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All Posts by SBE1

All Posts by SBE1

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253 posts found

TOA ruined the game. I now play a version of DAOC that has the classic frontier zone and no TOA crap.  Has great RvR, a more compelling PvE (no instances), no buff bots and a far better monthly price :)

All I want is open PvP areas for large scale fights.  I also think it is better for the server population that those areas are seperate from the PvE areas, similar to DAOC.  Consentual large-scale PvP is what I prefer. 

What I worry about more than anything is that this could yet again be another 2-faction PvP game, and thus the losing side will quit, making it even more lopsidded and eventual server closings.  This is one of the major factors that killed WAR.

Sorry, but 8v8 is just pre-mades versus casual slaughterfests.  Boring, unless they have a mechanic to only put pre-mades against each other.

Furthermore, I'm completely stumped as to how PvP can even remotely be balanced between classes.  If you want to PvP, how can you NOT take a force sensitive character?  All PvP is just jedi versus sith, unless they have seperate ques for non-force sensitive players.

I'll probably play the game once from the Rebel side and once from the empire side to see the 2 stories, and then go do something else.

I could be wrong, but I was pretty sure players wanted Skaven as a 3rd Realm so that PvP servers could be more balanced (rather than the imbalanced 2-realm system they have).  So, they add Skaven, but they continue with the 2-realm system.  Seems like they only went halfway, which is sad.  The game sorely needed 3-realms at the start instead of 2, and now most of the servers have closed.

Oh well.

This game dies on several fronts that were just terrible, terrible design decisions:

1) PvP with just 2 factions instead of at least 3.  Once one side starts dominating, the other side logs off, making the winners even more dominating, and eventually the losing side just quits the game or goes to another server.  The server becomes a ghost town and eventually the winners get bored and quit.   

2) Terrible in-game class balancing.  With all the comments they made about how classes would be balanced, nothing could be further from the truth.  It was terrible as PBAOE Bright Wizards could just mow-down anything.  Stacking pit of shades at a keep was insta-death for attackers.  Group heals far better than single-target heals (making healers press the same button the entire fight). It was so bad you had to laugh.

3) Lots of people complained about lack of stability.  I never had a problem, but lot of people in my guild did.

4) City seiges that were more about PvE than PvP.  Doing a city seige and you're in an instance where there are only 10 defenders and 60 attackers, while another instance has 60 defenders and 10 attackers.   Brilliant!

5) Crafting sucked. It did eliminate needless grinding, but I just don't think it delivered for crafters.

6) If you had to solo in PvE, you were hating life in this game from level 30-40.

7) They then go the ToA (Trials of Atlantis, the infamous DAOC expansion) route and introduced overly powerful weapons if you do some PvE in a new zone.  My entire 50+ guild quit 2 weeks after the launch of that zone expansion.  We saw ToA version 1.0 and didn't want to see it again.

I suspect the game is probably a year off from release.  If one looks at recent MMO releases that had significant unfinished content and their abysmal failures (AoC, WAR), they always had a lot of demo stuff to show off and yet never had the endgame finished.  The only thing that gives GW2 some hope is that they can build off of GW1, so it shouldn't be something from scratch.  I can only hope that the endgame is relatively finished when the game launches.

WoW Killer?  Next WoW? 

No and No.

WoW is a unique game, in that it came at a great time as many MMO games at the time it released were often very buggy and had quirky things to learn.  WoW was easy to learn, had minimal computer settings and was very polished at release. Combine with the fact that they piggy-backed off their successsful Warcraft RTS and you have what you have today. Just about anyone who liked PvE (and lets face it, most people prefer PvE) found the game they needed in WoW.

I suppose it is the cool thing to do to blast WoW, the people to play WoW, etc. but what MMO game has had that kind of success? 

I think GW2 is making a big jump in MMO games by removing a dedicated healer class from the game and trying to remove the feeling of "grind", making things a bit more persistent-impact kind of environment and limiting the death-penalty.  These are all very casual friendly advances in my opinion.  The only thing they need to be sure of is to limit the game bugs at launch.  I would assume since they already have GW1, that the bug list should be rather minimal for a sequel.

I certainly hope the GW2 concept of "no dedicated healer" and limited grind concepts are successful, and if it is we can look forward to more MMO games with these concepts.

It is the evolution of the nanny state.  There are people who believe the know more than others (claiming some parents are too stupid to oversee their kids, etc.) and thus believe they should impose their values on others for their own good.  These people demand laws/regulations such as what we see with controlling content in video games.  They argue that the kids exposed to this will eventually become violent, imposing a big cost to society in the future.

We have other people who say free-for-all, personal responsibility and get out of controlling what I can and cannot do (my personal point of view, but I'm trying to see both sides).  They argue that as we lose one freedom, another new crusade will emerge to control another part of our lives, and eventually we will live in a very controlled society. Furthermore, they argue that innovation and changes in the market can better adapt to these things than stale laws/regulations.

It is important to note that both sides are looking to improve things, but have very different opinions on how to do it.  There are no reasons to make personal attacks on other people on either side of the debate.

Personally, I don't think more laws are needed, just better enforcement or understanding of what the recommended age system means.  Kids can't smoke, drink, or go to R-rated movies unless an adult gives it to them.  Yet, there are the kids to smoke, drink, do drugs, etc. despite the "laws".   Rather than focusing on these much more important law-enforcement issues, we're engaging in a legal battle over video games?  Really?  Seems like priorities are a bit mixed up. It certainly gives some credibility to the free-for-all argument that after this crusade, another crusade "for our own good" will be on the horizon.

Finally, many games are played by adults, and the key demographic for video game makers are men age 25-40 since they have lots of money. As such, if you want a game to succeed with that demographic, it may not be appropriate for kids. If you put a lot of restrictions on games, they may not appeal to the 25-40 male crowd and hence you'll see a lot of game companies go out of business.  If the Supreme Court overturns the lower court rulings and supports control on video games, I think the smart money will short several game companies that have made a name for themselves with edgy-titles.  So, even though I personally hope they don't overturn the lower court rulling and keep their hands off video games, if they do I'm looking to make some money on it.

There were so many problems at launch with this game that it just turned off so many players.  It was SOLD as a PvP type of game in many of the demonstrations/interviews, and then when you go to a seige having people locked out of a seige, the massive lag, and the enemy killing themselves to rack up kill points was just stupidly broken. Then Funcom says that PvP wasn't the focus of the game design.  Brilliant. 

The transportation system was broken, having to kill oneself to get around some of the larger zones.  That just felt broken.

The high-level content was a joke compared to the low-level Tortage experience. 

DX10 content, which was shown off over and over again in demos, wasn't in the game at launch.  Seriously, when you show it off in multiple demos, put it on the box cover, it should be in the game.  Just unbelievable.

I shorted Funcom stock about 2 weeks after playing AoC and I'd like to thank Funcom for making me a lot of money in exchange for my miserable experience.  I will ALWAYS play MMO games made by small public companies, because if they fail or succeed, they can make you a lot of money in the market.

The more I learn about this game, the less I tend to like it. 

First was a great concept video of Sith attacking Jedi.  From that point forward I've been less impressed and now, based upon what I know today, probably wont buy the game.  Obviously things could change, but what "ruins" it for me is that this game appears to be all about a "choose-your-adventure" story kind of game rather than sandbox, make it as you go kind of game.  Sure, the story branches into different plots depending on the actions/decisions I make, but it's still a pre-defined story and they have put voice over acting into everything, which to me slows the game down.  It looks like watching a movie more than playing a game.

I'm sure there are a lot of people who are going to be interested in the story.  I liked the story of KOTOR, but once you play it it certainly loses it's replayability appeal.  I suppose each type of character can have a different story, but it's just not for me personally.   Plus, your friends will all be on their own "story" with thier characters, and after 1-2 months everyone will know how every story plot/ending because people on the internet will tell how their class/actions story worked.   And if the story is the primary thing, and you know the story ahead of time, it just kills replayability. 

I don't see how there can be any balanced PvP in a game like this and keep it any way realistic. 

I'm sure there are a lot of people just dying to have a good story told to them that involves Star Wars. But after the story is told, then what?

The reason I believe most everything is "human" based in this game is because the storytellers at Bioware know motives of humans and can tell a story around humans.  If you played a strange alien, perhaps the story wouldn't make as much sense.

This game is simply a very fancy "choose your adventure" books, where you decide to do either A or B, then turn to page X and see what happens next.  Sure, this includes graphics and voice over, but essentially that's all this game is.  They have to adapt that adventure book to multiple classes.  Throwing in multiple races/species would have made it too complicated for Bioware.

I enjoyed the RvR action, but the problem always was in ORvR that if 1 side had a population advantage, the other side was essentially screwed, resulting in them logging off and just making the population imbalance even worse, and as a result they had to consolidate servers.

Add to this that initially the classes were imbalanced (BW bomb groups decimated everything). 

What made it frustrating is that Mythic staff acknowledged this challenge but believed that they could adapt quickly to a shift in population balance.  The reality is that they never did adapt, and populations collapsed and the server merging was inevitable.

So, a 3rd faction may have saved this game from the beginning, it will never be implemented at this point given the cost of doing so and the amount of gameplay disruption.  I think all MMO producers are loath to make significant changes like that after Star Wars.

If you continue to play WAR, just take it for what it is and wait for a 3+ faction RvR game to come out eventually.   What dumbfounds me is why they don't just re-implement DAOC back to pre-ToA, old-frontiers and see how many people show up.  It wouldn't cost much to install old-code on a server and sell the subs. 

They pay people to write this type of column?  This website must be loaded with lots of cash to throw around.

Way to put that drama degree to work.

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