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All Posts by Lyrian

All Posts by Lyrian

13 Pages 1 2 3 4 5 6 7 » Last
257 posts found

I haven't hopped on landmark in a long while because of the slow update cycle. But based on what I remember, I'll venture a guess of late summer/early fall 2015, potentially after SoE Live for them to hype it up?

Possibly with another big teaser/demo for EQN that we'll all deconstruct as solid proof that we won't be seeing that game until 2017.

I work as an IT Security professional, and the short answer is, yes companies can stop or mitigate DDOS attacks. The long answer however most likely is no.

It would take a fair bit of infrastructure work to set up the proper monitoring tools and equipment in the proper sections to monitor the traffic, in addition to creating a ruleset that would be able to differentiate between a DDOS attack, or legitimate traffic. In addition having such a device that would be actively scanning and (potentially) blocking traffic would introduce 'some' latency. It would be hard to justify the cost of spending money to develop that infrastructure and hire security professionals to monitor it (ideally on a 24/7 basis) on something that might only happen for a small window of time. I.e It's cheaper for them to be DDOS'd for x amount of time, than to hire/build, and still potentially suffer DDOSing.

Off the top of my head, the best and most effective solution gaming corporations can have to mitigate DDOS (which they may do anyway, I don't know what procedures they may have) is to have a good relationship with their ISP provider and fast ways of effecting a IP block 'higher' up the chain before it even reaches the gaming corporation's machine.

 

Basically, until DDOSing costs the company more money than they would make from hiring/improving their infrastructure. It will keep happening.

My only concern is that it will be fun, engaging and frequently updated with new enough content to reach the illusive 1000 hours of playtime mark.

Given the dismal state our market of late, that is the only rational concern people should have.

It all depends on content, target audience, and skillset.

I remember something somewhere saying that minecraft took about six months to get to a playable state, but then that doesn't include all the work that happened after the fact to get it out of alpha,beta, etc.

You can argue that it's sandboxy and that a number of features such as quests and things weren't present as in a larger and more traditional MMO. But we can split hairs until we're all bald and blue in the face.

Anything that gets me closer to shuffling off my mortal coil and the curse of flesh I will fully support.

To me what defines RPG is a step past levels, progression, gear and stuff like that. RPGs are about choice - often expressed through dialogue options a-la NWN/ME2/DA/Elder Scrolls style, and the complexity of the game itself.

'Truer' RPG games throw stats and classes at you and one way or another remind you of Dungeons and Dragons where you assume a character identity and let it grow on you.

Looking at the other games mentioned in their list, I don't disagree that they have RPG elements in them, in so much as being able to make choices that they effect your character's development. But very few choices that affect the character identity. In essence you follow the traintracks that was left by the devs for you and whatever choices you make don't really matter.

This kind of creates the illusion of 'RPG' because because any choices you do make are made by playing through the game. Only the truly inept players won't unlock the majority of weapons/upgrades/challenges in AC/Shadows/etc since most of the time if they aren't right on the path, you're just 'given' them when a certain story event is reached.

Too...Long?


Do we look like filthy casuals here? I think they are overstating the amount of hours they think they have for DA:I but I certainly hope it at a minimum hits 30 hours.

As much as I'm looking forward to DA:I I'm going to have to call bullshit on this. I have a feeling that this 'mythical' 150-200 hours they are talking about are double/triple/quadruple counting every single conversation option that can lead to a different, if minor outcome.

Don't get me wrong. I'd love to have a slower curve progression and a longer game overall and I will be going for a completionist approach as I play the game. I'll be happy just to reach the DA1's 30 hours to beat the game.

MMO's don't even take 150 hours to cap out, so I'm questioning where these numbers are coming from.

The hunt isn't over until we create an AI singularity able to create entire game universes and content 'at will' and being able to edit our memories and personalities to fit into such worlds in such an immersive way that we can't even tell we are gaming at all.

Or maybe we already did. *stare*

 

*Twlight zone music*

Tongue in cheek. This is pretty much my minimum expectations for an MMO player. Except perhaps the 25 hrs/w thing. Sometime life gets in the way. But you should still use your time efficiently while in game.

I expected a faster content cycle, when I was younger I found it impossible to finish everything there was to do because new stuff constantly got added before I could finsh what I was currently on.

I expected megaservers to be a 'thing' ages ago. Splitting up populations between shards just felt silly to me. I don't know why games even consider multi-shard servers anymore, regardless of cost.

Better virtual worlds, in the sense of "If logic says it should be there, it's there and waiting for me to find it." Dig down into the ground, find minerals, ruins, dungeons, etc. Fly up into the sky and find space, other planets, limitless exploration.

 

Most of all however, I expected the majority of the game companies to merge into fewer, larger ones each supporting different virtual reality simulations, such as those from the book "Ready Player One".

Still missing the two magical letters.

 

PC.

In mechanical terms, a living breathing world is when the content does not depend on the player to happen, can engage the player without the player's choice and has permanent consequences for not being engaged. On top of being actually meaningful.

Ideally for a living world, content patches and expansions would not be announced. They would be stealth added at an (extremely) quick rate, to reward exploration and discovery for players, and to promote word of mouth within the game.

It's 60% done all the time, every time.

I think that the problem is more toward 'hard caps' as a method of time gating content seen in both FF14 and Wildstar lately. In both games once you hit the cap, you pretty much cap out your tokens and 'essentially' your week is done.

The other avenue of end game progression is usually raiding, but that may not be for everyone, or for those that do, raiding is enough to get yourself capped out in the first place which limits the amount of 'useful' play time there is, since you can effectively kill two birds with one stone.

I won't deny that things are faster to level now since the days of EQ. Times have changed and unfortunately there is the expectation of faster progression now. Maybe developers will one day make a game in that the journey is as good as the destination. But for the time being, the destination is more important.

What I would like to see games taking and doing for end game progression is an AA system similar to EQ, and applying it to the end game process. Give players measurable ways to always improve their characters aside from gear, give them something to work towards. The 'end-game' of every game should be something that is impossible to be completed through the sheer quantity of things to do. Not from hard caps, or artificial barriers to play.

I 'sort of' indirectly like quest hubs in the sense of "Yes, here's a city or settlement. They need me to go do stuff for them." but where I think it's lacking is that the quests themselves are static, and that you're essentially following a pre-written script (in the sense it'll never change).

There needs to be some sort of evolution for quest hubs, which I directly feel is tied into the world itself. Right now MMOs are story driven events that herd the players through hoops or checkpoints with no consequences for inaction. I can see the evolution of questing to be something like what EQN is promising in the sense of their storybricks questing model. NPCs should have their own goals and they should try to execute them at the expense of anything else.

The problem and benefit I can see here is that the content would force the player to become reactive. The player would not have a choice to engage the content, because the content would engage him/her. Which could lead to player fatigue and exhaustion. But could also lead to the player finding things that they may not have normally decided to look at.

The further problem with such content too, could stem towards overwhelming a small player base. If players have progressed beyond a content's level range or area, how far is it allowed to progress? Or what is it that will entice older and more powerful players to return to it?

Thinking loosely about the game design I can see some sort of economic incentive that would entice players to return to areas such as required materials (pelts, ore, blood, etc) for higher end crafting (say for a player castle you need 5000 units of X type leather pelts, and a market that will support buy orders for said pelts, giving players a reason to go farm such items.)

Or possibly even expanding on that and creating actual 'events' for an area on an even greater scale than Rift events. Where entire raids of players will be needed to stem an orc invasion, across multiple zones, with enough incentives to make players 'want' and 'need' to participate in them.

I'd like to tune those who don't know about it yet onto the Enderal project, which is a total conversion mod for skyrim that will come down the line 'eventually': http://sureai.net/projects/enderal/?lang=en

I loved Skyrim and probably have wasted far too much time in it. (though my MMOs still take up most of my time) What I hope for is the modding market/community we see today with Skyrim to grow with Fallout 4. It was still a little small when Oblivion, and Fallout 3/NV released and I'm hoping it'll grow even larger!

Plus I secretly hope that Fallout 4 has a strong enough base engine to it, that some ambitious group will create a Sci-fi space based total conversion mod for it! :D

I would love if Virtual worlds were being designed by the developers instead of what we currently have. Hopefully it'll catch on soon!

It is less about entitlement to me than it is about value. I want something worth my time and I will pay for that.

I pay close to 60 bucks a month for my cell phone, and similar for a high end internet package, and similar for a family gym membership.

If there was a good MMO out there I would drop $60 a month on it in a heartbeat.

I think they've kind of squandered their 'lead' after the big announce. Maybe they will surprise us, maybe I'll win the lottery tonight.

I feel that with this year's showing of MMO's being the kind that don't project longevity (but then what game does?) they could have cleaned up and established a firm ground of subscribers that are loathe to change games.

With them still asking silly questions like "Do you like this art style for the Kerrans?" and "What color style works best for dark elves." makes me think that they don't have a good handle on how quickly they need to be working. With them announcing the failure-in-the-making of H1Z1 (Zombie games are so resident evil era) also makes me question their Vision for EQN as well. EQN should be ideally rounded enough, that it should be the spiritual successor to SWG as well as EQ.

That being said. If by some miracle they've finished their AI/script that is able to generate the entire world and have added integrated it with storybricks and are just establishing color and lore basepoints so they can flush out the story and related things. That's great.

However, after giving it some thought while writing this post. They can probably afford it take it slow. Realistically the only AAA game coming out in the near or distant future is Star Citizen which caters to a completely different crowd. The rest are going to be niche or indie type games that probably wouldn't directly compete with EQN.

I personally don't hold much hope for Titan. My impression is that blizzard has gotten too big to care/cater to the market of players that want something a little bit more complicated, and something that will provide a fast content cycle. It's difficult enough to keep interested in games longer than a month now, and blizzard's content cycle is far too slow for my tastes.

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