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All Posts by Kyntor - 199 found

11/19/08 4:16 PM
Viewed 190, Replies 11

Originally posted by Sabiancym

So do you only play MMOs a couple months max?

I'm a pvper at heart.  The first thing I look for when researching an MMO is the pvp.  The best pvp is always at the max level, combat is balanced at the high levels.


 

Actually, I normally play MMORPGs for extended periods of time.  I won't get into one if I think it is only going to last a couple of months.

I do play the endgame, but I believe that a lot of it is a waste.  A good portion of my enjoyment of a game ends when my avatar's progression ends.  I prefer games that has no endgame at all (there are very few).

I agree with you about balance though.  PVP content has to be very carefully balanced or it is no fun.  However, I do believe that PVP can be properly balanced without an endgame.

 

11/19/08 3:46 PM
Viewed 190, Replies 11

Originally posted by Sabiancym

Leveling, most MMOs have it, but why?

In a large number of games, leveling is just something you have to do.  Go here, talk to this person, kill this, repeat x1000.  It's overdone, boring, and just plain lazy on the developers part.  My personal opinion is that the level system is only in games to grab more money out of the player.  Make them pay a month or two before they hit max level and realize that it wasn't worth it.

I'm one of the MMO players that could care less about the story/lore in an MMO.  One thing that keeps me away from some games is leveling times.  If I know that I'm going to have to spend a month doing quests and grinds that have very little effect on how my character turns out in the end level I won't even start.

 

So what do you think about leveling? 

 

Fun and rewarding gameplay experience?

Ploy put into games by devs to grab money and mask the lack of end game content?

Just something you have to do, don't question it! ?


 

Personally, I have always believed the exact opposite.  Once I get to the end game, I consider the game mostly over.  It is the avatar progression that I find interesting.  Endgame content seems to be composed of mainly chasing your tail.  You work and work for a few shiny baubles that are going to be absolutely meaningless come the next expansion.

 

11/11/08 3:33 PM
Viewed 114, Replies 6

I am trying to fix a relative's and fellow gamer's computer.  She is having a real annoying issue where her screen will blink and eventually freeze up.  It seems to be only happening when she is playing a game.  I figure that it is either a heat issue with her graphics card or an issue with her power supply. 

Can anyone think of anything else? 

 

10/29/08 1:55 PM
Viewed 1029, Replies 55

Originally posted by Arcken

whats the point of a solo MMO? thats an oxymoron. The option kills grouping in general. Since WoW, the social aspect of every game ive played since has paled in comparison to the original EQ, DAoC, and FFXI.
 

Like I said, oxymoron.


 

Bahh, groups are for pansies.  This is a MASSIVE Multiplayer Online Role Playing Game.  For now on, all content will only be geared to 150 person raids.  If you want to sell some trash to a vendor after the raid you will need to get everyone in the raid to click on the vendor in order to open him up.  This is a social game after all.

Social means something different to everyone.  Don't assume that everyone has to group in order to socialize.

Personally, I would never play a game that forces me into a particular playstyle.  I like the freedom of being able to do it all and still progress my character.

 

10/09/08 10:27 AM
Viewed 1415, Replies 55

I don't think any community can be very viable without social consequences.  Social consequences are one of the things that recent MMORPGs lack.  Everyone is too anonymous now.  They just create a new character, change their name, or move to a new server.  Avatars are so quick and easy to level that losing them is no longer a deterrant.

Forums are part of the communities as well.  It allows people from different servers to mix.  Allowing people to log into the official forums under alts (i.e. WoW) was a horrible idea.  People should only be allowed to log onto the offical forums with one screen name that cannot be changed.

Making all of a player's characters on one server have the same last name would probably help.  No one would be able to hide from the consequences of their behavior.

I think to some degree Vent has hurt communities as well.  A lot of people are talking in Vent channels with their friends and don't pay attention to chat channels.  You can't build a strong community if everyone is off in their own little world.

Instances help people to hide from the community as well.  Why does every dungeon have to be instanced?  Throw in some open dungeons as well as instanced.  The bosses of open dungeons can serve as targets of opportunity, and instances can be ran when nothing is available.

Like others, I believe that group play should always be encouraged by never required.  Soloing is too easy in a lot of games.  Solo progression of your avatar should always be available, but it should also be downright difficult and time consuming at times.

 

10/09/08 9:47 AM
Viewed 1659, Replies 57

I would say Trakanon right after Kunark was released in EQ.  The encounter itself wasn't that difficult, but getting to him before every other guild on the server was.   This race through OS was brutal, but a lot of fun.

 

10/09/08 9:35 AM
Viewed 566, Replies 34

Repost from a remarkably similar thread a couple days ago:

There are a lot of "good" games out there. I would not hesitate to recommend LotRO, EVE, EQ2, WoW, or WAR to someone if I thought it would fit their playstyle.

I think the largest problem here is that a "good" MMORPG has not been made recently that fits the playstyle of the majority of people that visits this website.

 

 

10/08/08 6:20 PM
Viewed 270, Replies 16

Originally posted by Froztwolf

Hi guys.

I'm setting up an extensive system to classify MMOs. When the system is up and enough games have been classified, one can simply go through a short quiz about their game preferences to find out which game is the best fit for them.

For this to work, the classification system has to be rock-solid. I have a draft at the moment and I'd appreciate if you guys could tell me if anything is missing from it or anything on it is uneccessary.

Combat:
Does the game offer PvE combat
 - Does the game support grouped PvE combat?
 - Does the game support solo PvE combat
 - Does the game support raiding?
 - Do players suffer item loss on PvE death? (replace item loss with significant death penalty)


Does the game offer PvP combat?
 - Is there arena based combat?
 - Is there open PvP combat? (On some or all servers)
 - Is there faction based PvP combat (RvR combat)? (On some or all servers) 
  - Does the RvR combat take place in a relevant, non-resettable, battleground?
 - Do players suffer item loss in PvP combat? (replace item loss with significant death penalty)

 

I would break down PVP into 5 different catagories:

Gladiator - Nothing fancy, no objectives, just killing.  Instanced (i.e. Death Match, Arena)

Objective Based - Group PVP based on completing objectives instead of just killing.  Instanced (i.e. Battlegrounds)

Realm vs. Realm - Players split into two or three factions in noninstanced area.  All actions go towards war effort.  It can be killing, objective, PVE, whatever. (i.e. DAoC, WAR)

World PVP - PVP objectives, quests, or raids set in PVE areas.  Usually used more for flavor than actual PVP progression.

Open PVP - PVP with no artificial limitations.  You can anyone, anywhere at anytime as long as you are willing to pay the consequences.

 

Crafting
 - Does the game feature a crafting system?
 - Are crafted items more powerful than looted items?
 - Does the game feature a deep and complex crafting system?
 - Does the game allow you to personalize items you craft?

Economy and trade
 - Is trading a viable profession in this game?
 - Is resource harvesting a viable profession in this game? (Looting excluded)
 - Is transportation and distribution a viable profession in this game?

Characters
 - Are characters very customizable in appearance at character creation?
 - Does the game feature a class system, skill system or other?
 - Does the game feature levels or skills or does it feature other advancement systems?
 - Does the game feature class-independent professions? (Assuming it features classes)
 - Do choices made at character creation restrict future possibilities?

Payment
 - Does the game require fees?
  - Does the game have an account creation fee?
  - Does the game charge a fee for expansions?
  - Does the game have a mandatory subscription fee?
  - Does the game have an optional subscription fee?
  - Does the game offer micropayments?
 

Difficulty and time-investment
 - How difficult is the game to learn? (1-5)
 - How difficult is the game to master? (1-5)
 - How well does the game support infrequent play sessions? (1-5)
 - How well does the game support short play sessions? (1-5)
 

Setting
 - What is the setting? (Fantasy, Sci-fi, Oriental, Other)


 

Don't forget the type of graphics.  They are always a sticking point for some people.  I would break them down into three catagories:

Photo Real - Graphics made to look like reality.  These I usually really impressive graphics but a resource hog. (i.e. Vanguard, AoC)

Artistically Stylized - Graphics not based on realism.  Usually have better performance than photo real. (i.e. WoW, WAR)

Hybrid - Somewhere between the two.  Usually pretty good graphics with pretty good performance (i.e. LotRO)

 

10/06/08 10:59 AM
Viewed 1209, Replies 42

Originally posted by ianubisi

I've played quite a few very good MMOGs, so I believe your theory is false.


 I agree with you.  There are a lot of "good" games out there.  I would not hesitate to recommend LotRO, EVE, EQ2, WoW, or WAR to someone if I thought it would fit their playstyle.

I think the largest problem here is that a "good" MMORPG has not been made recently that fits the playstyle of the majority of people that visits this website.

 

9/30/08 1:24 PM
Viewed 463, Replies 21

Complexity can be a great thing, but only when it serves a purpose.  Complexity has to serve a purpose, it has to open up options.  If it doesn't,  then we are better off without it (K.I.S.S.).  Complexity with purpose is depth.

 

9/29/08 10:27 AM
Viewed 633, Replies 8

I don't know if anyone else has noticed this, but the graphics in WotLK are a little more demanding than TBC.  I don't know if this is a product of beta or not.

I put beta on an old computer that has always been able to play WoW decently.  I took a big performance hit.  I had to cut my resolution down to 800x600 in order to get it to play.

I am not really complaining, this is just a friendly warning to those with older computers.

 

9/29/08 9:51 AM
Viewed 1041, Replies 41

Originally posted by hdnine

Todays MMOs are trully like a broken record. They continuously circle around the same content, the same archetypes and the same basic stories. When will we have enough? I am of course talking about fantasy games and my question is this...

Would it be so impossible to have a fantasy game without these stereotypes - the hunters, the orcs, the long-eared elves, the small fat dwarves, the evil-minded sorcerers, the rogues, the white wizards...? The list can go on and on, and it really does too. Today i saw an advertisement on the first page of MMORPG about a new game called Atlantica and lo-and-behold if there wasn't an elf and a dwarf warrior on display... BAH!!

Is this what "fantasy" is all about, i would think it could be so much more or maybe i am wrong?


 For me, it is not the races that I get tired of but the rehashed or nonexistant lore.  I am fine with elves, dwarves, orcs, and humans (the most overused race of all) as long as the developers make an effort at original lore.

 

9/03/08 1:52 PM
Viewed 1096, Replies 44

Originally posted by zaxxon23

Yep, I used to raid in wow (pre-bc), and there's no way a game will ever get me to raid again.  It wouldn't be so bad if raiding was actually fun, but there's very little fun involved in raiding.


 

Just because you are casual doesn't mean that you don't raid.  I am a very casual gamer and I love to raid.

 

9/03/08 1:39 PM
Viewed 2229, Replies 71

Originally posted by Suvroc

 This is a great question.

I think I'd like to see limits to altering core game mechanics (like switching from a skill based system to a level based system). Or at the very least a reasonable amount of notice of intent. Also perhaps some kind of reimbursement to those who payed for several months in advance if it goes beyond that notice of intent.


 

I disagree with you here.  I believe that all gameplay issues will and must be at the discretion of the developer.  It is the developers intellectual property.

I don't really think you would see a court overturning a MMORPGs EULA unless they levy real world penalties for in game infractions.

 

9/02/08 12:01 PM
Viewed 401, Replies 17

People are different.  Personally, I have always enjoyed the exploring and character progression aspects of MMORPGs.  Once I get to the point that my avatar can no longer progress (except maybe by equipment), I start to lose interest in the game.  Don't get me wrong, I do enjoy endgame content.  However, after doing the same instance, battleground, or defending the same piece of real estate over and over again I start to become bored out of my mind.

 

My gaming roots are firmly entrenched in RPGs.  I have played a few FPSs, but my first love has always been the RPG.  The current trend to do away with all avatar building worries me a little.   I hope they don't turn all MMORPGs into MMOFPSs.

 

9/02/08 11:45 AM
Viewed 842, Replies 30

Levels are just a way for developers to quantify an avatar's training, experience, and/or skills.  In that regard, they are really no different than skills or skill points.  It is not really the levels by themselves that are bad, but how the developers use them.  Most developers seem to like to hang skills, abilities, spells, and skill points off of levels like ornaments on the branches of a Christmas tree.  That is a big mistake and makes a game too linear.

 

Take WoW for instances, all skills, spells, skill points, talents, and even equipment are dependent upon the avatar's level.  It would be much better if Blizzard would seperate everything and make each an independant form of progression.

 

Levels work best when they aren't used to balance content in a game.

 

7/24/08 11:47 AM
Viewed 3743, Replies 106

1.  World of Warcraft

2.  Everquest

3.  DAoC

4.  CoX

5.  LotRO

Honorable Mention:  Eve (The first four months were great, but it soon got boring)

 

7/20/08 10:17 PM
Viewed 1793, Replies 39

Originally posted by AKBandito

A key factor for me for immersion is danger and consequence of death.

All these games now if u dont play stupid u can go from lvl 1 to cap without dying. But if u do die .. so what/?


 Consequences just for death is not enough.  There must be consequences for actions as well.  You behave like a psychopath, you should be treated as one.

 

7/17/08 4:19 PM
Viewed 3891, Replies 101

Originally posted by Zorvan

After SWG, if there are ANY playable Jedi, you can forget the whole game.


 Actually, it wouldn't surprise me if everyone was a jedi, just with different skill sets.

7/10/08 10:29 AM
Viewed 1876, Replies 62

In order for a Game Player's Union to work and truly represent all players, the managing board would have to be kept very diverse.  It would have to represent the playstyles, attitudes, and preferences of the entire union.  While I have faith that a union could be set up to be diverse, I have no faith that it would last a significant amount of time.  Over time the union would get less and less diverse as niche groups battled for dominance.  Sooner or later it would turn into what every union does, a niche group of the industry that is more concerned with its own agenda instead of what is best for the industry as a whole.

 

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