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Gestas

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Everything posted by Gestas

  1. Bioware, when you copied the boring Battleground system from WoW, instead of focusing on something more interesting like World PVP, you forgot to copy the Battleground deserter debuff that is given to players who leave before the match has ended.
  2. I think all you healers should be shipped to an island and forced to queue for Warzones that you'll never be able to win since nobody can do any damage.
  3. Uh, if you want MVP it does; and MVPs get more experience. People mindlessly vote the healers as MVP all the time.
  4. Wouldn't a healer be biased though? I mean, of course the healers want to be voted MVP.... of course the healers will be pro "MVP to best healer."
  5. You need more than healing to win any match. You need good damage, good team work, and people who will go after objectives. So I don't think it's good practice to just mindlessly vote MVP for the best healers.
  6. I know. Unfortunately, WoW attracted a lot of gamers who have no business playing MMORPGs. It's like if CAPCOM attracted an influx of players to their Street Fighter series by removing everything that made the Street Fighter series a fighting game; and then years later, the new "Street Fighter fans" tell the veterans to shut up because the mechanics that were removed have no business being in a fighting game. Yes, that's one part of MMORPGs.
  7. Please provide evidence for your claim that WoW became popular simply because of instancing, weak death penalties, and matchmaking options (dungeon finder or BGs wasn't even in WoW when it was first released). Correlation does not imply causation.
  8. I'm a customer, so I do have the right to provide feedback; and I have the right to say whether or not I like the direction the MMORPG genre is heading. If you don't like opinions, then maybe you should stop visiting forums. WoW has millions of subscribers because it was created by a popular company, it's based on a popular universe, and it came during a time when EQ was in its twilight years, when people were fed up with SOE. WoW was also much more polished than EQ in terms of UI and controls. It had nothing to do with dungeon finders, instancing, and quick travel. In fact, WoW doesn't have much quick traveling and dungeon finding as well as BGs weren't even in the game when it was first released.
  9. No, my tastes in video games are the same. The MMORPG genre was changed by WoW for the worse (in my opinion). WoW introduced better controls, graphics, sound, UI, etc., but it also introduced a lot of bad things. Things that game developers keep on copying for some strange reason. I think you should expand upon this, because I find it funny. The points I made aren't extreme at all, and they could easily be implemented without any problems.
  10. I play games to be entertained. I find difficult games entertaining. I find games that hold your hand through tedious activities boring. It just sounds like you're the type of gamer who likes simple and easy games. Nothing wrong with that.
  11. First, I'm not a company. I'm a player, so I'm more interested in what makes a game fun, not with what makes a company the most money. If I were interested in that, then I'd be suggesting to Bioware that they open up an item store. Second, rampant instancing, quick travel, matchmaking, and weak death penalties aren't needed to attract people. Neither do I. Although I have no problem with a slow leveling pace. Grinding the same monsters in a room for 2 hours straight isn't fun though--which is why I didn't mention it.
  12. My post is concise considering the subject matter. Take your Ritalin.
  13. Try reading. I think that might be why the MMORPG genre is going down the tubes. The ADD kids. Second, nothing I'm asking for is "hardcore." It might be that you're just soft.
  14. Let me start off by saying that I do like SWTOR (at least more than any of the other new MMORPGs out there); and I plan on playing it for awhile. This thread applies to SWTOR, but it also applies to the newer MMORPGs out there. What do I mean by sandboxes and theme parks? I mean game developers are less interested in crafting virtual worlds and more interested in creating an experience where players can log on, press a button that automatically groups them up with strangers that they'll probably never talk to again, which then teleports them to some destination (a dungeon, battleground, etc.). Granted, the dungeon finder system hasn't found its way to SWTOR yet, but I'm betting it will eventually (and at least part of the community is asking for it). Further, questing in these theme parks constitutes mindlessly following quest indicators followed by reward collection, followed by using quick travel. Rinse and repeat until your level capped. To make matters worse, when you die in these theme parks, practically nothing happens. In SWTOR, you lose a bit of durability and are given the option to respawn right where you died! Before I move on, I'll just list some of the ways that the MMORPG genre has improved in an effort to appear less negative: better graphics, better sound, better UIs, smoother controls, less downtime, and less skill/group role overlap between classes. And in the case of SWTOR, voiced dialogue and conversation options. That being said, I can't believe how far the MMORPG genre has fallen since Everquest (EQ). --- Now back to my rant. The thing that bothers me the most about the newer MMORPGs (post EQ) is the abuse of quick travel, quest indicators, instancing, and matchmaking (dungeon fingers, battlegrounds, etc.), as well as the lenient penalties for dying. Instancing: Forgive me for going back to EQ again, but in EQ, there was no such thing as "running dungeons," at least not in the that MMORPG players do now. Running a dungeon in EQ meant... running to a dungeon that was actually part of the static world (noninstanced), and then traversing the dungeon--exploring the dungeon--with a group. And while this went on, you'd more than likely run into other adventurers, who may or may not interact with your group in a negative or positive way. I think this is way more interesting than your group being cut off from the rest of the server population and in-game world by being teleported inside an instance of a dungeon. It's almost as though you and your group had fallen asleep and the dungeon is just a dream. Instancing is especially a problem in SWTOR because of the way the world was constructed. It almost feels like you're on a train or rollercoaster. There are too many invisible barriers and areas that exist to prevent players from leaving a linear predetermined path. The instancing just adds to the claustrophobic and dead (you don't run across enough players) feeling. Death penalty: Maybe my view on this subject is skewed from playing too much Diablo II Hardcore and Everquest, but I've always liked a good meaty death penalty. Otherwise, what's the point? Playing a MMORPG with a lenient death penalty is like playing a NES game with Game Genie. Some people may like that (I know my brother enjoyed cheating in NES games), but I don't. Good death penalties make rewards and progression all the sweeter. I'm not saying MMORPGs should adopt a permanent death system or anything that crazy, but I do think the penalty for dying should sting a little more than mere durability loss. SWTOR is out already, so I don't expect Bioware to change the penalty for dying. But they could create servers with alternate rule sets. Just a thought. Quick travel: There's nothing wrong with quick travel per se. But there needs to be some restraint. Too much quick travel makes the world feel small and meaningless. Meaningless in that it is treated as merely an obstacle to your next quest rather than a journey. Personally, I'd like to go back to how EQ did things: having to run or ride to your destination! But I'm probably in the minority in this respect--so I'll just say I don't think players should have the option of teleporting to any discovered hub on their local map every 30 minutes. An easy fix for this would be to just increase the cool down for quick travel (the fleet pass is fine). However, to be honest, quick travel is the least of my worries. Quest indicators: Like the quick travel system, I think this is being abused. It's to the point where 90% of the time you don't even have to read (or listen to) quest text. All you need to do is bring up your map and follow the giant pulsating dots and circles (KILL 5 MONKEYS). I think this sort of thing contributes to the mindlessness of current MMORPGs. Match making: By match making I mean any button that you can press that automatically groups you up with other players, and then teleports you to some destination. I see this as contra to some of the things that MMORPGs are supposed to be about; namely, community and adventuring. Fortunately, Bioware has decided to leave dungeon finder out of the game, for now. Unfortunately, I think it will inevitably make its way into the game in the future. Well, that's it. I hope my sparse feedback proves to be somewhat useful, or at least interesting.
  15. I guess I'm just going to be forced to troll you in-game and in vent, then. @ the rest of your post. No.
  16. Also from maximum pc: World of Borecraft: 5 Reasons Why the World of Warcraft Will Implode http://www.maximumpc.com/article/features/world_borecraft_5_reasons_why_world_warcraft_will_implode
  17. Honestly, I don't care either way... But I'd be interested in a MMORPG that didn't have or support damage meters, because I think such a game would attract a different kind of gamer. The players wouldn't be as uptight, elitist, and annoying, at least in this regard.
  18. What's maximum PC? Anywho: http://www.metacritic.com/game/pc/star-wars-the-old-republic 86% http://www.gamerankings.com/pc/951199-star-wars-the-old-republic/index.html 85.94%
  19. 40k.. isn't much at all. Usually, I suck at making and keeping money in MMORPGs, but I was able to afford my mount and training right away at 25. I had way more trouble getting the money to get my mount in WoW, back when it was new.
  20. How is it ridiculous? It's not... when did I claim World PVP was balanced? Battlegrounds aren't balanced for the same reason. The only way this idea of "balancing each class through teams" would work is if they had it so in Battlegrounds there could only be a certain number of priests, rogues, etc., for each side, and if there wasn't enough of class A, then the match wouldn't start. As for Arenas, they would have to make it so only certain class combinations could fight against certain other class combinations.
  21. You keep saying that without providing any evidence or argument. In WoW, there are certain class combinations that will in principle beat certain other class combinations 10/10 times, presuming all other things are equal. Conclusion? The classes aren't balanced for team play. I'm not saying that they haven't tried. I'm saying that Blizzard has failed in this regard. The reason why I think they're failing is because instead of balancing each class against every other class (which is difficult), they decided to half-*** it by trying to balance the classes for team play. Well, obviously, if the classes aren't balanced 1v1, then how in the world could they be balanced for team play? If A always beats C, then what happens when you have a team of As versus a team of Cs. One response that I could think of to this is perhaps the viability of class C is positively correlated with team size to a larger degree compared to class A. But that would just mean A beats C 10/10 times 1v1; A beats C 7.5/10 times in 3v3; and A beats C 5/10 times 5v5. So it would only be until 5v5 that things are balanced. They wouldn't be balanced in 3v3, 2v2 (not listed), or 1v1. Anywho, this problem would be circumvented if if every class were balanced against every other class.
  22. That's not sufficient for balance as evidenced by the fact that some team compositions in principle beat other team compositions 10/10 times if all other things are equal. If class A in principle beats class B 10/10 times, presuming all other things are equal, then, obviously, 5 As versus 5 Bs isn't going to be balanced. And this is exactly what we observe with WoW. So in order for balance to be achieved, each class needs to be balanced against every class in the game.
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