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All Posts by VengeSunsoar

All Posts by VengeSunsoar

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4618 posts found

Of course they are.  Just not in words.

People's thoughts are reflected by their actions, and their actions are stating they want more choice in level of difficulty, their actions are overwhelmingly stating they want cash shops.

Not sure what you are seeing but the above seems pretty evident. 

If a company wants to charge people for the beta, demo... and people are willing to pay for it, why would I care?

My only concern is there is a game I want to play and am I willing to pay for it when it is done. 

If someone else wants to pay for something different, it's there money, their time, their life.  Go for it. 

If there is a market, why shouldn't the companies make money of it?

edit - If I'm running a company and I know I need to test this thing with the general public I can pay for it all myself, or if there happens to be hundreds of thousands of people, or even just thousands of people that are willing to pay to try it out earlier I would be foolish to leave that money on the table.  The same testing was going to be done, by the same people, but they want to pay for it, so great.

Even with that though... To get 500k subs they need to aim for a million plus.

But definitely budget features based on your target audience.
There definitely is a lot of people willing to pay subs for a great game.

The question is is there a large number of people willing to pay a sub for this particular game fir a long periods of time.

With every design decision reducing the number of people who would look at your game much less pay for it the answer to that question is very very different.

City of Titans? maybe?  someday?

I do hope they do add a bit more variety in the instances.  Having the same 10-12 rooms mixed around per tier did get a bit old.  That was my one gripe with CoH, dungeons being a tad repetitive.

Loved my claws (ok he was a wolverine clone) and my miniature human torch.

Yep EQ definitely had those especially early on for porting.

WoW has porting (not nearly as many as EQ) too though, and tracking.  True hunter tracking is not the same as the golden line but still it lets the hunter find things. (Hmm if I remember correctly wasn't the original tracking in EQ not the golden line but a XXX is north... can't quite recall)

Travel help... hmm I'll give it. Only a few classes in EQ had that buff.  In modern games everyone has it.  It is still there though, but is much more common.

The others definitely.

Especially the AA, I don't know why more games don't do this.  Such an easy way to continue progressing.

So there are things that EQ has that WoW doesn't, and things that Wow has that EQ doesn't (collections, flight...)


See.  Overall IMO anyway, not a lot of difference in depth (again meaningful choices). Some games have more than most modern games SWG and UO.  However some modern games have more than most old ones - Age of Wushu - needlessly over complicated in my opinion but definitely a crapload ton of stuff that affects your character.  Probably not more than UO, but definitely more than most of the early games. Even ESO (I admit I've only played the beta so can't comment a lot) but with the multi-classing in ESO or even the multiple skill trees in virtually all the other ones - again significantly affect your character.

So which age has more depth? 

Lots of similarities. Several differences.  But more?

edit - this is where I think we all get confused.  If you like those activities in one game you can recognize the choices. In another game you don't like you are blind to the choices (not you specifically but you/us generally).  However the choices are still there, and they are meaningful to the character, just not to us.

edit - I thought about listing Gathering under crafting but decided to leave it because in EQ you could craft but not gather, not without the combat anyway.  Archeology, ya it really is just a funny kind of gathering I guess but with some interesting rewards.

edit - the exception is again as always swtor.  Well my marauder was fun (before 3.0 hit, hated that) the game is just far far too limiting in every aspect.  Small worlds with definate and set entrance and exit zones, limited houses with only specific items in specific slots, must finish this area before going to another area, and the skill tree (ish now?0 changes even more limited, egads).  Anyway, that's my  rant on that game. 

Originally posted by AlBQuirky


Originally posted by VengeSunsoar
I really do believe must people are confusing depth with looking something better.


Depth is the number of meaningful decisions that need to be made. There really is no difference in depth between missy old games and most new ones.

You liking one more than the other does not mean more depth.

I agree with this. But I do not see the "meaningful choices" in today's MMOs. Maybe it is because combat is not the only meaningful activity in my own view?


EQ had factions that created "meaningful choices." They had many non-combat skills that created "meaningful choices." Today's MMOS? "Which method of killing do I imrpove?" is not, in my opinion a "meaningful choice."

Well just off the top of my head we have:

Farming (wow actual farming)






Skill trees (although this is related to combat, it is definitely a choice in character development)



Reputations are still in most games (e.g. tillers in WoW)

Battle pets (again WoW)


Building ((EQ2 housing, WoW the fortress thing)


Of course this is all aside from the normal things like character selection, class selection...

I'm sure there are many more but those are general good activities outside of combat.

Stupid phone. *goes to the laptop*
I really do believe must people are confusing depth with looking something better.

Depth is the number of meaningful decisions that need to be made.

There really is no difference in depth between missy old games and most new ones.

You liking one more than the other does not mean more depth.
I like skyrim better than oblivion or morrowind. Just couldn't get into those ones.
At adamantine. I'd try that game.
Grind has two parts.
1. Is objective. Repetition.
2. Is subjective. A monotonous task.

Therefore any and all grinding anywhere is subjective. If you do not find it monotonous, as in you like it, then it is not a grind.
The fact is people were leaving that did not have the time to put hours into the game. A lot of them.

They did not demand the game change. The devs decided to change the games to keep them.

There was billions of dollars that were being left on the table or vanishing from the industry.

Getit. The devs are targeting them. The players are not targeting the devs. They are justleaving.

Err people
Some prior are motivated by desire otherss by fear of loss.

Most are some kind of combination depending kn the circumstances. Penalties do not motivate me.
The drive to learn, to get better ir more gear. .. for me as anyways come from wanting something more almost never from failing. Falling itself is punishment enough. Adding a penalty doesn't make me want to try any harder. I was already motivated and still would be motivated to try hard. A penalty did not change that.
At scot yes i did have fun the lay time my butt was handed to me in pvp. And i stopped playing when it stopped being fun.

Entertainment is the only reason for the games existence on my computer. When it isn't fun i stop playing.
I absolutely think many if not millions will be doing that.
None of the old games had the marketing a nd volume of information that new games get before launch either.

Games today act like any other product. You don't keep the same level of customers when the marketing blitz is over that you had during the blitz.
Err creating was crafting
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