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All Posts by dopplemmo

All Posts by dopplemmo

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25 posts found
Originally posted by Scot
I have heard about there being tons of bots in game which are causing serious issues, is that right? Also there are no public test servers and class changes seem to be happening ad hoc and causing problems?


The game is good, but not without flaws. Wait for a sale, if you can, but they are not frequent. The game is at least good enough for the experience of leveling a few characters. After that, depends if you will like the end game it offers. Right now, end game consists of farming to get gold and materials. Gold because you can buy everything with it. Materials because of introduction of Ascendant gear. So right now, end game consists of players being specialist farmers, and they farm in huge groups. So, if you like the style zerg group farming rushing to try to tag champions before they get obliterated, you should have fun. Oh, and more and more time gated aspects are added in the game, to try to slow down the locust/farming players, too. Lots of the time gates are of the style per account per day. So, alternate characters are useless there. In fact, looks like the target audience to which they put a lot of their attention right now, is the player with a single character that wants to get everything as soon as possible. They are really trying to please and slow down somewhat that type of player, in order to retain them.
Originally posted by Aerowyn
One of the things I dislike about MMO questing is how it generally tries to make you the hero inside the main game world, with everyone else doing the exact same save the world quests right along side you. GW2 I feel solves this by taking that aspect and making it optional and completely instanced and leaving the world quests to actually make sense in a way that everyone can do them and not have" you" as the center of it all.. Sure not everyone cares or notices this type of thing but to me its immensely helpful with overall immersion. I personally don't enjoy when" you are the one" is the center focus of a MMO in general...whats everyone else's feelings on this?


I agree that it is great that the Story Mode has been made optional, because it is so lacking in its implementation that I could not get myself to finish it at least once. So they at least got that optional part, right.
In short: The MMO trinity is a typical MMO thing but there were primitive systems (and in some cases rather advanced but very different) before it in P&P. P&P combat have always been a lot more focused on strategy than MMOs though and things like positioning and timing are more important there.


Yes, I agree with a lot of the posts in this tread, and with this paragraph in particular. Groups of players had to think and try to take advantage of the whole context of each encounter. Of course, the fighter would try to bait or bodyblock ennemies from coming too close to the casters. But that was just one of the tactics used, and its efficiency was depending entirely upon the goodwill of the game master. This baiting/bodyblocking of opponents was just one way of trying to use the strategy: "divide and conquer". We could also use spells that temporarily removed opponents from the actual fight (such as Sleep, Charm, Hold, Web etc). Or it could be spells that actually modified the combat scene, blocking a door or dividing a room in two, such as Web, Wall of Stone, etc. Anything to lessen the pressure on the party.
There was no taunt mechanism, either.



This. Trinity as people refer it nowadays is basically: Tank manages aggro, DPS deal damage, Healer keeps everyone alive. I have never seen characters systematically doing aggro management in the pen and paper games I played, because that notion was pretty much non existent.
Originally posted by maccarthur2004 Reading opinions and various texts in the internet, i saw that this population "pvp-hater" can be subdivided in 2 categories: people that likes or is indiferent to pvp itself, but hates the "free pvp" ("open world FFA pvp") and people that are truly scared of any type of pvp, even the structured.


Your post starts on the wrong foot, and thus will likely lead nowhere interesting. You insinuate that there are 3 basic attitudes of players toward PVP: -like it -indifferent -scared by it. If you had really wanted to make three mutually exclusive states, the third category would have read: dislike it But no, they are sssscccaaaaarrrreeddd....... What would you say if I described the 3 basic attitudes of players toward PVE: -like it -indifferent -scared by it.
Originally posted by Icewhite
Originally posted by graggok
Originally posted by username509

Dungeons and Dragons the board game.

*Facepalm* as an avid D&D'r ......I groaned at you calling it a board game


Dungeons and mattel


Not by Wizards of the Coast.

Originaly, it was by TSR [Tactical Studies Rules] which was bought by Wizards of the COST in 1997.

Originally posted by zymurgeist

 Because he hasn't had a new idea in years. He's also wrong, again. Difficult things that make you want to do them are challenges. Inconvieniences are annoying. Killing a difficult mob with teamwork and precision for great rewad is a challenge. Being forced to kill 5,000 slow spawning widely separated trash mobs solo just so you can advance is an inconvienience. Do you see the difference? He doesn't and never has.

Lol, you obviously did not actually read the blog, or did not understand it. Sometimes, silence is golden...

oh, another that will be deleted soon.

Originally posted by nomatics856

I am sorry you are whats bad with mmorpgs today, you are the reason this soloist plague exist. MMORPGS are about grouping, and grouping 70-90% of the time. The soloing agenda has been done to death and guess what? Its failed, its failed on many many levels, you cant have a soloist type of mmorpg, you do that you will end up a watered down boring snore fest, just like mmorpgs are today that cater for the soloing crowd.


Wrong. Nobody is holding a gun and forcing developers to try to cater to soloists. Developers do it of their own free will in order to get as large an audience and thus revenue, as possible. They have yet to find the best way to do this and please both soloists and groupers most of the time, that's for sure. But maybe you should stop being a crybaby just because games are not totally developed around your personal desires, please.

The Pros and Cons of the article are largely irrelevant, as this soldier on landscape feature will be used very sparringly. You see, to use this in the wild world, you will have to use a  special token, which will permit the use of the soldier for 1 hour.

Cost of token:

100 turbine points


min 20/max 45 175 marks and 10 medallions

min 46/max 50 500 marks and 25 medallions

min 71/max 95! 1,500 marks and 75 medallions

If you want more info, you can check the LOTRO forums, look for the Bullroarer (public test server) section.

Another implication:


With Trinity: you often got to wait for a healer or tank to show up, before you can go.

Without Trinity: no longer need to wait, just fill the group and go.

here is a key I grabbed yesterday, not going to use it, so have fun!



Originally posted by Creslin321
Originally posted by Metentso

I didn't quite understand his point. Maybe someone can clarify?

So I'm not really sure here, but if I had to summarize this crazy speech I would say:

Game development used to be a largely creative process (artform) that just happened to be profitable, but nowadays it has become a largely profitable process that just happens to be slightly creative due to the fact that developers are now controlled by the interests of outside parties such as players and businesspeople. 

Where games used to be designed to be just "fun" they are now pushed into a direction of trying to quantify everything with some kind of point system, to the point of even real life being reduced to 8 simple gauges (The Sims).  Worse still, because of the popularity of social network sites like Facebook, even real life is becoming quantified in such a matter.  People try to maximize their "score" of friends in reality just like they would their score in a game.

We (developers) should not let this simplification and pointsification of everything influence the way that we design our games.  We used to design games to just be fun, points and other game concepts were just a means to an end (fun), but now it seems like the points are the actual end goal.  We need to get back to developing games to be fun and not be controlled by the pointsification of our culture.

what do you guys think?  Was that what you got from the speech?


Your summary is more worth reading than the presentation itself, if you ask me.

I realized that what was posted was just a coverage of his talk, and maybe that was why it seemed so incoherent. So I went to his website and found the entry for this talk:

I downloaded the .pdf of the presentation, checked it, and ... while some things are now clearer, overall it still feels like disjointed ramblings. I guess one had to be at the presentation to get the "message"

Hu? Can I have back the few minutes of my life lost reading that incoherent gibberish?


gorgeous trailer, I have been out of Guildwars for 2 years now, but what I just saw pretty much guarantee Ill buy GW2.

>Why? What draws you in?

Lets see:

1) want a game I can play with friends

2) me and my friends do like RPG type games, so MMORPGs are interesting for us.

3) me and my friends are not always logged at same time, but I would still be able to play the very same game because  I like it, but:

4) when my friends not there, I dont necessarily want to pug, or to wait for a complete group to form, or dont have a lot of time, thus it is nice to have the option to solo.

Its all about flexibility of playing the way I want, when I want, when I can, etc. Solo play provides this flexibility. And when my friends are online and we have the time, I can play with them, OMG!  I like to group too!  What's wrong with me!


Originally posted by zaxxon23

I don't think I'll ever really miss raiding.  There were definitely fun aspects, but the fun aspects just didn't make up for the hassles of bad internet connections, parents leaving in the middle for family reasons, wipes and retarded runs back, lag wipes, late nights well beyond the working man's bedtime, trash mobs that took 40 people to kill, etc etc etc.  Such a waste for loot that was gonna be replaced in nine months anyways.  Bleh...


I'd raid again, but I'd never play another game where raiding is *the* end game.  Alternative advancement is necessary.  That's really all there is to say about it.


pretty much my thoughts too. Raiding = too much hassles. And when raiding is pretty much the only option you got to advance your toon, well...

I guess that enough people, when they left MMO's and filled surveys on why they were leaving, mentionned they did not like raiding all that much, and stated various reasons why. The powers that be listened and decided that maybe they should try to retain those mass of players, instead of the hardcore uber elite no life players minority that like so much to call everything else carebear, etc.

To the OP,

quite franky, just reading the exchange between you and the other dude, he looks like a mature player, and you look like a jerk.

Originally posted by OnyxSunrise

I hear all the time about how my sub money goes to paying for servers and paying workers and the such.  But how much of my $15/Month goes to paying for servers and devs.  Everyone talks like they know where that money is going, but it seems to me its hard to find out exactly where its all going.  I played World of warcraft for a while and I'm thinking about switching to Aion.  but its been bothering me where my money is going.  So how much of my $15/Month goes to devs and how much goes to server maintainence?


Well, each company has got revenue and expenses. Your sub money goes in their revenue. That is all you need to know, only them and their accountants need to know the little details.

Originally posted by Ihmotepp


All you've done is state what you find fun in a game.

I don't want developers to stop making games you find fun.

I'm glad you enjoyed DDO.

I played DDO, and I did not like the scaling dungeons, I thought they made the game less fun.

I also do not like the RMT, such as buying bags. I think that makes the game less fun.

It's ok for different people to like differeent games. Why would you tell me I"m wrong for not likeing the same kind of game you do?


Nope, what I havedone  is state that it is good that a game offers enough variety of challenges, tools, etc to appeal to a wide range of gamers.  If you are too weak to not use XP potions because then you would suffer an additionnal grind that others would not, the problem is in your head, buddy. You know what, games designers dont go:"geez, we got to make a game to appeal to ihmotepp, we really do, he is the only type of player that matters to us". No, the more and more they will try offer a choice, a flexibility in the games, to appeal to more players. If you will not take the opportunity to play the game at the highest difficulty, since this is what you say you thrive on, and use the easy button instead, the fault is yours and yours alone. Go ahead, stop playing each game that offers those possibilities, it means that eventually you will stop playing those games altogether, and we will hopefully stop seeing nonsensical posts like yours. Anyway, have fun, Im out of this and pretty much all your whining threads.

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