Loke666

I am a Swedish RPG fan who sometime make pen and paper stuff for roleplaying conventions. I love RPGs, MMOs and turned based strategy games, listens to metal and work as a CNC coder/industrial worker.  I currently live in Malmö (next to Coopenhagen) but will be moving to Öland soon. And for the moment I work weekends so I have plenty of spare time on weekdays but will be unavaliable saturdays and sundays. And I know stuff about history that makes people stare very strangely at me, just love to read about the past without any specific favorite period. I can use a sword, have a good one as well (hand made copy with the original from about year 1000) as a chainmail and helmet but I wouldn't call myself good with it. My favorite beverage is Guiness.

About

Username
Loke666
Location
Kalmar
Joined
Visits
1,442
Last Active
Roles
Member
Points
2,196
Rank
Epic
Favorite Role
DPS
Currently Playing
Gw2
Posts
20,171
Badges
35
  • No need for perserverence, mmo's are in a drought because 'everyone gets a trophy'

    Bestinna said:
    I just don't know why everything's about money, sex, and egos these days.
     Because it have been since about 700 BC when the Lydians invented money? Before that it was about sex, ego and stuff you could trade.
  • Why I no longer frequent mmorpg.com

    Many of us just enjoy the conversation related to a genre of gaming we love. Nothing more.
    Nah, lets tell him... All of us above blue paid for Bills new car, it is a pure conspiracy. ;)

    Honestly, who cares what color a poster have? A good post is a good post no matter who writes it. Sure, there are certain peoples post I usually read but that is generally people who have been here for long and who have interesting ideas.

    People who troll or are plain rude to other people I generally ignore, I like MMOs and I like talking about them with more then a few people here.
  • Dev Livestream Part 1 - Shards Online Videos - MMORPG.com

    Nanfoodle said:
    Pentagrams =\ oh well, was going to try this one. Pass
    Yeah, pentagrams are super evil. They were invented by that dastardly guy Leonardo DaVinci (seriously, they were first scribbled in his journals, he called them PentAlphas since they are 3 As with a circle around. The star existed before though but not with the circle around it, Leo liked circles and geometry).

    They were actually considered a good and Christian symbol that kept bad stuff away in the 1600s (for some strange reason) until someone turned them upside down to have the opposite effect. And then Venom painted in Satan in an upside down pentagram on one of their records.

    They seriously don't mean what you think they do. Hollywood movies might not be the best source for Christian and occult knowledge. Anyways, the current mythology is that which side is up makes it good or evil. Yeah, the whole thing is rather silly.
  • Female armor in mmorpgs!


    MaxBacon said:

    Female armor on star citizen: http://imgur.com/a/RDHYp
    Pretty straight forward, without the typical sexualization of the female character.

    More MMO's should approach the clothing/armor segregation, it gives it some logic.


    The thing is that unrealistic sexy armor isn't a huge thing in itself in a high fantasy game, the problem is that many games offer little choices. Well, and the fact that we guys get the option to look like prince Valiant but not Conan in those games.

    Don't force people to look sexy or realistic unless that is the theme of the game (realistic that is, sexy games go like Scarlett blade...).

    Also, full plate should probably not cover 10% of your body. If you want to make it sexy at least make it look slightly more useful then something people would wear at the beach. 

    Anyways, choices is the thing. Forcing female players to look like playboy bunnies is not the smartest way to retain them as players. Letting them dress like it (assuming they don't wear heavy armors) if they choose to is another matter. And I BTW rather have more female players in the genre then fewer, it tend to make the mood better and we need more gamers of both sexes, particularly for the MMO genre.
  • Do You Support Full Loot? a Columns at MMORPG.com

    ...I fully understand if you’re the type of player that simply likes to log in, get on, and accomplish something without risk, but if you’re that sort of player, a full sandbox experience likely isn’t for you anyway...

    As I see it the risk Vs reward is the real problem of MMOs with full loot. If you gather up some people and hunt players that are weaker or fewer then you you will gain that gear many times faster then if you craft it or loot it from mobs and that is not a good system.

    That you gain somewhat more for killing another player then a mob is fine, players are more dangerous generally but a player can give you many times the gear and cash and that is not balanced.

    If you loot a random gear or cash from the player it is fine, but full loot screws up the entire game, since there is little point to do anything else then killing other players making crafting and mobs useless distractions. If the entire point of the game is players killing each other with zero distractions you could just skip the gear altogether and all  PvE content could be scrapped.

    Full loot sounds good on paper but it will not make a fun long term game no matter what you remember about playing UO in the 90s. Looting things from other players are fine but not all of them, there is a balance to how much you should gain from a single combat.

    There are far more things you need to make a good PvP sandbox then a good loot system, but I don't ever see a full loot sandbox getting more then a handful players. And OP might say that it is because most of us shouldn't play sandboxes (whatever a "full sandbox" is) but that is not the problem at all. All MMOs, no matter if they are PvE, PvP or a mix of them need a good balance. If you loot a full set of good gear from a single player or mob that balance just isn't there.

    For people to enjoy a MMO game long term they need to gain power slowly and also loose that power slowly if they mess up or someone outsmart them. And there is always a bunch of people calling me carebear for that opinion but that isn't what it is about.
  • Player's Choice Awards - Most Wanted MMO of 2017 a Awards at MMORPG.com

    There are a few interesting games on the list but from what I know right now it seems like Pantheon will be most in my taste. 
  • Was all ready to pledge after the stream, then I looked at the pledge page...

    I think the reason so many people pledged that much is that they really want the game, not the bonuses they get for that. For me, $100 was enough, I want Pantheon but there is a limit.

    If you like what you see, support the game but the how much should be focused on your budget (never pledge money you can't loose) and how much you really want the game to be made, not how much other pledges.

    $1000 bucks is pretty much and while I could afford it I rather use the other $900 for something else but I certainly wont complain on people that pledges more. If you believe in the game, pledge the amount you want not the sum someone else pledged. 
  • Open world full-loot PVP a must for all "sandboxes"

    Is full loot really risk Vs reward?

    Because usually in games with that you get a larger hunting parties attacking smaller groups and loners which will give those players maximum loot an hour for relatively little risk. The real risk is taken by loners and small groups and their reward does not measure up.

    I think the real problem is there, in PvE it is rather easy to balance the loot to how hard challenge the players face.

    There possibly solutions, you could skip the player loot, you could make a formula that only makes players drop stuff if they were beaten by an equal or lower threat, you could "lock" combat like many old PvE games did or something similar.

    FFA full loot PvP games with more gear then "Doom" will never become popular. Eve BTW  is faction based which have way higher potential then FFA. You will need to tweak the formula to get more players.
  • The time for Non-Consensual PvP has come and gone

    I must have missed the time for PvP because MMO PvP have always been pretty bad. Besides Lineage, DaoC and GW it have always been terrible and even those games had nowhere near as good PvP as it can be. Just look on how popular PvP is in other genres while few MMOers bothers with it.

    It is the time of mixing casual PvP and casual PvE that should end.

    The whole griefing thing for instance is just bad mechanics, the idea that most fights only can be won by one side no matter on skill and only people very close on levels (and MMOs surely have many of those) means §that PvP will be boring and predictable. 

    This is what happens when you use mechanics mainly made for PvEn for PvP as well. So I think the games should pick one or the other and focus the mechanics to make that gameplay as fun as possible instead of mixing things up.

    If you want PvP you want something closet to FPS and Moba games where you can kill everyone and everyone can kill you. You can't have people starting up as hopless peasants and turn them into demi Gods and legendary heroes because it makes sucky gameplay.

    If you on the other hand go for PvE you don't want balanced classes because they means you wont get the unique classes games like D&D have. You don't want to worry about if items or skills are exactly balanced to work in PvP and you can make far more advanced group dynamics that way.

    There never was a time for PvP and I frankly think the genre need a few good MMOPvP games to gain more fans. It is just the weak compromise games that doesn't work.

    Stop adding a little PvP to your PvE game or the other way around, you might get a few people buying said game that shouldn't have since they read PvP somewhere but those people will probably quit in disgust soon anyways. It makes the entire game worse.

    Of course you could pull of a game that have both well but in that case you need to create completely new mechanics for it and you need to put as much work into both. Even with that your chances are slim but not impossible.

    If you want to keep the basic MMO mechanics at all you should just go PvE only, possibly allowing duels but that is it.
  • It's not the Industry Failing, It's you.

    steamtank said:

    it is always moderately annoying as a person who was a vanilla WoW player to read how "easy" WoW was.  You didn't see very many people per server with the same gear. Sure as the next tier came out more people had many of the older tier of gear, but it was not anything like WoW of now. $$$ got to the bigwigs and it destroyed what was awesome in vanilla WoW.  Vanilla WoW required teamwork to accomplish anything of signifigance. Yes in a 40 man raid a few people could slack now and then, but not if you were actually cutting into new content. An entire raid wipe could be attributed to a single person messing up. Sure once it was on farm status 1/3 the raid could yawn through older stuff until the new big bad was up for killing, but the top guilds on each server pushed and battled for that distinction.

    That being said..... the EXPANSIONS of WoW dumbed down content into oblivion. They saw the $ and instead of maintaining dificulty decided to cater to the casual. Now every company sees the fluke success WoW had and instead of seeing what STARTED WoW on its path of domincance and capturing the crowd that build WoW into a cultural phinomenon, everyone is just trying to copy what WoW is now and capture the fickle players that drift from instant gratification game to instant gratification game.

    Everything is relative... Vanilla Wow was easier then the majority of the late 90s MMOs but it was also way more difficult then the MMOs of today.

    And I think that Blizz got the perfect difficulty to maximize the players and keep them interested long term from the start. Now Wow and most have gone way too far and lost most of the longterm fun MMOs used to have because of that.

    Players do initially have more fun when it doesn't take weeks or months to really learn how to play the game but they also tire fast. The problem is that most devs today only seems interested in short term and think a million players for a month is better then 250K players for a year.