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All Posts by afoaa

All Posts by afoaa

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386 posts found

Patch 1.4 has introduced major changes to the game but it is far from a NGE, the patch is rather similar to the realm ability patch in daoc instead.

Instead of having a chaotic skil /power system that was made with little planning or balance creating some of the worst balance issues ever seen in mmo's they now changed the system into a planned organized system where you can no longer stack 20-30 different effects to create overpowered combinations.

It means that old FOTM builds now are far weaker and non optimized builds are much stronger, making the endgame more accesible for more players.

Everyone also got a free respec, which is a complete respec so they can rebuild everything bought with advancement points.

All in all the patch is not perfect but its a big improvement and you see a lot of people returning these days. 

Originally posted by eyeswideopen

Originally posted by afoaa

Its weird we can see that the population is increasing in the game and has been for the past 6 months. The state of the game said it was increasing. Then all of a sudden patch 1.4 is pushed forward and is barely being tested in the test server and now lay - offs.

For every one person joining, how many are leaving?

 

No idea but the overall populations has been slowly increasing month by month. The game demographics has been very different from A titles which usually explode at the start and then quickly dwindle. Instead it started slow and has over time quietly expanded sort of like how Eve started.

Its weird we can see that the population is increasing in the game and has been for the past 6 months. The state of the game said it was increasing. Then all of a sudden patch 1.4 is pushed forward and is barely being tested in the test server and now lay - offs.

Originally posted by Wardrop


Or players turning into gods with over 30 buffs... its retarded.

Well they adressed that issue in the State of the game too near the end with a new buff stacking system.

Time to test the respawn changes. Last time they said it was only near towns it was everywhere. So lets see if they can do it right this time.

Also time to test decay. As far as I can see there is no random element in it at all in the live game and on the test server before the 4/9 patch. Each and every time a weapon fired a fixed number of rounds it dropped a condition % and that number was much less on the test server than it is on live. For example my shotgun fires 80 rounds per percentage on the live server but only 24 on the test server.

The faction suit I have btw increased its decay rate by an insane amount. It can be used for  a week on live without dropping a percentage, on the live server it takes 6 hits by a mob for it to drop 1%.

Originally posted by Benedikt
i didnt have time to play cca last 2 months, how they are breaking the craft system?

Well they are introducing the item decay and overcharging system. The idea was to have items slowly permanently decay over time but in return you could make superior gear. Sounded great on paper.

The reality is quite different on the test server:

First of all overcharge. If you sacrifice 3 similar items into your main item it gains a +10% damage or +10% damage resistance bonus. This has the effect that it increases the imbalances there already are in the game between rifles/2h weapons and dual wielding. Because of their much lower initial dps they also gain a much lower bonus from overcharging than dual wielders get increasing the imbalance that is already making the game completely one sided.

Second decay. All items have 20 fatigue levels which can be increase to 30 through overcharging. Each time you repair an item it lose a fatigue level. You can restore the item 4 fatigue levels by sacrificing another item into it. Problem is that they at the same time increased decay rates dramatically instead of slowing them down as Lee has said they would in the interview where he presented the system. Overall the net result is that you need to replace all your gear about once every week of playing.

Third they made all materials in the game much more scarce. You only get a 3rd of the materials you used to while scavenging.

So the result is that crafters will be hard pressed even to keep their personal gear in a good state. They will not have time to make gear for other players. There will no longer be trade of materials on the AH. Crafters will get frustrated and angry when competing for the rare scavenge nodes which they need to get many times more the materials from than they used to and non crafters will see their gear degrade.

The system will also mean that it will be much much harder for new players to enter pvp and it will increase the divide between non elite and elite players. The elite player who all do not use rifles anyway will see no difference between each other since the overcharged armors cancel out the overcharged weapons. They will only see that the time they need to spend before they can be in pvp will increase dramatically.

This is btw the changed system they put in after the initial shocked reactions from the player base but they are not willing to face that the entire system is badly made and an overall mistake.

Originally posted by Trueth


Arena additions are usually pretty lame. One real question though -- Does the driving in this game still feel like the vehicle is gliding on the road like some 1999 hovercraft drving game?

No they fixed that some time ago. But they just broke it in today's patch for motorcycles again. :D

And they stealth nerfed item degradation too. Well no surprise they stealth nerfed that because in the poll they closed 80% of the players hated the changes to crafting.

Edit: more testing seems to indicate the it wasn't all items but only some that got the PTS degrade rates. So its probably a bug.

This article is full of damage control info. Right now the mood is in free fall in the game and its not because Lee left.

They have been ignoring the concerns of the core player base for half a year now and keep on adding stuff instead that is not wanted or needed.

They are now in the middle of breaking their own crafting system which is the main attraction of this game.

The players are angry and get ignored, they are now beginning to ban people on the boards and move threads away from mainboards if they are negative.

And now they come here and say "listen to players" again and again which is exactly what they have failed to do.

To say that a MMO don't need an endgame because its sandbox is silly. All mmo characters need a stage where the focus of their existence is not progression but non progresssion activies and that is the "endgame".

If this part of a characters life is not meaningful and contain some kind of purpose then the endgame becomes boring and shallow.

So what developers need to do in MMOs is to sit down and say: "What is the purpose of having a character in this gameworld apart from developing the character?"

In FE the purpose were supposed to be to fight for your faction which then would give purpose to crafting since you needed stuff for the conflict. The sad thing is that Icarus being such roleplaying oriented as they are forgot about GAMER motivations and therefore the purpose of the "endgame" didn't work since the entire conflict is irrelevant, the entire conflict town system is boring and pointless and the RP part of the game system constantly punish you permanently if you engage in PvP.

That is why the endgame has devolved into petty squabbles between small pvp clans, because that is the only thing that have any purpose or meaning at the current cap.

Now the game can easily be given purpose at the cap, they just need to change the pvp reward system and implement faction wide bonuses for success in conflict towns and then all of a sudden things begin to mean something again. They should also change how the conflict town mechanics works so its based on player vs. player events instead of the current very boring pve grinding.

Once the cap is given a purpose again then the rest of the wonderful gameworld also becomes deeper because you then know that all actions you do during lvling also will in the end have a purpose and meaning and that will give even more dept to an already strong world.

Its faction vs. faction control of towns, but the problem is that it doesn't really work since the towns don't really mean anything and you take control of them through doing mindless repeatable quests hundreds and hundreds of times in a pvp zone instead of fighting enemy players.

So its a boring grind and in the end don't reward you so people don't bother and instead there is just random pvp between players that love to fight for the sake of fighting.

PvE wise you will discover that there is always something to do if you are a crafter. If you are not then you might end up bored as a pve'er.

Looks very interesting. Its about time we see more games that get rid of classes and levels. I'm still reserved about this title since its funcom but it does look promising.

There is one aspect of the article I don't quite agree with. Yes you see a lot of standardization in game mechanics from big games in the past 5 years but at the same time the market has become so big that it is now possible for smaller companies to make niche products and still be profitable.

What we are seeing right now is big a title after big a title failing because they really don't give people any reason to play them over what is already out there. At the same time we see small titles growing silently in popularity and it is from those we should look for the future.

The key on this issue is whether or not the adaptation is made in respect of the IP or not?

All IPs need to be moved towards certain key elements for them to work in a MMO setting like the mentioned combat but also why do people come back from the dead? Or what about healing?

So how do you fit the IP within the confines of a MMO in a way so you are respectful to the IP and have it all make sense? In the article we see two successful adaptations (i find STO boring but I think they did a good job on the adaptation).

But sometimes you see games that simply is too much the game and too little the IP. Examples are AoC and WaR.

In AoC they created your standard trinity classes and then they only paid lip service to the inner logic of the Hyborian world. Yes they made it look beautiful and it was a fairly good game but it did not make sense within the workings of Hyboria. If FunCom had instead looked at ideas from the IP and then adapted them to a MMO reality like Turbine did with Lotro then we would probably have had a more unique and interesting game and who knows it might have been more successful too.

WaR is a mystery. It should have had everything going for it. Mythic were the masters of factional warfare in MMOs and the Warhammer world is all about nations and forces clashing in huge battles. But again mythic designed the game first and added warhammer to it later and they created a game that was not only boring and static but it also made little sense to warhammer fans.

So the conclusion is: Look at the IP first, take ideas from the IP and then see how they work within a MMO framework and design the game around those ideas with the IP as the base and with respect for the IP. Don't design a game first and then try to force the IP into it.

Originally posted by tman5 

 

I am not burned out on MMOs, just tired of SP games being passed off as MMOs.  What was the last MMO that truly called for player interaction as a design feature, aside from simply combining combat power to bring down a boss?   

Fallen Earth. 

Originally posted by Scot

Such a shame this is not a game yet launched in Europe or I would have jumped on board. As for the graphics it is an apocalyptic world, do you really need to see rust and hand crafted hand me downs in that much detail?

 

Eh? The game is download only and is a world release. A recent survery showed that around 40% of the people who play it are from Europe.

Fairly good review but there is one factual mistake.

Your combat skills do not in any way determine hit or miss, that is entirely based on your manual aiming. What the skills do is they modify how much base damage you do.

The game looks at the difference between the attack skill and the defense skill once an attack hits and that difference cause an increase or decrease in the base damage. First ten point give a +/- 1% per point, the next 20 give +/-1 per 2 points and so on until the cap of +/- 40%.

Isn't there any left handed people in Korea?

Why is it that you can never change the right hand movement key setup in games from Asia?

Both games are amazingly good games, they just cater to a slightly different audience.

Lotro has a very good crafting system and a wonderful high lvl item system where you lvl up and design your own gear. It also have quite a big gameworld by now where it would take 3-4 hours to walk from one end to the other and its beautiful!

Lotro is also an extremely traditional thempark MMO, the classes are solid but only allow very limited variations between players so a hunter is a hunter is a hunter. Combat is the old fashioned point and click and then activate abilities after each other and it strictly follow the holy trinity in the group content.

So if you like good stories, a lot of roleplaying, a mature community and a very laid back carebare style of game then Lotro is the answer.

Fallen Earth has some similarities with Lotro, its has also a very mature and great community, it has a very very good crafting system and the world is HUGE, somewhere around 1500 square km in the current limited part of the map, and the whole of the map is 7700 square km.

But fallen earth has no classes, you design your own character from the ground up, you buy your stats, they give caps on skills and you buy up skills within those cap, mutations and crafts are also skills, mutations are like daoc spell lines where you gain new powers the higher you buy up your skill. Craft skill are raised by crafting and dont cost points to increase but they are still limited by the stat caps that you do have to spend points on.

Fallen Earth combat is also first person shooter style, and its very clear that the engine has been written with PvP in mind because combat is much smoother and accurate in PvP than it is in PvE. PvP zones are FFA so watch that blue on blue fire and dont fire AoE like handgrenades if friends are near your target.

I still subscribe to both games but I find myself playing FE most of the time simply because its more exiting to me, but Lotro still have more of an emotional impact while you play than FE has.

Chronicles of Spellborn is free to play now.

To me its without a doubt Fallen Earth.

The first day I entered that game I felt for the first time in years that I actually entered a _place_ that was more than just a nice background for a semi-multiplayer bad boring quest game like most MMOs have been lately.

Fallen Earth took the best things from sandbox PvP style games and themeparks and created their own gameworld that is both and neither depending on how you want to play.

Its a game without classes, where you create a character there is yours instead of a pregenerated class, a game that allows you to be stupid or smart and feel the resulst of those. My character is unique and different from any other character in the game and I love that aspect.

All in all I was about to give up on MMOs when fallen earth taught me why I loved them in the beginning. Being in an imaginary world with other persons and experience and explore it.

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