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#23277 Aug 06 2013 at 10:22 AM Rating: Excellent
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Then jump on the EQN bandwagon already. These things don't hype themselves dammit.
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#23278 Aug 06 2013 at 10:29 AM Rating: Good
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They have to hype themselves. Being an MMO nowadays is a quick death march. Gotta make that money quick and fast, because in three months you're statistically likely to be in the grave.
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#23279 Aug 06 2013 at 10:32 AM Rating: Excellent
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Dead? I thought these things just lingered for a couple of years with the same 50 people feeding their cash shops in return for promises of an expansion pack.

Life support is still living right? Smiley: rolleyes

Edited, Aug 6th 2013 9:33am by someproteinguy
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#23280 Aug 06 2013 at 10:33 AM Rating: Good
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Okay, maybe not "dead" dead but definitely whatever Terry Schivo was.
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#23281 Aug 06 2013 at 10:38 AM Rating: Good
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Hey, protein, better check the shelves in the lab. Do you have any of these laying around (see last paragraph)?

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#23282 Aug 06 2013 at 10:49 AM Rating: Good
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someproteinguy wrote:
Dead? I thought these things just lingered for a couple of years with the same 50 people feeding their cash shops in return for promises of an expansion pack.

Life support is still living right? Smiley: rolleyes

Edited, Aug 6th 2013 9:33am by someproteinguy
On life support and waiting for someone to pull the plug is hardly alive.
#23283 Aug 06 2013 at 11:32 AM Rating: Excellent
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cynyck wrote:
Hey, protein, better check the shelves in the lab. Do you have any of these laying around (see last paragraph)?

No giant viruses I'm aware of. I may have to take another look see now though. That looks like it has funding written all over it. Lots of fun organic solvents though, those things will give you a buzz. Smiley: drunk

Which by the way you should make sure people know how to dispose of while you're away on vacation. Came back and one of the waste bottles overflowed while I was gone and no one did anything about it. The solvent was in a giant pool under the instrument, and dribbling all over everything. Not like hugely toxic or anything, but the acid + solvent mixture ate away at the flooring and there's a giant white spot on the floor now where the polish was etched away.

People, I tells ya. Smiley: motz

Also, they did lotsa proteomics on that thing. Awesomeness, I'm now more interested than ever.

His Excellency Aethien wrote:
someproteinguy wrote:
Dead? I thought these things just lingered for a couple of years with the same 50 people feeding their cash shops in return for promises of an expansion pack.

Life support is still living right? Smiley: rolleyes

Edited, Aug 6th 2013 9:33am by someproteinguy
On life support and waiting for someone to pull the plug is hardly alive.

The important thing is that the game is still playable. You may never be able to complete the group quests, but at least you can still hang out in your starter gear and play chatroom. Smiley: lol

Edited, Aug 6th 2013 10:40am by someproteinguy
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#23284 Aug 06 2013 at 12:24 PM Rating: Good
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I get WHY they introduced a class system. But that doesn't make it better, because the actual reasons aren't things I care about preserving in the first place.

The game looks like they took a standard MMO, put a Skyrim HUD on it, gave you first person view with weapons (and added crosshairs to make you think you're aiming, when in reality it just means that you target whatever is closest to the center - tab targeting where you can't look away).
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#23285 Aug 06 2013 at 1:22 PM Rating: Excellent
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idiggory, King of Bards wrote:
I get WHY they introduced a class system. But that doesn't make it better, because the actual reasons aren't things I care about preserving in the first place.

The game looks like they took a standard MMO, put a Skyrim HUD on it, gave you first person view with weapons (and added crosshairs to make you think you're aiming, when in reality it just means that you target whatever is closest to the center - tab targeting where you can't look away).

Oh I get it too, but like you say I guess I don't care about those things as much.

The whole standard MMO re-hash thing is why I draw the comparisons to SWTOR. Unlike with star wars though, the elder scrolls series has been great gaming for a long time, whereas the majority of Star Wars games being utter crap. The best part of SWTOR (opinion, of course) is the KOTOR-style story lines and decision making. Now I fear the best part of ESO will be whatever bits of the single-player games that manages to survive the scalpel. Sounds like they still had a large amount of single player content in ESO? Quests and open-world dungeons and the like?
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#23286 Aug 06 2013 at 1:56 PM Rating: Good
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I didn't really see anything that really backed the concept of solo play. You're forced to join one of the PVP factions at character creation, which is extremely stupid for an ESO game. They seemed to be really pushing the idea that combat is designed around fighting groups of enemies, and not the typical focus fire approach you see in other MMOs.

There is also way less value to the kinds of things you'd be doing solo. Exploration only nets you experience, so it's nothing but map clearing like current MMOs. Don't even have the jumping puzzles of GW2, or the promised Exploration game style of Wildstar. You can't just pick up 80% of the items in the world, like in Skyrim.

Crafting has the typical professions (plus Provisioner), and you choose 2. You can apparently combine various items to get a reward, which essentially gives every item various recipes (and "recipes" don't exist, which I presume means you don't need to buy a schematic). That doesn't sound bad, but I hate the limit in an ES game. And nothing from the gameplay demos have led me to belief crafting could be a major gameplay aspect. I can't imagine the economy being anything other than a hot mess. I just feel like this is going to lead to a massive number of depreciated materials, unless it's incredibly carefully balanced.

And then they've cut player housing, so none of that. You're forced into a class, so there's some answers about your guilds. Plus, the value of the guilds is already reduced. What fun is the Thieves Guild if you can't actually be a thief? Join the Dark Brotherhood? Too bad you can't just kill whoever you want. Etc.

Honestly, I said from the start that I wouldn't be happy with an ES MMO unless it was more or less an ES game essentially made multiplayer. This isn't. At all.
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#23287 Aug 06 2013 at 3:06 PM Rating: Good
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Eh, if it's PvP centered it's irrelevant to my interests anyway.

I might have been bothered by that but I've yet to play even a single Elder Scrolls game... >.>
#23288 Aug 06 2013 at 4:20 PM Rating: Excellent
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idiggory, King of Bards wrote:
I didn't really see anything that really backed the concept of solo play. You're forced to join one of the PVP factions at character creation, which is extremely stupid for an ESO game. They seemed to be really pushing the idea that combat is designed around fighting groups of enemies, and not the typical focus fire approach you see in other MMOs.
Well I guess the main story is solo-play and there's a number of group PvE "dungeons" and stuff (yes I know not solo...)? Hopefully that'll be enough even if PvE isn't their end-game focus.

idiggory, King of Bards wrote:
Crafting has the typical professions (plus Provisioner), and you choose 2. You can apparently combine various items to get a reward, which essentially gives every item various recipes (and "recipes" don't exist, which I presume means you don't need to buy a schematic). That doesn't sound bad, but I hate the limit in an ES game. And nothing from the gameplay demos have led me to belief crafting could be a major gameplay aspect. I can't imagine the economy being anything other than a hot mess. I just feel like this is going to lead to a massive number of depreciated materials, unless it's incredibly carefully balanced.


Quote:
Enchanter – can add special effects that make your items cooler


Quote:
developers told that their goal was to make the game interesting for players. In general, crafting is based on exploration. You will have to combine different ingredients in order to discover new effects. This process is interesting and you will have a lot of fun.


Smiley: lol

Grindy with random procs and lost of AH scanning to get stuff from far-away areas? Smiley: rolleyes

Seriously this writer for Elderscrollsonline.info... Smiley: lol

Edited, Aug 6th 2013 3:28pm by someproteinguy
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#23289 Aug 06 2013 at 4:36 PM Rating: Good
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someproteinguy wrote:
Grindy with random procs and lost of AH scanning to get stuff from far-away areas? Smiley: rolleyes
yes, FUN!
#23290 Aug 06 2013 at 4:40 PM Rating: Excellent
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His Excellency Aethien wrote:
someproteinguy wrote:
Grindy with random procs and lost of AH scanning to get stuff from far-away areas? Smiley: rolleyes
yes, FUN!
If it was fun the first time, it should be fun the next 578 times! Smiley: motz
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#23291 Aug 06 2013 at 4:58 PM Rating: Good
Yeah, that definitely does not sound like "fun."

So my bf and I picked up a starter kit for the vapor flavored e-cigs today. His job is really stressful and he needs a way to relax because he has been really short tempered recently. I was just curious, as I have a few friends who are former cigarette smokers who have gone to the vaporizers and really like them. We decided on the "Pimp Juice" flavor, which is hilarious and pretty yummy. It's watermelon, grape juice and menthol. I feel like they should just call it Black Person Stereotype Juice.
#23292 Aug 06 2013 at 5:49 PM Rating: Good
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I want STAR WARS: GALAXIES 2, dammit.



Hell yes. Really enjoyed it till they destroyed it. That and Ultima Online both allowed you to level whichever skills you wanted and also most of the gear you used was crafted by players. Also having your own house and decorating it with souvenirs of your travels was awesome. Their biggest pre-NGE mistake though was player towns. They spread the playerbase too much and the main cities became ghost towns. Prior to that there was always 20-30 people in the cantina chatting relaxing before heading out to kill stuff or do some mining - made the game very social.

Crafting in particular in SWG was fantastic. I set up a Droid Engineer shop and spent a lot of my time filling custom droid orders for regular customers. If only they had found their own end-game instead of totally changing the game to try and be WOW.
#23293 Aug 07 2013 at 6:18 AM Rating: Good
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I wouldn't expect SWG2, but another post-ROTJ MMO could be possible after Disney starts re-expanding the canon.

My understanding is that they've done away with pretty much all the EU stuff, at least for the post-war era. I'm not too sad about that, because the whole "Luke becomes his father" thing just wasn't interesting.

But I seriously doubt we'll see another post-war MMO until TOR is sufficiently old. It may not be the most popular game, but there are always a decent number of people online whenever I log in. In that sense, there's still time to expand the game into a worthwhile F2P experience, if Bioware pulls its head out of its ***.
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#23294 Aug 07 2013 at 8:51 AM Rating: Good
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While the whole MMO scene is relatively new, companies with their heads up their asses isn't so I wouldn't hold my breath on any Cranial ****** Ablation in the near future.
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#23295 Aug 07 2013 at 9:00 AM Rating: Good
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Unfortunately fair.

It's just really weird. With how consumptive geek culture can be about fantasy universes, you'd think MMOs would be doing everything possible to capitalize on that. I've never quite understood why they didn't make a bigger effort there.
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#23296 Aug 07 2013 at 9:07 AM Rating: Excellent
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They made a huge effort spending 100's of millions of dollars, and they got an MMO that feels like it was created by a giant corporation where one hand never knew what the other was doing. Smiley: rolleyes

Does still make my list for most improved MMO though.
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#23297 Aug 07 2013 at 9:13 AM Rating: Good
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The problem is, and I know how much people hate to hear this, the players. In the past ten years there has been, roughly, 600 MMOs released. The problem lies in that MMO players have become attached to their MMOs. By design, the games are meant to be addicting, and Everquest, World of Warcraft, Final Fantasy XI, and Eve Online have done that perfectly. Which is a double edged sword, because while people might leave for one of those new games, they almost universally all go back a few months later to their game of choice.

The only way to get a drug addict addicted to another drug is if you cut them off from that first drug. As long as the, let's call them the True Grandfathers of MMOs, continue to exist, there simply isn't going to be a new competitor. Even if a new product does get a foothold in, that'll be more of an anomaly than anything. "Bet on red, not 14," yannow? At the same time, if you cut off that first drug you risk the addict choosing not to get addicted to your new product so you clearly can't do that and risk cutting off all that original money. It's kind of unfortunate, but it really has nothing to do with quality of the new games. Just that the market simply doesn't work for it.
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#23298 Aug 07 2013 at 9:19 AM Rating: Good
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Friar RareBeast wrote:
Crafting in particular in SWG was fantastic.


This. SWG was one of the best sandbox experiences in the history of MMOs.

Rare, have you checked out The Repopulation? It appears to be heavily inspired by SWG. It's still in alpha, I think, but it looks promising.

Edited, Aug 7th 2013 5:24pm by Mazra
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#23299 Aug 07 2013 at 10:37 AM Rating: Excellent
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lolgaxe wrote:
Stuff.
The hard part is my old drug just isn't doing it for me anymore. Went back, and couldn't stand it for more than a month. Smiley: frown
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#23300 Aug 07 2013 at 10:55 AM Rating: Good
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lolgaxe wrote:
The problem is, and I know how much people hate to hear this, the players. In the past ten years there has been, roughly, 600 MMOs released. The problem lies in that MMO players have become attached to their MMOs. By design, the games are meant to be addicting, and Everquest, World of Warcraft, Final Fantasy XI, and Eve Online have done that perfectly. Which is a double edged sword, because while people might leave for one of those new games, they almost universally all go back a few months later to their game of choice.

The only way to get a drug addict addicted to another drug is if you cut them off from that first drug. As long as the, let's call them the True Grandfathers of MMOs, continue to exist, there simply isn't going to be a new competitor. Even if a new product does get a foothold in, that'll be more of an anomaly than anything. "Bet on red, not 14," yannow? At the same time, if you cut off that first drug you risk the addict choosing not to get addicted to your new product so you clearly can't do that and risk cutting off all that original money. It's kind of unfortunate, but it really has nothing to do with quality of the new games. Just that the market simply doesn't work for it.


Yeah, that's fair. At least for a very large portion of the population.

But I also think there's a much higher potential to steal new players that hasn't been actualized. In order to get those new people more excited about your game, they need to be having an overall better experience with your game. But that means you're competing against the previous game's endgame content (in general) with your new game's early content (in general).

With every new MMO having the same focus on a vertical progression and endgame system, that's just not going to happen. In most MMOs, you have this "fake" progression until endgame (when everyone starts off roughly equal regardless), and then the real game begins.

If you're going to try and steal players with fun leveling, when they're used to endgame, it won't work. If you're going to try and steal players with a reskinned version of the game they've already put hundreds of hours of effort into, it won't work.

It needs to be something actually new, and actually enjoyable from the get-go. GW2 was sort of like this, before people realized the reality of their "dynamic" events' limited scope. TOR's struggle was always its combat which, while fun, grew dull (ultimately being like every other MMO). Leveling was fun enough, with you always needing to fight groups and actually use strategy. But PVP and PVE stuff was really just like WoW.

Storytelling was great, but if you needed really new combat to care, you were lost.

It's definitely about time the market introduced an actual sandbox game, with horizontal/vertical/diagonal progression, a deep crafting system, and all the other features of a sandbox world. The more dynamic they can make it, the better.

I'm confident that, if a polished game with those features was released, it would be successful.

But I'm also convinced that it would need to be F2P at this point, simply because the market is too saturated with games in general to get people trying it as quickly as you'd need them to. The point is to make your game accessible and then get them hooked.

There is such potential in a cash shop for customization options alone, that it could be super profitable. Things like extra dye slots and unique skins sell super well, in general. But in an actual sandbox world, that could go so much further.
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#23301 Aug 07 2013 at 1:34 PM Rating: Good
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someproteinguy wrote:
lolgaxe wrote:
Stuff.
The hard part is my old drug just isn't doing it for me anymore. Went back, and couldn't stand it for more than a month. Smiley: frown
WoW?
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