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All Posts by Jeauseoff

All Posts by Jeauseoff

2 Pages 1 2 »
34 posts found

I have to admit, I'm a bit surprised at how much of a 'non-issue' response is being generated in most of the comments, and how much the author is being bashed for what is an opinion piece.

I agree w/ the author that gender-locking classes is outdated, outmoded, and lazy - and the 'but it's in the lore,' is so weak an excuse I laughed at the comments trying to use it as justification for what is essentially arbitrary discrimination.

The 'reasons' that the devs give for not making both genders of a race are so weak... 

If you are OK with the original incarnation of the centaurs, for example, being exclusively male then I'd like to know how the lore explains that until the stretch goal unlock, there were NEVER, EVER, EVER, ANY female centaur warriors and somehow there were never any exceptions to the 'only males are warriors'.

I wonder if the nonchalant attitude of the 'gender locks are fine' folks extend to the extreme of 'if ISIS doesn't let girls get an education it's fine - it's in their lore.'

Claims by the devs of 'we'd have to scrub / change the lore...' or 'we'd have to create gender-based class name equivalents...' is exceptionally lame.  Claims of lack of resources or funds is more legitimate, but why not my stretch goals that unlock both genders of a previously 'locked' race instead?

I'm only speaking for myself, but it's easier to wrap my head around a Centaur race being unlocked as a stretch goal and instead have had the resources used for just creating the male centaur used to make the male elf / assassin instead.  Just seems like a derpy decision w/o genuine merit.

Anyone had any luck w/ a Heroic run?  I'm getting stomped royally by the 1st Heroic fight...

The thing has 45 health, and his Hero Ability upgrades from dropping 3/1 spiders for 2 on every turn - to 4/4 spiders!  WTF?!  Needless to say; Heroic has been more than my meager collection can deal with...  : \

I really like the concept of this 'Stress' system.  Reminds me of the 'Battle Fatigue' system from SWG.  Not enough MMOs have interesting status penalties, (let alone ANY penalties at all,) that have any long term (non-permanent) effects to your character(s).

It forces another layer of strategy in the realm of risk vs. reward evaluation.  It won't let you just keep charging in; die; respawn; charge in; die; respawn; ad nauseum...

I for one applaud the attempt to revive a greater sense of player accountability for their good or poor decisions.

Originally posted by Grakulen
Originally posted by Nanfoodle


Um...  '/duel' maybe?

I have to say that I'm surprised at the dismissive and, (IMO,) overly-harsh reviews of this film.  I watched it about a week ago and found it very iteresting, and after reading this article and the few comments so far it seems that I am probably in the minority so far.  I think that this film struck a good balance of 'just informative enough' because Idon't think that the gaming community was the only audience that they are looking to pull in - hell, I don't even think the gaming community was truly the primary audience.  I think that the primary demographic are people like me, (aware of 'eSports' but not diehard fan looking for an in-depth rundown of strats n' stats.)

Having the families of the players included and their perspectives on pro-gaming is what provides the point of relatability for the non-gaming community, and if there's even a modicum of curiosity about 'eSports' or 'Professional Gaming' from the viewing audience it likely comes from the non-gamers depicted in the film being more relatable than the featured gamers, and even the smallest efforts to bridge the gap between the gamer and the non-gamer will go a long way.

The film wasn't as in-depth game-wise as some would have liked, but that doesn't seem to be the film they set out to make in the first place.  The film is about the pioneers of the professional gaming world, and how they, and their families, and thier lives are affected by throwing themselves into something that no one knows how it will all work out.  Once your reflexes begin to slip what does a former pro-gamer have for career options?  In traditional physical sports a player may become a coach, could something like that happen within eSports?  Will eSports be able to draw a mainstream audience with the games that are out now?  Will they ever in the future?  Are the only spectators other people who play the game?

These are the questions that the film posed, IMO, and the film made no qualms about saying 'We don't know the answers.', and I'm OK with that because the film accomplished thought provocation at all and that is a rare thing in films.


TL;DR = The film is a good 'introduction' to the concept of pro-gaming.  It's still in it's infancy so no one is sure how it will play out in the end.  This is not a film for the hardcore gaming community - it is a film for casual and non-gamers about the hardcore gaming community.  It's worth a watch, so long as you maintain that perspective.

Picking up some stock a little under a year ago was a good call on my part.  Seen a $5/share up-tick in that time.  : )
Non-game IP to MMO has yet to deliver rave reviews from fans because the fans all have such different development expectations.  Original IPs are a better route for all involved because expectations can be better managed.  Established IPs are largely banking on name / brand recognition to draw people in and sell boxes.  Original IPs have to bring more than that to  the table to get similar results sales-wise.  Original IPs have to work harder to get your attention.  Just a much lessened chance of disappointment IMO.

Let's make more of a mountain of this mole hill...

I'm more convinced than ever that people will justify ANYTHING to be able to complain zealously about something...

So, everything else about the game was PERFECT - but now; with this news - you may as well burn the building down and start over right?

Get some perspective people.  This is NOT an issue.

Originally posted by Redcor
I bet this will be held by a guild and passed around to their members making them leet in pvp.

This is exactly what will happen.  I'm willing to put money on that fact.

  Another way to put the OPs statement:  If you fire up Super Mario Brothers and expect it to play like Halo - you're gonna have a bad time.  Accepting an MMO for what it is has nothing to do with accepting the whole genre's shortcomings.  Your expectations of a game, and the game as it exists are not going to match up.  Until you are developing the game, it's unreasonable to think those expectations will ever match - so why are people complaining so much instead of trying to affect actual change?

  It's much easier to complain on the internet than to become a game developer right?  Well if career in game development isn't possible for you, what other recourse do you have?  Easy-peezy: Step 1)  Stop buying / paying for games you don't like AND stop complaining about them, (you have to be able to do both.)  Step 2)  Cite the examples of games / game mechanics you do enjoy, (and WHY!  Feedback about ANYTHING, without substantiating it is useless to everyone...) - put more energy and focusing on the games and mechanics you like and sharing that on forums instead of spewing vitrol, hate, and discontent and your opinion may actually be taken more seriously by people.  You may even begin to gather allies to your cause.

  No one gives a damn about some nerd-raging troll hating on Metroid cause it 'sucks' compared to Call of Duty.  Perpetuating negativity yields no positive results.  Give some positive reinforcement a try with half as much effort as is put into bashing a game and you'll be surprised by how much better the state of things can get.

I think that if I could have 'Genius Scientis' as my in-game statue's epitaph - I'd sub 4-Life!


Proof-reading FTW!  :)

Originally posted by bliss14
Indeed, games should not contribute to racism.  All of the races should be equal in all ways.  Except gnomes. Screw them.

+1 ^  : )

A friend and I were just having a very similar discussion the other day, and I had explained that arbitrary restrictions based on race basically comes down to racism.  If a dwarf can't be a mage because they're a dwarf - that is arbitrary IMO.  If arcane magic use just isn't a large part of dwarf culture that's a different thing all together.  In the first example, the restriction has no real justification, and leads a player to try and concoct a reason for this limitation.  At least in the second example the reason for dwarves not being arcane casters is plausible - BUT it isn't an outright 'restriction' but can be construed as 'uncommon' if not 'exceedingly rare' for a dwarf to be an arcane caster because of dwarven society / culture.  It should follow then that dwarven arcane casters CAN exist, (this could translate in game terms that it's a rare epic quest for Dwarves to discover the means to become arcane casters.)

I just want more justification and less contradiction, (like if a dwarf can't be a 'Mage' but can be an 'Enchanter' or a 'Necromancer', or a 'Warlock', etc.)

IMO; Arbitrary or 'For game balance' restrictions = Lazy design.


Originally posted by Rohn
Originally posted by Jeauseoff
This is funny somehow?  Cause NO events is WAY better right?!   Hm.  Jaded much?


Mechanical, repetitive events are just as shitty as any other content.  Vapid and empty.

The best, most meaningful events are player driven.

Liked the comic.

Player-driven anything is exceedingly rare in MMOs these days.  So while the 'mechanical, repetitive events' are not necessarily the perfect solution, they are MUCH better than the current vacuum that is events that are 'player-driven' IMO.

This is funny somehow?  Cause NO events is WAY better right?!   Hm.  Jaded much?
Originally posted by ice-vortex
Originally posted by nate1980

Next we have the classes and combat system. I'm a huge fan of player choice in the ability to customize your character. The more choice the better. Being able to multi-class is definitely a huge step in the right direction and an improvement of the majority of MMORPG's out there. Also, being tasked with finding these elusive classes sounds like a mini-game in and of itself. It will be the main motivator for me to go out and explore the world. However, without the traditional method of progression (ie. getting more powerful through levels or skilling up) what will motivate a person to keep playing. This was one of the drawbacks of GW2 for me and one of the major reasons I quit playing. I never felt more powerful as I leveled up in GW2, because everything scaled with me. I also felt no sense of progression as far as abilities went, since there was a limited amount of space for skills, and I have a very good idea of the character I like to play. So in EQN, once I create my sword wielding, magic slinging, self buffing/healing character what's to keep me playing since there's no real progression?

The EQN system isn't remotely like GW2. In Guild Wars 2, within a day you have every weapon and all their skills unlocked and within a week you are level 80 and have all your utility skills unlocked.

The EQN system is far closer to Guild Wars 1 skill collection system, only a lot more in depth. There are a lot of weapons and each weapon provides its own skills. Each of the 40 classes has access to two weapons and 4 of their own class specific skills. Also each different piece of armor adds specific abilities. All of this must be discovered out in the open world and it is unknown how long it would take to find it all.

Originally posted by nate1980

The combat system being a mix between tab targeting and action-based doesn't bother me a whole lot. I can jive with either as long as it's fun and well polished. The problem comes down to the limited amount of abilities you're able to use at any given time. I feel like GW2 was a horrible influence on the genre concerning this and was probably the largest reason I had for leaving GW2 after a few weeks after release. I don't like the several hotbars needed in games like WoW, but only having a handful of abilities is severely limiting and definitely not any better. 

Guild Wars 2 wasn't the first to have a limited hot bar. Everquest 1 had one with their spell gems, and Guild Wars 1 followed it with a limited 8 skill hot bar.

Originally posted by nate1980

Next we have destructible environments. This is both a good and a bad thing. In a perfect world, this feature would be awesome, because in a perfect world the community playing it would be mature and wouldn't unneccessarily destroy pieces of the world. However, this isn't a perfect world and MMORPGs are full of trolls, griefers, and kiddies. Like someone else said before, what's stopping someone from turning the world into swiss cheese? For those who will actually muster any motivation to explore Norath, what will keep them exploring once all the beautiful scenery is destroying by its community. He said something about the environment healing, but didn't say anything about how long that would take. If it takes too long, then we encounter what I just described. If it's too short, then what's the point of the feature anyways? Then of course there's the question of how will all of this affect performance?

There are actually two types of destruction: temporary and permanent. A lot of the world destruction is regenerated or restored over time or through events. They said how fast it regenerates is dependent on how much destruction there is and how many people are in the world at the time. They also said they can modify who and when something can be destroyed as well as the rate of regeneration. What if's aren't my definition of an in-depth impression.


Originally posted by nate1980

Yet here we are to the final problem and the one I feel is the biggest one for me. He mentioned that we've been playing DnD for 35 years. Yet he forgets that many of us have been exploring vast, beautiful worlds (either online or offline) for over a decade. So what's going to motivate us to explore yet another one? GW2 kept my interest after its failure to capture me in the progression department by having a gorgeous world to explore with lots of nice scenery easter eggs. But that didn't hold my interest more than a few weeks. Just like in real life, I want to see the world, and see all of its wonders. However, unlike the real world, EQN doesn't seem to motivate you to explore in any particular direction. Since we don't know where these class trainers are, we'll just be wondering around aimlessly for hours, days, weeks, or months trying to find them. Usually, a game has something progression-based to drive you on. It could be gaining more levels or even a good story, but there are no levels in EQN, and there was no mention of an over-arcing story.

Aren't you tired of being led by the nose in games? They describe it as a world where you just explore, talk to NPCs, see what is going on in finding out what you can do to help or hinder. You don't need a symbol over an NPC's head or a sparkly trail to guide you where you need to go.



The GW1 reference is a good way to describe what it sounds like they're going for.  I had to use it a few times when talking w/ a few friends earlier.

Get rid of the hand-holding quest hub 'What's my motivation?' B.S.  If I don't like what some dev thinks will make a 'great story' then I should be able to go make my own - and EQN seems to be looking at things the same way. 

The comments so far are some of the most shallow and superficial I've seen in a while.  I get that people aren't thrilled with the choice of graphical direction - I'm not a huge fan of the WoW, Wildstar, EQN 'stylistic' choice of art direction, but there's NO WAY that will be THE deciding factor about whether or not I play / enjoy a game.

- The idea that potentially no two servers will be the same in terms of content.

- That exploration and experimentation is a much bigger focus than it has been before.

- The possibility for players having an impact / influence on the design of the world's features.


The argument that, "Yeah, but the lion-man doesn't look like a REAL lion-man! Pfft.  FAIL!!!!1!" is childish.  

Newsflash - Lion-men aren't 'real'.

Get some more substance behind your criticism besides the 'it looks dumb...' cop-out.


But hey, that's just MY take.  You can not play for whatever reason you want to and that's fine.  No one is gonna miss the guy who sits in-game complaining about how bad the game looks.  Have fun not giving things a chance based on what they look like - I'm sure that will work out well for you.

Originally posted by BadSpock

I'd add "no absolutely horrible character models / faces."

EQ2 had and still has IMO the absolutely most hideous player models in existence.


Absolutely agree.  I don't always judge a game by it's graphics, but when I do... I tend to think I was justified afterward.  EQ2 character models look like they could have come from the cast of Robot Chicken action figures - so plastic and shiny as to be horribly unappealing to me.  That said, I think the Forgelight Engine is gorgeous and would be surprised to see EQN not look great.

Had to chuckle.  You're probably not wrong.  : )  You know what they say:  "...doing the same thing over and over and expecting different results is the definition of insanity..."

Hyping the 'next best thing' again and again only to be surprised when it disappoints / falls short seems to fall in line with that definition IMO.

Still, I have to admit - I'm interested to see what is revealed next week, but am also fairly tired of the otherwise baseless speculation that surrounds this game.  If there were more than a few 'snippets' about the game aside from the vagueness of the devs & press I might be a bit more understanding of the hype, but since there is nothing of real substance at this point - folks could stand to calm down a bit.

"Maybe they can re-skin a MAX suit to look like a Tyranid Carnifex...hmmm." - Ehliya


Hm...  Pretty sure that would fall under the 'no copyrighted material' filter they talked about... you know,  in the article. 

I don't know that I would want MMOs to become so 'mainstream' as to begin to become the focus of other media, (TV, movies, etc.)  It seems unnecessary, and somewhat redundant if I'm being honest.  Just because MMOs aren't 'mainstream' doesn't mean that they NEED to be does it?  Is there something wrong with enjoying a hobby that not everyone is as passionate about as say, pro football?  I don't think so.  I don't think that that is all that worthwhile of a goal - to be on par with a professional sport.  I like my MMO hobby regardless of who else does or doesn't 'get it' and regardless of whether or not there is a reality show, or sitcom, or summer blockbuster where an MMO is the focus.  I don't understand what it is that makes so many people think that getting an MMO into the 'mainstream' is going to be awesome - why exactly?  Do you think that THEN the game developers will have to give us a better experience or something?  Just because there are more consumers only means that the catering to the lowest common denominator becomes the rule of law - IMO anyway.  Let the MMO audience enjoy the genre w/o trying to leverage it into other media.  It wil be OK - I PROMISE, it wil be just fine on it's own.
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