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  • IS T2W a fair discussion..

    Games are meant to be played. Is it fair for someone to advance faster if they have more time to play? Yes, because games are meant to be played.

    Also, if you're taking the high road of families and real life obligations - it takes a turn as soon as you claim that you need to be able to stay competitive in a video game with a 'basement dweller'.

    I have no idea what T2W is.
  • Cash shop theory.

    Any game that relies on a cash shop for revenue is built around the cash shop. You can safely assume that those games will lack everything but walls with credit card swipes and/or an option to grind it down with mundane game play that creates an urge to brush your teeth with a loaded revolver... for a lot of us.

    How much development time is used in creating content that is cash shop friendly versus creating content that is enjoyable? Forget about balancing the game itself, we have to figure out this cash shop content, and then how to implement it in a way that generates revenue, then tweak the game to support it. Not to mention the internal testing timeline of the cash shop alone. What about the marketing think tank, internal or external, that sit around analyzing data to find that elastic sweet spot?

    It would seem that they would be better off devoting all of those resources to the actual game; if you build it they will come. Well, it may make a better game, but that isn’t the goal. The goal is to capture an audience and then extort them by any means possible.

    Think about QVC and the TV shoppers that decide to purchase their items. With little to no solid information or means to physically inspect and make an informed decision, they make purchases based on impulse alone. Most likely they did not set out to watch QVC for that particular item to begin with, it was purely an impulse buy.

    "An impulse purchase or impulse buying is an unplanned decision to buy a product or service, made just before a purchase. One who tends to make such purchases is referred to as an impulse purchaser or impulse buyer. Research findings suggest that emotions and feelings play a decisive role in purchasing, triggered by seeing the product or upon exposure to a well-crafted promotional message.

    Marketers and retailers tend to exploit these impulses which are tied to the basic want for instant gratification.”

    Now, think for a moment about the game play that these games provide.

    -Clear, visible ques, ie. a big flashing quest marker above an NPCs head.

    -Minimap way points that keep you informed of where you need to go.

    -An easily accessible journal to keep track of quest to dos.

    -Repetitive tasks and routines.

    -Lack of distractions while in game, be it PvP free zones or instances, removing the possibility that others can interrupt your game play.

    -Tasks that may be boring, but are stimulating through rewards.

    -Removing the need for patience, the ability to dive right in, rushing through tasks without reading instructions.

    So, this list is a good representation of everything available to us right now.

    It’s also an exact list of ADHD symptoms and treatment. The same methods you would use in a class of ADHD children to keep and hold attention. Is it a coincidence that people with ADHD tendencies are also the ones most likely to show impulsive and hyperfocus behavior?

    I was diagnosed last year with inattentive ADD. Since then I have done a little studying of ADD/ADHD and got to thinking about MMOs as I read about tips to overcome. I honestly believe that these games are carefully built around the ADD/ADHD audience, which is in turn built around the cash shop.

    I think what I’m trying to say is; if you enjoy the hell out of your typical cash shop game you might want to go get diagnosed, because the meds are amazing.

  • John Smedley Opens Amazon Game Studio in San Diego - MMORPG.com News

    According to these posts you would think that Amazon doesn't know what they're doing by hiring one of the most experienced names in the business.
  • Five Things MMO Gamers Should Stop Complaining About - The List at MMORPG.com

    I knew it. Bill has been kidnapped by the top voted games listed on the front page of this site.

  • If you won the lotto and hired a team of devs, what MMO would you create?

    A survival game that required little jumper cables to be attached to your nipples in order to play. When you die, it electrocutes you for 5 - 10 seconds. It wouldn't have a large player base, but I bet it would be a hell of a lot of fun to watch streamers.


    "Shit, I shouldn't have done that."
  • Player Behavior as a Predictor for IRL End of Times - MMORPG.com News

    I hate that I have to share this planet with morons.
  • "How The Division works as an MMO"

    Lord.Bachus said:

    Multiplayer Massively Online... 

    How is this game massively? as in massive amounts of players on the same map..  Its an MO at best.
    The use of MMO is strictly marketing, they are trying to lure in players with that.

    Keep in mind that wether or not the game is an MMO, does not make it a good or bad game.  It only tries to fool players in making them believe its somthing that its not
    Modern "MMO":

    -Solo to max level.
    -Then play with 4-19 other players.

    The Division:

    -Solo/Group to enjoy the game/story line.
    -Then play with 50 - 100 people in the Dark Zone.

    What's the difference? 

    I mean, is just seeing everyone else on the server the definition of massive, or multiplayer?
    You can play with anyone else that is playing the game. You can see them in the hubs or in the Darkzone, in the regular world if they are in your group.

    To me it's as simple as this.

    Massive = A large persistent world that is inhabited by other players. The Division has that.
    Multiplayer = Playing with at least two other people. The Division has that.
    Online = Sending and receiving data packets via the internet. The Division has that.
    RPG = Assume the identity of an avatar and make choices that affect that avatar. The Division has that

    There is nothing in that acronym that The Division doesn't accommodate. I think what is throwing people off is the server architecture. Would it be nice if we could all run by and ignore each other while going to do a mission? Sure it would,  but that hardly disqualifies this game from being an MMORPG-TPS.

  • How many MMOs are you actively currently playing? (2017 edition)

    Apparently if I don't currently play an MMO, I hate MMOs. 
    Which isn't far from the truth considering the consensus of what they are...
  • Fully Funded in Twelve Hours, First Stretch Goal in Sight - Ashes of Creation - MMORPG.com

    That video wasn't much more than a 3D engine and napkin ideas. It goes to show you that even after all these years and 0 completed MMORPGs, people still buy hope via Kickstarter.

    I would say something pleasing, like best of luck or that I hope it works out, but I just can't bring myself to doing that this time around. So, instead, if this game is in an acceptable alpha in 2018 as mentioned in the Kickstarter I will come back to this thread and /kiss everyone's ass. No need to wash.
  • The love specialist spam of June 10th.

    Grunty said:
    Seriously,  wtf is going on.  I'm hoping by the time I wake up these forums get moderated and cleaned up.
    WTF is going on?  For the past four of five years I feel I've reported the majority of spam this place has received.  Only a handful of others have bothered to report any.  Only a handful of people seemed to care other than me.

    I quit.  Y'all can live in the backed up sewer you can't be bothered to help clean up.

    The same goes for the blog section.  If you bloggers can't be bothered to keep your front yard clean then all your articles will be replaced with angry baba and gambling websites.
    If it wasn't for the spam, @Slapshot1188 would have never known about his $97,000.