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All Posts by Akais

All Posts by Akais

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264 posts found

I'll forever miss CoX... It spent a number of years as a game home for me.

I'm currently playing MH2015 and getting a bit of the feel I got in CoX, but it's still a pale imitation.

CoX is definitely an IP that I wish hadn't tied itself to NCSoft... It would still be alive and kicking had it not.

Originally posted by didjerama

Its exactly the opposite, its for WoW generation who think roles in RPG are tank/healer/DPS

You just gave me my chuckle for the morning.

Thank You !



I think a well done P2P stands an excellent chance in our NA market.

F2P, and to some extent B2P, promote a transient playerbase. For many, there's little or no incentive to stick with the game long term due to a lack of personal investment. This tends to make their communities unstable or impersonal.

While that is a clear downside, the upside with F2P is the reduction in complaints as players expectations are automatically low due to the fact that it is free. So long as the shops aren't P2W people tend to complain less and hold on to their money.

P2P, if done right and the game is well received, has the benefit of a reasonably stable and inviting community that will last for years if well managed and maintained.

SWTOR and DCUO  are examples of games that didn't quite get the recipe for P2P right.

EVE and WOW are examples of P2P games that did get it right to varying degrees.

The downside here is that the environment can become toxic due to any change (or lack of) in the game. Doesn't matter if the change is a buff or a nerf . The level of personal investment is so much higher that an opinion will be voiced and playerbases increased or reduced by it.

To my thinking, P2P requires a higher lvl of commitment. If you want to play tons of games, then avoid them. If you are looking for a game to call home; that's where to look.


I'm looking forward to this game. I don't know if I would want it to be a sandbox as I live in a world that fits the description now. I play games to take a break from that world.

I don't want the amount of playtime I do get to be spoiled by the massive amounts drama that is inherently found in sandbox games.

That doesn't mean that when I do play I want to be solely relegated to the dev's limited ideas of what is fun either though.

A healthy balance of opportunity, choice, risk, and reward needs to be struck to make for the most optimal experience.

I don't know if FFXIV will strike that balance, but I remember that FFXI struck it better than most of it's counterparts in that generation of MMO's.

I haven't played this game as yet (while I do look very forward to doing so as I loved FFXI). That said, I doubt that townships will have that kind of weight  as this game is appears to be missing many of the aspects that would make towns/cities/locations have that significant importance that you would find in Gen 1 games.

It's more solo friendly ( so I hear) which would make travel to the towns less of an ordeal as you won't have to find groups to travel with or folks to escort you there.

Quick travel is enabled

The game doesn't appear to have intervening PvP zones that you have to either travel carefully through or take a much longer trip to skirt around.

The factions are not actively warring amongst each other in the regular gameplay spaces which would make other factions towns hostile to the player (as you know, this makes a huge difference if the town is the gateway to a resource area or dungeon).

No Open world PvP flag that can be enabled either by action or location.


I know that feeling you are speaking of  and I feel most games have let these systems go due to the fact that it limits content to some degree for all players based on faction,level, reputation, or gear. It's one of the things I loved about games like AC2 ,AO, and FFXI.

I can't say this game won't have anything to make these townships truly unique as I haven't played the game. But, I won't hold it against SE if they can't create that feel as that has become the norm now.


Anyone have a spare PC NA code they can message me with?

I have already pre-ordered and was planning to avoid any beta testing, but the positive reviews have gotten the better of me.

Any help is greatly appreciated!

This thread has really derailed from where it started initially and we know meters will be coming in some form or fashion.

I stand by my assertion that a threat meter serves as a much more useful tool comparatively.

But I have little doubt that DPS meters will show themselves as well... And get posted by those poor souls that actually think that a DPS recap on content that isn't timed matters.

At the very least, this thread has highlighted to those fans of it that not everyone cares to see it and why.

Please exercise some consideration in it's use. Perhaps ask if the group is cool with getting the information posted.





Originally posted by Laughing-man
Originally posted by striderbob

There will be mods.


Q: What exactly do you have in mind for community-generated add-ons? Also, how much game data will we be able to utilize?


A: The type of add-on I have in mind are those of the UI persuasion. For example, we can have players customize the UI with a skin of their choice, have enmity displayed graphical, and add windows to view useful information so players will be able to separate information that is otherwise displayed in one large, single window. Add-ons will then become active once they are downloaded and placed in the custom folder. As for the PS3 version, we'll make sure it doesn't trail behind the PC version.




I wonder if everyone caught that there was a definitive answer to the OP's question and it was posted by Striderbob.

There will be Mods.

And FFXI Players, as much as you'd like to convince everyone that FFXI mobs / raids were so much harder than WoW raids... A lot of us (myself included) have done both.  You forget who you guys are talking to, this is the haven of super nerds.

FFXI raiding is not some mythical thing, and its not some how so much harder than every other end game raiding guild. I say this as someone who did Sea as a White Mage and as a Nin tank.  As someone who raided in WoW from Karazhan until now as all three specs. They aren't that different mechanically. So lets stop with all the posturing please.  Thanks.

You didn't actually just compare threat management and damge/recovery ratio in WoW to FFXI did you ? FFXI players actually can afford to be a bit high handed in that regard compared to WoW after BC.

While I will say that raiding in either of the games (or that in almost every MMO) isn't that distinctly different. The OP wasn't talking about raiding. The OP was talking about the quality of player interactions with such mods in regular use (think regular grouping and not raids).


A large number of the posts in this thread have unwittingly supported his case.

The quality of the game's community makes a huge difference to my longevity in a game. It's a night and day difference to me.

Anarchy Online, while much maligned, had a fantastic community that was vocal, helpful, and mostly positive. The bulk of the games in that generation boasted similar, more tight knit server communities due to the large amount of grouping requirements in my opinion.

The folks who played seemed to really want to be there which is a huge difference from what we see with games now.

Nothing irritates me more than to hear someone run down the game in-game. It's an act of negativity that's infectious and either incites similar complaints, arguments, or kills conversation in the channel altogether.


The advent of solo leveling, lfg tools, and etc have made the whole aspect of communication for and in groups all but nonexistent and has killed most of the connections I would tend to make with other players in the older games.

Those connections are a part of the drama that is the living story part to me.

I'm personally never excited at the prospect of farming, but helped a friend farm the claw camp in AO for GA MK2 for 6 hours as we heard it had dropped there recently (it didn't drop that day, but NS did and I was an NT that needed it , so it worked out. ).  

Alliance killed a guildie in the Barrens?  How many did you see? I'm OMW.

Those are the things that make you want to keep logging in even during that lull between content patches.

Originally posted by jayvierl

WoW!. Another person afraid of competition. 

I want the dps meters. I want to be able to prove I have the best dps or highest healing.

Honestly, Whats the point of playing a game without this since of competition? I need to feel the progress im makeing. I'm sure I speak for alot of people when I say, I don't play mmo's just to gain exp. I want to be the best! I want to be the best bard I can, and I want to be able to craft the highest level gear I can. I need these mods you speak so poorly about. 

If not for the competition, I need the dps meters so I can see how much of an impact I was during that last dungeon. I NEED to see and feel my progress. Without the mods. I personally wouldn't feel the hours, days and nights I put into the game.

I don't tend to play DPS so I don't worry about competition.  I tend to tank or heal/buff/debuff as DPS is boring.

My experience in MMO's has been that DPS is easily found and typically more easily replaced. Historically, I would let them snag the aggro and die while not rezzing or tell the healer not to after a couple of quiet warnings not to be overzealous. I have never found one other member in any group I was in with an issue with that stance.

I don't expect I ever will.

Originally posted by Betaguy
I hope there is some sort of mods, I hate guildies riding coat tails of others who play hard while they do nothing to contribute but more strain and collect phat lootz. Mods help cut the fat.

I'm typically ambivalent about mods in MMO's. They highlight slackers but also give a spotlight to some players whose attitudes don't really need another one.

I can see where a threat meter might be helpful, but not a DPS meter.

Some of the comments from Yoshi P. seem to be centered around the concept of threat more so than damage.

This is a bit more fair to me as in FF the holy trinity is typically in play with off healers buffing and debuffing and some DPS classes moving threat onto the tank to help hold aggro. I don't know if threat will be able to be moved like it was in FFXI, but Mobs being very sensitive to changes in threat has been a consistent in the FF series with more of it generated by taunts,healing/buffing/debuffing than pure dps.

One of the things I noticed from Japanese players in FFXI was that the team concept was important and NA players were viewed as rude due to self serving play habits.

This would lead me to think that a DPS meter would be less than useful for conventional use other than to give some people that ridiculous spotlight they don't need.

Tanks don't need it, their performance is more easily judged by the number of people who died before him.

Healers don't need it as determined by the number of people who died at all.

Unless a DPS is topping a DPS meter while staying steady/low on a Threat meter they are more of a liability than an asset IMO.


I presently have both the 360, Wii, and the PS3. Given the showings on the new systems I'll expect to only be getting the PS4, unless the Wii U can get their act together.

The restrictions and possibilities that can be reached with the X1 make it a no go for me.

Using  the X1 with your Cable Provider will doubtless come with some loaded cost (startup) from said provider. XLive will become a requirement.

Who knows what a hiccup or failure from a gen 1 system of this type will cause? Loss of DVR recordings? Loss of cable service? Loss of a BD movie ?

Having a system that reads gestures so well potentially opens the user up to reactive advertising (that thing we all work to avoid on our PC).

The X1 is an awesome idea, but it makes me think of some of the previous versions of the Windows browser... The ones that made me to stop using Windows browsers.



Originally posted by Amjoco

This far along after a games release, most developers have to let go of quite a bit of their staff. Arenanet has stayed up to staff since release. That being said, the staff isn't sitting around watching Defiance on the television, so they must be doing something. Somewhere along the line they have to pay the employees, right? Someone out their is liking the "fresh"ness enough to be buying things off of the cash shop or they would let people go.

I could only stomach the first 3 episodes before taking it off the DVR. Did it get better ?

On a more serious note, while Anet has said not working on an expansion, NCSoft has noted one was incoming. That may or may not explain the staffing.

I have avoided the beta for this game as the beta for 1.0 stung too badly.

I'm really glad to hear from so many that this re-boot is so well done. 

I'll definitely be picking this up at launch this time. Hopefully, it will be well received enough for a community to take root in (not saying that 1.0 didn't have a community).

Nintendo is doing fine.

They have decent saturation in their target audience, which is younger.  Additionally, they don't sell their systems at much of a loss so they see a profit earlier than Sony or MS.

We have 3 kids in our home and have purchased way more Nintendo products than Sony or MS. If anything my Sony and MS title purchases have gone down as I don't feel comfortable playing them in front of the kids.


Originally posted by DoubleDragon
Oh, thank you. I had so much fun reading this article. And learned a bit. So much innovation in AO? Damn, I should have played it back then and not listen to naysayers.

AO  was ahead of it's time:

One of the first flying classes  (Meta Physician)

Player housing on day one

 The first game I can remember that had player owned aircraft.

A full length novel describing the back story of the game

CGI vignettes that set up the story that the newest update revolved around

Changes to places and factions based on those vignettes

It was also the only group I have seen that appointed a player advisory council and actually tried to implement information they got from them.


It's a shame they were saddled with a bad launch, slow patches,  and billing issues. It hurt the prospects for what eventually became an awesome game.

I would say the aspect of community is on the decline in MMO's as of now.

I would attribute it to the removal of many of the things that players found annoying in MMO's over the decade.


Death Penalties

Corpse Recovery

Slow xp gain to next level


All of these made useful/efficient soloing much more difficult and encouraged a sense of and respect for the server community.

They also forced you to explore more

Ask the help of other players more

On the downside all those facets were terribly conducive to making an unlucky play session range from  non-productive to a downright disaster

( Any older players experience that corpse run in an area they shouldn't have ventured just to get back the LAST items you wanted to drop on death only to leave a wagonload of your own corpses behind, gain a massive death penalty, and find your first corpse decomposed or looted? )


Much like real life, when you no longer have to cooperate and compromise to achieve a shared goal, you don't... So, when that shared goal does present itself, you have no network to turn to accomplish it and no idea what's acceptable in working with others to achieve it.


I really don't think there is a ready-made answer to the dilemma, sadly. Mine would truly be to allow both types of games to exist in the space. The problem is that it would appear that most companies are more interested with being #1 in the MMO race than turning a long term profit.



I'm good without raiding. I want to explore a game with friends and family.

Raiding seems to accentuate the mercenary personality found in some players/guilds and creates friction amongst regular and elite players.

Vanilla WoW did it right. You needed to have met the pre-requisites to go to a certain dungeon, then find a group of others interested in doing the same thing. Then go to the dungoen and something unique had a chance to drop that would further a personal quest of your own along while exposing you to the ongoing story.

Nowadays, It's an area with tough mobs and epic loot that needs a bunch of people doing the hokey pokey while playing musical chairs to expose you to an item drop that you MIGHT be able to roll on and , if so, you MIGHT be lucky enough to acquire. Only to have said item devalued by the next patch or expansion.


I'd rather continue to enjoy exploring the game world I'm in and undertaking quests with my friends as opposed to hopping on that brand of crazy train.

Originally posted by Onomas
AH was a horrible introduction to mmorpg's. Everyone crammed around 1 npc and killed the business aspect along with social interaction.

Speaking from the standpoint of one who has spent days worth of hours offering goods and services in MMO's and  even more shopping for the same from others, I can't entirely agree with you.

It's an excellent idea that was poorly implemented, imo.

The AH Model has created rampant inflation in games. This has lead to a host of unpleasant practices that MMO's would have been better served without. But it resolved the days long waits to find needed goods and services as well.

I like the system in GW2: For items you need RIGHT NOW or could get no other way you pay the premium to get it . Or alternately, if you can be patient, you will see your buy order filled at a moderate price instead.

What would help GW2 most would be a Looking for Crafter function that would allow crafters the opportunity to craft  for others directly for commision.

Having both would encourage a well rounded community.


While I take no issue with your articles at all, I do find your choice of topic interesting for your first 2 articles on this site.

One would posit that since the gaming audience is predominantly male, that your opening salvos definitely couldn't have been better targetted.

Discrimination, in general, is disgsuting... I don't think that this only applies to gender, but to race, size,  and sexual orientation as well. Discrimination in those areas is, easily, just as pervasive as gender discrimination and just as poorly handled in the gaming community.

I completely agree with your initial article's musings on threats and harrassment used based on discrimination.

I completely disagree with you on your comments regarding "jiggle physics and giggle tracks". If a game has them and you find it offensive, don't play the game. Vote with your wallet.

To say that such is "offensive to women" presumes you took a poll.

I'd say you went back on your "Being Honest" commitment with that one, but the comment was made before the commitment.

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