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MadisonD

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  1. ex-police would be a bonus against unarmed people.
  2. This is one of the more ridiculous posts I've ever seen, ever.   You're using your own personal experiences to draw conclusions that are asinine, and then anyone who responds to you using their own personal experiences, you instantly switch positions that "personal experience doesn't matter, it just reinforces your opinion." You also go on with some ridiculous claims like (paraphrased) "putting a gun in a kids hand in a video game is the same as them having a real gun, because it sounds and looks the same." (also as a side note, you claimed that a child would be responsible for stealing a toy in the US, which is actually flat out wrong - any crimes committed by a child require restitution by the parent or guardian, however at the 18th birthday the parent/guardian can petition the state/county/city/federal court to shift the fiscal responsibility to the adult, now that they've legally reached adulthood.)   First, I'm going to go out on a limb and say you've never been forced into a position where you had to actually shoot someone, so your logic here is pretty disrespectful to those who have. Taking another persons life, in reality (not in video games, movies, tv shows, cartoons, et cetera), is a MAJOR thing. Why do you think that even those who've been professionally trained to the best of their countries ability (any country) still suffer from PTSD from real life combat? If it's so real, shouldn't people playing video games, watching movies, and consuming the media you're chastising experience PTSD at an equal rate? If so, half our population would be catatonic from games like BF3/Halo/COD and movies like Saving Private Ryan or Kill Bill or basically anything where anyone kills someone.   Second, let's go ahead and agree that mass media in general (this includes all forms, including videogames) is in a pretty sad state. It's easy to see when shows like Jersey Shore are popular, or the long-lasting decline of the Discovery/TLC/History channels (Honey Boo Boo deson't belong on the learning channel, storage wars/pawn stars etc do not belong on the history channel.) But let's step back and remember that consumption drives creation when you're a business. Why did we stop showing the formation of the universe, or explaining the processes of childbirth with 3D MRIs of fetal development stages to show Honey Boo Boo, or Entourage, or The Wire or Breaking Bad. Because that's what people want to watch, the companies would go out of business if they didn't provide it.   Third, personal responsibility is basically what makes us humans. I agree that in the time we're alive (and, historically pretty much forever as far as I know.) Human beings are pretty terrible to each other. Things like rape, murder, assaults, fraud, theft - pretty much all of those are directly beneficial to one person and detrimental to others. The simple fact is that we're not in the utopia of humanity that Gene Roddenberry envisioned for the Star Trek universe. You can't pretend that asking companies to go out of business by providing edutainment when that's not what the populace is asking for right now, isn't a little short sighted.   Finally, let's be completely totally honest, and use what you hate - personal experience. I've played violent video games basically my entire life, I love violent movies (especially war epics, and post-apocalypse survival tales) they're so different from reality that they're an interesting experience for me. I'm not a violent person, I've only ever hurt another person (or animal, or anything) in self defense, and if you think you can tell me my personal experience of having to take someone else's life in defense of my own is irrelevant to the topic, you're too angry or delusional to reach logically. In fact, I tend to go out of my way to protect other people (even complete strangers.) It also so happens that some of my best and closest friends happen to be your typical 'hero' archtypes (firefighters, emergency medical workers, all sorts of first responders actually including law enforcement, my family has a military history, and I know my fair share of doctors, scientists, et cetera - as well as what most people would consider skeezy - people who might sell weed, or maybe just are highschool drop outs covered in tattoos.) Guess what? Most of them are completely decent people, and every single one of them likes violent movies and video games, for the exact reason I stated - it's an interesting experience that we all know isn't real.   People have got to stop blaming companies, media, guns, celebrities, whatever - for the problems that our society is having. It doesn't matter where you are in the world, our society as a whole has systemic problems throughout it. Education and parental involvement in a childs development are absolutely required. My ancedotal evidence would be that myself, and all the people I know who are good people - we all were raised by very good parents, involved in our lfies, allowed us to learn and grow, et cetera - and most of us, myself included - didn't come from well off families. I went to public school, both my parents worked, but they raised me to be responsible for my own actions, and shaped my moral system. Stop blaming everyone else, the problem starts and stops with the child and his or her own parents (or guardians), if you want to make a difference, you don't need to try to change the media. That's a top down approach (that if you haven't noticed, has been proven to be pretty ineffective at changing anything at all.) If you want to help, go find a kid who needs a mentor, and help them become a better person. If other people follow suit (even if it's just that kid, when he grows up, helping other kids, who will help other kids when they grow up) you will eventually cause the slow, gradual bottom-up change that's necessary for a permanent paradigm shift. You're trying to fix the effect, you need to fix the cause. If you're not mentoring or helping a child who doesn't have a good role model, and you're posting arguments like this online, you're part of the problem - not the solution.   This is absolutely all I have to say on the subject, and I will not respond to this thread again.
  3. I feel like I've read this somewhere before.... oh, right. [url="http://www.vgchat.com/my-game-design-t41593p9.html?"]over on VGChat[/url] guess that copy/pasting explains why all your posts come out formatted really poorly.
  4. I couldn't come up with a better title to fit my question/thought so, forgive me, I'll try to elaborate more below. I recently was playing through Warhammer 40,000: Space Marine (for anyone who hasn't, it's one of the most enjoyable games I've played recently, if you're into shooters, it was good enough that even though I prefer FPS, and it's a TPS, I loved it.) For those who aren't familiar with WH40k, space marines are basically elite units (they were the inspiration for the marines in Starcraft, as well as a lot of other games), and can take on a lot more than your average unit. In Space Marine it's quite obvious in that, you can deal with fights which the ground units (the imperial forces, basically infantry) was unable to do in large numbers, by yourself (or your group of three). So here's my question, let's pretend the setting is an MO or MMO, and you have your average characters, obviously you can be a soldier (among other things, but we'll focus on soldiers here, or the soldier class if you want to call it that). I find the idea of a much more powerful unit interesting, but I'm thinking there would obviously have to be a mechanic or reason that it was a 'special' unit, otherwise you would have no soldiers, you would only have space marines. That led me to the idea of something of the sort that players can swear loyalty to a character, and only one character (and assume 1 character per 1 account), and if a soldier has 20, 30, 40 whatever the preset number is, of people loyal to them, they can be an elite unit (we'll say space marine, going with that train of thought). The reasoning behind being something like, that's the amount of support that unit requires to function. That, or in conjunction with there can only ever be X number of those units at the same time (although I think the loyalty base, or something else, would be better than a random hard limit), would mean that you'd still have plenty of 'regular' units. You'd have the benefit that, say, a large clan/guild might have 10 space marines (assuming they have say, 410 people, assuming 40 people per SM), which would be a severely powerful force (so much so that they would inevitably crush guilds/clans of say.. 100, who only have 2 SMs). In one way I think this would be a positive, it would encourage large organizations, instead of lots of tiny ones. In theory, you could also be clanless and just have 40 people loyal to you, but I wouldn't think that'd be beneficial. However, that presents a whole different problem, if everyone still wants to be the Space Marine. If everyone wants to be one, you'd have a hard time getting the required # of people to be loyal to you, since they'd want you to be loyal to them, or perhaps their friends to them, and unless you have 40 friends playing, you're never going to get there. Obviously you don't have to answer all of these, but they're the kind of things I'm hoping to find out: Do you think there'd still be a desire for people to play as the regular Soldier? Obviously there'd be a balance issue, I assume it would be to give every character type an 'elite unit' they could also aspire to, or maybe not if the lore was fitting and players were accepting of it. Would you play a game where this was involved? Would you WANT to play that unit, or would you prefer to play a normal unit? Obviously the benefits of being that unit are great, but I assume it'd also be a global taunt, like most things in practice, you'd be a walking target all the time. What are some other interesting mechanics that could be used to limit the number of them, while still making them attainable? I'm thinking it's preferable to make it based on something like player loyalty, then money, otherwise only the richest of the rich would be able to have them. What are some elite units of other types that could be offered? I'd envision this as a classless game, but you'd still need other 'types' playable to balance it out.
  5. [quote name='way2lazy2care' timestamp='1314365150' post='4854041'] <snip> if you look at the patch history for LoL Eve's stealth changed dramatically at least 5 times over the course of a year, the last of which was to nerf it completely so nobody would play her until they reworked the stealth system as a whole. <snip> [/quote] To be fair, the last was not a nerf on stealth, it removed her ability to stun as her attack coming out of stealth, because it was over powered, now she just slows, and for what it's worth, I've seen Eve no less than 6 times in the last 2 days in ranked games, way more in pub.
  6. I seem to like your threads Caldenfor. Unfortunately, I apparently reply to stuff about LoL too often. But, I'll start there anyway. Stealth in LoL works differently (sort of) depending on what character you're going with, there are some flash stealthers (who only have stealth for a second or two), and a tiny group of stealth champs (who can stealth for 60 seconds at a time, with a 10 second cooldown between stealths). To make up for their ability to stealth, these characters are SQUISHY, they are almost always built as glass cannons, but they have a very specific job - they are assassins, their entire role in fights is to deal damage, and then pop stealth and get in position to catch low health enemies as they try to escape. 1v1 from full health, most any champs (besides support characters) can take a stealth champ. There are a few counters though. First, the one that affects me the most (I used to main a stealth champ for a long time), if an an enemy champion attacks you before your stealth becomes active (even once you activate it, in it's "casting time"), as long as they don't go more than 2 seconds without NOT dealing damage... YOU'RE NOT STEALTHED, now, if you juke into and out of a bush, or the fog of war, or whatever, you can get to stealth, but if you're trying to get away from a gank, you're basically hosed. Stealth in LoL is also countered by Oracle's Elixir (400 gold, active on you until you die, moves with you) or vision wards (I think 150 gold? I don't remember), which last 3 minutes and you place in a static location and they reveal things around them. Both are viable defenses, you can get one if you don't want to get jumped without knowing it, or place wards in areas that are the bottle necks to get to/from where you are. I think Stealth in Shadowbane was comparable to stealth in DAoC. Depending on our skill level, you were more or less transparent, it was sort of like the Predator. Of course attacking brought you out of stealth, but even at the highest stealth level, you were still technically visible, but if you stood still, someone who didn't already know you were there, would most likely be oblivious, however trying to stealth from someone who's trying to kill you was a futile effort, they're going to be locked onto you ,and notice the movement. If I were to implement stealth, I would do sort of a combination between that and an idea suggested earlier in this thread. Basically, I would have a stat for each player tracked, which tells what they are focused on and how "intensely" they are focused on it. Combined with the transparency stealth. If someone is focused on you, your ability to stealth is reduced inversely proportional to their focus on you for THAT PERSON, but not everyone. That way, if someone is engaged in battle already, or (like the other person said) crafting, chopping down a tree, baconing (if it's midnight, of course), or whatever else - they're less likely to see you. But if they're not distracted (and thus, potentially actively looking for you), they have a greater chance of seeing you, and if they are actively engaged i nfighting or pursuing you, you will have little to no transparency.
  7. [quote name='sunandshadow' timestamp='1314132293' post='4852950'] It's all fine with me, I am learning a lot about why people who like group pvp like it. I can barely multitask well enough to do a decent job in a 5-man dungeon, just dealing with that many people is stressful, and brain-melting if they expect me to actually skype at the same time. <snip> [/quote] I think that sort of exposes why I really enjoy "real-time" PvP, and also group PvP. There's the adrenaline rush of pulling off the unlikely, or the unthinkable, and those soul-crushing moments where you pull off the most unbelievable kill, only to realize you're about to get steam-rolled by 3 people who are rushing in. Right now, the only game I play regularly is League of Legends, and I play it solely for the adrenaline rush from teamfights. It's not an MMO, it's a DotA and thus follows the typical DotA playstyle. There's about 10-15 minutes of laning, which is boring as hell, except for the little bursts of excitement from ganks coming to your lane or the overly-aggressive enemy. From 15 minutes on, the game changes and you leave your lanes and start to team fight, 5v5, or maybe a split push, it's after this change that the game really opens up for me and I enjoy it. There's a lot to keep in mind, map awareness, watching your mini-map to avoid getting caught out of position, listening/talking to your teammates, remembering to place vision wards in vital areas to make sure that map awareness is available to you and your team, making the decisions between keeping lanes pushed off your turrets, or running across the map for an impending teamfight, only to get backdoored when you leave the tower. There's so much going on, and it's that mental work-out I personally get off on, it's my reason for playing games. I don't get that out of slower paced games, and I don't get near enough of it from single player games (although there is definitely some of it.) I'm definitely one of those people who lives for the thrill of besting another human player. Whether it be through an intimate knowledge of the mechanics of the game, and knowing exactly what counters them and throwing it in their face, meticulously perfect timing, superior strategic planning, whatever the cause - it's that moment that I long for. Unfortunately, games of recent have been seriously lacking in that department for me. Give me an MMO that lets me have those moments again, and I'll probably have found my home for another decade. (In fact, if tomorrow EA decided to revert UO to pre-trammel, I'd be back, and I bet I wouldn't be alone.)
  8. @Calendfor I never had an experience even comparable to yours the entire time I played DAoC. If I had (and, the controls hadn't irked me so much), I might have stuck with it for longer, those are the types of experiences I truly miss from my UO, pre-trammel days. That also reminded me of my big disappointment with RvR style conflict. Although there are many examples, one of the best periods in my gaming history, for sheer fun day after day, was actually in the last year or so I played UO. I was in a PVP only guild called Welcome to Felucca ([WTF!] was the tag, and, EA even let us keep it! nice!), obviously this was post-trammel, since before there was no Felucca. Anyway, we were regularly at war with several of the other PVP guilds on our shard, all of our characters were either in WTF! or our faction guild C*P (church of permafrost, although I'm sure some /b/tards just got excited for a second). C*P was solely for holding faction points, and we constantly held them all, if we lost one it was usually only for a brief time. However, the brilliance and fun came from doing champ spawns. If you played UO after they came about, you had much greater rewards doing them in Felucca, where PVP was open, than in Trammel, where you were safe. Each of the steady PVP guilds would scout the champ locations 24/7 (and I'd say on our shard, there were probably 8 guilds that were active 24/7). You might get a text message at 3am that BC (a rival guild) had just started a champ, and you'd rush to log in to join the fight. So you'd go after their team of 4...8...15...20, depending on what they were doing and what time of day it was. But, since each of the active guilds also scouted guild houses regularly, massing up a group to do a spawn or to go fight to steal one, rarely went unnoticed. You'd show up to fight, and within a few minutes, another guild, or two.. or three.. or 5... would show up. I can remember a fight for The Harrower (the ultimate champ spawn), which by the time the harrower dropped, had over 250 people from 20 guilds fighting. I think in the whole mess only 3 of the guilds were allied. It was the most intense fun I've had in an MMO. You'd be in a splinter group of 3-4, broken off from the rest of your clan because a group of 10 from another guild rushed into you, and you'd be running around to regroup and run across two or three other guilds fighting, and just jump in on whoever was low (or whoever was winning, if you felt like it, however your deed of killing the people killing them, wouldn't be repaid with kindness). Unfortunately I feel like factions, realms, kingdoms, severely limit the potential for fun in PVP, and I think that's something most MMOs have gotten wrong. There's a reason UO's PVP is so memorable, and yet people seem to go out of their way to get away from it. Anyway, hopefully sunshadow isn't mad, I think we sort of derailed his thread.
  9. @Caldenfor Yes, he's whining, that's all there is to see here, both his threads are entirely about some ill-conceived notion entirely derived from his experience (or lack there of) with League of Legends. By the way, it's completely free to play, leagueoflegends.com - give it a shot, it's a pretty fun game. @n00b No, I chose not to respond other than saying you're trolling because, well, you're trolling. I play Jax easily with over 7k HP without a single warmogs. This is how I know you're trolling, you're coming up with scenarios that never happen, or can't happen, you want things to be one way ,when I prove you wrong, you change the scenario and suddenly say you're right. This thread, and your last, has been "A BEATS B!" someone response "Okay, but C beats A.." and you say "BUT A + D + E BEATS C!!!", and somehow you think you've found some great imbalance. You're being a typical politician, anytime someone proves you wrong, you change your side of the argument, and pretend nothing happened. Anyone who's ever played LoL, for even an hour, knows you're wrong, and anyone who reads your posts can tell you're trolling, so this is the last post you'll get from me, you win the game, you trolled me, you got my attention. Anyone who chooses to do so, has been fairly warned.
  10. [quote name='n00b0dy' timestamp='1314123008' post='4852870'] @MadisonD 1) naked leblanc (no items) can 1shot everything at lv 6, then the story continues from then on and easily gets 5-6 kills until 20 min. 2) Warwick is ganker, he wont go alone, so it will never be a 1vs1, problem fixed. 3) jax dies, thx for feeding, 80 tower dmg per hit doesnt hurt, jax will have 1 sec to deal dmg (stun) afterwords he is killed like all tanks do, also jax has laughable dps before he builds his charges). 4) [code]When I tank I have 7000+ hp[/code] g0 b@ck t0 y0ur l0w el0 n@b, from when do you have 6 warmongs and no boots ? 5) [code]They come in, and nuke the tank (dumb, but it's your example not mine), and drop him, now ALL THREE OF YOUR GLASS CANNONS are USELESS[/code] yes my glasscannons are now useless after killing the tank. so what we retreat and wait 10 sec for our cooldowns, you "cant force us to fight", we haz range, you dont haz range because you are farther away from us (tank is nearer to us than you, you have no range to crowd control us and 0.1sec is enough to get a kill). 6) [code]my entire team would be decked out with Magic Resist to shut you down[/code] So ? we will kill 1-2 people every 10 sec until we get void staff. 7) [code]there's not going to be even ONE PERSON on my team who has "0 defense items[/code] We can get our food at 6:00 - 20:00, none has defense items then, we will be +10-15 kills above you, because of this strategy, we may have weak late game champions, but because we will have better early game we will win, you will surrender at 20min (80% chance). 8) amumu will die before he activates his ult, problem fixed. a) you cant grab us with your bandage, because we have a brain and we tower hag. b) we are ranged, our 0.1sec macro kills you as it does to every tank before you can reach us, you wont be able to activate your ult in 0.1sec cause of network packet latency, [b]you cant go back in time[/b]. Its simple mathematics what cant you understand : enemy has 1 hp, we start battle first, we win, we end battle (go to our tower), no hp damage taken. You may find it hard to believe because the majority of players dont use external programs to automate playstyle, we do, k thx bye, its your problem for failing to adapt. c) we are tower haggers, [b]we choose when fights start and when they end[/b], if we want to escape, nothing cant prevent us, if you want to attack us, you cant because our tower = we have unlimited hp and can escape. 9) you video is fake (enemy team feeds on purpose), a) melee ezreal that casts only 1 spell. ezreal is no mage, he deserves to die. b) melee heimerdinger, he is no mage, he deserves to die. c) melee teemo, he is no mage, he deserves to die. d) rammus, he is tank has 0 dmg, he deserves to die. e) allistar, he is a tank has 0 dmg, he deserves to die. Proves my point that tanks, and ad are useless in league of legends and deserve to die. [/quote] Oh, I get it now, this guy is a troll.
  11. [quote name='n00b0dy' timestamp='1314116016' post='4852833'] @MadisonD Gg, you spend what 10k gold to counter leblanc with your sion / catlyn, good now leblanc cant kill you 1vs1. 1) leblanc double blinks out of combat because she knows she cant win, gg, you didnt kill me, you spend 10k gold for nothing. 2) at this point group battles start. you wont survive 3 casters attacks, because even fully geared tanks die by 3 casters in 0.1 sec ( when they use ults). 3) warrick blinks from jungle, he attacks you under your tower, where you are alone, annie and leblanc use their macro, gg you die, no way to counter this. 4) gratz, they wont focus you in battles because you are the farthest target + tanky. Too bad, we will fed from your 0 defense item teamates. [/quote] My dear child, this is what other people in this thread are talking about. You were talking (in your other thread) about LeBlanc 1v1, I proved to you, and you even accept, that I told you how to counter LeBlanc 1v1 (and of course, we're talking 10k gold, because LeBlanc needs 10k gold to put out that much damage, with no gold she puts out no damage, because she has no items.) Now you're talking about group combat. What 3 casters? Because I'll give you 3 people to counter them. That's why ranked games you do a draft pick, your JOB is to counter the person on the other team. Warwick? Counter with Gangplank, eat oranges, you're out of the supress, warwick is dead. If you get jumped by Annie and Warwick, you wait until both try to lock you down to hit your W, then you're out of the stun AND the supress. Banshee's veil will even protect you from one, but lets not forget, you're complaining at this point about losing a 3v1, which is ridiculous, but still survivable on some champs. I play Jax, and I have a Quick Silver Sash, Warwick jumps on to me first, supressing me, annie and leblanc come in for the gank, I use the QSS to get out of the supress, and hit my E - now ALL 3 ARE STUNNED UNDER MY TOWER. I can either use my Q jump to get away, or try to 1v3 at my tower (and with the way I personally build jax, I'd fight the 3 of them at the tower and win). I don't know who you're playing with that your tanks die so fast. When I tank I have 7000+ hp, and a lot of CC. And lets not forget, lets say your team has 3 "casters", which by your definition, are AP Carries, that means glass cannons, they can nuke and that's it. They come in, and nuke the tank (dumb, but it's your example not mine), and drop him, now ALL THREE OF YOUR GLASS CANNONS are USELESS, and I have 4 people left alive who are not, you're done, 4v5 we destroy your team, because all 4 of our people are off cooldown and ready to go, and your three PRIMARY DAMAGE DEALERS are out for several seconds. You're also crazy because Magic Resist is the easiest defense to build in the game, if you have 3 AP Carries, my entire team would be decked out with Magic Resist to shut you down. Your last comment proves, beyond a doubt, you're bad at the game and play with people that are bad at the game. If you're a tank, you aren't at the back, you're at the front, and I play with people who know how to play, if your team has 3 damage dealers who all deal magic damage, there's not going to be even ONE PERSON on my team who has "0 defense items" Go google around for some tips to play League of Legends, or even build guides (check out mobafire.com or solomid.net), sustainability in the lane is the number one thing you're going to read about. Building glass cannons gives you no sustainability, you CAN'T nuke every person in one combo, you're obviously just mad because people destroy you when you don't build counter to their items, and the thing with any glass cannon, all you have to do is build JUST enough defense to survive their nuke, if you do, they're done, and that is TERRIBLY easy to do. Here's a perfect example, that counters your "3 DPS/Nuke" attack you're so scared of. You have Warwick, Annie and Leblanc. I have Nunu, Amumu and Nasus, all tanks. You jump in for your nuke, Amumu ults. Uh oh, you're all shut down, Nunu ults, you're not only slowed, you're about to take MASSIVE damage, Nasus ults and drops his AOE, while amumu starts spamming his E. What's that? Your 3 nukes/DPS just died to 3 tanks? GG. edit: Also apparently you're completely forgetting Mordekaiser. A tank. http://www.youtube.com/watch?v=KYSkEeiybDg Here you go, him beating the enemy team 1v5, and they had DPS, healer, tank, AD and AP. That's right, A TANK, not a glass cannon, beating the enemy 1v5.
  12. [quote name='Caldenfor' timestamp='1314115073' post='4852826'] I can understand the feeling on the controls. It took me a while to get used to, but I was able to get fluid by level 10 or so. It certainly had room for improvement, but I thought I was doing well. Later I learned others were even better at it and I considered them freaks lol. What realm were you playing for? Why did you feel that the RVR in DAoC was a massive let down? Controls aside, how do you feel it could have been improved upon? Were you ever involved with a relic capture? [/quote] I honestly don't remember which Realm I was part of, it was too long ago and didn't honestly make a big impact on me. I did patricipate in a few (not many at all) relic captures, or attempts at them. Basically, my big complaints with RvR (you took away my #1 complaint with the game in general, the controls) would have to be related to the feel of the combat. The first problem would be that, I never really felt like I was accomplishing anything (I had zero attachment to my realm, I was only RvRing because I'm a PvP person). I mean, I'm not an OMGPKLOL kind of guy ,but I definitely enjoy PvP a whole hell of a lot more than PvE. That said, RvR felt like a cheap replacement for PvP. It felt more like PvE than PvP, the fights were spread out and not very personal, they didn't flow very well (in my opinion), I just wasn't a fan. I think (at the time I quit) the only thing they could have done to improve it is redesign combat that wasn't PvE. I might have disliked PvE also, but just didn't notice it as much since it's overall a less enjoyable experience for me. Honestly, it's hard for me to give you a list of problems past controls for the game in general. That's a big hurdle for me to get past. I consider myself an intelligent person, and I've played games (like most males) since I was a wee lad. I can't even think of a game that had a bad control system on the level of DAoC's, I mean the closest on the scale of infuriatingly frustrating would be Dwarf Fortress, and I feel like that's taking a jab at Toady. It was *that bad* for me. In reflection, I don't know if I suffer from heroine syndrome, UO popped my cherry and I'll never get THAT high again, or if the observed downward slide of MMOs (and honestly, most genres in general) is actual or just perceived by me. I've given up on MMOs en masse for the time being, none of the last several I played gave me *any* enjoyment, and I haven't seen anything on the horizon that gets me excited, which is unfortunate. If I won the lottery tomorrow, I'd spend the money to make the MMO I want to play (and hey, I won the lottery so, even if it's a flop and no one plays, I'll move the servers into my basement and play my own not-so-MMO, cause it'd be the game I always wanted to play).
  13. Incoming wall of text, but it's a slow day at work, and posts in this thread reminded me of my one true love. I'll include each MMO I've played in here, since hey, I've got the time. [subheading]Ultima Online[/subheading] The first MMO I played, I started when I was young, 11 or 12, and directly after beta. I started playing because my older brother told me about it and it just sounded [i]awesome[/i]. I can remember making my first character, starting in Britain, and immediately running "up" (north west, actually), for really no reason, out of the city, through the grave yard, where I narrowly escaped skeletons, into the woods, where I almost died to a rabbit I decided to attack, ran away from a mean ol' bear (who I don't think actually aggrod on anything), and discovered a cave for miners, where I found a miner, who promptly ran away when I showed up. How strange! I struck fear into him! Followed promptly by a PK showing up and smearing me down the side of the mountain. That was my introduction to MMOs and Ultima Online in general, and I was hooked. I played UO for [B]OVER TEN YEARS[/B]. however, in all honesty, the last several were not enjoyable. UO started with such a brilliant concept, as [url="http://www.raphkoster.com/"]Raph Koster[/url] would tell it, Origin didn't set out to make an MMO, or they set out to make a virtual world, and they did. I've seen communities and events and a level of involvement between the developer and the players that hasn't been rivaled in my experience to date. I remember when The Second Age (t2a) came out, spending time farming for silver weapons (double damage to undead), and getting a Silver Katana of Vanquishing, and being so pissed because I was a fencer not a swordsman, but managed to trade it for a Silver Kryss of Vanquishing. The person who I traded it with, happened to be in a prominent PVP guild, and after talking, he took me under his wing so to speak. That guild rose to be the dominant PVP/PK power on that server for a long time. Then, OWO sold to EA, and, like most things EA touches, they destroyed it. The first, and very first thing they did was place an exact copy of the world on top of itself, make the new one the default starting location, and disable PVP, not even consensual PVP was possible. What they forgot was the old world was full of years of history, player built towns, guild halls, taverns, everyones houses (yeah, you could place a house in the new world, but, that was like white-flighting it out of the old neighborhood.) I've never met a UO player who says Trammel improved the game, it killed it. UO offered everything to this day I still enjoy and miss from most games. No classes, just a skill cap and you can distribute points amongst skills, by leveling a skill up by performing the action related to it (explained more thoroughly in a previous post). It also didn't take MONTHS to max out a character, with some hard work you could max out in a week, then spend your time actually PLAYING THE GAME. In my opinion, almost all of UO was "endgame" content. Which was incredible. After a DECADE OF PLAYING I was still coming across places or things I'd never seen, it never ceased to blow my mind. I can't wait for someone to pick up the pieces that made it so amazing, and give the world another shot. For some reason (I'm looking at your Darkfall, Mortal Online) the only thing people take away from UO is "open PVP, anyone, anywhere, anytime", they lose that whole reality of, it wasn't a game, it was a WORLD! And it's painfully apparent in their sad attempts to replicate it. During one of many breaks in UO, was my forray into [subheading]Everquest[/subheading] Which almost doesn't deserve it's own heading. I hated everquest with the fiery burning passion of a thousand suns. In fact, to tell you the truth, I played for 2 days, and I never made it out of the starting city. Not for lack of trying, but I COULDN'T FIND A WAY OUT, and there was no help from a map, NPC, or even other players, probably one of the most embarrassing and frustrating experiences I've had in a game, and it set the tone so solidly for me, I was done with the game before I ever got going. [subheading]Dark Age of Camelot[/subheading] Was an alright game. I'd say I spent about 3 months playing it, I was interested in the RvR (which turned out to be a massive let down). I think this game could've been a lot more, but I couldn't get past the clunky controls, which gave the game a really weird feeling to it. It felt more like I was playing Medieval Lego Warrior Controlled By Sticks Attached to your Knees than anything enjoyable. I also wasn't a fan of the community in DAoC, it was my first bad experience with mega-guilds, which would become a bigger problem in the next two games mentioned. [subheading]Shadowbane[/subheading] Oh the hope I had for Shadowbane. I followed this game religiously for a full 2 years prior to it's launch. Some leftovers of the original guild in UO, along with plenty of others, set out forming our guild and plans before the game ever launched. We practiced in beta, along with some of the UO legends (Sinister for example). A *lot* of UO people were excited about Shadowbane. It was going to be everything Ultima was and more, city building, a fantastic guild system, alliances between cities, open pvp, it was set up for a major success. Well, then it ran behind schedule, and changed publisher. Ubisoft came in, and 3 months before release, ripped everything that made it unique out. The playerbase was angry, but loyal, and decided to give it a fair shot. Our guild happened to be the 2nd one on our server to get a city founded, we joined a large alliance (don't remember what they were called, but they were gnomes, and their main city was in the mountains, I think, in fact, their name had something to do with mountains and gnomes). However, the guilds only purpose in life was to be a large guild, they'd invite anyone, they didn't care about anything other than MORE MEMBERS, which became highly annoying as you could imagine, our guild stopped playing by the time the 2nd patch came out, the game was more or less destroyed that quickly (it became free to play not long after). The saddest/funniest thing to me was, in the beginning, viewing the map of a server was interesting. You'd see cities spread out, alliances formed (alliances shared the same flag, otherwise the city held it's founders flag), and the size of the flag/crest changed depending on how many people called that city home. It was neat to see the capitals of player run cities as these large crests, or cities close to interesting things, and the smaller cities/outposts. If you viewed a map a year later, there was no more of that, there were hundreds of little cities, no one worked together, except to destroy cities that started to get "too big" (for no reason really, other than to do it). It was a disappointment. [subheading]World of Warcraft[/subheading] Oh how I hate you, and the thousand carbon copies of you (games I've tried that are so much like World of Warcraft, they don't deserve their own separate listing: Warhammer Online, Age of Conan.) I got invited to the WoW beta, and, admittedly, played it, it was decently amusing, I wasn't a fan of the auto-attack combat, but had accepted it, the stories were sort of amusing, you know, the first time. I might have enjoyed WoW for a little longer (*maybe* a little longer) had I not been in beta. The problem was starting over, and starting over, and starting over. It doesn't matter what race or class you are, your story is the exact freaking same thing, except maybe instead of killing rolly pollys you're killing carebears, or if you killed carebears last time, now you have to kill rainbow brite. The grind in WoW is unbelievable (I assume by now, almost everyone has played it and knows how annoying it is.) The whole point of grinding is to get to the end game content, the raids and the battlegrounds. Let me get this straight, to play the game I want to play, I need to spend MONTHS leveling and doing the same boring repetitive thing over and over, just for the price of admission? (I've heard the grind isn't as bad anymore, and you can level to 60 in a week or two now, I don't plan on testing out whether or not this is true) WoW also has A TON of the mega-conglomerate don't-care-who-you-are-just-want-a-ton-of-members guilds, in every starting area I just got constantly spammed with guild invites, 99% of them from people who hadn't even said a word to me. After launch, I had 2 characters, one I got to lvl 43, one I got to lvl 38, and I quit, all told I spent about 5-6 months playing, and I will never, for any amount of money, drugs, sex, or rock and roll, play WoW again. [subheading]EvE[/subheading] I only played Everyone vs Everyone for few days, admittedly, it's another one I shouldn't really even give it's own heading. It totally sold me on the idea, and I was super excited, but it didn't take me long to resign myself to it being a futile pursuit. With the skill leveling working the way it does (you just choose what you want, and it levels 24/7), I realized that I could never compete with people who started before me. At first, I was thinking no big deal, people who started 2 years before me should be better than me, but, 10 years from now (let's pretend), should they STILL be that much better than me? I'm not sold on that, and what really made me quit was the realization that I'd never even be able to compete with someone who started a week before me, and we played the same hours. (Maybe an over generalization, but the skill-progression alone turned me off enough to uninstall)
  14. I swear I've seen this [url="http://www.gamedev.net/topic/608035-hp-is-useless-in-rpgs-damage-is-all-that-matters/"]exact same thread[/url] before. Ah, right, it's the other thread that no one agrees with you in, and has in fact proven you pretty much entirely off base, yet you refuse to listen to factual information (you even state in your other thread you're not listening.) However, let me talk to a wall anyway. I'm going to address this thread and your other. First, almost every single argument in your other thread is based off your interpretation of League of Legends. Which I happen to play pretty regularly, and honestly, for you to feel the way you feel about builds, you must be really low ELO (or only play unranked games). LoL is actually very well balanced, and I have no idea why you think DPS > *. You're watering everything down to only two stats, HP and Damage. Since you seem to be (vaguely) familiar with LoL, let's use it as an example. Do you forget that you can modify your ability to do damage (AP or AD) with items, you can add lifesteal to gain health back from your physical attacks, or spell vamp to gain it back from magic based attacks, you can increase your attack speed, your attack damage, you can buy items that cause on-hit slows, all to increase or change the way your damage is done. You can also buy armor, armor which HURTS THE OTHER PERSON ATTACKING YOU, items which negate spell effects, reduce magic or damage, items which regenerate health at different rates, regenerate man, et cetera. It's not DPS beats HP flat out. Why do you think there are champs who are KNOWN AS HARD COUNTERS for other champs? Rammus (a tank, for anyone not familiar with LoL) is a hard counter for almost any AD carry (that's a physical damage character, again for you non-LoLers). Rammus hard counters Yi, Ashe, Miss Fortune, Caitlyn, and so forth. You seem super focused on how awesome LeBlanc is with her combo-nuke. I destroy LeBlanc's (however, you won't see them in ranked play at high ELO, probably not even at low ELO, because LeBlanc is SUPER EASY TO COUNTER, which further enforces my opinion that you don't play ranked, or you're super low ELO). LeBlanc can only do one nuke before her CDs force her to retreat, that's exactly what the point of a nuke is. If you play LeBlanc, I'll play Caitlyn, I'd build a banshee's veil (nullify's entirely the first attack of your combo, and if you open with your sigil, you've just lost a serious amount of damage from your nuke), and I'm going to build a blood thirster (lifesteal), and a Frozen Mallet (health and slow on-hit) and attack speed/damage. You pop in to nuke me, I'm going t othrow you back out of range with a net (50 caliber shot, if you've never played Caitlyn, look it up), now you can't damage me. Now, Cailtyn has incredible range, you are pushed back beyond your range to nuke me, but I have you slowed (heavily with 50 cal net), you're going to die before you get away. Okay, so that's DPS vs Nuke. How about Nuke VS Tank? Okay, I'll play Sion. You jump onto me with leblanc, I'm going to immediately flash onto you, hit you with a stun, and pop my ult (which is 100% lifesteal, if you aren't familiar), you'll be dead before you know it, killed by a tank. You're approaching the problem entirely wrong, and you're basing it off a game you're (sorry) bad at.
  15. This is the first post that based mostly on the replies has inspired me to join and post my thoughts on it, and I apologize because as I sit down to type this, I feel that this is going to be a very, very long post - feel free to skip it, it's probably more of a rant than anything else. /begin rant Firstly, I would classify myself as an FPS enthusiast, if you looked at the time logged in games for me, you would find Counter strike (from 1.6 to CSS), Modern Warfare, Call of Duty, Bad Company 2, et cetera on the PC in the hundreds of hours for each, I've (maybe wasted) spent thousands of hours playing them. I literally purchased the xbox/360 for the HALO series, although not really a FPS - it was the only game I was interested in playing. However if you asked me the game that I enjoyed the most, and by an overwhelming investment of hours (as in, I played it actively 5-7 days a week, sometimes for 10-15 hours at a time) was Ultima Online. I throw that information out there because it might explain some of what I feel. I started with UO about 3 months after it's release, I was young and actually got into it only because my brother played bought it the day it came out, and I (not to get too mushy) saw playing it at first as a way to spend time with my brother, we'd sit in the same room and play for hours helping each other out. There were some sources of information (Stratics mostly), but for the most part it was new enoguh and the guides/walkthroughs weren't a big thing yet that it FELT vastly unexplored. My first memory of being wowed wasn't the graphics, they were never THAT impressive, it was that I had walked in the same direction for three hours and not run into the next ocean. I made the decision to go kill enough stuff to buy a horse to continue on, I spent DAYS of that week just exploring the largely uninteresting continent I was on. For anyone familiar with UO, I started playing while OSI was still in control of their product, a few years before EA bought it. This was when there was one world, the cities were basically safe (guards could be called in towns in response to any hostile action and would insta-kill the aggressor), however venturing outside of those towns was open PVP. What ended up happening as my play time progressed was I started frequenting the dungeons and areas that PVPers and PKers frequented. It's cemented in my mind the first time, outfitted in my best dungeon crawling gear, I was utterly destroyed in a matter of seconds by a fairly well known PK on the shard I was active on, which of course meant the loss of all of my gear (as there was no such thing as binding or item insurance). About the same time I became interested in PVP, OSI released the second age, the expansion that added a whole new world. I rushed out and bought it the day it came out, and was among the first I saw in the new world, I died left and right and couldn't find anything, I moved a desk next to my computer desk to lay out the cloth map (while there was an ingame map, it was small in comparison and the cloth map allowed me to plan out my routes better, and try to find landmarks when I was completely lost). What happened after that probably cemented the way I play games to this day, I was lucky enough to get into one of the best known PVP guilds that ever came out of UO (Sinister, for anyone who might know), and it completely shifted the way I played not only that game, but every game that came after it. I was still constantly impressed at places I hadn't found (even after years of playing), but the fast paced (1v1 PVP in UO could be over in 3-5 seconds) fighting, the actual adrenaline rush of getting jumped or getting the upperhand in a close fight, hooked me to playing more than anything I'd done thus far, and nothing has matched it since. Unfortunately ,about the height of my UO fun, OSI sold to EA, and EA in their great wisdom decided to make a carbon copy of the world, split the identical copies in half and make one NO pvp (not even consensual), and the other left as Open PVP. Under the guise of not enough room for player housing among a few other things (the biggest reason was the basic carebear feeling of EQ, and EQ was getting a lot of players), it destroyed the game as far as I (and most everyone I played with) was concerned. I still played for years after that, but it was actually sad to watch the player built 'cities' and social events that had been going for years disappear and crumble, and then came the end of the counselor/seer programs (after some lawsuit, that I forget the details of), which took away the last bit of personality the game had, and yet, I played for years longing for having the fun I did before. Now, I apologize, that's a wall of text that seems like a history of UO, but I felt it was necessary to address several of my points about RPGs and todays games in general. I might suffer from the nostalgic feeling that no other game since then has been able to really instill the same emotions and excitement that UO was able to do so many years ago, and here's where I think some of the things fell short. I think Raph Koster (who as a designer I have great respect for) makes a great point that UO never set out to make an MMORPG, or even an RPG, but a virtual world. UO, although it was entirely static, felt like it was a living breathing environment, much more so than Oblivion or Morrowind or even Fallout ever made me feel. It was much more like you could be a part of any story you wanted to be than following a script of a story you may or may not be interested in. While UO did have a story, and an active story-line, it was much like I consider real life to be in that my day to day and week to week actions had a little or as much to do with the story line as I ever cared for it to. I found much more joy in being able to participate in feuds and conflicts that were purely contrived by people and had little or nothing to do with the actual "story" as it were. The other things that stood out and still stand out as failures to me in that respect, originally again in UO, your idea of what a magical item did (without use of an identification wand), were absolutely zip. You had to use it, or put it on (Whether it was good or bad) to find out what it did, it was constantly amusing. Their items, at the time, also gave way to entire strategies (most mages walked around with spell reflection on, so that the first attack spell against them would flag their opponent as the aggressor, AND reflect the effects back onto them, which of course meant most first-attack spells were tiny damage spells with the full knowledge it would bounce back against you, however wearing a garment that had charges of magic reflection on it, produced the same effect, and could be thrown on after your spell was brought down, bringing another much more powerful spell brought back on its caster). Your only indication of a weapons usefulness were things about how it was crafted (grandmaster tailored items/weapons/armor were much better than those bought in NPC shops or done by a less skilled smith), by what it was made of (silver weapons did double damage to undead things). There was no "katana 25-50dps", although after EA got a hold if it, it followed the way of World of Warcraft and each item has a page of stats associated with it. It also seemed like combat in UO (whether PVE or PVP) was much more fluid than most RPGs I've played, you had to constantly change your tactics to adapt to what was happening. I think the most disappointed I've been with a game was with WoW, I had only tooled around with it (for maybe 20-30 hours total) while some of my friends had at the time maxed out to level 60 (at the time the cap), I was at a friends house, he went to the bathroom, and I managed to kill 5 level 50 characters 5v1, with no idea how to play his character, by simply hitting the same button repeatedly, and healing every few minutes. I never logged into my own account after that, and haven't played it since. I honestly view WoW as one of the biggest setbacks that RPGs have seen in a long time, it's taken the whole game back to when controllers had two buttons, and to me feels completely soulless and pointless. I was excited at some of the other options that popped up (I was in the beta and played on release day of, for example Shadowbane). Shadowbane in advertisement was everything I hoped RPGs would be, dynamic, completely open (whether PVP or story wise), and fun. Yet by the time it released, it had conceded on so many of the ideas that were to make it outstanding it became yet another tile in the floor of failed RPGs. Fallout 3 was fun for me, it felt more like a "choose your own adventure" book than a video game or movie, but, the story was well crafted enough and the gameplay was fun enough I did enjoy it, but it never garnered a second play through. I can't think of a game that has (besides HALO, which only got played through multiple times due to friends playing together and it being easy to beat in a few hours). I think that developers in general need to look at games that truly captured people (whether it's Mario Brothers, Ultima Online, or the original Final Fantasies), and what's different between them and current games. I like several people enjoy Dwarf Fortress not because it has even mentionable graphics, in fact in its true form, although tilesets are available, it's just ascii. Purely because it has no story and is completely up to the player to turn it into something that they want it to be, while providing the foundations for all those interesting interactions to take place. /end rant. To sum it up, I think there's a few things that modern RPGs should turn around and look at their predecessors and redo. I can't stand that the first 30 minutes of any RPG I play feels like an expanded, unskippable tutorial (and god forbid you have to restart the game for any reason, you're going through it again). Even some of my favorite games (portal for example) for me felt like it suffered from a prolonged needless tutorial (in portal's defense, it fit into the game, but I still felt it was long). I hate the 'kill 10 rats' quests, followed by 'kill 15 kobolds', for no reason other than grinding XP, this is especially exacerbated in MMOs, how many kobolds could possibly be around Goldshire? The million people who've been through there haven't utterly obliterated the Kobold population? However, those quests are second only to the quests that I absolutely, violently detest, and what I've always referred to as 'fedex' quests. The quests where the only point of them is to deliver some pointless item from one NPC to the other, and I can't decide what infuriates me more, when the NPCs are standing down the street from each other (walk your lazy ass down the street), or on the other side of the world (really? I have to travel for 45 minutes to give someone A PIE?). Expanding on the quests that I hate, when I think back to FF3 which I loved, comparing it to current games (and even Fallout 3 as a recent game), I can't think of any of the 'quests' in those games that made me feel like I was doing something completely arbitrarily stupid. I felt like I was doing those things because I was interested in where THAT part of the story was going, and not that I was doing a menial task for no reason other than wasting time and running up the hours played clock so that a developer could say they have 70 hours of game (of course you do, I had to run back and forth across the same place 500 times for no reason, with no fun involved). Another thing that relates especially to the difference (for me) between older games and newer ones is, there's NOTHING wrong with a quick fight, but at the same time, I think it's completely insane that you have NO CHANCE against some things until you've leveled up appropriately. I understand that a peasant with a pitchfork versus a dragon is probably not going to end well, but there should be the chance that, given your quick manuvering, maybe a bit of luck, but definitely your fair share of planning and skill - you could do it. UO did this for me in that, on your first day, pvping against someone who'd played for months, or wandering down against a lich or balron or something - was probably going to be over quick and not in your favor, but - it wasn't impossible, and if you were creative - it could be done (for example balrons getting taken down by grandmaster alchemists throwing a seemingly unendless supply of exploding potions as they brewed them up on the spot). It doesn't seem to be that way anymore, at all. Sadly, I haven't played, seen, or heard of a game probably in the last 5 years that I was excited to play, I've almost abandonded RPGs in total (like I said, I play mostly FPSes now) for that reason, it just seems like there's no joy to be had, and I've completely given up on MMOs. I don't have any desire to stand around in Second Life (whether you're in second life, world of warcraft, age of conan, or whatever, same game) where I can't follow you out of town and drop you dead for saying something stupid. Seems like the same reason I've all but given up on RPGs, I've saved the princess and slayed the dragon 100 times, give me an interesting story, where I don't have to deliver packages for 3 hours to get there, and with the ability to spend hours doing nothing at all related to the story for the soul enjoyment of exploring, even if the areas I'm exploring are nothing more than interesting geography, I don't need 500 dungeons that are copied and pasted. I don't want to see the same model 15 times with 15 different names progressively harder to kill as my reward for spending 40 hours leveling up, much less in the same copied and pasted place I fought them the last 15 times, with different lights and foliage telling me it's a different place. Sorry for the long post, I'm sure most people won't read the whole thing. :)