Yaevindusk

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Yaevindusk
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  • Dear MMORPGs... Fix Your Management and Hire People With Brains

    Not sure if serious, but in case the post is:

    Instead of saying people need brains and insulting anyone that might not "get it" by insinuating that they might have a low IQ... how about you learn how to read?

    MAINTENANCE:  ALL WORLDS (GAME)   7PM-3AM

    MAINTENANCE:  LODESTONE (WEBSITE)  1AM-3AM

    Even when I read the title from the front page, I was thinking... "Wow... this person must have a lot of pent up teenage angst."  Such a thought was reinforced when you tried to set yourself up to be some intelligent person who then can't even connect the dots yourself.  The irony for myself was that I misread the title, thinking you were mad about a ban and yelling at the staff of the website.  We all make mistakes at times.  We just tend put our foots in our mouths when we try to act superior and call attention to others in an attempt to feel good about ourselves.  Like we saw a unicorn and need to tell others how special we are.

    HatefullBlaze_RockerLoke666EldurianXodicAsm0deusJemAs666craftseekercameltosisSBFordand 1 other.
  • 20 Heroes Just for Logging In - Heroes of the Storm - MMORPG.com

    I'd say it's one of the most updated MOBAs in the market; the rate in which they release quality new maps, heroes, updates is impressive. Actually puts WoW -- a game people paid some $415 (Box+ subs) during WoD for a selfie patch and "new" area that was announced to be a 6.0 release -- to shame in a lot of ways. They picked up the pace with WoD, but it's still relatively inferior to other MMOs; it only appears okay since a lot of people are comparing to to WoD.

    Always a sad reminder that the industry is based on popularity rather than quality; once you're the "big guy" of a genre, you can slack off for years on end and people will still throw money at you while others update thrice as frequently (each with higher quality) and work their ass off without being given proper chances or having to fight tooth and claw to obtain such.

    Not that Blizzard needs more money... They are already the "big guy" of Arena Shooters, RTS, MMOs, Card Games and Hack 'N Slash. The latter also being somewhat depressing as there are amazing hack and slash games out there in the same predicament.

    WoW has been doing this to new MMOs for years; the only one that has really broken through it all was Final Fantasy XIV. Not only did it acquire a strong subscription base after its remake, but their budget was doubled for Heavensward and then Tripled beyond that for Stormblood. As an annoyed side note, I've been trying to get FFXIV's lorebook for about a year now (it seems), but it's always sold out the moment it gets in stock. :(
  • The Content Drought - What To Do Until Legion

    So, basically everything people have been told to do every time there's a 15 month drought of content. My personal suggestion to people would be playing a different game and not supporting such long-standing droughts. Broaden the MMO experience and enjoy the genre instead of one game with such bad business practices.

    It will be there when a new expansion comes out with some actual stuff to do that hasn't been there year after year already. Might gain some perspective on how bad 15 month droughts really are in the industry -- even when speaking of free to play games.
  • Final Fantasy XIV - In Defense of Content Most Will Never See - MMORPG.com





    Nice article.



    I've recently returned to World of Warcraft and the disappointment in how faceroll the end game content is infinite. It doesn't feel like the WoW I remember. It's still fun, but it's crap compared to how it used to be.



    It definitely sucks to miss out on content because it's too difficult and you can't get into a party that's doing it. But I think that's a lot better and far more rewarding than going into a game like WoW in its current state and literally doing nothing while bosses fall before your group.


    Yeah the thing is, the difficulty is tuned differently for WoW. You will be going in and facerolling everything on normal difficulty and even heroic, but then you get into Mythic, and one mistake wipes your group. Raiding is a tad different though, because anything that isn't in raid finder is way more difficult. Try doing a raid on Mythic and just pushing buttons. It wont work. You have to know exactly what to do when. It's incredibly difficult.



    Doing a fight without knowing the mechanics -- having to figure them out for yourself -- is incredibly hard to do (in that you constantly wipe while doing such). Beyond that, what you are describing is playing a game how it's meant (or perhaps a better term is "balanced") to play. It is a shame that most people do just button mash -- and that games catered to this on most degrees -- but saying you have to know "what to do when" is difficult, to me, is just knowing how to play the game. There's no difficulty in it. The real difficulty is getting 20 people together that actually do care enough to "learn what to do and when" and then let addons do the rest for them.

    It used to be that classes had their own difficulty curve as well. In addition to addons not being so sophisticated. This in tandem with multiple difficulties (or even one difficulty with no compromise, or having to do special things to make a fight harder, etc) made for a game where you could edit said difficulty yourself in some small way. Play the easiest spec. or class with the least mechanics to know, decide whether you need the extra help of an addon and be spoiled (as opposed to things such as DBM and others being mandatory), etc. The guild could also collectively decide if they want to challenge themselves.

    This is why WoW has fallen from grace for many, and why I personally scoff at anyone who says "difficult" and "WoW" in the same sentence if they're not in the race for world first and don't have all the answers and special addons given to them for the "hardest" fights of a raid. I mean, seriously... I've seen addons that tell you distance between players, give warning signs and loud noises when you're standing in something (or about to be), for phase switches, attacks, when to use abilities, how to use abilities... even have pictures and sound telling you your entire rotation (and if you have a debuff). Plowing through an unknown boss 600 times in a row takes patience and dedication; the most difficult thing there is finding people that have that. Followed by them all actually playing the game correctly.

    WoW lost a certain charm for me when to took out Challenge Modes this expansion -- as well as the ridiculous amounts of RNG. Those who say that these Mythic Dungeons replaced it never did full gold runs on CMs in MoP and WoD. They were runs that exceptional teamwork, class play, etc. was needed. Item levels were dropped and normal mobs could hit harder than raid bosses. Indeed, tips and tricks and efficiency had to be developed and executed to perfection, and one wrong button press from your tank meant you had to restart the whole dungeon and not just the last boss. Knowing when to kite, burst, constantly CCing everything imaginable, watching for ground effects that killed you in less than a second, mobs with one shot attacks. There was nothing like it.

    Though WoD's break down of classes and Legion's "Fantasy classes" really eliminated much of class difficulty option as a whole. I'm starting to see signs of this in Final Fantasy, though many of the "difficult" individual classes are still incredibly rough to play perfectly. If not just flat out exhausting. Match that with level sync and normal dungons still having multiple one shot mechanics and an absence of addons... Well, it's the closest thing I have to how things used to be in WoW. Especially in Stormblood where I still see people get owned on the new Primal Fights (the easiest difficulty, no less). Kind of insane that they're so unforgiving to players who just "button mash" or "don't care". There are still tiers of "difficulty" that you can combine starting from how advanced a specific class is to play (or how face roll it is, if you want an easy class) matched with other variables and different types of content beyond just dungeons and raids (and even making it so the "Mythic" raids and "Heroic" dungeons are unique and not just a math increase with maybe an extra ability or phase (on the last boss); different paths, aesthetics, mobs, bosses, music, areas, story, etc). You can pick what you like and just stick with it.
    SignexdaltaniousGhavriggLionShardperrin82drivendawn
  • Final Fantasy XIV - Patch 3.56 Preview Plus: Naoki Yoshida on Stormblood, Tanking - MMORPG.com



    I've tanked in just about every MMO you can think of, but hate it in FFXIV. It is the most awful, unrewarding, unresponsive experience in the history of AAA MMORPG gaming.




    Mowzer said:





    I've tanked in just about every MMO you can think of, but hate it in FFXIV. It is the most awful, unrewarding, unresponsive experience in the history of AAA MMORPG gaming.






    This is exactly me, born to tank and do it in every game I play, but this game is so nauseating to tank,

    and this interview does not spell any changes to that, just throw more shineys at them for incentives.





    For me it's the opposite. It's one of the few games where you actually have to tank rather than just do a single AoE and suddenly you have an indefinite amount of threat. Marking mobs (especially with paladin pre-50) is always useful. Knowing your limits with each dungeon with how much you can pull, knowing the dungeons inside and out, knowing the classes you're with inside and out (especially those with positional requirements so you don't ruin your group DPS)... etc.

    Not to mention just getting a feel for it as a whole -- your threat rotations, your resource rotations, your DPS rotations and your typical mitigation skills in conjunction with the above, the environment, enemy mechanics and so on. Anticipating when mobs or bosses with do something so you aren't locked out of a stun, knowing your team's class and what they will typically do in situations so as to not use a DPS rotation when you need a threat rotation (essentially leaving anyone that takes aggro at the mercy of a mob for 7 seconds, especially if you aren't a paladin or have cross class taunts -- or that taunt may be on cooldown).

    Switching to individual targets, spreading threat combos to every mob, watching threat meters & resources (and which mob needs what attack to maximize threat or damage) when you switch to each individual one to see if a DPS is focusing on one too much... Honestly, this isn't even touching the surface of it all. When you get it down, it's super easy and you don't think much about it (as with most things you get used to). Though parts of it remind me of Vanilla Warrior tanking with switching targets, stacking sunders, etc. and attacking each mob individually to maintain threat (unless you mark and DPS follow).

    Stance dancing is also there in full force with Warrior and Dark Knight -- with, I'd say, warrior taking the cake with frantic attacks and switching around... knowing when it's best to be in attacking stance or threat stance. The different rotations and abilities that follow, as well as what special attacks to use with their respected and individual stacks based on the stances.

    It's widely multi-faceted, and can get a bit stressful as a whole. But I've grown to love it over just charging in, laying down an AoE and laying back while the DPS burst it down. Maybe spamming a single active mitigation talent that I can keep up at near 100% with a lot of haste.
  • World of Warcraft - The List - Five Neat Things Coming in World of Warcraft 7.2.5 - MMORPG.com

    At this point, I feel like I'm kicking a dead horse if I say anything bad about this game.  If someone enjoys it, they are playing it and screw the haters.  If someone has grown out of it or realized certain aspects aren't for them, then they have quit and likely either went to the only other subscription alternative (FFXIV) or changed subgenres entirely.  It's kind of human nature to praise a new game you go to, even to a fanboy degree, since you realize there are so many things that you previous game could have done better that you didn't even realize was a problem to begin with.  Though I will say that WoW needs to be more careful about implementing ideas from other games; their Artifact system, class campaigns, crafting, etc. have been disasters in their own right.  Suramar was decent, if it wasn't for the reputation grind and the flying achievement looming over peoples' heads.

    The reason they work so well in FFXIV is because they:

    Allow a dozen or so other options to get different weapons that equal in strength aside from pretty aesthetics

    Allow a single character to level every class, so long class campaigns are content for everyone as opposed to splitting development time twelve ways for a single class, in an expansion that promotes only working on a single specialization due to artifact power.

    Crafting is intricate in FFXIV with its own rotations, gear, storyline, quests, etc.; the system is in place in such a way that hard work pays off, and if you acquire cross class skills, you are able to get the best results without RNG.  WoW has RNG upon RNG for skill gain in the late numbers, levels of recipees dropping or acquired and, let's not forget, the biggest culinary disaster that is Nomi.  As well as an excellent economy that is rewarding if you're hardcore crafter in the game (FFXIV).  The fact they gave crafters quests as well in Legion is neat, but the core issues remained the same as you were still pressing a single button to finish something (aside from some things they tried to add, such as with jewelcrafting along with the quests), as well as previously stated issues about it.

    Don't have long winded achievements for flying to hide the fact there is little else to look forward to; just do a few story quests and explore the map, and you have flying day one.

    ...They even messed up with heads moving to where you're targeting in Legion.  Half the time it doesn't even work, whereas it's still amazing to see in FF when you target (to be fair, they had an old Alpha vanilla feature where your toon's head followed where the mouse was... but it was taken out and likely broken over the years.  Viewing where they're targeting is a bit different from that, thought).


    WoW should just be WoW and not try to emulate popular Diablo systems or a game that has a modern engine and a core that has been supporting these things from the start.  Though I will say they are trying more than they did during WoD when they treated customers as ATM machines with little to no patched content for 24 months.  It's my hope they do Argus justice and have a lot of Suramar style story... without the reputation.  Too much reputation and RNG and mandatory weapon grind.  Even the world quests just seem like a more mobile MoP daily grind... and invasions have likely made LFR useless as you can get 880-925 items every two days with 5,000 apexis-- I mean nethershards.  Granted the stats are more RNG for us.

    The raid is nice for those who like farming bosses with others for six month.  The mini events seem fun -- especially the gnome stuff.  Need more of the little stuff.  Though the time walking stuff is still a hit and miss.  Pretty much don't care about it since it's only once every month or two (at least when it comes to dungeons).  The removal of exalted from Legionfall to get the mounts is a good thing, as well.  Though I feel they are too aggressive on the RNG and reputation as whole.
  • Final Fantasy XIV - Palace of the Dead - Why Everyone Must Try to Hit Floor 200 - MMORPG.com


    Golelorn said:

    Wow, that just sounds awful. AOE that instakills you? Bro, talk about lack of creativity. DUDES, lets just throw in something that will instakill them all. That'll teach 'em.... uh.... ok. No surprise no one does it. Use a little bit of common sense.



    It's an incredibly popular feature that's always full, with near instant queues. The only thing that isn't done as much is 100-200 due to it needing a pre-made group.

    That said, mechanics tend to be the real deal in the game. If you ignore them, you wipe. Horribly. You either learn and get good, or you go back to a game that lets you stand in fire for five minutes and ignore mechanics.

    Of all the floors, floor 50 tends to be the one where people wipe the most due to the AoEs and Cold Feet mechanics. The AoEs aren't one shots, but they can hurt and cover massive areas. Though the real threat is Cold Feet in that you have to face the other way while it's being casted. Get hit by a few of those, and the group wipes. But that's a relatively old mechanic in Deep Dungeons, as floor 50 was released when the system was implemented.

    Nowadays most don't wipe on floor 50, unless they're all new players. The game is quite punishing fairly early, so people adapt and become better players over time rather than having their hands held through all levels until they get to a difficulty that allows them to, again, avoid mechancis. Or they wipe until they actually learn that this game makes you learn mechanics and that 90% of the time, gear doesn't matter if you don't follow mechanics (especially with level syncs). Unless you're talking about the recent fight where you can skip a phase with a bunch of overgeared players.

    It can be difficult, yes. Especially if you play a class that has a 50 button rotation without any addons to help, while trying to watch out for area mechanics, boss mechanics, team mechanics, etc. In addition to worrying about comboing your combos, and how effective each move within said combo is versus the front, side and back of mobs to maximize your damage. Threat modifier combos, buff combos, damage combos, DoT combos, debuff combos... Though classes in general have different difficulties. All the while avoiding mechanics and AoEs and sometimes figuring out little puzzles that are easy to remember once you know them.

    But by the time people actually get to max level, they're adept at such things. The game literally throws you to the dogs as you level up, in a lot of ways. In the end, I'm happy to join PuGs simply because I know they were forged by trial by fire and can handle most things, especially if it pertains to their class. There are the few odd cases, but they are a rarity. A Ninja might not know how to effectively perform their mini-game hand symbols mid-battle and be only half effective since they are losing out on 20% of their speed and DPS. Or they might delegate it to a macro, making them lose out on 3 seconds due to it being faster to input it manually. A monk might get lazy and only attack from one side, instead of constantly moving and attacking all fronts for that additional 10-15% DPS bonus.

    Is it good design to expect people to do mechanics properly or expect them not to stand in the fire? Maybe not. They'd probably get even more people to come if they made it so mechanics were irrelevant and they changed the combat system -- and the rotations -- to something akin to button mashing. Though it is why a lot of former WoW players came to FFXIV in the first place -- to avoid just staring at the screen and mashing buttons without having to move or worry about complex rotations and bosses without the help of addons telling them to "run away, little girl" or when to press what.
  • No Announcements at Blizzcon but 'We're Hard at Work on the Future of Diablo' - Diablo 3 - MMORPG.co

    (o.o) This is me.


    (-.-) This is me giving up.


    (Toss)
    [D3]<(-.-<) This is me giving up on the Diablo Franchise. <br />

    Well. At least we still have Star... Hmm. Uh. D--... Hm. Warcraft IV... Ehh...

    Huh.
    Make way for Phone Apps, RNG and Arena games.
    XarkoZeneren
  • Obsidian Entertainment Wants Your Input About DLC & Its Games - General News

    DLC and Microtransactions are a plague to most games. They are abused by large companies for a quick buck, oft deliverying a half-assed initial release in lieu of such.

    Full expansions are something that are still dear to my heart. Like how P2P MMOs have and how GW2 has started to do -- and how the first GWs was. I still remember fondly the days of Baldur's Gate / Neverwinter Nights / Diablo / Warcraft / Starcraft etc. Legitimate additions that provide exceptional additions and content that rival the first. In fact, many of those games had expansions that just made the game go from great to almost perfect. Instant classic status.

    Whenever I see "season passes", I just feel insulted. Like they planned -- or completed things -- before seeing the game's success with the expressed purpose to get more money than the $100 they might have sold an Elite Edition that has even more locked content behind more money. Want another $50-100 for the full story. Doesn't Destiny 2 now sell dyes when the system was free in the first? Along with this season pass and the "Full story" advertisement in the purchased box?
    Gdemami
  • (Main) Story Skip Options confirmed for ARR + Heavensward

    Distopia said:
    So does this mean the base game will be a ghost town more or less rather quickly? If it were F2P that might not be an issue, but for those who don't have the expansion, it seems their field of potential group mates just went to ish with this. 

    Other than that I don't see much problem here, although I'm shocked those who generally hate the idea of "P2W" aren't all over this lol. 

    There are plenty of systems that encourage others to help new players.  And you can get near instant groups for anything at any given time if you know a few tricks.  Learning how to use the Data center PF, for instance, will help immensely.  Just state you're new and have the new player bonus and people will flock to get the Wondrous tails bonus among other things.  Reddit also helps quite a bit.  Or talk in the channel and say your new -- or join the new player channel that has mentors from the mentor system.  FCs and Linkshells as well, especially since someone can do an unsync'd dungeon in minutes with a high level. 

    I don't suspect the potions will be very popular at all, to be honest.  Maybe 5% of new players from Stormblood on will probably make use of them.  Mainly those who didn't play because they didn't want to play the game.