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All Posts by Loke666

All Posts by Loke666

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15880 posts found

Sure, there are plenty of mechanics they could add that makes things easier for the guildleaders and officers but you still shouldn't stay in a guild with a bad leader.

Originally posted by Chrisbox

Well active subs does matter because like you said OP its "I guess it's doing well" when in reality less than a mil active users out of a 7 million pool is not exactly doing well. 

They certainly made their money back, but is it doing well at this moment? I'd say not. 

Actually, 1 million active players would still be pretty awesome for a MMO that have been released more than a month. Few MMOs can boost about that.

And that is pretty low counted, the active players is more likely at least twice that, particularly since the Chinese release wasn't that long ago and seemed to have went well.

Yeah, Wow has many active player still but the rest seems to be pretty low by now. Most F2P games only mention accounts created (and few of them have 7 millions)and it seems that F2P games get more people who just play a single time than B2P, most people at least do a little research for that.

But sure, if you only consider Wow as successful...

Originally posted by k61977

And the reply to this is exactly why beta test don't go as planned.  People play never report any of the issues they run across because they aren't paid to do so.  That is what alphas/betas are for not for you to play the game.  People are not entitled to play betas either, I wish companies would go back to more private testing because back when that happened a lot more problems usually were address faster.

It is partly MMO devs, they use them as marketing. Some gives out beta keys in contests and through webbpages while others even charges for it.

They really only should give them to dedicated fans and they wouldn't be having this problem. There are better ways to market a game.

Originally posted by Dauntis

Why do so many people on these forums hate quests?

Every other medium has quests: books, movies. Think about the plot of a movie is generally a character(s) going on a series of quests/missions. How boring would a story be if it was just about heroes roaming around randomly occasionally whacking a random enemies.

I just don't get the hatred of quests or even quest hubs... they make sense.... they just friggin' make sense. Also, I don't know of any MMORPG where you can't ignore the quests, so just ignore them.

The quests in movies are usually epic things and few people hates them, particularly since movies usually have 1 with maybe a side quest or 2.

But constantly having a full questlog with menial tasks is a very different thing. A movie where the heroes farmed small stuff would suck even more than one where they just moved around.

Originally posted by Torgrim

For years gamers whined about how boring MMOs have become, games left and right are WoW clones, they were screaming for changes and innovations, they looked at the horizon for the next big thing that will break the old classic WoW mold, something new, something fresh.

Guild Wars 2 tried to make some changes with the none trinity aspect and none quest hubs, no good, people still whined about its not trinity, no quests i dont know what to do and i dont know where to go.

Fine, ESO tried a different aproach, they made it alittle Elder Scrolls with the voiceovers and not so much on rails but still a back rail, still people whined about alot of things such as facing, people whine when they cant solo and they whine when they cant get as group going and they whine if its to hard even if they sead other MMOS are to easy..

I do understand MMO developers today,  It's like catering a kindergaarden class, dosent matter what you do you will do it wrong.

Some people will always whine. I personally liked GW2 but didn't like ESO that much...

And yes, MMOers might not always know what they want (besides "fun") but most of us finds out very soon when we try something and discover it is fun. Many features sounds really good on paper but either doesn't really work at all or are too poorly implemented. 

Still, bad copies of Wow wont work anymore, if we really want something like Wow we play Wow. If you want to make the next big thing you need to think outside the box instead of trying to "outWow" wow. Unless you are Blizzard and want to make Wow2.

The thing with innovation is that it ain't enough to try new things, you need to try good new things.

Originally posted by udon

The play any race you want in any faction thing was a one time deal for pre-orders.  You can still upgrade to the Imperial edition but if you didn't pre-order you are SOL on the race lock thing.  

Really makes it look less like a "pay wall" and more like a pre-order bonus doesn't it?

That is a huge bonus (usually you get some noob gear or maybe a cool skin) and a bit too much for my taste, but sure.

Originally posted by Lobotomist

Didnt read it yet. But as I know its kind of attempt to return to Original D&D red box.

Very curious if they managed it :)

It isn't that close to the red box, more a simplified version of 3.0 (from what I read so far).

Originally posted by lugal
With so many systems to compete with, this is a good idea on their part. After years of 3.5, I have grown to dislike the complexity and the need to have a dozen books on hand just to have a game. I wonder what Paizo will do?
My group tends to gravitate towards simple systems like unisystem. Even old school call of cthulhu d100 system is great.

Basic roleplaying as CoC uses isn't really simpler than D&D but it is easier for the players since it leaves the more complex stuff for the Gm and you might be on to something there.

But easy as it is it still allows players to pick a bunch of skills which allows you to customize your character pretty well (even if you are going to die soon in CoC).

It might be that BRPs lack of levels also helps, new players who never played MMOs tend to get confused by them and just like in MMOs you get big problems unless the DM allow you to make a character at the same level as the existing group. Fewer hitpoints makes things simpler as well (in BRP you have at average 10 HP while in D&D a warrior can have hundreds).

A quick look makes me think it is a simplified variant of the 3rd edition. A big step up since 4th but I think Pathfinder will be pretty hard to beat even though this systems simplicity might give it some fans.

From the character building I think I prefer Pathfinder even if it takes longer to make characters there, the level of customization is wonderful there, here you seems to have very few choices. Good for a one night game but bad for a long campaign.

As for combat I need to read up on it... 

And yes, releasing it like this on a free .pdf is smart, in my playgroup one guy (usually the gamemaster) owns the books, the rest tend to have a scanned version so making characters becomes faster. It is still nice to have a physical gamebook and I will always buy one for whatever I GM but a single rulebook is annoying when someone needs to roll a new char or level up and most of my players prefers wasting everyone else time by fighting for a book rather than buying a physical copy that they rarely use.

D&D have lost pretty hard to Pathfinder the last few years, it will be interesting to see if they can strike back with some good material. They seriously needs to do something about Forgotten realms now, 4th edition almost killed the campaign off with pretty terrible material.

Lets give it a shot and complain if we don't like it. 

Remaking EQ would not be a big hit sadly, few potential players would go through the stuff we old MMOers did in the first MMOs. 

Remaking EQ2 might work better but I did play it for 5 years, and I think the chance is about zero that they wouldn't use portals everywhere and even if they didn't SOE needs to try new stuff, that is what made them into an important MMO company from the beginning.

EQ was in many ways groundbreaking and trying something never before done might not be a bad strategy as long as they are able to make it fun and actually make a better coded engine than EQ2 (it actually ran worse than AoC FPS wise right after AoC was released on my computer back then).

If it sucks then I will be with you guys but I actually will give the game a chance first even if some features sounds a bit weird.

Daily quests is my top one as well. It is just lazy devs who want to add many hours grinding with little work for them.

There are also features that ain't bad in themselves but  are overused or used in the completely wrong way. Like cut scenes and phasing. Phasing was brilliantly used in LOTRO to simulate that certain cities were destroyed as you progressed in the timeline but other games use it to split up the players and making me feel alone.

Cutscenes can be used to set the mode for telling the main story and if they are short, to introduce some new things but many games overuse them so that instead of adding to the immersion they break it and annoy the #¤%& out of me while doing it.

These 2 features used now and then are good but when you overuse them it totally screws up the game.

Originally posted by Aeonblades

That has nothing to do with the problem of the game down leveling you whether you want it to or not. For me it's not so much that it just weakens your character so much as it doesn't give me the choice to downlevel.

No but the fact is that if it didn't downlevel you it would mess up the game without adding much upside for you unless you like to slash through grey events to annoy other players by completing them in seconds.

You do realize that you get zilch from doing grey stuff in most MMOs? Nothing, no XP and no loot. Not to mention zero challenge. The only thing you can do in these games is killing mobs that noobs need to complete quests or whatever. Unless there is PvP, then you can also gank helpless players of course.

This is not the perfect solution though, having a lot smaller gap between noobs and vets (so vets really would be like leveled down players all the time) would be better but I doubt that would make you happier.

Let's face it, 99% of all players don't go into grey zones in MMOs unless they need to farm crafting mats or to travel somewhere (or to gank noobs). That means that the entire zoon is wasted for us as soon as it turns grey. Here you can at least play with your friends and get a little loot and XP for it.

Originally posted by SamuraiXIV
The syncing of your level per zone is what killed it for me, cause no matter how strong and high level you be in every zone you go you're weak and low level again so it beats the purpose of leveling for me.

That is hardly true, when I enter a low level zone with my high level character things are really easy and mobs feel very weak, soloing a champion takes a little skill but not that much. It do stop the mobs from becoming grey so there is a little challenge at least but not that much but then again you also gain loot, and most of that loot is according to your level.

What point is there to kill grey mobs in any game?

My issue with GW2 is another, it was awesome at the first beta weekend but the difficulty nerf made it far too easy. Jeff Strain who wrote that manifesto would never have allowed that if he still had been on the game (he leads Undead labs nowadays). Thje combat and group dynamics still could use a little more more work as well, skill combos are a good idea but can be taken a lot further and the combat still could use a little more polish and more new skills and weapons.

And yes, Guildhouses and guild Vs guild PvP need to be put in the game.

But it is still a very well made and fun MMO. Just a bit too easy besides the fractals and maybe a dungeon path or 2.

Brad is a brilliant game designer but he sucks at economy. As long as you pair him up with a realistic guy who takes care of the money and a few good programmers things are peachy but putting him in charge of everything will just make SIGIL repeat itself.

He is hardly a monster because of that, even if I still wouldn't put a dime into a project he is leading unless someone else hold the money.

CORPGs are different than MMOs but they are often more group focus than the nowadays usually solofocused MMOs.

Playing only with your regular group of friends do have some advantages and can be a lot of fun. Played plenty of GW and some DDO together with more FPS based games with my friends. More strategical games as well.

The thing is that no matter what game you play the important thing is the people you play with. PUGing can be fun but tend to be pretty annoying no matter what type of game you play.

I wish there were more nice lan RPGs out there, getting some friends and a few cases of beer together and playing a weekend is really fun. :)

Some game have a bit of challenge in the endgame, or even some hard parts there but there is nothing new out there at the level of EQ, M59 and AC anymore. A few old games still up and running.

The hard MMOs that still are made are all PvP focused.

Then again, singleplayer games have also become a lot easier the last 15 years.

Either you have to play one of the old games still up and running (and expect it to be pretty dumbed down) or fund some promising kickstarter project.

Nerfing the difficulty is a mistake, they should focus on improving grouping instead.

Then again, changing the curve (1-50 easy, VR hard) might not be a bad idea so that the difficulty improves at a more stable rate which would make peoples learning curves better. Having the dif go up directly from easy to hard instead of slowing improving all the time do turn off more players.

But I don't think that the vets content difficulty is the real problem here, it will only makes player run through the content faster.

Good bye
General Discussion « ArcheAge
7/05/14 7:19:48 AM
Originally posted by eyesadi

A/A is a VERY fun game to play.....but with the now 80/20 split and crafting requiring mats that come from the PVP side continent...there's just no reason for a pve'er to play.

I truly can't wait now (absent further changes) for all you pvp'ers to start crying about the lack of sheep.

As in a previous other true PVP game has survived well much past release.

The sad truth is that while not ALL pvp'ers are gankers.....most are!  They really do not desire a fair fight.....they just wanna pick on the sheep.......

I don't understand why Trion simply does not offer a PVE server.  Yea, I've read all the comments that this is a PVP based game.  Truth does not have to be!

Let us care bears wander around gathering and crafting to our hearts content without being picked on by the folks that got to max level on release day!

Why not let the market decide?  Just see where the majority of players land.  

It really is a great game..........Except for the gankers who do nothing but live for the thrill of killing players far below their level...

I just don't's akin to playing any game and killing grey mobs.....wheres the skill in THAT?

Or.....limit PVP to a toon your level or higher.......such simple fixes.............and yet.....

That is indeed the problem with almost any PvP MMO. On one hand MMOers like to rise in power as they play but that makes most open world PvP combat rather boring and one sided no matter if you are the ganker or the one being ganked.

The question is as usual how you should solve it in a fun way. If you lower the gap seriously you are upsetting the powergamers and the same happens when you let people level up or down (GW2 got a lot of crap for using that mechanics).

Every single great PvP moment I had in any MMO is against an opponent at equal powerlevel or better and I think most gamers at least feel the same. That is why PvP MMOs are having so few players compared to PvE games. 

Adding loads of safe zones solve however nothing at all and is the wrong way to make the game fun. AA do have some really fun parts and it is sad that they went for a so traditional powergap as it did. I don't want safe zones, I want good PvP and the problem both in this game and others are that the good fights are too far in between.

There is a good reason why FPS game have such huge percentage of PvPers while MMOs have so few. Adding more safe zones wont affect that at all.

Originally posted by Haralin
Dont´t agree with GW2 cause the WvW Feature is for me the main Fun Part and it will not be possible in a single player game. GW1 is more singleplayer focused i think.

Agreed, but if they would have put the focus on the personal story it might work even if it would have been a very different game. GW1 would be way easier to convert though, you just need to put more work into henchies and heroes.

Any of those games would have to be seriously revamped to work as single player games, I ain't doing a lot of rat killing quests in singleplayer, you need to tell a totally different story there.

TOR would probably be the easiest to revamp, it already feels like singleplayer a lot of the time.

Wow would have been a terrible single player experience, without raiding and dungeons you would have to find new things to replace them. That said, you could of course make a good singleplayer game set in the world using some parts of Wow.

You can compare it with turning a movie into a long TV show, the mediums are very different and a lot of things that is cool in a movie gets annoying after a while when you see it in many episode while a movie never can get the same character building that you can do in 24 episodes (or more).

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