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All Posts by RedwoodSap - 474 found

7/03/08 6:16 AM
Viewed 727, Replies 33

Originally posted by bobfish

Fail.

There is nothing low about CCG, micro transactions, item shops or non-subscription methods of supporting an online game.

Utter Fail.

Try earning your way in a virtual world. Real money isn't supposed to exist or hold influence in a virtual world. Maybe the concept of a virtual world is above your reasoning?
 

7/03/08 6:08 AM
Viewed 727, Replies 33

SWG now joins EQ1 and EQ2 as RMT sponsored MMOGs via online card game microtransactions. How low will Smedley go?

Celebrating the fifth anniversary of MMORPG Star Wars Galaxies, publishers Lucasarts and Sony Online Entertainment have announced the Star Wars Galaxies Trading Card Game.

The first release for the online trading card game, Champions of the Force, is scheduled to debut late summer 2008. The game will be available exclusively to users with valid and active subscriptions to Star Wars Galaxies.

Subscribers will receive five free booster packs per month and will be able to purchase starter decks and additional booster packs through Sony Online Entertainment's Station Store.

The trading card game offers decks for both the light and dark sides of the Force, enabling players to fight virtual matches for the Rebel or Imperial factions. Players will also be able to collect cards within the MMORPG to add to their collection. In addition, “loot cards” can be redeemed for virtual items usable in the Star Wars Galaxies game.

Beginning July 22nd, Lucasarts and SOE will throw virtual “Empire Day” festivities which will include appearances by Princess Leia, regularly scheduled Imperial parades, in-game fireworks, performances by the Max Rebo Band, and the debut of two new statues for the Emperor and Yoda.

Furthermore, Star Wars Galaxies subscribers will also be rewarded with in-game items, such as a Star Wars Episode V: The Empire Strikes Back virtual poster and wearable goggles inscribed with a “V.”

7/02/08 1:06 PM
Viewed 793, Replies 54

Originally posted by Tatum

Because, instances are (in most cases) just a pathetic attempt at reacreating the single player RPG experience.  Sorry, but single player RPGs are much, much, MUCH better at scripted encounters than any MMO will ever be.

The other issue is that, yes, instances divide the game world and the community.  It's not really very massive if you're constantly pushing players into little, secluded worlds.  What you end up with (at the extreme end) is an empty game world, where nearly all of the players are off in some instance.

Also, I can't agree with the idea that you need instances to solve all of the old problems.  Spawn camping?  Don't design your game around killing some stupid named mob that just respawns when ever it's killed.  Thats just weak. 

Exactly. The notion that instancing is required to solve camping or killstilling is retarded. There are many mechanics and designs that would eliminate those issues without instancing.
 

7/01/08 12:26 PM
Viewed 318, Replies 18

I have been playing MMOGs for 10 years and have never multiboxed for the simple reason that it removes challenge and I enjoy challenge.

Multiboxers are lamers who multibox for the sole purpose of artificially making themselves more powerful and making the game easier than the game designers intended. In a class based system you are either supposed to rely on your individual skills and abilities or group with others to reap the benefits of multiple classes, but the trade off is that you have to share the loot, share the experience, and deal with other real life personalities.  A skill based system is similar, since quality skill based systems have an opportunity cost where grouping again would offer more variety and depth of skills and of course the power of numbers. Multiboxers want all the benefits of grouping without the trade offs, so they circumvent game design by having multiple accounts running at the same time.

I won't have anything to do with multiboxers and ostracize them at every opportunity.

7/01/08 12:11 PM
Viewed 793, Replies 54

Instances ruin immersion and defy the very purpose of playing in a MMOG, that of interaction with other players.

Instances allow farmers to farm non stop, undetected, without competition and interference from other players, and therefore flood the market with items and coin beyond what a single copy of an open geographic zone would normally allow.

Instancing provides a predictable linear form of gameplay, because of it's pristine environment, which equates to boring non challenging gameplay.

 

7/01/08 12:04 PM
Viewed 866, Replies 27

If they offer a fresh server, a new start, then it should draw in a lot of people, but if they offer an existing 4 year old server, then I am not interested.

6/27/08 8:46 AM
Viewed 190, Replies 8

Amazingly with so many choices, most are crap.

6/26/08 10:48 AM
Viewed 811, Replies 25

So depressing to see multiboxers, it just ruins immersion. Try having a conversation with some boxed lifeless soulless character.

I always remember the day I saw a wizard towing 3 boxed magicians and their pets single file in follow command across S Karana. I just stood there and thought ,"How completely lame".

6/26/08 10:30 AM
Viewed 3586, Replies 72

Too much instancing. Every freakin mission is instanced. I played the trial and quit after a couple days. It felt like a single box game with some hubs where people hung out and chatted. Not what I am looking for in a MMOG at all.

6/26/08 9:17 AM
Viewed 219, Replies 17

Originally posted by MarleVVLL

I like the longer battles. EQ1 ftw.

Blessings,


 

Classic EQ had it right, longer battles, little bit of experience, slow leveling, and if you died you would lose 6 hours of experience grinding. Those were the days. I wish I could get em back.

6/26/08 9:13 AM
Viewed 2334, Replies 66

Talk about a system that reeks of favoritism. How is the supposedly random name decided?

Reminds me of corrupt server GMs in classic EQ who would favor their pet guild and always rule on their behalf.

6/26/08 8:46 AM
Viewed 981, Replies 40

If it happens I will be there.

6/26/08 8:43 AM
Viewed 635, Replies 33

Originally posted by Flyte27
Originally posted by Samuraisword
Originally posted by Flyte27

Faction was one of my favorite things about orginal Everquest.  Generally you didn't start out neutral though unless you were human and the right class.  Everything about your character had an impact on your faction, but could be changed through faction grinding.  This was great for roleplaying an evil race that did a lot of good deeds to prove they were not evil.


 

You are spot on.

Classic EQ, which unfortunately no longer exists and has been replaced by SOE's bastardized version, had the best faction system. I wish a new game would be developed where every NPC belonged to a certain faction and every action a player made wether it was killing a mob, completing a quest, choosing a religion, joining a trade guild, patronizing a vendor, would increase certain factions while decreasing opposing factions. It certainly made things a lot more interesting for balancing ones deeds and strategic planning in classic EQ.

Aye and it was neat in other ways.  For instance one of the defining attributes of the enchanter class was they could use illusions to change their race which allowed them to enter many different cities and take quests that others could not due to race or faction.  This was also the case with Bards to an extent. 

Certainly original EQ offered a lot of roleplaying possabilities even though it used the D&D level system.  I would like to note that even though EQ used the level system you still had to raise the skills you wanted to use after you leveled up.  For instance you would have to raise evocation to not fizzle your damage spells.
 


 

True. Classic EQ was a hybrid system. You had classes with predetermined skills but you had to use the skills in order to max them out. Besides the chanter and bard illusions there were a couple dropped racial masks if I recall correctly.

6/26/08 8:36 AM
Viewed 1965, Replies 87

It makes sense.

Consules initial attraction was their lower cost compared to a PC, but PC's are less expensive these days for the technology you get, while consules increase in cost in order to handle the more demanding games on the market. As consules and PCs become closer in cost, why would any sane person buy a consule?

6/25/08 3:38 AM
Viewed 2409, Replies 95

Originally posted by Raztor

Nope, refuse to give SOE a single cent.


 

Exactly. Why would a sane person trust SOE after they lied and deceived us multiple times.

Let someone else create a new real Star Wars MMOG and I will play it.

6/23/08 2:48 PM
Viewed 3411, Replies 74

/sigh

currently the Morgan interview is on the front page

http://www.g4tv.com/

So they say they are removing the boring parts of a MMO like significant death penalties( great another sissy zerg game where there is no accountability for playing poorly), and they are bringing new desirable things to the forefront, guilds and raiding, to draw players away from WoW.

New? Focusing on guilds means focusing on raiding, and everyone is producing a quest driven MMOG these days. Raiding and quests are hardly innovative, that's what WoW is also about ultimately. It's the same boring crap.

6/22/08 10:37 AM
Viewed 811, Replies 25

It's already a done deal.

I hate multiboxers aka botters and I wish more game developers and communities would at least take a moral stance against this practice and ostracize those who wan't to ruin the MMOG experience by playing multiple toons at once.

6/22/08 9:53 AM
Viewed 499, Replies 21

What the OP is asking for is what the market is sadly, currently delivering. WoW, LoTRO, AoC, Warhammer etc are all quest driven games. They lead you around by the nose from one quest to another, from one NPC questgiver to another, from one zone progression to the next. BORING.

I hate the current trend of quest driven games. They don't provide the social experience of meeting, interacting, and getting to know other players, the way old school combat experience driven games like classic EQ, Horizons , AC, etc did. There is no exploration factor in quest driven games. Old school combat experience driven games just threw the player  into an unknown world and expected  us to find our own way and figure out what and where to go, and gave us much more freedom to choose.

I prefer a combat driven grinding game where you group with other players for long periods of time over this Wham Bam thank you mame short lived quest group concept, that quest driven games deliver.

6/21/08 8:55 AM
Viewed 628, Replies 17

Originally posted by Daffid011

Warcrafts card game is strickly offline and you cannot loot cards in game.  Some rare cards have codes to claim items in WoW, but they are only vanity items.  No stats or anything like that.

I've heard the EQ card game described as soft RMT sales since you give cash to SOE and get in game "cards".  If those cards now give items, then it is just straight up RMT with a randomizer.

 

 

 Edit: after looking at some of the cards it is very obvious RMT with designs taken from many of the free asian grinder games.  Experience, health, mana potions,  augment gems, etc.  I don't know the quality of the stuff, but it is RMT.

The LoN cards are most definitely RMT, which makes both EQ1 and EQ2 RMT games.
 

You buy the cards for real money, and then get in-game rewards for trading in those cards in-game.

6/16/08 8:11 AM
Viewed 1647, Replies 45

I always respect what Cymdai says, he's the smartest MMORPG.com staff member and his posts always make sense.

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