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All Posts by Lhex

All Posts by Lhex

5 Pages 1 2 3 4 5 »
88 posts found

Devs haven't said anything about it. I assume what you see is what you get unfortunately. There has been little word about performance and graphic issues from the devs. 

Rift's big failing
General Discussion « Rift
12/22/10 10:58:12 PM
Originally posted by gaeanprayer

Actually, I had a discussion with a friend earlier who was playing City of Heroes again after years, due to the Going Rogue expansion. The funny thing is, his FPS absolutely failed on the newer computer, though on his older card it worked perfectly fine, and he ended up having to roll back several of his NVidia driver updates in order to play. I know this isn't about CoX, but all this discussion about the performance issues on newer cards made me think of that discussion, so I thought I'd bring it up. I wonder how many with these performance problems on newer cards have nvidia cards too? Has anyone tried either updating or rolling back drivers to see if that helped?

If it's not coincidental, that could explain a good many things.

I also know they wanted ATI users to roll back drivers. And I had to play in windowed mode otherwise everything was black.

They will be optimizing performance - its  priority they have said they are working on

we can't really say how big it is as the world was blocked off from players. It may seem small but some zones maybe bigger than the map suggests - cant really say definately

Originally posted by donkeys

This game will likely fail hard, there is not enough there. The article forgot to mention how incredibly small this world is. I just hope people are not going to set themselves up for disappointment yet again.

they didnt mention the size of the world because it was impossible to do so - did you?

Originally posted by Paradoxy

Beta 3 will have PVP.

no it wont

beta 3 is basically beta 1 and beta 2 combined

It s too bad
General Discussion « Rift
12/22/10 9:18:28 AM
Originally posted by Milliecake

Did the NDA get lifted?

I know for realz. mod request...

difference between reception and smooth launch

there are many good games that had bad launches which crippled them

there are many bad games with good launches

so...

I dont care about how smooth a a release is - what is most important is the game released too early. And I would say 9 times out of 10 most mmos are - which in turn makes for example 2010 the worst year for mmo quality

unfortunately what you speak of is a relic of great mmo past

mmo's are just microcosmic miniature realities of our own - been in line at a bank and everyone is on their cell phone, ever been talking to someone who keeps text messaging,?

yea its massive but its massive isolation, spoon fed quest hubs with the illusion of dynamism - it wont be there.

It will take some more years before we come back around and start seeing great mmo's again - i am not holding my breath for either rift or gw2

Originally posted by Daffid011

2011 looks promising, but so did 2010, 2009, 2008, 2007...

Something makes me suspect we will be here in another year saying "we at least 2012 looks promising"

And the sad but true thing is....we will keep saying that until Bilzzard releases the next big MMO.

rift is nothing like vanguard - where did you find information that it is? If anything it will be another wow clone.

requesting VIP key pls

Originally posted by WhiteLantern
Originally posted by Aganazer

Lets race sometime. I'll give you a 6 year head start. Then we can see how long it takes me to catch up.

Too true. Too true. Everyone expects every new game to launch with all the goodies that WoW has now; not the stuff WoW had 6 years ago. I remember when I first started WoW, shortly after the first anniversary, the servers crashed 2 to 3 times a week. Any crash in any game now at launch is considered a sign of failure.

Blizzard spent over 5 years making vanilla WoW and another 6 getting to where it is now. People refuse to give other devs leway to let their games mature.

The thing is not that crashes and instability ruin a game - lack of content and just not being fun however does. I can overlook crashes if the game is fun. And guess what...WoW was fun and no instability during launch would completely ruin it. Crashes can be fixed - bad gameplay design can't.

Simply, games released post WoW are just not as fun to a wide audience.. WAR, Vanguard, on and on - they all have huge fundamental flaws in their game design, or cater to a niche market,  that make them simply not as fun or less popular. Period

the problem with mmo's is.... us.

I've been wanting to try Darkfall but I didn't want to go it alone. Sounds like a good opportunity. I've been debating on trying it out now or when 2010 is released. Heard they are making the newbie experience better.

Since mods are locking duplicate threads in the FFXIV forums how about you lock these 3 threads about hype, too much hype, not enough hypeoverhyped....blah blah blah all 3 threads devolve to slush - and while your at it. Lock this thread too.

Come on guys. Got nothing better to discuss?

http://www.mmorpg.com/discussion2.cfm/thread/291295/not-enough-hype.html

http://www.mmorpg.com/discussion2.cfm/thread/291112/too-much-hype.html

http://www.mmorpg.com/discussion2.cfm/thread/277310/Over-Hyped.html

Originally posted by VikingGamer

Trolls said "this game blows."

Fans said "chill out, it is only beta, not everything is there."

Trolls said "but is is open beta. Open beta is a demo. Nothing will change before release."

SE announces "We will be changing a bunch of things for release, here is the list."

Fans say "You see?"

Trolls say "But the game still blows. It is only one week to release they can't get it done in time. They should have fixed this stuff in closed beta. They didn't fixe everything I wanted. I still don't like the controller design. Squenix is a stupid name. I am still butthurt. Whaaaaaaaaaaaaaaa!"

Fans say "Whoa, back it up Tex. You said nothing significant was going to change that the open beta was a demo of the release product and since the beta blows the release is dooooomed. All we said was don't judge it too harshly yet, there will be big changes to the released product. This is how SE operates. It is normal for them. Now SE has made an announcment to that effect. Why can you just relax for a week and we will all see how it shakes out?

Trolls say "NEVER HAPPEN! ONE WEEK! OPEN BETA! IT BLOWS!" sticks fingers in ears "LALALALALALALALALALALALA!"

Fans, /facepalm

this ^^

let's all remember the hype train the WAR devs gave us for over a year. They spent more time on the road hyping the game it seemed than actually developing it. WAR for me was the greatest MMO disappointment of all time and I think hype had a small hand in it. The game was way overhyped. I mean they had hundreds of thousands of registered players maybe even millions before release. 

So hype can be something that bites you in the ass if not handled properly. 

Basically the devs of GW2 are only stating things that they know they can deliver on so that helps them alot. I kinda disagree on some of their supposed "dynamic" event terminology (to me its just a more intricate PQ) but in any case I think GW2 hype is fairly accurate of the game and not blown too far out of proportion. 

My only concern is people will think that the game will provide true cause and effect resulting in a state of permanent change caused by the players through these dynamic events. Which it wont- therefore is the bad kind of hype - people expect one thing but get another.

Originally posted by Dookz
Originally posted by Lhex
Originally posted by Dookz
Originally posted by Lhex
Originally posted by cloud8521
Originally posted by Lhex
Originally posted by Aruvia
Originally posted by Lhex
Originally posted by Loke666
Originally posted by eLdritchZ

 They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle" ;)

Still not the same thing. Here is a few reasons why:

1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.

2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.

3. The quest will affect the world in some way or another.

4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.

5. If you save a village they remember you later, nothing like that was in WAR.

WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented. 

If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.

You forgot to add "temporarily" to each of your points. 

You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others. 

A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.

This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.

GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.

It is just another carrot on the end of a stick - this time the stick is just longer.

 

You seem to contradict yourself there.

 Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.

 If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.

Excuse me and let me clarify. 

A true dynamic system would be in a state of constant change. 

Better?

let me elaborate for you.

1. its impossible to have a what you want. because then  they would need a  advanced algorytam  that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.

2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)

3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)

1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's.   It will be illusory.  It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.

2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.

3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.

If an infinite loop is dynamic for you guys then...

You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.

therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.

And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.

Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled. 

yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.

Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.

Dynamic is a word used in sandbox games. GW2 is far from that.

The proof is in logic. Use it.

Sorry but you have no basis for this wrong assumption. Please show proof that they ever said dynamic events have permanent impact.

"Other developers have tried to tackle this problem, but in Guild Wars 2 we go further. Where other multi-player quest systems were pass or fail - our dynamic events evolve in response to player interaction and the outcomes they achieve. Where previous systems reset and start again and really don't change the world, dynamic events chain and cascade across a zone and leave persistent effects in the game world after the event has ended."

This will not happen to the degree they are saying or as epic as they are making it out to be. Not saying that it won't "seem" dynamic at first.  I think it is falsely described.

For example. Remember that high lvl char video with the dragon? You think they spent hundreds many hours of development time on that dragon for him to be killed permanently? That event took many man hours and we will be playing that event many times. He may show up at different places but the event will be the same. Then we will learn what happens before and after the dragon - right? Predictability?

Originally posted by Aruvia
Originally posted by Lhex
Originally posted by sidhaethe
Originally posted by Lhex
Originally posted by Loke666
Originally posted by eLdritchZ

 They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle" ;)

Still not the same thing. Here is a few reasons why:

1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.

2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.

3. The quest will affect the world in some way or another.

4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.

5. If you save a village they remember you later, nothing like that was in WAR.

WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented. 

If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.

You forgot to add "temporarily" to each of your points. 

You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others. 

A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.

This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.

GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.

It is just another carrot on the end of a stick - this time the stick is just longer. The veil of illusion is just thicker. Not even the most intricate of paths once traveled will be exciting or new. Only a true dynamic game system completely controlled by it's game citizens will yield such dynamism.

The GW2 ride will be fun - but that it is, just a ride. 

/thread

No, by your own definition dynamic means always changing, so a permanent change would be... wait for it... not dynamic. It would have changed ONCE.

Also, please quote ArenaNet calling Dynamic Events revolutionary. Innovation is not revolution.

In a state of permanent change? Better? Revolutionary or innovative is just semantics. Pick your fight elsewhere. This will lead nowhere. 

And there will be no permanent changes in the GW2 gameworld. Sorry to burst your bubble. Reason for the basis of the original definition. True dynamism would induce permanent change, meaning - change constantly occuring. Understand?

Its hard to argue against this. A true dynamic system is still many years away. I mean we just got over WAR's PQ's..

And picking apart my post and use of semantics makes it no less true.

 

Dynamic can be cyclic, just like real life. Dynamic does NOT result in permanence.

yes Dynamic Events are Dynamic, that does not imply Random or Chaotic, or infinite. although all of these can exist in something that is dynamic. 

but like I said reguardless how how either of us word this if you cannot see the difference between this system and PQ's you either have not looked at what they are doing, or you are putting on blinders, or are being deliberatly misleading.

think about predictability 

But as in a true dynamic system such as life - predictability is a crap shoot. Reason we have God.

I see what you are saying. And in life is there anything truly permanent? Nope. We are in constant change. Games become old because they never truly change.

I will give an inch and agree that GW2 events are way more dynamic than WAR's. But  players should understand what the gameplay will be like and not be disappointed.

Originally posted by Dookz
Originally posted by Lhex
Originally posted by cloud8521
Originally posted by Lhex
Originally posted by Aruvia
Originally posted by Lhex
Originally posted by Loke666
Originally posted by eLdritchZ

 They are Public Quests.... highly overhyped and overglorified Public Quests but PQs nonetheless. They can call them Flying Action Battle Event Happenings... in the same way you can call a piece of crap on a stick an "alternate chocolat popcicle" ;)

Still not the same thing. Here is a few reasons why:

1. GW2 have only public quests or dynamic quests, whatever you call them (except a few personal story quests). That means no full quest log. You can't ignore something for months until you do it, either save the village now or it burns down.

2. Everybody who participates gets a reward. No roll but there seems to be 3 degrees of rewards depending on how much you did.

3. The quest will affect the world in some way or another.

4. They scale depending on how many players that do them. This is what WAR messed up, they should have done this too.

5. If you save a village they remember you later, nothing like that was in WAR.

WARS PQs were actually a very good idea but like many of WARs other ideas it was really badly implemented in the game. This have the same basic idea but is a lot better implemented. 

If this will be more or less fun than regular questing can be discussed but at least you don't turn in your 10 rats tails and talks to the next npc who want 10 rats tail, or have to fill your log with all quest you can so you don't have to kill the same stuff over and over. I hate a full quest log.

You forgot to add "temporarily" to each of your points. 

You temporarily save a village. And I guarantee losing the village will not greatly impede on any player's progress within the game. Who cares about that village anyways? I am sure there are others. 

A true dynamic system would permanently change the gameworld, GW2 has no such system. What they do have is a more intricate and detailed Public Quest system. To say it is a revolutionary and a dynamic system is actually false. That can only happen with permanent change within the game world.

This can not be argued or proven false. Dynamic means something that is always changing. GW2 will not.

GW2's gameworld only temporarily changes or shifts into other modes and then will eventually cycle around again.

It is just another carrot on the end of a stick - this time the stick is just longer.

 

You seem to contradict yourself there.

 Yes the DE will eventually cycle around again, but not necessarily of their own accord. some may stay semi permanent, until a player comes along and does something to change it.

 If someone has truly taken the time to understand what Dynamic Events are and how they work one quickly realizes why the do not fall into the same category as the static public quests, unless they are deliberately putting on blinders or being deliberately deceitful I suppose.

Excuse me and let me clarify. 

A true dynamic system would be in a state of constant change. 

Better?

let me elaborate for you.

1. its impossible to have a what you want. because then  they would need a  advanced algorytam  that can make content. just cant happen. or they could pay a team to cosntantly make new content. with b2p. wont happen.

2. all changes stay until an event changes it, it makes sense (if a watermellon feild is destoyed thenh the farmer can regrow ot :P)

3. if the centars take over a outpost, then that outpost will stay captured until we take it that can be 10 minutes - 100 years (not implying the game will be around that long)

1. Proves my point. Not saying thats what I want. I am saying it is not a true dynamic system they are making it out to be. They market it as a world in constant ebb and flow of change influenced by the player. Which it is not. There will be limiting factors that effect these PQ's.   It will be illusory.  It will seem dynamic at first. Until you have played the game several times - then you will see the workings. Also a true dynamic system the player makes the content not some code. So it is possible.

2. all changes until a "designed event" or a predictable player action changes it. Eventually it will be back to normal.

3. Same as 2. Its just visual change. No true change occurs. It will be back to square one eventually. round and round you go in an infenite loop. Doesn't matter if orcs destroyed it, centaurs, humans, .... blah blah, it is the same event. Whether you stop it or not is just a link in the infintie loop.

If an infinite loop is dynamic for you guys then...

You have proof? As far as I know you aren't the lead content designer for these dynamic events. It's been mentioned that there are chains of events that will be played in a long period but everything will have to be recycled eventually. It's ludacris if they don't since people will miss out on events all the time. It has more dynamics in comparison to WAR's PQ.

therefore not dynamic. It has to cycle over and over. Eventually you will have played out each PQ so many times that you will see that it is just a more intricate PQ and begin seeing similarities across all events.

And my point is they are selling the word dynamic to gain interest. As though a players actions have real world and permanent impact on the game. Which is false. Yes you can protect some town from attack but eventually it will be taken over, then rebuilt, then taken over, then rebuilt. Or a third event line could appear but eventually it will go back to zero.

Look at the game Rift. Both GW2 and Rift are doing the exact same thing. Just packaged differently. If you think GW2 will be different don't be fooled. 

yes there will be some randomness to events but only from the game not the player - thus limited gameplay and eventual predictability. You will think you are actually changing the world and making an impact but it is only temporary. It will eventually be back. You will be long gone so the illusion would have worked. Doesn't change the fact that it will be the same loop over and over.

Eve is the only current game that I can think of that has strong dynamism. Content constantly changing and controlled by the players.

Dynamic is a word used in sandbox games. GW2 is far from that.

The proof is in logic. Use it.

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