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All Posts by xpiher

All Posts by xpiher

155 Pages 1 2 3 4 5 6 7 » Last
3092 posts found
Dying had no meaning in the game what so ever so I fail to see how the game is challenging just because you can die. 
Phasing is a half-assed attempt on giving players the illusion they are affecting the game world. This is driven by the fact that people got tired of always doing the same things, the exact same way, and knowing everyone else doing it and therefore that boss you just killed to finish a story line isn't really dead. Instead of going the sandbox MMORPG route, zenimax went the themepark phased route. 
Originally posted by fardreamer
Originally posted by Kyleran
Yea, you like to gank the helpless, when the odds are heavily on your favor.

Not the game for you.

You missed my point.

 

I'll say it in another way.

 

I do not enjoy running around inside a battleground trying to find people who do not want to take part in the castle camping zerg.

 

I want to do pve and be a victim, to a attacker, i want to be a little cautious when dealing with people.

Then stop buying themepark games. 

looks interesting. 

To all the people complaining about TSW... I really don't get it. While I didn't play the game for very long , I don't remember combat feeling any different than any other tab target mmo on the market and the questing system was actually done really well. 

I'm enjoying playing this game very casually, but its not anything like the old school MMOs because ultimately its a freaking themepark game. Players cannot influence the world in any meaningful way despite the use of hyper instancing. None of the choices in the story line feel like they matter or have any meaningful impact, RvR while fun doesn't feel like it affects the PvE world enough to make people care and the emperor title is nothing more than a glorified repgrind akin to Aion's PvP levels.

ESO should have been a sandbox and its not. That's why people hate the game. 

Originally posted by Scot

Constantly they go on about your choices when making a MMO. So having the choice to pick them would be great! I understand nametags were there in Alpha, then removed. Bringing them back wold be easy.

Bringing them back would be easy, making them not affect performance is not. 

Originally posted by Sk1ppeR
I thought Zeni devs said the chat bubbles and name plates kill the FPS (frames per second) in the game. The engine is optimized without those things. Don't ask me how this is an issue. 

Anything that has to be redered by the client, even if you have the option off, still needs to get loaded by the client/your pc. With potentially 100s of players on the screen at once, this could be a very big issue regardless of the engine. 

BTW, SWTOR not only used a very early version of the hero engine, but they also used a heavily modified one. 

BTW supposedly ESO doesn't use the hero engine

 

http://www.gameinformer.com/b/features/archive/2012/05/25/why-the-elder-scrolls-online-isn-39-t-using-heroengine.aspx

Keep in mind that you will not be competitive in the game using an Xbox controller.
Originally posted by Pyatra

There are 70+ other daily/one time quests in PVP that grant sick XP, I know, I've done them and leveled faster than doing PvE.  Deal with it.

Please list them so people can see what they are so we can put this thread to rest. 

Originally posted by Drahx

Why would you think it would be like skyrim?

 

Because thats how the gaming media described the game. People, prior to open beta (it was open), constantly said they felt like they were playing skyrim. 

Originally posted by Joejc7135
Originally posted by fs23otm

The truth is people used this quest to level faster then intended. Zenimax didn't catch on in Beta because the people that used the quest in live were already testing at 50. 

So when those 50's used the quest to grind to 50 in less then a day... it was an issue. Zenimax addressed the issue... simple as that. 

The truth is you are 100% correct in that people most likely used it to fast level. So the response of Zenimax is to nerf pvp lvling by an insane amount. That is one way to fix it, that is the cheap and easy way that rear-ends legit pvp players. That is the Zenimax way. The way I would think a company charging a sub would handle it? Perma ban the people involved with the exploit and make it public as a warning. Have your support watch for more exploiters and ban them. That would be much more expensive and time consuming though. And Zenimax only seems interested in getting paid and not fixing problems with the game, as evidenced by the numerous broken quests that have been broken for some time. They know you will pay, because media hype sells games these days...not good gameplay and design.

Two giant zergs clash in the open field say 100 people on both sides, people drop 10 at a time and only 1 victor remains. Both sides repeated their kill quest say 3 times for each side. Do you think massive exp and alliance points gains in this way is healthy for the game?

Particpating in PvP activities and getting huge rewards for being successful is better for the game IMO. Give everyone present for keep flipping and other activities the rewards. It also easier to police leechers. 

Originally posted by MikeJezZ
Does that mean, that now PvP is only worth doing at level 50?

No, but zenimax needs to make it to where PvP activities also grant additional EXP and Alliance points so dedicated PvPers don't feel like they need to take breaks.

This was done due to people exploiting it though. It would be pretty easy to find a secluded area in the other faction's zone and zerg rush naked alts to their death. 

Originally posted by noluk

I cannot for the life of me think how you can exploit killing players for xp.  

Its really not that hard. You act like you have to travel the map with the players who are being killed. And it wasn't about the exp, it was about the alliance points that you get for repeately killing players. 

Originally posted by Arndush
I don't mind them making it a daily quest. It was a little too easy to farm 1,000 AP that way and buy gear. However, in response to that, I would like to see either the XP reward for the quest go up, or the XP for killing players go up, or both.

Anything that can be easily exploited by players will be exploited by players. Exp and points for kills on players should remain low, while exp and alliance point should go up for completing activities. This makes it difficult to grind out rep killing players, makes it take longer/impossible to level off of just killing players (and therefore nearly pointless to exploit) while reducing the time it takes for "normal" players to achieve their goals. This is a win-win for everyone. 

If it wasn't being exploited, it was easy to exploit. Making it a repeatable rather than a daily means that you could easily farm up faction points killing alts. Might be how the emperor was crowned already. 
Originally posted by Lord.Bachus
Originally posted by xpiher
Originally posted by evilized
Originally posted by xpiher
You are thankful they are doing their job? What a joke!

 

Moved on to trolling this game now xpiher? Great.

No. As I'm playing ESO and mildly enjoying it. The level of hate and fanboyism with this game is seriously over the top though. Its worse, IMO, than GW2 was. 

That depends on what you are looking for in a game....  However someof the things from GW2 would certainly be welcome in this game, i think the dynamic events would be perfect in combination with the deep story quests of  eso.

I fully expect rift PQs with GW style consquences for failing to happen in the future. The game and its lore are perfect for it. 

Originally posted by elitero
Originally posted by xpiher
Originally posted by Meowhead
Originally posted by xpiher

I played through the fractal so I know what they are and I quit because of the addition to of ascended armor or whatever its called. (Agony protection + better stats = gear grind treadmill). I need to know what was changed after this. I see that all currencies are shared between accounts now (fantasic change btw) and my mad king armor can have new stats applied (going to have to read what build changes were done) but outside of this I don't know of any the changes made. What happneed to WvW? Did they ever fix the power orb thing or they just leave them disabled? What other changes were made to the game? If my entire time away was only met with living world updates and a few tweaks to the game then maybe I won't come back :( 

Oh I also see a group find feature as well so that's good.

 

Edit: Are there any new level 80 areas? Did they change down level scaling?

There were additional fractal changes and fractals added during the Fractured patch.  So unless you mean you quit in November, you probably missed some stuff, and that boomerang post is timely and useful. :)

There's no such thing as magic find gear, which is why all old gear with magic find you can pick any stats for them.  Magic find is account bound now.

WvW ditched the orbs and switched to a sort king of the hill mechanic in the borderlands where people hold 3 out of 5 middle areas for long enough.  There's a new map, the Edge of the Mists, which can be gone to while you queue up for other maps (It has overflows, so can have limitless people in it).  Speaking of queue, you now get told your place in the queue when you do, and how many people are queued for a map.

They also added WvW ranks with level up abilities, traps, a couple other things, and on the 15th the WvW level will be account bound rather than character bound.

Some other things have been added like... maybe guild missions?  NOt sure if you were there for them.  A couple jumping puzzles, a totally new TA dungeon path (Which by the way is a good example of how they're starting to revamp the dungeon/combat system), revamped world boss,a  new one.

The new permanent level 80 maps will be coming with Living Story season 2.  Down level scaling still exists.

 

Thanks, so not much has changed since they were doing small changes to test the big changes. Seems like all I missed was the living story then! And yeah, I did quit in Nov of 2012. Shame that not much changed to the game in a permanent fashion in a year though but I'm glad people enjoyed the living story. 

What I meant by down level scaling is, did they still cap out the reward levels for "epic" boss fights?

I don't understand this, you were posting here about 3 months ago how bots were ruining your gameplay and you had been reporting them, and now you post , well.... first about nothing has changed(lol), then talking about you have not played since nov 2012.

You are confusing me with someone else as the last time I posted here was probably a little less 8 months ago asking what has changed again....

Edit: I actually looked up the last time I posted anything here. This was the last post I made which was made last Nov. So yeah, you have me confused with someone else.

Edit #2: And the post before that was this one...

Edit # 3: And the only post that matters is the one i made here which was made last july.

Originally posted by alicorn
Originally posted by xpiher
You are thankful they are doing their job? What a joke!

Yeah, in a world where not everyone does their job, yes, I am thankful.  Silly me for espousing simple things like gratitude.

Silly you for being thankful they are doing their job indeed. They aren't doing it out of the kindness of their heart, they doing it because if they don't their game will fail. If they properly communicated whats going on and did regular updates that would be something to be thankful for. But they didn't. 

IB4L

can a mod move this to the appropiate forum section. 
You are thankful they are doing their job? What a joke!
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