| Username | moxfactor |
| Real Name | |
| Rank | Apprentice Member |
| Joined | February 28, 2008 |
| Gender | Male |
| Age | 32 |
| Location | HK, Hong Kong |
| Last Visit | July 1, 2008 |
| Post Count | 43 |
| Biography | |
| Quote |
To some of you obviously blatant racists, fuck you. We asians play a different style of game, but we're not all gold farmers and botters, just like there are american/european gold farmers, just less sucessful.
Speaking of which, when it comes to making a product designed for "gold farming", several major MMORPGs are missing from the lists of so far everyone in this thread, hell, in this entire website for that matter. Only 1 here is Second Life. the others being Entropia Universe, Active Worlds, and EA's thrown away, Sims Online.
These are sandbox games to the extent that goes beyond UO or Pre-CU SWG. To the point they're no longer called MMORPGs but rather 3D VR Platforms(basically Interactive Persistent Worlds). The only one comparatively similar to the list on the left's model, is Entropia Universe, where you can "hunt and gather".
Seems like these "sandbox" games, without the necessity to achieve a predefined goal established by the game's producers, aren't as plagued by problems like gold farmers (because they're developed with them in mind, so everyone's a gold farmer, like Entropia Universe or Second Life), never run out of things to do (like Active Worlds, where you can lay claims to a piece of land and actually build from the ground up, not SWG's architect's make throw resources in a factory and have a house X hours later), and don't have balancing issues (because there aren't anything to balance). Games where players who make money and have fun can coexist without whining of disrupting balance and economy.
My problem with WoW is rather the amount of brand name items we're coerced into getting to fight the next brand name boss. That was unavailable in UO(my knowledge of the game is pre-Renaissance), and that made the game stay fun. So did unlimited PvP (because there was no need for balance and death penalty was comparatively severe), where a player can become a master in his/her own field without evre fighting a mob. Personal favourite, trapping 3 bears in a small house to train blocking and bandaging with.
WoW feels like generic D&D, where anything social is just left to the player(in the online experience, the chat box). Whereas UO, Pre-CU SWG, and other sandbox games are much more like White-wolf games or GURPs, where there's a system in place for social interactions other than combat. But then, due to the popularity of players who are born and bred into the world of D&D, Final Fantasy, ... Linear games like WoW or Diablo will always be more popular.
Originally posted by andreibaru
umm actually 10 hours in one day isnt that much if im not working.
Classes do change. The changes we're seeing here are drastic changes that affect an entire definition of a class. Now that kind of shit should be in Beta.. unfortunately we are in beta atm so 2 times a week we have to hold our breath and see what kind of crack FC is smoking this week.
As for the greifing comment. Since when does a risk/reward system have anything to do with greifing. In UO when you came near me.. i killed you and your horse. Yea sucked.. you had to pay what 700 gold for a new horse.. oh noes. No gameplay impediment.. nothing but a risk. In SB when i rolled your group.. you lost your inventory, some durability, and spawned by at your city. That gave me at least 15 mins of not having to worry about you. In DAoC , when you died and didn't get ressed you had quite a wait/run to get back to the fight, unless your home keep was being camped. In RFo, you lost chip wars you lost control of the Crag which was used to afk mine for 8 hours whilst sleeping. Risk/reward is not the same as game impediment. In fact i view you spawning over and over as more detrimental to gameplay than anything. Instances in AOC were created for ONE PURPOSE. Server stability. They did not create them for any other reason than they wanted to ease the loads on their servers. I dont spawn camp. I dont grief. I kill you if you are near me. If you are 60 lvls below me, have some respect and avoid me. If i see you near me you die. I want that death to suck enough to make it so next time you choose rather to avoid me than risk it. RISK REWARD.. hmm getting the picture yet? Read any of the LORE? Read any of the the Devs blogs on their "ideas" of the Conan world. What started out as a brutal harsh world has turned into carebear fest where hardcore equates to nothing more than extra blood on fatalities and some tits.
As for exploiting. Maybe you cant read. No exploiting was done for lvling. The game is just plain EASY to lvl up in. All sploits were done for crap gear once i was already 80. Not trying to hide it.. shit everyone was doing it.. everynight there was huge group of people lined up at the Oasis zone entrance in PLS. Heres some good advice. Just b/c someone lvls faster than you, dont cry Sploit or Hax, learn to accept that some people have A. more time B. more experience C. more dedication and D. less of a life than you.
Now you're talking about lore? unless you're on an RP-PVP server, that statement is only an excuse for your lovely mentality. it's sad to know there are people like this walking around, it's no different than those who thinks that pedo-pr0n is perfectly fine as long as it stays on the internet. (note the incongruency of that statement) this type of post only makes stronger my claims to how you are raised as a human being.
Originally posted by andreibaru
the only thing is.. this end game.. or real game as i call it has really nothing to do with content. I dont want raids and epic PVE zones and lvls and shit. I just want a solid system in place that makes PVP a rewarding experience. I dont mean rewarding by gear. i mean rewarding by giving me the feeling that i have somehow inconvenieced the pleyer i kill to a somewhat large extent. Be it by travel time, loss of gear/cash or by just taking him out of the fight for 10-15 mins. This style of PVP needs to happen in open world.. not in instances.. and if people choose to avoid it, create reasons to open world pvp. IE 1 instance so you cant just go and swtich when you are getting your face owned. Overall there is no risk/reward (again see above for my definition of reward) system in place. Sadly enough, the system that they are now hyping with their ALL-Star marketting team is about as appealing to a PvPer as two girls/one cup is to an OBCD hypochondriac.
lamens terms: when i kill someone i want them to face crush their keyboard b/c it sucks to get owned. At the moment, the worst thing you can make someone do is switch instances. totally not satisfying.
glad a-holes like you aren't in game anymore. it's a testament to how some people are raised when their "relaxation" depends on ruining other people's experience. no doubt, this post is an attempt to fulfill this desire rather than an actual game.
go back to CS, emotional parasite.
those that have played AO in the past seems to have forgotten about the entire "CC" ordeal. yay seamless world, but when the server couldn't handle the load it created an invisible forcefield that teleported you back several tens/hundreds of meters. 1 good example of this was usually the primus camp, an "exterior" raid camp where Omni and Clan often battled for spawn camping. (if memory serves the respawn time was 18hrs?) it all depended on who could get the most people there first to officially block out the camp first.
if they are using legacy engineering to program this game as someone mentioned, it's probably better to use this dynamic instancing technique over the annoying CC barriers like it was in AO.
i was fine with zoning in DAoC, i'm fine with zoning in MHP2G, and it was only mildly irritating in GW with instancing. the short loading times allows me to take a drag off my cig or have a drink. the immersion stays because the dialogue is campy and fun, the 60-100+ fps in any zone helps with the beautiful environment. and really, people find a zone bad because it's quite filled with flora and fauna? i have more problems with "The Barrens" because it's exactly that.
and the paying for open beta argument is also getting quite old. i've also played quite a few MMOs and so far, this has been one of the least problematic launches, along with LOTRO and possibly Shadowbane. yes, whiners are more vocal, but then again, this is the internet, anonymous/no-consequence whining is it's trademark.
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