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All Posts by Gel214th

All Posts by Gel214th

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152 posts found

Uhh..for PC Players there is a HUGE thread about the numerous problems with the mouse and Keyboard control scheme that the press seem to have totally missed. 

http://forum.bioware.com/topic/521697-pc-community-concerns/

1887 replies.  I kid you not.

 

And no, I would not want a Dragon Age MMO.

 

Too many of our excellent games have been gutted by trying to make them into MMOs.

Instead of another KOTOR we got bloody SWTOR.

Instead of another Elder Scrolls game with Co-Op Multiplayer, we got Elder Scrolls Online.

Instead of an advanced Dragon Age Origin type game with Co-Op Multiplayer we got an MMO-Styled third person single player action game , with a separate Multiplayer component with a cash shop. 

 

So No, I do not want a Dragon Age MMO. The fans of the series are not asking for a Dragon Age MMO, they didn't ask for a gameplay style like DA:I either, actually. 

 

Another part that would need to be resolved is the Pause based TACTICAL COMBAT that is supposed to be present in DA:I, that was present in DA:O and DA2. Baldurs Gate, Neverwinter Nights and others. That's a problem, that RPGs now are supposed to be bastardised and twisted into a failed "MMO" playstyle that is simply designed to wring money from the playerbase using clever addiction manipulation techniques. Unique, innovative design, tactical playstyle never get the AAA treatment. Franchises are warped and battered into something unrecognisable after players contribute millions in sales and grow these franchises. 

 

Dragon Age Inquisition's MMO style quests of gather 20 of this, and kill 10 of that is not something to be proud of in the series, it is not some defining moment in the evolution of RPG design on the computer. It's a retrograde step that cheapens what should be a deep, story driven experience. 

 

The only people who really want a Dragon Age MMO are the number crunchers who want to go multiplayer only in their games so they can grab recurring income from their customer base in cash shops, subscription fees, or both. 

 

Go kill your own 10 goats. I'm not interested. 

 

 

 

 
 

The problem with Wildstar for me has always been the crazy combat. I feel as though I needed to do 100 Actions per Minute in order to be effective in combat with any class. That was between lining up my attacks, trying to reach the keys to fire them off...while also constantly dodging attacks . The amount of keys you had to press just in a normal combat scenario was ridiculous. 

And I compare it to Guild Wars 2 which feels slow in comparison, and I think what am I getting from Wildstar's combat that couldn't have been done better, or hasn't been done better in a game like Guild Wars 2, or Tera? And the answer was nothing but frustration. 

I liked the character models, the world design, the humour and the story. I really did. But if the combat doesn't work and they can't fix it, what's the point?

I will always remember the Wildstar developers saying that this was a "Hardcore" game and they weren't going to change it for anyone. 

How's that working out? :-\ 

Fact is that what we are seeing is no one wants to play this type of "hardcore" combat and game design with the grinding and content gating etc. No one wants it in 2014, or the people that do are not enough to support a AAA development. 

Couldn't get over the ridiculous animations. I tried a few months back to get into it again, reinstalled and everything. The terrible animations were the same. I just couldn't. Not when there's Guild Wars 2 or any number of other games that I can play without those drawbacks. 

These were issues in Beta, and with all the money and time they took they never seemed to make it a priority to fix. 

Hopefully this means they are making it much less "old school".

DA:I and Witcher 3 will kill them otherwise. 

New content for me would be to revise the combat system. 

It should be an Action based always on mouselook scheme like Neverwinter. Powers should be on the 1-5 keys, left mouse and right mouse. 

Condense the skill trees and adjust the Progression system to suit this new layout. 

Assume everyone has a lag of 300ms and time powers, telegraphs, enemy attacks etc. to suit. 

Remove the ridiculous long taxi rides between locations, just zap me there.

Give me an Auction House anywhere in the world, and improve the sorting, searching and UI of the auction house a la Guild Wars 2. 

That's all I can think of right now. 

 

Originally posted by psiic

Seems like most are always needing more funding, and pretty much all of them are at least a year behind where they originally projected being by now. 

Personally I've made the personal decision that I threw away all the money I spent on kickstarter to con men and scammers. 

I've decided crowd funding is nothing but a criminal enterprise most likely originally designed to launder money. 

Any legitimate and solid business model does not have to come begging funding from the consumers. 

If you have a solid and workable business model there are tons of banks and investors out there looking to make an investment or business loan. If the business model is too weak or non-existent, the managers are clueless, or have zero business experience then it ends up begging for " free " crowdfunding. 

If there developers were even remotely legitimate they would be offering an investors return on our money rather that a T-shirt or in game decal. 

That's a fairly naive view of the business world Nowadays just about every major breakthrough and tech company started by getting funding from someone. Whether friends and family, venture capitalists, or crowd funding. 

There have been numerous successes, and several products that have been brought to market. And there are products that did not make it. That isn't because the persons that ran these ventures were con men.

Something like an MMO is an extremely difficult product to develop and bring to market by a non-professional team of many persons. So it's going to be an uphill climb from the very beginning, regardless of how wonderful the ideas and concepts are. 

If you have ever taken the time and the risk to start a company with an idea you would perhaps understand. My thinking is that you have never done this, and speak from a position of ignorance on the subject. 

Without crowdfunding, many projects would never get far enough to attract Venture Capitalist investors, and certainly never far enough to secure a loan. 

If the prospect of paying money for the development of something you want, and have that be brought to market, is a concept that you aren't comfortable with, then say so. A t-shirt, special mention, etc. aren't the reason you are paying a mere 10 or 15 usd. It is to get the finished product, eventually, which otherwise would never get made.

Don't crap on the people who have the passion and drive to try to make their own dreams a reality, and disparage them by labelling them all as con men. 

Why the hell do all these great turn based games have these ridiculous 8-bit graphics? I want a turn based game in full 3D, DX11 shader glory! 


Yes, we did get XCOM...but that's sci-fi and not really an RPG. 


Divine Divinity as well, but that frustrating user interface has turned me off. 


Final Fantasy Tactics with CryEngine graphics? :-)


Anyone? 


Mass Effect Tactics maybe? 


Excuse me? What exactly is the problem here?

Implement encounter scaling in code. If it's one person, it scales to one person. If it is a group, it scales to the group. 

See Guild Wars 2 for how this can be done, to accomodate ALL play styles with the same content.

Alternately, see Dungeons and Dragons which had hard difficulty selections at the start of their story instances as another way to do this.

The team that's making ESO don't seem to be versed in the more recent advancements in MMOs, and that seems to be part of the problem.

Take this Free to Play, make the necessary changes and let the game grow. 

See SWTOR for how this can be done successfully. 

I disagree that the Gameplay combat is worth that score. In my view it is a 6-7 because of the combat issues, as I see them.




The User Interface needs to be like Neverwinter MMO because of how active the combat is. You cannot have combat that is as active as a first person shooter, or a fighting game and then shackle it to a 3rd party standard MMO user interface. 




The Actions per Minute (zergy clicking and tapping keys) required to be effective with some character classes is ridiculous. Pressing buttons, positioning fields, and strafing and dodging all at almost the same time is simply too high a workload for most people, myself included.




There needs to be a combat oriented interface like what Cryptic did with Champions Online, and Neverwinter. If you want to use the standard MMO style, that's fine, but there should be the alternate style as well. 




It's gotten to the point where the mod for locking down the mouselook function, while using a third party program autohotkey to simulate this functionality, is one of the most popular mods that has been downloaded. That should tell the developers something, and I'm hoping they make the change and add the features. 




I really want to get into the game, but the control scheme is fighting me.

I played Tera and Neverwinter Nights, and I think those control schemes would have been perfect for Wildstar. The mouse look is locked, two main abilities on Left and Right mouse buttons, and about three often used abilities on Q, E and R. And most abilities should be aimed, but instant without positioning fields etc. Or the fields have the target as center point.

I find myself doing too many actions per minute playing most of the character classes in Wildstar for it to be any fun for me, although I love the active style of play and the constant motion.

If it were a first person shooter, that also would have been a different matter, something like Borderlands or Defiance. 

But to have all the movement of a FPS , but the amount of buttons, charged attacks, positioned fields, rotating the camera etc. of an MMO...it just doesn't work for me so far.

 


Originally posted by Calamar


Originally posted by Gel214th

 




Right now to disarm a trap you need to open your inventory, find the disarm tool, click the disarm tool, move the inventory window out the way, find the mine on the ground, click the mine.



Or you can place the disarm tool on a quickbar slot and just left click slot, left click mine.



Thanks for that tip :-) 


Now, anything with the quests? ;-D


I bought this, but I am finding it very difficult to get into.


the user interface needs a lot of work, and the game could definitely have benefitted from some of the more modern advancements in user interface design.


Right now to disarm a trap you need to open your inventory, find the disarm tool, click the disarm tool, move the inventory window out the way, find the mine on the ground, click the mine.


Totally ridiculous, and that sets the tone for just about everything you need to do in the game. About 4 clicks more than should be necessary. UI is fairly awful and seems to hearken from a time when the more work the player had to do before eventually being able to do what they want was considered "hardcore" and "value". 


Quests are another issue. There is a LOOOONG quest log, where a quest entry can be a page of text. There are no summarised objectives with locations etc.


If you put this game down for a week say to work on a end of fiscal year report, or to go on vacation (it's summer) might as well start it over. You're never going to be able to pick up from where you left off. In fact I see people suggesting you keep a notepad next to your keyboard while you play. Might as well use a Quill, parchment and ink while you are at it? 


I picked up Borderlands 2 after 6 months of not playing it yesterday. Quickly perusing my quest log I figured out what I had to do, where I had to go, and I was up and running in ten minutes. After about thirty minutes most of it came back to me.


In contrast between yesterday morning and now I'm a bit lost in Divinity. I know there was a lighthouse...a church somewhere...where are they? Oh right let me read through these pages of text...maybe I have to go all the way back to the actual dialogues to try to figure it out. Oh goddamit, I am actually writing this shit down in a notebook. I am summarising the quest objectives myself, so I don't have to go through this again. This is the "Hardcore" RPG experience that the developers wanted players to have. Really? This is value? 


That's a real failure to address the way the gaming public has grown and developed since the days of Ultima. I mean holy crap even Arcanum and Baldurs Gate 1 had better user interfaces and quality of life. 


As for the game mechanics themselves? Completely obscure and opaque. The game gives you just about nothing to go on , and there is no manual. There is also very little information online, because between the Beta Sessions, First Access and launch a fair amount has changed. For example one of the core Wizard spells, Flare, was nerfed.  If you try to follow information for Witches, wayfarers etc.  it no longer applies since the hybrid classes are apparently not in the same place they were during Beta. 


So you are looking at a LOT of time just figuring out how all the different parts of the game work, what combinations of characters will be effective and which will make life more challenging. 


I would actually give this a Wait And See. 


The developers aren't going to fix the quest system, as this seems to be an idealistic concept with them, but maybe the players can fix some of the other things like the lack of info on classes, powers, progression (what do the second and third groups of spells look like for the classes?). Hopefully mods *might* fix some of the other things like quest objectives. 


Sometime today I might get back to it, and try to remember where the NPC that sold the quests I wanted might be in the first city, since vendors don't have any notification on them or nameplates either. You need to remember where you saw them last, and what they sold. Fun fun! 


Everything else in the review is spot on. Graphics, quality, detail, character development and interaction , excellent and deep combat system, turn based done right. 


But the User Interface and quality of life pitfalls will frustrate me so much that if I were reviewing, that alone would drop the overall score for me. It's 2014. The people that played RPGs in the days of Ultima have different lives now. I need a developer that understand that, and tries to help me along. And I really want to like and play this game. Why couldn't an easier way to interact with the world (ever heard of right click context menus?) and note quests (the "hardcore" can't turn this option off in options screen if they don't want it?) be included? 


I have high hopes, because this has the potential to be another great classic like Neverwinter Nights. Multiplayer Co-Op and what is supposed to be a robust Game Editor and creation kit? The sky should be the limit. 


But...we'll wait and see.


If you have the cash and you weren't in the kickstarter, I'd buy it just to support the genre and efforts such as this, but be prepared to be frustrated if you are the average gamer like I am. 


You don't spend 200million + making a "niche" game. The game flopped, big time. The development team apparently failed to listen to their customer base, or to even consider what customers really wanted. They built the game they wanted, and it hasn't resonated with the MMORPG audience, or with the Skyrim/Elderscrolls audience. 

Back in beta I noted it reminded me very much of SWTOR. Old, dated, and belonging to a time when World of Warcraft featured the most advanced MMORPG mechanics of the time.

Fan boys and elitists will argue about everyone wanting easy, no one wanting to "work" for it...and that right there is the niche market. Because the elitists are totally correct. No one wants to "work" when playing anymore, the market has rejected that thought process. They want the UI to help them have fun, whatever they choose that to be. They want the game systems to assist them, they want grouping and finding content to be easy and quick. In short, they no longer want Everquest or WoW style game mechanics and time sinks. 

Guild Wars 2, Wildstar, Rift...those are the types of mechanics that the modern MMO player is looking for. Take a look at Destiny's featureset, and recognise also that Blizzard did a total reversal on their MMO development for the same reason : no one wants the outdated mechanics anymore.

Zenimax created a (rumoured) 200 million dollar niche game. Just like SWTOR. And it's going to go the same way as SWTOR. 

Bethesda was better off creating a Co-Op Elder Scrolls game with better world creation and modding tools, something the community actually wanted and something they were very good at. 

Only thing I am interested in here is better storytelling and Flight. Everything else I think belongs in a different game entirely :) 

150USD is standard for founders packages. Champions Online, Star Trek Online are just a few that used that pricepoint for "lifetime"/founders membership. It's also the same price as the collector's edition of games like Star Wars Online. 

Not unusual at all. 

So this is a bit like what Elderscrolls is doing with their own Megaserver. Interesting. 

 

This right here echoes my own sentiments on the game. I see many people really wanted to like it, but the lack of direction as an MMO is extremely puzzling. Compass instead of a minimap just does not work in an MMO setting, in my view, for one. 

I've seen this sort of exaggeration before.

Let's be clear here, the press for the game was not good initially.

As an MMO, it doesn't bring anything much to the table, and seems to have been written with old school World of Warcraft in mind. This approach reminds me of SWTOR, and what I felt playing that game. It had none of the polish and new features that I had come to expect, and from the Press, it's a similar feel with Elder Scrolls Online. 

The numbers mean nothing. Talking about 5 million Registered users is misleading, and once we confirm that the Developer's PR needs to be misleading at this point, we know there are problems. If there were 2 million Active Beta Players then they would have said so. Which means there aren't. We have no idea how many people actually played in the Beta. And of that number, how many submitted favorable Survey reports? 

The announcement is pure PR, with nothing meaningful in there beside the new subscription plans information in my view. Adding servers? Ok...how many did you have before and what were your original estimates? Were they 500,000 and now you are adding capacity for 1 million? 

Lots of fluff but we still don't know. I hope the game does well, and it probably will. But I think within a year we will have a different game, and a different subscription model...again very similar to SWTOR. 

I haven't actually played the game in a while. Just could not get into the last few Scarlett events. Hoping for something better to bring me back for the Feature patch. 
I'm excited about the artwork and gameplay that has been shown so far for Wildstar. Extremely curious about how it all fits together, and eager for something new in the MMO space. 
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