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All Posts by NinjaGaz

All Posts by NinjaGaz

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49 posts found

So... this is the game with over £70m donations and, on their website it says:

"A Game Package is required to play Star Citizen. Pick the ship that best fits your play style, from fast, agile starfighters to multi-crew explorers."

and then they are selling a ship package for between £37 and £58... and then selling a "pay to win" ship for an additional £105.00!!!

Someone should take that money off them! Disgrace.

My favorite MMO was LOTRO with the Loremaster class. Nothing has ever come close...

and that's because it had true variety in play. You'd first pick your pet (a bear to tank, a crow to disorient, lynx to DPS, eagle for buffs) and that instantly changed your style... then there was sooo much you could do in terms of abilities.

You had aggressive, high damage spells with slows, stuns, heals, gifting power, aoe, etc. It was everything in one and you had to use that variety in all fights.

I remember having 15 or so key binds that were actually regularly used and that's why I loved it!

I tried playing a hunter and I would just be pressing 1, 2, 3, 2, 3, 1, 2, 3, 4, 1, 2... next fight, etc. Such a huge difference.

So I'm really disappointed to see games like GW2 where you have 5 keys to use (and switching weapons). I just thought... what the hell is this!? How can it possibly retain an interest to the degree of the Loremaster when there is so little variety in play?

It's the same with FPS... the old arena shooters, you had 10+ weapons with multiple fire modes and you'd have to make use of all of them at some point, vs the now CoD class based 2 weapons, a knife and some grenades. 

I find age has affected my interest and I feel that I've "been there, done that" but I just can't see myself getting into something unless it has some variety in it's play. Slowing things down would be no good for me.

In truth, in age comes responsibility and you just don't have the time to play and so can't compete with youngsters/students who spend all day playing the game. If I had all day and the same motivation... it would be no problem! :)

Maybe it's all proportional. If you take a development studio, with a history of creating excellent games, create a new product to revolutionize gaming {ahem} and launch it everywhere at once... you will sell, Sell, SELL!

Disappointment may be everywhere, but a proportion of those gamers will stick it out. Multiplayer games will always retain more gamers than single player because of the natural variety in play. So what kind of proportion of purchasers are actually still playing the game compared to it's counterparts?

3.2m for 3 hours seems high. Are the figures even correct?

In all honesty, I have not played the game. I watched videos, listened to what was to be and was excited... then I saw gameplay footage for about 30 seconds and knew immediately that it would not be what everyone wanted. Major disappointment for all.

Just came back to MMORPG.Com and I must say that I do like TheHiveLeaders videos.

Nice graphics on this one, but clearly needs something to keep the interest (Like most games these days). Everyone has been there, done that. Hard to make something new.

There would be enough, but the game would have to be amazing to bring them in.

The fact is, this "hardcore" mode is fundamentally flawed. Hardcore fans say it is more skilled, but it's often the case that these players just take advantage of situations whereby  the skill involved to kill an enemy is minimal.

Some simple examples are to:

  • Wait in a group and gank a single person.
  • Wait until someone is on half or 1/3 health and then gank them
  • Wait at a portal or loading point where you can launch an attack and take them down before their screen has loaded
  • Go to an area where players are at a much lower level than you
The risk involved in dying makes people turn to these opportunities and they become a more regular occurrence than similar levelled players battling it out 1v1 or fair groups battling together.
The end result is that most fights represent no challenge (no fun) or, if you're the person on the receiving end, a fight where you have 0 chance of winning - again, no fun.
There are, however, people who do not value a challenge. Some people LIKE to play games on easy modes and gain satisfaction from having a high success rate. These people don't usually have many friends.
The other factor to consider is time. Hardcore games are really only good for people with lots of time, because the more time you spend in game the better you will be (both skill and gear/money) - which gives you a great advantage. But also when you do lose everything on you, you have plenty of time to make it back. Someone who works for a living doesn't have the time to build up a stash of spare equipment and will almost always be at a disadvantage to someone who is a student or bum for a living. When a worker spends his spare time and loses everything, he is always going to question whether it was worth his time.
I am sure that there is some balance that can be made, but there probably isn't enough people of the right type to really make a fully hardcore game be massively profitable. That game would have to be exceptional for it to work.

I've always loved games and played a huge variety of types of the years. My #1 favourite was Unreal Tournament. I loved the variety in weapons, the speed of the game, the multi-game types, etc. As an individual it was a great challenge in every battle that you faced. Later, I began playing as part of a team where tactics and team play were just as vital as the individual ability.

That's what I really loved. Playing highly competitive games and orchestrating the tactics which allowed our team to be successful and win every title available to us.

I also distinctly remember a moment playing Planetside, where 50 or so of my team were against 50 or so of another team and having a great battle. Then suddenly, 50 or so from the 3rd faction arrived and it was a truly Epic battle that made me really think "Wow, this is amazing!"

In the MMORPG world, I really enjoyed the open world WoW PvP before battlegrounds where small teams would group together and just fight each other to see who could win! My love was lost there a bit as I realised that whoever raided the most and got the best gear won.

Battlegrounds took over and you had "even" sides battling in an arena with a goal. You were important and could really make a difference to your team, but you were also reliant upon your team. If they weren't great you were in for a real struggle!

As time went on there were various games which encouraged Epic battles with huge numbers - one of the headliners of the game! Often failing in a technical way - where the servers simply could not handle the number of players. I had some memorable moments of battling with a group of 25 or so guild mates against 30 or so to the north and 30 or so to the south and holding our ground for a good 30-40 minutes of great team play in Warhammer Online.

However, these are the very best moments. A lot of the time in between and since in these "Epic" battles, I have felt that I am no more than a little ant. A small component that has such a low impact that it's barely worth me being there.

Where the zerg is so big that when you take one step across the front line, you become the target of many and die almost instantly.

These games are balanced for small numbers and when large numbers get involved it just doesn't add up. Epic battles, for me, become very unsatisfactory. This can be technically as the computer grinds to a halt, or just that you have no chance and die with nothing that you can do, or even you smash the opponents barely getting a hit in - too easy!

Is it just me that thinks the whole Epic battle with hundreds vs hundreds is only good in thought but not in action? The only way I can see these things working is to break them down into smaller groups and have them battle each other and see which group is the most successful.

Large group battles end up being about who is the largest, not about who is the best or has the best team play - for the majority of the time. Can that really be the way forward? Where each individual gamer has minimal impact? Surely that is not going to bring the greatest satisfaction to the gamer?

What do you think?

I would like a fantasy setting, which isn't populated by Elves, Dwarves and Goblins... and spiders, boars and bears!

Sure, it is much harder to build a world where every mob needed to be designed, but it would go a large step of the way in removing the feeling that "I've already been here in 20 other games".

They should look into the animal kingdom and look at the many ways that animals adapt, fight, mate, behave, etc and use that as their starting point. It would inspire hundreds of new creatures - all with different personalities and behaviors.

I'd like someone to do something sort of... slider based re-branded to something that fits a setting. Where you could choose:

0-100 points in Damage

0-100 points in Defence

0-100 points in Crowd Control

0-100 points in Healing

At various levels you would open up/close off abilities. Leveling up would give more points.

This would make each person a little bit different and it would allow you to constantly change your role.

The idea is that they continue to develop the game, whilst you continue to play. This is what we have seen in classic MMO games.

If you continue to enjoy the new content, then it works out well for all. If you don't like it you have to cancel and if you're not sure about it... that's probably where you'll lose out.

I still prefer it to the F2P model or full price buy with a cash shop, because they inevitably change the gameplay to push you into spending hard cash - repeatedly. Then it's difficult to get it out of your mind that someone has paid for an advantage. Getting a level playing field and a game focused on enjoyment is the way to go.

Blizzard must giggle away whenever someone suggests a WoW beater - even in a different genre. It's almost 10 years old and still has 7m subscribers paying a monthly fee.

PvP and PK(er) are different things.

PvP is a feature of a game - ie, it tells you that you can battle other players in the game.

PK(er) is a type of a player categorised by his behaviour in game - ie, someone who goes around with the aim of killing other players.

Someone who kills another player because they were attacked is not a PKer. A PKer actively hunts down people who are often weaker than they are or in a position of vulnerability so that they can kill them. This makes them feel strong and talented. 

A PvPer is someone who likes to do combat against other players, but he is more likely to do it in an arena or in a group fight situation. They usually enjoy the challenge of the battle and so look for more even battles.

I've been playing games for a long time. I played WoW on release and thought it was brilliant. Sure there were bugs, but the overall polish and thought that went into every aspect of the game was phenomenal. To be able to start with numerous races and have a different experience is actually something that most games don't manage to do today! It is no wonder they have been an incredible success.

But I stopped playing early on. I loved the open world PvP, but found it very frustrating that rivals would do so much more damage to me because they had better gear. Skill wasn't a factor. I realised that they were raiding to get their gear and so I tried it out and thought it was terrible. Random groups of people joining together for dungeons for an entire evening and you come out with nothing. I didn't get it and stopped playing.

A while later, a was off the beer for 6 months and needed something to do. I played LOTRO and loved it. I played the story and in Ettenmoors for the PvP and eventually joined a successful guild on my server. I then began to raid. It was all new and at first I sat back and followed instructions... but as the content was new, we had to work out what to do. I enjoyed discussing ideas on how to beat the bosses and then we went out to implement them. I became a tactician!

We killed the various bosses and eventually got to the point where we were up against the mighty Thorog. At the time, only 1 or 2 clans around the world had killed the dragon - and none of them would reveal how to do it. This was great, in my opinion.

We tried various techniques and tactics. Pinpointing the key points in the fight and trying to counter them. When we eventually did kill him - it felt like a magnificent achievement. We, like the others, kept the secret to ourselves so that everyone could benefit from that sense of achievement.

As time went on, we tired of the game, but the clan remained together - rejoining each other in game after game.

We would quest up to raid level, and then enter a dungeon. Boss #1 was up and what we heard was "Right, for this boss. He does X and Y and we need to do Z to beat him".

Every boss researched on the internet. We go in, follow instructions that someone half way around the world has written and kill the boss on the first or second try. Achievement? None.

It may be the repetitive nature (and copy and paste) of MMOs that has killed my joy of playing them, but the fact that most people no longer bother about killing the bosses with your own abilities and tactics made the whole end game defunct.

Is it just me that finds this? Yes, there is joy in a well executed plan against a boss, but it does not come close to working out the plan for yourself and then executing it.

Most people seem to race to end game and then copy and paste someone elses tactics. Where has the personal achievements gone? Doing something first means very little - doing something as a team from start to finish means a lot more.

I can only hope that some developer realises what the world is doing and tries to randomise encounters per server. Make people think for themselves and perhaps MMOs will not be a grind from the first minute until the last.

Well, I'm pleased to see a lot of reactions. 90% informative with the odd-one in a bad mood.

If the bad mood was referenced to me, I'm only giving my opinion. I feel a game with a cash shop is somebody giving me something and then saying... you want some more? Pay up!

My preference is is to buy the game and know that my fee is paid and I can enjoy the game as it's meant to be - not in a way that encourages (or worse, forces) you to buy in a cash shop. That's the main thing. I understand that I will pay less in many occasions, but should I ever find another game that I really love - I can't help but feel that the game will have a bitter taste if it has a cash shop, which has a "required" use to compete and usually, at the top level, you need every advantage you can get.

I don't play the likes of Dota 2, but their model is great for me. They know they have a great game and huge player base and they allow people to play for free and only pay when someone wants to distinguish themselves or make a name for themselves. There is no advantage in spending that money.

I DO see the point in MMOs, like LOTRO, moving to F2P as their numbers dwindle - which is only natural in a game over time. I can't help but wonder whether the likes of Neverwinter, DOTA 2 or Planetside 2 - all massive games did better with the free to play model vs a standard model. How many F2Pers does it take to come up with the money of all those 1 time buyers?

I also see the point in smaller companies going free to play to build a player-base that they could probably never do otherwise. A lot of these companies have the game at heart and want something that people enjoy - as well as making some money.

What I am surprised at, is there is no public information available about how successful the free to play model is - yet it becomes more and more prevalent!


I think one way forward would be to dramatically reduce the drops during questing. Why buy a sword made from Legolas when a boar will drop a better one.

One simple move would create a huge demand for crafted items and make the whole crafting experience not a way to dump cash.

At the highest level, crafting with socketed items or the like would be good. It requires a master craftsmen, but also a visit into a raid.

I have often wondered about this free to play model... why is everybody adopting it? What makes them think it's such a great idea? I could point you to an article where a girl spent over $400 on Candy Crush because of the model and most people know somebody that's spent over £100 on a game.

Is that the target audience, though? The people who can't control themselves, or are spending other peoples money. I think I've paid once in a free to play game and that was more about feeling I should contribute to the game because I enjoyed it.

When I see a game is being released and see that it is free to play, I inevitable give a sigh and a shake of the head. The advantage, of course, is that you can potentially get more gamers trying out the game because it's free. The disadvantage is that most of these games incentivise paying money.They're there to make money - which is fair enough, but an in-game currency almost always results in it having an effect on the gameplay. 

Examples are buying items which make you stronger (Pay to Win), or paying to improve the speed of progression. This wouldn't be too bad, but they almost inevitably slow down the standard progression to an absolute chore making it almost a requirement to pay.

My overall feeling is that these free to play games become weaker games because of the payment model. There must be millions out there like me that do not like that and, in the end, it discourages you from playing the game. I have always stopped playing these games (except the time mentioned above) because the enforced gameplay changes/weaknesses and future costs make it so unappealing. In the end, logic tells you that their free to play model is aimed at taking a LOT more money from some customers than all customers who buy a game at the start. That immediately highlights a free to play game as a bit of a con right from the beginning!

I don't want to sound like someone who wants something for nothing - quite the opposite! My preference is to buy a game and get the full game with no in-game shops affecting the play. No more payments, no refunds - just buy it and play it if you like it. I have wasted a fair amount of cash on games that I didn't enjoy, but also got more than my money's worth from other games.

I can't help but think that offering a demo or trial of a game and then buying the full game is the best option for a quality product. Even the sub-model is something worthwhile - if you've got past the first month and still want to play then maybe it is worth your money - at least you know what you're getting and that nobody with a bigger wallet is gaining an advantage over you.

The fact is, though, that so many companies are going free to play. It doesn't make sense to me, though. How can it be better to allow everyone to play for free and perhaps make an income from 10-25% of people than to charge everyone £20-40? Do the ones who cannot control themselves end up spending £100+? The only advantage that I can see is that you would get revenue long after release, but will it come to anywhere near the initial purchase of the game at full price?

So has anybody actually released results? A comparison between a full priced game and a free to play game on the PC? Tablet/Mobile games are different in their nature.

To me, it seems like companies will go full circle and stop doing free to play games and just start selling them at full price again. I can only hope that they don't do an EA and do BOTH. £50 for a game and then you have to buy more in-game to compete or keep up-to-date. A terrible abuse of their position.

I tried this one for a few nights in a week. Managed to get the hang of it and start building my own house. The game is a crafting game and I guess the addiction should be the constant progress that you make with your character.

I was playing solo, maybe that was my problem, but progress was slow. It involved a lot of wandering around trying to find things to boost your stats, to learn something new so that you can wander around trying to find things to boost your stats, to learn something new, etc.

I found myself asking "Why am I playing this!?" but still kept playing. I read forums for help, etc and noticed someone had reached 1000 stats. I was stat at ~10 stats. There was talk about murderers out there and I just wondered what chance at all I would have against them? I'd played wondering why I was playing and then wondered what would happen in my character got killed. I then thought that was the time to stop!

I think it'd be good if you had free time and had a number of friends to play with, but it was really just a timesink for me that wasn't actually that satisfying - all with the possibility of having your entire progress wiped out at any point.

I played this in beta, came back played again a bit later. I struggled to really get into it. When I came back to it, I was starting all over again and an early mission is to put a thumper down and drill. I looked for some places but didn't have much luck. Eventually, I found others doing one and I helped out - it was a bit easy (But of course was a newbie one). Then I tried to plant my thumper and someone beat me to it. I helped them and got beat to the next one too.

All this time I was waiting in the PvP queue but it never spawned.

Essentially, I just found that there wasn't much to do but grind whilst waiting for PvP. Maybe I'm being unfair, but the lack of content, players and things to do was a real problem for me.

Originally posted by Mandible
Originally posted by KeksX

Just gonna leave this here...

Wow, best summary of Archeage I've seen yet.... 

It is a great post. I was enjoying it until I read about castle sieges...

[quote] it also creates a pay-to-win environment, because after you succesfully got a castle you can establish a system where you simply never lose the castle again by just making enough money. In a F2P game, like it is in korea, where you have a massive item shop, this is really easily done by investing real money. Let's hope Trion won't go down this path or a really big part of the game will be destroyed.[/quote]

What a damned shame! I look forward to the day that the free to play games die out!

I don't see the death of MMOs, but I hope that somebody really does take note that a large majority has "been there, done that" on MMOs as they stand. Most will not keep a high base of players past 3 months because it is rinse and repeat.

It takes a long time to build an MMO, but by the time they've got the foundations in place they're ready to launch. There's no expansion on the basic model - often there's a small tweak. There is so much more than can be done. We've seen in games like minecraft that players will play for no reason just to build something. The MMO world is perfect for that and so houses should appear in the world (like UO) but with great customisation.

Then there is the economy/crafting side of the games, which are always poor. Why isn't there a big focus on sorting this out? Stop dropping items everywhere and make buying them (or crafting them) off other players the priority. Get players to set up contracts for newer players to supply them with materials so that they can sell crafted items to others. Get rid (or have a large charge) on auction houses and replace them with player/guild run shops.

Keep some open world areas for PvP, but allow guilds to declare war on each other and set no loot, some loot, full loot on the battles.

Combat should be more like the Loremaster in LOTRO, where you are constantly switching between attack, defence, crowd control, heal, etc. No more 1,2,3s!

Have skill come into it more by things like... having a crosshair which grows larger or smaller depending on the level of your opponent. You can fight someone 10 levels higher, but you have to be damned accurate, or fight someone 10 levels lower and get a big advantage with a larger crosshair... be prepared to be beaten by a weaker player!

Turn large scale battles into multiple smaller battles - where the zerg does not have an impact and skill and teamwork can win the war.

Every area can be looked at and expanded on. Improved so much, but nobody seems to bother. They all seem to get the basics there, get a story about elves, dwarves and humans, put your tank/healer/dps/support in. Game done!

We can only hope that Titan raises the bar so much, because the MMO gaming world has stagnated.


Yeah I thought this game wasn't an MMO at all. Maybe you can rob your friends.

The fact is, though, that "hardcore" modes are only suited to people who spend their lives in a game. It gives them a distinct advantage over those that do stuff in real life because they are better geared, and it also reduces the cost of death too - because they have plenty of time to get everything back again. That's not intended as a "You have no life" jibe, I've played heavily in the past and don't have the time or interest now. So I have experienced both sides of the coin.

Can you imagine how crap it would be to have a job, get to play 2-3 hours max a night and find that you're just getting killed by griefers who have been playing all day. Where killing takes no skill because they're 10x more powerful? Hardcore folks like to think that they earn their kills, but it's not often the case. The fight is usually won before its started.

The best "hardcore" players can hope for is a game that offers a server in hardcore mode. I doubt there will be any popular game which does this fully hardcore mode.

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