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All Posts by blastermaster

All Posts by blastermaster

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148 posts found

But... why the rage OP?

You had a chance to play the game for free, and you found out that it was (to quote you) :

"Outdated gameplay, mediocre looks, idiotic lore..."
"... One dimensional classes, railroading... "

 

Who cares if you can't trade or whatever, it seems to me you don't like the game anyway.. or am I missing something?

What would it change if you could do everything if the basic of the game is not appealing to you?  I'm kind of confused!

 

Anyways.. Thanks for sharing your thoughts, I hope it helped relieve the pressure a bit! :)

 


 

Don't think anyone knows that. The best we've been told is "this fall".

At least they did'nt say "Soon" ! ;)

Originally posted by cheyane

You have to be a crazy crafter to need all those extra retainers its nuts. This was added because people who wanted to max every crafter requested it. Then there were those who enjoyed the extra things the retainers could do who wanted more so they charge for them. Don't see any problem with it .

 

YOU DO NOT NEED THEM AT ALL.

This!

Why don't you people talk about the fact that you can also pay 12.99$ (instead of 14.99$) to get 1 character per server.

Since you really only need 1 character (you can level all classes/jobs/crafting/gathering on the same character, and it's even encouraged to level them all on the same character anyways), that's a nice thing that they did'nt have to do in the first place..

(And with the 2$ you saved from that, you can go ahead and get another retainer if you really want one for the price of a standard sub.. )

 

Delayed?

Boy.. I hope Smart did not pledge for this one...

badoom tishhh!

Originally posted by grimal

Does anyone know what the cost of the DLC will be to purchase?

Also, if you decide to sub for the month of it's release and then your sub lapses, will you still be able to keep the DLC?

From ESO : "The full Imperial City DLC game pack is included with an active ESO Plus membership. If you are not an ESO Plus member, or your membership lapses, the Imperial City DLC game pack costs 2,500 crowns in the ESOTU Crown Store."

 

Originally posted by LordZeik
Nice to see the content they promised us over a year ago is now a dlc package.  Glad I got out of that trap.

Well.. to be fair, this content was "promised" while the game was P2P..

You can still pay for a sub. and get it for free, so it's exactly as they promised back then!  ;P

 

<dbl post.. >

 

Originally posted by Butch808
It's not singleplayer per say, he said in that video (7:06) when talking about the ships/AI and trading that some will potentially be players.

 

Yep, it will have "some kind multiplayer", but it will just be "opened lobby" kind of like in Destiny, where you will cross path with players.  You will not have all the "goddies" to find and gather with friends to spend your time exploring with them.

1st, the universe and the planets are just too big, and even if you could manage to be at the exact same place, there is no guarantee that you will see your friend, as he could be in another lobby,etc. (and no way to switch "instances", etc.).

Heck, so far, players won't even have a "gamer tag" on top of them, so you could fly next to one and think it's an AI...

 

This is not an MMO nor a "coop" game, and the devs have made this (kind of) clear :)

http://www.gameinformer.com/b/features/archive/2014/12/10/stop-thinking-of-no-man-s-sky-as-a-multiplayer-game.aspx

 

 

Originally posted by RemyVorender
Originally posted by Oyjord
Is it first-person only? If so, count me out.

Forced First Person is a selling point for me. To each their own.

 

Yes.. and we won't know how we "look" until we cross another player exploring a planet out of his ship.. which could never happen to some of us..  judging by the size of the universe!! :)

 

I agree!

 

The only thing that bothers me a bit is the way multiplayer is handled. But at the same time, I can see why the went with such an implementation, just sad I won't get to play it with my friends, but it's bound to make interesting conversations when each will relates his own discoveries/adventures!

 

 

 

 

Why do I get a Dark and Light vibe from this.. ?

Are you guys stationed on Reunion Island by any chance?! 

 

 

 

Originally posted by baphamet

not on the list but i would pick Dune.

Dune would have my vote too!

 

Originally posted by xion12121
Originally posted by Striefer
For such a seasoned mmo crowd, I'm surprised at the amount of ignorance here. Some people do not know what pre-alpha means LOL

check out Crowfall graphics in pre-alpha way more advanced as a pre-alpha than what is shown here.

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/description

 

The difference is that Crowfall is using Unity which helps them build something quick in order to better "sell"  the game on kickstarter. 

In that video, there is never more than 6-7 characters on screen... So while it may be "prettier" than CU, they still have to show that their engine can support large scale battles, and to my knowledge, it was not yet proven that Unity can do it easily. They will probably pull it off (I certainly wish), but they will need to work on that part now, which will require lots of efforts (fiddling with a 3rd party engine is not as easy as one could think).

On the other hand, while you think CU does not look good, it shows that large scale battles are not just possible, but they also run great, because instead of  working with existing tools to make a "cute pre-alpha", they have created their own engine specifically for the purpose of their game (large scale battles).

If anything, this shows that CSE know what they are doing. Once you have the engine and the "wiring" done, it's "easy" (relatively speaking) to add a body and a couple coats of paint (and it's easier to tune this aspect so it does not impact too much on your #1 goal, which is large scale battles).

I guess this is why so much emphasis was put on the fact that no effort was made to make it look good. Because the efforts were made to make it RUN good with for large scale wars. But some people still miss that point it seems.

Originally posted by xion12121
Originally posted by Striefer
For such a seasoned mmo crowd, I'm surprised at the amount of ignorance here. Some people do not know what pre-alpha means LOL

check out Crowfall graphics in pre-alpha way more advanced as a pre-alpha than what is shown here.

https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/description

 

The difference is that Crowfall is using Unity which helps them build something quick in order to better "sell"  the game on kickstarter. 

In that video, there is never more than 6-7 characters on screen... So while it may be "prettier" than CU, they still have to show that their engine can support large scale battles, and to my knowledge, it was not yet proven that Unity can do it easily. They will probably pull it off (I certainly wish), but they will need to work on that part now, which will require lots of efforts (fiddling with a 3rd party engine is not as easy as one could think).

On the other hand, while you think CU does not look good, it shows that large scale battles are not just possible, but they also run great, because instead of  working with existing tools to make a "cute pre-alpha", they have created their own engine specifically for the purpose of their game (large scale battles).

If anything, this shows that CSE know what they are doing. Once you have the engine and the "wiring" done, it's easy to add a body and a couple coats of paint (and it's easier to tune this aspect so it does not impact too much on your #1 goal, which is large scale battles).

I guess this is why so much emphasis was put on the fact that no effort was made to make it look good. Because the efforts were made to make it RUN good with for large scale wars. But some people still miss that point it seems.

 

I'm not familiar with UO's way, and I don't necessarily have anything against nodes either. But I would like it if they could maybe try something else for this though. Maybe for some resources they could have "pools" instead of node, where it's more rewarding to harvest in groups of players than in solo?

What I certainly want though is for "group harvesting" to be in the game.  I'm not sure what you refer too with "Group member within a certain distance share harvested materials" , but just to add to it, all group members should be actively working on the same node (or pool)  to get their share, not just be hanging around the guy that harvests.. 

Rewards (more materials, more chance of rare materials,etc.), should increase the more there are players working to make this activity more profitable as a group, encouraging harvesters to get together.

They should also try to make it fun too. Not just a simple click and wait until the animation ends to get the mats. Maybe they can put some kind of minigame, puzzles or QTE  or anything really, where each member of the group has to do his part. These "games" could also be different depending on what you are harvesting and the rewards should be in relation to the time it takes to complete this mini game.

An example might be something like a little game of cutting down trees with a big saw, as a duo of players. Both players should get the correct rythm in order to have a constant progression (both can't pull at the same time,etc.). "Events" could come up (a not, a broken blade tooth or something) that could warrant more or less work for one of the guys (or both),etc.

Ok, I admit not much thought was put into my example.. and I can already here people screaming that it would be fun once or twice but could end up being a drag in the end.. but they could also make it possible to do an "automated harvest" (same as what there currently is in most game), with a lot less goods in the end (very little resources, only basic one with very limited chance of rares).

Anyways, I'm no game designer (thank god eh?!), but they should employ their talent into making harvesting something fun, and something that, like the rest of the game, should be more rewarding as a group than in a solo.

Originally posted by FlyinDutchman87
Originally posted by Nanfoodle
Range and melee are hard enough to balance, with casters having that much range, how are they going to balance that? 

That's just for testing the projectiles tracking and collision with the server side PhysX.

 

There WILL be spells that have really long ranges for seiges, and such, but there will be penalties assosiated with that.  Most spells will have more "traditional" range bands, once they move along the abiltiy crafting system and the move closer to release.  

It's also good to note that you will probably be able to dodge those projectiles if you have a fast enough movement speed,etc.   So I assume the highest range spells will have the lowest tracking speed to compensate for this (and to make these more useful for siege,etc. than to snipe melee that are running at you).

--

Regardless, I'm happy to see this trend of "niche" games getting some steam. I think that is what this genre desperately needs.

Lower population that shares common tastes is what the genre was all about before, and where it should go back to bring the sense of community (and as  a nice side-effect : player retention).

Whether you like PvP or not, you should'nt just bitch about this game for not having what you want from a game.. You should instead be happy for people who enjoy this, and hope that it ends up being a good enough success to show others that "niche" can be profitable too.

CU and Pantheon are both music to my ears, let's just hope they can deliver!

(I have no doubt that the former will though, just still a bit sceptical about the later...)

Nice stuff so far CSE! Keep it up!

Originally posted by Axehilt
Originally posted by blastermaster

Except that those "rational reasons" only diss camping as if it was the only thing to do in a game...   The replies to those posts were made using the same logic on the current WoWinspired themepark model, where one could say (using the same logic..) that all you do in these games is solo grind quest from 1 to cap, and once there, surprise, go grind some more in the form of daily quests...That sure sounds boring right? But that's not taking into consideration everything else that the game offers.

People are not asking for games to have only mob camping, they want this way of playing to be back in the games. Have the devs think about it while designing the game and the zones and add this kind of possibility back in by making it challenging and rewarding. Make it so that grouping does not feel like a handicap or something you have to endure for a bit, so you can go back to your solo adventures, that are way more beneficial to your progression and your fun.

Some people are saying that you can still camp mobs in most games, and you theoretically can. But since most of the content in the open world is soloable and very easy, there is no real reward or fun to get from that unless you do it solo (or unless "zerging" mobs mindlessly without any challenge is your idea of fun).

Why do people think that one thing prevents the other?  Can't games have the quest grind and challenging solo content co-existing with camp grind and challengin group content in the same open world zone? Can't they make both activities pretty similar as far as rewards, challenge and fun?

1. We've been discussing quests vs. grind, not the rest of the features of a game.

2. Even with #1 in mind, every additional feature someone mentioned so far also exists in quest-based games.

3. We've covered how questing objectively provides more variety than grinding.  So whatever subjective term you apply to questing (like "boring") you'd have to apply something worse to grinding.

4. The reason for the focus on quest vs. grind is to get people to realize quests are simply a better system for anyone interested in variety or thinking.  Essentially it's "Quests aren't the real reason you don't like modern MMORPGs.  Tell us the real reason."

5. It's a bad idea to have two systems, equally rewarded, where one requires distinctly less variety and thinking. One thing doesn't prevent the other, but it's a can vs. should thing. It's a lesson that sometimes even games themselves don't realize is a bad idea.  The concept is basically that if you provide a path of least resistance which is notably less engaging and fun, then players will choose that path, have less fun, then blast your game for it.

1. From what I've read from OP, we've been discussing quest vs camping, small nuance (both can be grinds, just depends on who you are asking!).

2. Yes, pretty much exactly what I said with my example of dissing WoW saying that quest is all there is to it.

3- Granted that, objectively,  running around from Point A to B to click on a shiny and run back to A requires a bit more diversity.. but the term you want to qualify this will be different based on who you ask, so this ends up as rather subjective regardless.

Diversity depends a lot more on implementation. You can have a lot of variety in camping based on the type of encounters you face in a camp, if there are patrols, alarms, tougher mobs with different skill sets that get a chance to spawn, other groups that bring another layer of "randomness", etc.   Or if there are multiple camps for your level range with all their own types of mobs/mechanics.

As much as you can have very little diversity in questing (which is pretty much the case nowadays). Aside from mob skins, there is not much diversity in what you have to do, and how you do it (static quest + quest markers are killing it!).

5- Lol.. please.. it takes more thinking to do quests?! Come on, you can't believe this now can you? If there were no ! and no map and markers,etc.  I would agree with you here, but since the addition of these things (except for very very few exceptions), it's something you can do without even paying attention to the wall of text the NPC gives you when starting the quest and without even knowing what you need to do..

Again, everything is in the implementation. When the combat keeps things challenging and you have to pay attention to your surroundings and to watch what you actually do, it requires a lot more presence than what quests currently requires.

Regarding the path of least resistance... If both path gives similar rewards, you will end up doing what you want to do, not what the game forces you to do (aka "questing" currently) or what is more "optimal" since everything would be balanced.  If you think quest brings more diverstity, than go to quests! If you prefer spend your time figthing and socializing, then, go do that instead!

BTW, just so it's clear, I like quests also (I know.. shocking that someone could like both at the same time!!), especially when the story is decent. But both things fit different playstyle and to me, both are what MMORPGs are all about.

Quest are something that I enjoy most solo or duo.  Camping is fun with a full group, if you want to focus a bit more on combat and challenge.

Camping is also more convenient when you play with a large group of friends who don't always play at the same time.  Doing quests is just not something fun when you try to keep up with people that play more or less than yourself (that's what made me quit WoW the first time, I got really tired of redoing the same quests 3-4 nights in a row just to play with my friends..).

On the other hand, camping is not fun either if it's the only thing that you can do (it also made me put down some games for some time in the past). I'm 100% sure both activities can live along with one another without it being detrimental to anyone. 

To me, like for OP and others, removing the camping has removed a big chunk of the grouping aspect (soul) of this genre.

You can try to say that your view is fact and that mine is subjective or rose colored or whatever, but that's just your opinion, which is well.. subjective..

 

Originally posted by Axehilt
Originally posted by Rydeson

You just have to love those that are anti-camping.. or just anti-old school period..  These people find one bad example (which is normally just word of mouth since they never actually played vanilla EQ), and use it as the poster child to avoid ALL old school mechanics..  Amazing.. 

Alternatively you could choose to read the thread and recognize there are some very rational reasons to dislike the lack of variety it resulted in.

Except that those "rational reasons" only diss camping as if it was the only thing to do in a game...   The replies to those posts were made using the same logic on the current WoWinspired themepark model, where one could say (using the same logic..) that all you do in these games is solo grind quest from 1 to cap, and once there, surprise, go grind some more in the form of daily quests...That sure sounds boring right? But that's not taking into consideration everything else that the game offers.

People are not asking for games to have only mob camping, they want this way of playing to be back in the games. Have the devs think about it while designing the game and the zones and add this kind of possibility back in by making it challenging and rewarding. Make it so that grouping does not feel like a handicap or something you have to endure for a bit, so you can go back to your solo adventures, that are way more beneficial to your progression and your fun.

Some people are saying that you can still camp mobs in most games, and you theoretically can. But since most of the content in the open world is soloable and very easy, there is no real reward or fun to get from that unless you do it solo (or unless "zerging" mobs mindlessly without any challenge is your idea of fun).

Why do people think that one thing prevents the other?  Can't games have the quest grind and challenging solo content co-existing with camp grind and challengin group content in the same open world zone? Can't they make both activities pretty similar as far as rewards, challenge and fun?
Originally posted by BadSpock

Dungeons/raids are for pre-made groups - for friends and guilds, remove all LFG systems. However, give solo and PUG players an opportunity to advance outside of dungeons/raids.

Shouldn't always have to be solo -> dungeon -> raid loot progression. 

MMOs should, IMO, have a solo level 1-50 and then tier 1-3 loot progression,

and a group only level 1-50 and then tier 1-3 loot progression.

FACT: Social players will play with each other even if it is JUST as efficient to play solo. 

 

BadSpock gets it! :)

Also, regarding dungeons, I think they should also bring back some open world ones. With tougher mobs the deeper you go, (for which a group is required).  These were the best places for players to meet new people and form groups. Many bonds have been created like this, and that's something that has been missing since the introduction of instances and LFG tools.

If people are able to get there, but hit a wall and they can't go further, they will naturaly group up... and more often than not, end up with more people on their friend list at the end of the night.

 

Originally posted by Axehilt
Originally posted by Kefo

I would define boring monotony as doing the exact same fetch/kill quest 100 times but with a different mob or item name inserted to make it seem different. I guess what you like doesn't rub everyone the same way as well? 

Except you're not doing the "exact same" thing in most of those quests.  The activity variety to WOW's quests is significant, and the mobs themselves each do some one unique thing which forces a slightly different response in order to kill them optimally.  It's almost all functionally different.  Whereas killing the same mob is clearly more repetitious. 

It's all a matter of perception. 

People say it was a grind back then, mostly because it was the only (best) way to level. But questing is as much of a grind now if you don't particularly like leveling through it, because it has ended up as the best way to level.

For people who don't really like WoWesque questing, it ends up as pretty much the same: You get a wall of text from an NPC, you run to a marker on your map, and you do whatever and run back to another marker. Rinse and repeat ad nauseam. What makes it feel the same every time (regardless of if you are'nt fighting the same mob, or picking the same flowers) is that you are usually alone doing so and that the encounters are in a "controlled environment" (so everyone has the same experience for this specific encounter). This type of grinding (to me) is way better suited for solo XP.

Camping can also be varied, even if you hunt the same type of mobs at the same place. Depending on how they handle the spawns, if there are patrols, chances for mobs to call for help, roaming higher level mobs that may pass by and drop on your group,etc.  And the most important aspect for "diversty", your group members!  For some, all this diversity is way more important than the fact that in one quest, the mobs you hunted were dogs that bleeded you and in another they were mages that stunned you or whatever..

 

The question I have been asking for a while is : Why can't we "really" have both in the same game? 

Why can't they bring (lots of) persistant camps that can't be soloed in the open worlds?

Why don't they make a distinction between mobs that are quest related and other mobs, to have the later give more XP to make camping as viable as quest grinding?

Why don't they bring back group bonuses, camping bonuses (ala DAoC, where you got a bonus that slowly degraded the more you killed mobs at that place,etc.), and bonuses for dropping "purple" mobs in groups?

Why can't they add all this, while keeping the option for quest grinding? Regardless of where you stand in that debate, we seem to all agree that diversity is better than anything.. so why not add more ways of leveling than single player quests?

Also, while we are at it, why, in PvP games, can't they give players the opportunity to level at the same pace as the rest?

 

Devs are saying they want all types of players to play their games, yet, they have been aiming toward the single player experience more and more. Now, it's all about long "single player" story lines (in the narrative, you are always "the hero", never "a group of heroes".. this shows a lot how they think their games now..). All content (aside from instances) has to be "soloable", etc.. All classes have to be able to pretty much do everything on their own, etc.  Why not make some classes good at soloing and others, weaker at solo, but more efficient when grouped with complementary classes?

 

I'm probably asking for too much, but one has the right to dream.. right!? ;)

 

Pff..CGI trailers! Show some game play!!  ;)

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