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All Posts by Adamantine

All Posts by Adamantine

141 Pages 1 2 3 4 5 6 7 » Last
2813 posts found

Game Features and Summary

 

IMHO:

 

Pro:

+ high challenge, your have to mind your environment, you have to adjust your equipment and skills

+ complex dynamic combat system with dual targeting; sounds like you have to learn your skills

+ classic "static" classes with lots of abilities and clearly defined group roles

+ open world, little if any instancing, no "on rails" gameplay, quests are high quality questlines and not obligatory

 

Neg:

- mostly player driven economy (so - no auction house ? You have to sit around with offers ? I dont like that. I thought the focus was supposed to be adventure and combat ? This is the opposite. I hope you can at least log off for trading)

- class based travel (eh, annoying way to force certain classes on you. I just hope a lot of classes get some kind of teleportation then, and each of them a different teleportation net)

- visible loot (no fun items from obscure mobs ? I'm a bit disappointed)

- factions (this can be implemented very well, with fun questlines to get access to new areas for your character - but to be honest, I'm rather weary of this, factions in Vanguard have been a PITA quite often and other MMOs arent better)

- not many levels (I dont really care too much about that one, but I dont see the advantage of it either)

- community feedback (can be a good or a bad thing, devs should react to bug reports and certainly shall review player suggestions, but dont make the game easier and easier over time. Less is sometimes more ! The small dev team of Vanguard lacked making new highlevel content, but the game also stayed at a certain challenge level, unlike so many other)

- No word on classes ... from what we've seen during the kickstarter, it seems its rather more EQ classes than VG classes. The most important thing I missed with classes from VG was the concept of primary and secondary task, which isnt mentioned anywhere here. Your cleric had to heal, but also you could offtank and you could put up a good dynamic buff for which you needed a critical hit, and there was debuff attacks as well, and you had an ability on a long recast that would raise your dps momentarily, and you had a short recast ability to raise your group dps every minute for 10 seconds, and so on. And you had a specialization (deity/belief) that would give you special stuff, like I was death and got a lot of magic spells, like a strong accuracy debuff, strong magic attack spells, a special stance that would boost my magic dps but diminish my healing, the ability to gain health from corpses, etc. I really, really dont want to play a dumb EQ style cleric that really only heals.

- No word on gold sellers ... I hope they install some good defenses against those.

 

If nothing else, this is a lot closer to my ideas of a great MMO than any MMO in a long time.

I'm especially happy the idea of only having a small number of skills seems to be gone. Though the link in the article, which however is a year old, speaks of having to choose a subset of your skills. Hmmmm I dont know if I like the sound of that. I was massively bored by Guild Wars very, very quickly. So hopefully we can choose a lot more than just 8 skills from our ability list.

 

Originally posted by greenreen

Bloodmage from Vanguard was one of the best built classes I ever played. Couldn't help but laugh when I accidentally drained too much and killed myself different times. At first I was annoyed with having reagents but in time I saw how it benefited the strategy to not have every skill available without the juice to do it beyond a single mana bar. The Loremaster in LOTRO gave me more grouping strength because it could pass power or health but that Bloodmage was a superior, in truth.

More buffs, more cc, more strategy please. Never played a Bard in a game but I've heard they were buffers.

Try "totally overpowerd group buffers" and "totally overpowered melee dps".

Bards could raise your dps by a multiplicator, about 1.6x+ in Vanguard. So a well built Bard would cause your 6 people group to suddenly have the dps of a 9+ people group.

Additionally, they dealt major dps and even more, they had the second best CC after Psionicist.

I dont mind Bards but IMHO they should only give linear increases in dps. And the more people are in group, the weaker the effects of the bard song.

Since they did not, Bard have been overpowered all the time, which was a big problem. You had been practically forced to have a Bard in the group if you want to be really efficient. No single class should be this powerful.

 

 

Originally posted by Elmberry

I would also like to have a bard, but also a necro which is more similar to EQ than the one we got in VSoH which had a really ugly pet (which looked like an ape when it run around). I prefer a skeleton pet as EQ had (without any ugly glowing eyes) which we can equip a weapon and shield for example at level 10 to boost its damage some (so we can bring down harder mobs). :) At higher levels we can even equip them with a chain mail or helmet. When skeleton dies we can loot it and equip another skeleton, but the equipment will be slightly less effective when we do so. With this we will try to keep our skels in good shape as a real necro would do. :)

Eh, whatever. I think the pet in Vanguard was indeed supposed to be some kind of ape. But I really dont care how my pet looks like. That much, anyway. Not at first. Theres stuff thats kind of way more important to me.

As long as necros are (a) present and (b) implemented much like in VG (c) actually would be a pet class, I would already be very happy.

Besides, you could get alternative pets in Vanguard.


 

Originally posted by Dullahan
Disciple from Vanguard was my all time favorite class.  I loved the originality in vanguard classes.  They were the most interesting and fun of any mmo I've played.

To be honest, Disciple was kind of god mode in Vanguard. Extreme single target healing, plus great defenses, plus not too shabby dps on top.

The funny thing about Disciple was that the mob that you could still kill quite comfortably and the mob that would be just too tough for you really wasnt that much of a difference, haha.

 

ESO was created by a company of no experience with doing MMOs. I think the problems are thus understandable. As far as I know, its getting slowly fixed. I never was very interested in ESO, though.

 

The hype I'm personally waiting for is a new Vanguard. Something with:

- high challenge overall, though not in sadistic amounts. Meaning I've heard from MMOs that make every combat a half hour experience. Um no thank you. Critter should be done quickly. The challenge should be in strategy, not in patience. Besides, I had combat in Vanguard that lasted over hours, I'm fine with that as long for a boss, but not for average critter.

- In short: make combat in itself fun ! Longer version: give us a creative complex challenging dynamic combat system that really makes you think about which one of your many skills that are popping in and out of availability you want to use next, and which make dull routines (press 1 2 3, repeat) known too well from other games impossible (at least if you want to play your class optimally). And ideally the difference between someone who hasnt thought about how to play their class and somebody who had mastered it should be rather extreme, like 1:10 or 1:100 gains in efficiency.

- Open world. No leveling on railways. Allow me to repeat quests I enjoyed previously, again, but also to avoid those I didnt, and give me alternatives.

- Static classes that really differ substantially from each other in gameplay, making aspects of the game that are very important to one class completely irrelevant on another. Vanguard was a heaven for altists like me.

- High quality dungeons. Another real strength of Vanguard.

- High quality quests. Which by the way, actually have have been the exception in Vanguard, too, though some questlines have been awesome.

- High quality raids. Give us bossmonsters that offer a challenge !

Of course theres things Vanguard didnt do so well (PvP, the world was rather static, etc) and theres parts of Vanguard I could gladly live without (diplomacy, fishing, the endless mass of uninspired collection quests that have been dominant in the initial game) or which I would certainly easily tolerate to be less perfect (insane game world size, graphics).

 

I'm really only interested in the subscription model.

SOE's freemium, I'm no fan, but its tolerable.

I disagree, MMOs can have great PvP.

As long as its group PvP and not single character vs single character PvP, because in the later you would have to balance all the classes and that clashes with the way classic fantasy class systems are set up.

 

Examples for classes that are typical for MMOs:

Warrior/Fighter/Berserker - a base fighter type without any magic, with tanking abilities and/or high damage output

Cleric/Mystic/Priest - your divine magic wielding deity servant with healing capabilities, details differ (D&D - heavy armor user, WoW - robe wearer etc)

Wizard/Mage/Sorcerer/Elementarist - general arcane magic user / offensive spellcaster / damage dealer class

Thief/Rogue - trickery and stealth specialist, in MMOs quite often dualweapon specialist

Ranger/Archer - archery specialist, sometimes dualweapon specialist, often with a hint of druidic magic

Paladin - clerical tank

Shaman - The cleric for natural religions

Bard - Something with songs. In MMOs typically a damage dealer type, with group buffs.

Druid - Can be a dedicated healer, can be a magic damage dealer with some healing skills

Monk - A martial arts specialist for which nobody can agree upon what they ultimately are about (seen as specialized magekiller [D&D], tank, healer, debuffer specialist etc)

Necromancer - Death/Undeath Mage

Psion/Enchanter/Illusionist - Crowd Control Specialist

Summoner - Pet specialist

Death Knight/Dark Avenger - Anti-Paladin, typically evil

 

The more variances you create, the harder this is to balance for 1vs1 PvP

Because I want the challenge

"Which of my douzens of skills would be best to use next ?"

instead of

"Can I manage faster reflexes ?"

The later simply doesnt jog my brain and thus bores me.

People like good games and dislike bad games.

Making a WoW clone means you make a game exactly like WoW in hope that people will play your copy instead of the original.

Making a Diablo clone means you make a game of the same genre as Diablo.

Originally posted by Dexter2010

Everyone paints financial powers as evil;

Thats because people arent stupid. The really large financial powers ARE evil. Thats the only way to become and stay such a large financial power. Its called capitalism.

Small likeable gaming companies like Obsidian and Bethesda also exist, but they arent the big winners.

 

 

I simply want a classic MMO done right, for example:

- classic classes done right, i.e. all classic classes (like Fighter Rogue Wizard Cleric Paladin Necromancer Bard Monk Ranger Druid etc) and they should be very different in gameplay and should "feel right" when you play them

- complex and challenging combat system, lots of hard opponents that need special strategies

- classic fantasy races done right, too (like Human Elf Darkelf Dwarf etc), again they should feel different and "right" in gameplay, for example a Darkelf would need to work on his reputation before getting accepted in most cities, a Dwarf would move more slowly and would be able to carry more than others, etc

- huge seamless game world, tons of great questlines you can freely choose from, low on boring grinds (not NO grinds whatsoever, just it shouldnt be masochistic and the grinds should be intelligent)

- no friggin instances

My secret is currently: avoid them altogether.

Funny, today I dreamt I would be playing Vanguard again.

I was some kind of new tank class, and I was actually physically running around in the game, and I was lowlevel and it was a completely new questarea.

I dont remember much else from the dream.

 

To me, the point of MMORPGs is:

- Social gaming. The main reason why I love playing MMOs is the social interaction. I cant play any offline game for more than three months. Thats my main complaint about TES: it takes far too much time to level, and you cant just level without paying attention. So the time when I finally have reached maxlevel and can finally concentrate on playing instead on leveling, I already lost interest.

- Longtime gaming experience. I want MMORPGs I can enjoy for years to play. Thats why my ideas about MMORPGs are pretty conservative. I want high complexity and great balancing. I'm not that much into shorttime satisfaction like for example graphics.

- The feeling of "living" (i.e. gaming) in a huge game world in which you can meet other players at random. Thats why I hate instancing.

If you play a role. Duh.

Personally I was never much interested in roleplaying, because frankly its acting out extremely stereotype characters which is only highly annoying to me.

MMOs are to me games that I want to play longtime.

Thus a survival MMO is not of my liking and I wouldnt bother to make one.

Also, I fail to see the point of games that only have zombies. Seriously, boring.

I wished I had even a single one desired upcoming game. Just GAME. Not necessarily online and not necessarily MMO. Just REALLY ANY GAME AT ALL.

Unfortunately - I dont.

Bethesda's Elder Scrolls got killed by abiding to Steamworks. Okay, I never was the hugest TES fan ever. But I had plenty fun with Morrowind and Oblivion.

The Witcher went console gameplay. Meh.

Bioware is EA now.

Obsidian hasnt done new RPGs I care about in ages.

Troika Games is R.I.P.

And MMOs ? Theres just nothing that raises my interest.

So ... meh.

 

Originally posted by DetectiveChat

The term has certainly changed, so at what point do we discard it? Or do we just keep using it despite the fact it no longer has that original meaning?

I still use the original meaning. Because I want a "classic MMORPG done right". Like Vanguard.

I still oppose instancing. An instanced game, like Guild Wars, simply doesnt give me any MMORPG feeling at all. Thus I quickly lose interest in playing it. Its like a singleplayer game - only online. Whats the friggin point ? Also Guild Wars had boring quests and I really hated the abilities, or rather the lack of abilities.

A MMORPG feeling, to me, only appears if you travel a huge world and have the chance to meet other players at any time, in any place, purely by random chance.

Ideally with PvP. But then it should be sportive PvP. I.e. ganking newbies and ganking players weakened by battling mobs is not sportive, just annoying.

Also, I want an item focused game. In which you can work hours, days, months to get a certain kind of equipment. Heck, in Vanguard I had to wait a friggin 18 months until I finally had a complete set of Palladium Armor for my Cleric.

 

Originally posted by Enbysra
Originally posted by Battlerock
Mmorpg - obsolete video game genre from the late 1990's and 2000's. Also known as the genre that f2p killed.

MMORPGs are far from being "killed." This just happens to be the dark age of the MMORPG.

If someone would give me another MMORPG of the quality of Vanguard, I would instantly start playing again.

Not gonna happen any time soon though. Oh well.

Originally posted by Pepeq
MMORPG = Over-priced game.

Actually no other kind of entertainment has such a good money to entertainment ratio.

A well done MMORPG can keep you busy basically 24/7 for what ? Like 15 bucks a month. Try to beat THAT. I wouldnt see how.

A MMORPG is, to me:

1. A massive multiplayer game - The game is located on a server which can handle at least a couple hundred parallel connections from different computers (I would set the lowest barrier to something like 200 connections, though the exact number is certainly disputeable). You play in a world in which you have the chance to meet any of the other other players by sheer random chance, at any time. You can form alliances of sorts (grouping, guild, raidforce, guild alliances etc).

2. A roleplaying game - The power of your character is not founded on any of your personal abilities. While you can play a character well or less well, the actual strength of the character is decided by a set of values, which can be called, for example, class, race, feat, ability, skill, etc. The challenge in playing the character is in choosing the best next action, i.e. it is an intellectual challenge - not in reaction speed or any other physical skill.

Variants:

- Instancing: Many modern MMORPGs have instancing. Personally I'm a most vocal opponent of this concept; I hate instancing. Instead of instancing, I rather want a game world in which there are enough copies of a ressource competed upon. To me, instancing kills the special MMORPG feeling. One of the reasons I loved Vanguard was because it had almost no instancing, with the exception of the Ancient Port Warehouse raid dungeon, the only raid dungeon in the whole game, which had six fixed instances; so at the beginning of a raiding session, you had to check each of them to find the one that was the emptiest. Just like any other dungeon in Vanguard, it was brilliantly done; it was probably the best part of the whole game.

- PvP: On a PvP server, it is also possible to directly compete with other players, specifically battle them.

What. The. Frak ???

"Interesting read" ???

SERIOUSLY ???

Thats just another EQ and WoW fanboy - who really has absolutely nothing to say at all. Nothing I did not already knew since half a decade, at least, anyway.

Meh.

 

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