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World of Warcraft: Top 5 Things Coming In WoW Patch 3.3
News Discussion « General Discussion 11/20/09 10:29:59 AM
5. Shadowmourne -- meh, don't care. What I would rather see would be the introduction of new mechanics that would allow the many solo-oriented and SMALL-group-oriented players of WoW (i.e., 1 to 3 players -- NOT 5) to play the instances in this game. As it is, once I finished up the solo content of WoW (and had great fun doing so, by the way), I moved on to something else. If Blizzard were ever to offer custom servers that allowed this, I'd resuscribe to WoW in a heartbeat. Otherwise, no thanks. |
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Dragon Age, my thoughts, your thoughts. possibly spoilers?
General Gaming « General Discussion 11/13/09 1:23:27 PM
The game sounds interesting to me, but all this talk of complex tactics and micromanagement, in addition to dying a lot, is very off-putting, I must say. Having to constantly pause, reposition party members, assign their spells and actions and whatnot during combat sounds very not fun to me. In Guild Wars, you can manage a party of 8, including 3 heroes, 4 henchies, and your own character -- and it is not too terribly complicated. How does the AI party in DAO stack up next to the Heroes/henches in GW? I guess I want to play a good story RPG but not have to lurch "stop-start-stop-start" through every encounter. :( I am also put off by the blood spatters all over everyone that I see in the cut scene clips I've come across. It just seems distracting and over the top to me. Can it be turned off? |
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This is why the game needs to redesign their character models.
General Discussion « Lord of the Rings Online 11/13/09 12:51:23 PM
^^ This, more than anything, is spot on. |
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General: Skelton: It's Lonely At The Bottom
News Discussion « General Discussion 10/30/09 7:44:28 PM
What I would like to see, in a level-based game like WoW, is an adjustment made for the lower level group content to make it soloable once new content comes out so that, as a population starts to thin out and groups become harder to find, the group content gets "solo-fied" either by being scaled down, de-elitized, or else NPC Heroes are added to help players experiance and complete the lower-level INSTANCED content. Using WoW as an example, once WotLK was released, the Old World instances and those in Burning Crusade, imo, should have been made soloable, either through the use of NPC "henchmen" (as is done in Guild Wars) or by scaling. Most MMOs are only actually multiplayer for the newest content, where the vast majority of players dwell. The rest, the early, low-level stuff (e.g., Old Azeroth and Burning Crusade) is basically a single-player game and should be treated as such. |
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If soloing MMO's is so great, and grouping sucks, why do players raid?
The Pub at MMORPG.COM « General Discussion 10/21/09 4:25:20 PM
I'm not sure I'm really getting your point here. I used to group a lot in WoW's pre-BC days. It was fun, but life has crowded in too much, and most group activities (i.e., running the instances) just take too darned long or are too much of a hassle, imo. So now I almost exclusively solo. Once I've maxxed out at 80 (in WoW) and pretty much milked the solo content dry, I (i) either work on alts or (ii) quit the game for something else. People that stay on and raid do so because they enjoy it; people like me just leave or roll an alt. It's not complicated. :) |
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World of Warcraft: Fuller: Instancing in Problems WoW
News Discussion « General Discussion 10/09/09 9:11:40 AM
I rather like the way scaling, grouping, and the optional use of NPCs are handled in DDO:U, since that game offers players a variety of ways to complete the content. Unfortunately, I do not like the clunkiness of the UI in DDO:U, nor the combat/skill/stats system, nor the lack of a truly persistent MMO world, else I would play it. Nosto, you say 2 people is not "massive" to you, and I see your point. But somehow 5 people *is* "massive"? That's the standard group size in WoW and I wouldn't call it massive. Most MMOs are played out based on probably 80 to 90% solo content and 10 to 20% small-group -- not "massive" -- content. That should tell developers something right there. You say you have no problems getting groups, well, I do. Just try getting a group together for Uldaman or Mauradon on my server. I'd rather at least have the option to solo these dungeons (scaled or with NPCs) than just routinely level past them, with quests not done and eventually abandoned. That's just a broken system, and one that Blizzard and LotRO and many other level-based games (apparently) choose to ignore, although I will say that WoW is getting better about dealing with the "accessibility issue" with each additional expansion. I think games like WoW and LotRO have a problem in basic design: 5- or 6-man instancing works when a game or expansion is just released and popular -- there are lots of people around then -- but I think these games need to make adjustments as a game ages, the population at a certain level thins, and it becomes harder and harder to find groups. WoW made certain accommodations to this problem by "de-elitizing" a lot of its group-oriented areas (Stromgarde in Arathi Highlands comes to mind) a few years ago, so that players can now complete quests on their own that used to require groups. Something similar ought to be done for the lower-level instances. Scaling seems like as good a suggestion for dealing with this problem as any. I think that if WoW and LotRO continue to ignore this problem, they are are going to lose subscribers to games that offer a greater variety of options. |
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World of Warcraft: Fuller: Instancing in Problems WoW
News Discussion « General Discussion 10/08/09 3:43:03 PM
You really aren't getting it. In Guild Wars, you use mindless drones when you cannot find real players. In WoW, however, you simply have to SKIP content. How is that an "improvement"? As for me, I'd rather actually PLAY content using drones than not play it at all, which is basically what is happening now in WoW. Another thing you are not getting is the fact that, sometimes, I want to play with just one or two players. In WoW, you have to find FIVE people to do anything in an instance at your own level. In Guild Wars, you group up with your friends and fill in the rest with NPCs and actually PLAY. Guild Wars made it possible for people to play solo or in small groups of 2 or 3, the latter of which you CANNOT do in KOTOR, etc. |
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World of Warcraft: Fuller: Instancing in Problems WoW
News Discussion « General Discussion 10/08/09 3:27:37 PM
I'd say no to scaling in WoW -- even though I enjoy soloing and often wish I could solo the instances somehow. What I'd kill for, however, in WoW, is the addition of Heroes (as in Guild Wars). This is a much better (and more fun, imo) way to scale dungeons to party size. If Blizzard would just add a pack of 5 NPC Heroes (say, a Tanking Spec Warrior; a DPS specced Mage, Rogue, and Shaman, and a Healer spec Priest) with fairly reasonable AI and customizability, and allow them to be used within roughly the following parameters: --Only to be summonable/usable in dungeons/instances This is basically how the system works in Guild Wars and it is pretty effective. I would vastly prefer a system like this to a scaling setup, as I enjoy the party dynamic without the hassle it is sometimes to find a full group of players. Heck, I'd even pay extra to open a set of NPC Heroes on my WoW account. As it is now, I just skip past the instances nowadays. In my opinion, WoW's single biggest flaw is the inaccessibility of it's group content to people unable to find full groups. Even on my (populous) server, you simply CANNOT find groups for any dungeon in Old World Azeroth or Outlands. |
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General: The List: Top 5 MMOs That Need Remakes
News Discussion « General Discussion 10/06/09 8:04:38 PM
Good article, Dana. I really enjoyed reading it. I would, however, have included Guild Wars in the list. Yes, I know all about Guild Wars 2, and it sounds like it's going to be a great game. BUT... while Guild Wars 2 is a "remake" of Guild Wars, it is a remake that -- very sadly, in my opinion -- cuts out the single best feature of the original Guild Wars game: customizable henchmen that you can use when your friends and guildmates are not online or that you can use to complete a party if you can't find enough people for a particular dungeon or mission. I would really like to see a quality party-based MMO (Atlantica Online is totally not it!) in which you can play with a small group composed of either NPCs, players, or any combination of both. Only Guild Wars had a feature like this; I really felt the concept still had a lot of life left in it. :( On the horizon, GW2 and SWTOR offer 1 henchman apiece, which is ... OK, I guess, but this is not nearly as good as what Guild Wars had to offer. STO, alone among the upcoming MMOs, offers anything close to a feature like this, with its customizable NPC crews. |
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What made WoW so enjoyable for me was how solo friendly it is, for the most part, for the leveling up part of the game. I could group when I felt like it, but I never *had* to group. Why is it that "endgame content", then, must always be group-oriented? Blizzard and other MMOs need to offer alternatives to the standard raid-style endgame content. If I'm going to grind a dungeon or instance, then let at least a few of them be scaled for single, level 80 players or allow the use of pet NPCs (as is done in Guild Wars). Grinding an endgame dungeon is not ideal, but trying to find a group AND THEN grinding a dungeon on top of that is just ... insufferable. Smart MMOs of the future are going to start offering a wider variety of types of worthwhile endgame content: solo, small group (2 to 3 players), and raid. Blizzard, as far as I can tell from Cataclysm, just hasn't figured this out yet. As such, I strongly suspect WoW: Cataclysm will be eclipsed, at least for me, by a number of other MMOs now in the pipeline. |
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I wonder how the game would fare if you could "dual role": (i) play as a captain for the main portion of the game as currently designed but (ii) also play as a specialized crew member (science officer, medical officer, etc.) in other parts of the game, which could possibly set up the way PvP is set up in a game like WoW. Thus, you go ahead and play your captain, but you could put yourself in a queue/LFG for player-crew mission "XYZ" as an engineer. Then, when an opening comes up/group forms, depending on the mission you specified, whoosh! You are whisked away to join a team of like-minded crew members, with the party leader as the designated "captain." In other words, instead of being whisked to a PvP battleground, you are whisked to a player-crew mission/series of missions (equivalent to running a dungeon in a typical MMO). This is just a bit of "thinking out loud here." Personally, I like the way Cryptic is going with STO, but I can also see the point of the critics: five-captain away teams seems a bit ... absurd to me. Cryptic could then add additional "Player Crew" versus "I Am the Captain" content as expansions or patches depending on how well that content is received. Maybe even allow characters to use different versions of their primary avatar: one being your engineer back as an ensign and the other being your engineer now promoted to captain. From a logic standpoint, you could view the player-crew missions and content as your character's "history" and training. It'd mean bouncing back and forth in time, of course, but, hey, this is Star Trek, after all. :) |
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LOL. It makes us sound like Gollum, yes it does (my precious). We likes it. |
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I can't speak for most Star Trek fans; I can only really speak for one: me. But I would have hated the type of setup you are proposing. It would be unwieldy and unworkable, in my opinion. I would not be interested in playing STO if it were set up that way. If Cryptic had offered players the *option* of playing with EITHER AI or player crews, I would have been OK with that. My best guess, however, is that, given the choice, most players would prefer AI crews (or possibly AI plus a player friend or two) to full-player crews. Thus, I really like the direction Cryptic is taking this game. |
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Dungeon Runners: Shutting Down on New Year's Eve
News Discussion « General Discussion 9/17/09 11:11:59 AM
I tried this game out but could not get past the general silliness and comedy; it became old very quickly for me. I was also very put off by the limited top-down camera view. It'll be interesting to see whether similarly designed games on the horizon -- Mythos and Torchlight come to mind -- are able to make a more successful go of it. |
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It was cool how Craig changed gender by the end of the demonstration. Now that's customization! ;) (And yes, I know the "she" probably referred to the fan, but I still did a double-take.) Thanks for the article. I look forward to hearing more about this game. |
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As for me, I'd like to see a Guild Wars and/or a Fallen Earth movie. Yes, I know there have been both fantasy and post-apocalyptic movies, but I like the setting and lore for both of these games particularly well. I also think The Secret World or Hellgate: London would make for pretty cool film settings. Of the five games you mentioned, I think I'd be most inclined to see the movie version of Tabula Rasa, based solely on its setting, assuming the five films were all roughly equal in quality. |
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Star Trek Online: Latest Information Recap
News Discussion « General Discussion 9/14/09 2:49:49 PM
Frankly, STO sounds pretty good to me thus far. It sounds like not only a fairly good IP-to-MMO conversion (imo) but also just a fun game structure regardless of whether it is Star Trek or some other, wholly original sci-fi universe. The fact that it is such a familiar IP to many means some people will never be satisfied with it, as happened with LotRO. But I'm inclined to be very lenient regarding "IP-correctness" provided the game is fun to play. |
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As long as the game is as solo-friendly as the original GW (i.e., with lots of "grouping-optional content"), I think the addition of persistence is just fine and enhances the game. The deal-breaker for me is if they restrict the instanced portions of GW2 to player groups only. THAT will be a deal-breaker for me. From what I have read about GW2, however, they are *not* planning to do this. I am greatly looking forward to GW2, although I am really going to miss the AI/Hero component of the original game. :( |
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I am greatly looking forward to Dragon Age. I would love to see a multiplayer/MMO version of this game some day. I sure wish I could port Bioware's vivid and colorful NPC party members into WoW or DDO with me. |
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Alganon: Behind The Scenes At Quest Online
News Discussion « General Discussion 9/03/09 5:03:46 PM
Interesting stuff, Dana. Thanks for posting this. As I mentioned in the thread for yesterday's article, the game has possibilities. Yes, it looks WoW-ish, at least from the screenshots, but I am not put off by the UI or the graphics. In some ways, they are pleasantly familiar. One of the advantages this company has is that, conceivably, the game's direction can adjust and evolve more easily than say, the ten-ton behemoth that is WoW/Blizzard. The ability to make creative and unique course corrections in a small company might just give QOL the edge in the market that they need. It's like comparing the "turning radius" of a sports car to that of an aircraft carrier. Sure, an aircraft carrier is huge and formidable, and nobody's about to "take it down", but sometimes being small and maneuverable has its advantages. I wish this company well. A number of people asked in yesterday's thread why an MMO player would choose this game over WoW since (I imagine) WoW has more content, more options, and a greater level of polish. I think that's a really REALLY good question. My feeling is that if Alganon turns out to be very WoW-like BUT, for example, leaned toward being more solo-friendly than WoW (something I'd sure like to see), or more PvP-oriented (eventually), or less expensive, for example, this game will find the sling it needs to -- if not slay "Goliath" (I hardly expect that!) -- at least hold its own on the MMO battlefield and stay viable. Alganon has some nice features, but I am curious as to what will really set it apart from the "Big Boys" out there. |
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