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All Posts by Lyrian

All Posts by Lyrian

14 Pages 1 2 3 4 5 6 7 » Last
272 posts found
I feel that there is a market for Premium games with an even higher subscription rate than the norm of $15 a month. Right now I feel that a box price + a $15 subscription requires that the developers make concessions in order to make the games much more 'mainstream', watering down of content, and making it much more casual friendly. Focusing on a higher paying niche audience can allow games that normally wouldn't gain traction to be designed and enjoyed.

I think the 'Next Big Thing' is a 'Premium' subscription model. One that has a higher monthly subscription price, say double or triple that of a normal subscription and runs a more 'exclusive' niche playerbase, the idea being that the extra money will allow the devs to cater more towards the player's actions/reactions within the game with quick and custom driven content with consistant and frequent world events.

 

Does Albion have anything to offer someone who absolutely cannot stand PvP? Can I avoid it completely? I'm intrigued by the crafting aspect and the freeform aspect even if I'm not all that happy of its ARPG/torchlight 'style' it has going.

But if it's PvP centric then, well. That's not my bag.

Haven't played AA, I saw the writing on the wall when it was still in beta.

But considering that Das Tal is some sort of messy isometric ARPG-MMO looking abortion. They aren't on the right track either.

 

Ho Hum.

I've found a second .gif that explains the secret just as well as my other one.

 

A game no one really wants...that is two years (or five depending who you ask) late to the zombie game...saying that it's a throwback to SWG...when everyone really wants them to be making EQN, which would also be nice if that was a 'true' successor to SWG.

I'm not really sure why anyone thought it would be a good idea to include any of this footage.

 

But then why am I surprised? They thought it was a good idea to make H1Z1 in the first place, instead of focusing their energy on EQN.

Interesting scope and they are saying (mostly) the right things. But time will tell all though. A 2017/18 timeframe though puts it far enough on the distant horizon (Albeit with next to zero serious competition, looking at the market) that what we see written here might not even end up being translatable into a game. Or at least, a fun game.

This game is far enough out to be a distant curiosity, than something to get overtly hyped about. Two years is a long time.

 

Hell...in two years I might have a family of my own! (gasp!)

Is this a satire posting?

I wish we had games that I could put three years into.

If a game came out that lasted three months I'd be tickled pink. Most people seem happy if a game lasts three weeks!

There is only one secret to MMOs.

 

Yeah...while I can suspend my desire for neat graphics and stuff like that...I'm not feeling a lot of confidence for this game.
At risk of sounding like an idiot. How do you turn faster/better? I'm running my way through the tutorials and it feel like I'm driving a cruise liner through the amazon. Granted I've had about 4 hours sleep in the last 48, but it's gotten me to rage quit before even really starting the game.

This line: "I want to play a GAME, against PLAYERS where my actions, my decisions and my SKILL will determine if I win or lose." Makes me concerned the game is going to be a non-gear/level/character progression game.

And I don't like that. :(

 

Also, they said GAME, not WORLD. :(

The one thing I want from an MMO in 2015 is for them to create a world and not just a game. I want my content to last longer than 100-200 hours. I want to be able to play it for years on end, not burning through 2-9 years of your development time in a month or two.

Really, 2015 looks like a dismal year, or more kindly put, the year of niche. The two AAA games, EQN and SC won't 'really' be out in 2015.

It took Landmark 12 months just to start adding monsters and armor. I understand the large amount of work going into the game. But that is my rationale for not expecting it any time soon. SoE wants to kill this launch. They are literally unopposed in the up and coming AAA MMO market. I can't think of any true MMORPG that is going to be coming up close to compete with it.

They are going to polish, needle and hype this to no end. My personal prediction is that we'll get a sneak peak at the game in SOE LIVE 2015, a huge social media and TV marketing hype campaign until SOE LIVE 2016 where they will pull back the curtains from the game, and have a full out launch a few days later.

SC as a single player game, I feel will be awesome. It'll be a nice distraction for a few days until we beat the single player campaign and screw around in it. But at it's core SC goes as far to state itself it's not an MMO. We'll have the mass campaign public servers to hop in and play, but it doesn't fall into a RPG category were you progress in skill or power as a character through levels. Any gains in this will be through personal skill, and likely having the right loadout/ship at the right time. More of a FPS game, but in space. I feel that a good portion the people that have their hopes set on SC, won't like what it ends up actually being.

All of the other games I feel are potential flops in the making. I feel The Re-Population has the most potential out of the list, and if they can take advantage of the gap in the market they will gain a fast and huge following, but that will depend on the amount of polish that the game has, and what the actual game has to offer.

Great changes, if late to the game. Though I can understand their desire to take more time because of the previously buggy updates. Rationally thinking about the feature list though and comparing it to the years of churning the content cycle in WoW it looks like this drop is adding in maybe, 1-2 weeks of content at best.

A part of me would love to come back to WS as it was the most fun I've had in an MMO in a while. But the mean, money counting bastard in me might hold out for the next expansion and dropping in when the game gets growing again. I just don't see enough content changes after already having experienced everything there is to come back yet.

 

Given the lack of solidity on EQN, or really any other MMO. WS might have some time to fix up their stuff.

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.
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