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All Posts by SBE1

All Posts by SBE1

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256 posts found
General Discussion « Guild Wars 2
3/15/11 7:36:34 PM

The Sidekick ability is (I believe) from City of Heroes, which as other posters have stated you just get your attributes (but not gear/skills/etc) buffed up to a level almost as high as your friend.  To get sidekicked up a level, you have to group with higher level people and actively be sidekicked by that higher level person.

Being debuffed going into a lower zone was done in WAR when it came to PvP (you turned into a chicken, ironically enough), but I don't recall a previous game doing this in PvE.  What is hard to believe is that the higher level (but not max level) player would do this because it may or may not take longer to level in this situation (getting 10 xp per kill versus 10,000 xp per kill), but perhaps it all scales nicely and thus it wouldn't really matter, which would be pretty amazing really.   Personally, I think this is just useful for max level characters to go back and group with friends who re-roll or something through their content without making that encounter too easy.

As for bots, I can't see how they would work in dynamic events (DE), which is probably where most of the xp/rewards are to be had in the PvE portion of the game.  The dynamic events are dynamic, not static, so having a computer run the character seems awfully unlikely.

One thousand two hundred twenty

Originally posted by Ikeda

Now wait a minute...

DCUO was a great game for the review period.  Think about it, it was just a launch so all the servers were pop full.  SOE promised a monthly content update.  SOE stated there would be bug fixes and whathaveyou.

The problem with a review is that they are given the content of a game within a limited scope and are told... here... review this for 2 wks... go!

For 2 weeks the game was incredible.  People were rushing to max level.  Raids were forming.  There were a couple of bugs but those were reported and RadarX responded they would be fixed.  The problem?  It wasn't until 2-4 wks AFTER the first review that the first patch came out.  And that patch didn't fix HALF of what it was supposed to.  The monthly update for V-day was off by almost 2 wks.  The first content update was a catwoman mission which, while cool in context, was not as bountiful as the comic faithful would have held.

While I sometimes agree/disagree with the reviews here, atleast they TRY.  They noted the discrepancies and if you go back and READ the review, there are a lot of IF's in their conclusion.  Once again, SOE kicked us gamers while they were down.

 Okay, first, you say "atleast they TRY."  Um, do you realize just how low a standard you have?  My 3 year old can try advanced calculus, but doesn't mean it is useful.   Anyway, I infer from your comments that the game has materially changed SINCE the MMOPRG staff wrote their review and impressions.  If that is the case, I believe MMORPG should be compelled to retract their original review and issue an ammended review.  This game is still relatively new and people looking to buy a game might believe the review a few weeks ago is accurate of the game.  I know the staff is always moving onto the next game, but leaving a review that is now inaccurate so quickly deserves some attention. 

Your comment also says that they used a lot of hedging language about their review, which also suggests that they need to come back and do a re-review quickly so that they can make some more definitive comments, or at least take the numerical rating down and issue a statement that the game is under re-review.

There is of course the other point:  MMORPG staff stands fully behind their initial review of DCUO.  While normally I would discount a review of an MMO if it was a year or two old (and thus there is no need to re-review every single game, that's too much to ask), I would expect a review of a major release game by a major developer (SOE)  done 1-2 months ago to be fairly accurate.  I'd like to know if MMORPG still would give this game a glowing review.  My standards I guess are a little higher than just hoping they "try."

P.S. -- Not trying to personally insult anyone at MMORPG, but my opnion of the review of this game was that it was reviewed like a console game and not as an MMO.  Probably easy to do as the console aspect of the game is innovative, but I do believe you missed the forest by focusing too much on one tree, as the saying goes.  I just want to point it out because I actually want to use the reviews of this site.  If I didn't care, I'd just simply go somewhere else and not even bother posting this.

I laughed when I read that the smuggler was the (healer) class. Not exactly the first thing that comes to mind when I think of Han Solo. This game is just a PvE MMO with a mandatory Star Wars story and Star Wars graphics. Perhaps that's all people want, but the moment a smuggler is the default healer, I just can't make believe it is Star Wars.


Originally posted by dankid



Have you played the game?  Heres the deal, and most people that are not fanbois will agree.  The game was great for what content was there.  PvP mechanics and gameplay were bugged and lackluster from the beginning, but there was enough content for a casual gamer to have a tremendous amount of fun for about 2-4 weeks.  After tha point, the game was uterlly useless. 


They claimed this game was an "mmorpg" but in fact it was not.  It lacked the 'depth' as most threads quickly found to be considered an mmorpg.  It should have been a console game with no subscription and thats that.


Thus most people played the game like a console game.  They played through the story, completed some achievements, played a little bit of PvP, and then set the game down to never look at it again.

 That's exactly my point.  The MMORPG staff reviewed the game as if it was a console game, not as an MMO with depth and longevity.  I pointed this out when the final review came in that the review was unacceptable as an MMO game because it failed to discuss the lack of content, chat, UI as very major drawbacks to making it an "MMO" instead of a single-player console game.  Since this website is called "MMORPG", I would have assumed the staff would review the game as an MMO, not as a console game.  Unfortunately, they decided in their wisdom to just give it a great review because it was a fun console game.  That is what I didn't understand and complained when I saw the review.   If this was a 1-time purchase with no subscription fee, then fine. However, there is no way they can justify a monthly fee because it simply isn't "MMO" enough in my opinion.

Generally speaking, console games tend to have more action-oriented and more entertaining gameplay, but you can burn through them rather quickly. MMO games generally sacrafice some of that for extensive content and long-term playability.  Clearly the ideal is that you can get both, but DCUO isn't there.  This is just a console game that at the end they decided to try to get people to pay a monthly fee.  Seeing the population decline dramatically therefore should have been no surprise, despite the glowing reviews from this website.

As an Economics guru, let me first say that everything in life has opportunity costs, since it is impossible to do everything all at the same time. Every decision in life is an opportunity cost.  So telling me that a game is full of opportunity costs really doesn't mean a hill of beans, but you might convince yourself you sound really smart.

Obviously, where the big issue lies in MMO games is that time invested in the MMO greatly improves your success in the MMO, however you define success (killing mosters better, killing players better, having the shinest gear, whatever). It's a classic leftover from table-top RPGs where you go out, get experience/treasure from doing something, which allows your character to advance. Since it takes time to get this experience/treasure, time invested becomes a function of your player's abilities and future success.  It is not a first person shooter where everyone resets at the beginning of each match. 

Now, you have to add in to the mix that in some MMO games, the "fun" experience tends to be the endgame, but reaching the end-game can take a long time.  Some people then decide to pay others to skip this experience using real cash (involking the opportunity costs of grinding on a game versus paying someone to do it for you while you do something else), while others believe this is a form of cheating. The debate will probably never be settled, but I personally believe it revolves around that crazy word known as "FAIR", which losely defined is "you have more than me and I want some."  People with lots of real life cash and less time want to buy their way past the boring part of a game, while those with lots of time but less real life cash want everyone to suffer through the game like they did, calling anyone who skips a portion of the game a cheater or a skillless noob. Since the majority of game players probably are in school (and thus more time than money), I'm not surprised to see so many people complain about leveling services. I've used a leveling service in AION and found it worked well.

On the other hand, an MMO game could be a lot of fun during the leveling experience, but a total drag at the end-game.  In this situation everyone is leveling up or making alts, but then they complain about the game and quit after going through the content several times.  DCUO is a good example of this.

Some MMOs try to skip the leveling/grind all together, but those games haven't done well as people generally like being invested in their own characters.

The "holy grail" of MMO games is one that offers just as much fun leveling up and grinding as it does in the endgame. 

Another "way back" article.  Things are slow in the current MMO world.

Laugh, they are down to just 2 servers now?   I can't remember exactly how many they had at the beginning, but I am sure it was more than 20.  Heck, they had 4 servers just dedicated to the RP community. 

Rather than fix the flaws, they just do server mergers.  I guess it's cheaper than doing the things to fix the game and class imbalances.

That's a solid list of epic failures in MMO production.  G Godager at Funcom (Failcom) was pretty sweet when he kept talking about the PvP aspects and DX10 of the game, and then launches the game without DX10 (despite being on the box) and very poor PvP.  He then said he was surprised people wanted a lot of PvP in Age of Conan.   What a dope.   The good news is I shorted Funcom stock after playing AoC for a few days, realizing it was an epic failure.

As for Jacobs, he got RvR/PvP right with DAOC using 3 sides and having specific zones for consentual, meaningful PvP.  He failed in delivering on class balance.  All that was supposed to change in WAR, where he promissed that he had much more tools and information to balance classes prior to game launch.  Whoops, I guess everyone telling him a Bright Wizard was overpowered just kept getting ignored, and he ignored the benefits of having a 3-sided RvR game and went the lazy 2-faction route.  Both of these errors (and many others) led to servers closing within the first few months of the game.

The benefits of these 2 developers have shown others is that 1) don't make stupid promises about a game and PvP that you have no intention of fullfilling at launch, 2) make sure you have at least 3 sides for PvP (most games keep going the 2-faction route for some reason) and 3) class balance is so important that you are better off just having the same classes available in each faction rather than relying on tools and databases to balance unique classes.

So, I'd be waiting for a DAOC clone where the 3-faction classes were identical (except looks). 

I'm tired of MMOs with PvP focus where there are only 2 player-driven factions.  I swear every time I see a 2-player faction PvP game I know that the population is going to decline dramatically six months after launch, because the losing side quits, and then the winning side gets bored and quits.   Making a third faction NPC based does not solve the problem.

I know this isn't a problem with WoW, but I wouldn't consider WoW a PvP focused game.

Another thing that drives me nuts about these previews/Beta are that they spend 90% of the the time in starter zones or low-level content.  When you make a PvP game, 90% of the live-game time is spent at max level doing PvP.  How in the world can you do an adequate preview of a game when all you see is the starting area and a few scenarios?  While i think the starting area is interesting, I probably spent about 10 minutes of in-game time in the starting area, and hundreds of hours in open RvR.  Simply put, MMORPG previews and quick reviews of PvP focused MMOs are pretty much pointless unless there is something broken in the game.


What I find funny is that the game supposedly changes at level 50 and the focus becomes PvP and that part isn't part of Beta.  Since PvP is where I'd be spending the vast majority of my time, I want to make sure that part works and is fun.  It remindes me too much of AoC, where everyone in Beta could test the early levels and found the game great, but no one could test the seige action.  Funcom repeatedly said seiges were working fine, PvP was all done, etc. and yet when we got to that part of the game it wasn't done, implemented correctly, and was a total garbage experience.  So, I went through all the pain of leveling in that game just to find the endgame a joke.

Because of AoC, I don't bother with Beta events unless they start concentrating on end-game PvP content.  Alpha testers be damned.  Without a solid Beta test by many independent players, PvP cannot be properly tested.  So, I'll sit this game out and in a few months come back and read about the PvP aspects, how they had to nerf 2-3 soul combinations to oblivion because they were overpowered, and people spending time leveling those sould combinations will be screwed and unhappy. 

So, in conclusion, I'd like to thank all those who purchase this game and then go beta test the PvP for me while I have fun doing something else. Once the PvP bugs/imbalances get ironed out and many soul combinations get nerfed, I'll then decide if it's worth my time to buy the game (which will probably be on discount by then).

I stopped reading when it starts off "I don't like to PvP" and then realized it was an article on PvP. Perhaps next we can have people who hate PvE write a long article on the PvE aspects of XYZ game.

The problem with the "preview" was that Jon started off by admiting he had not spent much time in the game and yet wrote the preview for, which they published.  It was like saying "Hi, I didn't do my job adequately but here it is anyway because I'm expected to write this regardless of how much time I've played the game."   Also note that there is no commentary about the crafting system, which is very important to many players.  Did Jon even test out the crafting (many complained it was too bland).

There were several shortcomings in WAR that should have been pointed out right away to anyone spending only a short period of time in the game.  First, the fact that many people (not me, but many in my guild) reported configuration problems and constant crashing with the game. Perhaps Jon didn't crash, but so many people were crashing it should have been mentioned. Second, an PvP focused game with just 2 sides is destined to have problems because losers quit, and the winners get bored and quit.  Anyone could have seen this coming; Mythic promissed to address it in pre-launch interviews and never did anything for the first year of release after most servers were closed. Third was grossly imbalanced classes, particularly the Bright Wizard and group healing classes (the group heals were better than the single-heals, making them 1 button pressing class).  This should have been mentioned in the preview.  Other website previews I remember commenting specifically about the Bright Wizard overpowered abilities. 

Look, I liked the game and played long enough to have to transfer 3 times because of server closings, but those glaring problems I knew were going to eventually kill the game. All Mythic/EA did was fire the producer and gloss over the problems with more PvE content.

There are 2 types of end-games, and they rarely succeed if they cross.  First is gear-based raiding PvE endgames to get new weapons/abilities. There are plenty of these kinds of games out there. The other is PvP endgames, where the success rate of games has been mixed at best.

In my opinion, the best PvP focused end-game MMO had to be the original Dark Age of Camelot (DAOC).  The end-game of PvP had something for goal-based people in the grind of higher realm points for additional abilities. It had balance because there were 3 realms, almost ensuring that no one realm could dominate a server.  It had consequences because holding enemy relics had benefits, and taking the keeps made leveling easier and taking the relics easier.

The primary problem of the DAOC end-game was lack of class balance (3 realms of unique classes to each made it nearly impossible) combined with the developer's desire to add a gigantic gear-grind end-game component (Trials of Atlantis) on top of the existing PvP end-game grind.  This led to the mass exodus (combined with WOW) of the game and why today it is down to just 1 server (although very popular free-shards exist to put the game back to where it was prior to these changes).

What I believe many PvP players desire in an end-game is to take what DAOC used to have (3 realm combat for balance plus meaningful consequences for PvP activity for the entire realm) and put on top of that extensive class balance by having roughtly the same classes in each of the three realms.  Combined with only a modest gear grind, I believe the game would be very successful in the end-game.  Finally, I think players would like a change of scenery (after a while playing in the same setting gets boring), so the developers could rotate out the scenery/zones every few months to keep strategies fresh. 

The concern I have on current MMO PvP end-games is that they tend to be 2-faction games (and one side that losses gives up, and the winners are bored and they give up, and servers consolidate, and repeat the process just like Warhammer) or they tend to be free-for-all PvP (Darkfall, Shadowbane) that I believe is a relatively small niche of the market. 

Recently developers have been doing 2-faction games with a third NPC faction for balance (AION for example).  This doesn't work because fighting NPCs simply doesn't motivate the PvP crowd, even in a PvP zone.

Because a balanced 3-faction meaningful PvP is always unpredictable, the amount of content update required by a developer would be relatively modest because players would make the content exciting. Like I said, the only real content would be probably a change of scenery every so often and only a modest gear-grind. 

What I don't get is how the designers can make combat  fun (good points for that), recreate the DC universe/setting, and screw up on the MMO basics like chat and UI can targeting. 

MMO games are not new, and yet it amazes me that some of the basics of MMOs seem to be missing.   I'm going out on a limb here and I'm going to assume that the developers actually do know how to code MMO-like chat and UI, but didn't because this was originally a single-person console game that was converted to an MMO very quickly at the end.

If this was a single-person console game and had an expected play-life of 40-60 hours, 2 thumbs up.  As an MMO, where I generally think the play-life is more like 400-600 hours (or more) and chat/UI is so messed up (especially for PC), then I don't think it's meets those qualifications UNLESS SOE provides a lot of updates. 

What I don't understand is that the reviewers/editors seem to think this game is a console game and keep commenting about the console and combat areas (which are quite good), and not reviewing it as an MMO. 

Almost all MMOs have some type of problem at launch, and this game is no different, but the strange thing is that the problems seem so basic to MMO games.  I personally think the only way to review this game is to see what type of updates are provided every month. Unless they are something amazing, I would expect a significant drop off in population.

The review clearly states that if it was a single-player game or didn't require a monthly subscritption it would have gotten a higher score.  But, an MMO needs "glue" or "social system" and "lots of end-game content" to make it work.  DCUO just doesn't have it.  It might later on, but that just means it was probably released too soon (a common problem).

Well, first of all this reads like "I want to give this game a really high score so please fix these few things ASAP" kind of article.  Seems biased, but whatever. 

I think this is the first MMO game where chat is a huge problem.  Seriously?  How long has the MMO world been around and companies can't get the chat right?  This to me seems like it was made as a single-player console game and suddenly they got this strange idea to make it a MMO game somewhere late in the process.  Furthermore, with such fast leveling (solo, no less) you really have to believe that SOE will deliver meaningful monthly content.  That's a big leap of faith.  Furthermore, wont that monthly content just keep accumulating?  If so, wouldn't it be much better to just wait and subscribe 6 months from now so that you can go through all the content in about 1 month and see if you want to continue?  Why subscribe now when in a week you can max level? 

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