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All Posts by Jerival

All Posts by Jerival

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16 posts found
Originally posted by Jacxolope

So far I am barely into the game (still on the free trial) and probably have 15 or so hours in....

And yeah- I have seen no chat, nobody speak and no social anything. Its VERY solo-centric thus far. Again, I have only seen a bit of the game too but the city is dead quiet even with hundreds running around (population is very healthy) and I have never seen this much 'silence' in any mmo I have ever played.

I like the game though and it seems to have potential to be great even... I keep hearing about these dungeons which are supposed to be fantastic and require groups. I REALLY hope this is the case. So far its a good game but seems far too solo for what I am used to.

I look at the game as having two parts.  The first is the story line quest which I personal detest (however a lot of my friends love the storyline quests).  I find these to be very boring, and yes lonely as you do them solo outside of the dungeons/trials.  The second part is the higher level expert trials, dungeons and raids.  This is the fun part of the game imo, but you do need to put yourself out there and meet people in order to complete some of these as the difficulty builds to the point where the duty finder is not the ideal way of forming a group.

I agree with the OP, the genre currently leaves something to be desired.  A few of the current mmos are decent, most are crap.  None of them are great.

The biggest telling sign is the hype for the next new game and the number of people that jump to it immediately, and then leave shortly thereafter. 

Unfortunately the "everyone gets a trophy" generation joined the genre and this is what we get.

I would like to formally lobby to have the genre renamed to MMOGWEGAGM (Massively Multiplayer Online Game Where Everyone Gets A Gold Medal).  A bit of a mouth full, but it sums it up better than the previous acronym.

Originally posted by centkin

If you want crafting to compete with drops from group monsters then you need to have crafting require a group to achieve the crafting of such an item.  You need to have say 5 crafters working together at the same time and any one of them can torpedo the item.

If you want crafting to compete with raid drops then you need to add a progression to the crafting, and since the raids drop items that are bind on pickup, so too would be the crafted items.  IE anyone in the crafting raid can use the item.

So you have ten people crafting together on items with a process that can fail easily, and you need to do enough of them and achieve specific goals to move onto the next tier of crafted items, then you need to find others who are at that tier to form crafting raids with to make the next set of items.

That actually sounds like a really neat idea, wonder if we will ever see anything like that in our lifetime.  Would make a crafting guild in a game very important.

Originally posted by Rydeson


     Crafting economy will normally be treated as the ignored stepchild in most games.. Why?  Simple.. You can NOT sustain the themepark formula of "chasing the carrot" loot design, if crafting competes with that..  So many games today are designed to have you chase loot drops.. (aka. the carrot) If you remove that incentive or prize, by giving players a reasonable alternative, the chances a player will shorten his stay in that particular game will increase.. Players need a reason to stay and play.. Besides the one reason of friendships, the other 2 big reasons is content progression or character progression.. We all know that creating content is the more expensive route, so devs often choose the easier route..  Gear grind progression = keep chasing the carrot..

     There are ways so both can co-exist, I'm just not sure the community and/or devs want to explore those options.. 

Yep, I would agree with what you said.  I suppose I am envisioning a game where high-end content drops are rare crafting materials rather than gear.  The gear is created by the crafting classes using the high end drops and/or a variety of other items.  It just seems like the developers could meld both worlds together.  I vaguely remember a game that did something like that, but I can't recall what it was.

In a game like FF14 where you can level up every job and crafting/gathering class, an individual wouldn't even have to be at the mercy of predatory crafters if they have the time to level those classes themselves. 


Originally posted by laokoko

Quite honestly, I hate mmorpg with a deep economy, because usually that just turn in to harvest(grind) wars.  Or flipping wars, where merchant rule the game.

I can understand why you dislike the approach, but in my opinion, this would offer more "content' for those interested in acquiring wealth through market transactions. 

Originally posted by Loktofeit

So that we're not either just guessing or trying to conjecture reasons for a strawman, could you share which MMOs you are referring to? That would go a long way towards helping to discern why those games have crafting systems. 

Recently I've been playing FF14.  I enjoy what end-game content I have completed, and the loot really isn't my focus as much as the challenge of completing it with my friends. 

A few people have told me the game has a "really good" crafting system.  But after dabbling in it and seeing what you can/cannot craft, it really appears that crafting is for cosmetic changes, or making personal/FC housing items.  Outside of the culinary line, I haven't seen any end-game players using crafted items.

This has been bothering me for a bit.  Why do some PvE MMO's include a crafting system when the best gear is dropped from end-game raids, and the gear itself never deteriorates? 


I'm guessing the developers don't want the crafting community to control the economy for casual players, but then why bother including the crafting system at all?  Or is there another reason I am missing?


In full disclosure, I dont like crafting, but a robust economy always draws me deeper into the game experience.  This is probably why I loved Eve for so many years.

There is a tutorial selection in the new neocom.  Just tried clicking it and it started the tutorial up for me, but I never went through it.  So I cant speak to whether or not it would work if you had run through the tutorial previously.

I am sure I can find my way on the aspects of the game, but my main question is that from what I understand, there are high secuity zones, semi secured zones, and then unpatrolled.  No matter where you are however, you can be attacked at any time by anyone?  I want to enjoy the PVE aspect of this game, as from screenshots I have seen some wonderful sights that I would hope I got to see from myself.  Do you have to always watch your back as someone will always want to kill you?

You can be attacked in any system in the game.  The difference between high security systems from low and null is that if someone attacks you in highsec Concord will respond and attack that individual.  That being said, if you are flying around in a ship with no tank, you may be destroyed before Concord can respond.

Also, there are plenty of ways to be baited into legal pvp in highsec.  You'll need to be cognizant of this and do a little research based on the aspect of the game you are persuing.

Of course if you join a player corporation you also could get involved in a war.  Wars between corps and alliances are another form of legal pvp in highsec.

As for watching your back, it never hurts.  You'll quickly learn what puts you at risk in highsec and what is relatively safe.

As above, I took the into professions that would capture a PVE career, and appears to be either a Explorer and/or Manufacturer.  Are these paths beneficial to others, I would help I would be able to help a corporation once I found one to make a difference, one that had the same views I had.

After both these questions, would you think I could even be successful in this type of game?  Please let me know any opinions that anyone has a minute to share, I would appreciate it before I ask if anyone has one of those keys to offer.

Many thanks,



Drama, drama, drama... 

This really is not the huge deal you are making it out to be.. 

And remember.. you are statistically insignificant as an individual to CCP.. 

Originally posted by Furor

The video interview at 38 minute tells you that, and thats proof.

People have been known to intentionally throw out misleading and/or incorrect statistics during interviews.  Now he could be correct, but either way his comment is not proof of anything.


Originally posted by nyxium

Boredom is so horrible. Hope it doesn't happen to me when I finally get to play World of Darkness when CCP finally release it. After all that waiting and then boredom hits. Arrgh.  I'll play it once or twice a week to prevent that from happening. Max 7 days a week at the most.

Sometimes if I'm really into a game I might play it 8 days a week.. But that's reserved for really special games.

Originally posted by Mardy

Tanks are very valuable right now so join up with groups, or if there aren't one, just start one yourself.  You'll have no problems finding people to join you.

Thank you Mardy.  Is there a point where tanks are no longer valuable?  Probably just reading to much into your statement but figured I would ask anyhow.

Great, thanks for the link.  Yeah the bow question came up in the context of ease of pulling mobs to the group.

Hi guys, I decided to give EQ a shot again after a ten year hiatus to play on the new progression server(s).  My previous experience with the game left me with the "grass is always greener" syndrome as I played a druid and sort of envied the warrior class.  So to rectify past transgressions, I am playing a warrior this time around.

Unfortunately I feel like an idiot.  After playing EQ the first time I starting trying tank class characters on all subsequent games.  I now find myself getting confused at what a warrior in EQ can or cannot do as I'm pulling information out of my memory that apparently is not for this game.  (i.e., last night I was nearly positive that a warrior in EQ could not use a bow until level 20.  Apparently that isn't true and I'm not sure which game I'm pulling that from, or if I just made that up.)

So my plea to whomever reads this is:  Are there any reference websites that would be a good source of information about what I should be focusing on during the lower levels of this character?  

I'm making sure my skills are maxing out each level (bash, kick, taunt) and trying to diversify my weapon skills as much as possible after my 1hs skill is maxed each level.  But my taunt skill is very ineffective which may have something to do with the level of the skill, my character level, the level of the mob we are engaged with, etc.. But I would like to understand how this skill works further, is there an attribute that determines whether or not a taunt is successful?  


Hopefully this makes sense.. Sorry if this comes across as a rambling incoherent post.  Trying to put this up as fast as possible while at work :)

Originally posted by Zodiacian

Well good luck with that honestly if my pc can't keep up im just quitting the game.

 Natural selection works in the world of video games too.. Amazing..

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