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NephilimNexus

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Posts posted by NephilimNexus

  1. WoW's financial success can be easily surmised in one simple article:

     

    5 Creepy ways video games try to get you addicted.

     

    Their formula is simple: Lower the bar as far as it can go. Make the game so brainlessly easy that a small dog can play it. But wait, you say, if it's so easy won't people get bored and quit? And that's where the addiction trickery comes in. They make up for mindless grinding with... well, more mindless grinding, but in an addictive manner. Gaining levels is just food pellet conditioning.

     

    The other trick WoW does is stack all their "real" content in the End Game - meaning people who are max level. That is why in WoW there are only really two levels - "Max" and "Noob" Anyone who isn't Max is a Noob, because they can't participate in the End Game yet. So every Noob has one singular goal - to grind their way to Max so that they can join in the End Game, where all the meat is.

     

    The End Game, of course, is nothing more than another level of grinding to get the exact same uberloot as every other end game player, so that their identical characters can all have identical items to go with their identical skills & powers and go around looking completely identical to each other, then go through the same identical boss raids over & over using identical macros to handle combat for them.

     

    Eventually, though, even this gets boring (when there's no uberloot left to find then the pellet dispenser runs dry), which is why every now and then Blizzard releases some new content pack to keep the End Game crowd from unsubbing. As for the Noobs, well who cares about them? We've already got a formulated addiction system to keep them subscribed.

     

    Now some games will, when feeling particularly lazy, will decide that rather than adding more end game content, the best solution is to just drag out the time it takes to grind to the end game. From this comes the trope of the "Korean Grinder" game, and Lineage is no exception to that, either.

     

    Note that at no point does "fun" enter the equation. "Fun" is a volatile concept, subject to a player's own whimsy, and not easy to quantify or - more importantly - predict. Addiction, grinding, and the addiction of grinding, however, is predictable and profitable; simply for being so time consuming if nothing else.

     

    There is also e-peen insecurity, which is where uberloot comes from in the first place, of course. But that's another story...

  2. I love TOR; it sets out to do just what it intended; take the best from WoW, one-up it, and create a game in which one would be hard-pressed to complain about anything that won't likely be easily addressed in an upcoming patch.

     

    I was talking to a friend who has never played WoW, telling him what the game does better than WoW, which is mostly everything, in every way. He then brought up an issue he's taken up with the linearity of the game;

     

    Would that issue be: WoW sucks?

     

    :rak_grin:

  3. I'm sure a quick trip to the Tailor and/or Image Designer of your player city can fix this problem easily enough, although to be honest, any respectable Armorsmith would be more than happy to craft your custom spec armor in whatever color you like in the first place.
  4. SWTOR certainly has that potential, but not if it doesn't first take a good long look at itself first. Nobody wants another WoW to play and nobody wants a KOTOR with a monthly subscription. This first year will tell us whether or not Bioware is willing to bring SWTOR into its own, or if they were just hoping for another WoW-clone to make enough of a profit to satisfy the EA's investors.

     

    Given a choice between the two, personally I'd rather just play KotoR Online over WoW. Then again, I'd rather wipe my butt with a cheese grater than play WoW. But that's just me. I fear the developers at Bioware are of a quite different opinion.

     

    Anyone who thinks to be successful TOR needs to become another dumbed down MMO like WoW needs his head examined.

     

    Sadly, that would pretty much include nearly every every MMO out there. It's simple, really. Companies are run by their accounting departments. Accountants, as we all know, have all sense of imagination & inventiveness surgically removed at birth.

     

    So whenever a bright, young game designer comes in and says "I have an idea for something completely new and original!" the accountants just look at him coldly, turn back to their charts showing the difference between their subscription rate and WoW's and reply "That's nice. Now how can we make our game more like WoW? Because WoW makes lots of money, and we want to make a lot of money too, so clearly the solution is to be as much like WoW as possible without getting sued for plagiarism."

     

    It's not just games. How often have you seen a McDonalds and Burger King within one block of each other? Some accountant said, "Hmm, that place sells a lot of hamburgers. We want to sell a lot of hamburgers, too. So obviously we need to put our burger join as close to that spot as possible. Never mind that there are other neighborhoods that have no burger joints at all. We don't know if putting one there or not will make money, but we know that this spot makes money because there is already a burger joint there. We just have to steal all their customers with our utterly indistinguishable product. Why is our product indistinguishable? Didn't we just explain that?"

     

    And so it is with MMOs, too. They look at WoW's 10+ million subscribers and say "Clearly that formula that works, so let's be just like them. It's a lot less risky than doing anything original. Original is scary because it's untested. Why risk failure when you can just copy someone elses' success?"

     

    It's everywhere, now.

  5. Long ago, in a better time, we used to not have endgame.

     

    We had no levels.

     

    Our gear could be looted from our corpses.

     

    We had no PvP titles.

     

    No PvP gear.

     

    We just had the kill.

     

    The kill was all that mattered.

     

    Knowing that you just frustrated the guy on the other end of the computer was all we needed.

     

    But this was long ago, before most of you people ruined the place.

     

    *chuckle*

     

    I recall once there was this guy, some Teras Kasi Master and a host of other melee skill trees to boost it up even further, whom had also mastered Cooking at some point in life and thus still retained his "Master Chef" badge/title.

     

    So he'd be hanging out with "Master Chef" over his head, plain clothes, and there would always be some idiot bounty hunter or general PvP obsessed noob would challenge him to a duel... and get subsequently splattered in five seconds flat.

     

    PvP was always interesting back then because without levels or color coded threat indicators or any of that other care-bear stuff you could never really know what the other guy was able to throw at you until it was too late. Heck, even PvE was more challenging: You just had to use the common sense of "Womp Rat Easy, Kryaat Dragon BAD" in picking your fights. Am I really up to this challenge? Only one way to find out...

  6. SWG had quest hubs, too. They were called "mission terminals", and most gameplay consisted of gathering up five missions, all randomly generated, running to them, praying to the Force the mission wasn't bugged and your target would be where the giant glowing searchlight said it was, killing the thing standing in the giant glowing searchlight, and running back to repeat it.

     

    Ah yes, Mission Terminals... and Artisan terminals, Entertainer terminals, Explorer terminals, Bounty terminals, Faction terminals... and the terminals were just a supplement to the classic NPC quest givers. And even that is just assuming that you even bothered with them in the first place. I never did. Neither of them was truly needed to succeed in, well, whatever you wanted to do. Hmmm, I like the sound of that: Whatever you wanted to do. Ah, nostalgia!

  7. show me numbers that support your capitalism argument and that developers have something to fear, please.

     

    am I asking for facts when you were too busy with opinions?

     

    http://news.softpedia.com/news/More-than-1-5-Million-Gamers-Playing-The-Old-Republic-During-Pre-Access-241826.shtml

     

    "He added, 'We note that EA gives players the first month free, so ‘players’ does not yet signify paying subscribers; however, our estimate does at least signify the number of people who have bought the game (and thus far, includes only a subset of those who pre-ordered the title).' "

     

     

     

    http://www.gamespy.com/articles/114/1147365p1.html

     

    " 'At half a million subscribers, the game is substantially profitable, but it's not the sort of thing we would write home about,' Riccitiello said"

     

     

    So basically they need at least 2/3rd of the people who bought the game to continue subscribing. Otherwise... well, I won't tell you, because your mind won't accept it.

  8. why why why

     

    people believe that we CARE if the unsubscribe

     

    can someone tell me please? because i really do not get it

     

    Well you see, son, there is this thing called "capitalism" and this stuff called "money" and people called "developers" who want to make money but for that they need this thing called "subscribers."

     

    Am I going over your head, yet?

  9. Talus.

     

    That's where the Imperial Navy base for us TIE pilots was located so I went there for all my missions. Plus it was beautiful and sparsely populated, so it was easy to find a good place to set up our player city (Three guild halls strong, not counting amenities). While it's resources usually weren't that good for placing harvesters, the fishing was excellent, with lots of lakes and streams for when taking a break from the constant space battles over Corellia. I even had a little store there that just sold fishing supplies (it actually did good business, too), which may seem like an odd hobby for a Master Shipwright/Imperial Ace (who also dabbled in Doctor and Bioengineering), but that's just how I enjoyed playing my character: Unique.

  10. I'm with the OP. Cancelled my sub. You can redress the graphics all you wants, and the cut scenes are nice, but once you take off the "shiny new" coating and look under the hood it's just Yet Another WoW Clone inside.

     

    Look like my short break from http://www.swgemu.com/forums/index.php is ending soon. Hopefully they'll get JTL working someday and then it's back to the real Star Wars experience as it was meant to be.

  11. Instead of arbitrarily setting flat ranges for every weapon, I think it would be more realistic to simply give weapons values for accuracy over range.

     

    Meaning that every blaster wouldn't be the same flat 30m. Rather, range would be (in theory) as far as you can target but effective range would be around 30m for normal blaster rifles. Firing within effective range would give you your normal full chance to hit. Firing beyond that would result in geometric drop in accuracy as the range-to-target increases.

     

    For extra realism, tweak the weapons themselves to reflect this. Scatterguns would be the lowest, say 10 to 15m of effective range. Pistols would be next, 20 to 25m. Blaser rifles and assault guns would fall into the 30 to 40m range and sniper rifles would naturally be the longers, at least 40 to 50m (or more) for their effective range.

     

    So if your chance to hit drops by, say, 5% per meter past your effective range, then yes you could try to hit a target standing at 50m with your blaster pistol, but you'd be 60% less likely to hit. A sniper rifle, on the other hand, would have normal chances.

     

    Final note (to keep snipers from becoming game-killers): Give weapons a minimum range as well, with penalties for firing too close. Same formula but in reverse, with pistols & scatterguns having no minimum range penatlies at all. Rifles & assault guns having a small minimum range, say 5 to 10 meters and snipers the largest bracket of around 10 to 20 meters.

     

    This would create more interesting tactics, I believe.

  12. An easy way for Bioware to reduce server queues would be to simply offer free character transfers to people with characters on chronically full servers.

     

    This would also be more of a long-term solution, as it would require no new coding and help spread the population out to the lesser used servers (rather than going through all the work of making an already full server be able to hold even more traffic).

     

    Given the means, I believe that players will follow the basic principles of thermodynamics.

  13. Which makes me wonder, now - why are Miraluka a playable race when in KOTOR they establish that their entire species was wiped out by Darth Nihilus.

     

    Are we to believe that Visus Marr managed to not only achieve parthogenesis but also do it enough times to repopulate their entire race?

  14. Anakin did fulfill the prophecy - the Jedi simply misinterpreted what the prophecy meant.

     

    The prophecy said a Jedi would come along would "restore the balance" of the force. Fair enough. But what does "balance" mean?

     

    Now move your attention over to the situation with the Sith as of the movies. The "rule of two" was in place by this time, meaning the entirety of the Sith consisted of only one master and one apprentice at any given time. Two Sith left in the entire galaxy.

     

    And what does Anakin do? Turn to the dark side and then proceeds to massacre all the Jedi. Well, not quite all of them... Yoda and ObiWan survive the purge.

     

    One master and one apprentice.

     

    Ta-da! Balance has been restored.

  15. Would Judge Dredd be considered Light Side or Dark Side?

     

    Is it wrong for a lion to eat a helpless sheep?

     

    Do I get good karma for eating tofu and bad karma for eating crunchy chicks? Er wait...

     

    Is it light side or dark side to pull a vegetable off life support?

     

    In the end, I don't believe that "light side" and "dark side" are arbitrary placeholders for "good" and "evil," because every society has a different definition of what good & evil are.

     

    With that in mind, I believe that "light vs dark" is more of a personal thing that varies with the individual. For an Imperial Agent, who's job is to eliminate troublemakers without questions (for the greater good of the Empire), then "mercy killing" may well be "light" for them - especially when compared to torture.

     

    And keep in mind that the people in the Empire are still people, and if saving the lives of it's innocent citizens from the Republic means blowing up a Republic troop transport, then is definitely "light side" for an Imperial to do exactly that.

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