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All Posts by Kaneth

All Posts by Kaneth

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1673 posts found

In the end, does it really matter what terminology is actually used to describe multiplayer online games? MMORPG is a term that's use much like how Kleenex is used for facial tissue and Rollerblade is used for in-line skates. Words and terms often have their original meanings altered over time via use by the majority. Like the word "bad" can actually mean "good" when used as slang.

Another point to consider is how MMORPG are MMORPGs really are? Very little true role play is done anymore (aside from niche groups who enjoy that). Can't really consider most end games in many mmos "massive" since they are usually set to any range of 2-80 person instances depending on the content itself and the parameters of the game. Many mmos have been sarcastically called lobby games since you're often waiting around in a singular area waiting for a group to form...or be formed via lfg tools.

Even if you want to consider the open world in a typical mmo, how many others do you really come in contact with over the course of time? A few dozen actual meaningful interactions? Aside from that it's mostly two ships passing in the night taking little notice of each other.

Finally, do we really need a term for each and every different style of mmo to be adhered to? MMORPG and/or MMO are honestly good enough terms to describe any mmo or mmo inspired game.

The list should probably read something more like;

Expansion

Expansion

Expansion

More Weapons+Weapon Combos for Professions/New Professions

Expansion

 

Living story, while semi-interesting, simply does not replace an expansion. An expansion gets new boxes on shelves, generates more newsworthy buzz, and makes it look like the developer is still investing into the game.

What we'll probably get is more updates to the gem store, and more snarky comments from the idiots in charge.

It's one of many incentives devs have been using in order to generate interest in their games earlier and to ensure a certain amount of population remains through the testing process.

There is a few ways to look at this though:

If there is a wipe or not, you're not going to be on even ground with someone who has put in more time than you into the game. They will quickly outpace you in whatever form of progression that exists. In many ways those people aren't your direct competition initially.

Not wiping can ensure that the entry level zones aren't even more flooded than they already will be. Players who have further progressed characters can exist in whatever areas they can go to and it creates less stress and competition throughout the newer person experience. Especially since many of those same veterans will know the new character experience well and will most likely outpace everyone in those areas regardless.

Finally, most mmos have some form of level cap or progression cap. Even if someone else outpaces you, given a certain amount of time you will be on level footing with them.

 

I'm in the camp that I don't really care either way. The only types of games where not wiping could become a major issue is either PvP or games with 100% player run economies, and even then time will be the great equalizer.

Steam, Alienware and even Ibuypower all have their own versions of "PC consoles". While it may not be my cup of tea, I can see where this could really become a popular item in the near future. I would say this is going to be more aimed at your classic console owner who is curious about PC gaming, and gadget geeks. In the future though, I could see these types of systems replacing a typical desktop PC for your average user, especially if game developers start developing games with these PC consoles specifically in mind. Why optimize for a wider range of hardware specs when you can focus on specific hardware configurations? The price tags on these things aren't all that much more than your typical console too.

Originally posted by Zarf42
Also the official Asheron's Call servers are being shut down, but they are allowing private servers to keep the game running.  

This is patently false. Severlin from the Asheron's Call team recently stated that they have no plans on shutting down the service, even after they open up the ability for people to host their own servers. 

Looks pretty good. For those complaining about the setting of the game, XV is part of the Fabula Novella Crystallis series, basically all games are set in the universe from XIII but all tell the tale of the crystal in a different way while sharing a single mythos.

With that knowledge in hand, the setting for XV makes perfect sense. It'll be interesting to see what direction SE takes the FF series starting with XVI. Considering the success of Bravely Default and how well XIV has been received, we may see a reemergence of some classic FF settings.

Although, I would be happy with a proper spiritual successor to Tactics.

The combat score pretty much kills this game for me. Combat in a mmo is something you're typically doing a lot of and it should be something that is one of the pro features. 
Originally posted by Jean-Luc_Picard

A few points:

- I personally think flying should never have been added to WoW in the actual form. Limited flying like the engineer gliders is fine, but permanent flying should have remained NPC controlled.

- Disabling flying at the beginning of an expansion is and has always been an excellent idea.

But:

- Flying is now part of WoW. People collect flying mounts, including myself. We adapted to the fact that flying exists. It took me ages to get some of my flying mounts.

Therefore:

It's soon going to be time to end the "no fly" time and add back what players are use to and also worked hard for in the past. We have now all explored the whole landmass of Draenor.

 

And I've always been fan of giving the player choices. Even though we can fly everywhere else, I've done things like revisit the whole old continents (from Plaguelands down to Booty Bay, and then from Tanaris back to Everlook) only using ground mounts and boats. Those who are struck by nostalgia can still do that, while those who want to fly can fly.

 

So yeah, I hope Blizzard keeps the promise of enabling flying in the first major patch. It's part of this game. There are tons of other games without flying at all, people can play those, or just not fly in WoW, it works.

Players still have access to those mounts that they worked hard for. They can still go and fly in areas that allow flight, and they can use most of those mounts on the ground now as well. The level of exploration of a landmass doesn't mean that flying should be allowed.

It was confirmed during the December 4th reddit developer Q&A that flight will be disallowed in 6.1,

What's the deal currently with your stance on flying, any new developments, or insights?
Overall, we’re happy with how ground travel in Draenor has played out thus far, and we’ve heard a lot of feedback to that effect as well, though we of course recognize that there are players who feel differently. We’ll have more to announce about our 6.1 patch plans in the very near future, but as the focus of our endgame outdoor content remains in the main Draenor zones, our reasons for disallowing flight in 6.0 continue to apply in 6.1. Whether you’re navigating your way to Orumo the Observer in Shattrath Rise, trying to reach a treasure cache atop a column in Spires, or working your way around the ledges encircling The Pit, you’re engaging in gameplay that simply would not exist in a world with unfettered flight. It was never our intent to make large-scale navigation of the world inconvenient, and in 6.1 we’re going to be improving our flight path system to always take the most direct route between two points, even if you have not discovered some of the intermediate nodes. Please keep the feedback coming – if you’re unhappy with the design, some of the most helpful feedback would be specific examples of situations or systems that feel frustrating without being able to fly in Draenor.

Blizzard is taking a pretty hard stance on their design choices for WoD so far, and I applaud them for it. On PvP servers the lack of flight has been a major improvement on gameplay. I hope they keep flight extremely limited even when they do add it. The next expansion could be a total flight expansion, like Cataclysm, or maybe Blizzard will do something completely different (maybe South Seas seafaring expansion, who knows). 

This is one of my biggest gripes about Hearthstone, the class disparity. Some classes have multiple builds that offer different ways of playing the game, while other classes (like the Rogue) have basically one way of actually making it work. Additionally, Blizzard doesn't seem to care too much as long as people are buying packs. Making a whole new expansion of sorts (GvG) has seemingly taken up a lot of the attention of the dev team, but yet there hasn't been much in the way of actual class balancing.

Ironically, this was the same issue many iterations of WoW...class disparity. Well, there's something to be said for consistency even across genres.

Originally posted by Havekk

Lord of the Rings online is only beating WoW due to the large amount of WoW-haters on this site. LotRO is a decent game, but the game probably has about 100k players at best. Last time I played it, it was a barren waste-land of the folks that just won't leave and love the IP. You could run all over the joint and not hit another player on my server. 

 

I believe there are just a bunch of sour-ass rebels on this site that wish to see Warcraft fail in anyway possible. I don't get it... even when I wasn't playing WoW, I didn't wish to see it fail. Why all the hate?

It's a pretty typical trend to hate whoever is perceived to be on top. Much like the regular hate Microsoft used to receive (and still do in many ways).

Of course, WoW or Blizzard doesn't need to win any popularity contests at random websites. The dominance of WoW for the past decade speaks volumes...

I like this list, but many of these features already exist in games.

Challenging content exists in pretty much all mmos I've played, along with the proving your worth. For the most part it's called Raiding in mmos.

Top Heavy PvE also exists in any mmos which focuses upon raiding as the end game mechanic.

Many mmos also have open worlds (hell even WoW's use of instancing is fairly small, it just gets attention since all dungeons and raids are in instances). How immersive these worlds are is debatable.

Aside from the leveling process, the instant gratification system doesn't really exist in many mmos. Often times you can run multiple dungeons and raids without getting a piece of gear.

GW2 tried the end game content balanced with lower levels and it worked pretty well. You are effectively doing the same thing at level 1 as you are at level 80 in GW2. 

For everything else on the list, well as others have said...Asheron's Call 1 and 2 pretty much has all of it, AC1 especially. So what the thread is basically asking for is an updated Asheron's Call style game, and even then you probably won't get the experience you're looking for.

The "problem" with mmos isn't the design so much as it is the players. You could create an entirely open world, with rich and inviting gameplay, where challenge is around the corner and failure stings. Even if it became the most popular game in the world, much of the spirit of the game would be circumvented by the community.

Within weeks, if not days, there would be "best ways" guides all over the internet. Challenging content would become routine as strats are posted (sorry, AI just isn't super adaptable yet). Best class/skill setups would be figured out in order to neutralize much of the challenge. Even if rewards were pretty random, there would probably be some type of strat to get better than average gear in quicker ways. Especially if guilds could feed crafters mats in order to make better items faster.

Far too often people seem to think that the mmo feature lists are "destroying the genre", when in reality those feature lists have grown over the years. The way the games are played by the majority (path of least resistance) hasn't really changed either, but rather we've become more efficient at following that path of lesser resistance.

I don't see any of that changing anytime soon.

Originally posted by anothername
Originally posted by Kuinn
Originally posted by Hoplites

unlike other MMO's that age with time, this is the first that has made playing content at level cap more painful and reduced replay value.

What a shame.

.

 

67,34% of players answered that they are enjoying the no-fly of WoD in mmochampion poll.

(Total Votes: 220,270k)

Fun fact. Should Blizz introduce flying those 67,34 still have the 100% ability to continue to enjoy not to fly while, and thats the magic, the 32,66 who does not like the no fly would also enjoy the then hypotetical added ability to do so. Massice 100% instead of just 67% enjoy now! Minus the few who does not enjoy that other can do something they enjoy now, but no one should care for those few rotten trolls.

That being said I really like WoD overall, I actually do like to ride the rivendare mount (which I also have done in areas I could fly) and I will totally not cry "doom" for the lack of flying. Just saying I like flying I think the reasoning behind the drop of it is as stupid as the support of doing so since nobody forces anybody to do so.

The lack of flying in WoD has improved the gameplay for many people, and Blizzard has already stated via tweets that flying isn't a possibility in the next major patch.

If you look at the overall design of WoD, the ability to fly would more or less destroy much of the intended design. Resources, rares, loot caches, bonus objectives and easter eggs have been placed in hard to reach/out of the way areas. Flying would negate all of that design. Improved game design is never a "stupid" reason as your last sentence would suggest.

Personally, I feel Blizzard made the correct decision to ground us for the time being. They've effectively changed how the game in played in a major way. Additionally, this also shows that Blizzard is consciously making decisions to create differing nuances for their expansion areas without becoming overly predictable. I'm looking forward to the nuances they introduce in the future.

Originally posted by Drukstylz
Originally posted by MMOExposed
Why do games likes this always have to be about players killing each other rather than working together...?

pvp means replayability. And most of these zombie games don't have story lines as such, although some single player ones do. 

You need to create lore, and other time consuming stuff for PvE. PVP just figure out whether headshots kill in 1 or 2 hits and your more or less ready. 

If a developer wants to shoot themselves in the foot at ever obtaining a large number of players, they'll focus on pvp as the prime source of "content".

In a survival game, the time consuming "pve" portion is just the survival aspect. Make basic tools fairly easy to make, like put a rock together with two sticks and some type of a binding and blammo, hammer tool and weapon combined. Better tools are more difficult to make, but then also offer vastly better options. Early game food is scarce (due to lack of tools), water can be abundant but not clean (gotta boil it), but those aspects become a bit easier with time and tools. Eventually be able to make a farm to grow food and allow for the curing of meat so it doesn't decay as quickly. Give players the ability to dig a well where water is from a clean source, etc.

The cooperative pve portion could be in the building or rebuilding of towns. They would have to be destructible by zombies, especially basic structures, but with better tool and resources you could build formidable defenses. Over time and more activity in an area a horde of zombies could appear that is completely overwhelming by any known defense (basically a reset for the area), which promotes people being mobile (nomadic) and keeping population numbers down in singular areas as to not attract the ultimate horde of zombies.

Resources can be scarce, renewable over time but the better the material the longer time it takes to renew. So the "pvp" aspect becomes less about killing and more about resource control. Even then with the ultimate zombie horde looming, you can't just get and hold everything because you will be wiped out one day over the course of time.

Basically, you need a pve developer who isn't afraid of forcing people to start over at certain points.

Originally posted by Wizardry

Well it means VERY little unless we know that sites agenda and criteria.

They could very well be sponsored or supported by the likes of Blizzard.I found it hilarious Blizzard got developer of the year,that alone says their judgment is pretty weak.Blizzard is famous for using OLD tech,OLD ideas and never pushing the genres forward but instead design very cost effective games and live off of their massive following that would buy anything they sell.

We need to know a lot of criteria because the site might have employees who simply dont like RPGs and that is VERY possible.I have seen a trend over the years that people are followers,they follow the TREND,the popularity contest.The fact is when you hear people give a reason for WHY they bought a certain game...because it is FUN and a great game.Oh yes you knew it was FUN and GREAT BEFORE purchasing it lol.Truth is the media is strong if a certain game gets tons of attention everyone jumps on it which is basically what happened to Destiny.

As i said ,if that site cant provide concrete reasons for their decisions,then we can assume they are not legit awards,skewed and not to be taken with any seriousness.

Go look again, Nintendo Won the Jury Voted Developer of the year. The Winners are tagged in the groups, it's not the first one listed. 

Looking at what was chosen for their picks, I'd say they were pretty spot on with the beat of the gaming community as a whole, aside from the odd choice of Destiny winning best online experience.

The jury consisted of a pretty good mishmash of gaming journalists from larger companies from around the world (USA seems to be over-represented though).

At the end of the day, it's basically the combined opinions of the 28 people that were chosen as Jury and Advisors. There doesn't have to be anything "concrete" about it, it's just their combined opinions. Take them for what you will.

The lack of mmos doesn't surprise me though.

Originally posted by Nanfoodle
Originally posted by Kaneth
Originally posted by Bladestrom
Disagree, in 2005 or so I had 1 choice really in 2014 We have a lot of aaa options that offer differs rent game styles : eve, gw2, eso, Lotr, archage, swtor. the real problem is that pre wildstar every developer tried to remake wow - those days are gone now though I think.

I agree that the days of the WoW clone are dying....hopefully dead. I play WoW because I like WoW, but I've never really liked a WoW clone. I do think we are also in a weird transition phase that's going to take a couple of years to get through. There's some interesting things on the horizon, but nothing that is super eye popping.

MMOs have had a state of flux since their inception. It's a cycle that has it's ups and downs, we're just in a down point. 

News flash, WoW is a clone of what came before it. Everything is a clone but for the first. Till we get new tech or a new way to play games, in a large way MMOs will all have core parts of their game that you could point at and say, this has been done before. Saying WoW clone is now just a "Generic Label" thats lost all meaning. The same could be said of every game type. Shooters are all Doom clones. 

Sure WoW copied basically what EQ did and pretty much stole the core of the UI layout from Asheron's Call 2, but WoW became the driving force for ALL mmo design for what...nearly the last 10 years? Many if not all mmos post 2004 up until about 2011-12 were straight up clones of what WoW did to the genre and made little to no attempt to actually change anything about the format. WoW clone is still a pretty apt phrase when describing that style of mmo.

It doesn't necessarily take new tech for a game to not be a direct copy of another either. I wouldn't call GW2 a WoW Clone. Asheron's Call 1 was a pretty unique game for it's time, and I haven't seen anyone "clone" that game, at least not in a AAA fashion.

I also wouldn't say shooters are Doom clones, if you want to bring that up. Shooters have evolved considerably to the point where there are a ton of RPG elements to the genre. Doom might be a common ancestor for all modern shooters, but to say shooters are doom clones is just silly.

Originally posted by Lord-Kronk

To each their own, but I happen to disagree. I think voxel based worlds are the future of all gaming.  They'll continue to grow and become more complex.

It's the progression towards a realistic gaming world.  Voxels will continue to decrease in size (look at EQ Landmark) until they are the size of a grain of sand or smaller. We'll be playing games in which not only look real, but feel real. Where everything can be broken and anything can be constructed with the right tools.

And the crazy part? We're only a few years out from this happening. Quantum Computers are nearly upon us. Look up HP's The Machine (which will be out by 2019-ish)

I happen to agree. Voxel based gaming is going to be more than a fad, it's the next evolutionary point in the gaming world. People have built some amazing looking things in Minecraft, and even more amazing looking things in Landmark. As developers improve upon their engines and as computers get more powerful, voxel gaming is going to really change things in terms of world and level design.

 

Originally posted by Bladestrom
Disagree, in 2005 or so I had 1 choice really in 2014 We have a lot of aaa options that offer differs rent game styles : eve, gw2, eso, Lotr, archage, swtor. the real problem is that pre wildstar every developer tried to remake wow - those days are gone now though I think.

I agree that the days of the WoW clone are dying....hopefully dead. I play WoW because I like WoW, but I've never really liked a WoW clone. I do think we are also in a weird transition phase that's going to take a couple of years to get through. There's some interesting things on the horizon, but nothing that is super eye popping.

MMOs have had a state of flux since their inception. It's a cycle that has it's ups and downs, we're just in a down point. 

Originally posted by Lord.Bachus
Originally posted by Docmandu
Originally posted by General-Zod
Originally posted by Lord.Bachus
Originally posted by ohioastro

If you look at Archeage, PvP players will work very hard to force their play style on people who don't want to do it.   Basically, in Open World PvP MMOs, hell is other people.

Arenas, battlegrounds, or separate areas like Cyrodil work better for allowing a variety of play styles, because they are the equivalent of sporting contests and warfare, which can be segregated from "ordinary life" in ways that feel natural.

Best example for this is DaoC, after years of rebelling players, they decided to give them what they wanted, FFA PvP servers...  And it exploded in their face, everyone joined them at release, but after a few days the majorrity of the PvP community was playing the regular servers again... Random killing was not really fun for most people....

 

my opinion, PvE works great as an addition to a PvP zone...

PvP zucks when added to a PvE zone...

 

i love all kinds of PvP, PvP zones with mixed in PvP like in Daoc or ESO, instanced PvP like in wows and GW2s battleground, arenas to proove you are the toughest of them all...    There is only one thing i hate about PvP, and thats when i just want to do some PvE and there are fools ganking on me and my friends...

 

 

 

This is not correct.

Any Doac vet would tell you that the PvP servers were the most populated ones.

Nice try....

 

Yeah right... that's why there were only ever 2 FFA PvP servers, with Andred closing couple of years ago (2004) and Mordred now also a distant past (closed 2013, but dead long before that), while Ywain is still around (normal server / blue server).

 

Thank you for the support...   As i said the hightide of the FFA PvP servers was very short...   

 

And still i am wondering, why are we discussing what this game could have been.....  We should be discussing what this game can be in the future, and i dont think there is any room for FFa pvp in that....  However with the justice system comming up, they might be on to something the way they want to implement it..

 

 

I just want to further support your highlighted above. I am a DAoC veteran, played Hibernia on Guinevere. The FFA PvP servers were total flash in the pan examples as to why Open World FFA PvP doesn't work. Honestly, the only game I've ever seen this work well was Asheron's Call Darktide. That was a long time ago, and the population of AC never was extremely large.

FFA can work in small numbers, which is probably why there are so many indie games that use ffa pvp concepts as the near sole purpose of the game. 

I wouldn't say I was a tremendous fan, but it looked like an interesting mix between GW2 and WoW.

I still play WoW and GW2 and haven't touched Wildstar past the first month. Again, another game with potential and it was completely botched by the dev team.

As a few others have pointed out, in most if not all mmos the illusion of choice is all but a complete farce. Regardless of how many choices that are available there will always be the "best" way and people will follow that prescribed path for the role they wish to play. Once that best way is discovered to deviate from that is to not get invited into groups (outside of your guild or close friends) and not to play the role to the fullest potential.

This isn't to say that choice is inherently bad, but it is extremely hard for developers to stay ahead of a community full of theorycrafters who will find every possible way to eek out maximum performance, regardless of how level things may look on paper.

Honestly, the only random factor for many mmos is how well the user actually plays.

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