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All Posts by SBE1

All Posts by SBE1

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257 posts found
Originally posted by Vrika

1: PSN hacked, Sony lost 77 million users info

2: SOE hacked, Sony lost 24,6 million users info, and 12 700 credit card info and 10 700 direct debit records

3: So-net hacked, 200 accounts and 90 e-mail accounts compromised. Apparently Sony's servers didn't have any security mechanism to prevent the hacker from sending 10 000 login attems from one IP. Source:

4: One of Sony's web servers got hijacked and had pishing site for a while. Source:

5: Now Sony lost 8 500 user names and passwords.

Did I manage to list all the hacks?

I'm pretty sure that's the list ---so far--.  I don't play SOE games anymore, but this is disturbing to say the least.   

First, this isn't a DAOC 2 thread.  I will grant you that there were lots of things DAOC did correctly in PvP (3 or more factions), but a lot of things they did poorly.  A short list would be unbalanced classes/factions, overpowered PvE gear, inability to level in PvP (no gear drops), no scenarios, etc.  As I said in my post, Guild Wars 2 is potentially the best match so far, as it too has 3 factions (1 sever against 2 other servers, which also allows for identical classes/skills) and offers scenario fights.  Mythic created Warhammer (based upon a lot of things done in DAOC, so call it DAOC 1.5) and it was an epic fail as demonstrated how many server merges they have done.

As for battlegrounds/scenarios, I just feel that it is a "quick fix" PvP rush, and hence it is great when server populations are low and finding open-world PvP becomes more difficult.  Furthermore, scenarios really don't have much of a "sand box game" quality to it since it takes place in an instanced area, and thus decreases the faction-based community building that I think a successful game should have.  You saw this happen in Warhammer when people just began ignoring open world PvP and always were in que for a scenario pop. The community began pleading with those in scenarios to help in open-world PvP, and those in scenarios began to harrass (in chat) those in open world PvP.  It really killed the community.   Since I think communities are harder to build the more instanced it becomes, that's why I believe a modest benefit for doing open-world Pvp should be given once population levels on the server are adequate.

I was hoping people would post their own attributes rather than freaking out about scenarios versus open-world PvP, but that's they way it goes. 

Not to many topics spark the interest of MMO players moreso than PvP.  Furthermore, most MMO games that have focused on PvP (and released in the last 5 years) have not performed well (in terms of retaining a solid player base for an extended period of time).  As a PvP player, some of the failures of PvP MMOs has been frustrating because it makes it less likely the next developer will try to build upon PvP and instead focus on PvE.  So, with that brief introduction, i wanted to list the key attributes that could make a PvP-focued MMO successful.  Please add your own attributes.

PvP must be consensual (as I believe free-for-all PvP is more of a niche market) and PvE can be done in "safe zones." Allow PvE to have higher rewards when done in a PvP zone. Make PvP a preferred alternative to traditional PvE leveling with faster leveling, gear and gold. PvP is fought between people of similar "levels".
  • This is to change the perception that "the game begins at level x" mentality. The journey should be the same as the end-game.  There should be a minimal difference between "end-game" and leveling.
Go with at least 3 factions in PvP to prevent one side from dominating. Make each faction have exactly the same skills and spells, but change the artwork/graphics.  Place severe restrictions on playing on more than one faction to prevent "spying."
  • My major problem with most PvP MMO games is the 2-sided fight, which results in one-side winning via population "zerg", and the losing side becoming frustrated and logging off and/or quitting the game, which of course makes it even worse.  While DAOC did this, the factions were unbalanced in skills/spell combinations. Guild Wars 2 is proposing a 3-way server battle in open-world PvP is an example of solving the problem.
Modest faction-wide benefits associated with PvP goals and significant temporary benefits for major PvP goals. Benefits could include higher experience gains, better crafting probabilities, increased damage mitigation, extra gold in PvP and PvE, etc.
  • This is the idea to generate faction-pride. People should care about whether or not they have the PvP objectives. Major PvP objectives should be temporary because it could allow one-side to dominate in PvP. 
PvP progression rewards are modest but enough to motivate players. All players are publicly ranked in PvP via a website or in-game titles.
  • Many players are motivated to improving their characters over time and like to be recognized for it. 
Player-made equipment is customizable and can be the best in the game with luck in crafting (significantly enhanced by holding PvP objectives) and special ingredients (dropped in PvP and PvE fights).
  • This allows PvP players to generate the best gear rather than forcing them into PvE.  This doesn't mean PvE rewards are bad, just that PvE raids are not required to have the best gear in PvP.  People who only PvE can also craft this gear as the same ingredients drop in PvE as in PvP, but perhaps at a lower drop-rate percentage.
Scenarios provide less benefits than open-world PvP when server populations reach "medium" or higher but full benefits when the server has low-population.  Scenarios try to fit pre-made groups against other pre-made groups. 
  • Scenarios should be a viable alternative to people playing in "non-peak" times to get PvP action quickly. However, the game encourages (but doesn't force) open-world PvP. Putting PUGs against pre-made groups is just a receipe for frustration and should be avoided if possible.
Automatic chat and voice channels for PvP coordination (provided within the game, another anti-spying method). 
  • Tries to reduce the benefits of pre-made groups by giving voice chat in-game, and prevents spying because that voice chat only works for that faction.  Having automatic chat channels in PvP should also improve faction pride and coordination, especially for those without microphones. 
Allowing players to significantly change their character's skills/spells/attributes (maybe even changing class??) because the game mechanics change post-launch. Players who feel the "nerf bat" hit them extra-hard should be allowed to change thier character to adjust to the new mechanics.
  • Everyone knows the nerf-bat will come around, and around, and around in a PvP MMO game.  It just is a fact of MMO games. Given the investments in time and energy by players into their charactes, game companies should allow players to change their characters in the face of game-changing mechanics.  How easy it should be is up for debate.  
A pre-launch plan and game-code to integrate/merge servers should it become necessary. This might require character unique names across all servers. 
  • Eventually every game faces a decline in population and PvP games require decent population to work. The game should have a plan in place to make server merging or cross-server integration seemless to the players rather than causing some type of drama. 
Well, that's my list of attributes for a successful PvP focused MMO game. I left out obvious things like "server and client stability".   Right now, Guild Wars 2 looks to be the "next" game that has more of these attributes. 
What attributes do you think a successful PvP-focused MMO game should have?  Let's get a good list together so game developers can really see what people want. 

Originally posted by Gravarg

Unfortunately most games have gotten "endgame" wrong.  Well, really all but one.  DAoC is the only game that got how "Endgame" should be.  You have dragon raids for PvE people, and RvR for PvP people.  There's something for both, and neither gets an advantage over the others in really any way.  Granted it wouldn't hurt you to run some raids before going RvR, but you don't HAVE to in order to be successful in RvR.  It's boggled my mind why we don't have a million DAoC "Clones" lol.


Because so many PvP games released after DAOC have failed.  Shadowbane and Warhammer (a game produced by the same company) both bombed and AOIN was a dissapointment. The major problems with PvP games in MMO are that they all try to do a 2-faction war, instead of a 3-faction war and/or they have open free-for-all PvP which is a niche crowd.    Most developers have gone with a 2-faction based game because it requires a lot less content and graphics coding than a 3-faction based game, and all that costs money. 

The reason "endgame" is more important is because it allows someone to create a very distinctive emotional attachment to a character, which in turn results in many months of subscription fees.  If you only care about getting to the max level (a.k.a, "the journey"), then you will never have a strong emotional tie to your character and as soon as you hit max level, you probably will end your subscription or make an alt, and realize it's the same gameplay, then end the subscription.  So yeah, the endgame is what keeps populations long-term.

There are gear-grind theme-park based end-games (not my thing, but lots of people like it), sand-box games and PvP focused sand-box games.  Personally, if it wasn't for the PvP sand-box games like DAOC, I probably wouldn't play MMOs.  I know some people just can't stand PvP, but it's the randomness and uncertainty that makes it a long-term, emontional attachment between the player and their character.  

Endgame is very important.  The journey should also be important.  Getting both right would be fantastic. 

Hey Jon:

You said about DCUO something I completely agree with!!! You said, "While I personally enjoyed the game while I played it, there were just too many bugs and exploits, not enough content, and too much time and pushed deadlines with any updates in content."  This is completely accurate state of the game.

Now, look at the pros and cons of the official review by MMORPG (copied below for you).  Under Cons, there is no mention about the complete lack of content (the content is actually listed as one of the Pros of the game), and the bugs are described as little and annoying.  One con that was mentioned that is accurate is the terrible chat interface.  

Just thought I'd point it out since your comments are spot on about the game, and the official review was at best misleading about the game.  Perhaps it is time for someone at MMORPG to do a fast re-review of the game? 



Deep character customization

 Excellent storylines & content

 Exceptional physics-based combat

 Feats as alternate advancement

 Superb presentation of the DC Universe



Lack of information on powers & skills

 Many annoying little bugs

 Stunted Social & League UI

 Terrible chat interface

Originally posted by Foomerang

It would be refreshing to see an mmo launch less than six months after its been announced. Hell at this point id be happy with a year. Dragging out info and building up hype over the course of 2+ years is getting really annoying. It sucks because everybody is doing it.

You clearly don' t understand the value of 2+ years of free advertising and world-of-mouth hype that can be generated.  Why would or should they hold back announcing a game?  Just so you can't get hyped about it?  Getting hyped about it is the point of marketing and then selling boxes.  Sorry if this breaks your pretty bubble world, but marketing and making a profit are important aspects of MMO games.  They have to balance this against releasing pre-maturely, but there are financial consequences of releasing a game prematurely as well.

Hope this game comes out soon.  Current MMOs just not doing it for me.

While I thought Tortage 1-20 was interesting, why did the game change so radically at lvl 21?  Why bother making one part of the game so different from the rest of the game?  It was almost like two different games.  Then the PvP portion of the game (much hyped pre-launch) just failed miserably.  I remember enemies killing themselves in a seige so that they could generate "kill points" that went to their victory.  We ended up destroying their fortress but lost on kill points, so they ended up maintaining control.  Or the defense of stacking the zone early on with allies to prevent more people from zoning in to attack it.  

On the bright side, I shorted Funcom stock about 1 month after playing the AoC disaster and made so much money I retired early.  So, the game brings back fond financial memories, but terrible game-play memories. 

AoC should have just been a PvE game from the beginning.

Secretly and/or subconsciencely, this list topic was created so that DCUO could be mentioned and praised, trying to convince more people to play the game in an effor to boost the server populations so that the original review of the game doesn't look so silly and out of touch with how the general population found the game.  

Note the difference in the commentary in DCUO relative to any other commentary on the list.  The DCUO commentary ends with "this is a game you should give a try post haste."   Did you say anything like that about the other games on the list?  No.  You comment on the good parts of diffferent games, but on no other game did you directly tell people to go try it except for DCUO.  

The sad part is, you probably didn't notice it until I pointed it out, and you are probably thinking of a 100 different reasons why this can't possibly be the case or how I must be coming up with crazy conspiricy ideas.  Yep. 

One other thing about this website reviews that annoys me, that unfortunately i thought of after my lengthy post.  Some of your "reviews" actually state that they didn't have much time in the game, and then go on to review the game.   Seriously?  What's more important at  getting a review published or doing a review correctly?  

I swear, I have read that in the past couple of months a guy said he didn't have much time in the game because of personal issues, and then goes on to review the game given his limited playtime.  WTF?  If I had done that at my job, I would have been given an official Human Resources warning or something.   Either do it right, or don't do it.  

The only way a theme-park game (and let's face it, with the story focus, this game is more theme-park than any other MMO) can keep me captivated is if the end-game is worth it, specifically if it allows for some kind of sand-box PvP experience.  If the PvP fights can somehow effect the world/galaxy/server, then I have some hope for the game.  If this game is simply about the story, and the replayability involves creating multiple alts to get different stories, I think this game will fail for me.  I'm sure plenty of people will enjoy different stories for different characters, but it's not the kind of game I would want to play.   I just pray that when the game comes out, the reviews of this game make it clear what kind of replayability factor is involved.  I suspect it will just be making alts to experience different stories, but I hope I'm wrong.

First, thank you for reading our feedback on other topics to address the rating system.  Yes, the rating system used for MMORPGs is currently messed up.   Given the complexity of MMORPGs, here are some ways you can address the situation:

Give a grade score (A to F, N/A or Incomplete) for different aspects of the game (Graphics, PvE, PvP, Crafting, Content, Sound, Long Term Playability, ect.) and a final socre (1-10) for the initial preview and then another for full review. Clearly some of the grades for the game aspects can be either N/A (for example, game doesn't have PvP) or incomplete (meaning that it cannot be determined in the initial preview).  Then you can complete some of these grades when the final review comes out.  Players should also be able to vote on these aspects like we vote for the overall score of a game.

The benefit of such a system allows people to know how you feel about different aspects of the game and we know what you haven't had time to experience (content, PvP and Long Term Playability probably the main things incomplete on initial release review). Furthermore, we can figure out if the game is good at certain things.  As a PvP player, I'm more interested in the PvP score and Long Term Playability in an MMO, and less concerned about Sound, Content and PvE.  I'm sure others are more interested in PvE, Content, Graphics.   Right now, I have to search and read your reviews to learn about these issues, and it would be just easier if I could see a grade rating on these, then read up on it if it interests me.

As for the 1-10 scoring system, G4 TV uses the 1-5 system but I think they stated how the scores are granted (and could easily be applied to  A score of 1 (or 1-3 for MMORPG) was simply terrible and/or unplayable with bugs. Shadowbane's sb.exe error disaster around launch comes to mind as deserving of this score.   A score of 2 (or 4-5) is a bad game, or doesn't do what was advertised but doesn't crash because of bugs (e.g., Age of Conan perhaps at release since the PvP was broken and DX10 wasn't included and beyond Tortage the game lacked content).  A score of 3 (6-7) is average game, and MOST games should fall into this rating (e.g., RIFT, etc). A score of 4 (8-9) should be for exceptionally good games with lots of replayability and a score of 5 (10) should be the rare game that just rocks on all factors. 

The downside is that most games will have a score of 6-7, which right now keeps most ratings at 7.0-8.9.  But I think having a more formal rating system would be better. If you read the re-review of AION at, you'll see the difference. That re-review said the game was better than it was at launch, yet gave it a lower score ("because it feels like an 8.0" if I remember the quote). It was this that eventually turned me off to your scoring system, because it depends on the whims of the review and had no standard.  

This website's reviews on games that have PvP should be done by people who enjoy PvP (or allow people who enjoy PvP score that part of the game). I'm absolutely sick of hearing how the person doing the review doesn't like to PvP, and then goes ahead and discusses the good and bad of a game's PvP system. I don't remember exactly which review that was, but I read it on this site. I personally hate PvE and I know there is no way I could review that part of a game for people who enjoy PvE.

Finally, when a game receives a relatively high score, a follow-up review should be sooner if possible when the game changes rather quickly. DCUO gameplay changed DRAMATICALLY 1 month after the initial review, as population levels dropped dramatically making it a very different experience. Leaving the very positive review score unchanged despite a dramatically different game experience I thought was not professional. This website then had a follow-up article saying that everything was great except lack of population. Well, lack of population is a major problem, and it almost sounded like it was the players fault for not recognizing how great the game was. I believe that when a game's population declines dramatically after launch that received such a high score, there should be some kind of managerial control or intervention at to see what went wrong in the review or what was missed, and if necessary correct the score in a re-review.  

I know this was a long post, but I like MMOs and I'd like a good rating system so I know what to buy and try and what to avoid.  Right now, I can't do that with the current system.

Yet another 2-sided faction based PvP game.  What is going to happen when one side starts losing and stops logging in, making it even harder for that faction to win?   Merge the servers repeatedly?   This is such a flawed mechanic in so many PvP games that I'm interested to know what is the plan.   Mythic said that they had a plan for that when Warhammer released, and quickly learned that they actually didn't have a plan.

Guildwars 2, on the other hand, will have open world PvP with 1 server against 2 other servers.  Classes are identical and you have a 3-sided PvP war, thus ensuring no one faction/server dominates in PvP.  Since it is really impossible to have 3-sided faction war in Star Wars, if they don't have a plan to address this issue then I don't see the long-term health of PvP in this game.

Sure was fun when the enemy players in a siege would kill themselves to earn PvP even if you sacked their fortress and killed them, they still "won" in points.  Or better yet, showing up for the fortress fight early and maxing out the zone population so no defenders could get in (or vice versa).   Game developers expressing dismay and surprise about how people wanted to PvP in AoC...

Yeah, I'll resub......NOT.

Interesting write-up to be sure.   Still, some things are a bit worrisome.  The UI isn't working well?  Really?  I can understand at times things are in alpha, but this isn't the first 5 years of MMO development.  The UI should be intuitive to anyone who's played MMOs for a while.  Makes me worried that isn't working correctly.

Still, it sounds like a game on rails.  I also can appreciate that you have to play the game as presented, but seriously, all starting areas in most games are fairly well polished.  I'd like to see some time spent in the mid level and near end-level content.  It would be nice to know if the game is done or just the starting area.

People don't like to be called out when they write an article for MMORPG?  Really?  Then don't publish.   Geez, you want to publish stuff on MMORPG then I should be able to call you out on it.   You can't write stuff and then hide.

Anyway, my point isthat the vast vast majority of games get glowing reviews on this website, and yet your article is about how terrible it is that games are coming out that are not complete or published to early (same thing really).   All I said was perhaps you should write another article discussing the disconnect between your column and the reviews by this website that are almost always glowing reviews.

If that upsets you that I pointed out the discrepency, well so be it.  If you think "i'm calling you out" on this, then I suppose I am.  I've done the research.  I've looked at all the scores on MMORPG ratings on the game list, and RARELY is it under 7.5.  If games are incomplete, and it's quite common, and you say how bad it is, then how do you guys reconcile it? 

If all you want to reply is "i'm calling you out" and that's your argument, pretty sad.  You can issue me a warning or ban me.  I'm trying to have a discussion about your attitude about incomplete games and the scores those games recieve when reviewed by this website.  Heck, I agree with you on your points about how incomplete games are so terrible and a disease to the MMORPG genre.  All I'm asking is that it get reflected in game reviews by this website.  If that somehow offends you, calls you out, or results in me getting a warning/ban from MMORPG, so be it.  Geez.

Originally posted by Slapshot1188

Originally posted by kaiser3282

By your logic, a dev can make lets say 80% of the game good, but then 20% of it is missing things and has some bugs/broken stuff, works in progress, etc.... and that 20% completely invalidates the other 80% simply by being there. Think of it like a girlfriend who you treat perfectly, but you have a couple of habits/preferences/opinions that she doesnt like, or maybe you just started your career but arent quite in your prime yet but will be there eventually. That girlfriend nags at you constantly about those things that she doesnt like, and never acknowledges the good things about you, or the fact that you are trying to advance yourself but thats not good enough, you have to be at the highest position in your carerr right that moment. Sound like a good way for a girlfriend to be? Ignore all the good because theres some bad? Should a reviewer do the same and focus purely on the bad only giving low scores because there are bad things about the game, and completely ignoring the things that are good about it?

Hell, you guys act like reviewers are going around flooding the sites with a bunch of games rated a 10, when really most of them sit around like 7-8. Do you really consider that good? 7/10 = 70%, which would be a C in most school systems. C = average / ok, passing but needs improvement.... thats far from an A+. Should teachers just start throwing Fs around and failing all their students if theyre not scoring 90-100% on every single thing? Of course not. Why should a reviewer give every game that has some problems an F (completely failing and unplayable) instead of a C (alright, some good/great things, but needs a lot of work in some areas)?

 NO.. again.   This is really not as hard a concept as you make it out to be.  If a game is 80% complete then it would have an 80 set as it's maximum score.  So if it were 80% complete, but otherwise was a PERFECT GAME it would get an 80.  If it was an average game... the fact that it was unfinished would obviously make it an instant failure.  Also let's be blatantly honest here.  The games we are talking about are released WAY less than 80% done. 


Again though.. I provided a very specific example of exactly what I am talking about as opposed to your theoretical strawman.  Here is my example (for the second time...)


A review contains this line (Note that this review as made 6 months AFTER the game released!!!:

"Taking heed of the screaming, disgruntled customers in the corner, I feel we must first address the biggest issue regarding Mortal Online. While this is a game with masses of potential, of current, this game is nearer to state of closed-beta rather than retail release. From the desktop-launcher to the combat system, Star Vault’s creation is riddled with bugs, glitches, errors, misjudgements and everything in-between."

And the summary score for that same game was described as:  The game has a few standout features with few, if any, glaring detractors.


Does that make ANY sense?  Few if any glaring detractors?  After saying the statement above? 


No.. as I said.. I commend the author for the article but as the managing editor of this very site HE is responsible for propagating the acceptance of the very same unfinished product that he rails against.   Maybe this article is a turning point for him... we will see.


 This.  There are too many reviews from that simply gloss over the fact that many of the MMOs they are reviewing have glaring issues that are reflective of an incomplete game.   Furthermore, as I pointed out in another post, almost every MMO recieves a 7.5-8.9 score, and according to those scores the adjetive selected next to that score is "good" or "great" (not C+ for 7.5).   

Now maybe, just perhaps, will decide to go with a multiple scoring solution to their reviews.  I don't accept what a recent re-review of AION said which is the numerical score wasn't important, which praised the game for being much better than it was at launch because of the new content, etc.  and YET gave it a LOWER score than the initial review at launch. 

Perhaps the next editorial post you make Jon should be about the way MMORPG reviews games and gives them such glowing reviews despite how awful it must be for games to be released incomplete. 

Dear Jon:  Please take this post seriously.   If many games are releasing incomplete, why oh why are almost all the reviews on this website between 7.5-8.9, which indicates that the MMO is considered good/great?  I think when an MMO launches and receives such a positive feedback review from this website (and others), people who didn't get into beta will assume the game is pretty decent with a score like that and buy it.  This leads to a lot of box sales, which just reinforces the idea that releasing an incomplete MMO is okay.  It would be a whole lot more helpful if your initial reviews of MMOs would have perhaps different ratings, one of which "is the game complete or still in beta" category.  I too am sick of buying a game and finding out it has lots of bugs and wasn't finished or even had what was promised on the box (Age of Conan comes to mind).  If you want MMOs to stop releasing half-done games, stop giving those games glowing reviews or at least make it clear the game isn't done in the review.

Well, not sure what to say other than your review and second impression remain very different from the majority of people who purchased the PC version of the game.   The majority of PC players have quit the game (I don't know about PS3).  Your reviews are overwhelmingly positive, except about how there are so few players.   As another person pointed out, saying the lack of population is the problem is just ignoring the real problems that most people see in the game.  That's okay that you have a different opinion on the game, but I think you should acknowledge that your view appears to be the minority.  Some would argue that you shouldn't judge a game based upon popularity, and that's true but you can judge a game by how fast the population has declined.  DCUO is on epic ground on that statistic.

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