|28 posts found|
It's pretty sad that no MMO can even hold a candle to 2003.
The Pub at MMORPG.COM « General Discussion
7/31/14 3:25:06 PM
beside all the good and the bad things i encountered in SWG (usually great ideas which weren't implemented that pertfectly because of restrictions of the game engine, not enough resources provided by SOE or players looking for holes in the system to exploit them) there were some ideas which i still wonder why no other game has used them now.
beside all the bugs and shortcomings i came along in all those years it still had me logging in day after day because the atmosphere (living world) and the community
Is quest grinding worse than MOB grinding?
The Pub at MMORPG.COM « General Discussion
4/24/14 6:09:56 PM
when i first played WOW coming from SWG the leveling thru quests was a nice change first, but i soon missed SWG's terminal missions. and i still do when playing themepark MMOs.
perhaps because i am more a mercenary type of player who likes to have the work done instead of the saviour of the galaxy guy (at least in MMO's - when everyone is special noone is special ;-)).
the nice thing on terminal missions in SWG were that you could select your "quest" from randomly generated missions according to your needs. need to have good standing with jabba the hutt to get into his palace for your privateer pilot carreer?- do some mission killing lady valarian's mobs (the opposing crime faction on tatooine). there were hunting parties going off every 30-60 minutes from anchorhead, where people met and grouped (20 man groups) to get better paid and more difficult missions (squill hunting ftw). you need a baby rancor to tame - take some rancor missions on dathomir to get your new pet (if you survive ;-)). during the jedi grind fests the terminal mission groups were the major XP-grind for jedi. need better standing with the empire - do some faction missions from the imperial terminals.
you didnt get special quest XP from the terminal missions (that was introduced later in the NGE times), only from the mobs you killed.
but i guess until i find a nice new sandbox game i have to live with the questing.
Very not pleased with the way that gw2 has developed over the last year.
General Discussion « Guild Wars 2
4/17/14 5:42:50 AM
Originally posted by ellobo29
there is a world boss spawn every 15 minutes (schedule), which gives you the possibility to bounce around and doing worldbosses only all day long. though the big ones are only spawning 3 times a day, they can be spawned by guilds anytime outside their spawn windows.
You can find the new concept on world bosses on mega servers here
the bosses are on a longer rotation schedule (ie. Teqatl or the karka queen appear only 3 times a day). though their times are adjusted giving guild/groups the possibility to take on all of them.
there are as many instances of the encounter as necessary to put all players in (as its 1 megaserver even if you join at uncommon times on your home server you should find a full event as there will be people from other timezones). you will be mainly put in the instance where your guildies, group members and people from your home server are.
Originally posted by Senden
yes that's the usual way a-net use as a security measure. after you click logon ingame the game checks the IP address and sends an email to your account emali address. the logon stops until you authorized the access by clicking the link in the email.
my provider assigns dayly changing IP addresses to my account which belong to different network areas. when i started playing GW2 i got those emails a few times until i authorized all network areas my provider assigend me to (by clicking the link in the email).
if you did not try to access the game from China there was probably somemone using your logon email address and password. like said before best change your password asap.
Are there any Active Servers Still???
General Discussion « Star Wars: The Old Republic
11/28/12 7:01:42 AM
i resubscribed 3 weeks ago after a few months break, but after only a few days i canceled again. not much changed - just more of the same stuff (more wz's and raids - even the new zone section X is just another zone with higher dificulty - meaning more mobs per qm).
though people that enjoy those stuff will be pleased, but players that canceled because of other missing features like me have still no reason to return.
i also noticed some improved graphics (details level), but also some new glitches (i sometimes get colored lines during combat cross my screen and taxies vanish from time to time leaving you flying all by yourself thru the air).
yesterday i logged in again to have another try. first thing i noticed was, that they messed up the companions again (you have to reequip all equipment and armour on your companion whenever you call him, use a speeder or a lift).
I went into the black hole area to do some dailies. there were 75 people on Republic side in this zone and the new improved super-mega-server seem to reach its limits. i had upto 2 seconds delay on each skill i used. the NPC's often werent in the location where they were displayed on my screen. its annoying to click around til u get the right position for looting but it can be gamebreaking for my scoundrel as a lot of his skills are position based (i had to circle the NPC's several times until the game finally registered that i was behind the target).
perhaps they put all the server capacities into the low level zones for the increased demand there (ftp starters).
European servers heavy populated. People are returning back
General Discussion « Star Wars: The Old Republic
11/02/12 10:24:20 AM
i saw a post on a German forum that 60-days gamecards were on sale for 10 Euro at a big wholesaler (Saturn).
i guess some people use this C2P (cheap to play) method to cash in their Cartell Coins before the FTP conversion. ;-)
Originally posted by casshyr
the only person you might have to talk to is the one that's your "questgiver" - thats the person standing at the heart position on the map. sometimes you need to get some item or magic spell from him to do the quest. like there is a quest in the norn starter area where the questgiver (heart-npc) will transform you into a snowleopard (pretty nice stuff as you now have different skills) to do some hunting. but usually the heart quest dont need you to talk to anyone.
the nice thing is that when there are many people doing the same heart quest and they all damage 1 mob that need to be killed all get vcerdit for their quesrt and all get loot rights.
after you finished you might also visit the heart-npc, as you can buy special rewards from him (not fotr money but karma points - ypu get for participating in dynamic events).
there are no "quests" in GW2 like you find in other games as there are no real questgivers you need to talk to.
it all comes naturally - when you enter an area a heart shows up on your screen top right corner telling you that you are in a quest area and what to do here. there are usually different things to do which will all progress the little "quest" bar. like you get to a farm and the heart shows up telling you to help the farmer by defeating bandits around the area or feeding the cows or extinct fires that the bandits had ignited.
then there are dynamic events which will happen in the area. you will get a hint that there is an event nearby (you can check the map for an orange marker where the event happens). this can be an all out attack of further mentioned bandits or a followup events where you follow the bandits to their hideout to clear things up etc.
not every quest/event includes combat.
i m more a sandbox player - played SWG from 2003 to the bitter end through all its versions.
when i finally had to look out for another game i saw SWTOR and GW2 were hyped all over at that time. my first choice of course was SWTOR. i followed the forums and got suspicious as the whole hype came down to "its star wars" and "its bioware", while the GW2 hype was all about the game features.
SWTOR became the disappointment that i already suspected. so i followed GW2 even closer and everything i saw was just the thing i was looking for. i played the BWE's and the stress tests and had a lot of fun.
the main thing i am looking in a MMO is the freedom to do what i want to do (its a more sandfboxy approach). i love that in GW2 i can explore and get events on the way. i can pvp if and when i want. and mainly i play with others not alongside or against (in copmpetieion of quest mobs, items or loot). even the crafting and ressource sampling is nicely done (they even reduced avoided the grind here wihtout making it meaningless).
the story lines are fine.
maybe technically (cut scenes, vo) not as perfect as TSW or SWTOR, but there are 2 aspects that made them more rewarding for me than those. first you can specify some starting parameters for your personal quest (so its not the same quest you experience as any other human/charr... - like for example every other smuggler in SWTOR did) and second some of your choices really branch the story line (at least for a bit). i played the human story line to level 20 and on 2 occasions my answer lead to dfifferent quests in the next step.
in the end the story line is not that essential. i see it as a way to guide me to the next area for my level, but its no "must do" in GW2.
there is so much in the game and you can enjoy the game without ever doing 1 story line quest.
i always keep an eye on my pet's health and use my area heal to keep it up or swap the pet when necessary.
i usually have a tank (bear, dog, pig) and a DPS pet (cat, eagle) to swap back and forth. it works pretty well for me. i also try to choose the pets for the best situations, ie. when playing in groups i choose my cat (group buff on F2), when running around solo a lot i select the eagle (DPS special).
i am used to play with pets from my SWG times (loved being a creature handler and a beast master later on) and i always build my playstyle around the pet/master system when playing such a class. of course there are best pets, but i found in GW2 each pet can be useful when you know its strength and weaknesses.
in underwater combat they seemed to have weakened the overpowered jelly fish from what i noticed in the last stress tests. but those little buggers are still the best pets in the game (good tanking with an area heal in water that could heal me too and an incredidble damage skill on F2 burning thru the health of all mobs nearby) :-).
i enjoyed the events pretty much. in fact i enjoyed some so much that i often visited some areas again and again to repeat those events if they happened there again.
btw in yesterdays stress test they added a bunch of new events (some pretty tough ones for a limited number of players like during the stress test). i guess i died more during the few hours yesterday than in the whole of TSW, but i had more fun during that few hours than in the whole of TSW too.
i have mixed feelings about TSW. the quests are sometimes fun but most of the time its tedious and boring to fight your way to the quest items thru tons of mobs, that spawn just in time to give you the same experience on your way back out.
of course its rewarding when you finish a hard quest. but most of the time its the kind of "thank god its over" feeling of release for me.
could be my deck (AR/blood) where i can fight/heal thru nearly all content solo (hardly ever get below 80% health), but the combat with this is very boring (button mashing at its best 121314121314...) - and each fight lasts long. i just started a new build with pistol/fist with the hope to get a somewhat more dynamic combat.
i had way more fun in GW2 because i found the quests/events itself were fun to participate and i enjoyed the combat much more (...and i died way more in GW2 than in TSW).
in the end its a question of personal taste i guess.
Originally posted by nariusseldon
grouping in TSW (for instanced dungeons) is like any other MMO out there. spam the chat (no group finder tool) with looking for tank/healer until you find someone. endgame content tends to have elitist approach (need to have xxx skills/stats to be invited in certain groups).
grouping in normal game for questing is a bit tricky as you run into solo instances now and then.
grouping in GW2 is needed for the instanced dungeons (need to wait til level 30 to do the first one) - there are no healers/tanks/dd's, so group building is easier.
in normal game mode you dont need groups but you nearly never play alone. all the events and heart quests are designed for "open groups" - the more people there are, the harder the event will become (more mobs, better AI and bosses). all your support skills are designed for this system. you cannot target a friendly player (so no target based heals/debuffing etc.) - all support skills are area based, so it doesnt matter if someone is in your group or not he will profit from your healing/debuffing/buffing when he is near.
i prefer the GW2 combat. i like the weapon changing and the combination of my skills with other players (like an elementalist throws in a firewall and all my arrows fired thru this wall will receive some additional fire damage).
the skill system in TSW is great (though a lot of the skills are just fillers and not very useful). the combat itself is not that good. the builder / user system lets you mash the keyboard constantly with always the same combinations.
as combat is a big part of both games its always good when you like it (its my biggest poblem with TSW).
i am currently palying TSW2 and played all the GW2 BWEs.
most of the quests in TSW are nicely made. the combat is somewhat lacking as its button mashing all of the time with the builder / finisher combos (11112 11112 11112 or 12 13 12 13 12 13). the problem is 50% of the game is combat and 45% is running over the map (leading to more combat as the map is crowded with mobs). the rest is nicely done riddles and stuff (though some done in solo instances).
its still a nice game but has the same problem like SWTOR for example, it sometimes feels like a single player game or a co-op game.
GW2 felt like a true MMORPG as the game is designed to increase the fun the more people are around you (harder events, chain events, no grieving, killstealing or ninja looting). TSW is still going the old fashioned route, with players or groups competing for quest items or quest mob kills. TSW just announced raids will be coming (10 and 20's) , so they add some more to the gear grind in end game.
i will still play it at least til GW2 comes along (i am already thru 3 of teh 8 zones with only playing 1 or 2 days a week - and i did all quests at least 2 or 3 times as i have changed my deck a few times).
both of those games are fun and rewarding. for me the difference is that the rewarding experience in TSW is when you finish a quest (after sometimes interesting sometimes boring and grinding play - like yay! finally done and over), while in GW2 i had fun from the start til the end (the combat, though in theory similar feels way more fun in GW2 for me).
the TSW launch thpugh relatively smooth, has still some frustrating elements: chat system is buggy as hell; one main feature the deck management is also bugged; some quests are buggy too (frustrating when you spent quite some time on a quest only to find that the last part cannot be completed);
i found only a few bugs during the GW2 beta weekends but most of them were fixed the next BWE;
TSW has brillant graphics but you need a top notch rig to run it smoothly; my older PC crashes about every 2 hours and lags out in the cities and quest hubs; my new notebook has no problems but i cannot get used to the button mashing TSW playstyle on it; GW2 runs smoothly even on my older PC (even with 40+ players around i had no lag);
If there's no increasing Tiers of Gear, then what's the point...
General Discussion « Guild Wars 2
7/23/12 5:57:22 AM
Originally posted by cinos
i am not sure if there are abilities that will give you real immunity to CC but as above there are many abilities that let you counter CC.
For me (as mainly PvE'er) the major difference between GW2 and all the other MMO's i played out there is thats its the first game i played with a "massive" crowd of people.
in most others MMO's you play alongside others or even against others in PvE.
it was really a change to run through the world and join the action whenever i see them, without the issue of kill stealing or ninja looting. every aspect of the game is aimed at cooperation and reward for helping other players. when i see fallen players on the map nearby i will head over to revive and help in the fight. noone is stealing your questitems or tag mobs for loot rights.
when i returned after my first gw2 bwe to swtor the first thing that happened was that while i was fighting the mobs at a quest item a player run through and took the item, leaving me with the mobs and the respawn timer for the quest item. i am currently playing tsw and the quests are fun, but its the same again if lots of players or several groups competing for limited quest objects.
of course you can group up for those quests. but in the end its just your group against the others if there are many doing the same stuff at a time. it should not be an advantage to do stuff noone else is doing in a MMO.
Originally posted by vigg2004
you have the option for long bow and short bow as ranged ranger.
short bow has some kite specials (stun, snare) and a jump away shot where you take a back jump away from your target, the multi target special is a cone attack with additional poison damage.
long bow is more the DPS weapon (one special fires a bunch of arrows in succession). you have a shot that pushes your target away with a chance to knockdown. it has a very nice area attack (barrage) which will por a rain of arrows to an area and adds a snare.
i had no problems in pve as ranger. most of the time my pets kept the agro so i could concentrate on doing damage with my long bow.
if you select a sword for your main hand you dont need to do that much twitching anyway as 2 of the sword attacks will let you jump out of the targets way (one is a hit and jump back attack the other is a dodge jump behind the target).
another nice feature is that when you set the colours on an armor item (upto 3 different colours per item) and replace it with a new item, the newly equiped item will take over the color scheme of the old item.
you start with a set of basic colours to choose from and will will find items that will give you new possible colours as loot and quest rewards.