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All Posts by Robsolf

All Posts by Robsolf

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3904 posts found

Did that one pick actually have a "mountain dewback" in it???  LOL!  I never caught that when I played!

A long, long time ago, in a SWG far, far away...

Originally posted by oduinn

After reading through many threads and postings... is there an actually release date yet?

I'm ready to move on from AoC and this is the only game that's grabbing my interest out there....

 

 

 

If I had it to figure, late next year at best.  They haven't even entered closed beta yet, and they usually don't announce a release date til' 2 months prior.  And even then they usually push it back.

I guess what I'm saying is, even if they announce a release date, I wouldn't even count on that.  That's the nature of MMO's.

Originally posted by Moirae

 

I'm not trolling. I'm sick to death of this idiotic question that keeps getting asked because people are either being stupid when they know better, or just want to ask it to ask it.

Don't accuse me of being a troll. Its childish.

 

Then get sick to death of answering questions you don't like to answer and NIP OFF.

Also, to give you a little history, I trialed LotRO several times since it started, and incorrectly concluded that it was WoW in Middle Earth.  After playing AoC for the 3 months and quitting this spring, I tried again, this time finding a bit more out about the system.  I've been there ever since and have enjoyed it more than any game I've played in 5 years.

Originally posted by RendRegen

I was thinking more along the lines of the crafted items in LotRO being useful, while in WoW it's all junk you would never actually craft to use. You only craft to gain skill.

 

 

Crafting is actually good up to 60 at this point(in your guilded craft), though the new rad gear from high lvl raids and quests makes crafted armor less necessary, but still competitive.  I'm at lvl 60 and still use mostly crafted armor.

What most of the naysayers aren't aware of is the crafting mastery system.  Once you've mastered a tier in crafting, you have a small chance of critical success which makes a significantly more powerful item.  You have the option of adding an item to the recipe  (usually a loot or harvest drop) that greatly increases that critical chance.  It's these rare items that are significantly better than random drops and quest rewards.

Also, you eventually choose a crafting guild to be in, which gives you access to even better recipes as you gain rep in that guild.

Thing is, there's alot to LotRO that you might not catch onto in a 10 day trial.  Deeds can grant you more than just titles, for example.  They also give traits, which give you bonuses, and sometimes, special attacks.

There's also the legendary item system(which drop and can be crafted from shards of other legendary weapons).

LotRO is fairly deep, but it's also very BROAD.  there's alot of different things to do to advance your character, though currently, hobbies are still pretty weak.

PVP however, is pretty bleh, I'm told.  If PvP is of significant importance to you, you'll probably be disappointed.

Character animations aren't horrible, but they aren't good either.  Elves are a bit prancy, and dwarves a bit hobbly.  Swimming is the worst(note the legs).  And while armor does look much better as you progress, I'll borrow what another poster said, "beginning armor looks like jammies".

The world looks impressive, but as others have stated, your toon is so-so.  DX10 improves things significantly, though dynamic shadows are flat out maddening in Moria.

Once you've gotten a feel for the quests and basic gameplay, do some digging around through your character and deeds screens.  There's alot more to advancement than just leveling.

Originally posted by Raevanhawk

I bought the 6-month subscription and now completely wish I hadn't. I figured CO could at the least provide some entertainment, however I never log in anymore even with this new lack of content expansion.

I rather beta test Alganon and what an awlful game that is, rather then play this "finished" product.

I can only hope STO beta invite happens soon so I can play that for a bit and see how bad cryptic will blow it.

 

 

Wow, do I pity the lifetimers...

Originally posted by pojung

Close, but not quite. Your definitions are not all exclusive. Review option 3. Take it literally, and 'control' can be interpretted to varying degrees as well. Really splitting hairs now on this. Redefine = reiterate. Redefine = re-establish. You reiterate. I re-establish a definition. I steal the term and twist it. You insist on literal interpretation. If you want it called wrong, I'll use another term. Be it as it may, we reach the same result.

Except that in the case of a monopoly, that power has to actually exist, and be used.  You'd see lawsuits, buyout attempts and everything else.  It could be because it hasn't been necessary.  but it still makes your concept of it extremely loose. 


Is competition not 'eliminated'? Who is 'competing' with WoW, exactly? If you want to be literal, that's fine. There are other options, sure, and thus there isn't complete, exclusive control, sure. If I interpret where you're coming from correctly, you're a literalist, straight up.

Let me go from point A to point B. For me to do this, I will go halfway then stop. I will go then halfway again. And again. I'll never reach my goal. But at a certain point, I'll call it. I'm close enough. As long as WoW has so much as 1 other MMO 'competing' with 1 subscriber, there will always be distance between. As things stand now, with a claimed 13million+ (and growing supposedly) with the next closest at 1? million, I'm 'calling it close enough'. Hence my choice in wording.

I would simply say that if a company can create an MMO and profit without getting attacked by the dominant market shareholder(via lawsuits, hostile takeovers, etc.), I'd say that no monopoly exists and thus there is no direct pressure asserted by the latter to the former.  A company can still make an MMO and profit sizably from it, without having to have the sub numbers that WoW has.  i don't suppose it will be fruitful to keep browbeating this point, so I'll just move on.

Yes, that would make more sense. But to say that its dominance constitutes a monopoly which restricts consumer choice is a causation paradox in a time warp. People didn't choose it because it was dominant, it's dominant because people chose it. People are not being forced to play WoW because there are no market alternatives. They're choosing WoW because they enjoy playing it.

It's both. Just like success breeds success. It becomes its own cause and effect.

If it lives up to that success.  And it would seem that WoW does.  I don't see how that contributes negatively to the rest of the market.  But then, I get the feeling that my opinion of WoW is much more positive than yours, despite my quitting after 3 months.

Whether others can compete or not, we can only speculate. I think, considering the size of the market before WoW to now, that it probably wouldn't be accurate to think that those 11 million subs would switch to other MMO's if WoW disappeared. I think the majority of them wouldn't be in this market if WoW never existed, and might even leave if it was shut down. Again, just speculation.

I agree. It's all speculation save for the 5 or so minds who sit around a table somewhere in northern CA. I'd agree with your speculation though. 'The genre is over-saturated.' While we can agree this is speculation, I think we can also agree with that many people were brought into the genre, many of whom will leave, many of whom might stay.

Methinx the fantasy MMO market is oversaturated.  There are plenty of other genres to cover, if a developer can just figure out how to do it, and if technology advances well enough to implement.

Where we might agree is this: I think the success of WoW has had a negative impact on the expectations of gaming companies and their investors. I think investors have been seeing how massive WoW is and thinking that success could be commonplace. I think as a result, gaming companies have recently been making poor decisions on how to focus resources for development.

And the shift in focus has been farming the anomoly that is WoW's subscriber claim, rather than game quality.

That's capitalism, unfortunately.  It's funny, the parallels in the entertainment market all across the spectrum.  It seems that it all is in a state of flux right now, and the only way to get out is to avoid the big industrial complex altogether.  Do things as cheaply as possible and make them accessible.  I think it's awesome that keyboard cat is competing with the major networks for ratings...

A most notable example, Age of Conan, which spent a ton of money and development on animations and voiceovers, instead of loading the game with content. The result at launch: A terrific single player game from lvl 1-20, followed by an incomplete MMO from 21-80.

And the trend continues. Bioware spending 300 million, with an elaborate voice-over scheme...

That's a pretty big gamble.  To give them SOME credit on that decision, people expect big things from a Star Wars IP, AND Bioware.  I wonder how that budget stacks up to, say, KOTOR 1...

If they're smart about how they spend it, they'll probably be alright, particularly if they plan to go to console as well.  But Funcom totally blew it, and it's tough to recover from.

Another, Champions Online. Almost all character builder, very little content, especially for a game where its base consumer would want a TON of alts...

As a sidenote, completely unrelated to our topic at hand: I never understood the whole character builder thing. Perhaps it's just my understanding of human identification. Why do people insist on hundreds of customizable facial features and hair etc? It's a known fact that you are first identified by your height and weight, then by clothing, posture and stride, then face shape and hair, then eyes, then mouth etc. Oh and the kicker with MMOs: helmets. Put one on, and that 2hr customization session you partook in at the start of your game is moot. Give me a hanful of options, let me click-click-click and done. My identity will be defined by the gear I wear, the movement of my character, the interactions I have with others. /end rant

It is required, to an extent, in a superhero game, where you'll look pretty much the same from 1st level to max level.  I don't think it has to be anywhere near the level they did it, though; I thought CoX has plenty in terms of sliders.  Where I think those games STILL lack are in representations of your powers; that I can control how far my chin sticks out, yet I can't create powers which focus around a specific gadget I have makes about 90% of that customization completely irrelevant to me.

In terms of helmets and all that, LotRO, and I think AoC have options to hide particular pieces of armor so they don't show up.  LotRO goes even further by allowing you to equip the "look" of other armor and clothing while keeping the stats of your best armor.  You can set up two separate cosmetic "looks" for your character aside from the look of your original armor.

I think CCP took the right approach with Eve, starting small, marketing small, not going into huge debt, while slowly growing your base. Trials, coupled with small up front commitments from your subscribers(game download is 19.95 with a free month). FE would do well to use this model.
 

I couldn't agree more. I don't dig the sci-fi theme outside of the Star Wars universe personally, but sometimes I wish I did. Eve has all the right ingredients and the team of chefs to make something magicly tasteful happen.

I'm eager to see what they do with Dust.  I played Eve for about a year and a half and enjoyed it, but yeah, I'm more Star Wars when it comes to Sci-fi.  Up close and personal...

 

 

Originally posted by tro44_1

What I have noticed is that

The MMORPG community has a Problem with games that try similar things to WoW.


 

Yep, I think (Alganon excepted which is almost literally a clone) people use the term "WoW clone" far too much.  I don't recall the outrage when a second game came out that used the WASD control scheme.  You'd be a fool to not use things from a prior game that worked, and build on it.

But, that's human nature to hate the big daddy of a particular market, and declare it as loudly and as often as possible.  And in some cases, then slink home into the basement and partake.

 

I'm fairly certain you're not looking for an MMO at all.  Your best bet is to stick to 1 player games and FPS's.

Won't someone please think of the children!!!

Originally posted by pojung

To cover your metaphor about the local vs. McD topic: allow me to reiterate that my statement was with regards to subscriptions. In a genre that is defined as massively multiplayer... absolutely a local restaurant fails when compared to McD's. There's the chance I don't fully grasp where you were going with this metaphor however.

I understand the concept of a monopoly very well, but I can see why you would have been spurred to redefine it. I use the term perhaps a little too loosely for your liking. It would appear you prefer a more literal approach. I apply the term with regards to market dominance, quite plainly. It isn't even an 800lb gorilla sitting unmentioned in the room: WoW dominates the market to such an extent that the next biggest competitor... isn't competing at all. Perhaps it would read easier as 'WoW is the undisputed dominant subscription based MMO'?

I stand by my assessment.

 

You are the one redefining monopolies.  Monopolies have nothing to do with market dominance, no matter how you define it, unless you define it in a way which is exactly false.

Mirriam/Webster:

1 : exclusive ownership through legal privilege, command of supply, or concerted action
2 : exclusive possession or control
3 : a commodity controlled by one party
4 : one that has a monopoly

All those definitions require an EXCLUSIVE market share, NOT to have a dominant marketshare.  That is a MASSIVE discrepency.

Perhaps it is the (extreme)looseness in which you use the term monopoly, but my big problem with your premise is that monopolies(even metaphorical ones) are not caused by a company/game having a large market share.  They are caused by eliminating competition and thus, making themselves the only supplier for their market.  As long as a consumer has a realistic choice, there is no monopoly, nor does Blizzard enjoy any power a monopoly would give them.  If they raise their prices, consumers will walk.  If they turn their game into something that's not fun, people will walk.  And when they do, they'll have plenty of MMO alternatives.

Originally posted by pojung: Perhaps it would read easier as 'WoW is the undisputed dominant subscription based MMO'?

Yes, that would make more sense.  But to say that its dominance constitutes a monopoly which restricts consumer choice is a causation paradox in a time warp.  People didn't choose it because it was dominant, it's dominant because people chose it.  People are not being forced to play WoW because there are no market alternatives.  They're choosing WoW because they enjoy playing it.

Whether others can compete or not, we can only speculate.  I think, considering the size of the market before WoW to now, that it probably wouldn't be accurate to think that those 11 million subs would switch to other MMO's if WoW disappeared.  I think the majority of them wouldn't be in this market if WoW never existed, and might even leave if it was shut down.  Again, just speculation.

Where we might agree is this:  I think the success of WoW has had a negative impact on the expectations of gaming companies and their investors.  I think investors have been seeing how massive WoW is and thinking that success could be commonplace.  I think as a result, gaming companies have recently been making poor decisions on how to focus resources for development. 

A most notable example, Age of Conan, which spent a ton of money and development on animations and voiceovers, instead of loading the game with content.  The result at launch:  A terrific single player game from lvl 1-20, followed by an incomplete MMO from 21-80.

Another, Champions Online.  Almost all character builder, very little content, especially for a game where its base consumer would want a TON of alts...

I think CCP took the right approach with Eve,  starting small, marketing small, not going into huge debt, while slowly growing your base.  Trials, coupled with small up front commitments from your subscribers(game download is 19.95 with a free month).  FE would do well to use this model.

Originally posted by Squal'Zell

In my books only 3 MMORPGs are going what it takes to succeed

Lord of the Rings Online.


World of Warcraft


EvE Online

 

 

What MMOs do you think are doing it "right"

 

I think your list is probably what I'd pick.  They are the ones who understood that repetitiveness is inevitable in MMO's, so a game must make those repetitive things as enjoyable as possible.

They all ALSO focused on tons of other things to do and enjoy other than grinding, and making THOSE things rewarding in some way.  Exploration deeds in Lotro and crafting... crafting instances, legendary items and their quests, etc. 

Eve gave us industry and crafting, a legit, workable free market where everything can be made, bought and sold.  For example, even skill books made by the game, you could haul off to zero sector space and sell for HUGE profit...

It's been a while since my WoW days, but I don't recall many times where I tried a certain aspect of the game and thought... "this is pointless", it was usually... "why haven't I been doing this all along???".  Same with Eve and Lotro.

Compare it to AoC, for example... crafting was near impossible at first, impractical at very least.  Before itemization, crafting was a pain; too many variants of ingredients with no real payoff in customization.  After itemization, they eased that a bit, but after a few days of trying to find the point in crafting anything, I quit.  As a result, AoC got 3 months out of me due to some pretty cool combat.  But cool combat does not an MMO make...

FE could be another of those all around, "no activity is a waste of time" MMO's, but my few days there didn't seem that way.  It just seemed a bit clunky and aimless.  Get rid of the clunk, and more people will be willing to find their way on their own in true wasteland wanderer style.

 

Originally posted by GreenWidow

Rob I'm not trying to argue, but I thought EvE was absolutely horrid.  I hated that game.

I love Fallen Earth. 

The only way your going to know if you like it is to play it.

I would suggest buying it from a location that gives you some free swag as well.

You can get a free mount or a free armor depending on who you buy from, so shop around and give it a go.

 

 

No argument taken.  Eve certainly isn't for everybody, but like this game, it's certainly different from most MMO's out there.  And they're pretty similar in gameplay philosophy.

The sooner that FE can follow CCP's lead for selling the game (low up-front commitment costs and a trial), the sooner they'll find all the niche players for which they're trying to appeal.

Squish de' bugs and bring out de' trial!  :)

 

Originally posted by ralston

I'm thinking of playing this, it seems like it could be really fun. It also has gotten some pretty good reviews. Is anyone playing and is it any good?

 

I played the open beta for a few days, so I'm not the most informed, but also not gonna fanboy ya.  If you're looking for something different from the standard fare and haven't tried Eve(or if Eve doesn't appeal), it would be your best bet.  Personally, I'd wait for a trial.

Also, don't let the brilliant screenshots fool you.  There's a "cheapness" to the animations and flora that can't be seen in a screenshot.  The rest of the gfx are pretty good, though.

If a single server, skill-based, post-apoc game where crafting has significance appeals to you enough to look past that and a number of launch-bugs, you may want to consider it.  But if you're hoping for Fallout Online, you'll probably be dissappointed.  The game was made on a shoestring budget.

Originally posted by Aganazer

Even at max settings you can notice the schrubs poping into existance. I wish the slider when higher than 100%. My system could handle it no problem.


I remember back in beta I suggested that they fade in or grow out like in many games. They will probably do this some day and it will blow your minds at how much better it looks.

 

/agree

I don't recall... did they have an option to just shut them off?  I remember SWG had that option and I loved it (their flora seemed random and uninspiring, IMO).  If so, that would be my first recommendation to any FE noobs.

That, and learn how dual wield works.  :P

Originally posted by Khalathwyr
Originally posted by Robsolf

Not sure what kind of video card you are using but I have 9800 GT+ (2 actually, though FE isn't using SLI to my knowledge) and the shrubs "materialize" out way farther than 15 feet.

It's either the limitations of your card or something in your settings, but those coming into view at only 15 feet is not the standard for everyone.

 

I'll concede that I didn't have a virtual tape measure.  Can you craft those ingame?

I did have my settings maxed, visuals as far as they could go, and they were still popping up abruptly.  I'm talking about the point at which the terrain stops being far field blur, to becoming an actual, detailed object.

I'm not sure lag is an issue with that sort of thing, as they are often be coded to pop up randomly rather than having to be plotted by a dev.  And these certainly look randomly placed, while looking nearly identical, if not entirely.

AMD Phenom 9850 4x 2.5

4 gigs 1066, limited to 3.3 on 32bit XP(hurry up, Windows 7 box!!!)

Sapphire Radeon 3870

16 mbps broadband, low ping on most games

I can run pretty much any game out with settings maxxed and get over 30fps@1680x1050.  Usually closer to 60-70, save for some heavy hitters like AoC; I usually end up underclocking to keep heat down.  Seems like I recall getting 30-40 fps in FE.

Like I said, gfx were pretty good on this game aside from the animations and the shrubbery(call Roger).  But those 2 things are smack dab in your face, and only obvious when you play, not in screenshots.

you forgot:

6.  You must max level an Ewok or Gungan character before getting access to other races...

...let's see how long it takes for that one to take hold...

OMG...

So it looks like they totally stole everything they could from WoW, and have yet to develop anything of their own to layer on top of it to make it "special".  this sounds familiar:

http://www.theonion.com/content/news_briefs/new_rap_song_samples_billie

14.95 a month please...

You're wrong.

WoW passed its prime in 2005, when I played it for 3-4 months, liked it for it's solid content, and eventually got bored with the gameplay and quit.  Since I wanted to quit(then did), it must have passed its prime.  That it went from 6 million subs to 11 million since then is irrelevant.  I got bored with it, so it must be on its way out. 

The world revolves around me and my opinion, and thus, the fate of all things within this world are subject to my critical whim; all will rise and fall based upon my sole discretion...

You are right about half the subs being Chinese farmers.  Because it would certainly be a lucrative business to have one gold farmer for every legit player in the game.  Everybody buys gold, and each person buys enough of it to pay one person to gold farm as well as cover overhead, and their chinese WoW account. 

Yes indeed.  Every legit person in WoW buys, say, 200 american dollars in WoW gold each month which leads to the huge profits of gold farmers.

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