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anwar

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  1. :cool:DEVS...do not program for the extremes because that is all you will end up with. You may think that having super hard variations will have no effect, but it always does because you also put super rewards in them. After a while only the very few super geared even attempt the hard stuff. So you simply do not get a proper return in use for the man hours spent. No matter whether you think it is logical or not, the fact remains that many normal players...the bulk of income....leave whenever they begin to feel they are gimped...they simply quit logging on when the mountain looks like it would take forever to climb IF they are even able to. Everything must feel doable. Before level cap, the non-hardcore can simply out-level something too challenging and eventually be able to beat it. You have to design end-game challenges the same way, so that there is always some route to eventually beat whatever without having to dedicate your life to it. Challenge is only fun if you eventually win.
  2. I asked that question in an email to Bioware and the response was to remove all cache cookies because the browser was still recognising my last post
  3. Sorry Dude, But i am impressed that they mostly live in Central time zone and disrupt their lives to do the work when the least number of folks are affected....and still be somewhat close to their normal work time at the end.
  4. A coupla things about raids..... Devs spend a huge amount of resources making the raids detailed and impressive...and the first thing everyone does is turn down everything so the lag is bearable. Go figure. (Not talking about the extreme hardcore) Games have changed...now solo and duo are almost all of the game to top level...therefore solo and duo type players are the majority that happily stick with the game to top level, usually taking a few months.....so why is it that raid or die always becomes the new game offered at level cap? Seems that if the majority obviously liked solo and duo (with a few groups thrown in) for months, perhaps the same style of play should be emphasized as the major avenue for progression at level cap. Just sayin'
  5. It wouldn't bother me at all. I'm usually happiest if raiding has the least effect on the game, and believe me...regardless of what they say, if raids didn't give the best stuff, no one would go through the mostly unfun process of being in a hardcore raiding guild. I spent 5 years in a top raiding guild in my first mmo (EQ) and loved it, but find myself doing less and less raiding each new game I play. The raiding people now tend to be ... well, not so nice..actually kinda gear-obsessed and really hard on each other.....and my favorite raid function was always puller and that just isn't part of these games anymore. I still enjoy tanking, but today's tanks have to work so hard at holding agro and gear is just so overly important to a tank that they are just too much work as an everyday thing. Personally, I think everything should be attainable by a decent pug (pick-up group) where everyone is paying attention. "Practicing" should be saved for sports. ....and the less resources they spend on the very low percentage of never-happy hardcore players is more they can spend on everyone.
  6. Then the game will hit it's stagnation point that much sooner...it's a shame, but as soon as you have super-geared hardcore established, you see new players dwindle and attrition esculate. Once new blood gets way below the normal attrition it'll become ftp and servers need merging and less money is put into the game. I'd prefer to see a few unhappy extreme hardcore and have this game be vigorous for a few more years.
  7. Nope, no add-ons please. If the instances get so difficult that an average player (that is paying attention) isn't welcome, then the game is doomed anyway. There are far, far too few extreme hardcore to support this game so making normal players feel inadequate, and therefore have them quit, is just plain bad business. We need more MMOs designed around twitch and FPS so these self-defined super players have a home so the rest of us can simply have fun and kill the baddies without too much stress.
  8. to the guy with 1.4 million credits.... Any game this young (or any age) that has anyone amass over a million credits legally is doomed. Somewhere in there is a major flaw or something was exploited. Regardless, what server are you on? ...because that one is dead meat.
  9. I agree as to the excellence of the quest system, I seem to find myself spending way more time playing than I intended....and I definitly prefer the cut-scenes to reading. I've been playing MMORPGs for mmm 15 yesrs or so, and this has a good quest system. An excellent storyline with the "kill x number of whatever" used as filler when you're going to be killing most of them anyway...and you don't have to get them from or return to a quest-giver most of the time. So far, almost no feeling of "grinding". The crafting still feels awkward to me though...never sure what comes from what and seems way too much random in it.
  10. Seems too boring an inactivity for it to be a big problem.
  11. To my knowledge, there is no game that costs more than this one....is it worth it? Probably should cost less, but overall a really good game..IF the economy hasn't been ruined already. If they can't control the exploiters, it's not going to worth it at half the price.
  12. Yes this has more than WoW did at launch, but expectations among gamers has risen considerably in the past few years:eek:. At one time developers were almost treated as if they were volunteers that supplied the game without being paid. .....but it will get far worse. All pvp games have the forums hijacked by every class claiming theirs is worthless and class x is overpowered and proceed to prove beyond a shadow of a doubt that their class needs serious buffing. That really hasn't started yet.
  13. Nice to see they recognized a couple things, I hadn't checked dev page since this morning, Now keep it up...only about a 150 concerns to go!
  14. Is there an active community service team? Well, there's bound to be of course, but seems like some threads on concerns that go past the 100 page mark would illicit SOME sort of response if the CS team was active....perhaps they simply aren't empowered. Most folks just want to know that concern #121 (or whatever) is known by the devs. C'mon guys, don't be shy. Ignore the haters and take the fanbois with a grain of salt and go ahead and dive in!
  15. Very simple....develope a system that checks timed played on every charactor. Have a money amount attributed to everything, and I do mean everything. Then place a ceiling and remove everything that goes over that ceiling....yes some may lose some unfairly if their entire existance while playing was earning money fairly, but it would save the economy for a hell of a lot more. or we could RL string up the cheaters and let them rot in the sun as an example to gamers everywhere.
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