Ravynmagi
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I am playing the beta for the first time this weekend. Taking a break from Skyrim while AMD fixes their drivers for the game. I finally get logged in and playing SWTOR, but all the shadows are flickering. So I Google this and find this precious gem in the patch notes. "ATI video cards may experience some graphical inconsistencies such as blank icons (separate from the known issue above), blank character portraits, or flickering shadows." Of course. Anyway, turning off the shadows completely gets rid of the flickering (and the shadows).
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The_Korrigan
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Looks like I have way less issues with my HD6870 than the nVidia people - all whines about performance I see are from people using nVidia graphic boards. My game is smooth as silk. I play with everything maxed out (including shadows). Go figure.
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Ravynmagi
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That was helpful information. Since your shadows were fine, I decided to try disabling Crossfire. And voila. My shadow problems are gone. Fortunately this game seems to run perfectly fine on a single 6950 on my 30 inch monitor with everything maxed out (sadly no AA support yet). So I can live with this.
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Sprawl-zero1eye-
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I do miss the AA support, but everything is maxed out fine on my gtx470 at 1920x1200.
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Ravynmagi
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Overriding AA in CCC actually works with this game. So I got 8xAA (8xEQAA was a bit too much to handle) enabled and looking better. Used D3DOverrider to force V-Sync on (setting in game isn't working). So now it's looking pretty good.
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-Mithan-
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I can't over ride AA with the nVidia drivers.
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Ravynmagi
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Well think I'm done with this. I had no idea it would be so linear. Just walking down a path being spoon fed with really no actual choices. Kinda feels like Warhammer Online in space.
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Sprawl-zero1eye-
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It's like Dragon Age or any other Bioware RPG, with MMO elements. The chat system is so rudimentary though, it feels like the MMO elements were added after the fact. All the same, tired of WoW means willing to play for a while.
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Caoilin
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Ravynmagi posted: Well think I'm done with this. I had no idea it would be so linear. Just walking down a path being spoon fed with really no actual choices. Kinda feels like Warhammer Online in space.
you haven't read a single thing i've posted about this game have you?
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The_Korrigan
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I like it. It's good. Definitely better than Rift and the other failures released these last years. And to my surprise, playing a Consular really feels like "Star Wars". I like the story and voice overs too.
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Acidspits
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Found it quite boring like Ravyn. I prefer actual MMOs, not RPGs turned into MMOs.
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Acao
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I am enjoying it. No surprises that it is linear as that is the norm in all games today. The story is extremely good though which I expected coming from Bioware.
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Sprawl-zero1eye-
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Acao posted: I am enjoying it. No surprises that it is linear as that is the norm in all games today. The story is extremely good though which I expected coming from Bioware.
Yeah I pretty much posted the same in my review on the swtor forums. http://vnboards.ign.com/sw_the_old_republic_general_board/b23436/115820696/p1/?0 It does well as a single player story-driven RPG, but not so much as a groundbreaking MMO.
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Marzuk
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No surprise, WoW started the trend of the "Single player MMORPG" by making quest grinding the standard. Its part of why I've been ignoring MMORPGs, 80 levels of boredom then raiding as an endgame is just not appealing to me. They then extended this by moving towards the "single serving friend" method of grouping (the dungeon finder). I'm obviously in the minority in wanting to play *with* others, with the game providing the social glue to make that happen. The usual response to that is "nothing is stopping you from grouping!" to which my response is "well, good luck with that..." I don't count the dungeon finder either, because that just ended up being a group of people too busy to communicate in any way other than to say "GOGOGOGOGOG" anyway. Grouping is just one of those "features". People like to have the "option", but totally ignore it. PvP is the same. People will tend to ignore a game that has absolutely no PvP, but not participate in what PvP a game does offer. At the end of the day, if I want a single player experience, I'll just go play Skyrim, or KOTOR etc. What can I say, I miss the days where people actually talked to other people aside from tossing snide jokes out in trade and chuck norris jokes.
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Sprawl-zero1eye-
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Actually a lot of things stop you from grouping: like linear questing, harsh level disparities, and zoning to name a few mechanics.
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Marzuk
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Very true. I've never liked games that had 8 instances of an area either. AoC was awesome for this. And by awesome, I mean completely 4th wall shattering bad. PvP was all about running away and switching your instance so that someone who was 40 levels higher than you couldn't camp you. Even in WoW when you were playing with a friend, quests could be a pita. All you had to do was accidentally not pick one up, or not complete the quest (hey, it happens when you are rolling through hundreds of quests that are all the same) and you get to do it again. That says nothing about quests that are just not group friendly (collect x quests mainly). Also the pace is just not friendly to grouping either. People hate downtime, but the "gogogogogogogog" just limits communication harshly. When you have to hit a key every second to continue a DPS rotation, and you spend the rest of the time running as quickly as possible to the next batch of mobs, its just a ruthless pace. I used to think I hated downtime until I played Lineage 2 and was given the special treat of being able to grind for hours with never stopping to rest. Thats a special kind of pain haha.
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Sprawl-zero1eye-
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It's even worse in swtor because it isn't like you have a half dozen chains to work on at once, you have a generally two: a class-based story and the main storyline in whatever town/planet you are at. It makes for a cool story to progress through, coupled with phasing mechanics that make the world change around you, but good luck teaming up with someone. Even if you played with a friend, you can't select the same class, or you can't do the class storyline together. So then you pick different classes, and help each other with your storylines. The whole thing is just not engineered for grouping anymore.
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Caoilin
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i like the questing leveliing, but that's because i was a ranger in daoc and no one wanted to group with me 1-50, but as soon as i hit 50 everyone wanted me in the group to either be their bait or to scout. and when you're forced to be on a waiting list to level up because your class isn't ideal for an aoe grinding fest, you learn to hate that sort of leveling and everyone involved in it. daoc would have been 90000000x better if you could level through pvp alone. that would have made pvp classes fun all the way through the game.
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Mortalis3
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I grew up with DAoC, sometimes playing 16 hours straight to get to a competitive level for RvR and I guess I dont see what the difference was in the leveling compared to SWToR with the exception that DAoC didnt "guide" you like many modern MMO's tend to with the "arrows" and "pointers" but it was linear in it's own way. You followed the directions of previous quest givers to proceed both in the game storyline and your class storyline. Although less refined, even DAoC/EQ/AC/ et all were "linear". You knew you had to go through certain "dungeons" to get good gear. In those days you were guided to them by the quest line, you just were not told exactly where the dungeon was with a green pointer to the entrance. Other than the premise of 3 realms against each other in an open area for PvP every other MMO since (with maybe the exception of MMO'sdesigned specifically around PvP) has used a differing but, same to within themselves, PvP premise (capture the flag one team against the other). So, I guess I dont understand all the bashing going on. I think many of us are just getting older and wiser to the genre. The days of DAoC/EQ1 and UO were the first days of graphical MMO's and as such were the next new greatest thing for computers since pockets on shirts.
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Marzuk
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Caoilin posted: i like the questing leveliing, but that's because i was a ranger in daoc and no one wanted to group with me 1-50, but as soon as i hit 50 everyone wanted me in the group to either be their bait or to scout. and when you're forced to be on a waiting list to level up because your class isn't ideal for an aoe grinding fest, you learn to hate that sort of leveling and everyone involved in it. daoc would have been 90000000x better if you could level through pvp alone. that would have made pvp classes fun all the way through the game.
There were a lot of issues with the way DAOC did PvE / PvP. Archers were a broken class for a *long* time, and should never have existed in the form they were in (nor should stealth). There should be no such thing as a "PvP class". I do feel it points out an interesting facet of grouping and composition in general though. If any haphazard group will do just as well, then homogenization has made the game bland. If not, some are bound to be less than optimal. At any rate the fault was with the game, and not with the groups. Nothing sucked more than having a "sniper" archer who would only melee because he didn't have arrows in your group. "I'm maxing stealth for the 35 bg!" Yeah, awesome guy you are a real credit to the group. To be fair, that was the choice they made. I think a few tweaks would have made the grouping situation more livable in general, but so much of it people just brought on themselves. I'd be sitting there in a group, and there would literally be a full group worth of people trying to get into the group I was in. Mortalis3 posted: I dont see what the difference was in the leveling compared to SWToR with the exception that DAoC didnt "guide" you like many modern MMO's tend to
If you can't see the difference between a solo quest grinding MMO and a camp grinding group MMO, I'm not sure we're going to be able to see eye to eye on that one. Its a pretty glaring / gigantic difference. Mortalis3 posted: So, I guess I dont understand all the bashing going on. I think many of us are just getting older and wiser to the genre.
I'd argue that people are not getting wiser to the genre in general. The genre is about addiction not fun. Its about monotonously repeating recycled content for hundreds of hours simply because there is a reward attached. People often confuse this for fun, but the minute the reward disappears the behavior stops, revealing the actual motivation in play.
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Seffrid
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Marzuk posted: The genre is about addiction not fun. Its about monotonously repeating recycled content for hundreds of hours simply because there is a reward attached. People often confuse this for fun, but the minute the reward disappears the behavior stops, revealing the actual motivation in play.
That may be true for some, but not for all. Not everyone is driven by reward. Not everyone plays MMOs in order to "max their gear", or "max their dps" etc. Some of us do actually play for fun.
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Caoilin posted: i like the questing leveliing, but that's because i was a ranger in daoc and no one wanted to group with me 1-50, but as soon as i hit 50 everyone wanted me in the group to either be their bait or to scout. and when you're forced to be on a waiting list to level up because your class isn't ideal for an aoe grinding fest, you learn to hate that sort of leveling and everyone involved in it. daoc would have been 90000000x better if you could level through pvp alone. that would have made pvp classes fun all the way through the game.
I actually think that early on in daoc the difficulty of getting to 50 was really what made it awesome. It sucked having it so hard when leveling up but having so few archers/assassins in the beginning made it awesome. My assassin could fight pretty much any other class and have a chance of winning (which sadly causes a problem when there are a large amount of that class, which is why I think they were nerfed hard later on). We all pretty much knew each other well and would coordinate who was scouting in which areas etc. It got out of hand when tons of people started having level 50 stealthers near the end of OF. The original few of us would rarely ever group. Eventually people started farming the stealth gank squads and it became dumb, then NF / ToA just ruined the stealth classes imo. Couldn't help during sieges, no need for me to scout... made me switch to 8-manning .
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Marzuk
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Seffrid posted: That may be true for some, but not for all. Not everyone is driven by reward. Not everyone plays MMOs in order to "max their gear", or "max their dps" etc. Some of us do actually play for fun.
Like I said, remove the reward and the behavior ceases. Take WoW dungeons. They now give no xp or loot. How many people do you think will do them? Daily quests no longer provide gold. How many will do them more than once? I could go on, but the point is that the behavior of the majority of people is dictated by the reward. People do these things because there is a reward, not because they are "fun". Remove the gold / xp / items / achievements / stat tracking (how many times you ran a dungeon, which ones you've run etc), and you would create a wasteland. My favorite example of this is DAOC. At one point 40 people in the frontier (total) was a zerg. RAs were added in, and now a few hundred people were there every night all night long. Once RPs were bugged, and none were granted. Frontiers at that point? Absolutely empty. The reward was temporarily gone, and so were the participants.
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Sprawl-zero1eye-
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Marzuk posted: Like I said, remove the reward and the behavior ceases. Take WoW dungeons. They now give no xp or loot. How many people do you think will do them? Daily quests no longer provide gold. How many will do them more than once?
In today's world, yeah you're probably right. However, do you know how many quests I ran in AC just to do it or show someone who hasn't seen it (or 50)? Literally hundreds and hundreds.
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The_Korrigan
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Sprawl-zero1eye- posted:
Marzuk posted: Like I said, remove the reward and the behavior ceases. Take WoW dungeons. They now give no xp or loot. How many people do you think will do them? Daily quests no longer provide gold. How many will do them more than once?
In today's world, yeah you're probably right. However, do you know how many quests I ran in AC just to do it or show someone who hasn't seen it (or 50)? Literally hundreds and hundreds.
Hehe I don't remember how many times I've run Aerlinthe just to run a friend through, or just for the fun of it.
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Otarala
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"People often confuse this for fun, but the minute the reward disappears the behavior stops, revealing the actual motivation in play." That makes soccer or any number of scoring/winning games not fun though, ie Monopoly, Chess, etc etc. Yes they can be played without 'rewards', but the number of people would drop dramatically. Games without rewards are really rarer than ones with, even if they're being played 'socially'. I dont think your criteria is enough to decide whether a game is being done for 'fun' or not. Otar
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The_Korrigan
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I made a little "beta review" of SW:TOR. http://vnboards.ign.com/sw_the_old_republic_general_board/b23436/115829083/p1/?0 Yeah, for a Theme Park MMORPG, it's definitely a lot of fun. Better than most crap released lately.
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Marzuk
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Otarala posted: That makes soccer or any number of scoring/winning games not fun though, ie Monopoly, Chess, etc etc.
Not the same. There are *many* games that you can play that have no reward. Ever played Tetris? Yeah, your scores are not permanent, there were no achievements, there is no treadmill as you don't "level up". Yet people still played it. There is a subtle difference between a score and a reward. Lets just define a score as not being persistent, and only existing for its own sake. A reward on the other hand persists. When you get your Epic armor in DAOC from doing a long boring quest chain, its there the next time you log in (which by the way people stopped bothering with when spellcrafting came out...). The sword that you spent 2 months grinding for in L2 is something you use until you can get the next one. The "Loremaster" achievement in WoW has a date so that you can epeen it up about being "one of the first" to achieve it, and you switch your title to show everyone how awesome you think you are. These are "rewards". They persist between gaming sessions. In your example, there is no reward for winning Monopoly or Chess. The rules of the game dictate when its over, but there is no one that is going to give you $50 for winning. Now if you were playing a chess game where you could "unlock" opponents by wining, that had "milestones" and gave you achievements etc "Congratulations, Achievement Unlocked: Mate with Bishop + Rook!" then we would be talking about something a little different. How many people are running the WotLK heroics right now? Or the BC heroics? I'm going to guess as close to 0 is you can actually get without being zero, and that's with 10 million people playing (or whatever absurdly large number you would like to quote). Why is that? Well, the gold you can make is irrelevant (much better ways of earning gold), the items are outdated and not important, and you only need to run it once if you are an achievement whore. If running H UK was "fun" people would still be doing it. In DAOC, people didn't run the Kaolinth Dungeons in Hiberna for a long time. Why? They were not itemized. Just another example of a boring in game activity that people needed a reward to convince them to see / do. Oh sure, people went out of curiosity no doubt but they didn't stay there. The place was always empty. You still got xp and gold, but the reward was less for doing that area, so people avoided it. At the end of the day, so much of what people spend their time doing in a MMORPG is just boring as hell, and the only reason they do it over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over again is because they are "grinding" something. Rep grind, heroic grind, crafting grind, mount grind, quest grind, achievement grind you name it.
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Otarala
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"There are *many* games that you can play that have no reward. Ever played Tetris?" Tetris has rewards in the form of a score and progress. Simply removing levels or scores would drastically change how long people played it. Soccer has persistent aspects in the form of score tables. You're trying to argue for an absolute difference where none really exists and trying to refine 'fun' down to a single construct. Just isnt that simple. Otara
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Sprawl-zero1eye-
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Rewards in their own are fun, hence the whole reward part.
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Marzuk
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Otarala posted: "There are *many* games that you can play that have no reward. Ever played Tetris?" Tetris has rewards in the form of a score and progress. Simply removing levels or scores would drastically change how long people played it. Soccer has persistent aspects in the form of score tables. You're trying to argue for an absolute difference where none really exists and trying to refine 'fun' down to a single construct. Just isnt that simple. Otara
That's why I narrowed down what I considered a "reward" to be. I guess I've just played far too many MMORPGs and I know the only reason I'm doing kill quest #2,791 is that while boring, it is the most effective use of my time. Are you honestly going to tell me that even a significant number of people want to do all the quests because the lore is so enticing? That they don't just skip the text as fast as possible and then proceed to the "X" on the map? How many people do grey quests if they are not part of a chain? I think this behavior is more prevalent in MMORPGs because the focus is to keep people paying as long as possible, which means a treadmill, which causes a great deal of regurgitated content. Like the DAOC joke, you can fight a reskinned badger all the way to 50! Take a random current Heroic dungeon in WoW, and remove the emblem reward from it. Watch how many people just drop out of it the minute they /random into it with the dungeon finder. I'm willing to bet that would quickly become the "hardest" dungeon to clear. This is already seen to a certain extent with the shorter / more efficient heroics in WotLK being favored over the longer ones. I'd think that it was just me that felt this way, if I did not see all of the emphasis in the most efficient methods of leveling aimed at minimizing the perceived boredom. Even which pieces of gear to buy off the AH and which to buy with emblems has been set out. In WoW, every guild I was in had a problem keeping raids going because the people with the gear really didn't want to go through the raids that they did not stand to benefit from again. Even knowing that having other people get geared out would in turn further progression and help them get gear. In DAOC, people stopped RvRing at around RR4 / RR5, which not surprisingly is about where RPs and RAs hit diminishing returns both in terms of the reward, and how much time it took to get it. I can point to this over and over again, and if you want to focus on a semantics argument and ignore the point I'm making, all I can do is /shrug. You can tell me that I'm oversimplifying, but I don't know how it needs to be any more complex than what it is. As for rewards being their own fun, that's pretty sad. If I spend 30 hours doing something, I want those 30 hours to be fun. I don't want to have a brief bit of joy over some new bit of gear, only to be immediately confronted by the fact that its going to be obsolete in a month anyway. If people were really having fun, why would they get so upset about their gear becoming obsolete? EDIT: TLDR: How many people keep their job after winning the lottery?
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Sprawl-zero1eye-
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Rewards aren't fun? I'm not saying I'm going to have an orgasm for epics, but we are after all no better than Pavlov's Dog.
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Sprawl-zero1eye-
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Marzuk posted: TLDR: How many people keep their job after winning the lottery?
I work to survive. I play games to have fun. The former is not optional. The latter is very much so.
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The_Korrigan
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Sprawl-zero1eye- posted:
Marzuk posted: TLDR: How many people keep their job after winning the lottery?
I work to survive. I play games to have fun. The former is not optional. The latter is very much so.
Exactly. Stupid comparison is... stupid.
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Otarala
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I guess I can only point to Bonsai or any number of things where if the final result was removed, many less people would do it. Ultimately many things in games or leisure are essentially meaningless. Many things in games are boring in themselves and are done because they achieve a goal of some sort. I think you're just in a reformed smoker shtick. Otara
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Acidspits
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Pretty sure you /random on gear in raids like the lottery. Somewhat reasonable comparison was reasonable.
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Marzuk
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Its not a stupid comparison at all, because that's exactly what MMORPGs have been turned into: Work. Let me ask you this about bonsai. If someone said "Hey, screw the 200 hours you are going to put into trimming that tree over the next 4 years. Here is a finished one" would you take it? In an MMORPG, the average person would answer "Hell ya, give me a full set of gear!" and then quickly tire of showing it off, and stop playing. This is why I laugh when people want the treadmills removed. Remove the treadmill aspect, and retention goes straight in the crapper. At that point without a treadmill, you essentially have no game. SWG was an interesting sandbox game that had horrible retention because you could max out in a couple of days if you had half a clue. Games need a perpetual treadmill to keep people over the long haul. As for a reformed smoker shtick, I'm not trying to get anyone to quit. I just sneer when people try to equate an addiction with fun. You actually pick a pretty apt analogy as well. Most smokers I know don't consider it "fun" or enjoyable (beyond feeding their addiction). They consider it an expensive filthy habit that they wish they could be rid of, but they have trouble quitting because they are addicted. The most common advice I've seen from smokers is "don't start". Its also an appropriate comparison because denial plays a significant part. You don't have to agree with me, just ask yourself the next time you log in "Would I run this dungeon or do this quest repeatedly if I didn't get xp / loot?" Who knows, maybe you are the one out of one million that actually would. In that case, congratulations you are much more easily amused than I am. At the end of the day I think everyone in this thread understands exactly what I mean. I don't think I've seen a single person truly defend the type of activity that I'm condemning. From people pulling in references to a 12 year old game as an example of fun (how sad, nothing more recent?) to bonsai trees and soccer... and I'm the one with the stupid comparison.
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Seffrid
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There is no-one in dispute that some chase rewards in their gaming, merely a contention that not all do. I do not, for example. I don't do dungeons or epics. I don't do PvP. I have no interest in the best gear.
I wouldn't claim to be a typical MMO player, but I'm by no means a unique one. It all comes down to one's competitiveness. I am competitive in some aspects of my life, but gaming isn't one of them. It's just a hobby, and one that I pursue for fun, no more no less. If I'm having fun then I'll play the game, I couldn't care less about the so-called rewards.
And, like 99% of internet forum analogies, the lottery was a crap one. Winning the lottery is a life-changing event, running a dungeon in a computer game is not. There's simply no comparison.
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The_Korrigan
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Well, I can give two example of my recent personal experience that some people aren't just "driven by rewards". 1) I had absolutely no problems to stop raiding when it became boring. I always raided for fun, gear was only a tool. When the fun stopped, I also stopped getting the tool - but who cares? Some people definitely are addicted to the tool, I've seen it in my own guild, but many also aren't. 2) I stopped needing anything from random BG PvP on my Druid since a very long time. He was (before 4.3 today) decked with the best PvP gear you can get for honor, since I can't be arsed to do rated BGs or Arenas. Did I stop PvP? Nope. I kept playing. I filled that 4000 honor limit so many times I didn't count. What did I do? Well, I purchased some enchant mats from the vendor, since it was the only way not to waste those points, and when guildies needed some enchants, I did them for free including the mats. My payment was already included in the fun I had doing PvP. My guess is that the people who think other's can't play without rewards even if it's fun are projecting their own play style onto everybody. You need a goal, yes. But the goal can just be fun. Actually, GOD FORBID the goal in fun in a GAME. Nope. A game should be like a second job, shouldn't it?
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Bendar.
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Disclaimer before you read all this: im writing this tired as hell and I cant sleep. So if it looks like im doing nothing but spouting incoherent dribble, then I do apologize In my experience there are arguments on both sides of this debate. Yes there are some people who simply have fun getting loot, achievements, and rewards and will quickly leave a game once they reach the end game and cant go any higher, then come back when new content is introduced. However there are some people who find fun in just playing the game as it is no matter where they are. Yes this is an example of a 12 year old game, and im using it since it was used several times in this post, but with DAoC I knew plenty of people who continued to RvR after hitting RR10 when it was the cap just because they had fun in PvP even after they got to, what was at the time, the end of the end game. Then there are people out there like myself who like content, getting gear, and achievements and see that as fun but will sometimes play just to socialize. I do have a personal life and a social life outside of a game that I am playing but I also have friends in game, some that have developed into friendships outside the game through email, texting, phone calls ect... and on road trips I have met a few in game friends in person and have had a lot of fun seeing these friendships develop. Me personally I cant play a game, even one as highly played as WoW, without a good community. I stopped playing my rogue at around 35 just because I couldnt get into a guild because no guilds were recruiting anyone under the max level at the time so I was just soloing a lot and got bored off my ass and quit. As far as the original argument is concerned, not being able to play without reward or achievement, yes there are some people like that. But I play Rift and I am almost T3'd out on both my builds yet I still do T2's all the time with friends and have over 2K plaques that are worthless to me. There is no loot that drops in a single T2 that I need but I still do it with friends, that are on the same level as me and not needing anything, because we have fun just hanging out. I do believe that If you removed the rewards and achievements from MMO's that there certainly would be a major drop in paying customers. However I have I have to agree with someone else in this topic that said the same can be said about any game. You used Tetris as an example, just being able to get a higher score then what you had before is an achievement to some people, just being able to match stuff up just right and solve a puzzle is an achievement to some people. Using Chess and monopoly as an example, for people who have competitive nature, just the thrill of being competitive and the possibility of winning is fun, then winning in itself is a reward, maybe short lived but at the time it is a reward. Most people in this world are competitive by nature on some level, if they weren't then the world, especially sports, would be a hell of a lot more boring, in fact there probably wouldnt be any sports at all. So, in my opinion, saying that if you remove rewards and achievements from this or that game ect.. and see how many people would still do it? You might as well just say ok, lets remove the points from football, cause thats an achievement and a reward. While were at it lets take away throwing and receiving, because to some people throwing the perfect pass and seeing it caught over a defender is an achievement, and catching a good pass is an achievement to some people. While were at it lets take the running back out of the game because to him getting past the defender is an achievement. While were at it lets take blocking out of the game because keeping the defensive line/line backers from getting to QB is an achievement and so on and so forth until you have a bunch of men standing on a field just staring at each other and then lets see how many people play that game? Just about any aspect of any game can be considered as an achievement to some person in this world. Hell I remember back when I was playing DAoC on a crappy computer. Just being able to duel log and run my buffbot without one, or both, of my accounts going LD was a bit of an achievement to me lol
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The_Korrigan
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Bendar. posted: Just being able to duel log and run my buffbot without one, or both, of my accounts going LD was a bit of an achievement to me lol
The sad part being that you needed a "buffbot". But that's out of topic, I guess
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dramprar
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My first MMORPG was DAOC. love that game and still do. I hate the fact that games place you in linear grinding. Rift you have the options to close Rifts, dungeons but still best way to lvl is the linear questing.
In Daoc, questing is not the best or fastest way to level. It was simple mob killing grinding. I love this kind of exp bc i can farm areas, i can help guildies and such.
I really wish designers would get away from WoW standards of an MMORPG game and take a look of DAOC. Imagine if a DAOC 2 came out with upgraded graphics, stories, same great RVR and same great pveing. Rest of the MMO's would go out of business!!
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dramprar posted: <snip>It was simple mob killing grinding. <snip> <snip>great pveing<snip>
That game would fail so hard it's not even funny. You are a tiny minority, and that I'm 100% sure of. Do you really think you're gonna make a successful game in 2010+ by forcing people to group up, find a spot, and grind mobs for hours? Well, you can have your opinion... but don't have any illusions about the success of such a game.
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dramprar
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Youre forgetting one detail. I didnt say anything about grping up to pve. i prefer to solo pve actually but i hate doing the linear questing or not having the option to pve in other ways.
what im saying is you have options whereas most WoW like games now you do not.
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The_Korrigan
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dramprar posted: Youre forgetting one detail. I didnt say anything about grping up to pve. i prefer to solo pve actually but i hate doing the linear questing or not having the option to pve in other ways. what im saying is you have options whereas most WoW like games now you do not.
Don't you? I saw nothing in those games that stopped you from grinding mobs non-stop instead of taking quests...
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not really. not as a viable option. there are no good camps either. mobs are always spread apart.
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Dresler
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The_Korrigan posted:
dramprar posted: <snip>It was simple mob killing grinding. <snip> <snip>great pveing<snip>
That game would fail so hard it's not even funny. You are a tiny minority, and that I'm 100% sure of. Do you really think you're gonna make a successful game in 2010+ by forcing people to group up, find a spot, and grind mobs for hours? Well, you can have your opinion... but don't have any illusions about the success of such a game.
Sadly it was also those types of games which I think built the community the way it did. I loved grouping up with people and heading to the Spraggon Den, where at the good XP spots there based on spawns you might die at any moment. Can't remember the name of the first dungeon with the hags and spiders and such. I actually really enjoyed getting my first character to level 50, it really was an achievement. Think I had close to 30 days /played on my nightshade. Had such a good time making friends etc. Now since you can pretty much level to max by yourself everybody is jerks to each other (prolly not the only reason but I think it is a large one). I think the one difficulty with that system at the same time is as the game ages. There aren't many low levels anymore, not many people to group with etc. In the early ages of the game though? Man that is the way to go.
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Dresler posted: Sadly it was also those types of games which I think built the community the way it did. I loved grouping up with people and heading to the Spraggon Den, where at the good XP spots there based on spawns you might die at any moment. Can't remember the name of the first dungeon with the hags and spiders and such. I actually really enjoyed getting my first character to level 50, it really was an achievement. Think I had close to 30 days /played on my nightshade. Had such a good time making friends etc. Now since you can pretty much level to max by yourself everybody is jerks to each other (prolly not the only reason but I think it is a large one). I think the one difficulty with that system at the same time is as the game ages. There aren't many low levels anymore, not many people to group with etc. In the early ages of the game though? Man that is the way to go.
whole heartedly agree with this complete posting but the bolded line sums it all up 100%
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Seffrid
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dramprar posted: Imagine if a DAOC 2 came out with upgraded graphics, stories, same great RVR and same great pveing. Rest of the MMO's would go out of business!!
Like they did with the first one?
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heiromancerdrackus
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The rose colored goggles people toss on when they sperg about DAoC are ridiculous.
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Tai-Daishar_MT
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Seffrid posted:
dramprar posted: Imagine if a DAOC 2 came out with upgraded graphics, stories, same great RVR and same great pveing. Rest of the MMO's would go out of business!!
Like they did with the first one?
Exactly! If this statement had any credibility at all, then DAOC 1 would have been a smash hit. It wasn't. Edit: And anyone saying DAOC had great PvE loses any and all credibility right out of the gate. That was the worse PvE of any serious MMO ever built.
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-Mithan-
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DAoC sucked.
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-Mithan- posted: DAoC sucked.
I am well known for having this same opinion. In fact, I have a few stalkers as a result
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Seffrid
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I must disassociate myself from those who believe DAoC sucked, lest any of Tai's stalkers attach themselves to me instead.
I just thought it was a very average game at the outset. As I understand it, according to its strongest fans it got a lot worse with some later expansion or other.
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-Mithan- posted: DAoC sucked.
lol ya right.. it was a super intense, (flawed but..) wicked pvp game
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SpiritHex
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I miss the 'darkness' of daoc.. all these newer games are so carebearish.. TOR is so dull in pvp.. just nonstop button mashing, no skills required.. boring as hell. oh well, good thing there's battlefield 3 to keep me busy
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-Mithan- posted: DAoC sucked.
A-men my brother!
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Finkleheimer
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If DAoC sucked then WoW is trash.
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Kordirn
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Aww how cute. A staff circle jerk.
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Sprawl-zero1eye-
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Kordirn posted: A staff circle jerk.
Is there any other kind?
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The_Korrigan
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Tai-Daishar_MT posted:
-Mithan- posted: DAoC sucked.
I am well known for having this same opinion. In fact, I have a few stalkers as a result
I made quite a few friends for having that opinion too...
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Caoilin
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i heard there was a circle jerk to be had in here. i'm in. i brought motion lotion and everything.
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Nakal
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DAOC had its moments. It wasn't great. But one thing it did have over other MMO games (that I played personally) was the community for the most part was amazing.
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Teck_II
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shadowbane = best pvp game ever That was intense, and you cant even comment if you couldnt hang past a couple months. Yes it did lack in quests and leveling and such was boring as hell but that wasnt what the game was about. It was politics and strategy and the best group pvp and battles in any game where it actually counted when you lost you lost your town that you worked month's to build. I was lucky to play with the best group of players ever in the game. We routinely beat the odds 4:1+ cause we worked insanely effciently and were months ahead of others in understanding mechanics and how to overcome those odds. Those were great times.
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Tai-Daishar_MT
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Shadowbane had so many bugs it hardly qualifies as a working game, but grats for beating the other dozen or so players willing to suffer through that debacle. It had potential, like several other games, but the coding was absolutely horrible and they never recovered from it to even be considered relevant.
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Otarala
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"That was intense, and you cant even comment if you couldnt hang past a couple months." You cant comment on sewage diving until you've done it for a few months. Or maybe I can, because I generally know what I like and dont like. Different people like different games. Thats all it comes down to. Otara
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Quazimortal
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Otarala posted: "That was intense, and you cant even comment if you couldnt hang past a couple months." You cant comment on sewage diving until you've done it for a few months. Or maybe I can, because I generally know what I like and dont like. Different people like different games. Thats all it comes down to. Otara
This response was awesome.
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heiromancerdrackus
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Teck_II posted: shadowbane = best pvp game ever That was intense, and you cant even comment if you couldnt hang past a couple months. Yes it did lack in quests and leveling and such was boring as hell but that wasnt what the game was about. It was politics and strategy and the best group pvp and battles in any game where it actually counted when you lost you lost your town that you worked month's to build. I was lucky to play with the best group of players ever in the game. We routinely beat the odds 4:1+ cause we worked insanely effciently and were months ahead of others in understanding mechanics and how to overcome those odds. Those were great times.
Were you with Shadow Syndicate? Because if so, this is laughable. If I'm mistaken, my apologies.
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Teck_II
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heiromancerdrackus posted:
Teck_II posted: shadowbane = best pvp game ever That was intense, and you cant even comment if you couldnt hang past a couple months. Yes it did lack in quests and leveling and such was boring as hell but that wasnt what the game was about. It was politics and strategy and the best group pvp and battles in any game where it actually counted when you lost you lost your town that you worked month's to build. I was lucky to play with the best group of players ever in the game. We routinely beat the odds 4:1+ cause we worked insanely effciently and were months ahead of others in understanding mechanics and how to overcome those odds. Those were great times.
Were you with Shadow Syndicate? Because if so, this is laughable. If I'm mistaken, my apologies.
Dreadlords. On the first server I think our group worked with SS everyonce and awhile wasn't with DL then. The seconds server I can't remember if we ever worked with them.
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I still loved the original Ultima Online PVP days and when I say that, I mean the first 5 months of its release. It was total anarchy.
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Ravynmagi
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Ultima Online. Probably the first game I'd truly call an MMO that I loved. I started out playing a good guy, hunting down Dread Lords and other bad players. Then my neighbor pissed me off or something, I whacked him, then just went postal on everyone else and ran around killing innocents, turned out to be quite a lot of fun. And PvP felt like it had so much meaning. You die, the winner gets to loot your stuff (assuming someone doesn't steal it first). Freaking awesome. You could even rob other people's homes if you caught them with their house key. And they did such an excellent job with the criminal system. It allowed for player run justice and helped curb random mass grief killings that some PvP games have issues with. This game had such simple 2D sprite graphics, but had such a real immersive feeling. I don't think I've ever played anything that has even come close to this. And it's such a tragedy that other attempts at this have failed so miserably. Sadly Trammel came about, killed PvP. Then EA added elves and ninjas. Might as well put Pokemon in there too. It's been dead since about 2000 in my eyes (though I endured it a bit longer than that). DAOC, I loved this game. It is second favorite. It's far behind UO in love. But it's a fair amount ahead of all the other crap I've played since. DAOC's PvP is nothing like UO. I don't even want to call it PvP, that word is wrong. It's an open world RvR, it's not meant to compare to real PvP games in my opinion. But as an RvR game, it's was just so freaking great for a while. I loved the large scale battles, relic raids, sieges. An open world RvR that had real meaningful impact to everyone on the server, even if they didn't participate. These things were pretty cool. I think Mythic got greedy. They needed money to pay for their next projects (Imperator and later Warhammer). And I swear I believe Mythic intentionally went out of their way to make most expansion classes so ridiculously overpowered that everyone would feel compelled to buy it even if they didn't want to. And then Mythic was so freaking slow at recognizing problems and addressing them. Hibernia seem to run in god mode for what felt like two years. TOA was pissing off players and it took them years to fix that. So glad to see 6 years of my subscription dollars pretty much went to pay for Warhammer Online. That was money well spent. Mythic are great people, but I really wish they'd made some better decisions. They had something good going there. WOW, Warhammer Online, Rift, and now Star Wars (from my brief time) seem to pretty much have the same instanced type of PvP experience. You queue up, wait for teams to get established. You'll get dumped with a bunch of asshats and maybe one person that knows what day of the week it is and you'll be pitted against a max ranked pre-formed group on Ventrilo. You get ravaged without vaseline in a PvP scenario that has absolute no impact on the game for 15 minutes just so you can collect a few precious points. Repeat this 10,000 times and then one day you too can ravage newbs like you had been 9,999 times previously. Please Guildwars 2. DO NOT SUCK!
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Tai-Daishar_MT
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Ravynmagi posted: Ultima Online. Probably the first game I'd truly call an MMO that I loved. I started out playing a good guy, hunting down Dread Lords and other bad players. Then my neighbor pissed me off or something, I whacked him, then just went postal on everyone else and ran around killing innocents, turned out to be quite a lot of fun. And PvP felt like it had so much meaning. You die, the winner gets to loot your stuff (assuming someone doesn't steal it first). Freaking awesome. You could even rob other people's homes if you caught them with their house key. And they did such an excellent job with the criminal system. It allowed for player run justice and helped curb random mass grief killings that some PvP games have issues with.
This x1000! I even started out exactly the same. I had built a very good rep as a defender of the weak when I finally snapped after having my house robbed for the umpteenth time and just went batcrap crazy on everyone. It got so good (see what I did there) that many of the players I used to defend grouped up to track me down and kill me. They even told me later that making the transition from sneak around timid types to brash run around with their hair on fire types was awesome
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The_Korrigan
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Ravynmagi posted: Sadly Trammel came about, killed PvP.
As much as I agree UO pre-Trammel was a lot of fun, Trammel still saved the game, players were leaking like mad to other games like EQ because they got tired of the ganking. Even back then, "hardcore" PvP was a small niche. Darktide (AC1's PvP server) never passed 8% of the total game population when AC1 was in it's top years. I think the bad decision was to include Trammel on the same server than Feluccia. They should have made separate PvE servers. But catering to the PvEers became an urgent priority to save the game as soon as a concurrent (EQ) came out with 100% PvE servers.
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Otarala
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They didnt do separate servers because they never expected the sheer scale of exodus that occurred, and they thought people might be more likely to visit if they just had to teleport their main character. I suspect they thought property would have some kind of anchoring effect. Even if 20% had stayed/vistted for land or resources alone, Felucca probably would have been OK. The real problem was what plagued DaoC as well - tons of PvE focussed players coming to a supposedly PvP focussed game and becoming the primary customers. The problem largely disappeared as more game choices appeared and it was recognised that Open PvP was largely a niche activity at this stage of MMO's. Otara
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The_Korrigan posted:
Ravynmagi posted: Sadly Trammel came about, killed PvP.
As much as I agree UO pre-Trammel was a lot of fun, Trammel still saved the game, players were leaking like mad to other games like EQ because they got tired of the ganking.
They didn't save nothing. It's dead I tell you.
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The_Korrigan
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Otarala posted: The real problem was what plagued DaoC as well - tons of PvE focussed players coming to a supposedly PvP focussed game and becoming the primary customers.
Not sure about that, but if true, doesn't it ring a bell for you? PvE players are the vast majority, and while many will also attend PvP as a "side game", most won't play a game that doesn't have good PvE first.
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The_Korrigan posted:
Otarala posted: The real problem was what plagued DaoC as well - tons of PvE focussed players coming to a supposedly PvP focussed game and becoming the primary customers.
Not sure about that, but if true, doesn't it ring a bell for you? PvE players are the vast majority, and while many will also attend PvP as a "side game", most won't play a game that doesn't have good PvE first.
Remember when Mythic stated that ToA would affect PvP in a minor way. Oh man did they get us HAHAHAHAHAHAHAHAHA.
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I don't really care about PVP in Star Wars because it will be the usual lame crap that every other game has now (battlegrounds/scenarios). Sometimes it can be fun for short bursts but overall, I think PVP has gone down the sh**er since WoW introduced Battlegrounds and every other Developer jumped in head first to copy it. Eh, MMO's in general are boring the hell out of me. I want a First Person Shooter MMO with guns and ammo but that wont happen anytime soon. Firefall could be interesting though. I figure the PVP aspect of it will suck as it will take the scenario route that Huxley took, where you play in Arena's with 16-32 other people instead of just roaming the world, seeing some guy and ganking him.
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The_Korrigan
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-Mithan- posted: I don't really care about PVP in Star Wars because it will be the usual lame crap that every other game has now (battlegrounds/scenarios).
You mean, beside Ilum (faction vs faction entire planet dedicated to world PvP) and the FFA zone on Tatooine?
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SlyLoK
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The_Korrigan posted:
Otarala posted: The real problem was what plagued DaoC as well - tons of PvE focussed players coming to a supposedly PvP focussed game and becoming the primary customers.
Not sure about that, but if true, doesn't it ring a bell for you? PvE players are the vast majority, and while many will also attend PvP as a "side game", most won't play a game that doesn't have good PvE first.
Which is why WAR failed so badly IMO. If that game had good PvE and world design it would have been a huge game. I enjoyed PvP ( open world - not scenarios because of the group vs pug problem ) on my warrior priest but the PvE was soooooo bad that during down times ( especially after most everyone left ) I wouldnt even play.
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CreepyHands
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Could you even dodge anything in DAoC pvp?
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Finkleheimer
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CreepyHands posted: Could you even dodge anything in DAoC pvp?
Parry/evade/block.. evade would be the dodge you are looking for.
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Caoilin
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The_Korrigan posted: -Mithan- posted: I don't really care about PVP in Star Wars because it will be the usual lame crap that every other game has now (battlegrounds/scenarios).
You mean, beside Ilum (faction vs faction entire planet dedicated to world PvP) and the FFA zone on Tatooine?
that's still instanced pvp. just because you can sit around on ilum doesn't mean it will be busy. you could sit in the mid frontier too and you'd see maybe 3 players ever. and they were all on your side.
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The_Korrigan
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Ilum and Tatooine are not "instanced PvP".
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