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All Posts by Kevyne-Shandris

All Posts by Kevyne-Shandris

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Originally posted by jusomdude

I don't really like typical housing where it's like just stuffing things in there and there's nothing to do but sit there and look at the stuff, or just have a random place to chat with someone.

I think the WoW type housing where they give you things to do with your house, and upgrade, and actually provide some in game benefit could be interesting though.

EQ2 has the best use for housing by linking it with the broker (AH), which allowed people -- if they visited players homes -- to not pay taxes on what they bought (lazy buying cost a player a 20% tax). It's a perfect solution to many of the problems with housing, as it gave a purpose to also decorate your home for visitors (not just yourself), and a whole cottage industry evolved to just supply/furnish/decorate players homes. The salesman and specialty crates for storing goods also is terrific, because unlike other games, it was set and forget (non of the pesky micromanagement that EvE and WoW selling has). 6 crates x 66 slots each (also allowed stacking of 200 bulk items per stack)...oh, BLISS!

 

EQ2 wins hands down with their housing, as it became a culture in itself and showed MMOland how it could be more than a fancy trophy hall.

Originally posted by CyberNigma
Originally posted by Malvious
Originally posted by hallucigenocide
Originally posted by Satanixx
Originally posted by evilastro
Frost was never a tank spec. Unless you were joking about it being overpowered DPS and getting aggro.

 

When DK's were released Frost was their tanking tree.

 

Guess you just started.

no only the presence was for tanking as far as i can remember every tank was unholy.. anyone else miss the blood dps specc?

Frost was the tanking spec back when they released. No one ever tanked unholy unless you had some clueless fucks.

 

Well, just to clarify to others since it's hard to read people on the internet.  The Death Knight was released by Blizzard with the Frost Presence as the only tanking presence and all three specs/trees viable tanking trees (according to them).

 

Now that doesn't mean that all three trees were equal, as we saw, but yeah they were all three viable tanking specs in Blizzards eyes - up until they decided they weren't and made Blood the only tanking spec and presence.

 

Even within Frost spec, you could tank single or dual weapon as well (dual was pretty fun to watch).

 

They decided it was better to narrow the tanking specs down to just 1(blood) like the other classes instead of having 3 tanking specs (one of which could single or dual wield) under one presence.

 
The three specs for tanking were supposed to be biased towards certain fights/situations originally.

Which didn't come until MoP. This whole side discussion erupted because folks didn't read -- WotLK.

 

In Cata, presences were used from anything like dumping runic power to gaining it (Blood was severely runic starved; Frost had to use Unholy presence to dump the stupidly crazy amounts of runic power that spec generated). Now, presences are role specific (similar to EQ2's stances in execution).

 

In WotLK, Blood was the MT tanking sub-class and stance. Frost was the AoE tanking sub-class, perfect for off-tanking when AoE mattered.  Unholy performed more like Frost today. In Cata, the presences defined the roles more. Blood sometimes had to give up mitigation to gain more runic power. Frost was defined as a DPS 1-H dual welding spec (woe anyone using a 2-H then, which was nice because Frost would've needed on any weapon, especially 2-Hs otherwise to the detriment of too many melee specs). Unholy became more the anti-caster spec.

Originally posted by evilastro
Frost was never a tank spec. Unless you were joking about it being overpowered DPS and getting aggro.

Actually, in WotLK, Frost was a tank spec, and great for AoE tanking.

Originally posted by Quizzical
You're wrong on several counts.  Let's start with the simple ones:

1)  The anti-theft protections that games have are copyright and trademark, not patent.  Unless, of course, you want to believe that games that don't patent things don't have any protection against theft at all.

2)  Patents did exist in the early 19th century.  The US Patent and Trademark Office has been issuing patents since 1790.

I wasn't wrong. If you actually read what I posted, I already explained those details. Scroll back and read more carefully -- #30, for example.

Originally posted by Notimeforbs
  Wow... a chart.

This proves absolutely nothing except what you want it to prove.  You see a chart that proves developers don't need to take charge in the development of their own game... I see a chart that shows how 5 million people are tired of playing a 10 year old game.  This chart shows absolutely no proof whatsoever as to why people are leaving WoW.  And all I can tell you is that my conclusion is a lot more reasonable than yours by virtue of the fact that it isn't self-serving.  This is what is wrong with people arbitrarily using statistics to justify their argument - they're too easily manipulated.

It's more than you can provide, and on top of it, it can be matched to the stock reports.

 

So much for your idea. That's solid evidence.

 

What you see in that chart is Jan, 2011 to Jan, 2012 and the decline of players in game during peak hours. It shows the very next day after Ghostcrawler's "l2p" blog post is exactly when the decline started (I just wished the chart had an hourly time stamp for even more impact).

 

You may not want to believe the evidence, but 5 million people did leave the game, and it started when Blizzard "put their foot down". Which is the exact response to when SOE did the same in 2005 (thus, losing the subscription lead as people left EQ2); and what happen to John Romero when he exclaimed he was going to make you his female dog.

 

Game design is a mutual partnership, not a dictatorship...and history proves it.

Originally posted by CazNeerg
Originally posted by Prhyme
Making crafted items the means to the best gear would mean that everyone who wanted it would either have to take up crafting or gold farming. Neither are all that fun for most MMORPG players.

Eh, both are fun to a larger percentage of players than raiding is, lol.

Sometimes it's the only good thing a game offers, especially if a player is sick of pewpewpew in 10000000000000001 games with little else to offer.

Originally posted by bcbully
Originally posted by Kevyne-Shandris

 

....The two play styles are at odds in what their goals are to do in the game. Instance PvP is fine, because it's OFF THE SERVER.

As someone who loves a good raid just as much as a good brawl, I could not disagree more. the last thing I want is a PvP only battle ground, or a PvE only dungeon grinder. 

 

Emergent game play is neither pve or pvp. Anything can happen. Give me more of that. 

 

That being said, build with emergent systems in place, THEN turn combat off on a server(s) for those who don't want it. What's the problem?

 

/problem solved

 

edit - the last time I played WoW pallys were impossible to kill anyways!!!

Play WoW now and see what the World of Stuncraft has done to paladins. It ain't fun.

 

And "emergent game play" maybe your cup of tea, but when I rolled my toon on a PvE server it was to play on a server where the PvE is the content. That means anything but PvP and it's concepts.

 

It takes much more resources to make a good PvE game as art assets aren't cheap, but that's PvE, and players who enjoy it roll on PvE realms and pay for that content.

 

So solving that problem is this: PvE realm = PvE content and PvP realm = PvP content.

 

/solved

Originally posted by Kyleran
Originally posted by GuyClinch
Originally posted by iridescence
Originally posted by nariusseldon
x

I agree that themeparks are getting old. But why would the industry go back to try, old and failed ideas of the sandbox?

They should innovate and try new types of online games like shared world shooter (Destiny), MOBAs (lol), MMOARPGs (marvel heroes) .....

Are any MOBAs other than DOTA2 and LoL successful? Seems like most people who want a game like that are already invested in one of those. It just seems like a fad that everyone is jumping on just like WoW clones.

 

Is Planetside 2 a great success? If people really want MMOFPS why not just play that? Is there such a demand for those kind of games that we need tons of copies?

Really? LMAO. Was EQ a great success? Why invent WoW? SOE is not a top tier developer. Ignore the type of game because an awful developer makes a version of one? How does that compute?

 

The thing with sandbox is outside of an 11 year old game there really is nothing on the market already providing it and it's a great market because unlike with most themepark games, people who get invested in a sandbox will keep playing (and paying) for years.

What 11 year old game is sandbox? Be specific here. There are no successful sandbox mmos - unless we count Landmark as a success and that's not 11 years old.

 

Probably referring to EVE...you might have heard of it.

Well, EvE isn't really a sandbox when the publisher has been caught helping the top corp (BoB for example)...and other corps...in a way only a publisher can help with. EvE is sandbox in name only, the real outcome has to have CCP approval, just like making sure to stock the CSMs with like minded people.

Originally posted by Notimeforbs
+ Infinity

This is exactly what every MMO developer needs to do - period, end of every story.  Concentrate on making the game good.  Stop thinking about what people might like or what they might not like.  Just make the damn game as good as you can possibly make it, and quit catering to anyone in particular.  Devs are paid to design this stuff for a living.  Just do your jobs.

Reality...

 

 

That's what happens when devs "take charge" and unwilling to listen to their player needs. That's a year worth of Blizzard's "take charge" designing, which resulted in the worst drop of subs in it's history...over 5 million players left. And that screenshot can be plotted against the stock reports for proof, too.

 

And it's history that repeats itself every time publishers/devs get too big for their britches, as SOE learned in 2005, too. And John Romero did years earlier.

 

It should be taught in every game school, lest they forget and repeat history...again.

As for healing: seeing is believing, because in 10 years, Blizzard hasn't fixed the issues healers have, especially in PvP. And it's not like healers didn't mention the issues and how to resolve them.

 

One of the issues WoW devs haven't addressed is breaking the addons that specifically pinpoint healers (they don't allow raid markers on the BGs to prevent harassment, but do allow specific addons to pinpoint healers, though). They don't even need to find healers anymore to harass, which in turn, makes even wanting to be a PvP healer a no go. It's not fun dying 8x in a 30min match because you're the #1 target (worse if you're the only healer in the freaking group, too). There's times a 40man AV BG has but 3 healers for everyone...because it stinks to be that high of a priority target.

 

This news is the same BS we get every expansion of "fixes" that turn out to be anything else. Imagine playing as a DPS and you're hit with a DPS debuff that increases over time until you can only do 10% damage. Not fun, huh? Well, that's what Blizzard has done with healers, longer you heal a person, higher the debuff %. It's there so DPS doesn't cry that they can't kill others...yet at the expense of the healer's fun...every single time.

 

I flat out quit participating in the tomfoolery, and don't care about it anymore. When MoP was about to come out, Blizzard crazily buffed up Holy paladins (how it even got past Q&A is incredible) that a single Holy Shock could 1 shot players. Whenever that happens people clamor to play the class because it's OP, and in return we had DPS players playing a healer. It was so game breaking it was quickly fixed after the effect, but not until after the damage was done. Just like how 4.0.1 did it before Cata.

 

Simply don't believe Blizzard unless it's a design philosophy written in their blood, as that's the only thing they won't sacrifice to the almighty dollar.

Originally posted by Ender4

 


Originally posted by Sinella

 

FFA PvP is the biggest restriction for me in a game, that's why I don't like games like that. How annoying it is when another player can stop me doing whatever I like, when he can waste my precious gaming time by forcing me to entertain him....where is my freedom then. I want a game where I can spend my time as I choose to, and that decision doesn't have to depend on the mood of some bullying kid who had a bad day and who wants to let his anger out on me or on my in-game creation. This is exactly the design I want to see in Landmark.

 


 

You have a really warped view of PvP. I think the best way for some like you and someone like me to coexist in gaming is to go with the specialty server. We just view gaming in such a completely different fashion.

Having said that in Landmark itself PvP doesn't make much sense unless it is consensual. In EQN I fully expect to see a PvP server.

The issue is, even if players had a PvE server (like WoW offers) we're not free of the PvP, nor have options to turn it off, despite being on PvE servers (Shandris-Bronzebeard are PvE connected realms, not PvP).

 

New content that PvE players pay for, is being used to make content at their expense on those very PvE realms (Timeless Isle even allows same faction players TO KILL THEIR OWN FOR PVP COINS).

 

Enough of that madness.

 

Either it is PvE or it isn't. The two play styles are at odds in what their goals are to do in the game. Instance PvP is fine, because it's OFF THE SERVER.

Originally posted by nariusseldon
Originally posted by Kevyne-Shandris
 

Who would want it though in a MMORPG, when things like immersion/story/character development is much more important? Let alone active combat is a tiring feature, that will burn players out faster?

 

It's all about the pacing to get your value out of a franchise, unless you regard franchises as but disposable entertainment (then it'll be a quite expensive hobby with little to show for it).

I do. Who says immersion/story/character dev is much more important? That is just a preference. So what if it burns players out faster. It is better to have a short and very fun game, then a longer but mediocre one.

I got more value/fun out of Deus Ex and Dishonored than most MMOs (which they should learn from), and those games have great combat, and stories.

 

But do you still play Deus Ex?

 

I do.

 

Why?

 

Because the value is still there, as the game isn't disposable to this very day. All these years later, not a game could hold a torch to the original DX game.

 

And the pacing was perfect. Could race in and pull the room. Could sneak around sentries. Could be a pacifist. Could use your tools and environment to your advantage.

 

Your play style was represented.

 

Now try to get any of that AS A DESIGN in a game today. Publishers/devs are busy more dictating their ideas, than creating something ORIGINAL.

Originally posted by Shadoed

As to your previous posts, the evidence was requested as they had performed their own searches to find some to back your claims and found nothing, so it is not an unreasonable request.

Either that or we all start along the same lines....for my part, i reckon that WoW actually has over 50Mill subs really and they are hiding the income from the rest so that they can pay for NASA to go up and paint a Blizzard logo on the moon....watch this space (or up in the sky)

Well, the evidence is there if folks looked closer enough. It's quite eyeopening. And I did what others did, randomly searched.

 

Some of the best things researchers find are just below the cruft that keeps randoms away. ;)

 

Years ago I was posting on the Usenet and encountered a newsgroup that was quite odd. They acted every bit criminal, and despite their denials and all, it was quite apparent they were doing some vile stuff. Flash forward a couple years later, sure enough 1 in that group is in jail over their criminal activities, and another was caught in a ring that implies exactly what is criminal. But their friends still protest their "innocence" (so I don't care about the peanut gallery heehawing, k?).

 

In 20 years, that has happened 4x now, with increasingly bigger fish in federal pen. I wonder why.

Originally posted by Ryowulf

The devs's feet should be held to the fire and we as customers should demand the best game possible.

Its like this you and a buddy go to buy a used car, do you trust the seller to tell you everything bad about that car he is trying to get rid of?  When the guy who came with you starts to point out flaws and problems, do you get upset with him? "How dare you tell me the brakes are bad!!  The seller said they are brand new. You are a liar!"

+1

 

Don't take anything on face value alone, as publishers/devs change positions as fast as a hooker see's a $100 bill over a $20 one.

 

Then they wonder why gamers have the attitudes they have? Yeah, toxic relationships don't exist in a vacuum, they exist when the relationships break down.

Originally posted by Kyleran
Originally posted by bcbully

The griefers have already won.

 

They have these people completely terrified, and happy to live boxes.


When they see new things, their first thought is "Will I be griefed?" If they can conceive away they may possibly be griefed, their first thought is to get rid of it. It's a form of PTS for some.

Whatever was done to those people had to be wrong. I see people citing UO, 15 years ago as reasons why they feel as they do.

15 years later, they would rather play in a box than build in a world because of those same griefers. I feel for these people. I wont pretend to know how to help.

I have to ask though, Is this the type of design we really want for the entirety of Landmark?

 

 

It's more than that, people don't seem to want to "compete" anymore in MMO's, outside of controlled combat situations or PVE scenarios.

Not only do they wish to avoid non-consensual PVP, they aren't interested in competing for resource nodes, learning to form the best relationships in game for mutual benefit, won't spend the time to create the best, most unique gear, they want it dropped or they want to be able to craft everything themselves with no reliance on others.

These titles are largely about going through the motions for the most part, and everyone wants total control of everything, what they do, what others do to them, what they spend their time on, and they will brook no interference from anyone, be it player, game design or anything else that might spoil their "fun."

The needs of the many are definitely overlooked to cater to the needs of the one.

 

Because after over 10 years of it, it became older than dirt.

 

Call it for what it really is: burnout of the same resource "threats".

Call it for what it really is: sick of FFA PvP in the nth MMO.

Call it for what it really is: not worth the time or money to waste on griefers.

 

I want to build a shiny new cathedral in a very pretty locale. I don't want to build it where heathens can defile it because they're heathens, and doing it because they're bored heathens, like they do in the nth MMO.

 

The only danger I seek is that God will be angry if it's not done, not the wrath of fellow humans snorting cocaine and bragging they can in chat.

 

Until people can play like human beings in an anonymous social scene, PvP needs to stay in it's own corner.

Originally posted by Knotwood
Originally posted by Kevyne-Shandris
Originally posted by Knotwood
Originally posted by Rhazmuz

But cant we put legendary enchantments on dropped gear?

The crux of the "dropped better than crafted" debate, is wheter the set bonuses which can only be gained on the dropped gear is better than the ones we can get on our crafted gear. Everything beyond that is equal right, seeing as enchants can be applied to all items, and dropped gear can come with the same traits as crafted gear?

NO you cannot put enchamtents on dropped gear that has the embedded enchaments on them.   This is what Paul Sage said yesterday....

Yuck.

 

That's like in WoW you got their terrific piece of gear with permanent gems in it, but the gems can't be resocketed with more useful gems. And jewelcrafters can't even put their elite gems in them, either.

 

Eww...

That is correct.

 

Which is why Crafters will make the best gear in game still.   Because the Blacksmisth or Tailor gets to CHOOSE THE TRAIT, and the Enchanter gets to CHOOSE the LEGENDARY ENCHANT.

 

Giving you customization!!!!

But not much for professional perks, either.

 

My sis is an Alchemist/Tailor in WoW, and WoW's legendary this expansion is the cloak. She can put her professional perk (a proccing +5000 intellect cloak enchant, Lightweave) directly on that cloak.

 

Not only can she add her professional perk on it, anyone else can add their favorite BiS sub-class enchant on it, ensuring Enchanters can still make the BiS enchants, too.

 

<--- Kev's a Blacksmith/Enchanter.

Originally posted by Gardavsshade

I had decided not to play this but there was a part of me that was hoping I was wrong about this one and that I would be eating my words and rushing to play this and catch up with everyone else.

I believe that's so for many a TES fan, too.

 

Been playing this franchise since 2003, but ESO isn't TES to the point that writing it off, doesn't pain me at all. Something I can't say with the offline RPG versions of TES.

 

If they kept to the original formula of an adventure/hack/slash RPG it would've been so awesome. So much to love, even the usual quirks.

Originally posted by Knotwood
Originally posted by Rhazmuz

But cant we put legendary enchantments on dropped gear?

The crux of the "dropped better than crafted" debate, is wheter the set bonuses which can only be gained on the dropped gear is better than the ones we can get on our crafted gear. Everything beyond that is equal right, seeing as enchants can be applied to all items, and dropped gear can come with the same traits as crafted gear?

NO you cannot put enchamtents on dropped gear that has the embedded enchaments on them.   This is what Paul Sage said yesterday....

Yuck.

 

That's like in WoW you got their terrific piece of gear with permanent gems in it, but the gems can't be resocketed with more useful gems. And jewelcrafters can't even put their elite gems in them, either.

 

Eww...

Originally posted by FinalFikus
Developers nerf for expensive pve content.

You haven't played WoW since 5.3, huh? lol

It's probably more about burnout.

 

With so many titles claiming to be F2P, people now are just hopping from one game or another, with little emotional investment in a game, but a month or so to kill time (e.g., Blizzard nerfed their main and they need a fix. Games like EvE and LoL see an uptick in players when Blizzard makes a boneheaded patch move, for example. But as soon as their main can play again, back to the nest they go).

 

Publishers will see this effect especially just before WoD is released and launch day, and then how the players see which classes got the nerf hammer (if it's a very popular class, like paladins, more so), and their reaction to it. Bad WoW patch/implementation/policies, the competitors' games increase in players.

 

The best these other publishers can hope for is Blizzard making more Cata decisions (e.g., a blue tells the population to "l2p"...really low point in WoW history), as that's when the 12 tribes will be searching for at least temporary homes. If publishers time their releases and patches on the discontent in WoW, they can get some nice pickups. CCP can be clever on this (I did like their Cata dig patch note last year), and RIFT plugs on tenderizing WoW's gut, reminding WoW players of that discontent (their ads are golden on it).

 

So Funcom sees a combination of things going on, the build up for WoD (the increases of prices for good on WoW's AH has hit the roof, for example) as players are returning to the nest waiting on WoD. ESO couldn't have come at a worse time, either.

 

Got to time things just right, and not when Blizzard is planning to compensate.

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