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All Posts by SlyLoK

All Posts by SlyLoK

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Originally posted by Nemesis7884
while i really like the skill system, the combat just feels clumsy and unresponsive - it lacks impact and nice-to-look-at-animations... i would like esos skill system with guild wars responsiveness, impact and animations...

I am sorry but GW2 looks horrible especially when it comes to combat. If any game lacks impact in combat it is GW2. In ESO your weapon actually gives an impact animation when you land a hit and more often than not the animation of the NPC mirrors the direction you hit them even their death animations reflect it.

There is nothing wrong with ESO combat and it sure as heck isnt unresponsive. Just sounds like you want a game where you can spam AoEs 100% of the time not having to pay attention to anything.

Originally posted by Joppa

We are going to address this question in more detail in an upcoming Round Table, but I want to officially set the record straight:

 

Pantheon will primarily be a camp-based game, both overland and dungeon, very similar to what you remember from EverQuest 1.

 

There will be a handful of meaningful exceptions, but overall we are choosing to embrace camping for all the right reasons. That being said, you can expect us to spice things up a bit - you never know what we might have up our sleeves to keep you on your toes ;)

 

Glad to see yall changed your viewpoint. Next up Right of Passage.

I was hyped when the following was first leaked a few years ago...

 

All that hype left when they revealed the new approach as seen in the sig..

I had rolled a couple new characters recently and today I noticed some new things.

EP Main Quest in Davons Watch has been reworked. Not sure when this happened but it flows much better than it did previously.

The text , instructions and VA on the crafting writ certifying NPC in the EP is new. Some of it pretty funny to boot. I think this may have went in on todays patch as my last character before the patch did not have this in DC. OR maybe it varies from alliance.

Anyone notice anything else?

 

I have heard and read them say that they do not want people to camp a spot for hours but move around... However for me camping an area was one of my favorite things to do in EQ1 so I hope it will be supported.
I havent played the game so I can only go by what a few I know have told me. They believe changes came about because the game isnt greatly populated and could not support they style they had before. True? No idea. But changes like that usually do follow a weak population when a game has been group focused prior.
Originally posted by BadSpock

To sum up -

SWG would have survived well if they fixed their game and kept to the vision - a sandbox Star Wars world.

Except people were already leaving SWG even before NGE. The NGE was the result of trying to get people to play. Either way the game was going to die.

EQ2 would have done better if it stuck to it's Everquest roots (more hardcore party based PvE).

EQ2 didnt have a great launch and they had to do a quick relaunch to boot. While a decent enough game it just wasnt near the quality it needed to be to compete with WoW and what it offered then.

WAR would have been good if they focused on the RvR and left the quests/dungeons/raids to WoW.

WAR would have done well had the world design not been utterly pathetic and lazy. It was basically a single road throughout the whole game. No exploration of any kind was available , terrible PvE and the crafting was pitiful too. The PvP could be fun but many unbalances were there that could cause headaches PLUS bad keep design.

AoC would have been good if they embraced the brutality of the IP with open world FFA PvP (with consequence) instead of trying to appease the masses with generic quest driven PvE.

Never played the game but it seemed much more mature than any other game on the market. Though I have heard the game was bad once you left that starter area.

SWTOR would have been good if they embraced the story and character building in true Bioware fashion rather than watering everything down to include WoW-like elements.

Bioware did do what Bioware does.. MMO gamers just arent to impressed with that in an MMORPG. The world design was also pretty bad and funneled.

Rift could have risen further if they had focused on the public event/rift/invasions and more unique class building system then trying to chase the WoW-model of dungeons/raids and instanced PvP.

Rifts quickly become boring along with the classes. A good idea to combine 3 classes into one but when all of them are boring it doesnt matter. Rift is also another case where the world design was horrible.

etc. etc. etc.

etc. etc. etc.

None of these games "failed" or under-performed directly because of WoW - they did the damage to themselves by trying to be like "that other guy" and simply not doing a very good job at it. 

You can't blame WoW for its success, you can definitely blame the fools trying to break off their piece of it and failing.

I dont think any of the games failed or struggled because they were trying to be like WoW. It was because they were lacking in their own right.

What it comes down to is Quality. Simple. A game could come out next week that is exactly like WoW that looked different but with the same quality and polish and it would be a success.


Originally posted by Brenics

Sorry I just don't see how a game that has a LFG tool that has been broken like 2 months after release can not and should not have a 8.5 rating. Just for not being able to fix LFG tool after a good year is just sad and should give the game more of a 5.0 rating.

I ask in the chat for groups and within 5 - 10 minutes I am in a group and doing whatever it is I was wanting to do. 


They should have done the revamp right after Mines of Moria when the players asked them to change it then.. Not years later.
Originally posted by Carnicide
If I decided to do this and I don't end up liking the ps4 port. Would I be able to transfer my character back to the PC port? Anyone know?

From what I have been told your PC account will remain active even after the transfer / copy. Makes sense considering you have to purchase the game again at a discounted $20.

If done a certain way.. Sure.

Say you have a Falcon as a pet that stands on your shoulders as you stand still or flies beside you as you move around but when you enter combat it flies up and out of the way and when combat is over it lands back on your shoulder.

Originally posted by Dullahan

That "abstract" crafting system sounds like a solo players dream.  Do not want.

Gathering materials to craft should be as hard as getting dropped gear if what players produce is even going to be relevant.  Obviously if a player is a dedicated crafter, they can turn a profit on their wares to buy more materials without having to personally farm them, but raising that capital too should be a challenging endeavor.

So you are saying that a person grinding up their crafting skill to make items is easier than going out and killing a monster for an item? SMH. Get a clue please.

Slow enough to enjoy the content available and the gear you get doing so.. 

It isnt just level progression but gear progression also.. I want to see certain gear be effective for a good while and not upgrades every other level the entire game.

Leveling speed may not matter to much IF dungeons hide a wide range of content for all sorts of level ranges. That is something I really enjoyed about EQ1.. 

Originally posted by Mavolence

Has anyone else received a further e-mail saying that somehow the code was applied and the account was reactivated without ever having done so? I received the invitation but never acted on it and now a confirmation e-mail appeared that its active. I hope my e-mail or the account(s) aren't compromised but i have no other signs that anything else is compromised at all

 

Auto applied most likely.

They worked closely with Bethesdas loremasters so it as much as lore as any ES game. In this case things were tweaked to fit the setting of the game just like the single player games have been.

Kinda reminds me before release when the ZOS loremaster called Molag Bal the prince of lies or deception or something like that and all the supposed " lore buffs " of TES yelled that he was wrong only for someone to past a screencap of an in game passage from a single player TES game that referred to Molag Bal as just that...

TESO is cannon. Get over it.

Originally posted by Dragnelus
Yeh same here. Got the pre order (3d party) lvled till vr1. Got a refund but they coudldnt close my account as 3party. But I never subbed and now when its free tried it and subbed (PLUS)it for 2 months with a prepaid card (18euro) and enjoying it. But I must say lvlving veteran ranks is a pain. Must be a bit faster.

So you leveled all the way to VR1 and then requested a refund? That was a dick move.

Originally posted by Ehllfhire
Originally posted by oldbluies

When in the cities, the lag can be unbearable. This is my system specs, any suggestions what needs upgraded first ?

GEForce GTX ti

Intel Core i5 290ghz

8 GB Ram

Windows 7.

Thanks.

Cities used to be just fine until the hordes of free to play locusts/leeches arrived lagging the game with their cries of buy me, give me xxxx

Where is this free to play game you speak of? Last I checked ESO came with a box price therefore there are no locusts and leeches. 

Originally posted by Hariken
Originally posted by Bladestrom
Originally posted by SavageHorizon
Originally posted by keithian
Originally posted by Hariken
Might be good in 6 months. Its just to buggy right now. I'm sick of all the bugs and freezes then crashes to login screen. Or just the long loading screens just to get into the game. It seems like with every patch it gets more buggy. I'm all done for now.

What a load of BS...seriously. I'm back after taking a few month break and have played many many hours now and I have yet to see one bug. Regardless, if there are bugs, which I'm sure there are, its because its an MMO and there is no such thing as a bugless MMO. When I look at how buggy this game was at launch versus now, it is like night and day. Freezes? What a joke. The game hasn't frozen once. What I did see over the weekend at about 2:00am PST was server wide latency...which is again common with any MMO and has resolved since then....so good riddance.

 

Don't read this thread if you can't handle others not liking your latest fad mmo, it's easy to call bullshit hence why I'm now calling your post bullshit. The game is a boring linear excuse for a mmo, it's dull as dish water.

well since theres hardly any bugs in the game now, then that is BS, and since the game is not linear (AVA is not linear, and either is the AA Progression system, or the recent justice system) then that's poorly informed as well.   Just because you don't like a game thats been out for 9 months does not make it a fad.

How can you really say there's hardly any bugs. The boards over there are filled with complaints about bugs. Are they all lying? The bugs i'm getting are forcing my to restart the game all the time. The inventory cursor gets stuck and you can't interact with anything or the interact key(E) just vanishes and you have to restart the game. And freeze's just before your kicked to the login screen. And the launcher crashes or video setting getting screwed up with the launcher and crashing. All these are posted by alot of people on the boards. 

I havent seen a single bug and I been back playing for 3 months.

Kinda hard to take a game seriously when it doesnt take itself seriously.
Originally posted by blastermaster

I'm not familiar with UO's way, and I don't necessarily have anything against nodes either. But I would like it if they could maybe try something else for this though. Maybe for some resources they could have "pools" instead of node, where it's more rewarding to harvest in groups of players than in solo?

What I certainly want though is for "group harvesting" to be in the game.  I'm not sure what you refer too with "Group member within a certain distance share harvested materials" , but just to add to it, all group members should be actively working on the same node (or pool)  to get their share, not just be hanging around the guy that harvests.. 

Rewards (more materials, more chance of rare materials,etc.), should increase the more there are players working to make this activity more profitable as a group, encouraging harvesters to get together.

They should also try to make it fun too. Not just a simple click and wait until the animation ends to get the mats. Maybe they can put some kind of minigame, puzzles or QTE  or anything really, where each member of the group has to do his part. These "games" could also be different depending on what you are harvesting and the rewards should be in relation to the time it takes to complete this mini game.

An example might be something like a little game of cutting down trees with a big saw, as a duo of players. Both players should get the correct rythm in order to have a constant progression (both can't pull at the same time,etc.). "Events" could come up (a not, a broken blade tooth or something) that could warrant more or less work for one of the guys (or both),etc.

Ok, I admit not much thought was put into my example.. and I can already here people screaming that it would be fun once or twice but could end up being a drag in the end.. but they could also make it possible to do an "automated harvest" (same as what there currently is in most game), with a lot less goods in the end (very little resources, only basic one with very limited chance of rares).

Anyways, I'm no game designer (thank god eh?!), but they should employ their talent into making harvesting something fun, and something that, like the rest of the game, should be more rewarding as a group than in a solo.

In UO all you had to do to mine ore was walk up to a cliff side / cave side and start hitting it with a pickaxe.. Even large boulders sometimes had a little ore to give. The ore in the mountain would regenerate over time. 

Now since there would be no single node for multiple people to beat on like in VG to increase the nodes yield players would have to be within a certain distance from each other to share materials. Lets say that distance is 15 game meters so as long as the players mining / lumberjacking stay within that range they would share what is gained. In the end giving much more materials than if they were alone just like VG. Another difference would be that they wouldnt have to switch off taking turns looting as the materials would be sent to their backpack automatically as they harvest.

Another bit I liked from VG was that higher quality harvesting tools gave larger yields of materials.

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