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All Posts by Dominisi

All Posts by Dominisi

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42 posts found

Its not so much that WoW destroyed anything on purpose - what happened is much more subtle than that:

 

WoW's game design brought a record amount of subscribers for very good reasons, it was an established IP, it was really well polished, there was tons of content to be had. The fault lies not in the games that came after, but the people who funded those games. They would basically say, what can we do to make this title pull in the kind of numbers WoW does? And the systems basically had to get added into the game in order to appeal to the investors to try and pull the same numbers. Here is a interview that the Crow Fall people did that puts it way more eloquently than I can. 

 

https://www.youtube.com/watch?v=hRII_7KZetE

My previous post being said there are some diamonds out there:

 

SWGEmu

Age of Wushu

EvE Online

 

They are all plagued by their own problems, but they each either emulate (SWGEmu) or do something that isn't being done in a very unique way (EvE/Age of Wushu)

I would agree that the term WoW Clone gets thrown around too often, but when I hear it I assume it refers to a few pillars of 'main stream' MMOs:

Trinity: Tank/DPS/Heals 99% of  'WoW Clones' have this, while older games DID have this, it wasn't nearly every one

Best gear comes from dungeons/raids. At least the 'old school' MMOs that I played this wasn't the case,  like SWG, the best was player made, and decayed, which kept the player ran economy going.

Lack of Non-Combat roles: I cant think of a single modern game (Originally developed in the past 10 years) that you can progress through the game doing non Combat things, EvE - you can do only industry, SWG, you could just be a Weapon smith. And I'm not talking about its the side thing your character does BESIDES combat, I'm talking the ONLY thing your player does.

Simple Combat systems: Lots of MMO's now have more robust ones e.g. TERA/GW2 but for the most part 'modern" MMOs are the same tab targeting stuff, with set rotations/priorities. 

Simple Character Skill Customization: Basically there is an optimal build for DPS/Tanking/Healing and there really isn't any variety in play styles because you need to do XYZ to your character and have these Best in slot items to maximize your performance. 

Lack of customizable player housing: Pretty self explanatory 

No open PvP period: Again, there are a few exceptions, but the vast majority of games don't have this option.

Lack of meaningful open PvP goals: Most PvP in modern MMO's is broken down into Battle Grounds or arenas. 

Being worthless until you are max level: For the majority of modern MMO's you basically have two stages, Leveling, and Max level. Very, very, very few allow you to do meaningful things that have any real impact during the leveling stage, and all of the content is catered to those who have hit max level and are looking for the next thing. Now this isn't bad if your grind is either unimportant or very quick, but there are some games (EvE, SWG) that allowed players to do meaningful things in between, or the "max level" is arbitrary (EvE) so you can do things at all stages. 

 

Basically , WoW changed the way we looked at games, they were wildly successful, and companies have been taking the core pillars of what WoW did, and then expanding upon where they think it should go. The other styles are generally ignored despite their success because they weren't AS successful as World of Warcraft. 

At risk of sounding like an ass, I'm going to assume the following:

The people whining about all games not being F2P are teenagers/young adults who simply can't afford 15 dollars a month for 40+ hours a week in entertainment and don't understand what an obnoxious value that is. They would rather spend the money they get mowing their neighbors lawn on new skins and shit.

Originally posted by Brixon
Originally posted by Sevala
Originally posted by GeezerGamer
Originally posted by Rydeson

CoH I miss a lot.. 

I never played Tabula Rasa, but from what I understand it was a nice game with great potential, but the drama between the big boys killed it..

Now as for SWG..  That game was a double edge sword.. I absolutely LOVED half of it, and HATED the other half.. It is beyond me why it had such a SHITTY  user interface.. Macro's should of never been allowed.. Too many damn quest bugs..  and most importantly ...

 

JEDI should of been in the game from the get go, like SWTOR.. 

I personally like SWTOR characters/classes more so then SWG, even tho I like SWG crafting better.. But SWTOR doesn't have a world so to speak.. It's just a bunch of zones you go to from your ship.. lol   However, for both games.. WTF is the galactic war or whatever?  Neither game gave me the feeling I was in or stuck between a struggling empire..

I agree with this post except for one point..........

 

JEDI should never have been in the game

 

 

 

You sir win +1 internets.

SWG was ruined by Skywalker wanna be's complaining about Jedi's and/or not wanting to do any of the work to become one (which wasn't hard). I wish they had left the Jedi out completely as well.

The only iteration of SWG was pre-CU and pre-stupid jedi village. If only SOE had just added more content instead of breaking mechanics that were fine....

The Jedi could have worked if it was totally random. Maybe make your chances increase a little by doing certain things, but it would never be certain thing. Or better yet they could have set the game era after " Return of the Jedi", and just made Jedi/Sith a normal skill path.

 

To be honest, the village, and the pre pub 9 grind system for jedi was fine. There were STILL a bunch of non Jedi PvPers running around STILL bounty hunters hunting them. It was great. I would rather PvP on my Rifleman Combat Medic than my jedi anyways. 

There were a few things in the NGE that really were awesome I wish they would have had pre-cu. Namely player bounty hunting, that shit was amazing and I used SO much time doing it.

To all the people with the opinion "If they were good they would still be live." That may work for the other two, but SWG was killed by Lucas Arts as to not compete with SW:TOR. It still had a healthy ~100k community before they murdered it to try to force people who liked SWG into their new game. 

Even currently, the SWG Emulation servers have small but good populations. The graphics have aged well, and more and more stuff is added every few months. I'm loving my time there, just like I did before greed killed SWG.

Originally posted by martinsdemon
Originally posted by Dominisi

Did this article really just try to compare the difficulties of Dark Souls to DaI? What a stupid premise for an article.

 

Hey guys, getting an electrical engineering degree is hard! A liberal arts degree is easier. Lets bash the liberal arts degree because of how easy it is compared to an electrical engineering degree, and not discuss the fact that they each have ENTIRELY DIFFERENT POINTS. 

Dude, did you even read the article? He is telling people NOT to compare the games based on difficulty, and then he goes on to explain, in painful detail, why they shouldn't do so. He flat out says that DA:I was created for the story rather than the difficulty, so I'm not sure what article you are reading, but it wasn't this one.

No. I read the first few paragraphs where he sarcastically made the difficulty comparison to try to make a point, after that I had no interest in reading the rest. 

Did this article really just try to compare the difficulties of Dark Souls to DaI? What a stupid premise for an article.

 

Hey guys, getting an electrical engineering degree is hard! A liberal arts degree is easier. Lets bash the liberal arts degree because of how easy it is compared to an electrical engineering degree, and not discuss the fact that they each have ENTIRELY DIFFERENT POINTS. 

Great question OP, let me point out the most glaring flaws in my opinion:

 

The number of homes available. 

 

See in World of Warcraft, if you have 10,000 - 20,000 people playing in a given faction, over the 3-4 major holds you are going to have to have at least 5-10,000 houses available. each. So now all of a sudden Storm wind has to become the same size as all of the southern half of the eastern kingdoms to become functional. 

 

I feel like the bigger games are able to get, the more we will see features like this (un-instanced of course)

Originally posted by handlewithcare

I played this game its average or is this the standard of mmos these days.

it should get a 7 if you really like average games.or I am sorry mmos are average.

AKA: I don't think the game is an 8 therefore MMORPG should only value my opinion and not the other people who visit this site. 

Originally posted by Raph
Originally posted by Dominisi

Mr Koster:

How does it make you feel when Sony Online Entertainment announces their "New innovative skill system that nobody has done before." in EQ Next, when that system WAS done before in Star Wars Galaxies?

I haven't actually looked at their skill system, so... I have no feelings about it. :) That said, I do know Smed, and I know that he is actually a sandbox fan. Jeff Butler, also a huge sandbox fan. So...

From what they described in the keynote it is a replication of SWGs skill system, on that note, a few follow on questions:

 

1: Some of the game design elements of SWG were outstanding, the aforementioned skill system, the organic economy, the player housing, the crafting and resource system. Why do you think that game developers have ignored these systems despite the cries from players to want to have these things in modern mmos?

2: On the changes and shutdown of SWG from vanilla to death: Did all of it just come down to a envy of what world of Warcraft had been able to achieve with normal "business" tenancies of trying to replicate that? Or was there a genuine desire to change the game for the better. (Albeit mostly ignoring the cries from Veterans) 

Mr Koster:

How does it make you feel when Sony Online Entertainment announces their "New innovative skill system that nobody has done before." in EQ Next, when that system WAS done before in Star Wars Galaxies?

Mr Koster:

How does it make you feel when Sony Online Entertainment announces their "New innovative skill system that nobody has done before." in EQ Next, when that system WAS done before in Star Wars Galaxies?

So, let me preface this by saying that there are a lot of really irrational, I want it now types of people that frequent this forum. If this is your attitude. Don't play Firefall.

Additionally, the subtitle "Awesome Potential, Still in Beta" is meant to communicate that this game isn't lacking "promised features" that aren't in the game yet. The game is buggy,  some aspects are almost unbearably buggy (cough crafting cough)

Background: I've been playing, beta testing, and writing about mmos for about a decade now - this is the first time in a while I've decided that I would like to write about a specific MMO. I've put hundreds of hours into nearly every MMO I've touched, from Star Wars Galaxies to SWTOR. In this review of sorts I'm going to share with you how I feel, and why I feel the way I do about this game. 

With out further adu. 

Gameplay: In a nutshell Firefall is a skill based, FPS-MMO. It is different from Planet Side in the fact that it is more PvE focused as opposed to 100% PvP. This game is very much a squad based MMO. Sure you can accomplish all of the basic functions of the game solo, but the more challenging aspects come when you bump up the difficulty (more on that later) to take on harder and harder encounters. There is no leveling in Firefall, rather you upgrade your battle frame (basically a fighting suit) to be able to make it slightly better than it was before. Because there is no leveling there are NO QUEST HUBS. When you log into the world you have to figure out "what do I want to do today?" As of right now there are a few options:

Racing, Resource Gathering (thumping), PvP, Missions, Open world PvE events, or PvP. 

Game World: The world is a beautiful 100% open world where you can go anywhere you want, when you want.  There is also a video floating around where the developers show their level designer, essentially they CAN make the world 1/10th of Earths total landmass, pretty exciting. 

Crafting: This is the only subject that I can probably say for sure I am a pretty hardcore fanboi about. Remember SWG crafting? This is the closest thing to that you are going to get to that, period. Resources are recovered through a process called thumping, basically you roam the map, smashing a hammer into the ground and looking for a good concentration of resources, call down a mining rig, and fight off giant insects that you have disturbed. The stock hopper is pretty easy, but once you start upgrading your hopper or using squad hoppers, it gets incredibly difficult really fast. 

Resources: As described above, you search the map for resources to thump out. The resource "map" is dynamic, so the same stuff isn't going to be in the same spot for more than a half hour, additionally, all resources have different qualities (just like SWG) different items require different resources, and different values of quality to make better items, which ties into...

Economy: It is 100% player driven (just like SWG, although I think R5 is supplementing it now because it is super weak) in order for this to work ITEMS HAVE TO HAVE DECAY, which R5 is using. There comes a point where your gun gets worn out, and you can't use it anymore, this keeps the economy moving, and is an awesome feature. 

The bad:

AI: Some of the NPC AI is easily trickable, the difficulty comes from how many there are and how hard their guns hit, but you can usually train them out and pick them off, but it still takes skill to do.

Bugs: It JUST came out of closed beta, so there are defiantly some bugs. Some are annoying but you'll be fine, I promise.

 

Conclusion: If you are a fan of PreCU SWG, Vanilla WoW, or any other "Old Sandbox/Theme park hybrid I would really suggest this title for you. If you are part of the crew (like the really popular thread in this forum right now) who is complaining about it being TOO COMPLEX, then don't play it. I for one feel like I will be playing this game for a long time. 

 

I could go into much more detail about class customization, no more holy trinity, etc etc, but you just need to give it a try, its free.

Originally posted by DamonVile

Firefalls biggest problem is, it's not even close to being ready to launch as an mmo. It's a great game in the making but has so little real content everything that isn't just a flat out grind, gets repetative within a few days of playing.

If you enjoy all the gathering of resources, xp and like the crafting it's a great little game but if you're looking for a fps themepark with a long quest line and all of the things that go with theme parks it's an empty game.

Defiance imo has less of a foundation to build on and more pressure to be something beyond just a game. The fact that in just a few months it's gone from a $60 box price down to $13 on a steam sale doesn't say good things. If I was going to recommend defiance to someone, I'd say buy it if you're looking for a few weeks ( at most ) entertainment but it's not really a long term mmo.

Okay. I disagree with most of what you said, not because its untrue, but because of your poor reasoning behind it. Let me elaborate:

FireFall is in OPEN BETA, as a matter of fact it just hit open beta, so complaining about the lack of content is terrible. 

This game, contrary to what you say, is not a "Themepark." Why? There are no quest hubs, there is very little in the way of story line. You can get on, do what you want to do, and there you have it. So if you are looking for a themepark, go defiance, not firefall.

-------------------------

So, why I prefer Firefall over defiance:

The crafting system is closer to Star Wars Galaxies than any other MMO I've seen so far. Player crafted items are better than the stuff you find on mobs, all of the resources to build them are gathered by the player through a pretty fun gathering mechanic (thumping). If actually having to decide what you want to do that day is something that you don't like, don't play Firefall. 

PvP is like Unreal tournament, which I enjoy.

The only thing(s) that could make it better are Open PvP zones (which I'm sure is going to come down the pipe when it gets closer to release) and player housing. Other than that its a solid game if you are a fan of Sandbox/light theme park hybrids.

Nobody has, or will do level design as good as Star Wars Galaxies. There were no levels, most of the worlds had real estate that players could actively use for not just player housing but resource gathering as well. This model was used almost a decade ago and no game since then has tried it, much less improved upon it (it could be improved to become a pvp paradise game with dynamic events threatening player cities etc) But for some reason, although I have a lot of respect for Red5, companies choose to ignore the gems of game play that were in SWG that could easily be adapted to today's mmos.
 
I don't give a single fuck what he Smedley says, his decisions ruined the greatest MMO of all time, SWG.

Pretty much like the title says, I'm curious as to how many people picked up an MMO and actually played it for over a year before going back to an old one or swapping to a new one.

 

I for one can't remember playing anything for more than a few months at a time before I was on to something else.

 

(Edit: and I jacked up the pole and didn't add a zero. hah)

Holy shit have you guys read or listened to any of the interviews posted on this very site?! The targeting will be just as it is in Skyrim / other Elder Scrolls games, free targeting. The left and right mouse button will be tied to your "main abilities" (So melee swings for melee characters) and holding down the button will produce a harder swing just like in Skyrim/Etc. You will also have abilities that do more damage or give buffs/bonuses. Please for the love of god read the stuff that has been posted on this website / listen to the podcast, so many questions are answered and it prevents people from blowing bullshit saying the system is "Hybrid" when they really have no idea.

It is apparent that there are two factors at play here:

#1 The OP likely just got wrecked in some pvp encounter. His opponient probably started boasting about how he has skill and the OP was terrible.

#2 The OP doesn't have a grasp of the english language and understand what skill means. Let me define it for you:

the ability, coming from one's knowledge, practice, aptitude, etc., to do something well

 

By that definition, and your long rant afterwards about how dedicated hours and hours to a video game and its mechanics isn't skill, you defined it AS skill. Maybe if you would have spent the past 10 years learning something instead of rushing home from work/school to play video games that would get you no where due to your lack of time to dedicate to them, you would understand basic words in the english language.

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