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5/28/07 6:26 PM
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Viewed 558, Replies 13
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Originally posted by DemonicGod
The camera system is simply awful. You have very limited options on camera (and UI) manipulations, and the high textures (such as tree leaves) do not handle transperancy well at all. I found it hard to keep a consistent view where I could see where I was going in the first dungeon (the second dungeon wasn't quite as bad). The revised, openended skill system seems like a good idea, but the excessive price of training makes it rather difficult for new players to train anything at all. The tooltips were improved since beta, containins Diablo 2-ish information. After playing around with Fate (which is single-player), I have to wonder why DR couldn't be more like a multi-played Fate (which will by Mythos, I know). DR's sense of humor is great, but the engine, gameplay, and environment just feel too limited and too generic. Don't get me wrong, I think DR is a great game to pick up and play for a bit to try, but I don't think many people will stick with it for any length of time. To those that do enjoy it, I wish you the best of luck with it, and hope the dev team continue to improve the game. |
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5/27/07 10:32 AM
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Viewed 1400, Replies 25
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Originally posted by Elgareth
My largest concern with HGL is the difference between the "free" version (after buying the retail box, of course) and the "monthly fee" version. I have no problem shelling out $10-$15/ a month for a game I enjoy, and that continues to offer expanding content, bug fixes, and the like, but they have to be very careful how they separate features to not alienate the playerbase. I've also been watching Mythos, which appears to be an upgrade "Fate" designed as a basic MMO to test the network infrastructure that HGL will use. An interesting concept (I've applied for the alpha/beta with no luck thus far), but I wonder: when HGL comes out, does Mythos go away? |
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5/25/07 10:41 PM
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Viewed 1400, Replies 25
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As an addition to my original post, has anyone ever tried Cronous? It seems to be a "Diablo-ish" MMO. |
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5/25/07 11:46 AM
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Viewed 1400, Replies 25
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Since I think most members of this forum agree Diablo I/II wasn't a true MMO, due to the lack of a graphical interaction between thousands of players, I'm using the name as a reference only. |
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5/25/07 11:23 AM
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Viewed 1478, Replies 43
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I remember when I first tried playing Dungeons & Dragons in elementary school. It was so much fun to "role-play" a character with a group of friends. Even though I was active playing sports, reading and writing at the time (healthy interests), the second my mother heard about it she became upset. Apparently a person had committed suicide when their D&D character was killed during an adventure. This event caused a lot of negative press for D&D and role-playing in general.
What surprises me most now, as an adult, is the ability for people to condemn anything based on a few isolated situations - situations that are typically far more complex than they seem at face value. A normal, well-adjusted person would not kill themselves because their character (a fantasy, made up alter-ego) dies. Someone with serious social/mental issues, perhaps holding onto their alter-ego as the only joy or hope in their otherwise unhappy life, might. Long story short, many people have disruptive or destructive psychological tendencies that are possible becoming more widely exposed, and the triggers for these tendencies are more accessible. People DO become addicted to games, especially MMOs. However, these people typically have other issues in their life or psyche that make this addiction more likely. As with all addictions, they are unhealthy - everything in moderation. |
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5/25/07 10:55 AM
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Viewed 676, Replies 22
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There's nothing wrong with the titles at face value; all it does is provide another way to get people hooked on the grind. If someone is dedicated (pathetic?) enough to keep trying to max out their level without dying once, why not reward them with a custom title? |
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5/25/07 10:45 AM
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Viewed 4457, Replies 134
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Originally posted by Omega3I agree; MMOs seem to be two parts timesink, two parts bragging rights, and one part socializing. You wouldn't play the game if you didn't want to kill some time; of course, you could go play solitaire, but without the competitive aspect and achievement factors, it wouldn't be quite the same, right? |
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5/25/07 10:40 AM
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Viewed 677, Replies 13
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I think you would get a more "useful" response to the poll if you compared a specific facet of the games, ie: |
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5/25/07 10:32 AM
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Viewed 1602, Replies 43
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Originally posted by sctt888No, no, and most likely - more no. WoW clearly borrowed many of its ideas and concepts from existing MMOs. I would not be surprised if the development/PR staff freely admitted to taking the "best of the previous generation"; there is no shame in it. What WoW did was tie it all into an extremely accessible game that required no previous MMO experience, flesh out the lore to attract both previous Warcraft players as well as people new ot their games, and add new features/functionality as the players requested it. WoW has been tremendously successful, and for many good reasons, but it would be quite naive to say they did not borrow/copy off its predecessors. |
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5/25/07 10:28 AM
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Viewed 1602, Replies 43
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Originally posted by RecantI completely agree with your statements above. WoW doesn't represent just a game anymore; it has become a pop culture icon, as well as the best-known MMORPG in the US (worldwide may differ, I couldn't say). |
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5/25/07 8:39 AM
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Viewed 256, Replies 2
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I had played Dungeon Runners in early-mid Beta and I wasn't impressed. The camera angles were very awkward (and limited on customization); the gameplay felt very redundant, and the classes somewhat boring. |
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5/24/07 2:20 PM
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Viewed 1184, Replies 30
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I'm a huge fan of DAOC, but I think this one could go either way. Mythic learned more and more about balancing their classes as time went on, because as you mentioned, the corresponding classes in each realm were QUITE different (besides satisfying the designated archtype for the realm). While a Bard in Hibernia was not only the "singer" for the realm, they were also competent healers; Skalds in Midgard were the "singer" with light tank capabilities; Minstel in Albion was a "singer" with enhanced Crowd Control abilities. All three played completely different, while offering some mirroring abilities and roles. Healing classes were even worse ("StunGard") of a disparity.... WAR seems to be going somewhat the same route, except some archtypes aren't even mirrored (which is odd given the small number of classes per faction). Maybe instead of balancing by faction (Human, Elf, Dwarf), they are balancing by "Good vs Evil" (or however the Warhammer Universe classifies them). I'm just afraid that while trying to offer distinct playing experiences from each side, we may find tremendous balance issues in the first few months of playing. Either way, I'll be playing on launch day :) Btw, I looked at some of the preliminary guides... a great start, and I can't wait for more info! |
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5/24/07 1:36 PM
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Viewed 1184, Replies 30
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Originally posted by airborne519I do agree that 'DPSing' really shouldn't be used as a verb, as it more describes an attribute ("I have a high DPS rating") rather than what you are/were doing. However, I have to partially disagree with some of your statements above. DPs certainly wasn't created by WoW! Being a "DPS melee character" doesn't necessarily mean using quick, light weapons. It means that you are using a combination of high damage potential (max damage per swing), minimal damage variance (meaning between the minimum and maximum values of a weapon) and minimal time between attacks to generate the highest possible consistent damage per second of combat. In most games, the statistics corresponding to this setup include dual-wielding daggers of small swords. If a two-handed weapon was given high damage, a virtually non-existent damage variance, and was somehow enchanted to swing with a delay as short as a dagger's, its wielder could be considered "DPS" as well. I'm happy that at least development 'typically' give the right attribute to larger weapons; they should hit harder but much slower, normally making them ineffective for a character looking to maximize Damage Per Second. DPS wasn't originally used in conjunction with characters/classes; it was just a rating system. Using a data capturing utility, players would look at how much damage they did in a given timeframe with designated equipment. DPSign came from this, to represent a character/class/build that was designed to maximize all values that would cause the person to genrate as much damage as possible in a given window of time. I do recall DPS being used in EQ as a term of boasting (I was able to hit 50dps versus so and so), but it started getting more use in DAOC as certain classes were predisposed to doing more damage than others (sacrificing hit points, armor, etc in exchange). |
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5/24/07 8:56 AM
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Viewed 19917, Replies 416
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Originally posted by BrenelaelWhile a KotOR MMO could be a lot of fun (as they can take extreme liberties with the Star Wars universe), I wonder if anyone will want to touch that Mythology for quite a while. SWG has left quite a bad taste in the mouth of fans, and they may be quite reluctant to pick it up again. Then again, even thinking about KotOR means using licensed materials and answering to the powers that control the Star Wars franchise (Lucas Arts, or whomever it is now). The folks at Bioware seemed quite happy to be working on Dragon Age - developing their own world - after running with the licensed D&D worlds/rulesets for so long. I would think that with an existing D&D MMO already out there, they would look to create a custom, new MMO - perhaps one tied to the Dragon Age world. This would allow players of DA to learn about the world and history in a single-player experience, then later delve into a MMO that uses the same world (ala what Blizzard fif with Warcraft). |
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5/23/07 4:22 PM
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Viewed 4457, Replies 134
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In all the MMOs I have played, I enjoyed the PvP in DAOC the most. This was before you could gain experience for PvPing, and even before the Realm Abilities were fully implemented. It was just plain fun, a great rush, and teamwork really did pay off. This isn't to say that there weren't massive class/realm imbalances or other issues, but no game's PvP since has really captivated me the same way. |
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5/22/07 5:31 PM
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Viewed 6597, Replies 164
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The Vanguard community needs to find someone, anyone, who can post the benefits of the game without resorting to "your video card sucks" or "WoW blows" comments. There seem to be a group of fans of the game (I refuse to use the term "fanboi") who are trying to win people over, but they lack both the eloquence and posting skills to drive their point home in a constructive and anti-flammatory fashion. |
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5/18/07 12:33 PM
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Viewed 126, Replies 2
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Can anyone elaborate on how dungeons work in VG? |
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5/18/07 12:30 PM
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Viewed 2571, Replies 59
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Does anyone know if SOE has actually committed to sinking additional money into VG? It seems at this stage they either need to announce some serious changes/investment, or let VG go. I'd love to see the former - I had high hopes for VG. |
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5/16/07 8:18 AM
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Viewed 917, Replies 41
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I think the issue most people have with others calling themselves a 'vet' is that it seems to imply a sense of superiority or seniority. In most cases, I don't think that is what the original poster is trying to convey, but that is how it is perceived. |
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5/14/07 2:47 PM
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Viewed 9525, Replies 50
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Originally posted by vingvega Some people find all instanced combat a benefit to a MMO, to others it is a hassle. It's pure individual preference. I've never found the PVP to be boring, when done in moderation. Due to the "flavor of the month" builds that seem to pass through, playing for long stretches does seem to yield the same matchups. I admit to enjoying WSG in WoW over GW's PvP, although I have no idea why. Comparing WoW's and GW's graphics is a uselss endeavor as they are completely different styles. It is, once again, a matter of personal preference. I do find both games to be excessively lacking in character customization, but at least GW allows armor dying. MMO = Massively Multiplayer Online. GW has thousands of players online at the same time, able to interact with each other in towns. Diablo 2, while having thousands of players online at the same time, could not directly interact in that fashion (they had to start a game to do so). The instanced towns of GW are comparable to EQ2s in a way., and are a way to conserve your system's resources really. |
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