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All Posts by Slapshot1188

All Posts by Slapshot1188

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3869 posts found
Originally posted by Gravarg

My review of the game is that it's pretty much perfect.  I love just about everything about the game except one major problem.  Greed.  My math may be wrong, but I've spent over $200 on this game, and I still find myself without Labor Points.  Without Labor Points you can't do anything at all except combat.  I wanted to play this game not for the combat, it's typical boring tab targeting combat, and other games do it much better.  I wanted to play this game for the crafting and economy.

 

I can look past the launch problems, those always fix themselves after a month or two.  The one thing I cannot look past is that Trion expects their Patrons (subscribers) to pay even more money to play the game.  Every 12 hours you can buy 1,000 Labor Points from the store for 300 credits.  750 credits cost $5.  This comes out to a subscription fee of $135 a month minimum for me.  Then there's things like Archeum and such you can also buy from the store.  There isn't a game I could even dream of that is worth a $135/month subscription.

 

Greed ruins yet another great game just like Neverwinter.

I'm having a blast.. cost me $15 and I'll get a second month free due to their issues at start.  I have land... gather... refine.. make trade runs...

 

Pretty good value for me.  Not sure I'll be playing it 6 months from now.... but right now I find it to be a heck of a  lot of fun.

 

 

Yes, the delay is a good thing.  Wish they hadn't announced a date and just gave themselves time to get things right.. the combat alone needs a ton of work.

 

The delay is a GOOD thing.  It was crazy to think they were putting in an Auction system with just a few days of testing before live... and their combat system is borked.

 

Keep delaying until you get a product worthy of charging people a sub fee...

 

Originally posted by iridescence
Originally posted by observer
Isn't this the kickstarter MMO that is going to charge a monthly fee for alpha?  If so, how does this affect that?

They aren't charging the sub until early enrollment is launched (kind of like late alpha/early beta)  which is what was delayed here.

 

The difference is that they are promising NOT to wipe your character once Early Enrollment starts.  So take the EVE comparison above, but give people a 12-18 month head start is you join now and pay a sub until the game get's to "Open Enrollment".

 

 

 

 

They need to delay this thing for a few more months...
Originally posted by BlueMountain
Right. Apparently programming hit a snag on the bank and auction house. We should have predicted it since those are mighty complex elements.

Absolutely agree, which is why I am extraordinarily concerned that they will put this into the live launch of the game with at MOST a few days of testing.  It needs weeks not days...

I've been tied up in Archeage because the only way to defeate the Epic Queue Monster is to stay connected... so I really didn;t follow the progress the last 2 days in PFO.  How did the start of "Open Alpha" go?  How was the combat change (rooting ranged) received?

 

 

It's kind of a joke that they call what happened with the ranged combat nerf "Crowdforging" as it was posted for just a few days, and "won" by 15 votes. I think there was a total of 60 votes cast.   Very representative of an MMO population... /sarcasm off

 

 

It will be interesting to see what kind of turnout they get Monday, and what the reaction is.

 

My recommendation is that people steer as far away as possible from this game and it's development team.  Game released to the public over 4 years ago in one of the most unplayable conditions imaginable.  Now 4 years later it's the same story about how it's "getting better" and they are a "small team".

 

Given their history I would not trust the company with my personal information, but that's just my opinion.  To each their own.

 

I'd rather look to something fresh and a company that has a clean slate.

 

Originally posted by MMOPlaya

How about:

FTP (or non-patron) players ONLY regen LP whilst offline at 250 LP per hour offline, with a max LP of 2000.

Then whilst in-game you expend your 2000 LP then log out for 8 hours (which I think is reasonable) to regen the 2000 again (motivation), or stay in game doing thiings that don't require LP.

Patrons regen 500 LP per hour on or off line, with a cap at 5000.

Bad idea?  Good idea?  Discuss.

The offline regen is interesting... but not at those rates.

Despite some good ideas on paper, they insist on forcing out a badly incomplete game and charging a sub starting next week.  Just think about that...

 

Combat is totally broken, so instead of taking time to redesign and fix the issues, they are making any ranged (archery, magic) skill ROOT the caster/archer.  I cannot wait for people to actually see this implemented in the live game because they have announced they will not test it first.

 

This should be fun.

 

The in-game support staff are players... in most cases, hardcore players belonging to guilds.

 

It's obvious to anyone who gives it the slightest thought that this is a bad idea in a full-loot PvP game based around guild conflict.

 

Heck, just a few threads down there is one about SV apologizing for a GM cheating (which by the way was subsequently deleted by SV...)

 

 

Originally posted by Loke666
This is the test server. Once the game goes live is another matter but alphas and betas often have untried stuff in them.

Early Enrollment is the start of live and NOT the test server.  They have shifted over to the launch servers for this final phase of Alpha and a week or so from now they start Early Enrollment.  That is the real game where they have promised no character wipes and they charge a sub fee.

 

 

I have to say that some of the things that GW says/does comes across as utterly arrogant.  In a discussion about a huge change they plan to make at the start of Early Enrollment many people complained that such changes should, at a minimum be TESTED on a test server prior to pushing it out onto the liver sever and paying customers. Here is the response:

 

rsdancey Idea Submitter

 

 

I wanted to point out that we'll be making massive changes in Early Enrollment all the time. Some of those changes will be tested, and some won't. That's part of the whole point of Early Enrollment. If we have introduced a catastrophic problem we'll figure out how to roll back quickly. But if we have introduced something we just don't like, we'll fix it 2 weeks later. 2 weeks of irritation is not going to cripple the game but the upside from exploring more of the design space quickly in real-game conditions will pay off massively. (no pun intended).

 

Really glad that Early Enrollment is not a beta they are charging a sub for...  /sarcasm off

 

 

 

Originally posted by rojoArcueid

I may be totally wrong although i dont think i am, but If DaoC PvP was still the best then nobody would be playing anything else for pvp. They were probably the best years ago, but at this point i believe only nostalgia keeps people saying it is still the best, when it is not the case anymore.

 

My thoughts.

From my perspective 2 things happened:

 

1. The graphics and net code are ancient. 

2. The game is 13 years old and there is only so many times you can fight the same perpetual war.  As they say, "All good things must come to an end".  That doesn't mean it wasn't the best PvP experience I ever had.  That's like saying that movie XY or Z can't be your favorite movie because you are going to see Avengers 2.

 

Both are reasons why people have BEGGED for a true sequel to the game.   

Originally posted by Torgrim
Originally posted by DavisFlight
Originally posted by Torgrim
Originally posted by Scorchien
    Yes ,  IMO ... it was still better and have played every dam MMO since UO to endgame and for me DAOC still overall best RvR experience and, Warhammer second  , altho there were times when War was really rockin that in those ,moments i would have put it ahead of DAOC

Why , give me some example why DaoC were better, you writing in rose colour glasses text, give me some facts what made that game better compare to modern ones.

Let's see...

 

PvE had you play together and grow up with the realm mates that you'd be fighting with in RvR.

Game lore encouraged you to turn the other two realms into "others" and hate them.

No way to join the other realms and play on their side.

Long leveling made you invested in your realm's RvR.

Your realm succeeding in RvR directly benefited all members of your realm from PvP, to PvE, to crafting.

Darkness Falls, enough said.

Lots of unique classes with unique specs.

Playing against the same enemies on the same servers meant it was possible to make a name for yourself.

Realm points were distributed in a way that encouraged you to capture and hold keeps, not just trade them all day.

Relic system gave a solid meta goal that was hard to reach, but you were always reaching for it.

Tons of siege weapons that encouraged crafters to get involved.

Naval warfare, even basic.

Big enough zones for all kinds of PvP.

The combat engine was once of the best, and still is one of the best, in the genre. Very responsible and strategic, with good sound and animation feedback to let you know what was going on without needing floating numbers.

Engine could handle a LOT of players before starting to lag.

 

THREE FACTIONS

 

Most of the modern knock offs don't have the majority of these features, especially the realm pride.

 

Thanks for pointing out my OP.

If you think he helped prove your OP you better re-read it again.

Originally posted by AwDiddums

AH not yet in-game, bah who needs one when you can create your own as we did in EQ1, and whats more it was alot more fun that way, real haggling for starters, having to travel to that one location in the world where all the sellers congregated  added a huge amount of realism to the game, not having an AH actually improved the game forward to it's release.

 

There are two issues related to this:

 

1. The point is that the AH has not been tested but will be put into a live game (or very close to it as less than 2 weeks remain till subs start)

 

2. I believe the plan for launch is that your sub pays for experience for ONE character.  You will not have enough XP for a while to develop your adventurer skills and crafting ones.  People in prior Alpha tests had accelerated XP gain, now it's 100XP per hour.   This will make it hard for people without Destiny's twin to "create your own" equipment.  I'm OK because I have a Crowdforger Buddy acct so I have 2 accts with destiny's twin (allows 2 characters on 1 acct to gain XP)  People who don't have Destiny's twin will have a hard time.    Now this could develop into a good thing as you will rely on others to really make an economy but that will really depend on a mechanism for buying and selling (Auction house.. or some other undisclosed type of store front).  I have not tried the crafting but I created a second character last night to let his XP gain overnight and will try it today.

 

Originally posted by iridescence

They promised to put in an AH before EE starts and nothing else you listed sounds like a major problem to me. Their idea has always been to create a playable but very rough game for EE launch and then build on that foundation. There are going to be bugs and lack of polish at EE launch. It would be  foolish to expect otherwise.

 

Very happy the skill system is very complex, that is one thing I've been really hoping for from this game.

 

Also should have added another major item:

 

Combat is broken.  Utterly and totally.  Melee get destroyed.  If you started as a melee character you would literally go for the first hour of game before you could find a lone mob to kill (plenty will be found in packs of 3, 4 or even 12!).  On the flip side, ranged and magic make the game a no brainer.  Mobs have very small leash areas and walk back to their spawn spot oblivious to the arrows you fire into their backs.  Having only played the game for maybe 90 minutes I was soloing multiple red con mobs.  I wasn't even a "Fighter 1" yet.  I was a classless nobody who had a bow and no armor.  My friend who tried a melee character (in another corner of the world because you randomly spawn) gave up after an hour and rerolled. 

 

Can that be fixed?  ABSOLUTELY.  This is not the kiss of death... but since THERE IS NO WIPE once EE starts, it's a really silly idea to launch the game when the most basic foundation is so broken.

 

Again, I think the game could develop into something very worthwhile.  It's just WAY too raw.  It is literally launching into a sub model with only 7 (or so) Alpha Weekends + 2 weeks of continual Alpha from version 8 to launch.  I will load it up again this afternoon and see if any other notable items come to mind.

 

 

 

So I spent quite a few hours playing Alpha today.  These are my initial thoughts:

 

1.  First thing you see obviously is graphics and my friends initial comment was "Wow.. back to the launch of EQ!!".  Now, that said... a few hours later we found that the game defaults to the LOWEST setting for some reason.  We turned them way up and it got better.  Still needs work, but better than default.  They really should not default to bottom settings.

 

2.  The game is trying VERY hard to be fantasy EVE.  It's very complex, but there is no guidance in game.   You accrue XP over time.. whether in or out of game.  You spend that XP on "Feats" or skills.  Classes (and levels within those) have feat requirements.  So you need to have feats X, Y Z, A, B, C to become a level 1 fighter.  OK.  That's fine.  The game does tell you that.  The problem is that those feats are spread over 3 different trainers.  But that's not all, some feats have pre-requisits.  So you can't train Skill Y in the above example, without previously training Skill F (Even though F is not listed as a requirement for Fighter level 1.  Many, many times there was simply too much text on the tooltips and you could not read what the pre-req was.  I frequently had to ask in chat.  In summary after 1 day.. the skill system is promising in it's depth, but it's not ready for primetime yet.  It needs a lot more than 2 weeks (till EE and subs start) to be fleshed out.

 

3.  The game has no AH yet.. it's promised to come, but it's a KEY part of the game.  See.. there are no vendors.  Players must make items or find them on rare drops.  How rare?  Well I have over 350 total kills and I got a total of 3 armor pieces to drop.  I chainmail and 2 robes.  Crafting seems very detailed and complex but I did not try it.

 

4. The "tutorial" is a joke.  It must have been thrown in 10 minutes before the build.  It's pointless and frustrating.

 

5. Lots of bugs.. lots.  Stealth would make ME appear transparent on my screen, but my friend could see me as though normal. just moving slower.  Even if not grouped.  I think it has to do with graphic settings because other people said it looked like stealth....  This is OK for an Alpha, but get me stuck and have to die to release when I'm paying a sub (2 weeks) and that's a whole other animal.

 

6.  Overall, for an alpha and a sandbox its promising.  The problem is that the devs appear to be set on forcing Early Enrollment and the start of subs (and promise of no wipes) in 2 weeks.  To me, that seems suicidal.  This game needs time to develop.  It's light years ahead of games like Mortal Online, but if they insist on soft launching so quickly they are going to face many of the same issues as that failed game.  It won't happen, but the best thing the devs could do would be to push the Early Enrollment 4-6 months and shift into a true beta for a few months... to actually build and test systems and work out bugs.  The thought of launching a game based around territory control... without territory control seems the very definition of launching a half baked game. (and even when it's first in will only be some silly War of the Towers game).

 

Well, that was day one.  I will play some more tomorrow.. maybe that says something.. maybe not.  But at this point I likely will NOT be activating my subs if they force Early Enrollment on schedule in 2 weeks.

 

 

Originally posted by manowar88

Sems that the archage pre-lunch for fonders was one of the badest in a longe time .people going crazy on archage forum!

 

Lunch is always busy.  I suggest eating a late breakfast and then an early dinner.   It really helps cut down on the lines.

 

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