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All Posts by Dominisi

All Posts by Dominisi

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37 posts found
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.

Originally posted by redman875

The OP's adolecent post aside.  I do see a lot of BS revolving around this game being a sandbox.  This game isnt a sandbox. None of the developer interviews say this is a sandbox.

I agree there are some sandbox elements, that are placed inside a themepark world (new trend and imo big step in the right direction, TSW did this as well at least related to classes/skills)

I am interested in this game for one reason only: guild vs guild pvp and seige mechanics.  This is a fantastic compliment to an extensive building mechanic.

I do agree that there is very little information out there, other than those interviews, some footage shots, a duch guy playing who i cant understand (dont speak it) and some other non-english videos.

 

Someone really needs to spend the time and do a decent english promo of the game.  Describe the quest and storyline system (which imo disqualifies it from a sandbox tag). Describe pvp...does this game go the sandbox element route of full loot or painfull death?  Or will i get a free port to wherever im bound with no loss/risk?

How do the seiges work, other than being instanced?

 

Im not one to get hyped about any game that i havent played nor has anyone else who i can communicate with for any extended time in game.

 

Oh and if im off base with this let me know, i just remember this game being all the rage within the sandbox community a while ago...at least untill everyone found out it wasnt a sandbox...not sure if people here realize it yet though this site seems to be completely hype driven.

 

Ok , just because a game has themepark elements doesn't make it "not" a sandbox. Point in case, GTA is concidered a sandbox, are you saying because it has missions it is not a sandbox? Skyrim is concidered a sandbox, again, story lines = no sandbox?

Certain things qualify a game as "sandbox", the biggest of these pillars is player driven content. Building a house separate from NPC cities is a sandbox element, open world PvP in all of its forms is a sandbox element, deep and complex crafting coupled with a 100% player driven economy is sandbox.

A even better illustration of this is Star Wars Galaxies. It had story lines, it had missions, it had mission lines in the game that were even called "themeparks" but it is concidered to be one of the only true sandbox mmos of our time.

I'm sorry, I'm having the hardest time getting past the OP's incredibly bad spelling of words in his system specs. Phenum? Deul? What the fuck.

I agree with the OP.

Developers have basically turned single player games into multiplayer games and are the ones driving all of the content held within. 8-10 years ago when the community was much better than it is today content was made by the players (See sandbox MMOs) with minor content being put in by developers, this was the golden age of the concept.

Bring in the society of instant gratification and you have people who instead of being social require LFG/LFD tools so they don't have to talk to anybody, they can just press a button and go.

The problem is this is a society problem with entitlements etc and nobody wants to use their imagination or do any work themsleves. Its pathetic.

Auto Assault!

Originally posted by Heinz130

one guy sayd iten decay

why the heck you want iten decay?

Item decay ensures that the player driven economy continues. If the items you own never break then once everybody has equipment the demand for items will drasticly drop, destroying the player driven economy.

I have been in the closed beta for a long while now and here is my oppinion.

This game, while the side quests are the same, has a very entertaining personal class story line for each and every class. I enjoyed the story lines that I played, and the voice acting and quest system kind of makes you want to sit there and listen to them talk about it - it adds an extra layer of immersion and emotion. To be honest by the time I play through all 8 classes (which I intend to do purley for the stories of each class) It will likley be 6 months, in which case I'm sure there will be new endgame content. This is of course assuming I dont play till the end, play the endgame content then whine cause I'm bored, the seperate story lines are more than enough to keep you busy.

I like how people are calling EvE a "niche" game. over 330,000 active players is nothing to shake a stick at, if we rewind pre-wow it would be the first or second biggest game on the market, and now its easily in the top 5, niche? I think not.

Originally posted by MMO.Maverick
Originally posted by Szasz
Originally posted by Dominisi

However..... with TOR's implementation of the class/skill system, what difference is there to WoW besides what bonuses you recieve from just clicking the "this is the advanced class I want to be button". To me the "advance classes" are just a paper thin illusion of specialization, because you are still picking trees that benifit your "chosen" advanced class.

I submit to you, that if they took away advanced classes entirely and just had the skill trees present that it would be a near copy of WoW and being as the "advanced class" is just a paper-thin illusion, it would not have any affect on game play, or the development of characters.

It's actually a better comparison to compare TOR's class/talent tree system with how it's done in EQ2 and AoC:

- in EQ2 you pick a generic class first (eg rogue) and at L20 you pick your definitive class (eg brigand or assassin)

 

- in AoC you have a class archetype (priest, soldier, rogue, mage), within that class archetype you can pick your definitive class, for example Conqueror, Dark Templar or Guardian, and then you have 2 class specific talent trees and 1 archetype tree that you share with other classes within that archetype class.

 

- in SWTOR you pick an (archetype) class first and at L10 you pick your definitive advanced class. Within that archetype class you have 2 (advanced) class specific talent trees and 1 you share with other classes within that archetype class. So, an SWTOR Guardian or Sentinel within the (archetype) class 'Jedi Knight' share a talent tree in the exact same way that a Conqueror, Dark Templar and Guardian within the archetype 'Soldier' share a talent tree in AoC.

I totally agree with you - I just used WoW as an example, and we all know that WoW's character progression was a slightly modified copy of EQ etc which all came from DnD etc etc etc. Point being is I see the OPs point, it would be cool to see more variety like the SWG example I gave.

I think I understand what the OP and the people in the "hater" arena are getting at. And I also understand what the "fainbois" are getting at. Here to inject some mediation to the retard in the thread, here is Dominisi.

Its a class based system (Like WoW)

The "advanced classes" are really nothing more than the talent trees in WoW, except instead of 3 per class, there are two.

Where ToR differs is they have another layer of  "specilization" to the mix with their version of the skill trees, with what we have been discussing thus far.

However..... with TOR's implementation of the class/skill system, what difference is there to WoW besides what bonuses you recieve from just clicking the "this is the advanced class I want to be button". To me the "advance classes" are just a paper thin illusion of specialization, because you are still picking trees that benifit your "chosen" advanced class.

I submit to you, that if they took away advanced classes entirely and just had the skill trees present that it would be a near copy of WoW and being as the "advanced class" is just a paper-thin illusion, it would not have any affect on game play, or the development of characters.

Being a pre-CU-NGE SWG player, I much perfer the skill based / tree hybrid system in which there were literally hundereds of different viable builds avalable to everybody with a "total skill cap" to prevent being over powered. It allowed for greater variety than the cookie cutter builds that the "talent tree" type system of character progression warrants in he long term.

I hope the e-thugs don't think my oppinion is wrong :(

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