in almost every dead game and why they should remain dead.The two biggest flaws is not allowing me choice,i am not going to chase around yellow markers all game,no way in hell.The second is super FAKE worlds,just full of meaningless backdrops that you cannot touch or enter,just a simple model with a texture slapped onto it.


The only huge design flaw City of Heroes had was that it was published by NCSoft.

A surprising lot of cancelled MMO's have that flaw.

Originally posted by Tyggs
Originally posted by GhostRider00

X-Wing vs Tie Fighter , Best Star Wars Game Made

no MMO's


Umm... you can still get that.

You'll probably need some 3rd party mods to get it to look right in 16:9 16:10, though.


Just a bit more banter about the tail end of your article:  when you dye overtop of a previous dye for gear, to you lose the ability to revert back to that color?

Because if so, then it's not the same as the lotro dye system.  In the lotro system, you consume the dye when you use it on the piece, but you keep the dye option for that piece forever.  of course, each piece you wear requires a bottle of dye in order to match.  This gives the user flexibility and options while at the same time gives the Scholar profession a means to still make money on dyes.  win/win.

We'll see what BW comes up with.

Originally posted by Torval

AutoAssault would be cool if it were reborn rather than resurrected. It's a cool concept that could stand some modernization and depth.

This, through and through.

I couldn't get into the game as it sat, but if somebody took the concept and remade it, they'd have trouble coding with me trying to shove money into their hands.

I'd like to see Motor City Online brought back to life.  REAL car parts, none of this "these tires let you go +6 faster!" crap.

As far as games that deserve to be resurrected, Vanguard tops that list, IMO.  Circumstances entirely external from the game itself led SOE to make to treat it like its red-headed stepchild from the day it launched.  It and its fans deserve a relaunch with a real team behind it.

Pretty much agree.

To add to that, the devs have insisted several times, back before they caved and finally started doing dye and match chest options, that it would be a slight against the art department to allow people to choose their own colors, or modify the original colors of the gear.

They changed their tune, or course, but as you know, they did it via the cartel market, and putting the "match chest" option behind the sub.

However this new system works, you can bet it will be heavily gated and/or readily available via cash.

Not saying that they're an evil empire for being that way, it just means that a feature that I would very much like will still not convince me to play the game for more than a month at a time.

Finally, it really is pathetic:

LotRO has had cosmetic options since launch, and the multiple outfit option a few years later.

DCU online had a terrific system at launch.

GW2 has a pretty good system, available about a year after launch

Secret World:  You bought it, you have it forever; doesn't take up inventory space.

I'm not sure if there's a AAA MMO made in the past few years that doesn't at least have dye and/or transmute systems.

But this high budget flagship of an MMO SWTOR takes 3 years to figure out that just maybe their players care about what their characters look like, and might want to keep a particular look or 3.  Players had to fight tooth and nail just to get them to accept the fact that they might not want to have a blue chest, brown leggings, and yellow boots.  Yes BW, I want to be the Trooper version of Tom Bombadil...

I suppose ya could write a character origin about how you're Voltron shrunk down to human size...?

I'm usually one to post in defense of SWTOR, but this issue is indefensible.  We'll have to wait and see how the new system works.

There does seem to be a newly found(since early last year-ish) urgency in development to finish up the books.  It seems they are moving full steam ahead toward Mordor(Minas Tirith is coming this year), whereas in previous years they were branching off into other directions(Evendim, Forochel, Mirkwood, the Dale/Erebor instances, etc).

Server populations have been declining, at least on some of them.  The server unlock system they put together for Dol Amroth a few months back(players contributed stuff to unlock instances) made that painfully obvious; Firefoot didn't unlock the instances until about 2-3 weeks before the next update.  I bet Turbine won't make that mistake, again.

I rolled my Beorning on Brandywine, and I'm sure glad I did.  Much healthier pop.

Anyhoo, back to the point.  My technical answer to the question is no.  The license thing is nothing.  I don't think 2017 was chosen with the idea that that's about when they'll close their doors, nor do I think the IP has any plans to terminate it at that point.

BUT, the idea that it might close up thanks to good old fashioned pop-drop isn't a far fetched one.  It seems like LotRO was stable for a good long time, up until the last Xpac.  Not that it was a bad one, IMO, but it really seems like that's when Firefoot started its decline into a very lonely place.

Personally, it felt like we were in Dunland/Rohan for about a year too long.

Finally, just a message for anybody wishing LotRO would go away so another company will pick up the license:  If that DID happen, I suspect that the new game would be even less like what you want.  I assume(maybe wrongly) that you probably want a massive open world, rich in Tolkien lore... and/or maybe what they pipe-dreamed MEO was going to be.  And that there might be open world PvP, even less emphasis on magic, etc, etc...

Don't count on it.  If you think a newer game will be more like EQ/Ultima and less like Neverwinter, you're probably gonna be disappointed.

Originally posted by Dakeru

I have been a GM on a private server for 10 years now and some of these excuses are awfully familiar.


"It was my brother!" .. back in the days they always claimed it was the little sister who also doesn't speak English.

"I only used the hacks on my 2nd and 3rd account - my first account wasn't used for cheating so banning it is unfair!"


What's missing here are a few of my fav lines :

"I didn't bot - I used an intelligence not from this world"

"Your screenshots prove nothing! On a sidenote: my char is so cute though <3 "

"What do you even gain from banning me? You hypocrite White Knight piece of shit!"

Ha!  Yeah... gotta love the 2nd/3rd account excuse. 

"But I thought I found a loophole that allows me to cheat without any consequences!  How dare you have the means to close that loophole!!!  It's not fair!"

Hypocrite White Knight?  Where the hell does that logic come from?  "I cheat, so surely you must cheat, too!"???

DragonRealms was my choice of the era.  So good, it wasn't until SWG that I found an MMO worth giving it up for.

Ah, I almost forgot... Dungeon Runners...

I loved the gear names... Cardboard Bastard Sword of Dullness...

I never actually got one, but they sold those gnomes for a while that would eat all your vendor trash and poop out gold.  At least you know the folks(or person) that made the game enjoyed doing it.

Originally posted by Foomerang

Tbh, as a swg super fan I was bummed not to see any of the many unique features listed here. But at the same time it is nice to see cool features from other games being showcased. Besides, it's not like swg doesn't get mentioned in every other thread like this anyway heh


too many good features to mention, I suspect.  Would have to be retitled, "5 best features from SWG".

As somebody that LOVED Interstate 76, as well as the post apoc genre as a whole, I was massively disappointed in Auto Assault.  I remember it really not feeling, in any way whatsoever, like you were driving a vehicle.  They weren't even able to come close to I76 in drive quality, a game built on the Mechwarrior game engine, and released 7 years earlier.

Tabula Rasa had potential.  If they hadn't spent 3 years going in an entirely different direction and instead spent all those resources creating the game they actually shipped, I think it would have been a success.  As a result, they launched a barebones game that lacked content and was just shooting, shooting, and more shooting.

But what it did right were the little things: run-over pickup, enemy spawns that don't just fade into existence but are beamed down by dropship or come crawling out of the ground... tucking and rolling after a falling jump, having to defend and retake bases, having to consider groups of mobs tactically...

And of course flat out stealing Milla Jovovich's likeness for the game box.  That's a no-brainer.

Originally posted by Margrave
channeling the darkness, or harnessing the light is pointless in this game . . .

Pretty much true.  Most annoying of all, is if you do anything other than make all light or all dark choices(ie... adding some manner of complexity to your RP), then you're slowing your advancement.

"You can have any beer you want, as long as it's a Corona."

They must change the name to:  "Manos:  Hands of Fate"

I only get the trial sub level for this new Xpac, so later levels might change.

But it seemed to me, from what I played, that the overall point of the new content was to build and develop your garrison.  Quest rewards were mostly materials for production, for example.

In comparison, pets had their own content, but you still had the new zones where you would develop your character as normal.

All that said, it seemed like a pretty interesting system to me.  Not enough to take my money, obviously...

Originally posted by fivoroth
Originally posted by GeezerGamer

Going back to our 1st MMO experiences, many of us took a look at the possibilities that awaited the future of this genre and the almost limitless potential that was opening up.


But yeah a lot of my first time experiences with my favourite MMO cannot be replicated again. Nothing can. At the time I played a game which was beatiful, magical, set in the world of my favourite game series but most importantly, nothing at the time was comparable to it. I haven't played any other games which were as impressive and the sheer possibilities is what wandered me.

I am guessing this is true of many EQ fans as well.

In my case it was SWG that gave me that feeling.  The first time I stood on the balcony of my house on Dantooine, and Luke's theme swelled up as the sun set.  All the horrible rubber banding and thoughts of bad skill balancing and awkward vehicle interface(there wasn't one) and Hulk level, rancor decimating doc buffs in a Star Wars IP just floated away in that one amazing moment.

That was a wonderful experience that I don't think can ever be replicated, except maybe in full blown VR.

Originally posted by Loktofeit
Originally posted by Ender4

Activision filed for bankruptcy in the early 90s because it had completely failed. Their current success has nothing at all to do with any of this. Kotick saved them more or less.

Activision, Atari... quite a few of the big names you see now have little or nothing to do with the original companies.

In related news, Cryptic is changing their name to Interplay.  

Originally posted by Enbysra
The MMORPG genre is not over... it is evolutionizing toward becoming Movies. 

And movies are evolving into video games!  Go figure!  

Originally posted by Aeander
Originally posted by Pepeq
Or... you were never the person they were marketing the game for in the first place...

 This. One million times this.

 Of course, the old-guard here on MMORPG seems to believe that their way of doing things is the only proper way. Never mind that tastes differ or that the best way for a developer to make a good game is to design it the way they so choose, with themselves in mind. We here at MMORPG clearly know what this genre needs, and any failure to lick our boots is a portent of the end of times for this genre. 

I've never quite figured out the mindset that thinks that "Y" losing means "X" wins.

"X theme park MMO closed!  Sandoxes win!!!"

Are MMO developers on some sort of bracket league that I don't know about?


Originally posted by Boneserino

You make very good points Robsolf. 

I know we constantly hear on these forums  how all the developers are "Greedy".    Well I don't think they are any greedier than the rest of us.

Probably the biggest indicator that this is true is just the simple fact that they are choosing, of all things, to build an MMO in the first place.  If you're a greedy lout who wants pretty good odds on a return of investment and steady, continual growth, I'd probably pick almost anything over an MMO. 

 What I do think they are, is scared.  Or at least hesitant.   You can jump off a cliff from 20 feet or you can jump off a cliff from 80 feet.  Both are scary but one is a little scarier than the other.

Yep!  It's very much the same decision we all have to make as career individuals(do we chase our dreams of becoming a rock star, or do we take the steady paycheck?), except with a whole crapton of zero's added to the end of the bank loan.

 Same with making a big AAA MMO.  When that kind of time,money and commitment is required, people are going to think about a lot of things before they take the plunge.   And a big one would be:    Will we get our money back?   So most of the design effort will go into that aspect of the game.

Yep.  It's already a compromise of risk just by doing an MMO.  You could be a head designer at a Point Of Sale or Time Clock Software company.  Or maybe even get into a place tied to a half dozen gov't defense contracts.  Or be the guy with all the money to invest, choosing from all those options.  If you're looking for guarantees or even high risk/high payoff, MMO's aren't very high up on the list of wise choices...

But you are right, if they can cut back the development time, and the expense, with better tools. then a significant portion of the cost and the risk can be removed.    This would definitely free up developers to be more creative.   Suddenly you would have a free for all of people designing games or virtual worlds, if the development time could be reduced to 3 years or less as well as the expense.

That, and possibly an implosion might be what it takes to bring that back.  Developing games is very much like any creative endeavor; if you're in it for the money, you're probably gonna be disappointed.  You do it because the voice inside your head(other than the one saying black licorice is made by Satan) compels you to.  You can't imagine doing anything else and being happy.

Maybe crowd funding will bring that heart and courage back to the forefront.  Maybe...


I'd like to address Richard's deduction that if Massively was profitable, they would be sold rather than closed down.

In 1999 I worked for a software company that was owned by a much, much larger entity.  At a time when our company was totally in the black, profitable, with no sign that we'd be posting losses in the future, they decided to sell us off.  Offers were made for the company, including from the person who founded and sold the company to them in the first place.

They decided that the offers were inadequate, or at least not as useful as the tax breaks they would get by closing us down and reporting us as a loss.  So that's exactly what they did.

I mention this to make the point that there's alot more to business decisions from on-high than whether or a company is revenue positive.  Obviously, if Massively revenue was pouring in, then I doubt they would close its doors, but still...

The bad news is that the scenario I recalled above is the very heart and soul of vul...venture capitalism.  If at any time during ownership it is determined that closing Daybreak's doors will bring in the most money for CN, you can count on it happening, whether they are profitable or not.

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