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All Posts by Kaneth

All Posts by Kaneth

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1526 posts found

Originally posted by Aeonblades

The level 1-79 experience is great, engaging, and one of the best if not the best leveling experiences in the genre.

 

The level 80 game should never be copied as it has missed it's mark tremendously, the game suffers from lack of directions and purpose at level 80. I think copying the heart/quest system isn't a bad idea, but you have to have an end game to go with that leveling experience otherwise you end up with empty servers and have to merge them to keep population up.

 

GW2 is a good game, and could be a great game if Anet didn't suffer from tunnel vision and the need to be the hipster of MMO's by continuing to do something that doesn't work just to be "different".

Agreed, 100%. Love leveling, love the variety of leveling options. But there isn't much of anything to do once your character is geared. You're basically doing the same thing at 80 that you did from 1-79. While I do enjoy the living story, I only feel the need to play once every two weeks for it.

Originally posted by Lunarpac

From my perspective, GW2 wasn't as different from the traditional questing model as some would have you believe. You still looked for the abovementioned hearts on the map, went there, fulfilled some sort of objective, and got a reward. Sure, there were certain tweaks compared to the traditional model, but nothing truly groundbreaking. GW2 was never the sandbox-model that it could have been. It was and will remain a themepark disguised as a sandbox. 

GW2 was fun for a while, but a couple of things killed it for me:

- Close to no item progression

- Combat lacked structure (I missed the holy trinity)

- Crafting was uninspired and dull

- No traditional endgame

Whether GW2 could serve as a template for the future, I hope not. I don't think anything should really serve as a template for other games. Imagine all the different kinds of games we could have had if designers wouldn't just copy-paste so much.

I like the lack of item progression. They could have added progression in other ways, such as a multiclassing system or the skill capture system from GW1.

There is still a loose trinity, but while they offer roles they aren't the traditional roles. Additionally, unless you're doing top echelon arena competition, there isn't much of a reason to mix and match the roles either. There doesn't need to be the holy trinity, but they could have added reasons for people to play bunkers, support, etc outside from pvp.

I agree with the crafting. Additionally, it's pointless unless you want to make Ascended Armor pieces.

Again, there didn't need to be a "traditional" end game, but there needed to be an endgame that was different than what you did for the first 79 levels. 

 

Originally posted by Axxar

 


Originally posted by Arthasm

Originally posted by Axxar Designing flexible raid content is too difficult, which is why Blizzard is dropping that for the new expansion.
False.^

 

Both Normal (Flex in MoP) and Heroic (Normal in MoP) are flexilbe raids in sizes from 10 to 25 man for new expansion.

http://us.battle.net/wow/en/blog/13942448/dev-watercooler-raiding-azeroth-part-3-warlords-of-draenor-4-30-2014


I stand corrected. I must have thought of the removal of multiple versions of the heroic (now mythic) raids. The reasoning is the same, though. Scaling encounters is difficult, but they are choosing to not mind some imbalance on the easier, "less important" raid modes.

 

They aren't less important in the eyes of Blizzard. Blizzard, since WotLK, has been about accessibility. They worked hard to design raids that an extreme few people actually got to see. Blizzard wisely saw that treating the non hardcore players as second class citizens was stupid, as the non hardcore base is what makes up the brunt of the paying population.

The amount of guilds who have cleared the Hardmode content within any expansion is extremely small. However, the amount of people who get to see the content that Blizzard designed has grown significantly since they decided to add in multiple types of raiding environments.

It's no coincidence that when Blizzard stupidly tried to make the content that is used for gearing up "hardcore" again (5 man heroics at the launch of Cataclysm), is also when they started to bleed sub numbers at an alarming rate. They peaked at like 12 million players at the launch of Cataclysm, and dropped to around 8 million by the end of the xpack (iirc).

There's a fine line between challenging (good) and tedious (bad). Blizzard has found a pretty good balance at delivering both challenging content for the masses, and creating challenging content for those who are more hardcore.

Which is also the reason why no one has beaten Blizzard at their own game is 10 years.

Originally posted by Aeonblades
I'd say it's working as intended. The entire cash shop is based around not so much P2W, but P2Shortcut. With the rate of inflation versus the amount of rewards you can earn in the same time in game, it's been proven that working at a minimum wage job and then turning the cash into gold is a much quicker way to advance in GW2. You can farm literally hundreds of gold by using the cash shop in the same time it would take you to earn a couple of dozen as an actual player playing the game the way it was meant to be played. It's a huge incentive for new players, returning players, etc. to spend money to "catch up" to people who have been playing since release. I think it makes them a pretty penny.

Shortcut what exactly? By the time you hit 80 on a character, unless you've spent every single dime you've made in game, you'll have enough gold and laurels to get yourself a full set of exotics and ascended jewelry. If you've done the various types of WvW for leveling (edge of the mists is a wonderful xp train) you'll have enough badges to get a full set of exotic armor+weapons and have enough laurels to get ascended jewelry.

Ascended Armor is marginally better at best, and there isn't really a reason to get it, unless you are just really wanting to be a completionist. The Legendary Weapons aren't statistically better either, but rather they have a unique look and are a potential future proof weapon if ANet adds another tier of weapons that are better that the current exotics.

There isn't a reason to spend a single dime in the Cash Shop aside from cosmetics or to unlock things like additional character slots, etc. Hell, unless you're saving to buy a legendary weapon, there's little reason to have more than two hundred gold on hand, unless you want to buy the expensive stuff off the AH which is nothing but cosmetic anyhow.

There isn't really anything to "catch up" to.

I'd have to say I agree with this list for the most part. Games like SWG and WAR are good example of why using the IP of others to make a mmo is a dangerous game. Tabula Rasa was never really given a true chance, and CoX was killed off I would say too early.

Ultimately, I would wager, not many mmos should have been shut down outright. I wager most of them could've covered costs if not turn a small profit for years, and the ultimately cost of bad press of shutting down mmos can create a stigma around a company.

People still hate EA over SWG. People still have animosity towards NCSoft towards the slew of mmos they shut down.

Originally posted by andre369
Originally posted by psiic

Hate crap like this..

 

Even though this does not hurt me personally it still makes me mad as a consumer.

 

If I was a supplier to walmart and they ordered from me and I was like sure np I will send that out as soon as I can.

Then I turn around a week later and say oh sorry I can not fill that order at this time.

I would be so screwed. Lost business, pulled orders, fees, possibly even legal issues.

 

 

You are basically saying this is Walmart fault and not Bungie?

Eh...it's not really the fault of anyone. Publishers can only anticipate so much when it comes to pre-orders. If they over estimate, then they are left with a bunch of product collecting dust. Too little, and well orders have a tough time being fulfilled by retailers.

Originally posted by MrMelGibson
Originally posted by Boneserino
Originally posted by Kaladin

I just liked the bits about MMORPGs being physically exhausting, and that Wildstar is tab-target.

 

If video games are physically exhausting, I think you know what I would suggest.

I guess you could call Wildstar tab target by virtue of the fact that you can press tab and the target frame will go to an enemy, but the more traditional meaning of tab-target is that you press tab to target the enemy that all of your attacks will land on.  Which is not the case in Wildstar.  You still have to aim, and tabbing will just show you mob HP and a cast bar.

Lets just cut to the chase and get to the real point of this thread.   Action oriented combat is geared toward the younger gamer, lets call them the 15 to 40 year old group.

 

Judging by my own experience, as an ancient gamer, I think around the age of 40 is where you begin to accept your own mortality as a gamer.   Once you thought of yourself as a gaming god!   Now, your 8 year old nephew comes along and wipes the floor with you, without even breaking a sweat.  Are video games physically exhausting?   At age 20 certainly not.  At age 40 and up, if you are playing a game that requires constant mental and physical attention, then you will most definitely find your playing time becoming shorter and shorter, and quite possibly less enjoyable also.    So it is a real fact that as gamers age, they will look for games that have a slower pace and that can be paused and analyzed, rather than simply require quick reflexes and acute mental concentration to succeed.

 

So all of this really says nothing except that action oriented combat has its place in MMO's for the younger crowd, just as the tab target/select abilities combat has it place as well.   Which is more popular?  I have no idea, as it would really depend on where the average age of the MMO gamer is at the moment.   I can guarantee though that no matter how much you may like action type combat, there will come a time in your life when your skills will wane, and it becomes harder and harder to apply the concentration needed.    

 

When it is all said and done, we need games that appeal to all types of gamers,  young and old.  

I enjoyed reading your reply sir.  Especially the red part, because I think there is some truth to that.  I'm considered the "young" crowd and I do love the action combat in mmos.  I guess I have about 9-10 years before I can kiss them goodbye lol. 

I agree there's a lot of truth in what Bones said. I am 36 now and I find myself becoming less patient with "busier" games. While I do love my action oriented games, I think I prefer them as single player or more co-op games (like Zelda games or Diablo, etc). 

As I have grown older, my taste in games has changed considerably. Years ago, I think I would've hated Trove, but I really like it. I can't stand most FPS games anymore though, and I used to play those quite a bit. Although, Destiny has my interest, but I think mostly due to the co-op nature of the game and pvp isn't the biggest portion of the game.

Hahahaha. Pretty good.
Best to delay and get stuff right. 
Originally posted by VengeSunsoar
More options means more competition. This means more companies fighting for your dollar. This means more specialization mmor branching off the mainstream.

I see more options with far more positives than negatives.

I agree. Additionally, many games coming down the pike are at least diversifying themselves, unlike the previous generation of quest hub games.

Landmark and Trove are mmo-esque builders. EQNext is looking to take the next step beyond what GW2 did. ArcheAge, despite having a ton of pvp, might wind up being pretty popular due to interesting mechanics like trade routes and becoming a pirate.

If developers keep pushing down this road of moving away from the quest hub games we should have a good number of options.

Originally posted by rojoArcueid

im having a blast in this game but the bland blocks and generic names based on color is driving me crazy already.

 

I really hope that Alpha is the reason why the blocks dont have texture and only have a single color. Im not digging a green block, im supposed to be digging a grass block, or a dirt block, or a concrete block, etc. Hopefully they add those textures resembling those resources and their respective names. They added a nice texture to the ore blocks so they can do the same with the ground and wall blocks.

 

Work on those textures Trion, you have a really fun game here. But this is a must have feature.

I actually don't mind the generic blocks. Primal red, green, yellow, etc. As far as textures go, I could completely see that being added through one of the many types of crafting stations (if it's not available already). The game has so much underlying complexity, it's pretty mind boggling.

The bottom line is that no one is forcing anyone to spend the money on any amount of access. People who wanted to spend the cash did so, simple as that.

I have a few friends who have spent various amount of dollars for various amounts of access and all of them seem pretty happy with their purchase. Personally, I am waiting for full release and deciding to spend cash if I feel like supporting the game.

As resistant as I was to even consider playing Destiny (not a fan of the Halo series), I gotta say that Bungie really has outdone themselves with this one.

Been watching a few streams here and there and all I can think is, man I need to pre-order.

We've seen varying degrees of environmental interactions in mmos. They either serve as a mechanic in a staged battle or are little neat addons for regular fights. Blizzard does some of this from time to time in WoW, we also see some of this with the various environmental weapons in GW2.

The random times you see this type of interaction in mmos I think it's fine, but if you try to weave it into being a core system for a mmo it would just break during the early days (when areas are more or less flooded with new players).

Well, I think you're trying to compare a sandbox freebuilding game to an addition to WoW that is mostly static in nature. The garrison system is simply supposed to be your base of operations for the xpack. It has some upgrades available, but you're not out building it block for block. It's basically you selecting where props go, it's not meant to be a sandbox experience.

This looks pretty sweet.
Originally posted by Allein
Originally posted by Azoth

All reasonable expectation. I would probably enjoy a game like that but as you said we know almost nothing of the game at this time. The video we saw seemed to imply way too fast gameplay for my taste tho. Almost diablo like facerolling. Now it could of been a simple demo that doesn't represent the game at all, but if so why show it at all.

We will know in 2 or 3 years I guess.

The demo was completely staged from what I understand. No real AI, just spawning mobs to slaughter or dev controlled NPCs. They showed it so people would get excited (hopefully). Whole hour of combat info at SOE Live next month, hopefully they show some updated game play.

While I don't want Diablo style combat, I wouldn't mind some epic battles with large number of mobs. If you've read the novellas, they describe such battles in a couple encounters.

The 1-70+ vs 1 mob deal is fun, but there are more ways to do combat.

I agree. A good mix of different combat options is a good way to keep things broken up while leveling. I enjoy having the 1v1 challenging fights, but also having to wade through a sea of individually weak but lethal in group mobs can be equally challenging as well. 

I am playing GW2 and Wildstar atm. Although, I am not feeling WS and I am pondering going back to FF14 to see the changes. I am playing Skyrim again also and a few games that I picked up during the steam sale.

I am patiently waiting for Destiny and No Man's Sky for the PS4.

I've also been pondering getting Cube World, need something kinda different to play.

That was pretty horrible. I'd ask for those 7 minutes of my life back, but I'd probably waste them on failblog or something.
Originally posted by Vorthanion
A perfect example of the never ending argument between crafting and loot drops.  Players scream for meaningful crafting, demanding it during development.  After release, you get a huge influx of complaints that there are no meaningful rewards for adventuring, thanks to the focus on crafting.  Either there is a happy medium that no one has figured out yet or one is going to have to trump the other based on which is the most popular to the majority of players for that specific game.  I have nothing against crafting, but it strikes me by far as the more niche play style and therefore should take second seat to adventuring rewards.

Well, Asheron's Call added a good system for a balance between loot drops and crafted. Granted, you couldn't outright make armor or weapons in the game, but it had an awesome random loot drop system in place. However, after a while many quest items were beginning to dominate, so Turbine added Tinkering. The basic premise of the Tinkering system was taking random loot drop pieces and making them better with crafting skills. Many of the quest items were tinkerable or as tinkerable as random loot, so it made finding that piece of loot with just the right ability to be tinkered well pretty rare and super exciting when you found it. It also made average gear better while you were in search of those rarer awesome pieces.

Something along those lines could really help balance the loot drop vs. craftable problem. Dungeons/Quests could award pretty good loot, but adding in random drops that can be improved adds both value to the overall loot system and value to whatever crafting system is in place. Especially if random drops can eventually be enhanced to be better than straight up rewards.

Asheron's Call had it right when it came to the whole ramping up thing. Levels themselves were mostly there to deliver skill points, be an immediate goal, and to provide an overall guide as to what your overall power should/could be.

Aside from that, your overall level had little bearing on what you could or couldn't do (there were a few level gated dungeons, but very few and far between). It was very common to be significantly lower level than the mobs you were fighting. You could go ranging into the land and be gone for weeks and see only a handful of people or go into one of the many dungeons packed with mobs and players. There were quests scattered all over, but not required to level. Not to mention the loot system was utterly amazing with randomized loot.

Turbine had so many things right with Asheron's Call, it's too bad they didn't have the foresight to keep building on it. Now they are a mediocre developer who build games based on the IP of others.

Having the challenging content at the "end" sitting there waiting to give the phat lewts is the biggest problem with mmos. Create a journey that's worth having and add in a near endless leveling system (with challenging content scattered throughout the game), and maybe we'll see some progress.

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