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MikeB · MMORPG.com Community Manager

Michael began his career at the WarCry Network in 2005 as the site manager for several different WarCry fansite portals. In 2008, Michael worked for the startup magazine Massive Gamer as a columnist and online news editor. In June of 2009, Michael joined MMORPG.com as the site's Community Manager. <iframe src="//platform.twitter.com/widgets/follow_button.html?screen_name=emikeb" style="width: 100px; height: 20px;" allowtransparency="true" frameborder="0" padding="4px" scrolling="no"> </iframe>

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MikeB
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  • Why I'm Excited, But Still a Bit Apprehensive About Anthem - MMORPG.com

    Shodanas said:
    Is it a fact that you won't be able to see what items you get during a mission ? Instead you'll get boxes / containers which you'll only be able to open once you're back to base.

    Can anyone confirm this ?
    I know you can see the loot you get at the end of a Stronghold (Dungeon), but you may need to go back to Fort Tarsis for stuff that drops in the world.

    This is how it looks after you do a Stronghold. (Skip to 31:48 if the timestamp doesn't work)


    When you pick something up it will say "Uncommon Item" or "Rare Item" etc until you identify it.

    MadFrenchieTorvalinfomatz
  • Why I'm Excited, But Still a Bit Apprehensive About Anthem - MMORPG.com

    MikeB said:
    Ilaya said:
    Nice Article tho!

    But it says inside; "but in Anthem, you’ll have to just recraft (if possible) or keep hunting manually for the perfect version of whatever it is you’re looking for."

    And tbh, isn't that the Grind we all look for? What hooks us and make us stay in the Game? As in every other Game as well? I like that, it gives me the Grind/the replayability i "need/i look for". To get that one good roll which i want/i need. If Anthem does that right, i'm good.

    So....i hope that the Demo will show us what is going on in Anthem. Looking forward to it.
    I want to hunt for the good rolls, too! But there are a bunch of layers of RNG here. First you need to find the item, then it needs to roll four Inscriptions you want, and then those Inscriptions need to have the values you want. And keep in mind these items can drop anywhere in the game. So you can't just go farm one boss over and over to focus on finding that god roll for a particular item.

    Given all of those things, it's my opinion that there should be some bad luck protection (some form of rerolling) built into the game. This is pretty consistent with what other games have been doing after learning this lesson the hard way. My hope is that BioWare reverses course on this before launch so that it doesn't have to do it reactively in response to players quitting in frustration.

    Maybe you disagree and that's OK, too. But that's my position.
    they've mentioned that you can find blueprints to craft items as some sort of bad luck protection.
    not sure how it'll work but it's something i guess. will probably add re rolls later if enough people ask for it.
    Not all items are craftable, though.
    Torval
  • Why I'm Excited, But Still a Bit Apprehensive About Anthem - MMORPG.com

    Ilaya said:
    Nice Article tho!

    But it says inside; "but in Anthem, you’ll have to just recraft (if possible) or keep hunting manually for the perfect version of whatever it is you’re looking for."

    And tbh, isn't that the Grind we all look for? What hooks us and make us stay in the Game? As in every other Game as well? I like that, it gives me the Grind/the replayability i "need/i look for". To get that one good roll which i want/i need. If Anthem does that right, i'm good.

    So....i hope that the Demo will show us what is going on in Anthem. Looking forward to it.
    I want to hunt for the good rolls, too! But there are a bunch of layers of RNG here. First you need to find the item, then it needs to roll four Inscriptions you want, and then those Inscriptions need to have the values you want. And keep in mind these items can drop anywhere in the game. So you can't just go farm one boss over and over to focus on finding that god roll for a particular item.

    Given all of those things, it's my opinion that there should be some bad luck protection (some form of rerolling) built into the game. This is pretty consistent with what other games have been doing after learning this lesson the hard way. My hope is that BioWare reverses course on this before launch so that it doesn't have to do it reactively in response to players quitting in frustration.

    Maybe you disagree and that's OK, too. But that's my position.
    TorvalConstantineMerus
  • Mike's Best Games of 2018 - Michael Bitton - MMORPG.com


    Scot said:


    Aeander said:


    Scot said:

    The only game on the list I would query is Civ 6 which shows the series has started to head in an easy mode direction.


    You'll have to be specific for me, as I haven't played Civ 6 (I like Civilization on many levels, but would never have the time or opportunity to actually get my money's worth out of any of them), but streamlining is not always a bad thing and can actually be remarkably beneficial when done correctly to the right parts of the game.

    For example, Monster Hunter World streamlined the tracking and inventory management aspects of the game, which allows players to cut down on the least fun parts of the gameplay loop, focus on the meat of the experience, and enjoy more interesting maps.

    The problem for gaming is that "streamlining" is often used as an excuse for making a game more easy mode. You seem to be talking about UI/Inventory changes in Monster World, what I am thinking of is less classes, or pruned Power/skill trees.

    The best Civilisation game is Civ 5, there were certain changes that Civ purists where not happy with but over all it is the best Civ. Civ 6 replaced a lot of the strategic thinking you do in a Civ game with some city planning, you have to think about where you place districts more. That in no way made up for the fact you lost tactical thinking elsewhere. Also in Civ 6 you get less than Civ 5 in terms of scenarios, it is not as moddable (or players just can't be bothered to mod it), and less gameplay options.

    I nearly forget to mention the cute colourful caricature leaders of nations, but then every game has to be cute and colourful now doesn't it. :)




    As much as I loved 5, it ultimately was just settle 4 cities with the same social policy/tech/build openers each time and build every building in every city. 6 lets you specialize cities and actually think about how to develop them and it doesn't punish you for expansion, which you have to admit is a weird thing to do in a 4X game. Unsure what you mean about less gameplay options or the loss of tactical thinking, you'll have to expand on that.

    As far as modding goes, Civ 6 modders don't have access to the DLLs just yet, which limits the scope of mods. DLL access wasn't given to modders of 5 until after both expansions were out. With Gathering Storm (which looks awesome!) releasing in Feb, we may get DLL access in 6 soon. Impressive mods such as 5's Vox Populi weren't possible until DLL access was given.
    Torval
  • Mike's Best Games of 2018 - Michael Bitton - MMORPG.com


    Nyctelios said:

    Mines, in no particular order:

    Kingdom Come: Deliverance, Minit, God of War, Thronebreaker: The Witcher Tales, Subnautica

    Looking back, this year had less "10" games but way more "solid 9, 8" than last year. I still haven't played most of them which could make to my list and some, despite I loving them a lot (like Pillars of Eternity 2), just don't fit in "best of the year" (imo) but are amazing games nonetheless. 

    Great list, Spider-man is one I want to play but my time is quite short these days.

    The same goes for the Yakuzas and the Fist of the North Star one, which looks amazing.



    If it helps any, Spidey is only around 20 hours or so.
    Nyctelios