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All Posts by Robsolf

All Posts by Robsolf

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I'll believe it when I see it.  Alot of games that have come down the pipe start out with claims that seem like they'd change the face of MMO's... Rift's ummm... Rifts, and soul system, GW2's events... and while they're perfectly good systems, they don't revolutionize gameplay by any stretch.

If I were a betting man, I'd say that this game will launch with the stuff they mention, but it won't have a significant impact on gameplay as compared to other MMO's.  We'll see; I'd love to be proven wrong.

Originally posted by F0URTWENTY


 The CEO is trying to sell Eve's real time skill system, not a good game.



You make the game F2P, and they lose the sub advantage they get from having a realtime based XP system.

I'd bet there's a huge chunk of subs from players aren't playing the game, just scooping up the XP and waiting for an enjoyable game to be coalesce.  They go F2P, they lose all that revenue.

Any F2P accounts they pick up will probably be doing the same thing:  setting off their XP advancement and logging off to play something else.

Originally posted by Muke

I was a early dec 2004 jedi unlock. Permadeath was in place for like mostly 1-2 months before they overhauled it.

That permadeath system did not cause players to quit,. Well, a few might, burnt out by the grind.

The grind and the lack of content did the trick. By then SWG started to bleed already.

Fact conceded.  A little searching "The Google" supports your point that permadeath was removed in late January/early Feb.  And according to Raph, the sub loss was, to paraphrase, largely due to a jedi system which forced players to grind professions they never even wanted to play.

But the fact that PD was the first thing to go in a system in which even the developers acknowledge was a horrible mess is poor testimony for the appeal of PD.

As an aside, I'm glad I decided that being a Jedi wasn't worth losing my sanity over.  I never bothered with it in any of its incarnations.

Originally posted by Muke
Originally posted by danwest58
  It was tried in SWG and failed causing people to quit the game. 


SWG did NOT have permadeath. It was ingame for like a week and then they converted it to a trained XP loss/death system.

So any loss of players can not be credited to permadeath content.

 The reason why the people left the game was because it was still in alpha mode when released -forced release- and because of a sandbox-turned-to-themepark-to-lure-in-WoW-customers-idea, which was rushed in 6 months as a secret side project to fool the customers and very, VERY poorly done with 2 weeks release notice.

I think they're referring to the 1st jedi system, which was in place until NGE if I recall correctly.  The same jedi system that according to Raph himself, brought about the beginning of the end of SWG.

The Dragonrealms MUD that I played back in the 90's had permadeath, but the permanent bit was easily avoidable.  Not going into much detail, you basically sacrificed incoming "learning"(XP) to a sphere which you offered to a shrine.  Each one would grant you a resurrection.  I don't recall ever having more than 3, but the number you could charge up may have been unlimited.

That's about as far as I would accept for PD, and for me to bother with it these days, the rest of the game would have elicit a bliss you could only get from a beejer on a hot-tub rollercoaster while eating cheesecake.

Originally posted by Asm0deus

Sad thing is Ryan Dancey doesn't have a clue... I spent some time in both the Pathfinder forums and he mostly just tried to peddle his vision to the exclusion of all, apart from what he WANTS to hear and what his YES men say.

This was quite apparent after about a week or two of reading the forums and watching his fans rip new and old forum members alike for disliking or giving constructive criticism or expressing doubt on certain mechanics or the direction the game was going in.

Ignoring all that is sadly what has led to this poor state of affairs.

Good Job YES men!

Well, to give them a little sympathy... what's the solution?  It seems to me they've taken a path that they can't walk out of.  They tried a revenue strategy that smelled funny from the beginning, hoping the results would bring more players/revenue; an early Eve-esque "slowgrow", and that hasn't borne out.

They can't go F2P, as it's likely that they'd lose a good chunk of their current subs; those who are subbing but not playing, picking up RT XP while waiting for a real game to coalesce.

Reverting back to a real Alpha/Beta development process is probably out of the question, and any mention of a server wipe will make pitchfork and torch manufacturers millionaires...

I think the best they can do is get Dancey to STFU, constantly offer vet incentives for subbed players and keep plugging away.

I think it's a great feature, for games I'm not playing or servers I'm not playing on.
Originally posted by Slapshot1188

Originally posted by Iselin

Moral of the story: don't trigger reviews when your game is in alpha/beta shape by turning on the subs or cash shop.


Developers beware: your game WILL be reviewed.

I think the main point I differ with the author on is that the SUB itself is not the main fault... it's the NO WIPE in a time based XP system (in an open world PvP game with looting).  So either you pay up now (and already be 7 months behind in XP) or you fall a year or more behind the curve.


THAT is the fatal flaw.  Even many of their diehards on the PFO forums realize that.



Very good point.  And to think, that damage hasn't really fully been realized, as the system that they lured their players into committing money to early(RT based XP) has rendered any official launch date moot.  Unless they use separate launch date servers, then there's no point.

You can bet there are alot of players paying $15/month and not even playing the game, in hopes that they'll get something enjoyable a year down the road, and they'll have their higher power toon to wander around with.

That gives me a great idea for selling Progress Quest Online...

Originally posted by Loktofeit

You're correct. It's not a troll thread. It's just the same thread he writes every three weeks. 

While I'm not a big fan of the "don't like it, there's the door" argument, for the life of me I can't figure out how a person can fail to find an MMO they at least moderately enjoy, without coming to the conclusion that they aren't into MMO's anymore and just move on.

I'm not at all for telling people to "Gyit Ayowt!", I just don't understand why they don't do it of their own accord.  Or at least just suspend interest for a while until something that appeals to them comes along.

Originally posted by h0urg1ass

1)  Combat.  Most players will spend the majority of their time in an MMORPG by fighting one creature or another.  If nothing else in your game looks good, or has an impact on the player, but the combat is phenomenal, then people will be able to look beyond it while you bring the rest of the game up to par.

If the combat and combat animations are trash, then many people, like myself, won't even make it to end game.

2)  Animations.  FunCom owns an entire motion capture studio.  The animations for Age of Conan are absolutely fantastic.  They even put the mocap golf balls on horses to capture all of the mounted animations.

How they went from such brilliant animation to such crap animation in the space of one game is mind boggling.

3)  Setting.  I just never felt like a modern setting did TSW justice.  I would have much preferred to play this game in a Victorian setting.  Adam Weishaupt founded the Illuminati in 1776, the Templars go back to the crusades and the Dragon have been around for millenia, so 1885'ish America would have been a much more interesting backdrop for this game.

Not only that, but considering that the game is based loosely around Lovecraft, a Victorian setting would make even more sense.

Not going to spend much time on 1 and 2, as I mostly agree for the same reasons you mention, at least on its effect on retention.  Though the last major update helped combat considerably.

3.  One of the major appeals of the game, to me, is the modern setting.  But I've had to accept that my opinion regarding the setting probably isn't held by alot of the potential market.  People didn't just leave the game after it launched; they didn't buy it in the first place.  Launch sales were extremely weak.  I could blame that on Funcom's reputation for horrible launches, which probably was a factor, but that's not enough IMO to explain the lack of initial interest.

With something like half of all prime time dramas these days having a modern supernatural theme, you'd think there would be a huge market for a game like this.  But apparently, there isn't.  Sure, a less flawed game might have been more successful, but people would have had to buy it to find that it was a good game.  And if TSW's initial sales are any indication, that just wouldn't have happened.

Originally posted by DMKano



Originally posted by Abuz0r

1) Nobody was max level.

2) You shared your account with 2 ppl so as a team you could have the best character.

3) If you died you were so screwed.......

What else...?


And you walked uphill both ways in snow....

The playerbase grew up and can no longer afford to spend 8 hours a day glued to a single game playing obsessively.

Short play sessions are king - the reason why MOBAS have over 50million players is due to this.

Ain't nobody got time for gen 1 mmos which were MAJOR time hogs.


There was nothing inherently hard about gen 1 mmorpgs - except ridiculous time requirements


If time sinks make a game "harder", then I'll create the hardest game of all by making people load it from floppy disks.

Originally posted by blastermaster
Originally posted by LordZeik
Nice to see the content they promised us over a year ago is now a dlc package.  Glad I got out of that trap.

Well.. to be fair, this content was "promised" while the game was P2P..

You can still pay for a sub. and get it for free, so it's exactly as they promised back then!  ;P


yep!  B2P or not, who gets it and who doesn't get it are exactly the same.  In either case, if you're paying for a sub, you get it.  If you're not, you don't.

Wow... that's way sooner than I'd expected.  I was thinking late Fall.  Looks like the drought might be officially over.

I can't say much about longevity, but the levelling, while short, is easily worth the price of FREE.  Certainly worth doing if you're a DC fan.

And their flight mechanics are easily the best of all the MMOs.  It feels natural and epic, and it's fun to drop from the sky and drive unsuspecting mobs into the pavement rather than get punished with damage as in the other games.

Originally posted by tammerlane.  Sad people start to cry and get angry.  And start flinging accusations.

Condescend much?

People should be angry.  And they should be concerned that despite the release date having come and gone, that there's yet to be any semblance of an alpha release.  All the while Roberts and Co. are still trying to build and sell items for this nonexistent game.

It IS possible to have faith in the development team, AND also recognize why people are upset, you know; maybe realize that they shouldn't be addressed like toddlers who lost their favorite toy?

Originally posted by Gyva02
Originally posted by Distopia
Originally posted by Gyva02
Originally posted by waynejr2
Originally posted by Gyva02
First and last name with a hidden middle name would solve all the I can't have my name woes....  People just get sick of getting name rejected so in a way they rage quit the name game and you get Girlxdfgdgf  lol... 

Or you could do like in the real world and allow duplicate names.  Databases have had to deal with that for decades.

There you go, they just keep track of your characters by your account number.

The real question is how do friends lists work, tell/reply systems, etc... Unless you use account name for that, yet then what is the point in names if we can't identify or communicate under them? I don't want to send tells to that would be even worse than the issue the op is pointing out.

Your name is whatever you want it to be the account name would be in a second or third hidden slot assigned automatically that no one would see. 

Perfect World games work like that. 

You'd send tells to @waynejr and @Gyva02, for example.  And it even spreads across games.  You could get guild messages from Neverwinter, while you're playing STO, for example.

Another nice thing about it is you could send stuff through email to @gyva02, and any of your characters can pick it up.

And, of course, you can use whatever names you want without them being taken.

SkillCosby... LOL! 

If it at least looks like a name, it doesn't bug me too much.  But yeah, stuff like XXXN1njaf@rtP0oPxxxorZ makes me want to buy a plane ticket and a taxi to their house, just to give them one massive swat across their melon...

Man... just imagine if Bioware did this.  Imagine if they crowdraised a crapton of money, but still kept building ingame items and selling them for real money, all while not having an actual game to use those items in, over 3 years on.  It would be a great day for investors of torches and pitchforks.

Whether you think Robert's intentions are genuine or not, ya gotta concede that something smells fishy.  If you don't, I suspect the desire for the pitched game may be clouding your judgement. 

Take AA.  People were pretty upset about the $150 Founder's Pack.  What if, before launch, they sold high resource super awesome lakefront plots for 500 bucks?  A guaranteed plot for 300?  And imagine doing that before there's even a game world to walk on?  All despite having more than adequate funding?

If you don't think that smells like a Nevada pig farm in August, then I've got some investments I'd like to go over with you.

I guess I'm getting off lucky.  My only investment is a free ship I got when I bought a new video card.  To lose that would be less of a setback than the 2 hours of life I wasted watching Wing Commander.

Originally posted by DAS1337
Originally posted by Robsolf

Thanks for the detail, Tolmos!  I do love me some account level bonuses in my "endgame"...

It does create a conundrum for us altoholics, where we're compelled to run the other 2 regions of content with our high lvl character, rather with a brand spankin' new race and class.  But I've never been one to look down on having a REAL choice as opposed to gear grind, gear grind, or gear grind...

My only dilemma is that with my first character, I somehow managed to miss about 3 levels of content from my home region, which pits my lvl 47 vs VR1 content.  That and some various underpowered gear issues.  I suspect I'll find some way to manage. 

Weird.  I'm in DC and I have a level 47 that is about 2/3 through Bankorai, and I have nearly all of Coldharbour to finish.  I imagine that I will hit 50 before considering the other alliance content or Craglorn.  There are also several private dungeons that I have yet to finish. 

 What alliance do you play in?

Having been my first time through the game, there are probably some areas I've missed along the way.  I started in the Ebonheart Pact.  My second toon is a Daggerfall at about 43 level.  Still have most of coldharbour to do and the fighter's guild, so I think that one's about on track.

Originally posted by Myrdynn

its the Willy Wonka contest!



Originally posted by Iselin
Originally posted by Robsolf

Sorta true about ESO' quests getting repetitive after a while.

A long while, but still.

IMO it's in the top 5 in terms of quest delivery.  But that still doesn't keep me from cringing every time some villager comes running toward me(which is alot), arms flailing:  "Help!  Save my village from being overrun/possessed/repossessed/under siege/poisoned by brigands/werewolves/vampires/spirits!"

It seems awesome at first, but by your 7th or 8th region, you start thinking villages and their quests are created by RNG's.

"Possessed by Trolls... sounds wierd but WtH.  Now flip a coin to see if the main NPC contact is directly responsible in some way.  The art dept. just made this sweet outfit; let's throw it in as a disguise, here.  Another village story down, 126 to go..."

Lol yeah. I got my one and only V14 character to that level by playing it the way it was designed - i.e. dutifully doing my 1-50 and the Caldwell Silver and Gold + dungeons and a bit of PVP... But I did take my time (~ a year to get to V14.) Still, I don't really want to do that again. 


 I don't have anything against stories in MMO -  I believe they're essential as a matter of fact - but a questing revolution needs to happen to make them more reflective of the multi-player reality of MMOs. Stories and events that involve the whole community (sort of like Rift invasions but less predictable, more world changing in significant ways) is where the stories and quests should focus. Sure we can still have some solo story line but the development effort shouldn't be mostly there. Daedric spawns and invasions that if left unchecked by the players could result in the permanent destruction of Vulkel Guard... that sort of thing.


The old convention of quest givers giving the same quest over and over again to all who talk with the NPC is a really ancient MMO device that needs to disappear. If they're going to create a world at war setting for the MMO well, create the damn world at war the way we would experience it if it was real: we either all fight as a community responding to events that need many of us to fight or we'll just be SOL.

Yep.  I think ESO does it about the best so far, and for better or worse, the phasing does its job of making changes seem permanent; places where you've "brought peace to the inhabitants", they seem to "stay peaceful", for example.  It's certainly a step up from most MMO's.  But it would be nice to be able to revisit these places and find new things to do.

GW2's attempts to create dynamic areas are good, too.  But they usually just get reset sooner or later.  Permanent changes are tricky stuff, especially if you want them to be meaningful.  Credit to the GW2 folks for having the courage to tear up Lion's Arch...

Hype can sometimes make people expect a revolution, when it's pretty much always gonna be an evolution.  Baby steps to things arguably getting a bit better each time.  I guess that's why I'm generally pretty leery of "Star Citizen levels" of game promises.  One of the most fatal things a gaming company can get wrong is scope.  Baby steps...

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