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All Posts by Tryken

All Posts by Tryken

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39 posts found

Aura Kingdom looks great, but it's only available to those who buy a founder's pack ($20). I have played Lineage 2 and enjoyed it. I should have listed it, actually. RO2 is already being shut down in Korea, so I don't see much a future for it internationally.

 

I was thinking TERA Online, although checking out Lineage 2 again isn't a bad idea, as I have a character who's over level 60 in it to return to.

My wife and I are both anime fans and we'd like to find an MMO to give us that anime feeling. I'm quite the MMO veteran, but I'm not quite as familiar when it comes to anime MMOs.

I've played Ragnarok Online, Trickster, and Rusty Hearts. My problem with games like Rusty Hearts (or my wife's problem) is that she likes to make a character, not play an already named character. Trickster is shut down, Ragnarok I played for many years and am not a huge fan of returning to, and Rusty has the prior mentioned problem (although if the game is so good that you think playing a pre-made character is worth it, then please still list the game).

 

I'd appreciate any suggestions.

 

Thank you!

 

- Tryken

Hey, man. I'm sorry to hear you've had a bad experience, and nothing is worse than an MMO putting a bitter taste in your mouth for the genre.

I've also been playing MMOs since Ultima Online, and I agree that, with the enlargement of the genre, a lower common denominator has hit the community. However, with that said, don't let Mortal Online be the end of your MMORPG journey. I have found that, generally, like real life, MMOs feature good people and bad.

Personally, I've had a good time with the community on Guild Wars 2, mostly because I found a guild of mature individuals, full of people who are married couples or have kids. In other words, mostly mature adults (not that you have to be one of those to be mature, but it's usually a good indicator if those people feel welcome in the guild). But, that doesn't mean I haven't ran into plenty of complete and utter jerks, either, outside of that guild. It's a mixed bag. For every fantastic party I get where we're chatting and making jokes, there's one where somebody acts like an elitist scumbag.

It also sounds like your problem is with how Mortal Online spends its money from consumers. That's a big issue, and I'd certainly leave a game if I felt my money wasn't going to improve the game experience, either.

Anyway, again, sorry about your experience, but you should keep giving MMOs a playthrough and find a group you meld with. I think it'll help. But if you feel you need a break from them, that I can certainly understand.

 

Good gaming,

- Tryken

This is the worst review I've ever read of any game on MMORPG.com that's more than a paragraph long. Let me point out the obvious flaws:

 

1.) You reviewed the game after 10 levels. Level cap is 80. You judged the game by its tutorial. What did you expect other than to have your hand held and to be brought in to low level, not-saving-the-world quests afterwards?

2. ) Your customization is also is bullcrap, because there's plenty of customization. Five races, two genders per race, you had plenty of options other than human. Also, you can buy more by converting your golds to gems for the gem store.

3.) I want to push again the idea of TEN LEVELS. Do you play the first level of Super Mario World, then contact Nintendo with a review? Think about how rude and inconsiderate that would be to Nintendo. Not to mention ignorant. But somehow you found it acceptable on here to hop on and go, "Hey, Miyamoto. I played the first level of Mario and SCREW YOU!"

 

That's what you did. And you should feel bad about it.

 

 

I'd say based off your lack of experience Guild Wars 2. It's fun, has good solo content, good group content. While I'd be more hesitant suggesting it to the MMO veteran who's been playing since UO or EQ1, I think for the new player it's a great place to enjoy fully a first MMORPG experience.

Somebody else said it, and I want to reiterate my approval: Mobs need to start dropping loot specific to that mob.

 

Take Guild Wars 2. Aside from getting the dungeon-completion bonus to spend on getting that dungeon's armor after so many runs, what's the point of doing one dungeon over another? Gold gain. And why go to any dungeon that isn't CoF? Well, if you've already gotten the armor-look you want, there isn't. You can get an exotic from any chest in any dungeon. So you'll always go to the fastest one.

That's why dungeons and rare mobs need specific loot. It acts as incentive. Why go to a nightmarish dungeon? Because you have a chance of getting a very rare and expensive item that's only available at that dungeon.

It's a way to make mobs valuable again, and to encourage players not to take the path of least resistance all the time.

Originally posted by azzamasin
Originally posted by Foomerang

 


Originally posted by azzamasin
When I talk about Crafting focused or Crafting Centric I am not talking about building like Minecraft  But having little to no loot drops and instead all Armor and Weapons being crafted. 

 

 

My biggest reason is I fail to see the incentive to actually hunting and exploring, let alone tackling tough boss mob types.  I come from an Asheron's Call MMO background where Loot played a major role in the longevity of the game and to this day I fail to see how Crafting can be as rewarding as finding that 1 in a million rare drop.  Now I am not talking about doing instance raids, as I hate that style of loot acquisition but instead I prefer a more Diablo/ARPG style approach to acquiring gear, through random drops and luck of the draw. 

 

I've never played a Crafting Centric sandbox where gear is predominantly attained via crafting but I fail to see the appeal in it, and it is a prime concern for me when discussing EQN.  Why would I go out hunting, exploring and grinding mobs when I know theres little value in doing so......This is also a primary reason for me quitting games like GW2 and now Neverwinter.  Both Crafting Centric and Raid/Party Specific styles of MMO are on opposite ends of the spectrum, where both styles either remove the option or require a group.  If this makes any sense let me just explain it like this.  We are not grouped 24/7 in an MMO in fact my time spent in a group is on the order of 5%.  What this means is that 95% of my time is spent by myself solo, when this happens I want to do what I enjoy....things like explore and hunting but when I know my time is spent wasted because I will never acquire anything useful I get bored rather quick.  Does this make sense?  Its hard to describe but I decided to quit Neverwinter because my enjoyment has waned even though I enjoyed the combat and the Foundry but there was something missing and it took me a few days to figure it out.  It all boils down to not being properly rewarded for doing what I enjoy and to me the best way to reward me is through random loot drops.  It's what I enjoyed so much about Asheron's Call, it kept me playing for longer then any MMO because I never knew what I would get.



all those lame ass kill x of y quests are replaced by an actual demand for x of y within a real context between actual players.

 

 So your incentive is to provide materials for crafters?  As a noob to this game style, it doesn't appeal to me at all sorry.

 

 

In Star Wars Galaxies, I was still a sniper and hunted like anyone else, except on the side I ran some power generators out in the middle of nowhere. In which case, I'd take those power cells, go to the market, and sell them to those who needed power cells for their harvesting machines. While that may not sound fun, it gave me something more to do than just hunt. I went out for the day, did my missions, then headed over to my power cells on my way home, grabbed them, and went back to play the market and make sure my power cells made it into farmers' hands. And consider architects in that game. I remember price hunting for the best architect to build our guild hall. It cost a ton, but we wanted to find someone we could trust, and had a decent price and reputation. It was a blast. So WHAT did this all do? Well, it added DEPTH to a game that could have just been "kill, combat, kill." MMOs need depth like that to thrive. The point of an MMO is to immerse the player in a living world. A combat treadmill doesn't do that.

Utlima Online... I didn't have a crafter. To make money, though, I'd often hunt and skin dragons for their valuable leather. It was dangerous work. If I accidentally pulled too many or misjudged I'd die and drop all the bounty. But the leather sold for good money at my vendor in town. Eventually, once that vendor stays fully stocked, leather workers  will begin relying on it to carry exactly what they need. That gives a big edge in the market, because those crafters didn't want to have to shop around if they already have a reliable place to stop.

But Ultima gets better than all that. What if you want to hunt for those epic loot drops that you talk about? Go raid, then, ol' chap! Getting with a group of others, we'd venture to raid Dark Father, and go after a chance of getting one of his rare weapons or armor he drops. Again, dangerous and exciting work.

CONCLUSION: See what this did? It gave me extra depth. I knew my work as a Paladin wasn't just feeding the cog of an artificial economy. Crafting MMOs allow the hunter to have a real impact in the world. My price cutting for power cells in Star Wars caused all other prices of power cells to drop in competition. In Ultima, I wasn't just pulling garbage off of a mob in hopes of getting a rare drop, I was actually doing something dangerous and exciting and using it to make a profit off of dragon's leather. I was actually part of the world, and I didn't have to do an ounce of crafting. So do you see why crafting MMOs make it better for us hunters? It gives us as much immersion as it gives the crafters in the game. It makes it a real virtual world. 

Originally posted by nariusseldon
Originally posted by Tryken

 

That's where Ultima shines. You don't feel like a certain aspect of the game is shoved down your throat. In a lot of the newer, PvP-centric games, PvP feels like this very dominating part of the gameplay. And although I'm going to get hate for this, I think both EVE Online and Felucca/Trammel solve these issues.

Tell that to the newbies who got ganked the second they logged onto the game.

Ahoy. If you read down my post you'll see I'm talking about post Trammel/Felucca (the two mirror worlds where one is PvP open and the other is not). New players start in Haven.

You're talking about before that, in which case, you'd be spot on.

I'll actually agree with you on this. I don't think there needs to be anymore PvP focused sandbox MMOs. With that said, I think good sandbox MMOs should have PvP. Does that make sense? The mark of a good sandbox is that it favors all types of exploration, whether it be to the crafter, the community organizer, the solo player, the group-focused player, the PvE player, and the PvP player.

That's where Ultima shines. You don't feel like a certain aspect of the game is shoved down your throat. In a lot of the newer, PvP-centric games, PvP feels like this very dominating part of the gameplay. And although I'm going to get hate for this, I think both EVE Online and Felucca/Trammel solve these issues.

"Felucca/Trammel!? You're mad!" Well, hold on there. There are many good reasons to go to Felucca. Some of the best mining and loot possible is only found in that PvP-open zone. So it's a high-risk high-reward area. Even as a relatively PvE player in UO, I still traveled to Felucca often (and fought there often with other players) because of the rewards. It led to some great, tense gameplay. Lastly, I think insurance fixes the problem, too. Ultima and EVE both contain insurance on items. Ultima's insurance allows for you to respawn with your insured item, while EVE simply has a pay-out (ala realistic insurance). So that's my second solution to a sandbox with open PvP: Some kind of insurance.

My wife will not play a game where she can die and lose everything because some jerk wanted to troll her, and everywhere is fair game for them to kill her. I'm not a fan of that, either. I don't think every time she walks out of town she should have to think she's going to get stabbed and have everything taken off her body, and neither does she. At the same time, I do want there to be open PvP, especially in certain areas that contain high rewards.

It's a tricky business, but I don't think we need anymore of the hardcore, PvP-centered sandbox games. I'm not saying it shouldn't be part of new sandbox games, I just don't want it completely shoved down my throat constantly.

Hi, dual-core 2.0's here, and it runs alright on minimum settings. I think GW2 will run alright at your lowest settings. granted, I'm getting 15-28 FPS, which is certainly low, but I still find it tolerable on my laptop. Of course, I have a gaming rig, so I can run it on maximum normally, but when I'm on a business trip, I find my laptop to deal with it fine.

Really, you want a home-built PC. It's not hard, so don't get into too much stress about it. Many people can help guide you through it for minimum cost. It seems intimidating, but it isn't. Laptops just aren't gaming machines.

Originally posted by Talin

I agree with what is proposed here, as most MMOs either spend too much time/effort for the number of zones, or take the "easy way out" and reuse art and landscapes to the point of their embarrassment just to give more real estate for mob placement.

The better balance would be adding tiered layers in content. Imagine near the "starter" area (let's say it is a town surrounding a castle) there is a crude village of goblins. In the beginning, players will perform some raids on the perimeter, taking down the lower level grunt goblins. There is then an interior part of the goblin camp filled with elite goblins several levels higher that players will return to battle later in their career. We have now created two levelling areas out of one set of assets (although I would expect the goblins to look far stronger with their size, weapons and armor). Not too complicated, eh?

Ragnarok Online actually did this. There'd usually be two or three levels to a dungeon, and the level of the mobs would change significantly depending how high up you went. It was actually a good idea, as dungeons were usually full of varied level players, and I never felt like they were dead inside.

Truthfully, I think Ultima Online has the best approach with its no level system. Having characters just go off skills is great.  You can get caught up well enough to play with your friends fairly quickly and start enjoying the world. You'll have plenty of room to move around and improve, but you won't be miles behind everyone else. You'll be playing with them in no time. To me, Ultima still embodies the best way to use real estate in a game.

I've been so disappointed with the "promises" MMO companies make then later reveal. This video was one of the first, in a very long time, that made me sit on the edge of my seat in excitement. I absolutely loved it, and have faith in Richard (how could I not? Ultima Online is, to this day, the best MMO experience I've ever had).

Go into the woods, cut down wood, build furniture or buy it for your home? Check. Run a tavern? Check. Full, in depth crafting system where you can leave your mark on what it is you make? Check. A crypt that brought back memories of crypts from classic MMOs? Check. No levels? Check. Actually be immersed in a game instead of being caught in a rat race of combat leveling? Super, ultra check.

 

Yeah, I'm glad I put down the money to get into Alpha testing. I'm pretty darn excited.

The community in MMOs have been in a state of decline, and I do think the Free 2 Play market is partially to blame.

 

The problem stems from the nature of F2P's no-commitment model. For example, if you would go and sign up for Ultima Online, Everquest, you'd have a monthly fee to pay, something that keeps you hanging around and feeling the need to utilize before it runs out. This usually kept players a bit more committed. Also, back in EQ and UO's day, there weren't many options to scratch your MMO itch, nor was the market half the size it is today.

The size of the market is the next factor that hurts the UO/EQ ideals. Whenever a market expands and tries to pull in more and more demographics, the lower a denominator the company tries to find to bring everyone in. I think they assume hardcore MMO players will sign on to whatever they're fed, while the real challenge is how to pull in non-MMO and casual gamers, since that's where the money is at. Those casual gamers and non-MMO players don't care that much about having a community, since community requires consistent returning players and a time commitment many of them don't care to put forward.

And while it's a fun idea for a developer to be a hero and make a sandbox MMO, when one does come forward, they're slammed down for being glitchy, having poor graphics, and overall not having enough to do, even by those recalling the "Good ol' days of sandboxes." Developing a game in the modern market costs millions upon millions more than it did in Ultima's time. So it's a catch-22 for a developer. The last AAA sandbox MMO I can think of is Pre-CU SWG, and while I loved it, it was slapped down often for its glitchiness that sandbox titles are prone to. So what do you do, then? Do you spend millions of dollars to make a game that appeals to the hardcore MMO crowd and, hopefully, scrounge back enough money to stay afloat? Or do you go and make another themepark F2P game, which will attract your average gamer along with the hardcore MMO crowd, even if they do come whining and moaning? They still come.

 

 

 

 

I'm actually going to do my best to reply to this.

 

I have two level 80s on Anvil Rock and co-run an 80-member guild.

 

Guild Wars 2 is trying very hard to break that formula. Does it succeed in every way? No. But the game is trying very hard to do so. I'll try to go over some major similarities and contrasts.

 

"Holy Trinity" - While there is no "holy trinity" as such in Guild Wars, there are certainly three classes that are almost always considered above the other classes, those being Warrior, Guardian, and Mesmer. With that said, these classes are not required to make it through a dungeon or fractal, but they are heavily advantaged and favored among most parties. But if you and a public group want to run a dungeon and you have a Necro, Elementalist, Thief, Ranger, and Engineer, you're still capable of making it through the content you want. You just might not be as "effecient" as some of the elite players would like.

Theme Park - Guild Wars 2 is a themepark MMO in the same vain as WoW, but with more longetivity to its rides. Because the game is constantly scaling your level where you go, world events and low level dungeons are just as viable to run as high level events and high level dungeons. This allows for a more robust overworld thanks to events constantly dinging off across the world. But is it still a themepark game? Yes. Outside of combat, and once you're done with exploration, there's not a multitude of options to keep you busy outside of going through the dungeons, fractals, WvW, etc. As a many-year Ultima Online player, I lament spending hours getting my house just right, or seeing Luna full of loiterers chatting it up, or even raising my fishing skill for that chance on a million dollar find.

More Flexible in how you level than WoW - Guild Wars 2 is much, much more flexible in how you level than WoW. My first character I ran through and did the story missions and quests (I hate questing, by the way) to get my levels. For my second 80, I grinded him through Shiverpeak and eventually crafted him about 30 levels after that. I even ran him up some levels in World v World. So that was huge for me. With the addition of dailies, you have even more ways to level. It's a great touch and takes away a lot of the monotony in the old questing grind created by WoW. I never felt like my life was never-ending quests (unless I wanted it to be).

 

Combat changes the game - Guld Wars 2's combat is completely different. It remains completely different (and better) in just about every way than WoW's.

Not Enough to Do When You're 80 and Geared - That's the crux of the problem with a themepark MMO, isn't it? You reach 80, you get your gear, and what's left? Level a new character? Most games add in the gear treadmill, like WoW, and Guild Wars 2 did this with ascended items. If GW2 took a more sandbox approach, gave things like player housing, and more non-combat-oriented ideas in the game, it'd make being level-cap with exotic gear a lot less boring.

More Stuff On the Way - Guild Wars 2 is trying. I mean trying. You have constant events with wonderful, high-production value quests and bosses coming out every few months. That's wonderful. Guild Halls are on the agenda, and I have a feeling we'll see more sandbox elements in the future. Guild Wars 2 is trying very hard to keep players interested and make them feel like they're not playing World of Warcraft.

The McMMO Problem - With convenience being such a huge deal in Guild Wars 2 (sell your stuff on the auction house from anywhere, but can only buy at the AH. You can teleport anywhere as long as you're not in combat, and instantly), some of the immersion gets lost. Only recently have I started to see people hanging out in Lion's Arch and just messing around, which shows how cities aren't quite the hub I was hoping they'd be. I like loitering around in games and getting to know people, but towns need to have god incentives for being there. The Mystic Forge, bank, and AH are helping Lion's Arch as a city, but I wish it was doing a bit more to become the large hub it can be. There's no LFG finder, yet, so you still see shotus throughout the town for people getting fractals together (and, in this case, I actually do look forward to a LFG finder).

So, to answer your question, I can still say that Guild Wars 2 is working at being, if not 100% different, a reimagining of the themepark MMO.

Lineage 2's free to play model is the one I hope most companies adopt. Say what you want about the gameplay itself (I like it), that F2P set-up doesn't lock you out of anything. Instead of me feeling like it's "Me vs them" to see how long I can go without paying money, I feel no pressure, and instead can look forward to when I feel like purchasing something to make my play a little more convenient. It's a great set-up, and I hope NC Soft is making money from it.

I like L2. Yes, the grind can be a pain at times, and yes, it suffers from some odd lag spikes here and there. Overall, though, the art design is nice, the monster-design is fantastic, and the PvP... I mean, that's awesome. Who doesn't want to raid a castle? Also, open PvP leads to some funny stories I like to tell friends. And that's where MMOs shine to me: Unscripted adventures.

If you're considering L2, try it. In the current market of Themepark MMOs, it's a nice change of pace.

For me, when mobs are perfectly placed in an order from weakest to strongest across the land so you encounter them perfectly based off of your level... that breaks immersion. Maybe because I enjoyed Ultima Online originally, where part of the adventure was suddenly running into that Dragon and you and your young party running like school girls from its wrath that I enjoy the aspect. But even with Lineage 2 I felt that nice ability to explore dungeons and see what they're like. And in Ragnarok Online, again, good ability to be in that first level of your dungeon, and be like, "You know what? I'm going to walk upstairs. I'm going to see what those monsters are like." 

 

Anyway, a world should feel like a world, not a linear path of progression.

 

 

As for the female armor, I don't know why you think that only men dress up their female characters with fan service, but my wife enjoys looking attractive in outfits. So do many of the MMO girls I play with. Also, plenty of female gamers also like fan service with their men. Dante being shirtless with just a jacket on top? Oh come on, like that's practical. Or the fact that you have metrosexual male warriors with emo hair in Korean MMOs wielding giant axes doesn't make any sense. But I'll say it, even though you hate it: It's fantasy. It doesn't take me out of the game. Although I do understand your desire to have both armor types. I just disliked your implications that only men would dress their female avatars that way.

 

Anyway, "CASH SHOP SALES NOTIFACTION READ NOW LOOK HERE LOOK LOOK LOOK! " on my game screen. That kills my immersion. If I want to buy something, I'll click the cash shop icon on my own. And sometimes I do to browse in my downtime on a game. But by screaming it at me all the time, it makes me just leave the game and never come back.

 

I dislike instances and instant travel I'm okay with as long as there's an explanation.

 

 

OH, and to Aion. The whole lack of being able to fly in certain areas without any explanation. That's stupid. I don't even need a good excuse, just give me something, like "the winds are too strong here," or something. That's not too much to ask for just a little in game explanation.

 

There you go.

 

 

 

 

Interesting note: When the NGE came out and people rebelled against it and began leaving, SOE said that they'd rather see the game shut down than to impliment Pre-CU again.

 

Well, SOE got its wish.

 

SOE ruins everything it touches, from The Matrix Online to Star Wars Galaxies. They're the dark side of the force.

 

Horrible company. Rest in peace, Galaxies. You were originally a really great sandbox adventure.

Hey, I was just wondering, because I saw in a previous thread that there is a skill-specific cap of 100 (GM in Ultima). So is there an overall skill cap (like 700-720 in UO)? I wonder because Darkfall looks like it will be fantastic, but I love the diversity of making a unique build.

 

Secondly, how long will it take me to get up to speed with others? That's ANOTHER reason I enjoyed Ultima, as within just a few weeks, I was able to enjoy dungeons with my fellow guild members (a few years ago).

 

Anyway, thank you ahead of time!

 

This game is definitely an 8/10. Anyone who rates it lower is either a.) Forgetting it's F2P, or b.) An RPG purist.

 

I haven't had this much fun in an F2P or otherwise MMO in a while. 

 

- Tryken/Ryan

I'm going to have to agree a bit. Minecraft is, in spirit, much like Ultima Online and the original Star Wars Galaxies. UO has kept, and SWG could have kept, their core audiences for years upon years, but I'm afraid SOE squandered SWG's chance. Sadly, the sandbox worlds have been all but forgotten in place of the linear, more appealing WoW system. I'm not insulting it. It's a nice introduction to MMOs, just wish it wasn't the trend-setter and end-all. 

 

Either way, I'm an Alpha owner on Minecraft. It's solid stuff. Fun, amazing. It gives that unguided feeling of adventure I haven't had in years, the stories that I can tell for years to come of the craziness that can ensue from an open world like this one. Would I say it's the best modern "MMO." No. It has some development to go through. Could it be? Yes, but it's too early to call it. It's definitely one of the most fun experiences.

 

- Tryken.

 

P.S. You know. Ultima Online isn't dead. It's still an amazing game with new expansions. They just made boat sailing like walking or running, which is amazing. I wish people wouldn't talk about it like SOE murdered it, even with the Trammel update (there's still Siege). 

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