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  • 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.

    [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...

    Make way for Phone Apps, RNG and Arena 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.
  • 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?



    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.
  • (Main) Story Skip Options confirmed for ARR + Heavensward

    Viper482 said:
    JeroKane said:
    You should see the official forums though. How many people are in an uproar about it.
    Their main argument is that players will not learn class mechanics and cause wipes in dungeons.

    The problem with that argument is that bad players will always be bad players! No matter what. If they are unwilling to listen and learn, it doesn't matter if you force them through all the content or not.

    Any willing player will quickly learn the mechanics. SE has added some nice tutorials that teach you Tanking, DPS and Healing mechanics, rewarding some nice leveling gear upon completion.
    I think this tutorial is even mandatory before you allowed to use the Duty finder. So as long as this stays mandatory, even after using these potions, I don't see any problems.

    The community for this game has always been like this. The myth is the FFXIV community is great....far from truth.

    Quite the opposite, in fact!  I've written pages and pages regarding this and why the community is, in fact, pretty great on the whole.  Most of it has to do with the systems put into place by the game itself.  There are dozens of systems in place for veteran players to get rewarded for helping newer players, especially in dungeons (as dungeons say when a new player is in group).  Mentor systems, new dungeon rewards, roulette, mentor roulette, Wondrous Tails, commendations, etc.  And whenever you enter these, you're typically greeted with a "hello"!  You wouldn't believe the amount of reddit posts and comments people make about people being so nice to the point they feel like they have to pay it forward.

    With that, there is the whole "end game" mentality which can be like any other game as a whole with some.  Though when it comes to cross-realm communication and outside sources like it's super active reddit (having 5,000-12,000 people on pretty much at any given moment), the community of the game is quite lively and pretty nice when considering human nature as a whole.  I personally haven't seen any problems since early ARR when there was that rush craze of the last dungeon that had story in it.  Though that was wrapped up pretty quickly and most would encourage you to just watch the story now, since most are overgeared for it.

    Go ahead and give the current game a try and find out!  Even posting on reddit or the data center PF will have you meet some really nice people eager to help you.
  • Everything We Know About Stormblood’s Samurai – SPONSORED - Final Fantasy XIV Previews


    4) This comment reminds me quite vividly of how I spoke maybe eight or nine years ago on various sites, thinking that what I thought was "common sense" and "logic" was right. But this is absolute rhetoric. First of all: What's the point of it? You claim one thing as off-topic at the beginning, and then cling to something of similar value as a point? Some people have absolute preferences when it comes to payment models, just like anything else: P2P Preferred, B2P, F2P, with many only touching one type (Such as P2P potentially believing it keeps kids out + provides a full experience without covenience gating + gives a sense of community). With regards to your statement, I immediately got the image in my silly mind of a young adult going to a Nasa discussion about the next rocket ship's design and saying various things such as "You know rocket ships are cheaper to build nowadays thanks to our understandings? Oh! And because of Moore's law. You scientists all know what Moore's law is, right?" Though what one fails to grasp and understand after looking at a single graph (or what another person who has no idea what they're talking about says, thinking it truth...) is that they don't truly comprehend the what is going on and only attempt to fit "no-duh" statements in with their own narrative. There are unique situations to every case. Just because costs go down in one area doesn't mean that's money saved. Often, they are reinvested or added to slush for the myriad of new problems that arise in society, laws as well as new technology and research (not even including what is actually worked on and added to the game with increased budgets).

    No one knows what is behind the proverbial back door -- what systems are in place, how many there are, etc. When it comes to FFXIV, we were once told before the recent purchase of a new Data Center that their servers have been stretched to the limits to the point their servers could collapse if they increased the already big inventory size (since it doesn't artificially block things behind cash shop purchases and has to handle a lot more data that everyone has access to), going into depth about the transfer of said items and data in interviews. You'd be shocked if you ever work alongside financial / legal departments and the rising costs of fraud as the internet has improved and become more common place over the years. Just on that singular topic alone. Not to mention a host of new and quick high quality content such as new dungeons, raids, storyline, quests, systems, revising old systems and entirely new soundtracks for each new feature (which are amazing in their own right). Heck, even the translation of multiple languages with the amount of text the game has is an astronomical task. To say nothing of the increased voice acting in Heavensward and the sheer amount of rumored acting in Stormblood with its increased budget.

    Meanwhile, Blackdesert -- a game I was a fan of for years on this site prior to its release -- came in with only a portion of the content (if I remember correctly; may be thinking of Archeage) that their main source had and have just been siphoning such as new content over time. Merging their servers into only one a while back in addition to allowing you to purchase currency through the cash shop with the explanation "We want people who don't or can't use the cash shop to have access to these things." If that was true, then why don't you, I don't know, add them into the game in some way? Even four years after 2.0's release, seven years after the game's release, they're still adding more servers and upgrading data centers, with several being added in EU and overpopulation issues becoming a thing on almost a dozen NA servers. Highly doubt all of this put together would be possible if they just rank on their hidden shop. In fact, Stormblood's budget was tripled over Heavenswards, which was also inceased over A Realm Reborn.

    5) They missed no opportunities because the combat is just fine for those that enjoy it. In fact, to say they missed an opportunity in that regard shows a lack of understanding of how the core of combat worked -- especially TP regeneration and existing fights (and animations). You say that "fast" combat is great, but a lot of times, for me, that just encompasses laying against my chair with my tongue out and clicking my mouse button. Often daydreaming. Pretty much just muscle memory and recognizing or forcing someone to blow a cooldown to win. The one exception to this was the Assassin from Blade N Soul. Let's take Monk as an example in FFXIV. Yes, you can self-buff yourself to get 30% increased haste if you like "speed", though it also has a host of other things to worry about. Normally there are such things as buff rotations, attack rotations, debuff rotations, etc. Then double weaving and weaving in general. Mini-games and positional requirements. Combos within combos. Cross class skills when needed, and even how you react to mobs is different depending on your tank and healer. It also helps for a tank to know every other class inside and out to help them with their own DPS. Though with Monk and a few other classes, there are intensive positions. And not just "oh hey, every attack always hits when hitting from the back". But essentially after each attack, you must move to the side, then to the back, then to the side, front, etc. Each attack in each combo and combo of combo gets potency bonuses. While also considering environment, mechanics, boss attacks, etc. to the point where you might lose or have to sacrifice a few attacks and know the best way to regain yourself -- where to restart in your rotations and what position to start it in. Sometimes the position is also completely random (like in the case of DRG) and you just have to pay attention to visual clues on where the next vulnerability is.

    Then there are procs to worry about as well as previously mentioned environment and punishing mechanics, etc. FFXIV is the one game where my mind has to consistently be active and alert to play at a high level for most classes. For anyone to say they "fall asleep" likely means that they haven't played it at such a level and don't know about the intricacies of the fighting system to begin with. There are even mini-games that you weave in-between attacks, such as the Ninja's mudra system. Performing several hand symbols to use a ninja-technique. If you mess up, you lose out on 20% of your DPS for 20 seconds. The combat system is for people who want to use their minds. Monks, in particular, require incredibly fast reaction times while adapting to situations. Though there are classes that offer something slower while still having to manage quite a lot of resources, game systems and combos. In the end, it's a matter of preference -- and that preference might also be attributed to other facts such as what you enjoy at whatever one's age is.

    When it comes to the "only interest is from those who have HW" comment, how so? You do realize that a much request feature of being able to skip storyline has been added? With many saying that the game had too much content and didn't want to spend months getting to Stormblood as a main factor in not playing it. It's one of the only P2P games that has not only survived on the model, but also prospered quite a bit. It stands as one of the only choices for people who prefer it and not longer want to play WoW.