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  • Final Fantasy XIV - The Ceremony of Eternal Bonding is Scarier Than Actual Marriage - MMORPG.com

    Don't know if it's because I've been a Role Player for the past 20+ years or not (ever since AOL 2.0 or so), but the prospect of the Eternal Bonding ceremony doesn't really frighten me. Been to several as a guest and it's an incredibly fun thing to behold. Super intricate and with some work that the two have to do to even get to that point -- both socially, together and with in-game quests having you travel across the world together to pray at each of the twelve's stones and ask for their blessing.

    Though I'd have to say, that writing this article admitting you're embarrassed is a step in the right direction -- and possibly more embarrassing as a whole than playing a game you two enjoy and expressing your appreciation for one another with your character's ceremony. But I'm wholly aware that I've long since given up on what others think so long as me and my friends / partner / RP character friends / partners are all having fun -- as that's what it's all about. Making friends and memories and the like.

    I suppose you should ask yourself what is it that really embarrasses you? Are you portraying yourself onto that character? Do you view, in your mind's eye, that it is someone different from you and they would be embarrassed? Perhaps what people would think about getting married inside of a game? Meh! We're all gamers, and it's a feature that gives a two seater mount, memories, teleportion to one another among other things.

    The most important thing I think is what both you and she believe or want; if she'd like to partake in the ceremony, then it might be a time where we have to "man up" and do it for our S/O so that they either don't have to dismiss the idea entirely themselves or do it with a friend that's not you. Heck, if the two of you ever tie the knot in the future, you could even think about a FF themed wedding and also tie the knot in game shortly after or before. It may be that you subconsciously think it's silly to do so before actually doing it for reals. But as a whole no one is putting a machinist gun to your head and saying that you have to do it.

    It's a piece of content that is missing from a lot of games when it should be present. Never in your face as "you have to do this", and neatly tucked away to be done only in the Twelve's building and such. Though we're gamers as a whole, playing a MMO JRPG and likely watching One Punch Man on a second screen while raiding Ivalice from FFXII and nerding out on old Final Fantasy characters before queuing for the new trailer of Star Wars or Marvel. If you've accepting all that, then the prospect of creating more memories in the game shouldn't phase you.


    Though in my opinion that "embarrassment" or friends making fun of you as you shyly laugh or smile towards it and go on with things is called happiness. People who care enough about you to do that, and doing it with / for another person as a whole. Don't be embarrassed to be happy or to make someone else such. When you go for something, own it without making excuses! That's super respectable.
  • Crowfall's $7,000 Castle

    Wizardry said:
    Even if ANY item is cosmetic,the whole idea of immersive gaming inside a mmorpg is what?To buy stuff from a cash shop?
    There is NO EXCUSE for selling game assets that belong 100% inside the game world so that players earn every inch ,everything they build,keep,craft.
    No matter what defensive excuse someone comes up with there is also the added fact that once a cash shop is implemented NOBODY has any control over how far it goes and ruins the game and the immersive feeling players can have.

    So for example,you invest 2-3 years in this game,then all of a sudden they introduce something in the cash shop that is insane and pisses you off,then what,suck it up ,get a refund? "good luck with that,plus your time invested is already ruined/lost.
    Everything in a game should stay in the game,everything in a game should be created in the game,cash shops are and always will be bullshit.

    Create a good game,if you need ongoing costs ,charge a monthly sub fee,if players don't like a sub fee they are telling you that your game is not good enough,so then improve it so there is some value/worth,EASY plan if your business knows what it is doing.

    You hear that 99.99% of the MMOs that were created in the last twenty years?  It's easy if you know what you're doing.  The games that are still seeking funding / creating their game should also just charge subscriptions.  If they can't make money that way, then their pre-alpha isn't good enough.

    If they're not a part of a big company, they shouldn't make games; we can trust big corporations.  Implies Wizardry.


    This is just a bias rant applying hatred towards something in an out-of-context way.  Poorly thought out in such a way as to imply that only large companies or people with money should be making games, no exceptions.  It puts crowd-funded or games in development on the same level as fully completed games that have been out for years and makes assertions.  Putting Mr. Wizardry's signature and history of bashing certain games aside, there is a specific hatred towards ways for companies to make money or cash shops in general; likely personal experience of completed games that are in the twilight years of their upkeep implementing things he/she had earned and applying that to a game that has it at the start, which uses it as a funding source to even make the game targeted at a niche crowd.  Those who enjoy it or will enjoy it are wrong as it should never have been created under any circumstances, as there is "NO EXCUSE" for cash shops.  Even if they're fluff / aesthetics and used primarily to build the game.  There is also the situation that different genres simply can't live off a subscription.  Does that mean that people that enjoy the niche are wrong and their type of games should never exist? 

    I've felt the sting of a game selling things that I've earned many a time, years after it was completed.  This was as early as Ultima Online with them selling "Advanced Characters" which caused me to quite the game.  Though times change and there are circumstances and conditions that I just have to accept; context to acknowledge and the recognition of my own bias perception or potential hatred of things.  To put simply, I quit games that I find have betrayed my faith in some way.  Though I at least understand the situation they're in, if it was a hard choice to come by and don't hold it against them much.  It is, in my opinion, wrong to apply the same standard of thought to every game, every game company and every situation.

    Star Citizen has a subscription for people right now.  People pay into what they want / believe in / feel is worth it.  We can't change their minds and there are different situations and thoughts for different folds as a whole.
  • 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.
  • (Main) Story Skip Options confirmed for ARR + Heavensward

    Today the option of using a Story-skip potion for both ARR and Heavensward has been confirmed in the latest letter from the producer Live.

    Additional information and translations are still forthcoming, though from what I've gathered the mogstation potions will have three different types:

    1)  Rush you to the end of ARR -- 2.5 and allow you to enter Heavensward instantly.
    2)  Rush you to the end of ARR and Heavensward 3.5 to allow you to enter Stormblood instantly
    3)  Level a job of your choice (likely only combat) to 60.  One time limit per account (restriction may lift after observing its use).  RDM and Samurai won't be eligible as they start at level 50.

    Availability:  June 16th (Subject to official translation)

    Price:  $18 for ARR story completion; $25 for both ARR and Heavensward.   Unsure on the level potion, though I'll update later tonight.

    Additionally:  A new video showcasing some new Job actions has been released:

  • I Have Two Important Questions About This Game

    Each campaign / world / PvP type will have different rulesets.

    While your "crow" can master everything over a long period of time, you will always be subject to the abilities of the vessel.  That is, if your vessel only has a max of 60 skill (as an example, I don't know how the values will be on launch) in swordsmanship, but your account is at 100, you will not be able to surpass 60.  Vessels will have natural limits, as well as likely be banned from entering specific worlds or campaigns due to ruleset.  Vessels may also be permanently lost in the most dangerous yet profitable sections of the universe.  Typically, the father you are away from the Hunger, the safer you'll be and the less you risk.

    So basically I could be playing for five years, have everything maxed... and still be on the same level as you due to campaign / world rulesets as well as the natural limitations of vessels, of which no vessel will be allowed to be a master at everything.  There will be different qualities of vessels, but each one will have trade offs.  Plus, there's a risk of losing one if you want to risk it in a high danger section of the universe.  Likely, you will only want to use common quality ones in large armies.  Though you may very well one day be up against a legendary vessel that allows for 100 in swords if they want to risk it being lost -- yet still two people might be able to take it down. 

    Honestly, such a vessel will have more use trading it for rare materials or just showing it off in your Eternal Kingdom.  It's like Valorite Armor in UO; if you wore it outside, you were going to get ganked and corpse robbed.  If someone realizes you have a nice vessel, they'll try to kill you and use their necromancy to claim it.

    So while I may have more options on the type of vessel I can use, you are still able to pick one with the same skills as me, and we'll both be capped at 60 in the above situation with swords.  There will also be campaigns where only base vessels are allowed, and you have to dig up graves or find people who have skill and take over their body.  Each campaign will likely restrict what you can bring into it as a guild or individual.  Maybe a point value in terms of starting equipment.  If you want a full set of low quality armor or a single medium quality sword or something, each equaling the same point value in terms of balance.