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All Posts by Helleri

All Posts by Helleri

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I think better question would be; If you were, how would you know that you are? What would inform you as to the reality of your situation? I know it is the same question from another angle. But if you can't find anything that would suggest that it is the case. Then it likely isn't.
Originally posted by Wizardry

Studies including this one can be construed to give whatever result you want it to have.

First of all they are way out to lunch it is actually the exact opposite,i see personally for way longer than their study and Twitch is the obvious place top see it.

It is the female gamer that resides under this topic that is actually the bad gamer.They also like to flaunt sexism to attract male gamer's and to get money or other rewards perks from them.There are a few exceptions but rare do i see a good gamer.I have seen those same female gamer's for example on Hearthstone get top male players to play the game for them so they can be ranked higher.

Most of the time i see these female gamer's just choosing EASY games,that really take no thought and could never make them look bad.

The overall truth is that yes you will have several bad male gamer's as well but this study was aimed at proving the female gamer is legit a top notch player and were surrounded by terrible male drooling gamer's.Basically you will have ALL types of male gamer's because the female gamer is TRYING to attract as big an audience as they can,no different than filling up their Facebook friends list with more people than they could ever call a real friend.

I have personally seen more males doing this then females. The top 2 reasons male friends have given me when I ask them why they choose to have a female characters would probably be (And I have asked every one of them that does it over the years as I find it interesting given I tend to want to play my own sex): They would rather look at a female for the duration of their play session then a male. And People give them stuff and special treatment when they think that they are a female.

 

Now I have never known as many female gamers as I do males. If I had to guess I would say that the female gamers vs. the male gamers I've know would probably be around a 1:3 ratio. But interestingly enough. They seem to be just as likely to play a Male character as they are to play as their own sex. When I have asked about this they really only have one reason it seems. That being that as a male character they feel that they get treated more like a peer. Whereas when playing as a female they get treated like a female first and a gamer second.

 

Now if you think about this... Because it might seem that females who choose to play male characters are doing so to get away from the potential negatives of being openly female in that environment. However, males who play female characters do it for the potential benefits. This tells me that actual male gamers prefer fake females. Males who can pretend to be the kind of female that (potentially otherwise non-tolerant) males will indulge. It comes back to that joke about MMORPG standing for Many Men Online Role Playing Girls. To me that is hilarious. That a Man is potentially better at being a woman (with respects to the environment) then an actual woman. Maybe it's just because men know how other men think. Being a man gives you an unfair advantage at being a woman in that environment.

 

However, this is all just personal experience and speculation on said experience. But it still makes me chuckle.

 

I would like it if every time I logged in I took control of a boss.
Originally posted by iixviiiix

Personally , i think Survival Sandbox only good as sinpleplayer or small multiplayer where you can mod the game in way you like.

I just don't feel like playing MMO survival sandbox , cause there are no reason to mess with other player.

After all , what's reason to survival on MMO ?

Survival mean to win , but there are no win in MMO so survival is pointless

I think your only looking at the survival side of it. And, survival doesn't have to have a clear win state. Generally the idea is that you get to the point where you are no longer just surviving but thriving. But there doesn't have to be an 'end to the ordeal' to make the experience valuable. Dead Frontier is an example of a survival sandbox working for an  MMORPG environment (not the best executed, but still technically serviceable). However, I can agree that it demonstrably comes across better in single player to multiplayer/co-op form, then it does with MMORPG form. But I think it is just because when you are more alone, survival game play feels more potent.

What makes a decision important (and thus interesting) is that you realize you have made it; And that the outcome is affected by it. I don't think tweaking how one kills 100 rats is managing decision based game play. Giving the player a clear and viable alternative to killing those rats to begin with is. That is to say that I really don't think micromanaging mechanics at every opportunity is going to make the game more interesting. Because any one instance of doing so is so minute in it's effect towards this end, that when taken as a whole the ability to appreciate the sophistication and elegant expression of such a system is lost on the average joe. Widen the scope to making the whole of a feature have different approaches to it. And the the end effect is much more laudable to the end user.
Marvel would have to be the f2p side of it, while playing as DC would be p2w purchased characters *snikers*
Gorgon Online has a small (13-30 people on at any one time) player base. However the game world is not the large so you will always see people running around as it might look in a larger game. If you want players that are almost always active ( I think most of them don't actually require sleep) , outgoing, mostly friendly, and very community oriented...I can't think of a better game at the moment. It's also an insanely interesting game. For instance: My character on there is an Armored Cow, that is also a Druid, that moves like sonic the hedgehog, and is a popular published author. And, I never intended for my character to be any of that starting out (the initial plan was a male fire mage). It just kind of happened.

I think PC gaming getting more popular would be because:

1) People are becoming more technologically savvy at a younger age.

I know a good number of people my age and up that have consoles and cell phones. But not a PC (and if they do they mostly just transfer pictures and videos to it from their phone or store movies on it). They are simply not as tech savvy as even their 7 year olds. And it is getting more and more rare to see a teenager without at least a tablet. Which also makes for an notable sub point as to why PC and Mobile (obviously) is on the rise. Technology is becoming more mobile. And consoles are not very mobile-ready.

 

2) PC's are becoming more and more approachable.

As much as 10 years ago you couldn't just play PC games and be better off. You had to learn a lot in order to get the most out of it. How to maintain your machine, how to use ROM's and Emulators, even how to compile and run something sometimes. And modding was a much more manual....Now there are more simplistic versions of windows (which still has the deep stuff there for those who want it), All-in-one desktops, a high degree of easy mobile device interfacing, plug-n'-play being the standard; And a lot of other things that streamlines what it means to use a PC (services such as steam and nexus/NMM/MO). One of the big draws for consoles has been their simplicity. The whole 'you don't have to be a mechanic to drive a car' thing. But, they don't own that aspect almost exclusively any more.

Okay so this isn't by far the best PvP. (not even really good PvP). But I did get a a lot of wicked enjoyment from Dead Frontier's PvP. Being in PvP mode was on a toggle. it took something like 10 seconds to switch. So sometimes (and I know it is troll but I thought it was hilarious) I would walk around looking for people in PvP mode (being in PvE myself). Maybe act like I didn't notice them. Wait for some zombies to attack. Then train the zombies on them as I was switching into PvP mode. Kill them while they were busy with zombies. Then jump back into PvE mode. I was something like 20:1 w/l by the time I got bored of that game. I know it's bad. But it still makes me chuckle.

 

I guess a point here ( to bring it back around to being on topic) would be that a PvP system can be good because it is so bad. And often I have found the more troll PvP generally is in a game. the more engaging it is for most participants. That is to say I think worst PvP can oddly, sometimes qualify amongst the best PvP.

[edit: sorry, weird sort of double post happened]

Basically I would want EVE Online with some changes made:

1) Earning experience through active play. And being able to apply that experience to skills I choose.

2) Free flight (on top of the flight system that already exists...just as an additional real option).

3) Actual sandbox features (like being able to design your own ship, manufacture and sell it).

Originally posted by kenpokiller

Both were great. RSC was brutal.

I liked hybridding a lot in RS2. Escaping was perhaps a bit too easy but "Share I TBed" is something I jokingly say to this day xD. So many more builds and setups were possible in the new system.

RS3 is a joke. & I did a lot of betatesting for their combat system, they ruined what little skill they put into it. xD

RS3 doesn't exist. It has been scraped. The current game is still RS2. What makes it a new version of the game is moving to a new engine. And, given the failure of the HTML5 engine. It's still running off the same engine that it was when they made the move to RS2. They will have to change soon though. They have pushed Java to the limits for what they want to do. Sometime late this year or early next year is supposed to be another (hopefully better) attempt. And, I do hope good PvP is part of the package. Meanwhile Legacy mode has opened PvP back up for a lot of people. So has things like Warbands. So, pvP popularity is slowly creeping back.

Originally posted by RelytDnegel
Originally posted by Helleri
Originally posted by lebros1989
Runescape classic. THE ORIGINAL. Not the 2007 graphic updated shit. Wilderness increasing the level difference of combat engagements, locked into 3 swings, losing EVERYTHING if you had a skull or only keeping 3 items if you had no skull. That shit got me shaking in my seat.

Same for me. But The wilderness was mothered by necessity. It didn't exist in the earliest days of the game. And, how well it turned out was an example of getting it right the first time mixed with a little luck. Before that it was open world pvp. There was a button that could be toggled. Clicked off was non-pk (non player killing = cannot be attacked or attack anyone). Clicked on it was pk (could attack and be attacked by any one). And before wilderness was installed that was a problem for two reasons:

 

1) The toggle button started on non-pk. Something that wasn't made apparent to players is that you could only change it 3 times. So, many players got stuck on pk before it became well known. There were safe zones of course. The part of Lumbridge (the newb town) that is today encircled by blue banners marks the biggest one. And, besides that banks were also safe. But there was only one server then. And, this meant many players fought to control territory (defined by valuable resources like mining camps).

 

[Note: Incidentally this why the first clans formed and why they are called clans in Runescape and not guilds (because they were smaller looser associations then a guild with no in-game support for running them at the time].

 

2) In pk mode...anyone could attack anyone. A level 40 could attack a level 3. And with no level restrictions (on any gear, not just on player killing), a level 3 with the bank roll could wield and wear the best armor and weapon (rune long sword at the time) in the game. So it was very chaotic

 

The advent of the wilderness came with level restrictions on gear. The wilderness was an area the size of the existing game world (at the time) that was added onto the far northern limits of the world. A baron land with scorched earth, dead trees, undead creatures, and lava instead of rivers and lakes. And it graduated in level as on went further north into it. at level 1 wilderness (just after it's border). A player could attack another player or be attacked by another player who was within 1 level of them. But, go as deep as the northern most limits (level 40). And, a level 60 could own a level 20. Likewise a group of level 20's could gang up on a level 60. Add in a rock, paper, scissors like trump system. As well as easy interface and simple mechanics. And RSC PvP was really good and the majority focus of the game back then.

 

[Note: I realize the person I am responding to likely knows most if not all of this. I wrote it out for the benefit of those who don't and want to know what about the games pvp made it so good].

The main thing that killed PvP for me in Runescape (I like most played a lot once upon a time) was the insane amounts food could heal for. I mean food could out heal any dps in a 1v1 situation and it just kind of came down to people chomping away on food and then running when they were close to being out. I just never really understood the mechanic and kind of made it pointless for me.

That is something I mainly saw happen with unskilled players. People who didn't understand that an even match wasn't worth bothering with. Most of them were too scared to step in any further then lvl 2 wildy. Just trying to jump people and drop scavenge on the border. These were the newbs in full rune addy with rune longs beating each other. There were unspoken rules of wilderness. Never fight your own combat type. Always run from what trumps you naturally. If you see 2 pk'ers not fighting first thing you do is say "team?" If you see two lone pk'ers fighting. step out of mini map view and wait 60 seconds. then try to mop up (unless it would violate one of the first two rules). Being a good pk'er was about learning to pick your battles. It was only the bad ones who got locked down food newbing it.

This is called an RTS?

I like seeing fun or clever names. Shows that they don't take it too seriously. And maybe that they are fun people. Even if the game is pretty heavy into immersion through character (like lotro). In my book you get a pass on 4th wall breaking if your name makes me grin or chuckle. There are those names that are totally phoned in though. Where it is clear that a person didn't even try. That said the older and more popular a game is/has been, the harder it can be to get an unique name (especially if they don't free up old names once in a while). Also, some people purposely choose names that have deceptions as to how they are actually typed. In-so-much they make it hard to be contacted and they either like it that way or they needed to use a faked character to make their name work. I will say Goku1792carrot is a little annoying. But, beyond things that 'no effort' I don't care much about it.

 

Now if you want a good fantasy name. A method I found useful is using parts of scientific names. Maybe from part of a pets scientific name. My name here, which I use in a lot of places, is part of one... Crotalus Oreganus Helleri (the Southern Pacific Diamond Back Rattlesnake). You can also change a letter to the name of a medication like... Luvesta, Diagra, Bialus.

Originally posted by lebros1989
Runescape classic. THE ORIGINAL. Not the 2007 graphic updated shit. Wilderness increasing the level difference of combat engagements, locked into 3 swings, losing EVERYTHING if you had a skull or only keeping 3 items if you had no skull. That shit got me shaking in my seat.

Same for me. But The wilderness was mothered by necessity. It didn't exist in the earliest days of the game. And, how well it turned out was an example of getting it right the first time mixed with a little luck. Before that it was open world pvp. There was a button that could be toggled. Clicked off was non-pk (non player killing = cannot be attacked or attack anyone). Clicked on it was pk (could attack and be attacked by any one). And before wilderness was installed that was a problem for two reasons:

 

1) The toggle button started on non-pk. Something that wasn't made apparent to players is that you could only change it 3 times. So, many players got stuck on pk before it became well known. There were safe zones of course. The part of Lumbridge (the newb town) that is today encircled by blue banners marks the biggest one. And, besides that banks were also safe. But there was only one server then. And, this meant many players fought to control territory (defined by valuable resources like mining camps).

 

[Note: Incidentally this why the first clans formed and why they are called clans in Runescape and not guilds (because they were smaller looser associations then a guild with no in-game support for running them at the time].

 

2) In pk mode...anyone could attack anyone. A level 40 could attack a level 3. And with no level restrictions (on any gear, not just on player killing), a level 3 with the bank roll could wield and wear the best armor and weapon (rune long sword at the time) in the game. So it was very chaotic

 

The advent of the wilderness came with level restrictions on gear. The wilderness was an area the size of the existing game world (at the time) that was added onto the far northern limits of the world. A baron land with scorched earth, dead trees, undead creatures, and lava instead of rivers and lakes. And it graduated in level as on went further north into it. at level 1 wilderness (just after it's border). A player could attack another player or be attacked by another player who was within 1 level of them. But, go as deep as the northern most limits (level 40). And, a level 60 could own a level 20. Likewise a group of level 20's could gang up on a level 60. Add in a rock, paper, scissors like trump system. As well as easy interface and simple mechanics. And RSC PvP was really good and the majority focus of the game back then.

 

[Note: I realize the person I am responding to likely knows most if not all of this. I wrote it out for the benefit of those who don't and want to know what about the games pvp made it so good].

Originally posted by Quizzical

Star rating is based on:

1)  How many of the last 30 days you have logged in (+)

2)  How many posts you have made in the last 30 days (+)

3)  How long your posts in the last 30 days have been (+)

4)  How many posts you've had deleted by mods in the last 30 days (-)

Part (1) alone can get you to 2 or 3 stars even if you never post.  It's also easily gameable by staying logged in and keeping a browser tab open even if you never look at it.

I've seen an official statement that with (3), making tons of really short posts can bring down your rating, but I haven't seen direct evidence of that.  I have seen direct evidence of the others.

This is an aside...I thought the term was Gainable. It's Gameable?

As I recall it, games in general were more difficult, when I was a kid. That isn't just remembering it as more difficult as it was either. https://www.youtube.com/watch?v=bDOZbvE01Fk

Games have gotten easier. But I think in large part that it is due to them getting better on a technical level. Which makes them easier to use more intuitively. Because the way things work with them now makes more sense.

Like wise your star level decreases for inactivity (although that may be obvious, I thought it worth adding on).
Right now I am only playing Runescape. Would like to play more, but I am on a bad wireless connection.
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