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Profile: george99
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Usernamegeorge99
Rank: 47/100Rank: 47/100Rank: 47/100Rank: 47/100Rank: 47/100
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RankAdvanced Member
JoinedOctober 5, 2005
GenderMale
Age(hidden)
LocationFargo, ND, United States
Last VisitOctober 10, 2008
Post Count31
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    • I've quit war
    • Two comments to the original poster:

      1. Most people could care less about losing RvR objectives until they are close to level 40.  Why slow down leveling except as a nice diversion.  I'm not saying they are not missing out on things, but I understand it.

       

      2. Come play on the Wasteland server, we are outnumbered but we have managed to take plenty of keeps.  Yeah we lose them eventually, but its all part of players not bothering to waste time defending against a zerg push at lower levels.

    • Posted: 9/25/08 8:35 AM
      WAR (Warhammer Online)
    • Is combat still slow or not? Straight answer please, no bullshit
    • Originally posted by AranStormah

      I see. I'll assume the stale, old combat videos are still true for the current state then. Thanks :(


       

      If you don't give your character any commands he will slowly auto attack.  In that case, combat is fairly slow.  If you give yourself commands it speeds up nicely.  I never am waiting on auto-attacks, just using abilities pretty much non-stop and enjoying it. 

      It did take getting used to the different feel/pace for combat, but after level 2 it was fine and a lot of fun.

    • Posted: 8/25/08 9:21 AM
      WAR (Warhammer Online)
    • Help me stomp on the ashes
    • Originally posted by rwyan

       I think we can all agree that the gameplay was for the most part, spot on: part action/fps, part rpg.  However, the problem with HGL was poor level/mission design.  The game does a good job of immediately drawing you in, but it quickly wears off when it doesn't get any better than that.  If FSS had pushed it more and more(level design, mission structure) at each section, the game would've fared a lot better with critics and gamers.  

       

      In essence, at least for me, it was the opposite case of VG - where there was quite a bit of content but the game just hardly worked when you needed it to.   Here, the game worked, was playable, but the content was only ankle deep.  Another thing is, is that I think we all fell for the hype because it was just too easy to do so.  A lot of what was promised seemed simple on paper - Oh, that can't be too hard to pull off - and the sum of all those simple parts would make a very interesting game.  But what happens when only half of those "simple" ideas come to fruition and even then, some of those aren't quite functioning as good as they can be?

       

      For all intents and purposes, I do appreciate FFS work on HGL.  No, it wasn't what it could've been.  But neither is any other game I've played.  They're either too short, too buggy, to shallow, etc....  Its kind of like when I see one of my peers share this really cool idea for a project.  And then, at the crit, you're more disappointed in the fact that the vision wasn't achieved for whatever reason(time, money, etc....) even though the end product isn't too shabby.  Hopefully all those involved learned from their mistakes/mishaps and learned from the successes.  While there were many failures(cohesiveness, level design, etc..)  with HGL there were a lot of successes(base gameplay, art direction, etc...)


       

      I have to completely disagree with your VG comparison.  Did you ever group in this game when it came out?  It took them forever to fix the bugs where you couldn't even see your group mates!  My wife and I bought this game when it came out and tried to like it for over a month, but we just couldn't get past the fact that every time we played we'd have to quit out, sometimes reboot even and then log back in to see each other in the game.....  To me thats not spot on gameplay but bug ridden code.  There were many other things broken right away that took forever to fix, but the vanishing group mates bug was one of the worst!  This should have never been allowed to be released with a bug like this that they knew about from the beta. 

      Hopefully future game developers will get a clue and learn from this about what shape a game needs to be in when released....

    • Posted: 7/18/08 9:05 AM
      Hellgate: London

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