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All Posts by Slheyas

All Posts by Slheyas

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84 posts found
Originally posted by Hyanmen
Originally posted by Slheyas
Originally posted by maple2
Originally posted by FlyByKnight

I'm gonna have to agree with the OP.  I was expecting to see a little bit of variety at the higher levels, but things are so very limited skill and gear wise.  Everybody looks the same (within their class) give or take some basic colors, and there's no skill variation.  Peoples rotations will pretty much be the same at a certain point.

 

Maybe they're planning to throw these things in later, but I'm not betting a subscription on it.

 

I like the game, but sorry.

-snip-

 

This isn't true at all.

Ragnarok Online has huge customization, even at end game, nobody is exactly the same, the gear is different, the cards in the gear are differents, some of the stats aren't the same, same for the skills.

Rift has a lot of room for customization with the Soul system, sure some builds are obviously optimal, but nothing prevents you from trying things out and finding what suits you.

TSW has a gigantic pool of skills to pick from, and make a build you like using all those skills. And there's huge cosmetic customization.

GW1 also has a gigantic pool of skills, and dual-classing.

LOTRO has traits and virtues, endgame weapons can be customized to your liking..

GW2 has traits, weapon sets and the amazing dye system.

So no, not all MMOs are the same as FFXIV in that regard. The list above is mostly modern ones, if you go for older MMOs the examples are even more plentiful.

Just as I suspected. It's not important whether it makes sense or not, the most important thing is that there are a lot of skills with most of them being completely useless.

Other MMO's use one optimal build since it is the optimal one. ARR uses the optimal build since the fat has been trimmed.

Some people still haven't gotten used to the idea that there are ultimately no choices, only an optimal build and inferior builds. Sure was different back then when the games were not challenging, just time consuming.

 

Still not true.

 

I'll take Ragnarok Online as an example since it's the MMO I've played the most.

 

Let's take the Sniper class, many builds can be used on a sniper. Dex/Agi Double Strafe Build, Dex/Int Falcon build, Dex/Agi/Luck Auto-attack build, Dex/Strength Beast Strafe build and many more.

Are there some that are better? Somewhat, Dex/Agi is the easiest to use, and the best DPS, but are the other builds not worth using for that reason? No.

Falcon builds give a great burst that ignores defenses, combined with a bard you can get amazing sustained DPS, especially with MP restoring consumables.

Dex/Agi/Luck is great for long farming sessions, because you don't need to use SP to kill monsters, and falcon attacks ignore defenses, so you can even farm those hard as steel monsters.

Beast Strafe build is very situational, it's only really useful against beasts, but it's EXTREMELY good at what it does, to farm beasts and Bosses of the beast races there's nothing better.

 

A build being the best doesn't necessarily means the other aren't worth using at all. Maybe if you're a min-maxer but for many people who just want to have fun, these other builds are there for them and there's something for everybody.

Originally posted by maple2
Originally posted by FlyByKnight

I'm gonna have to agree with the OP.  I was expecting to see a little bit of variety at the higher levels, but things are so very limited skill and gear wise.  Everybody looks the same (within their class) give or take some basic colors, and there's no skill variation.  Peoples rotations will pretty much be the same at a certain point.

 

Maybe they're planning to throw these things in later, but I'm not betting a subscription on it.

 

I like the game, but sorry.

-snip-

 

 

This isn't true at all.

 

Ragnarok Online has huge customization, even at end game, nobody is exactly the same, the gear is different, the cards in the gear are differents, some of the stats aren't the same, same for the skills.

 

Rift has a lot of room for customization with the Soul system, sure some builds are obviously optimal, but nothing prevents you from trying things out and finding what suits you.

 

TSW has a gigantic pool of skills to pick from, and make a build you like using all those skills. And there's huge cosmetic customization.

 

GW1 also has a gigantic pool of skills, and dual-classing.

 

LOTRO has traits and virtues, endgame weapons can be customized to your liking..

 

GW2 has traits, weapon sets and the amazing dye system.

 

 

So no, not all MMOs are the same as FFXIV in that regard. The list above is mostly modern ones, if you go for older MMOs the examples are even more plentiful.

For two reason : Impossibility to be unique in any way, and utter predictability of everything

 

I don't talk about being the Chosen One in the main story, in FFXIV that's what you are anyway. I mean being able to build or gear your character in a way that no other players will, or at least find something that's rare enough to differentiate you from the masses.

 

At end game everybody wears the same damn gear, has the same damn stats and probably the samn damn X-Skills slotted too.

There's pretty much ONE good stat for every classes, Int for BLM, Str for MNK, Dex for BRD. Will you ever see a MNK with some dex? Or even Vit? Nope, never, there isn't a single reason to do that, it'd be harming your character in some way. To be useful you NEED to pour all your points in that ONE stat that is useful for your class. Only exceptions is for PLD with STR/DEX/VIT which all have SOME potential, but in the end most players end up stacking the same stat anyway.

The gear? AF+1 or Allagan, that's it. No crafted gear with materia, no super rare piece of gear that's extremely hard to get or at least depends on massive luck. All players wear the same 2 sets of armor, and you can't even dye it.

And X-Skills? I loved X-skills when I started, being able to get all these awesome skills from the other classes felt great. Then I got my Job and everything went to shit. I was only able to use a few skills from the two classes I could pick from, and more often than not only a few are useful. In the end, everybody uses the same skills from the very limited pool of X-Skills they have.

 

And then there's the element of surprise. Nothing is surprising in this game. There aren't super rare drops from dungeons, mobs only drop crafting mats and nothing else, bosses seem to follow strict rotations and thus only surprise you the first time. The only surprises come from the story, and even then, most of it is predictable as hell.

 

I've played this game for a long month, and I liked it, I spent a lot of time crafting. But once I was done with that aspect of the game, I was stuck with the rest, which is frankly extremely boring.

 

Anyway, I don't regret the money I spent, because for the hours I got out of the game it was still worth it. But I was hopeful this game would be something different, wishful thinking I know, but I was still disappointed.

 

Here's hoping the next big release will be something special.

Alright cool! Thanks.
Just wondering if we can discuss what we play or not.
I never really had a problem with the quest system myself, except for the fact that there's only one path (though there are optional areas) it's pretty much standard MMO fare. I leveled up a lot of characters doing only BAMs and Dungeons, essentially gaining enough levels to skip one or two areas at a time. It's far from perfect, but the possibilities are there.

I'm so hard right now.

 

No but seriously, I was pretty damn conviced that this game was my surprise GOTY after putting 60 hours in 5 days in it, but this dungeon just sealed the deal, been a LONG while since I had that much fun in a MMO.

 

God how I wish this game was as successful as it deserves to be.

 

Ah well, hopefully the mass of new people (jncluding me) is here to stay, I know I will!

Well see, the thing is that I WANT space, I want different planets and extraterrestrial species, but I want space combats and travel to take a backseat so all the important stuff takes place on the planet themselves.

 

Basically I'm asking for a good version of Swtor, because this game had so much potential, but well..

And even if you remove the '' good '' part it's still hard, what are some important sci-fi mmos in which most the action take place on-foot?

 

Anarchy Online, Swtor, SWG.. that's pretty much all I can name, there are more I know, but I've never ever heard of them, so they must not be that important. (Note that I'm not saying those games are bad, they're just either past their prime, or dead)

 

At least spaceship fans got Eve, and I guess Star Citizen when it's released.

 

Any upcoming (and promising) Sci-Fi mmo I'm not aware of? I'm really craving for one.

Originally posted by TobiasGrey
Originally posted by Slheyas
Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

Very easy. Make those areas really hard to be in. Like a real dessert. Virtual worlds are relfections of real worlds. It goes to show how shallow themeparks are and how poor writing is in most MMOs... if you want an area to be desolate don't SAY its desolate, MAKE it desolate. Make it hard to get to, make it empty, make it harsh once you're there. "But then why go there" you say? Well, areas are usually desolate because people don't WANT to go there. Maybe only the best of the best go there. Maybe only bored explorers go there.

There are far better more interesting ways to do this than instancing, always the tool of the lazy developer.

While I absolutely love this idea it would probably be hated by players. Nobody likes having content unaccessible to them because they're too unskilled.

 

If the complaints about explorable mode dungeons in GW2 are an indication making whole areas too hard to bad players would be met with a massive amount of whining, unless those areas have nothing worthwhile in them.

Originally posted by gigat
Originally posted by Slheyas

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

I am perplexed..  I'm confused by the part in green.  What do you mean?  Can you explain this better, or provide an example of how this has or has not impacted current MMOs?

 

Okay, imagine an mmo with an area that is a huge desert, think of it like Death Valley in California, nothing but barren wasteland for as far as the eye can see, a story quest though happens to send you in this area, as well as some other generic quests. What happens then is that tons of players go in that desert devoid of human life to accomplish their quests. The area then becomes extremely lively even though everything about it screams death and inhospitable.

 

And well, it doesn't make sense.

I love Ragnarok Online to death too!

 

In fact if I could take two existing mmos and blend them together I'd take everything from GW2 and mix it with the stat and gear system of RO.

I really don't see how it would be possible otherwise though, especially in the case of desolate areas that should be all but completely empty, how do you prevent people from going there en masse? Make it completely devoid of anything of interest? Make it unbelievable hard to get to (locking out contents because of player skill isn't a good idea)?

 

I really don't see a solution.

Really? I know of channels and layers but I'm pretty sure the caps on those is only dictated by the player capacity of the zone and not its features that make it hospitable or not.

I'm thinking here of instances with a variable cap.

 

Cities would have no cap obviously, so all the people in them can actually interract with one another.

Areas close to cities would have a pretty high cap, say 100 so it's pretty lively but never crowded as hell.

Really remote areas in the middle of nowhere in a hostile environment would have a cap as slow as the maximum number of people in a party is with some flexibility, so if the max party size is 5 and the area cap is 5 the party could still enter if the number of player in the instance was 4, the absolute cap would be then 9, so it's possible for everybody to meet at least one other soul in an area.

 

Obviously you would share instances with people you don't know, unlike say, the original Guild Wars.

 

I really think it would help with immersion, and as far as I know it's possible to create instances without loading screens (SWTOR did it IIRC) so you wouldn't even have to deal with tons of loading screens.

 

Thoughts? I think this idea is never going to make it in any mmo ever (unless I get rich and decide to make one) but hey.

Engineer still need a buff.

 

Anet devs even said themselves that the class was underpowered.

Originally posted by Castillle
Oh...Btw get a sigil of blood lust. Its friggin awesome!

 

Ahaha, yeah I need something like that, especially since I'm going for a more mobility oriented Engineer, my damage might take a hit.

Now, before someone shoots me in the head with a bullet from its fanboy rifle let me say that I absolutely adore GW2, I have 155 hours clocked into the game and I still haven't got a character past level 21 (Altaholic), but I can't help but think about Ragnarok Online (before renewal) when playing this game, why? Because it really makes me miss the way Ragnarok Online handled gear.

 

Why? Because gear never really became obsolete as you grew up in level, a sword you could drop from a crappy level 5 monster could actually be the best damn sword you need for your build as long as you put the good cards in it (Ragnarok online used a system in which monsters dropped cards, that you could put in your gear for various bonuses).

 

This is something I miss in GW2, and in MMOs and general. The only good time to work for gear is at level 80, because before that you're just making gear that you'll trash eventually because you'll get something better, it didn't happen in this game. Sure you had to grind your ass off to get what you wanted, but once you had it it was forever, you would never need to replace it ever. I mean those Valkyrie Shields +7 with a Thara Frog card are STILL extremely good, and it's been since forever that you could get them.

 

I also miss the interesting effects you could gear from cards, and the insane amount of customization they allowed. You had cards with effects such as "+20% damage against element/race/size monster", "+30 damage -1MP with every attack" to things like '' 1% chance to drop a specific item when killing plant type monsters ", "5% chance to freeze enemy on attack (without a cooldown, and you could stack it)'', "Make your element Fire (thus taking more water damage but less earth/fire damage)" it was INTERESTING, I could make a full set of gear built around dropping specific items and it was fun, I could make a whole set of headgears giving me immunities against different status effects or a whole set of boots giving me experience boosts against different types of monsters. Nowadays the only thing we get from upgrades component and armor is plain boring stat boosts and the extremely rare proc with insane cooldown.

 

And even with all those insane effects from card the game still managed to be relatively balanced and PvP was fun and interesting since you could never know what the other guy would do, sure there were popular build, but then you'd find this guy who had this strange build with maximum attack speed and a dagger with procs lightning bolt that probably wouldn't do much damage but it was fun to fight.

 

Anyway I'm just ranting here and I guess it's not that much related with GW2 but well, it's the game that make me crave for the good'ol Ragnarok system but ah well, I guess I'll deal with what I have here. It's still fun!

 

(And before you ask, no I can't go back to ragnarok, I played for like 8 years and I'm burned out of it, and the renewal killed the game anyway, think of it like NGE for SWG.)

 

PS : Engineer master race, everything else sucks.

The first big revolution that came to MMOs was well, their invention, a world in which you could interact, see, and play with other players all over the world. Obviously there's literally nothing that can come close to that, in my opinion the next thing on-par with this would be a virtual reality mmo, so until them we have to settle with those games which change the formula a tad to bring freshness to the table, and GW2 does just that, and I'm having hella lot of fun with it.

Lion's Arch is better.

 

If I had to marry a city I'd marry Lion's Arch and have consensual sex in the missionary position with her.

 

Also yeah, eating my time too, 40-50 hours in now.

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