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All Posts by rwyan

All Posts by rwyan

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300 posts found

I personally didn't find crafting overwhelming.  I would like to say bad things about anyone who did (or at least bash them on the head a few times) but I can refrain from that.  The only reason why I played this weekend was to educate myself on the crafting system.  So maybe that makes a difference as my intent was to deliberately investigate the system as opposed to experiencing it in passing.

 

I ran to my first crafting station - clothing - and ran through the GUI.  I saw that I could make cloth and leather armor.  In addition, I could also make Nord and High Elf styles (I had found the high elf style book in the opening, tutorial zones).  I saw that recipes literally comprised of one material... Jute.  I also noticed that adding more jute to a recipe increased an item's level.

 

I then went off and tend some quests, explored, played with a few weapons I had in addition to gathering every single node I found.  After getting some raw jute, I returned to the crafting stations to attempt some armor.  I played around with the GUI in attempt to figure out how to actually refine the resource.  Once I had found my way, I was prompted because I had too little raw jute to extract.  So off I went in search of more...

 

I returned later and successfully made a number of pieces of gear.  I replicated that knowledge against a few other crafts successfully... except I did notice alchemy, provisioning and enchanting have slightly different rules.

 

Alchemy appeared to require experimentation and trial and error in order to learn recipes.  Provisioning appeared to require you to learn recipes from items acquired through drops (experimentation may have been possible but I honestly didn't try).  Enchanting also appears to require some trial and error and memorization as well.

 

As I mentioned, my intent this weekend was to dabble with crafting.  So maybe I was willing to put a little more time getting acquainted with it's GUI.  Outside of maybe enchanting and alchemy, there isn't much to the system.  I didn't get to play with researching but I did have some failed attempts at improving items. 

 

All of this knowledge (and I don't think I understand the whole system yet) was acquired simply by playing the game.  I did consult the in-game manual once or twice to clarify some things (such as researching as I didn't understand how that feature worked).

 

Do players really expect to learn everything there is to know about a game in one weekend? I think that is a bit much.  Everything I ever knew about EverQuest wasn't learned in a couple days, a few weeks, or even a few months.  There were some aspects that I didn't fully understand until at least a year after its release (and that was part of the joy of it, always something new to learn and understand).

 

Sometimes I see complaints here about ESO or just about any other game, and I instantly scratch my head.  I don't understand what some of ya'll really want or are getting at.  Heck, I ran into a player this weekend who raged in zone chat just because of a bugged quest in a on character that will be inevitably be wiped in a game that hasn't even been released yet.

I didn't find anything terribly confusing at all.

 

Any questions I had were easily resolved via trial and error or by simply opening up the in-game manual and reading some of the dev-written documentation.

 

For example, at first, I found the crafting GUI non-intuitive.  I solved all my problems simply by clicking around.  When I attempted to extract materials from some raw jute, the interface informed me that I needed at least a set of 10 in order to proceed since I only had a stack of 7 or so.  No biggy, I simply ran out and gathered more raw jute.

 

Outside of the actual GUI, is it so bad to leave a hint of mystery to the game?  It is one thing to have to fight an interface or be completely thrown off by its design.  But is it really so bad that some mechanics, especially those that are easily determined via some experimentation, reading documentation or asking a fellow player, initially obfuscated? 

 

Part of my fun this weekend was learning about crafting and all that it entails.  It seems like a system that is quite easy to understand but will be hard to master all it's nuances (which I like).

 

Nowadays, I wonder if some players solely just want to game a game's systems as opposed to, you know, playing the game - and therefore want to know every data point behind everything so they can most efficiently map out how to "play" the game.

I just don't think Pantheon had that imaginative spark that the likes of other successful kickstarted projects had.

 

 

Comparably, if we look at the Macquaid factor, Camelot Unchained shouldn't have funded either. But it did, because CSG not only dwelled on oldschool nostalgia but also mixed in some interesting creative nuances.

 

 

Pantheon just came off as simply another attempt at EQ and Vanguard. Camelot Unchained felt like CSG wanted to not only deliver another DAOC but also wanted to throw in some interesting new layers into the mix.

I participated in an earlier beta weekend around octoberish.  I liked enough of what I saw but had a lot of concerns (many to be exact).

 

All of the press has been mostly mixed as well but with some common threads.  The biggest shared criticism typically points out to some awkwardness around trying to mix the typical ES experience and the familiar MMO experience.  However, some reviews have been cautiously optimistic or down-right negative.

 

Then, many reviews from both players and critics who made it out of the starting areas have been largely positive and even more optimistic - especially those who have engaged in PvP. <-- This is why I decided to take a chance and pre-order a digital copy.

 

Thank you for posting Isarii's review.  Considering it was on an ESO fansite, I was expecting some bias.  However, it is one of the most objective reviews I've read thus far.  It does well to point out some weaknesses in addition to some of the bigger picture items that really haven't been touched on much (adventure zones for example).  <-- This is why I am feeling very confident in my preorder

 

 

 

 

 

So are we going to complain about the likes of DayZ or even Minecraft who also offered early access versions?

 

 

Or do those just get a free pass?

My suspicions have been they were essentially on track to deliver a SWTOR-esque experience and have since been back peddling to rebuild the game into something that could survive the current MMO environment.

 

 

 

Lately, it seems like any info has been them selling us on how ESO will provide an Elder Scrolls experience but in a MMO. Even the latest stuff on advancement came off as less info driven and more them pleading with us that advancement is Elder Scrolls at heart (when there is something clearly off with how classes work in the whole system).

 

 

In this case, its almost as if they started going down the class-based path and freaked when they started seeing what players expected and wanted. So they came up with some odd hybrid system.

 

 

If anything, my fears is that they're iterating on designs that they realize will not provide a sustainable game and just aren't going to give themselves the time to take those designs to the level they need to be.

 

While I follow some players logic as it being P2W, this is simply not the case.  Yes, augments provide vertical advancement paths to the game.  They're intended to be long-term.  All players are given access to augments and some basic access to Scenarios for free.

 

That means, everyone, subscriber or not, lifetimer or not, will be able to advance in the augment system.  While there are significant benefits to the system, the further you invest into augments there more and more min-maxy it gets.  Basically, to get the most bang for your buck out of the system will only require some dedication but not nearly as much investment as it would be to unlock a bulk of the augment wheel.

 

 

Originally posted by evilastro
Originally posted by jbombard
Originally posted by killahh
Everyone bashed EQN graphics, and yet these are even more garish and cartoony...

Umm... I think that is because they were expecting the same graphical style of previous Everquest games and are disappointed by the change in style.  Wildstar doesn't have all those preconceived notions of what the game would look like to worry about.

 

Not this again. EQ1 was cartoony. There was a change in style from EQ2, but not from EQ1, they were just going back to their roots. 

I guess EQ2 players can complain about the change in art style, although given the gumby play-doh faces in EQ2 (original non-SOGA models) they aren't really in a position to claim that EQ was ever realistic.

^ This.

 

When EQ first launched, the graphics were primitive enough that you could argue they were either "realistic" or "cartoony".  However, as the game developed and their graphics tech matured, it started to adopt are more "cartoony" aesthetic. 

 

I don't see anything wrong with EQN or even WildStar's art direction.  Both games are looking great.

At a decent price and taken for what it is, it is fun game.  Most players who seem to view it as an always online Borderlands-esque game tend to enjoy it.

 

Taken as a MMO with all the fixings, it is a bit of a let down.  But the mechanics are fun in short bursts, mostly the vehicles and gunning.  It is a great time killer if you are itching for some action but don't quite know what you're looking for.

 

 

Trove - explained
General Discussion « Trove
11/17/13 3:36:00 PM
Originally posted by DMKano
Originally posted by rwyan

The fact that they have to "explain" the reasoning behind Trove points that there is disconnect somewhere.  While I can appreciate the effort, I can't help but think that this is just another Minecraft wannabe.  At least a game like Terraria put a Metroidish spin on this 'genre'.  Cubeworld is doing its own thing as well.  And even SOE is doing its own EQ-spin on it with both Landmark (creative mode) and EQN (adventure mode).

 

However, with that said, I think it is smart that they will attempt to make this more of a community driven/grass roots effort.  Hopefully, this will give them the chance to put their own unique spin/take on this type of gameplay.

I think that many MMO gamers don't understand the core problem in MMO development

1. It takes about 4 years to build a major MMORPG game and a LOT of $$$

2. During the majority of those years none outside the dev team even know that there is a game in development

3. By the time first closed beta rolls out (first time the public gets to play) all game systems already 100% in place

So if the players hate the game - you've just spend 3+ years of dev time and a TON of $$$ on something that very few like, hence the AAA MMO blunders like SWTOR (300 million development cost for a game that didn't even come close to recouping that)

I think that needs explaining - Trove - early alpha playable by public, without an NDA, and direct player-developer communication open to public, in order to build a whole game in around 1 year (with player involvement the entire way)

It makes sense that it needs some explaining - as Trove is early-alpha unfinished state, so if players look at this as a "traditional" MMO reveal that's been in dev for 3 years - they are not going to understand it.

 

Good points.  Something I was thinking about is that it is actually in Trion's/Trove's best interests to get in the hands of gamers asap.  While Minecraft did something fresh and fun, there many opportunities to expand on that type of experience.  The sooner gamers can start slinging the dirt in Trove, the sooner Trion can figure out what those opportunities are.

 

I think I got caught up in the notion that it is just another "me too" product.  While that may be true to some extent, there is a lot of potential in a Minecraftian experience when some MMO sensibilities and Social nuances are applied.  Mods may provide that in Minecraft, but I often times find it overwhelming just to find all the cool Skyrim mods, even with accessibility offered by blogs, Steam, various websites... Its a hassle for a gamer with limited time on his hands :)

Trove - explained
General Discussion « Trove
11/17/13 11:27:16 AM

The fact that they have to "explain" the reasoning behind Trove points that there is disconnect somewhere.  While I can appreciate the effort, I can't help but think that this is just another Minecraft wannabe.  At least a game like Terraria put a Metroidish spin on this 'genre'.  Cubeworld is doing its own thing as well.  And even SOE is doing its own EQ-spin on it with both Landmark (creative mode) and EQN (adventure mode).

 

However, with that said, I think it is smart that they will attempt to make this more of a community driven/grass roots effort.  Hopefully, this will give them the chance to put their own unique spin/take on this type of gameplay.

"You're not in Minecraft anymore..."?

The problem is that we've essentially been getting the same game over and over for the past number of years now.  Aside from subtle gameplay nuances and aesthetic, it is the same game over and over and over and over again.

 

When the genre was still young with EQ, UO, AC, DAoC, and AO.... each of these games felt fundamentally different from one another.  Each had its own take on a number of gameplay mechanics that have now become so conventionalized, so normalized.  I remember jumping into each of these games and have to really learn how to play each of them.

 

Even games that try to stray from the norm such as The Secret World, it still relies on the same old gear grind in the end-game despite having a fairly outside-of-the-box advancement system.

 

The next big MMO is going to be the one that keeps on giving.  It won't be its payment model or the developers ability to add content at rapid space... it will be a game that encourages players to socialize and organize for variety of means outside of LFG or the next raid instance.  The mechanics will  be easy to learn, hard to master and most of the core content will erupt from players interacting with one another.

 

I would like to think everyone should have a second-chance.   I hope Brad has learned from any and all the mistakes surrounding Sigil and Vanguard (be he responsible or not).

 

As a gamer, I still want Brad to feel the sting for what happened with Vanguard as there were a lot of great, unrealized ideas behind the game.

 

However, as a fellow somebody, I would like him to have the opportunity to 'redeem' himself and be able to do it via something he loves.  Whether he is as responsible as we've been lead to believe or not, I want to see him succeed.  I've gotten the sense that he has a genuine love for the genre - and for that, I am optimistic (but cautious).

Originally posted by Bluewhitehell
Originally posted by Fendel84M
Some people think 8 hours a day is casual or even moderate. I'm sorry anything more than say 3 hours a day max is more than average. That's a part time job.

 

As a casual player (someone who probably averages 6hrs/week gaming), I came to resent 1.0 - even though I loved it to a degree.  Much of its core player base was made up of players playing at least 4-6hrs/day and there was distinct sense of elitism amongst these some of these players.  Some were great to play with but the bad ones... they were just awful and am glad I haven't seen much of that yet in FF14.... yet.

I play pretty casually, and have only recently been able to play again since having to take a break a couple weeks after launch...

 

I can understand a player with a lot of time on his/her hands already becoming bored.  The end-game is essentially running the same instances over and over.  In fact, I am constantly amazed with the number of players that have multiple sets of end-game gear for multiple classes.  I also applaud those players that manage to do this as I get bored very quickly doing the same thing over and over.

 

At least for me, I still have plenty of content to chew through.  I had a level 50 from legacy 1.0, started a new class for 2.0 and haven't even reached level 40 (though I have spent much of my time gathering and crafting).

I like the concept of limited abilities.  You can create some pretty fun builds in TSW, you just have to find them.  However, many builds, even if effective are usually pretty boring that rely on a memorized rotation.  

 

It would be nice to see just one more ability slot (both active and passive).  I think that is all we would need to give most builds some element of variety.

 

I hope scenarios are fun.  I like how they are weaving in a number of the systems together to achieve the augments (ability/sp/ap/crafting/missions/etc..)

Originally posted by JasonJ

TSW isn't really underappreciated due to its really horrible animations and other aspects that vastly draw away from its otherwise great base game design. If Funcom was capable of fixing their mistakes (See AO and AoC for a prime example of not being able to) then TSW would have stood a chance.

Agreed.  The ability/skill system is confusing at first.  During beta, my first run through Kingsmouth left me very disappointed.  My second time through, combat started to somewhat make sense.  My third time through, and I immediately grasped what Funcom was trying to do.  The mission system "felt" better.  Even still, a few changes to a build can make all the difference between crappy combat and something that is fairly fun (and likewise between feeling pretty OPed and fairly gimped).

 

I never really bought their excuse for some of the lackluster animations.  It took them a few tries to get a reasonable looking jump.  To me, this was very surprising since I thought AoC had some fairly well done animations.  

 

I don't know why Rift is even on this list, as it seems pretty well appreciated amongst the MMO-gamer playerbase.  This is usually the game everyone I know juggles in addition to their current main game, if it isn't already their main game.  I think this spot would've been best reserved for something like DCUO or even Tera.  

Originally posted by Onigod
I never have understood why Ryzom never got more popular.  I had so much fun with this game in the past and I feel like playing it again now seeing it here.

I felt like this game was amazingly beautiful (still is) for its time.  Unfortunately, it relies too much on the player to create his/her own fun which immediately makes it fairly niche.  This game is/was a roleplayer's dream.  

Fallen Earth was very sandboxy-ish.  Yeah, you had levels, but you were free to invest in the various skills and stats at your choosing.  It was also very crafter focused  (much in the way of FF14 1.0 and SWG).

 

TSW is a themepark through and through.  Different in many ways, but still very themeparkish.  Problem is that it relies on a very standard end-game model (grind the same dungeons over and over to get better and better gear).  Up front, you get some wonderfully told/presented storylines and get dumped into a hamster wheel at the end (which only appeals to a very niche crowd of an already very niche game).  The end-game really needs to open up in a number of ways (provide a variety of fun, compelling activities that still allow players to advance characters), hopefully scenarios will be the start of that.  I myself go back from time to time to play through the new missions and run an instance or two.

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