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No more instances. No more Instant Travels.

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  • Cik_AsalinCik_Asalin Member Posts: 3,033

    Originally posted by Amathe

    Originally posted by Josher


    Games are about fun.  Excessive travel is a time sink and nothing more.

     

    There was a time when an activity could go unrewarded and still be fun. But I understand that nowdays players are like seals, grunting and clapping their fins for another herring. If it's been 5 minutes without a herring, that's no fun.

    Right Amathe.  Dont know if i agree with you often, but this other guy and people like him have this entitlement mentality that thet must be rewarded by the devs every 5 minutes for essentially nothing; the seal, immediate gratification, obsessive compulsive, non-social types with poor impulse control. 

     

    Poor impulse control may be related to biological factors in the brain. Researchers have found that children with fetal alchohol syndrome are less able to delay gratification.]

    The "marshmallow experiment" is a well known test of this concept conducted by Mischel at Stanford and discussed by Goleman in his popular work.  In the 1960s, a group of four-year-olds were given a marshmallow and promised another, only if they could wait 20 minutes before eating the first one. Some children could wait and others could not. The researchers then followed the progress of each child into adolescence and demonstrated that those with the ability to wait were better adjusted and more dependable (determined via surveys of their parents and teachers), and scored significantly higher on the Scholastic Aptitude Test years later.

     

    So, those games that rush to hand-out instant travel, npc quest rewards, uninterupted game-play, non-consequential death, and instant gratification like M&M's, the more established development studios are being unrewarded for developing games like this because their game's development doesnt make sense and the majority know it. 

     

    There isn't a development studio in the last 5 or 6 years that have been able to claim anything but mediocer success with their pinata-style game-play of throwing entitlements and non-consequential unrewarded game-play candy and fed-ex quest rewards to the crowd.

     

    The vocal whining minority crowd won out in these instances of Instant travel as well, which is absolutely no different than instant character development; it's instant without game-play engagement or effort.  Instant travel was never introduced by player demand and neither was the gear-handouts by npc's that matched anything that a player crafter to make, and be superior to it always. 

     

    Stick a whining child in a room with more mature, less impulsive, but as quietly demanding individuals, and ask them to choose something.  You'd rather cut your head off at its neck to stop that one kids whining for what he wants over the more quietly confident and assured crowed; they'll just move on to something else, like they have done.

     

    Like with the best indie game of our time, that also beats out the subscribership numbers of most mature and established studios, EVE Online.  The Developers realized that gamers have a greater sense of accomplishment,entertainment and fun when they are not demeaned with instant travel, gratification character development, loads of fed-ex quest rewards and entitlements, and CCP is rewarded with their landmark design as opposed to the developers of themeparkish carnical ride games like POtBS, WAR, STO, Fallen Earth. etc., who have floundered to maintain any semblence of a subscriber base, other than the mniority eye-candy, instant this and instant that crowd.

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    lol if you have a raid in an instance once a week an you are rewarded for accomplishing it!

    why cant they do the same in the world instead of an instance with the possibilities of horde or allies stopping us

    it could be once a week also.this choise isnt there it was takken from us ,when bc was released .

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Originally posted by astrob0y

    Originally posted by nariusseldon

    Heh no problems it happens,  I was actually hoping those games did have those numbers.   I wish there was a game that would be more old school but do it right and with some cool new features. Someone needs to break the mold so we can get  that virtual world feeling but yet bring some innovation to the genre.

    Old school stuff is NOT innovation. By DEFINITION, they have been tried before (and likely failed in the market place).

    TOR is bringing innovation. Fully voice MMO .. that is new. Branching story lines in missions .. that is new. You may not like it .. but it is innovation.

    I wouldnt say that a full voice mmo is something new. Most of us will probably see all the chat as slow ass quest text and skip them and look for what kind of npcs we need to kill to please the npc. So I will say now that this full voice thingy is not innovation- just a more advance quest text.

     

    edit: And alot of you guys should try this. Get into a online guild (that are playing alot of mmo´s) and you will probably find the games alot more fun.  

     

    Full voice MMO is not new? Please name another one that has it.

    You do know that it was hailed as a big innovation when the old SP adventure games were first voiced?

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by nariusseldon

    Full voice MMO is not new? Please name another one that has it.

    You do know that it was hailed as a big innovation when the old SP adventure games were first voiced?

    In an MMO, you are supposed to be listening to the other players, not the NPCs.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    mm eq2 is full voice!as been for a while!

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Originally posted by Amathe

    Originally posted by Josher


    Games are about fun.  Excessive travel is a time sink and nothing more.

     

    There was a time when an activity could go unrewarded and still be fun. But I understand that nowdays players are like seals, grunting and clapping their fins for another herring. If it's been 5 minutes without a herring, that's no fun.

    And walking the same route is NOT one of those things. Waiting for 10 min doing nothing is also not one of those things.

    May be fighting a boss with no rewards (i do go back to solo pre-80 world bosses just for the heck of it).

  • bdewbdew Member UncommonPosts: 192

    I can't belive the ammount of retarded bullshit and misinformed noobs pretending to be old-skool hardcore players in this thread.

    Just FYI, the first graphical internet MMORPG - Ultima Online (that's 1997, probably before half of the posters in this thread started going to school... or were even born... ) had instant travel from day 0! It actualy had MORE instant travel than WOW, because you could mark a rune at any spot and teleport to it any time you wanted.

     

    Oh and just face it, this market, ANY market goes where the money is. If casuals are more profitable then games will be made for them. Adapt or die (quit).

  • AvatarBladeAvatarBlade Member UncommonPosts: 757

    Originally posted by Hathi

    I am of the school that travel should be a part of the game, but make it interesting for Pete sake. I am willing to wait for a boat, if the boat has content on it as well.

    example: If the boat has virtual gambling, a random event or two (drunken sailors instigate a brawl), a sea monster attacks the ship while en route, the ship hits a reef and is taking on water, etc. Rotating Public quests/events would be nice in these situations)

    If I have to fly there - give me the option to participate in an aerial event or give me the reigns to swoop down and if there is an event on route i want to hop in, let me "land" my air taxi.

    If I am in rush, gimme insta travel options too, but like EQ, put it in the hands of the players or at a higher cost/risk - NPCs or items to let me teleport.

    I like mounts - heck we all do. If you want a big world - I did like Vangards take on big worlds. Mounts are good for land travel

    Make travel fun again.

     Oh no Hathi, you actually came up with a constructive option, that could virtaully make both instant travel and no instant travel groups happy, by actually doing something fun while traveling, not just staring at the background. What you really wanted to say was people that want instant travel are dumb instant gratification kids and the ones that don't want it are no lifers!

  • AmatheAmathe Member LegendaryPosts: 7,630

    Originally posted by MMO_Doubter

    Originally posted by Amathe

    There was a time when an activity could go unrewarded and still be fun. But I understand that nowdays players are like seals, grunting and clapping their fins for another herring. If it's been 5 minutes without a herring, that's no fun.

    Is riding through a zone you have explored and traveled through many times before fun to you?

    I don't get a reward for casting a portal spell to the city I want to get to, but I don't have to sit through minutes of nothing either.

     

    In the games you play, and to most of the gamers who play them, perhaps all behavior not immediately compensated is "doing nothing." 

     

    Travel is something people take for granted now. You are going to safely fly over everything, or use a land mount over roads where you face no danger and likely will not interact with anyone or have any adventures along the way. So it seems pointless to you. But that is because you play games on rails.

     

    Travel used to be exciting. It was not safe. Even low level zones had mobs who may be present that posed a threat.  You couldn't just stroll through a zone and have monsters ignore you. Getting somewhere alive was an adventure. And to us, adventure was fun, not just gimmie my epic now gimmie another one.

     

    It was also unpredictable. Nowadays you know exactly what mobs willl be where, and when. They sit in instances waiting on your convenience. But in the day, there were lots of mobs people needed for things that may or may not be "up" at any given time. So part of travel was looking for them, in case you were lucky enough to encounter a rare one. If you did, you rallied your friends and guildmates to come help bring it down.

     

    Lots of people travelled together for safety. You met people along the way, and talked to them. Because in those days we liked meeting new people. And we liked talking to them. They weren't simply "stupid puggers" to us.

     

    Along the way there were things to stop and do. You may pass through an area where players trade, back before that was all push button too. You may pass a vendor who has crafting supplies you need that can only be obtained in a few places. You may see some newer players and pause to help them.

     

    The world felt like a world, not simply a series of points to be popped in and out of.  The game felt like an adventure, not simply a pez dispenser of purple goodies. And travel was not the sterile experience it is in WoW.  

     

    You think travel is meaningless because you play games that have stripped away the things that made it meaningful.

     

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AmatheAmathe Member LegendaryPosts: 7,630

    Sorry double post.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    Originally posted by bdew

    I can't belive the ammount of retarded bullshit and misinformed noobs pretending to be old-skool hardcore players in this thread.

    Just FYI, the first graphical internet MMORPG - Ultima Online (that's 1997, probably before half of the posters in this thread started going to school... or were even born... ) had instant travel from day 0! It actualy had MORE instant travel than WOW, because you could mark a rune at any spot and teleport to it any time you wanted.

     

    Oh and just face it, this market, ANY market goes where the money is. If casuals are more profitable then games will be made for them. Adapt or die (quit).

    you are right game maker go where money is!so when xyz say it will cost 25 million less to instance every game went instance

    so player are leaving right and left not sticking to anything because if you have seen it in wow you ve seen it all(since they pretty much copy and paste pretty much what wow or gw did!

  • BadSpockBadSpock Member UncommonPosts: 7,979

    Originally posted by Amathe

    It was not safe. Even low level zones had mobs who may be present that posed a threat.  You couldn't just stroll through a zone and have monsters ignore you. Getting somewhere alive was an adventure. 

    It was also unpredictable. But in the day, there were lots of mobs people needed for things that may or may not be "up" at any given time. So part of travel was looking for them, in case you were lucky enough to encounter a rare one. If you did, you rallied your friends and guildmates to come help bring it down.

     Lots of people travelled together for safety. You met people along the way, and talked to them. Because in those days we liked meeting new people. And we liked talking to them. 

     Along the way there were things to stop and do. You may see some newer players and pause to help them.

    The world felt like a world, not simply a series of points to be popped in and out of.  The game felt like an adventure.

    This is ALL your opinion.

    These kinds of things still happen everyday, even in the great evil of MMORPG.com - World of Warcraft.

    I'm sorry? Not quite sure what kind response your drawn out nostalgic diatribe was fishing for?

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Originally posted by MMO_Doubter

    Originally posted by nariusseldon



    Full voice MMO is not new? Please name another one that has it.

    You do know that it was hailed as a big innovation when the old SP adventure games were first voiced?

    In an MMO, you are supposed to be listening to the other players, not the NPCs.

     

    Doesn't matter. It is NEW.

    And who says what you are "supposed" to do? You?

    This is called exploration. Give the players a new experience and see if they like it. Bioware is thinking OUT OF THE BOX ...

  • nariusseldonnariusseldon Member EpicPosts: 27,775

    Travel used to be exciting. It was not safe. Even low level zones had mobs who may be present that posed a threat.  You couldn't just stroll through a zone and have monsters ignore you. Getting somewhere alive was an adventure. And to us, adventure was fun, not just gimmie my epic now gimmie another one.

    Not if you have to go through the same zone again and again. It will be ANNOYING instead of fun.

    In fact, that is why we don't do that anymore.

    And if you want an adventure, go into a dungeon. There is no point doing it when all you want is goind from point A to B.

  • JosherJosher Member Posts: 2,818

    Originally posted by Cik_Asalin

    Originally posted by Amathe


    Originally posted by Josher


    Games are about fun.  Excessive travel is a time sink and nothing more.

     

    There was a time when an activity could go unrewarded and still be fun. But I understand that nowdays players are like seals, grunting and clapping their fins for another herring. If it's been 5 minutes without a herring, that's no fun.

    Right Amathe.  Dont know if i agree with you often, but this other guy and people like him have this entitlement mentality that thet must be rewarded by the devs every 5 minutes for essentially nothing; the seal, immediate gratification, obsessive compulsive, non-social types with poor impulse control. 

    No, its called understanding the difference between actual gameplay and a time sink.   Don't worry, when you get older, you'll understand too=)  I also think you don't quite understand what entitlement means when you're talking a videogame.  I dont' think anyone has said theyI want rewards every 5 mins.  Its more like every play session, which is basically an hour or more for most people.  Again, don't worry, when you get some real responsibility in life, your need to accomplish long lasting "things" in a videogame seem rather trivial.  You'll play just for fun as well. 

    Poor impulse control may be related to biological factors in the brain. Researchers have found that children with fetal alchohol syndrome are less able to delay gratification.]

     

    The "marshmallow experiment" is a well known test of this concept conducted by Mischel at Stanford and discussed by Goleman in his popular work.  In the 1960s, a group of four-year-olds were given a marshmallow and promised another, only if they could wait 20 minutes before eating the first one. Some children could wait and others could not. The researchers then followed the progress of each child into adolescence and demonstrated that those with the ability to wait were better adjusted and more dependable (determined via surveys of their parents and teachers), and scored significantly higher on the Scholastic Aptitude Test years later.

     

    So, those games that rush to hand-out instant travel, npc quest rewards, uninterupted game-play, non-consequential death, and instant gratification like M&M's, the more established development studios are being unrewarded for developing games like this because their game's development doesnt make sense and the majority know it. 

     

    There isn't a development studio in the last 5 or 6 years that have been able to claim anything but mediocer success with their pinata-style game-play of throwing entitlements and non-consequential unrewarded game-play candy and fed-ex quest rewards to the crowd.

     

    The vocal whining minority crowd won out in these instances of Instant travel as well, which is absolutely no different than instant character development; it's instant without game-play engagement or effort.  Instant travel was never introduced by player demand and neither was the gear-handouts by npc's that matched anything that a player crafter to make, and be superior to it always. 

     

    Stick a whining child in a room with more mature, less impulsive, but as quietly demanding individuals, and ask them to choose something.  You'd rather cut your head off at its neck to stop that one kids whining for what he wants over the more quietly confident and assured crowed; they'll just move on to something else, like they have done.

    The only ones whining here are the bitter oldskoolers who never outgrew gameplay from the the 90s=)

     Like with the best indie game of our time, that also beats out the subscribership numbers of most mature and established studios, EVE Online.  The Developers realized that gamers have a greater sense of accomplishment,entertainment and fun when they are not demeaned with instant travel, gratification character development, loads of fed-ex quest rewards and entitlements, and CCP is rewarded with their landmark design as opposed to the developers of themeparkish carnical ride games like POtBS, WAR, STO, Fallen Earth. etc., who have floundered to maintain any semblence of a subscriber base, other than the mniority eye-candy, instant this and instant that crowd.

    Go recheck you numbers.   How many Eve players only use 1 account now(few) and how many vets are going on 3 or 4?  Eve is closer to pushing 200K unique players if they're lucky, which is much less than even DAOC back before WOW.  EQ blew it away back in 2001.   Most MMOs aren't really well designed and its not because of instant gratification.  Its because they can't find the right balance of fun.  Instant travel or minor death penalties have nothing to do with it.  Most MMOs just aren't fun.

     

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    to amathe:you are right it used to be like that,it was epic in the best of days and hell in the worst of days(very fun)

    but add-on killed any possibility of that

    unless blizzard decide to do a monthly event called :the good old days of hellish!(i look forward to this when it happens lol)ya im a sadomaso lol!

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by nariusseldon

    This is called exploration. Give the players a new experience and see if they like it. Bioware is thinking OUT OF THE BOX ...

    No, they are thinking inside the same box they always have.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    Originally posted by nariusseldon

    Travel used to be exciting. It was not safe. Even low level zones had mobs who may be present that posed a threat.  You couldn't just stroll through a zone and have monsters ignore you. Getting somewhere alive was an adventure. And to us, adventure was fun, not just gimmie my epic now gimmie another one.

    Not if you have to go through the same zone again and again. It will be ANNOYING instead of fun.

    In fact, that is why we don't do that anymore.

    And if you want an adventure, go into a dungeon. There is no point doing it when all you want is goind from point A to B.

    you know what he meant gees!dont nitpick!

  • Cik_AsalinCik_Asalin Member Posts: 3,033

    Originally posted by Josher

    Originally posted by Cik_Asalin


    Originally posted by Amathe


    Originally posted by Josher


    Games are about fun.  Excessive travel is a time sink and nothing more.

     

    There was a time when an activity could go unrewarded and still be fun. But I understand that nowdays players are like seals, grunting and clapping their fins for another herring. If it's been 5 minutes without a herring, that's no fun.

    Right Amathe.  Dont know if i agree with you often, but this other guy and people like him have this entitlement mentality that thet must be rewarded by the devs every 5 minutes for essentially nothing; the seal, immediate gratification, obsessive compulsive, non-social types with poor impulse control. 

    No, its called understanding the difference between actual gameplay and a time sink.   Don't worry, when you get older, you'll understand too=)  I also think you don't quite understand what entitlement means when you're talking a videogame.  I dont' think anyone has said theyI want rewards every 5 mins.  Its more like every play session, which is basically an hour or more for most people.  Again, don't worry, when you get some real responsibility in life, your need to accomplish long lasting "things" in a videogame seem rather trivial.  You'll play just for fun as well. 

        Oh, Im sorry.  Average game-play time for a majority is 2-hours/night.  And those that are embarrased at   wanting entitlements usually do claim ignorance to knowing what it means or wanting it :)

    Poor impulse control may be related to biological factors in the brain. Researchers have found that children with fetal alchohol syndrome are less able to delay gratification.]

     

    The "marshmallow experiment" is a well known test of this concept conducted by Mischel at Stanford and discussed by Goleman in his popular work.  In the 1960s, a group of four-year-olds were given a marshmallow and promised another, only if they could wait 20 minutes before eating the first one. Some children could wait and others could not. The researchers then followed the progress of each child into adolescence and demonstrated that those with the ability to wait were better adjusted and more dependable (determined via surveys of their parents and teachers), and scored significantly higher on the Scholastic Aptitude Test years later.

     

    So, those games that rush to hand-out instant travel, npc quest rewards, uninterupted game-play, non-consequential death, and instant gratification like M&M's, the more established development studios are being unrewarded for developing games like this because their game's development doesnt make sense and the majority know it. 

     

    There isn't a development studio in the last 5 or 6 years that have been able to claim anything but mediocer success with their pinata-style game-play of throwing entitlements and non-consequential unrewarded game-play candy and fed-ex quest rewards to the crowd.

     

    The vocal whining minority crowd won out in these instances of Instant travel as well, which is absolutely no different than instant character development; it's instant without game-play engagement or effort.  Instant travel was never introduced by player demand and neither was the gear-handouts by npc's that matched anything that a player crafter to make, and be superior to it always. 

     

    Stick a whining child in a room with more mature, less impulsive, but as quietly demanding individuals, and ask them to choose something.  You'd rather cut your head off at its neck to stop that one kids whining for what he wants over the more quietly confident and assured crowed; they'll just move on to something else, like they have done.

    The only ones whining here are the bitter oldskoolers who never outgrew gameplay from the the 90s=)

      I don't know what an oldskooler is, but if means more intelligent, then yes.

     Like with the best indie game of our time, that also beats out the subscribership numbers of most mature and established studios, EVE Online.  The Developers realized that gamers have a greater sense of accomplishment,entertainment and fun when they are not demeaned with instant travel, gratification character development, loads of fed-ex quest rewards and entitlements, and CCP is rewarded with their landmark design as opposed to the developers of themeparkish carnical ride games like POtBS, WAR, STO, Fallen Earth. etc., who have floundered to maintain any semblence of a subscriber base, other than the mniority eye-candy, instant this and instant that crowd.

    Go recheck you numbers.   How many Eve players only use 1 account now(few) and how many vets are going on 3 or 4?  Eve is closer to pushing 200K unique players if they're lucky, which is much less than even DAOC back before WOW.  EQ blew it away back in 2001.   Most MMOs aren't really well designed and its not because of instant gratification.  Its because they can't find the right balance of fun.  Instant travel or minor death penalties have nothing to do with it.  Most MMOs just aren't fun.

    Back and rechecked my numbers and ask the developers.  The do NOT care where their subscribership numbers that beat most established studios come from.  Sorry.  Oh, and a quick math lesson, EQ, which was a great progression in the history of the genre, was 2001, or greater than 5-6 years ago.  Isnt reading comprehension fun?

    But yea, most mmo/mmorpg's do not have a great breadth or depth of balanced fun at all these days, but I'm pretty much watching the indie studios that dont seem to have this proclivity for offering instant and easy rewards for no effort, and effortless travel.  Yes both do have quite a bit to do with it.

     

  • SarykSaryk Member UncommonPosts: 476

    I agree with the OP on instant travel. However I think that areas should have camps or  wandering mobs, once killed they are replaced by something different. I hate walking past a Gnoll camp and destroying that camp only to come back to see it filled by the same Gnolls.


     


     However on the instanced dungeons I disagree. I don’t like waiting on mobs to pop and having to compete with others in those dungeons. I think that having your own group, doing a dungeon crawl is a fun night in my opinion.

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    why play a mmo if you dont have time to play a mmo?i dont get it!why be obstinate about it just play a mo gees

    it makes me laugh when i see post like this:i can play a dungeon run but we got to be done in 10 minute!you cannot play

    a mmo then go play a mo instead gees.and no mo doesnt stop to what it used to be it is a lot broader then it used to be

    basicly all mo have low amount of player on one map ,so guild wars is considered a mo lot of other also!

    but going in a mmo when in fact your time frame can only play a mo, isnt nice for other hopping for a mmo experience!

  • AmatheAmathe Member LegendaryPosts: 7,630

    Originally posted by drbaltazar

    why play a mmo if you dont have time to play a mmo?i dont get it!why be obstinate about it just play a mo gees

    it makes me laugh when i see post like this:i can play a dungeon run but we got to be done in 10 minute!you cannot play

    a mmo then go play a mo instead gees.and no mo doesnt stop to what it used to be it is a lot broader then it used to be

    basicly all mo have low amount of player on one map ,so guild wars is considered a mo lot of other also!

    but going in a mmo when in fact your time frame can only play a mo, isnt nice for other hopping for a mmo experience!

     

    Yep. It's like watching golf turned into putt putt. Omg, 530 yards to the pin? Par 5? 18 holes? That's no fun. I just want to tap the ball through the clown's nose and go get my corn dog. Those golfers, they have no life.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AercusAercus Member UncommonPosts: 775

    Originally posted by Amathe

    Originally posted by drbaltazar

    why play a mmo if you dont have time to play a mmo?i dont get it!why be obstinate about it just play a mo gees

    it makes me laugh when i see post like this:i can play a dungeon run but we got to be done in 10 minute!you cannot play

    a mmo then go play a mo instead gees.and no mo doesnt stop to what it used to be it is a lot broader then it used to be

    basicly all mo have low amount of player on one map ,so guild wars is considered a mo lot of other also!

    but going in a mmo when in fact your time frame can only play a mo, isnt nice for other hopping for a mmo experience!

     

    Yep. It's like watching golf turned into putt putt. Omg, 530 yards to the pin? Par 5? 18 holes? That's no fun. I just want to tap the ball through the clown's nose and go get my corn dog. Those golfers, they have no life.

    By your standards, anyone who watches Sportscenter for the quick recap of the day's games, and not all of the games in full, are lazy and doesn't like sports..

  • AmatheAmathe Member LegendaryPosts: 7,630

    Originally posted by Aercus

    By your standards, anyone who watches Sportscenter for the quick recap of the day's games, and not all of the games in full, are lazy and doesn't like sports..

     

    There is a difference between watching and playing. Theye is a difference between liking something and playing. There is a difference between checking in on how something went and playing. So your point, if you have one, escapes me.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • drbaltazardrbaltazar Member UncommonPosts: 7,856

    Originally posted by Amathe

    Originally posted by drbaltazar

    why play a mmo if you dont have time to play a mmo?i dont get it!why be obstinate about it just play a mo gees

    it makes me laugh when i see post like this:i can play a dungeon run but we got to be done in 10 minute!you cannot play

    a mmo then go play a mo instead gees.and no mo doesnt stop to what it used to be it is a lot broader then it used to be

    basicly all mo have low amount of player on one map ,so guild wars is considered a mo lot of other also!

    but going in a mmo when in fact your time frame can only play a mo, isnt nice for other hopping for a mmo experience!

     

    Yep. It's like watching golf turned into putt putt. Omg, 530 yards to the pin? Par 5? 18 holes? That's no fun. I just want to tap the ball through the clown's nose and go get my corn dog. Those golfers, they have no life.

    they might not have life like you say but its their fix!who are you to judge their choice?some like beer other women ,other money other big rig!each his own !just because you dont like massive doesnt mean other player dont like it

    ask a silkroad player that is lvl 109 if he felt he had no life i bet along the journey he had ton of silly moment and lot of fun

    other time he probably had to grind because he needed to in order to get the item that triggered the even he needed

    but thats what massive is,if you dont like massive no biggy play a multiplayer game instead you ll have the fun you want to have and the massive lover will have the epic or hell moment fix he love!

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