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Diablo 3: Pretty Much the Worst of What Everyone Was Expecting
General Discussion « Diablo 3 3/25/12 4:59:35 PM
Originally posted by ArEf I disagree with nearly your entire post.
Latency issues are the least of your concerns. For me, I have no seen any latency issues at all. Blizzard will iron out the problems, it's BETA.
Switching out abilities is really smart. Part of it has to do with allowing people alternate playstyles for any situation. Part of it has to do with balancing PvP. If you could swap everything out instantly, then combat would most likely turn into a bunch of scripting, button mashing garbage. Do remember that this is the first Diablo that is trying to produced a balanced PvP experience. You may approach every situation the same, but I don't.
Characters are very diverse. So I agree completely again. Also, we all know there will be an expansion with added characters to play. This is not everything.
Healing orbs are meant to take the focus off of chugging potions at hyper speed. It's meant to put more focus on the combat itself and keep the flow of combat going without having to stop for town potion runs. It's a good change. I personally feel that the healing potion cooldown is too long, but that could be a quick change. BETA.
Graphically, the game is leaps and bounds above Diablo 2 and any other RPG hack and slash title in the past. That's also including the ones that will come out after it that all of the Diablo haters always have to mention in every Diablo post. Not just graphics either, I'm talking about UI, animations, as well as the feel of the world.
Why even mention the controls? In fact, they are better than previous Diablo's. They've reduced the amount of clicking and button mashing with health globes and dragging between your targets with the holding of a mouse button. Everything seems less clunky, and much smoother.
This game is clearly still Diablo. The only things that I really don't like are the RMT auction system (Though it happens regardless) and the exclusion of gathering runes. But, at the same time.. one of my issues with the previous title was that it was too grindy. I did not find it fun to do 100 Bhaal runs every day to get some good gear. They have made a lot of changes to reduce the grind in that aspect.
I like the blacksmith and hopefully the Mystic will make a reappearance in the future. Those are interesting time sinks that were not present in previous titles. I like the ability to customize your spells and abilities, another feature that was absent in previous titles. I like how the game is displayed through AI and improved graphics. I like the physics that are a huge improvement over previous titles. They listened to the community and darkened the appearance of their game. I feel that Diablo 3 offers so much more positive than negative. None of the negatives are game-breakers in my opinion.
In the end, you will be dead wrong. Diablo 3 is already going to be one of the best selling, if not THE best selling RPG this year. Torchlight and Path of Exile will be nothing but footnotes. You can fight it all you want, but in the end, it's inevitible. |
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Originally posted by GeeTeeEffOh There are exceptions. UO was mostly a solo game. |
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Originally posted by TROLL_HARD Sigh..
Reading posts like these really made me feel old, and I'm only 28 years old.
Your third option is simply a conduit to make 1 and 2 more accessible. It's not even really a stand-alone #3 option. You hit on housing. Housing a nice money and time sink for the players. That could be #3. Firstly, there is finding a nice spot to place your new home. Secondly, there is the constant changing of the exterior and interior of your home. Decorating works in line with a #4 option. That option is meaningful crafting. Player crafted items that mean something in the game world. Carpentry for home decoration. Engineering for siege machines and structure upgrades. Architecture for house design and obviously your typical blacksmithing, leatherworking, alchemy, tailoring, first aid, among others. Also, your normal gathering skills. Most MMORPG's make all of these things an afterthought. No more than a itme sink that ends up being pointless due to the best items being found from boss drops. Then there is a #5 option that should include something that most developers ignore. Open world exploration. Vast oceans with islands dotting the sea. Carpenters and architects building boats for players, players taking those boats out to sea. Exploring the islands, exploring underwater, pirating, sea monsters, or just sitting out there by yourself or with a friend.. fishing. Angling profession can be time consuming and being a cook as a profession comes from this. Exploring is really underrated. These other things do not involve fighting either(sans sea battles), so they truly are legitimate alternate options. Then there is #6, it's something that LoTR made fun. Composing music. There way was pretty crude, but it worked and some people made some really cool songs or even covered some of their favorite music in the game. It was mostly a social thing though, as it did not drive the economy in any way. #7 I suppose would be playing the market, but that's more of a logic thing. It's not what I would call content. But, in some older games, you could set up your own shop vendor at your house or certain market areas inside cities.. and sell your wares that you acquired by PvP, PvE or playing the market. |
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RMT for the rich, and bots for the poor.
The Pub at MMORPG.COM « General Discussion 3/25/12 10:53:01 AM
Which MMO's have RMT built into the game? Don't say Diablo, as it's not a MMO. I'll remember to avoid your list of RMT MMO's. I already avoid any other play to win games. |
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World of warcraft gave me way more epic moments then UO or EQ
General Discussion « World of Warcraft 3/22/12 12:10:19 PM
Originally posted by Dragonantis Link?
Then this must be true too. Most people don't like WoW, but it's currently played by all of their friends and family, so they haven't left yet. They really dislike WoW, and even though they play it, they spend their time here complaining about it.
See, we can both say random generalized things without any sort of proof behind it. Fun, no? |
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World of warcraft gave me way more epic moments then UO or EQ
General Discussion « World of Warcraft 3/22/12 12:06:45 PM
Originally posted by Quenchster I played WoW for three years.. and been part of quite a few Crossroads raids. I was never once stopped from using NPC's. I guess I'm a liittle confused here. |
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World of warcraft gave me way more epic moments then UO or EQ
General Discussion « World of Warcraft 3/22/12 11:56:19 AM
Originally posted by FrodoFragins
Are you being serious? UO is the GRANDFATHER of the game you call WoW. Have some respect. |
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World of warcraft gave me way more epic moments then UO or EQ
General Discussion « World of Warcraft 3/22/12 11:55:32 AM
I just wanted to point out that you didn't get attacked in the Barrens unless you attacked the enemy. So, no, the Alliance didn't prevent anyone from questing. Now if it did prevent young players from questing, then the 'epic' moment would have some meaning to it. Otherwise, it's just a random skirmish that really has no reason for it.
I also want to point this out to some of the other posters here. When you post something on these forums, they are subject to the scrutiny of others. A forum is a place for people to discuss things. Often times, in these forums, people disagree on things. As long as you're not insulting the posters themselves or being overly derrogitory and trolling, you should be able to post your own opinions. You don't have to agree with it, but don't insult people who do and are trying to be nice about it.
Glad he had his epic moment, no matter how meaningless or fruitless that I think the moment is. |
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World of warcraft gave me way more epic moments then UO or EQ
General Discussion « World of Warcraft 3/22/12 11:46:50 AM
Originally posted by nomatics856 That's cool. Everyone should have these experiences. Let me ask you this though. What did the Horde gain from this? Or perhaps more importantly, what did the Horde lose from this experience? Experience? Pride? Territory? Resources? Loot? Faction buffs? Reputation? No?
Hmm, I seem to recall UO fights being a little more important due to these things. All you lose in WoW is a little time to run back to your corpse. Again, I'm glad you had such a great time, but my greatest moments were in UO, no doubt about it. Everything had meaning in games like UO, which is why I no longer play MMO's. They have lost their meaning. |
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So wait a minute... people are really fussing about Pandarean when...
General Discussion « World of Warcraft 3/20/12 1:36:07 AM
A lot of people just don't like the eastern theme and focus. That's all. Get over it. |
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Your Opinion: Which game has/had the best PvP System and why?
The Pub at MMORPG.COM « General Discussion 3/19/12 12:36:33 PM
Originally posted by mrcjevans My source is what we call subscription numbers of the above mentioned game. It's a combat system that pushes away players who do not have a twitch skill set when it comes to video games, so my other source is common sense. I've played nearly every single combat system out there, I know plenty about it. What do you know? Exactly.
I gave my opinion. Just because you don't agree with it doesn't mean that it is not an opinion.
And do you honestly believe 2.0 will do much of anything for that game? It won't, I hope it does, but I know it won't. |
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Your Opinion: Which game has/had the best PvP System and why?
The Pub at MMORPG.COM « General Discussion 3/19/12 12:34:58 PM
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Your Opinion: Which game has/had the best PvP System and why?
The Pub at MMORPG.COM « General Discussion 3/19/12 12:06:42 PM
Originally posted by mrcjevans Aim based pushes a huge portion of your player base away. Maybe you like playing in an empty world, I don't. There's a lot more that goes into picking the best PvP system to date than just PvP and what you like.
I'd say that it's a toss up between UO, DAoC, and WAR.
UO had meaningful combat, from small skirmishes to faction wide combat. There wasn't much in the way of meaningful territory or resource control, at least nothing hard coded into the game. Even as old as it was, it was pretty balanced. Though again, the larger scale combat was done more as events or based off controlling a city. So it had it's flaws. Plus, it's obviously outdated.
DAoC didn't have anything in the way of solo PvP other than the rare occasion that you didn't find yourself face to face with a zerg in the frontiers. Though, it was probably one of the most strategic and balanced combat systems to date. There were hard coded rewards gained from relic capture that affected your entire faction. There were dungeons and quests that opened up, which you could fight for control of. There were massive siege battles as well, and your guild could claim keeps and let their flag fly as a warning to all attackers. Though, like I said, it lacked any solo PvP due to land restrictions. The lack of PvP arenas really made this game shine. As nearly everyone participated.
WAR is in a similar boat as DAoC. WAR fixed the lack of solo PvP by allowing enemy factions to enter your lands. You sieged and faught for areas of the map, such as small checkpoints that awarded your group. Though, faction wide bonuses weren't there, you knew where the fight was and you could get to it quickly. That, in my opinion is where WAR screwed up. It became more of a PvP siege arena rather than a strategic war game. LFG tools ruined it. Also, there really wasn't anything to fight for other than gear and maybe a little pride if you were in an active guild. Arenas at times, made the RvR lakes dead. Another horrible design move. Also the lack of dungeons, in or out of the RvR lakes.
I really feel that if a company can take the best from all three of these, keep the combat simple, but the act of surviving a bit more difficult, someone would hit it big. You need familiar combat and controls, solid UI, a very balanced and thought out PvP system, meaningful territory control for dungeons, resources, quests, and keeps, solid grouping systems, a very clean territory map, and out of the way of players who like to avoid combat, I think you'll be close to perfection.
I've heard that EVE has a decent system too, but I haven't actually played it. |
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we'll soon find out if there is majority of thieves and griefers in archeage in prison.
General Discussion « ArcheAge 3/19/12 1:04:44 AM
Don't be mad at the players. They will do anything that they are allowed to do, and even try to break rules if possible.
Instead, speak up to the developers to make their games easier on new players. Ask for safe cities and places to buy, sell, and trade your wares. Perhaps sacrificing some sandbox elements to make the new player experience more enticing. Features such as levels, instanced newbie dungeons that certain levels can't access, skill and spell system that is familiar to them, a modified loot system for younger players, no experience loss for younger players, safe starter cities that are well protected and secluded from the rest of the world, player friendly UI and tutorials, starter quests to familiarize players to the intricasies of the game, a harsh murder system, more ways to disengage from a fight, third person perpective that allows you to zoom out like most themeparks, a familiar combat system that makes new players feel more welcome, etc.
I don't think gankers and griefers help their game, but you have them in all types of games. They aren't an issue in most themepark games because new players are often eased into contested areas. They become familiar with the game before they have to worry about PvP. Sandbox developers would be wise to understand and adopt an easy to learn, hard to master mentality. |
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All you had to do was google Game of Thrones MMO... |
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Would you like a hard open PVP mmorpg?
The Pub at MMORPG.COM « General Discussion 3/18/12 11:53:12 AM
Originally posted by googlemo The part that I believe you have wrong is the part where you'd want PvP to be encouraged. To what degree?
It's human nature to seek out conflict of some sort. You can discourage PvP at every turn without hardcoding restrictions and people will still seek it out. In order to have a large community base, you must not encourage PvP. I'm not saying to remove all PvP aspects from the game, not by any means. You can still have PvP arenas, guild wars, faction wars, territory control of resources and land, Naval and siege warfare, and similar mechanics within the game. The idea is to not promote a focus on gankers and griefers. In fact, you should focus on attempting to protect players who do not actively seek it out, but make it very accessible to players who do. That's where I was going when saying that the game must cater to all playstyles to really have a strong chance at success. I agree that mostly what you're looking for is realistic for a game. In fact, thousands, if not millions have the same opinion. It all comes down to the execution of features within your desired games. That's where near every sandbox developer goes horribly wrong. |
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anyone else a bit shocked at the cost of this game
General Discussion « Guild Wars 2 3/18/12 11:26:51 AM
Originally posted by zimboy69 No, this is fairly standard. It might even be a little underpriced. |
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Would you like a hard open PVP mmorpg?
The Pub at MMORPG.COM « General Discussion 3/18/12 11:13:25 AM
Originally posted by googlemo Nope, go play Darkfall. It's almost exactly what you just described.
The problem is that it's PvP focused. A sandbox can have PvP in it, but if that's the main focus, it fails. It's been proven time and time again. So while I'm looking for something that is like what you've described, I'd like that game to pander to all playstyles. Not just one. |
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Bethesda to Announce Elder Scrolls MMO in May
The Pub at MMORPG.COM « General Discussion 3/18/12 10:22:42 AM
Originally posted by Wolfhammer
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I played WoW for several years. It was anything but a non-grind. It was the first game that I've ever played that made me feel like it was more of a second job than a conduit of relieving my frustration separate from the real world. Getting to max level never really felt like a grind. However, it's my opinion that everything else after that did feel like a grind. The endless pursuit of the carrot on a stick. Raiding a few days out of every week, sometimes for longer than six hours a night. Just to get some gear to be ready for the next dungeon. Only to do the same thing, yet again, to get ready for the next dungoen. I never liked arena PvP, though I understand it's usefulness. I always felt that your actions within that arena were meaningless other than potentially having a cool title. You grind for countless hours in arenas, just to get gear and wait for the new gear avaiable for the next expansion. There is no meaningful territory control. Cross server BG's made server community meaningless due to not having territory control. LFG tool made the world meaningless, I can't stand instant gratification tools in MMORPG's. I believe they ruin the game and make people even more lazy than they already are. Then the reputation systems in place to gain better gear is everything that defines the word grind. I spent months at times to get an exalted trinket that didn't really matter in the long run. As far as grind goes, I believe WOW is one of the most grindy games in the history of MMO's. Crafting is just a time sink, as it has nearly zero reason for being in the game. Player crafted gear is almost meaningless.
HARD = Challenge
It doesn't always mean grind, but in this case, it does. That's just my opinion. |
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