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All Posts by Gibbonici

All Posts by Gibbonici

22 Pages « 1 2 3 4 5 6 7 » Last
437 posts found

My problem with the trinity is that it's become the *only* interdependency between characters, and has made MMOs that are built around it tedious.


I'd even go as far as to say that the trinity is what has made a lot of people prefer soloing to grouping, simply because soloing can often demand more thought over how you approach a fight than steamrolling in with a trinity group. That depends a lot on the game of course, as many seem to be taking the point of soloing away by making it too easy.


Where games like GW2 went wrong is in just dumping the trinity without working dependencies in elsewhere. I think the way forward isn't dropping the trinity altogether but developing an AI and character skills to create new and more interesting ways of characters working together.

Originally posted by Mothanos

People will quit asap with advanced AI.
If carebears expect this then join a few pvp matches na dlets see how you love advanced AI.

Its so overated, with no healers you are going to die so much that the any game that provides this advanced AI will be as frustrated as sucking at PvP.
Unless you like to die alot and spend all your cash to repair your gear.

Did no care to vote, stupid poll if you ask me.
maybe add challeging AI ? not faceroll but inbetween ?

PvP is only partly about intelligent play. It's as much about super-stacked builds with the strongest kill powers as it is about in-the-moment player skill, and perhaps more so. I love a bit of PvP but I don't have any allusions about it being particularly skill-based, even when I win.


PvE mobs with decent AI wouldn't be min-maxed monsters built purely to kill, they'd be built to be interesting and rounded enemies with strengths and weaknesses. You know, balanced.


You're right about the poll though, I didn't vote either.

Originally posted by rutaq
Originally posted by Drakynn
I sort of agree with this.In most cases of MMORPG  PvP it still just learning a set set of responses to the class attacking you and their movement,most people don't act any smarter than mobs.It the rare moments of brilliance from a very few that is special in PvP and distinguishes it from PvE.

PvE does have scripted encounters to introduce something new, a new attack, new use of environment,etc...   but since the AI is sooo primitive it becomes very repetitive and predictable after running through the same a fight a couple times.   The predictability is so engrained in PvE play that new players are often told to go watch the YouTube video of a fight before joining the group.

PvP is centered around a real human player that can adapt and not just follow a set script and player has something mobs don't....   motivation to Win.  

I am sorry that you have had such a sheltered PvP experience that you rarely encountered players that weren't smarter than mobs, just keep trying different MMOs and I suggest finding on that also has a bit more Open World or Sieging which helps to mix things us let numbers, terrain and strategy have more impact than a simple 1 on 1 duel or stagnant and restrictive Battleground.

PvP in MMOs has always been a bit lame due to the massive disparity between character builds. Don't get me wrong, I like a bit of PvP from time to time, mostly battleground type stuff where real-world skills like organisation and leadership play a part, but the actual player vs player bit has less to do with in-the-moment skill and more to do with whose character has the best spreadsheet working behind the scenes. Generally though, if I want PvP I'll play Red Orchestra or something.


What I like in MMOs is immersion. I like to feel like I'm in a world that feels real - that's what the escapism of it is all about. It's got to the point now where standard MMO AI is holding that immersion back. I want to see a game where the mobs behave in as realistic a way as the rivers flow and the breeze sways the grass in MMO worlds. I don't want mobs that have min-maxed, stat-stacked builds and a mish-mash of skills that are selected to kill rather than create an interesting and rounded enemy. 

Originally posted by Kuppa
Originally posted by r0guy
Originally posted by Gibbonici
Originally posted by Kuppa

I think people underestimate how hard is it to have AI that simulates an actual player or something that even comes close.

No MMO has yet come close to the AI in the original Half Life, where enemies can flank and outflank (no traditional tanking), where they can't be drawn into obvious kill zones (no traditional pulling) and where they can actually be outwitted by moving from your last known position while hidden (whole load of new emergent tactics). Sure, Half Life didn't simulate actual players, but it did an extremely good job of simulating real-world tactics in a game.

Yup, just to add to your point this is what modders can come up with today:


It's not because CoD took 20 steps back and that MMORPGs have always been horribly complacent with their AI, that something that simulates real life is pure science fiction

It's cool, but nothing even remotely close to real life. Progress can be made and has been made, it's players expectations that is the problem sometimes.

I don't think simulating players is a good thing for MMOs anyway, because players don't behave in realistic ways when they're in a game and MMOs are (or were at one time) supposed to offer a simulated world.


All I've wanted from an MMO for years is that sudden, awful feeling that the mobs have gained the upper hand and my group and I have to play on the fly, as a team, to win it back. That used to happen in CoX occasionally, but that was more down to mob numbers and our recklessness than anything the AI did. It's a fantastic feeling though, especially when your team pulls it back.


In recent years MMOs seem to be designed to make players feel uber rather than forcing them to be uber. It should always come down to how you play rather than the silly numbers games that they've become, but that doesn't fit with the Skinner Box model of recent years.

Originally posted by Kuppa

I think people underestimate how hard is it to have AI that simulates an actual player or something that even comes close.

No MMO has yet come close to the AI in the original Half Life, where enemies can flank and outflank (no traditional tanking), where they can't be drawn into obvious kill zones (no traditional pulling) and where they can actually be outwitted by moving from your last known position while hidden (whole load of new emergent tactics). Sure, Half Life didn't simulate actual players, but it did an extremely good job of simulating real-world tactics in a game.


I don't know if EQN will live up to it's own hype regarding its AI, but if it does combat will be fundamentally different from the standard tank and spank, rinse and repeat tedium that MMOs have become. Instead of reaching for abstract, stylised MMO tactics, players will have to adapt to more real-world tactics and formations. Regarding the perfectly understandable fear that it'll be a DPS zergathon without traditional tanking, that will only be true if the AI doesn't have counter tactics for the zerg. And there *are* counter tactics for the zerg - the whole history of human warfare has developed around it, so there's plenty for the AI designers to work from.


If EQN does pull this off (I remain healthily sceptical) then it's going to shake a lot of players out of their comfort zones, and this is exactly what MMOs need.

Originally posted by aspekx
Originally posted by Wizardry

when me and my friends get a pickup football game or hockey game together,we don't contemplate on what doesn't work good enough,we just enjoy getting out and playing.We don't care if we score touchdowns every time we get the ball,it is just fun to hangout and play.I do not get that same feeling in games,everyone seems in a rush.

+1 Wisdom

This is exactly it.


I've played MMOs for more years than I can remember, might 12 might be 15. I dunno. In all that time I can safely say that I don't remember a single achievement I made in any of those games. Reaching level cap, beating epic bosses, conquering dungeons, winning PvP battles - none of it. It's all blah on top of blah.


What I do remember are the laughs, banter and shared sense of fun and adventure with other players. All of my standout moments in MMOs have been that.


The sad thing about the last few years worth of MMOs is that they get in the way of all that goods stuff. They make efficient levelling and paced loot advancement the whole game, and make it impossible to sit around a camp fire on a lonely mesa with a few friends and just shoot the shyit.


I'm not saying there shouldn't be all the gamey stuff that they're giving us now, just that there needs to be a balance and that balance isn't there anymore. Quest hubs, short travel times, dungeon finders, insta-group tools, mobs everywhere... all of these things have taken from MMOs the very thing that made them awesome to start with.


That simplest of things - having fun with your mates in a big virtual world.

Originally posted by Agent_Joseph
Originally posted by MadDemon64
Originally posted by Agent_Joseph

STO is hard core asian grind crap game but it is still very popular coz it is Star Trek mmo.

Noticed ,some peoples mentioned 3th faction,STO is 2 faction game it is burn in stone now,Romulans are not faction it is only playable species on KDF/Fed side.


1.  STO is made by an American company.  By definition of "asian grind game", that makes it impossible to be an asian grind game.

2.  Every game has grind, even WoW.  Get over it.

3.  There is indeed a third faction being introduced.  This has already been established a while ago.  Before this, Romulans have not been a playable species in STO.  People could create a facimile of Romulans in the character creation, but they will not be a playable species until the expansion.  Please pay attention to the dev blogs if you are going to try to post a statement that is easily proven false by searching them so you can avoid doing so and damaging your argument.

oh yeah ,  who care is it american company if gameplay concept is asian  hard core grind concept(after Season 5,before game concept was different) 



I have to wonder if you've ever played an Asian grinder if you think STO is like one.


Originally posted by Dexter2010
Originally posted by epiyonrpg

                  - It's truly not the game that is boring, it is yourself. You could have an infinite amount of fun in a video game, doesn't matter how bad it is, it just depends on how you interpret it yourself. Boring game is not boring, gamer is bored.

[mod edit]

Are you a dev?? You're logic applies to teaspoons too. You can eat with them, shovel sand, measure sugar, spread peanut butter., throw 'em.....wheeeeeee! Ima sub one for $20/month!

So you're complaining about complaining? Blah blah blah...........when you were young, you had to walk uphill to school in 10 feet of snow, then uphill again to get home............

If you don't like games, don't play games. There's loads of other things to do out there. Take some responsibility for your own free time, stop demanding deogame developers to do it for you.



Originally posted by fivoroth
Originally posted by cura
Originally posted by epiyonrpg

                     - It's truly not the game that is boring, it is yourself. You could have an infinite amount of fun in a video game, doesn't matter how bad it is, it just depends on how you interpret it yourself. Boring game is not boring, gamer is bored.


Strange becouse i dont have this problem with books. I dont remember when i read a book that bore me to death like most games. 

The problem i see is your low standards. You said games criticism disgusts you. I say people like you who accept medicority disugust me.

 If most games bore you, then don't play? If games are boring for you, maybe, just maybe, you don't like playing games? But you say you enjoyed games in the past? Well, then you have moved past games and so they are no longer fun. It is THIS simple. It is overcritical jaded old school "gamers" like you who are the root problem of all this QQ.

I agree with you OP! I think the problem might be that these "30+" old school gamers have just got bored of games in general. And they haven't realised that this happens to a lot of people. As people get older, they get bored of playing games.

Totally agree with this. I don't really see myself as a gamer much anymore because games just don't do it for me now. For years I was disappointed with new releases that didn't give me what I got from them before and in the end it dawned on me that it's not the games as much as it's me. And I'm not just talking about MMOs, it's all games. I still play them from time to time but only for an hour or so before I get bored.


There's a whole world of cool stuff out there, if games ain't doing it for you give it a go. You might be surprised how much more fun riding a bike down a hill is compared to key-spamming a room full of pretend baddies can be. Stop moaning that game companies don't entertain you anymore and take some responsibility for your own leisure time.


Originally posted by Stug

As this thread is about positive player testimiony :


Gibbonici 12 hours ago 

I love this game. Sure the graphics aren't the best, the controls can be a bit tricky at first and the learning curve is fairly steep, but you absolutely will not find a more immersive, more epic and more intense WW2 game out there. Or any kind of war game for that matter.

I've got so many memories from my time in this game - paradrops over contested towns, being the only man alive out of a mission of 25 to make it into a German held town, being hopelessly outnumbered in Zeebrugge yet somehow holding on for 3 hours, being pinned down in the centre of Wavre in Belgium and seeing "RAF inbound Wavre" come up on chat to cheers over TS followed by swearing when "ETA 15 minutes" followed it.

Try it, stick with it through the learning curve (2 weeks ought to do it) and it will reward you with some of the best gaming moments you will ever have. And I say that as someone who's been gaming since the start of it all.

Only reason I don't play it now is that it took up way too much of my time!"




Heh, that's me! I just came here to see how the game was going before hitting up the free to play thing for a few days.

Sounds good so far, but don't all these games this far ahead of release? If it's half as good as Day Z was in the early days I'll probably pick it up, but it's the Day Z standalone I'm really interested in. me understand
PvP « Guild Wars 2
10/03/12 4:28:03 PM

People say it's all down to organised guilds but it's really not. In the end it's a numbers game. Whichever server can raise the most players over every 24 hour period will win, it's as simple as that.


I'm on a relatively small server, we rarely have queues and have no meaningful night coverage which means we get dominated by any server that can attack at night when we can't defend and who can outman us during peak. Actually I say that, but we're starting to get pretty good at being outnumbered and have got to the point where we usually win in standing fights against groups up to twice our own number. There's a knack to it which I think only regularly outnumbered servers will have at this stage and I'm not going to share it here.

This week's match-up was going pretty well for us, we fought from a terrible last place on Saturday to a point where we could push for first place within a couple of days. Trouble is, the currently winning server ran two all-nighters (I think they may have members from another time-zone), capped all four WvW maps and opened up an 80,000 point lead which is unassailable. They may do the same again tonight.

It's down to the way that points are scored and I'm mostly OK with it for now, but I really hate the effect it has on people on our server and on others who get rolled the same way. No one likes losing but losing at times when you can't defend due to real life requirements naturally saps the will to participate in a lot of people, and I don't blame them for losing interest.

Originally posted by sr7olsniper
Originally posted by lilHeala

I wonder why you wonder because in no way x-fire is representative for the mmo community's opinion. In most games where I mentioned to my guilds that I was an xfire the majority didn't even know what it was and those that did were not using it.

If you're an active member in that community I can understand you might want to know how your fellow members think about it, but then you would already know how to find those figures.

What they are look for is trends. Of course Xfire or Raptor are not really representative of the overall community. But they are an somewhat ok pool of people from different ages to give you an overall idea of the game. Mind you that most of the people are playing LoL but also other games are up on the chain and you can use those numbers to relate it to popularity. YOu wont find actual subs numbers but it is evident that if the Xfire or Raptor numbers diminish then you can extrapolate 2 things, either the Xfire community left Gw2 (highly unlikely), or that the game is in deed seeing less people lpaying it. 

Think about how Xfire gathers its data and what it actually measures. Then think about what you said in the orange bit.

Originally posted by krakra70
Just looking at the chart at it's easy to see that gw2's population is shrinking very quickly. And the best is yet to come (MoP).

That's nonsense. All it shows is that players are playing fewer hours. There is no correlation with population at all.

Don't allow transfers to servers your current server is WvWng against. Lock players out of WvW when their server is matched against one they previously transferred from. That should fix the exploits and also stop people transferring to the winning server in a match.

Free server transfers were always a bad idea.
Once every two weeks would be better imo, or at least with a two week WvW lockout.
Originally posted by Telondariel
Originally posted by Nadia

North American Community Team Lead

We want to give you a heads up: Starting with the new WvW rotation tomorrow, we will limit the free World transfer to one transfer every 24h.

This should address some of the unwanted WvW exploits we have seen, while still giving people the opportunity to switch a server to play with their friends.

But, I thought ANet, according to this:

“Although it might be bad sportsmanship, espionage and sabotage are legitimate tactics in any combat based game. We would not consider the use of these tactics to be a violation. Please let us know if you have any further questions.”

from this thread:

..wasn't ANet condoning that behavior?  Now they are changing their tune?




The problem with allowing espionage and sabotage and enabling it through server transfers is that there is nothing you can do about it. In a real war spies can be captured and executed, but in GW2 they're free to stand there listening and reporting to their own server via TS even if their cover is blown.

As far as WvW goes, I'd agree that being level 80 with exotics gives a huge advantage and that as time goes on it'll become more hostile to non-80s as more players reach the cap. I'm level 57 or 58 at the moment but am very active in WvW. I die very, very often if I get caught on my own without any supporting players nearby but it doesn't stop me from WvWing.


The way I see it is that until you're level 80 your main role is support, whether that's reviving fallen allies, laying damage down to help your higher level players, scouting, sentrying or whatever. This is how you learn how to handle your class in a mass-PvP environment and all those deaths are part of that learning process. You can't take dying personally and you can't go into it with the expectation that you're going to win all your fights, because that's not going to happen. Hell, it's not going to happen when you get to 80.


The other thing with WvW is personal kills (or deaths) are never as important as understanding the strategies that are going on and the group tactics that can swing a zerg vs zerg battle. The trick is to know where to put yourself to make the biggest difference for your side and you don't get that simply by dinging 80, you get it through experience.



Originally posted by DiSpLiFF

remember when people said that WvW wasn't instanced pvp? 

Now you know why people complained about lack of open pvp. 

WvW isn't instanced, if it was there wouldn't be any need for queues because when one instance was full another one would be created.





Player pop-in in WvW
PvP « Guild Wars 2
9/13/12 1:11:40 AM

I'm loving WvW, in fact I'm finding it hard to stay in PvE for very long at the moment when I know there's some great fun to be had in the Eternal Battlegrounds.


That said, the one thing that is a constant frustration is how enemy players often don't load in until they're right on top of you chopping you into little bits. It makes tactical play impossible and is wide open for exploiting. I might have missed it but I'm surprised there haven't been more threads about this, as I've heard plenty of people complaining about it in /team and /map.


Which got me wondering, is there some setting or group of settings that others are using to fix this?

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