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All Posts by Ender4

All Posts by Ender4

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1992 posts found

Back in March while I was playing I saw a website that showed populations and they ranged from empty to jam packed, so it probably just depends on what server you play on.

Now don't take those numbers as anywhere near perfect, they are counting only a portion of the player base, but it will give you an idea of which servers are more populated.

I personally didn't like the game at all, too much of a WoW clone for my tastes, but everyone likes something different.

Don't blame you, ESO and Wildstar are both just dreadful, some of the most pathetic releases in gaming history. The next wave of MMORPG are going a different path and hopefully will be worth playing.

Oh god no, this game is terrible if you have spent any time playing MMORPG in the past 5+ years. Complete trash unless this is your first MMORPG or something. If your choices are Wildstar or ESO though definitely pick ESO, Wildstar is one of the worst MMORPG ever released.

Originally posted by udon

Originally posted by Ender4  

Originally posted by Neherun

Originally posted by Kyleran Yea, you like to gank the helpless, when the odds are heavily on your favor. Not the game for you.
The old bitter carebear has spoken, again.    
  Yep and unfortunately these people 'won'. New games think if they can give us some crappy zerg PvP in a box that it fills the wants of the PvPer and it really doesn't. PvP should be a spontaneous and unpredictable event and should have some sort of consequences but so many people just can't handle that so it has largely died out. I can't fathom why they can't just flip PvP always on for one or two servers like older games did, those people who don't like it don't play it and those that do get the game they want with almost no extra work for the devs.
Cryodill is a big place full of PVE content for one to do if they want to take the chance and the zerg there is a choice not a requirement.  A PVP server would do nothing but split up players which is something Zenimax didn't want to do.  Really this is the closest PVP players have gotten to a open world PVP experience in a AAA theme park title in a decade yet still people are not happy or at least even a little appreciative of the efforts Zenimax made to build a compiling PVP environment within the constraints of a theme park game.

PVP servers have there issues as well you know?  They make the community pick and choose always on PVP or safe PVE leveling and result in split populations.

This is absolutely nothing like an open world PvP game. It isn't even remotely close to what people want from an open world PvP game.

Originally posted by Neherun

Originally posted by Kyleran Yea, you like to gank the helpless, when the odds are heavily on your favor. Not the game for you.
The old bitter carebear has spoken, again.


Yep and unfortunately these people 'won'. New games think if they can give us some crappy zerg PvP in a box that it fills the wants of the PvPer and it really doesn't. PvP should be a spontaneous and unpredictable event and should have some sort of consequences but so many people just can't handle that so it has largely died out. I can't fathom why they can't just flip PvP always on for one server like older games did, those people who don't like it don't play it and those that do get the game they want with almost no extra work for the devs. Heck they could even flag PvPers and have them not show up in the same instance as the PvE player.

When I see some random person out in the world I want to be wary of them until I get to know them. That doesn't really happen in the faction based PvP world, you know your enemy, you know they are going to attack you, there is no organic feel to the PvP at all, the two are completely different.

That article is simply terrible. Shadowbane anyone, SB.EXE errors were rampant. DAOC released with some of the worst balance of any game I've ever seen, huge chunks of the world were completely unitemized, siege stuff didn't work etc.

EQ's launch was pretty bad too simply because of all the infrastructure problems.

Thing is old technology wasn't really ready for MMORPG so you can kind of excuse it in the old games, a bad launch these days is just bad programming.

Suffers all the same problems D2 did, repetitive play, boring end game, terrible story. The combat is better though so for me it lasted longer than D2.

Obviously a troll post but I'm a bitter old person who hates change and I can even see that this model is just outright better than the P2P one was. Though B2P is still going to be just as common as F2P, P2P is just a dinosaur that doesn't belong anymore. The games aren't any better, they don't add content any faster and almost all them switch to B2P or F2P within a year anyway and now you are seeing cash shops in p2p games as well, it is just a way to get more cash out of the launch.

Might just be a defensive thing. I started original D3 on a Monk using sword and shield and my health almost never dropped the first playthrough.

Originally posted by lizardbones

If this is true, then why has the whole "everything was groups" mentality been accepted as true?  Surely the people who played those games aren't here misrepresenting the games and it couldn't be possible that people who never played those games are talking about them.  Right?


Well sometimes it was just because people were bad at the game too~. I spent at least 50% of my leveling time soloing in dungeons in EQ. You just had to know what you were doing so you didn't pull too much.

Anyway I still say it is instancing that killed things more than anything. Instances take the social aspect out of the game. It is what led to always needing the perfect group. It is when group mobs started to be harder than a normal mob by default. In AC or EQ when you did a dungeon you fought the same difficult mob as you would find outside with maybe an extra special ability here and there. It was the respawns and the runners getting away etc that made dungeons usually require groups. This mentality also added the requirement for dungeon finders since the mobs are tuned exactly for a full balanced group.

Typical night of EQ for me would be soloing at the zoneline of a dungeon till a friend showed up, the two of us duoing the easier bosses in the dungeon then a couple more guys showing up and roaming around killing the bosses in the dungeon to see how much of it would could clear per spawn cycle. Probably before each new big fight hammering out a battle plan because pulling and CC were so important.

Typical night of a current MMORPG is log on, queue up for a random dungeon group, do dungeon that is completely predictable with no respawns, bosses always up etc. Repeat. They have made them so easy there isn't even a need to discuss a plan anymore, just AE everything down and blame the healer if anyone dies. Maybe spend a minute telling the new guy the quirks of a particular boss and silence the rest of the time to maximize kill efficiency since everyone just wants the loot as fast as they can get it.

It might have made me play a little longer but the speed of combat isn't the real problem. It is repetitive and very clunky feeling.

Originally posted by reeereee
I went into both betas thinking Wildstar was a pure WoW clone and ESO was going to be awesome with graphics for adults and daoc pvp...  then I actually played them both and found myself having far more fun Wildstar. 


I blame it largely on ESO's questing being so boring... or maybe I just tell myself I want something different than WoW when what I really want is more WoW...


Is Wildstar still a WoW clone?  Yep.


But hey!  Wildstar doesn't come out for three more months and I can afford to drop $80 on ESO.

You'll never know what you like until you actually get to try it. Unfortunately I didn't like either of them so just waiting for the next thing to come out.

Originally posted by VengeSunsoar
Well in UO you could solo a lot, I'm told in AC you could as well.  You could solo a lot in SWG.  So since the genre arguably included a tonne of soloing, you could very well ask the question, "Did the contrived grouping mechanic introduced in EQ, moving away from the solo/co-operative play of UO, destroy MMORPG?"

The answer is of course no, just different games to different folks.

You could solo easily in EQ on any class except Warrior or Rogue as well. You could even solo most of the dungeon content with most classes. It was just much more rewarding and efficient to group. Being able to solo has never been bad for a game, it just shouldn't be the efficient path that it is now.

It was never hard to reach max level in any Diablo game, that complaint doesn't seem to make any sense to me.

I'm still looking for Diablo 2. We had Diablo which was an awesome rogue like dungeon crawl game and then we have this other series of games that are MMORPG lite quest games. D2 took the game in the wrong direction and D3 just copied it and streamlined everything for today's ADD generation of gamers.

Played almost every MMORPG made since the Realm Online first opened. This might just be the worst one I've played. About the only good thing I can say about it is the world is a bit different than most. The combat is simply atrocious, the quests are way too linear, the story is just awful, the graphics make WOW look good and no that isn't a good thing. I guess actually the character progression system is decent, that sure beats the old talent tree method.

I believe the 8 million number but WoW gets too much credit for expanding the market as well. WoW came out during a huge boom in the gaming market, if it had never come out the other MMORPG out there would have seen massive growth as well. It is also the first MMORPG to be released in multiple regions. Before than a game like say EQ had 'unofficial' national servers which were just servers that one nationality had picked to be their home. There were no localized versions of the game etc. Finally the typical technology level has increased. A game like EQ or UO was played by most on a 56k modem with all the problems that go along with poor bandwidth. Most people just didn't have machines/connections capable of adequately running these games.

WoW was hitting a market that is probably 1000 times the size of the original MMORPG games. They made it a huge success by making it more casual friendly and making a smooth game (something games like WAR, RIFT, FFXIV, Wildstar, SWTOR STILL can't get right).

As long as it doesn't offer advantages you can't get for free I never care about cash shops. This isn't a F2P thing either though, cash shops are being added to sub based and B2P games too so stop trying to say this is about being F2P. Cash shops are just part of the gaming market now. I'm more surprised by a game that doesn't have them than one that does have them if it is an online game.

In this specific example the marketplace is going to allow players to sell their own templates to other players so it is an important feature to get tested and working so the outrage makes even less sense.

Originally posted by udon
If a open world PVP game's server is full you have to queue to enter the game so I'm not sure I see the difference.  ESO has PVP zones and PVE zones but that's doesn't prevent it from being a open world PVP unless your definition of that is PVP has to be possible in the entire world just not part of it.  I personally don't see the need for the whole world to be open PVP to be a open world PVP game, it just needs to be large and persistent which I think is hard to argue ESO isn't both of those. And there are significant bonuses to you if your campaign is doing well not to mention guild stores in keeps your side owns.

Generally speaking open world PvP means PvP in the normal areas that you PvE in. ESO is definitely not open world PvP. It is PvP in its own special little box that has next to nothing to do with the rest of the game.

From what I saw it was just a big zerg running around.

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