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All Posts by SethiusX

All Posts by SethiusX

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170 posts found
Originally posted by Nitth

 


Originally posted by observer

Originally posted by Nitth  

Originally posted by observer There is still leveling, dungeons, achievements, raids, battlegrounds, etc..  The core game hasn't changed.
  Except they are all drastically different then years past.
Not necessarily.  Dungeons and raids are still linear, with bosses, with trinity classes, rinse & repeat.  Battlegrounds are basically the same, with new maps that have scoreboards and time limits.  Leveling is still the same, with quest hubs, dungeons, or pvp.

 

The only innovative things MoP brought to WoW, were Scenarios and Pet Battles.


 

The dungeon experience has become: "lets see how much i can aoe tank, then you can all loot pinyata" there used to be atleast some strategy to dungeons now im prety sure you can roll your face on the keyboard and still get by.

Granted, this..."progression" of dungeons has been a long and drawn out affair.

As for pvp, The amount of changes done to character progression and skills available to them has basically sucked any type of complexity out of pvp.

when I used to play I had a vast toolkit to deal with any type of situation that might arise, now i would be limited by only a few tools because the type of enemy attacks are finely tuned.

So yeah. Looks the same, Doesn't act the same.

On the dungeon point (as in, they are too easy), Blizzard recently enacted a "tank squish" to go along with the stat squish, nerfing tank power by 5-10 times in addition to the squish everyone got. This makes tanks much more squishy relative to their power in pandaria. Additionally, they have changed the healing model over to a Triage system, whereby healers cannot just spam big aoe heals and win anymore as they have been doing for quite some time, but rather must pick their targets carefully and choose the right spells for the situation.

This is all magnified by the difference in heal power vs. the health bar. Heal numbers are about 8+ times less than before (due to the stat squish) but they bumped stamina's contribution from somewhere around 12 health per stamina to 60 health per stamina (health numbers are actually remaining around pandaria level despite the squish), meaning healers can no longer expect to keep people at max health all the time, and will have to get comfortable with many people in the group sitting at low health levels at times due to a limit in throughput.

The point is, Blizzard sees the issue with the current model being too simple, and is trying to fix it in WoD. They have also stated that dungeons will be harder than pandaria (but not quite as hard as Cata which was overtuned for most players) without even considering the tank/healer changes. Of course, this will affect raids even more, as raiding is what the game is ultimately tuned for (and always has been). 

They've even gone so far as to put in a requirement that players must get at least a silver medal in your role in proving grounds in order to queue for random Heroic dungeons, as silver requires you to be somewhat competent and know your class. They need this with the harder dungeon model to ensure that players in lfd can actually complete the dungeons.

WoW has undergone many dramatic changes, mostly due to the evolving community that asks for a different experience from the game than they did 10 years ago. If you can accept that, WoW is imo, the best mmo on the market and offers so much. Warlords looks to be no exception with garrisons, the new dungeons, the new raids, all of the new open world dynamic-ish content at max level, and all the other trimmings that WoW expansions always come with. The game has changed, but it's still great fun.

However, in your case it sounds like you don't know how to strike a good balance and get too consumed by WoW, which I believe to be a very precarious position to put yourself in. I'd recommend staying away from it if you can't balance real life with it. Real life always comes first.

For myself, I have a good balance with it and I can enjoy it for what it is. Sure there is other free mmo's out there, and other paid mmo's too, and some of them are pretty fun, but at least for me I always return to WoW.

Originally posted by Bigdaddyx

For a relatively new game i was kinda surprised to see the low population. Zone chat is empty, starting areas are empty. I was hoping for a very busy game but so far it feels very lonely. i didn't come across one player during my 5 hours play time. Granted i am only lvl 15 but game is new. So where is everyone?

 

I chose Stormtalon (PvE), which was the only MED server and that too during 7 pm. All other servers were low.

 

 

 

I play on Stormtalon, the population is quite healthy here, especially in the upper levels. Not a lot of people are creating alts due to the large amount of lvl 50 content, so that makes the low level zones more empty than in other games I have played that are released with less high level content. It's been two months, and the game has already had two major content patches (the second was yesterday), along with the already large amount of high level content it came with. 

Other things that contribute to the empty feeling in the low zones is that the guest accounts can't use the zone chat, and since most of the regular players are not creating alts due to the endgame focus of Wildstar, it seems quiet in the low zones since new players literally cannot talk to the zone. The zones are also really really huge, and so the players are very spread out. Lastly, the game has player name tags off by default, and believe it or not, it makes a huge difference for noticing other players (they blend in very well with Wildstar's extremely busy graphics).

Originally posted by cybersurfr
Originally posted by TankYou88
Originally posted by Perjure
Originally posted by TankYou88
Originally posted by Perjure

A few weeks back I logged in with a new character and the entire starting area was empty. I tried both factions - empty. After about 45 minutes maybe an hour I ran into one other player. I am not sure how having empty low level areas can be good for the longevity of this game.  I believe the players that state the end level areas have people in them - but what is to keep me playing if it is a ghost town until I hit level 50?

This is my first experience with such a drastic drop in player numbers in the low level areas - has the population peaked already?

This game is a top heavy game. Look at WoW. Would you consider WoW to have a population problem? I just leveled another character to 90 and from 1-90, besides going to cities, I saw probably 20 characters total. Thats 7 days game played with only seeing 20 other characters. This is also with them merging all the servers together in low population areas, essentially anything older than MoP.

So, the game population has peaked? I am not sure if I understand your reply. I just found it unsettling that in this newly launched game I could not find anyone to game with, or even read idle chat. I expect lower numbers in WoW - and older games - this one being so new and shiny left me questioning if it has peaked in numbers already and will I have to solo to 50 before joining up with others.

Almost all sub games released recently peak their first month. Thats just the life of a sub game.

FFXIV did something right then because its leveling content never really had a nosedive in population like this. As I recall in my 3-4 months of play time back from launch, I didn't have problems leveling my sub-classes. If any thing, all of the leveling zones were packed. 

Wildstar isn't getting traction for more reasons than it simply being a sub game. What ever the problem is, they need to fix it soon before WoD completely crushes it and steals whatever's left of their raiding playerbase.

 

Simple... you got to level all classes on your main, and it was important so you could get more skills, so people had to go back and play the lower levels again...and again... and again... and if by doing something right you mean running out of quests after your first class, and then having nothing left to do but grind fates (over and over and over) for the first few months of a realm reborns release, then yeah, they did something right. The game is better now, but dat fate grind was harsh then...

Wildstar is completely different in that it has more to do at max level out of the gate than just about any other themepark mmo (perhaps any), and thus simply discourages alt play to some degree.

Originally posted by Perjure
Originally posted by TankYou88
Originally posted by Perjure

A few weeks back I logged in with a new character and the entire starting area was empty. I tried both factions - empty. After about 45 minutes maybe an hour I ran into one other player. I am not sure how having empty low level areas can be good for the longevity of this game.  I believe the players that state the end level areas have people in them - but what is to keep me playing if it is a ghost town until I hit level 50?

This is my first experience with such a drastic drop in player numbers in the low level areas - has the population peaked already?

This game is a top heavy game. Look at WoW. Would you consider WoW to have a population problem? I just leveled another character to 90 and from 1-90, besides going to cities, I saw probably 20 characters total. Thats 7 days game played with only seeing 20 other characters. This is also with them merging all the servers together in low population areas, essentially anything older than MoP.

So, the game population has peaked? I am not sure if I understand your reply. I just found it unsettling that in this newly launched game I could not find anyone to game with, or even read idle chat. I expect lower numbers in WoW - and older games - this one being so new and shiny left me questioning if it has peaked in numbers already and will I have to solo to 50 before joining up with others.

Despite the players in the game not creating as many alts due to a heavy end game, there is plenty of people to group with while leveling. There are also tons of active large guilds around to join, if you prefer. I've been leveling my stalker through the mid levels lately, and have had no trouble getting groups for quests, and have seen plenty of players around, even though the game has been around for two solid months. The newbie zones are quiet because they only last a very short time each and people move through fast. 

Even so, it's a themepark, end game is where it's at, and that is where the majority of the players are. There is no way around that in this type of game.

Originally posted by Perjure

A few weeks back I logged in with a new character and the entire starting area was empty. I tried both factions - empty. After about 45 minutes maybe an hour I ran into one other player. I am not sure how having empty low level areas can be good for the longevity of this game.  I believe the players that state the end level areas have people in them - but what is to keep me playing if it is a ghost town until I hit level 50?

This is my first experience with such a drastic drop in player numbers in the low level areas - has the population peaked already?

It's a themepark, people don't hang around the low levels very long, so the population in the newbie areas is very transient. It's also been out for two months now, so most people are level 50 doing the level 50 content now, of which this game has a very wide assortment of.

People don't create as many alts in this game because the end game is very robust and requires a lot of time and effort for each character. Other mmo's with less endgames on release have had a lot busier newbie and leveling zones for longer as players have been recycling into the alt pool a lot more looking for something to do.

Originally posted by Rayzer235
Originally posted by SethiusX
Originally posted by Rayzer235
Okay so I decided to try the game out with the 7 day trial and I chose Stormtalon Exiles side there's hardly any people running around while I'm leveling and there's no one talking in chat so I decided to head for Thayd check things out there since its the capital city and I get there and there's hardly a soul there so I head to the usual spots people in MMOs usually go to gather in cities which is usually the bank and auction house and no ones there either is it different in WS or what?

I think most people that make these claims are lying... for what reason, I do not know...

Stormtalon is my home server... this is Thayd near the AH right now when I just logged in: http://i.imgur.com/kmNAkMC.jpg

The academy corner the one place I didn't go to thanks for showing me where everyone was at.

The entire north end of the city (about 1/3 of the whole place) is bustling with people, including Academy Corner where the primary ah is, so you must not have explored very much. The rest of the city has people running about regularly too. I'm glad I was able to help you though.

Originally posted by Rayzer235
Okay so I decided to try the game out with the 7 day trial and I chose Stormtalon Exiles side there's hardly any people running around while I'm leveling and there's no one talking in chat so I decided to head for Thayd check things out there since its the capital city and I get there and there's hardly a soul there so I head to the usual spots people in MMOs usually go to gather in cities which is usually the bank and auction house and no ones there either is it different in WS or what?

I think most people that make these claims are lying... for what reason, I do not know...

Stormtalon is my home server... this is Thayd near the AH right now when I just logged in: http://i.imgur.com/kmNAkMC.jpg

Originally posted by Phertias

Recently I have seen a lot of negative comments about Wildstar. Something like  "the game is too hard", "attunement takes too long" or "the game is dead". 

Now I know MMORPG is not the right forum to write it in because lets face it, the only community that is more toxic is the LoL community, but still I find it relevant to post here. 

People in here like to think they played old-school MMORPGs, back in the days when it was hard and took time. Well, Wildstar is hard and it takes time, but now its bad because of it? When people suggest shit as Raid Finder and easier attunements, thats where I dont get it... Raid Finder is NOT an easier way to get gear or progress! Raid Finder is an EXCUSE for not being willing to find a guild. 

And thats the main issue. People complain because they dont want to find a guild. They just want to queue and get items by themselves. And its the same people that complain about too much single player content. Double standards at its best. 

Now some might say, "The guilds demand too much time from me", but you also know that Raid Finding will take twice as long to progress 20% of what a guild could. People have forgot what it means to have hard group content and now they are whining because they dont remember how to play an actual quality MMORPG. It doesnt hurt me that people cant figure it out, it hurts me that you have to talk shit about the best game out there because YOU dont remember how to play a group-focused hard game.

On the note, I have played almost every game to the late game (WoW, Rift, TSW, Vanguard, STO, Vindictus etc. etc. etc.) and this game is more polished, more difficult, more enjoyable and has a lot more players than the average MMORPG and is definately NOT dead.

You make some good points, and perhaps are a tad too all-or-nothing on others. Regardless, Wildstar is a very feature complete and quality game, and it deserves recognition for that. Some will enjoy it, mostly those that like a hard group progression game or those who want an mmo with tons of features and stuff to do. Others might not, those who can't commit, or don't want to commit, the time it takes to immerse themselves in what Wildstar has to offer. Still others might not like Wildstar for any plethora of personal reasons, and that is just fine. It's a game with a lot of personality and challenging gameplay... it is practically inviting a divide among gamers based on its very existence... and I think that is awesome. 

Originally posted by Leftnut59
WildStar is so Hardcore, I'm so exhausted I need and break and canceled my sub.

Wildstar is so hardcore that getting a Ph.D in Physics is part of the attunement process for the first level 20 dungeon.

Originally posted by PioneerStew
Originally posted by SethiusX
Originally posted by PioneerStew
I would say that I hit the wall in my late 20's/ early 30's having enjoyed the early part of the game.  There is a point when the quests just start to feel horribly lazy, outdated and derivative and the pathing through the zones is just badly designed.     

Late 20's, early 30's, would be the Whitevale days... Whitevale is alright, it feels a bit bland after Galeras which has a lot of interesting story, world bosses, and lots of fun jumping puzzle stuff with the focus of air quests. When you get to Farside though the game really takes an interesting turn (and you will forever miss low-gravity afterwards), and then in the mid 30's Wilderrun, which has a lot of very in-depth story telling regarding the Torine and it's ties to the old Cassian Republic, as well as just being an amazingly beautiful and detailed jungle. 

At level 35 you get your first "The Secrets of Nexus" world quest... and that's when the story goes into hyper drive mode with some real Final Fantasy-esque story telling... it was very cool and they keep the pace going pretty steady afterwards.

I'd say for me the game really hits it's stride in the 30's, even though the early game is alright and pretty fun as you are learning a new and complex system of combat and being introduced to a lot of new systems. Whitevale is a pretty big let-down though in the 20's till early 30's, as it comes at a time when the player could use a big change of pace, and that doesn't happen till after Whitevale in Farside.

I heard from a few people that Whitevale is shit but the game is better either side of it.  The thing is I wasn't enjoying Whitevale, and it was becoming clear I didn't have the time to do the endgame as it has been designed, so I was unlikely to be there for the long haul anyway.  

That's a fair point really... Wildstar's endgame is pretty robust and requires a lot of time, well the raiding aspect anyway. Casual raiders should look to WoW or some other alternative, where there is an easier mode for raiding (lfr, flex, etc.) and will probably find a good deal of satisfaction there. Wildstar's attunement and high difficulty of encounters would put off people without the time and energy for something very hard.

There is other options for endgame, as much as you would expect from a themepark really... housing, dailies, cool costume's, pvp (which is getting better in the next patch), market playing, completionism... but if you're like me, raiding is where it really is at and for Wildstar you do require time.

It's really a shame though that Whitevale burns so many people out, as it really is an exception to the rest of the game. I didn't think Whitevale was horrible, just bland and repetitive. It's better on a pvp server as the whole zone becomes a pvp warzone due to it being the first zone where Exile and Dom get to quest together.

Originally posted by PioneerStew
I would say that I hit the wall in my late 20's/ early 30's having enjoyed the early part of the game.  There is a point when the quests just start to feel horribly lazy, outdated and derivative and the pathing through the zones is just badly designed.     

Late 20's, early 30's, would be the Whitevale days... Whitevale is alright, it feels a bit bland after Galeras which has a lot of interesting story, world bosses, and lots of fun jumping puzzle stuff with the focus of air quests. When you get to Farside though the game really takes an interesting turn (and you will forever miss low-gravity afterwards), and then in the mid 30's Wilderrun, which has a lot of very in-depth story telling regarding the Torine and it's ties to the old Cassian Republic, as well as just being an amazingly beautiful and detailed jungle. 

At level 35 you get your first "The Secrets of Nexus" world quest... and that's when the story goes into hyper drive mode with some real Final Fantasy-esque story telling... it was very cool and they keep the pace going pretty steady afterwards.

I'd say for me the game really hits it's stride in the 30's, even though the early game is alright and pretty fun as you are learning a new and complex system of combat and being introduced to a lot of new systems. Whitevale is a pretty big let-down though in the 20's till early 30's, as it comes at a time when the player could use a big change of pace, and that doesn't happen till after Whitevale in Farside.

Originally posted by Zeblade

The game is really fun but the ONLY time people group is dungeons.

As for bring your friends. It should be "bring your bots". When you get to level 10 and you cant get nodes because of bots its awful. In the DEV there is a thread 70+ pages and going on bots. Bots have killed this game for so many players.

This indeed was the case, and it was bad for awhile... but the war on bots has largely been successful of late as Carbine has been cracking down hard and improving their detection. I personally have not seen any bots in awhile and have had no competition for nodes other than real players since the mass bot banning began.

Originally posted by Superchieftian

There are some clones out there that are exact copies but it is not the norm.

Almost all game clones have the same characteristics. They take a core system and try to "improve" on a specific few elements of that system. Same cow, different spots.

Since WoW is a good cow, I can see why people might want to build off that. We don't always have to re-invent the wheel when it works just fine.

Originally posted by Superchieftian

It is a WoW clone. The developers have mentioned multiple times that they are trying to make WoW 2.0 and they are proud of it. 

Wouldn't that technically make it a WoW descendant or a WoW successor since it is a generation later, and designed to improve on WoW (to be 2.0)?

A clone implies it is exactly the same in every regard possible, not designed to improve on it, just to be the same (like those hearthstone clones from China that literally are exactly hearthstone).

Originally posted by TheQuietGamer
 

But the lack of objectivity is a problem across the board.  

I see people saying that they prefer to rely on user reviews.  The problem with user reviews is that in order to review a product you generally have to feel strongly about it one way or another.  Those people who feel largely indifferent to something are unlikely to go to the trouble of writing a review.  This generally skews these reviews towards 1- it is the worst game ever, and 10- it is the bestest game ever.  

With regard to the system used by 'professional' reviewers, my main issue is the general score escalation.  You can only really undertake a review in comparison to the alternative products available and this has a tendency to lead to an upward score creep.

Having an average set (absurdly) at 7.5-8/10 only serves to provide a narrower gauge for games that are generally on the positive end of the scale.   

 

Maybe the narrower scale is good, because we can't truly know if we like something because of a review, all we can really find out is if it's good, great, or bad, the fidelity of the details can only be truly discovered by playing it yourself.

What I'm saying is, how much of how good a game is past a certain point is preference, and how much is actual quality? Surely a game rated 10 would be basically perfect, but below that, a lot of preference is included and the wider the gap, the more preference is influencing it.

As for a user rating... I think that is better, because if the game is good, more people will give it a 10 than a 1, and the rating will balance itself somewhat naturally. If more people are giving it a 1 (the only score people give it if they don't like everything about it), then the rating will organically go down, perhaps even providing a more natural score.

Originally posted by TheQuietGamer
 

But most review sites use this idiot 'school-grading' system when reviewing, rather than the far simpler and more intuitive 0= bloody awful 5= average 10= near perfection.  Why people have to make simple things unnecessarily complex I will never know.   

I've been thinking about this, and I think I disagree. In a perfect world, yes, the 5 = average system would be the best, but in our world I don't think it works. And here is why: It's easy to be objective about terrible things, but it's hard to be objective about good things. Now the remainder of my post will be a tad light, so please take it as such.

Consider this: If I had a pie rating website, and on this site, I was reviewing a pie with a soft and delectable crust, but it was literally filled with dog poop... it would be easy for me to objectively say "This pie is awful, I give it a 1 out of 10, you will certainly hate it", knowing that most sane people hate dog poop pies. 

But, if I had a pie on this site that was filled with sweet apples, slightly crisp, with a sweet aroma, I could say for me that I would give this pie a 9/10, citing that the pie is precisely what I like about apple pies. However, someone else might give it a 6/10, saying it is too sweet, and they prefer something more tart, and overall it is only a slightly above average pie. Same pie, different rating because of preference. Preference is a highly variable thing on the good end of the spectrum.

Preference is what the 8 = average rating system generally removes. If it's a good game, it gets 8+, and anything below is most certainly not great and we can all agree on it because it has some dog poop in there somewhere. If the reviewers could be more objective, then the 5 = average system would most surely be better, but unfortunately I doubt they ever can.

This is why SWTOR got 8/10 on gamespot, and Wildstar got 7/10, while MoP got 7.5/10... preference. Those rankings could easily be reordered in all sorts of manners based on what the individual likes, because none of those games have any real dog poop in there.

Originally posted by AIMonster

Cons:

- One of the worst questing systems in modern MMOs.  Leveling up process is completely boring and the tedium is only broken from the rare challenges you get that are something other than kill challenges.

I have to admit I don't understand this common complaint about the questing in Wildstar.

I'm lvl 28 and last night my quests in Whitevale included riding a Protostar blimp around and tossing Protostar brand plushies at the enemies to advertise Protostar services, figuring out how to jump to the top of a mountain range for my explorer path mission, firing Protostar employees before getting fired myself, killing a 5 man group boss on top of a mountain that I had to ride a tornado to get to, using a flame thrower to fend of waves of attacking squirgs at the quest camp, using a jet pack to fly to the top of the eldan drill machine to shut it down, and I finished the evening off with a Shiphand mission where I rode a rocket bike on an asteroid to stop a computer virus. This doesn't even mention the variety of challenges which often come with interesting rewards like unique housing items.

Sure there was some kill and collection tasks in between, like collect medical supplies, kill squirgs, collect pieces to repair the ultrabot... etc... this is a traditional questing system after all, but the variety of stuff I've been doing is far more interesting than in other mmo's I've played. I will admit that the early levels of Wildstar were boring, but after the newbie area it has gotten far more varied and interesting to me.

Originally posted by VassagoMael
Yeah, Gamespot gave SWtOR an 8/10. I guess NCSoft doesn't fork out the big bucks to reviewers like EA does. They also gave Rome 2 an 8/10 and that game is a huge turd in the Total War punch bowl.

I'm not into the whole gamespot paid reviews conspiracy thing that goes around, and I actually enjoyed SWTOR (for the stories), but I wouldn't call it great, or better than Wildstar or Mists of Pandaria (which got a 7.5). 

Originally posted by Ludwik
Wildstar is a game I should have liked. Always been a fan of WoW style questing and actually enjoyed that part of WS.

But I just couldn't get behind putting time in to a character when I knew there would be nothing of interest in the game once I reached max level.

This is an odd thing to say, considering Wildstar has one of the most robust endgames on release of any mmo. I mean, sure if you don't like actually challenging veteran adventures and dungeons, maxing out reps, 20 and 40 man raiding, pvp bg's, eternal customization of your house, the 40v40 warplots, or even the two new max level zones being patched in very soon, then sure, there is nothing of interest at max level.

I suspect if you don't like those things though, then you don't like themeparks which is totally legit too.

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