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All Posts by UsulDaNeriak

All Posts by UsulDaNeriak

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636 posts found

Minecraft was is a pretty puristic sandbox, even if not an MMO. You can switch off combat/zombies and it is still a sandbox.

However, if there is PvP in a sandbox, I prefer territorial PvP like in EVE, where guilds and alliances of guilds fight over their claims. That does not mean, that there has to be PvP everywhere.

A PvP game, which likes to make money, should have a very very huge and safe PVE-only zone. Better an entire continent. 

From what I saw so far from AA and EQN, they will not be sandboxes. But who cares? If they are not your typical dull theme-park, thats a big step into the right direction.

Originally posted by Ryahl

The other product, EQ Next Landmark, though, sounds pretty sandboxy in a Second Life sort of format.  It seems to lack combat, but as you note combat isn't essential to a sandbox.

The two products integrate with content from Landmark filtering into Next, but the specifics are pretty vague at the moment.

It is quite possible that Landmark is a bigger deal than Next.


Yes, Landmark could become the better Minecraft. Does that mean, that I will enjoy it more, than a very dynamic, flexible and versatile EQN-themepark? Most propably I will enjoy both equally.


The upcoming AAA titles, which do marketing with the term "sandbox" will be far away from sandbox. They will be themeparks with some features smelling a bit sandboxish.

Sandbox is a basic design philosophy, not a couple of sandbox-features. It is not defined by features! In a pure sandbox everything except tools and the sand is player driven not pre-made by the devs.


Of course, deviations from the puristic model are possible. You can add premade adventures to a sandbox, e.g. optional quests.  But these quests would work fully different. Just think about the reward structure, which has to fit into a fully player-driven economy. And I doubt, theme-park-fans would like this kind of questing. You also can develop a sandbox without pvp-ffa: heck even without combat at all. And such sandboxes do exist.


But you cannot add sandbox features to game, which is designed based on the theme-park model and call it a sandbox. Its core and its underlying design philosophy remains theme-park. You will just get a more flexible and dynamix theme-park, thats it.



Looking to FFXIV, your title is wrong: you just get more sand in your theme-park. But that does not make a sandbox.

Even looking to EQN. All I expect, is an even more dynamic theme-park than GW2.

Which is'nt a bad thing!


Perhaps hardcore will never come back. It is just not profitable anymore.

But virtual worlds might come back, if the devs remember, what an MMO is supposed to be, and consider why all these WoW-clones failed so desperately.

MMORPG means MMO + RPG. The core of a pure RPG is character development, as distict from pure RTS or FPS, which have another focus. And MMO means endless. So MMORPG means endless character development. There are several mechanics to implement endless character development.

Most MMOs give you interesting content to level up to a max level, and then give you repeating content (raid/group dungeons, daylies) to further level up via gear upgrade. Frequently they launch expansions with new equipment and levels for further mainly vertical progression. However, some players will always reach the new cap, before new content is available (e.g. WoW)

Another model offers endless, mainly horizontal skilling. The game is mainly player-driven, so players never run out of content. Frequently the devs add new tools/mechanics, zones and skills. Nobody is able to ever reach the skillcap, because skilling works mainly horizontal and the number of skills grow faster than you can learn them. (e.g. EVE)

I personally prefer EVEs approach, even if there is room for improvement. It seems, that the sandbox model is superior to the theme-park model, if it comes to endless games.

If you like an endless MMO without endgame, you have to define, how you like to keep the player busy forever. If not, it is more or less a Single-Player-RPG. Most MMOs nowadays are so focused on the content oriented SRPG-crowd, that they are not more, than a decent SRPG with a lousy endgame. And they never can produce new interesting content fast enough. No wonder, that people start game-hopping after they reach maximum level. Because this is what you are supposed to do with SRPGs.



Much more important than local AH is local bank-account / warehousing. This way you have to transport your goods and a full blown logistic-system develops. And logistics in PvP zones is a rather challenging job. Just look at EVE.
Originally posted by Olgos

 I only played Rift during beta, and about a week after release, wasn't too impressed with the game.


However, I was impressed by the execution, polish, and stability of the product during stress tests and upon release. 

Same here, RIFT is not my cup of tea, but TRION did a very good job during beta and launch. 

I hope, they don't overdo with westernization!

Originally posted by Vorch

can someone please clear up the definition of sandbox for me?


I thought it simply meant the option of player created content.


If payer created content means something like player created quests as in Neverwinter for you, you are wrong. Sandbox means "player driven" in all aspects of the game: player driven progression, player driven economy, player driven politics, player driven environment, player driven combat & tactics,  ....

Levels are unusual in a sandbox, but could be feasible. Levels = thempark is an old urban myth like sandbox = Open PvP.

GW2 is a themepark and getting rid of levels would not make a sandbox out of it. However my first idea was too, that this game needs no levels, as it need no heartsquests. This was done to give more orientation to players, but ttis also leaded to a certain grade of linearity: the plague of all themeparks. Dont get me wrong, GW2 is refreshingly unlinear. But just inside of a zone. The world design is linear, due to level-oriented zones. Looking to PVE, you have to follow a path from Level 1 to 80, even if you ignore the personal story fully. The advantage compared to other themeparks is, that there are dozens of pathes you may follow and the pathes are very broad. 

I feel your pain dude. Fighting for artificial reasons like points, tokens or world-buffs is soo pointless compared to fight over ressources and territory. Not talking about all the political metagaming and the player driven economy behind.

I still hope we will see a AAA-sandbox with persistent territorial player-driven pvp soon. Today we have just indie-games and EVE. But EVE is SciFi.

Perhaps ArchAge will be that style, but i doubt, how much sandbox it really is.

Whatever you fanbois say, fact is

- this game is missing mandatory CS-functions

- and other mandatory ingame features are out of order.

- and it has massive login-issues of different nature, caused by predictable overload, mainly.

It doesnt matter for a customer, why they have no functions and why they are overloaded or what the reason for ArenaNets approach is. The game does not work as supposed. ArenaNet was not prepared as they should have been.

The datacenter-infrastructure is obviously rather weak, and has no spare-capacities or the SLAs are not appropriate. I expected that the B2P model will have some obstacles due to less revenue and less predictable revenue. It seems they implemented a very cost-effective but rather inflexible infrastructure.

The game itself is nice. Best themepark ever for me. Well, i would give GW2 a 45 out of 100, if everything would work. You know, themeparks cant get more than 50 at all, due to missing functionality and limited design by nature.

I already saw games with login issues. I also saw games with functions disabled. And I saw games with forums down. But all together over a period of more than a week is really a new dimension of MMO-Quality.

Originally posted by Vannor
The market is getting backed up and the ingame economy is going be ruined and may never recover because there will some major oversaturation of items once it's back up perminantly. Same thing happend in D3. In games that can be affected by the trading system, the game needs to cease if that trading system isn't working overwise it puts the economy in a state that should never have occured.

Well the economy of a themepark is a laughinstock anyways, but this economy will become a desaster, as soon as TP works.

Originally posted by BarCrow

As for people not being able to log in due to email validation errors. I get the same errors. Guess what.?...I hit the "play" button and start playing. It has never prevented me from playing . Its even says to do this..for the forums.

Really loving the game and the launch just is a usual launch to me and really not nearly the worst I've encountered.

Are you kidding? My PLAY button is grey; cant push it at all.

Of course most MMO launches had issues. I guess i know most launches in the last decade. BUT, this launch is the worst since the good old days of Everquest and SoE. Well, for Everquest the golden rule was: never play on a patchday. But GW2 fails every day since headstart in one way or the other. Now this damn email verification doesnt work.
Levelling too slow is not a valid argument, if levels are meaningless. I wonder why ArenaNet introduced levels at all in this game. Same stupid compromise as they did with these superflous hearts.

I expect, that with subscription, plus revenue form expansions, plus the nowdays usual cosmetic cash-shop you make more profit, than without subscription. Even if there should be more box-sales if B2P, because this attracts more players, than a P2P game. I also expect, that a lot of players will buy gems worth a 1 month subscription in the cashshop for bags, bank and charslots and such stuff. 

So, looking to the first 2-3 month, the revenue of GW2 compared to the revenue of a P2P game should be at least equal.

The subscription starts to shine after a few months. But this is also the timeframe, where all these game-hoppers quit the game. The question is, what is more revenue: the fewer sustained subscribers of a P2P game after 3 months, or the obviously more players staying in a B2P game and spending a bit money in the cash-shop?

A B2P game should also launch expansions with a higher frequency than a P2P game, in order to compensate partially for the missing subscription fee. So I expect expansions rather every 6-9 months than the usual 12-18 months. This is a challenging schedule and should just be profitable, if the overall software architecture is optimized about expansions and adding new content. One key-factor here could be dynamic events. Of course we expect new races, weapons, items and more zones in an expansion. But ArenaNet could also bring a lot of new content by just expanding existing DEs additionally. More branches and additional stages means a new experience and more complexitiy and more virtual world with every expansion in the existing world. This is not really doable in a quest-based world without downscaling. And it should be a bit cheaper, than brand new continents from scratch. I expect expansions wiill be a mix of new zones and enriched existing zones. And this should be overall cheaper and faster.

So i guess, the revenue of GW2 is not so bad compared to any P2P game (except WoW, which is special). However, it seems ArenaNet is very careful with ongoing datacenter costs. They stopped selling the game online. It would have been easy to have better SLAs with the datacenter-provider. This enables you to launch servers on an hourly basis if needed. Unfortunately such SLAs are expensive, so they dont have them. It would also be easy to separate the infrastructure for forums and stuff from the game-servers, in order to avoid overload from one to the other. But again they dont have that, because this cost more money. It seems, ArenaNet decided for a very cost-effective but rather unflexible datacenter-infrastructure. Thats one tribute to the limited and rather smaller and more unpredictable revenue-stream in future. 

However, i am very convinced, that after years of GW1, they have a very solid financial plan, how to stay in profitable business with this game for at least 5 years and more.

Originally posted by Stx11

GW2 is (IMHO) an amazing virtual world but it is 100% a themepark virtual world.

Correct, and if there will be any player-housing in future, it will be themepark-style player housing, which again has nothing to to with a sandbox feature.

Ranger Dodging/Kiting
Ranger « Guild Wars 2
8/30/12 6:48:33 AM
Originally posted by azmundai

Hold down strafe right or left, and double tap it when you want to dodge. just practice being able to hit 1-5 while doing 

Another option is, mapping Q and E with some mouse-keys, if you have such a mouse. The thumb keys at the side are working great for strafing. Also the left and right mouse wheel buttons. I dunno, if the remap works just with the internal GW2 key-mapping. I use a programmable G700 mouse, so everything works. 

This way your right hand is fully free for skillbuttons and others. But this is just me. 


This is not the 1st thread, where this guy makes a fully absurd statement and never answers to the posts afterwards.



Originally posted by botarded


I'm hearing a lot about this greatsword ranger thing. I'll have to check it out, though going melee goes against everything I love about ranger classes.

I tinkered a lot with Longbow /Greatsword in the BWEs. This swoop is a great gap-closer and simply looks awesome. So i used the greatsword as a finisher, which made a lot of fun against single targets.

However, once swooped in range, i like to get at range again in longer fights to switch back on my longbow. And this knockback of the greatsword is rather short. And does not help, if fighting a group of mobs. So GS/LB seems not a very flexible combo to me. Perhaps greatsword plus shortbow works better. 

A lot of fights i faced became a bit crowdy soon, so i prefer to stay in range. If soloing, I also like skills on my weapons as on skill 7-8 which are some GTFOOTS-wildcard (Get the f... out of this sh...). So shortbow and longbow have this, beside the range factor, which helps too, if the $hit hits the fan. And due to the dynamic nature of GW2 Murphys Law rules in this game: If $hit can happen, it WILL happen.

But thats just me. My PvE tactics is not DPS (wether condition nor power based) or support or whatever usual build you find on the forums. Its just plain and simple: survivability.

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