At first i couldnt stand the quest setup. Now i actually enjoy it alot because the quests seem to push you to explore and see all of the map. Especially since you never know where that 1 off side quest might be. To me this is good because mmo's recently are very to point goto this hub do the 10 quests then move on despite having not seen the entire zone. As for the quest types i actually like them and find them different. If i want to over simplfy it i could say oh its the same as wow etc etc cause you kill 10 rats... Yea when you simplfy it to that level then no game has new quests types since uo/eq
If you say "no" you haven't done an investigation quest, and had to pick out small details and actually figure something out, instead of "5 pigs... located over there? got it. I'll go kill those 5 pigs."
Sadly, they're not ALL investigation quests. If they were....now THAT would be something.
Can't say I feel the same. They're fun in small doses but no thanks on just having those. Fuck that shit.
Well that's the problem with this game. It's almost entirely linear/solo oriented. Which means, the entire game rests on the back of the questing system. Which means, you need LOTS of quests, and they need to be padded to keep people subscribed longer. Which means... a lot of useless fetch quests. Now, if they had made the game social and open world like a proper MMO, and only had a handful of quests, and made them all really good, then maybe you could claim this game has the best quest system.
A lot of old MMO quests had you solving puzzles, writing things down, engaging in actual typed dialogue with NPCs, and, since the games weren't 100% quest focused, did this without watering them all down and padding them out.
It's kind of sad that 10 years later, the game with the "best quest system" is still playing catch up to games made by 15 people in a basement in the 90s.
Gonna repost this and remind everyone that an MMO doesn't become "good" by pretending to be a singleplayer game, because that is a battle it will NEVER win. That is why SWTOR is tanking.
Can you give some examples of these "old MMO's" that had puzzle quests, and a few examples of those quests ?
DAoC. And quests were in MMOs before EQ, such as in UO.
And DAoC had about 5-6 different ways of leveling up.
Modern MMOs have one. Quests. And given the choice, I'd rather grind mobs and do nothing else, than do quests. Because at least that encouraged you to play with others and gave you the freedom to go wherever you wanted.
Ah, so DAOC is "a lot of old MMO's" ?
And I'd still like a few examples of the average puzzle quest from DAOC, even if it is the only game that had them
You say "Modern MMO's have only one way to level up".
In SWTOR, TSW and GW2 you can levelup via questing, PVP or grinding mobs. That's 3 ways. I guess DAOC had those too, but you say it had 2-3 more ways ? What were they ?
How come old "themepark" games are almost nothing alike?
Is it because they aren't actually themeparks? What are they?
Or is themepark just the blanket term for MMOs that get 90% of their features and design from WoW, and add in their own brand of spice to try to pass it off as something different?
Being a "themepark" doesn't give you a free pass to recycle the majority of your features.
Because they do have similarities. They simply aren't clones of each other and found ways to make their game stand out as being unique and offering something different. Not sure why you can see this with the older games yet seem convinced every modern mmo that follows the same basic design is simply a clone of WoW.
That is what WoW clone means, yes. If a game's core design and many of its features/UI/progression is based on WoW's model... it's a WoW clone.
And no, most "themeparks" haven't been able to stand out. That's why they tank so soon after release. Because people get bored really fast. Because they're not unique or new. One you get beyond the "new shiny!" feel, you realize they're almost exactly the same and move on.
That is what WoW clone means, yes. If a game's core design and many of its features/UI/progression is based on
No...it doesn't and when I'm referring to core design I'm referring to the themepark genre in general. Which was not created with WoW much as you seem to think so.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
And no, most "themeparks" haven't been able to stand out. That's why they tank so soon after release. Because people get bored really fast. Because they're not unique or new. One you get beyond the "new shiny!" feel, you realize they're almost exactly the same and move on.
Finally, something I can agree with. Yeah...you're right about this. Never said they weren't.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Well I feel gw2 and tsw's quests both suit the concepts of the games. I find it amusing people are against the zerg aka massive amount of players tackling events, isn't that what the MM in MMO stands for. Now tsw I often find myself comparing to rsident evil and not just for its concept and art style. The questing has that same intriguing quality that can captivate you for hours on end. Honestly for me these are the two games I will be playing and find them strong where the other is weak and perfect complements for eachother.
Because to some mindless zerging open world bosses doesn't have anything to do with mmo. BTW, you can zerg in TSW too.
If you say "no" you haven't done an investigation quest, and had to pick out small details and actually figure something out, instead of "5 pigs... located over there? got it. I'll go kill those 5 pigs."
Sadly, they're not ALL investigation quests. If they were....now THAT would be something.
Can't say I feel the same. They're fun in small doses but no thanks on just having those. Fuck that shit.
Well that's the problem with this game. It's almost entirely linear/solo oriented. Which means, the entire game rests on the back of the questing system. Which means, you need LOTS of quests, and they need to be padded to keep people subscribed longer. Which means... a lot of useless fetch quests. Now, if they had made the game social and open world like a proper MMO, and only had a handful of quests, and made them all really good, then maybe you could claim this game has the best quest system.
A lot of old MMO quests had you solving puzzles, writing things down, engaging in actual typed dialogue with NPCs, and, since the games weren't 100% quest focused, did this without watering them all down and padding them out.
It's kind of sad that 10 years later, the game with the "best quest system" is still playing catch up to games made by 15 people in a basement in the 90s.
Gonna repost this and remind everyone that an MMO doesn't become "good" by pretending to be a singleplayer game, because that is a battle it will NEVER win. That is why SWTOR is tanking.
Can you give some examples of these "old MMO's" that had puzzle quests, and a few examples of those quests ?
DAoC. And quests were in MMOs before EQ, such as in UO.
And DAoC had about 5-6 different ways of leveling up.
Modern MMOs have one. Quests. And given the choice, I'd rather grind mobs and do nothing else, than do quests. Because at least that encouraged you to play with others and gave you the freedom to go wherever you wanted.
Ah, so DAOC is "a lot of old MMO's" ?
And I'd still like a few examples of the average puzzle quest from DAOC, even if it is the only game that had them
You say "Modern MMO's have only one way to level up".
In SWTOR, TSW and GW2 you can levelup via questing, PVP or grinding mobs. That's 3 ways. I guess DAOC had those too, but you say it had 2-3 more ways ? What were they ?
Calling BS:
trying grinding levels in swtor or gw2 .. they are not feesable ways to level. More so in gw2 than swtor.. you do not grind to level in gw2, you can repeat Dynamic events to level if you wish and thats feesable. And the same seems to be true of TSW so far.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
How come old "themepark" games are almost nothing alike?
Is it because they aren't actually themeparks? What are they?
Or is themepark just the blanket term for MMOs that get 90% of their features and design from WoW, and add in their own brand of spice to try to pass it off as something different?
Being a "themepark" doesn't give you a free pass to recycle the majority of your features.
Because they do have similarities. They simply aren't clones of each other and found ways to make their game stand out as being unique and offering something different. Not sure why you can see this with the older games yet seem convinced every modern mmo that follows the same basic design is simply a clone of WoW.
That is what WoW clone means, yes. If a game's core design and many of its features/UI/progression is based on WoW's model... it's a WoW clone.
And no, most "themeparks" haven't been able to stand out. That's why they tank so soon after release. Because people get bored really fast. Because they're not unique or new. One you get beyond the "new shiny!" feel, you realize they're almost exactly the same and move on.
Note offically DAOC was a themepark, for whats its worth. just not wow style
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Not quite. They have stated in their 'state of the game update' yesterday that they are releasing new missions in every zone on a monthly basis.
Me:"I am going to make the best mmo that is going to kill WoW", yep .....
When we see the monthly content coming every month for 6-8 months we can say they delivered.
About your WoW comment. TSW fans don't think it can compete with WoW. TSW is a mature game, not for kids. It's limiting itself right there based on its target audience. This also means it can't compete in large subscriber base because it's not a game everyone can play.
Now about your I'll believe it when I see it part.
Your statement was already predicted by me in another thread about what the haters will say about the State of the Game post.
I'll tell you what. Go back and read what he wrote again and what he wrote after that in the official forum thread in General. They've been holding content back to advance the storyline monthly. That's how they can drop cutscenes and the like. They have content months out already nearly or fully done. This is their way of justifying the monthly sub.
Red, You don't say ..... /facepalm
Green, What a great developer, not given you the full product that you payed for.
hmm.... well actually its good to hold back.... it creates a better orgasm in the end in this case we are talking about games.. but if you think about it.... no girl wants you to just stick it in and start plowing without any sort of intimacy and fore-play. To hold back a bit works to your advantage, giving you the versatility necessary to give your mate the ultimate orgas..... oh wait, I am talking to a teen who doesnt really understand... nevermind..... move along youngling, go back to killing x and turning in y
How funny you say something like that.
1. I don't play mmo's
2. Im 18 years old, you think people in my age are stupid, go take a IQ test, i know it's not going to be higher than me but try take one.
AN IQ test .... higher than MINE ..... are you really sure about that ?
I got this urge to download Warcraft for some reason, is that a bad thing lol?
Sorry for being irrelevant, I already post that TSW has the best questing system in an MMO so far.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
If you say "no" you haven't done an investigation quest, and had to pick out small details and actually figure something out, instead of "5 pigs... located over there? got it. I'll go kill those 5 pigs."
Sadly, they're not ALL investigation quests. If they were....now THAT would be something.
Can't say I feel the same. They're fun in small doses but no thanks on just having those. Fuck that shit.
Well that's the problem with this game. It's almost entirely linear/solo oriented. Which means, the entire game rests on the back of the questing system. Which means, you need LOTS of quests, and they need to be padded to keep people subscribed longer. Which means... a lot of useless fetch quests. Now, if they had made the game social and open world like a proper MMO, and only had a handful of quests, and made them all really good, then maybe you could claim this game has the best quest system.
A lot of old MMO quests had you solving puzzles, writing things down, engaging in actual typed dialogue with NPCs, and, since the games weren't 100% quest focused, did this without watering them all down and padding them out.
It's kind of sad that 10 years later, the game with the "best quest system" is still playing catch up to games made by 15 people in a basement in the 90s.
Gonna repost this and remind everyone that an MMO doesn't become "good" by pretending to be a singleplayer game, because that is a battle it will NEVER win. That is why SWTOR is tanking.
Can you give some examples of these "old MMO's" that had puzzle quests, and a few examples of those quests ?
DAoC. And quests were in MMOs before EQ, such as in UO.
And DAoC had about 5-6 different ways of leveling up.
Modern MMOs have one. Quests. And given the choice, I'd rather grind mobs and do nothing else, than do quests. Because at least that encouraged you to play with others and gave you the freedom to go wherever you wanted.
Ah, so DAOC is "a lot of old MMO's" ?
And I'd still like a few examples of the average puzzle quest from DAOC, even if it is the only game that had them
You say "Modern MMO's have only one way to level up".
In SWTOR, TSW and GW2 you can levelup via questing, PVP or grinding mobs. That's 3 ways. I guess DAOC had those too, but you say it had 2-3 more ways ? What were they ?
Calling BS:
trying grinding levels in swtor or gw2 .. they are not feesable ways to level. More so in gw2 than swtor.. you do not grind to level in gw2, you can repeat Dynamic events to level if you wish and thats feesable. And the same seems to be true of TSW so far.
Yeah, agreed.
You CAN grind mobs in LotRO, but its about 100x slower than questing, and you get none of the loot or money questing gives. It's simply not a realistic option. The the 5-6 ways DAoC had to level were all viable options.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Actually it was Anarchy Online that pioneered a lot of things used in WoW and other MMORPGs. So technically everything is a clone of AO and Funcom is just building on game design elements they made popular.
The random mission system was instanced and you had waypoints to those instances. There are other examples but nobody remembers anything before WoW apparently because DAoC was the first MMORPG with a grocery list of Kill X of X quests.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Actually it was Anarchy Online that pioneered a lot of things used in WoW and other MMORPGs. So technically everything is a clone of AO and Funcom is just building on game design elements they made popular.
The random mission system was instanced and you had waypoints to those instances. There are other examples but nobody remembers anything before WoW apparently because DAoC was the first MMORPG with a grocery list of Kill X of X quests.
I give it two more years before it becomes historically accurate in many poster's minds that WoW created elves and gnomes.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Some people have lived for so few years that Wow has always been there, you have to realise that if that has been the main infulence in your life then your idea maybe skewed. If you are under 20 years old then for almost half of your life and all of your adult life WoW has existed, that is a scary thought....lol
I find it a bit funny that people think WoW created things like waypoints and instancing..
Actually it was Anarchy Online that pioneered a lot of things used in WoW and other MMORPGs. So technically everything is a clone of AO and Funcom is just building on game design elements they made popular.
The random mission system was instanced and you had waypoints to those instances. There are other examples but nobody remembers anything before WoW apparently because DAoC was the first MMORPG with a grocery list of Kill X of X quests.
I give it two more years before it becomes historically accurate in many poster's minds that WoW created elves and gnomes.
Pretty much this.
WoW doesn't innovate, they are just really good and putting the spit and polish on things that are old and dusty.
Well I feel gw2 and tsw's quests both suit the concepts of the games. I find it amusing people are against the zerg aka massive amount of players tackling events, isn't that what the MM in MMO stands for. Now tsw I often find myself comparing to rsident evil and not just for its concept and art style. The questing has that same intriguing quality that can captivate you for hours on end. Honestly for me these are the two games I will be playing and find them strong where the other is weak and perfect complements for eachother.
Because to some mindless zerging open world bosses doesn't have anything to do with mmo. BTW, you can zerg in TSW too.
Well if you go about mindlessly attacking the boss shaman in the char starter zone you will kill yourself when all your attacks are deflected back at you. My point being is you find yourself often playing with large groups of players towards the common goal where in tsw there are never nearly as many players working toward a common goal or task. I have seen small groups running areas of maybe 4 people at most and I'm up to transylvania now so... I for one enjoy the "zerg" in guild wars 2 it makes battles feel large scale more so than any other mmorg I've seen though I havent played as many as most might have so I might be missing something.
A lot of old MMO quests had you solving puzzles, writing things down, engaging in actual typed dialogue with NPCs, and, since the games weren't 100% quest focused, did this without watering them all down and padding them out.
It's kind of sad that 10 years later, the game with the "best quest system" is still playing catch up to games made by 15 people in a basement in the 90s.
Can you give some examples of these "old MMO's" that had puzzle quests, and a few examples of those quests ?
DAoC. And quests were in MMOs before EQ, such as in UO.
And DAoC had about 5-6 different ways of leveling up.
Modern MMOs have one. Quests. And given the choice, I'd rather grind mobs and do nothing else, than do quests. Because at least that encouraged you to play with others and gave you the freedom to go wherever you wanted.
Ah, so DAOC is "a lot of old MMO's" ?
And I'd still like a few examples of the average puzzle quest from DAOC, even if it is the only game that had them
You say "Modern MMO's have only one way to level up".
In SWTOR, TSW and GW2 you can levelup via questing, PVP or grinding mobs. That's 3 ways. I guess DAOC had those too, but you say it had 2-3 more ways ? What were they ?
Calling BS:
trying grinding levels in swtor or gw2 .. they are not feesable ways to level. More so in gw2 than swtor.. you do not grind to level in gw2, you can repeat Dynamic events to level if you wish and thats feesable. And the same seems to be true of TSW so far.
Yeah, agreed.
You CAN grind mobs in LotRO, but its about 100x slower than questing, and you get none of the loot or money questing gives. It's simply not a realistic option. The the 5-6 ways DAoC had to level were all viable options.
I repeat the question: So what were the "5-6 viable levelling options" in DAOC ?
So DAOC had legendary PVP, puzzle quests and 5-6 different ways to level-up, all of which were equally viable ?
Must've been one helluva game. Strange that everyone abandoned it many years ago...
I find it a bit funny that people think WoW created things like waypoints and instancing..
Some people have lived for so few years that Wow has always been there, you have to realise that if that has been the main infulence in your life then your idea maybe skewed. If you are under 20 years old then for almost half of your life and all of your adult life WoW has existed, that is a scary thought....lol
I think that may be why TSW has a more mature audience while those people generally stick with WoW or think GW2 is the next coming of Christ.
2. Im 18 years old, you think people in my age are stupid, go take a IQ test, i know it's not going to be higher than me but try take one.
AN IQ test .... higher than MINE ..... are you really sure about that ?
Yes i am.
"Arrogance and stupidity all in one neat package, how convienient" -- Londo Mollari
Honestly I jest ... all things aside a lot of this really boils down to taste. I personally can relate to both sides of the debate going on on this thread.
On the one Hand, I am completley enjoying TSW, and find it to be one of the most immersing (and mood setting) experience from an MMO I have had in a while. The quests, I think are spectactular and fun, and the really good thing is that they dont lead you around by the nose. For a while I was starting to wonder why the RPG in MMORPG was still there, considering it became almost common practive to skip quest text all together and just run from ! to ? rinse and repeat ... bleh.
On the other hand, one thing I DID notice as was pointed out here was that the quests felt very single-player, and was also thinking to myself I sure hope they find a way to make more group participation somehow .. and was hoping later quests would .. although it sounds like I may be dissapointed in that.
Does it make the TSW questing bad or best or what ? Not sure really, I enjoy it , I think its fresh but I think it really boils down to personal preference here.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Some people have lived for so few years that Wow has always been there, you have to realise that if that has been the main infulence in your life then your idea maybe skewed. If you are under 20 years old then for almost half of your life and all of your adult life WoW has existed, that is a scary thought....lol
I think that may be why TSW has a more mature audience while those people generally stick with WoW or think GW2 is the next coming of Christ.
What's interesting about your comment is the absolutely misconception about the WoW and GW2 player demographics. The average age of a WoW player is 30. GW2, being a sequel to a 7 year old game has a lot of players who will be migrating from the first game. I highly doubt that a 7 year old game has a lot of pre-teens playing it.
I also don't get the whole TSW has mature players comment. With the amount of begging for answers and half naked female characters I see running around, I think that the audience is about the same as any other MMO.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Some people have lived for so few years that Wow has always been there, you have to realise that if that has been the main infulence in your life then your idea maybe skewed. If you are under 20 years old then for almost half of your life and all of your adult life WoW has existed, that is a scary thought....lol
I think that may be why TSW has a more mature audience while those people generally stick with WoW or think GW2 is the next coming of Christ.
What's interesting about your comment is the absolutely misconception about the WoW and GW2 player demographics. The average age of a WoW player is 30. GW2, being a sequel to a 7 year old game has a lot of players who will be migrating from the first game. I highly doubt that a 7 year old game has a lot of pre-teens playing it.
I also don't get the whole TSW has mature players comment. With the amount of begging for answers and half naked female characters I see running around, I think that the audience is about the same as any other MMO.
hey Man Im 43 and still love my half-naked Avatar !!!!
Well I feel gw2 and tsw's quests both suit the concepts of the games. I find it amusing people are against the zerg aka massive amount of players tackling events, isn't that what the MM in MMO stands for. Now tsw I often find myself comparing to rsident evil and not just for its concept and art style. The questing has that same intriguing quality that can captivate you for hours on end. Honestly for me these are the two games I will be playing and find them strong where the other is weak and perfect complements for eachother.
Because to some mindless zerging open world bosses doesn't have anything to do with mmo. BTW, you can zerg in TSW too.
Well if you go about mindlessly attacking the boss shaman in the char starter zone you will kill yourself when all your attacks are deflected back at you. My point being is you find yourself often playing with large groups of players towards the common goal where in tsw there are never nearly as many players working toward a common goal or task. I have seen small groups running areas of maybe 4 people at most and I'm up to transylvania now so... I for one enjoy the "zerg" in guild wars 2 it makes battles feel large scale more so than any other mmorg I've seen though I havent played as many as most might have so I might be missing something.
Well you die if you mindlessly zerg open world bosses anyway. I hear what you're saying. I don't mind these events at all. However, i simply don't find them to mean anything regarding "mmo".
I get the "common goal" thing, but it's just like Rift and PQ before that. players are not "helping", they simply have tunnel vision and objective over their heads tset by the game hat must be finished. There's no communication, no friendship bulding, nothing. Just players that are no more than npc's and numbers to them.
That's why i don't agree with it being a qualifing element to define mmo any more than players doing quests solo. In fact, the lack of recognation between people makes these events no different than solo quests in the first place.
Comments
At first i couldnt stand the quest setup. Now i actually enjoy it alot because the quests seem to push you to explore and see all of the map. Especially since you never know where that 1 off side quest might be. To me this is good because mmo's recently are very to point goto this hub do the 10 quests then move on despite having not seen the entire zone. As for the quest types i actually like them and find them different. If i want to over simplfy it i could say oh its the same as wow etc etc cause you kill 10 rats... Yea when you simplfy it to that level then no game has new quests types since uo/eq
Ah, so DAOC is "a lot of old MMO's" ?
And I'd still like a few examples of the average puzzle quest from DAOC, even if it is the only game that had them
You say "Modern MMO's have only one way to level up".
In SWTOR, TSW and GW2 you can levelup via questing, PVP or grinding mobs. That's 3 ways. I guess DAOC had those too, but you say it had 2-3 more ways ? What were they ?
That is what WoW clone means, yes. If a game's core design and many of its features/UI/progression is based on WoW's model... it's a WoW clone.
And no, most "themeparks" haven't been able to stand out. That's why they tank so soon after release. Because people get bored really fast. Because they're not unique or new. One you get beyond the "new shiny!" feel, you realize they're almost exactly the same and move on.
No...it doesn't and when I'm referring to core design I'm referring to the themepark genre in general. Which was not created with WoW much as you seem to think so.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Finally, something I can agree with. Yeah...you're right about this. Never said they weren't.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Because to some mindless zerging open world bosses doesn't have anything to do with mmo. BTW, you can zerg in TSW too.
Calling BS:
trying grinding levels in swtor or gw2 .. they are not feesable ways to level. More so in gw2 than swtor.. you do not grind to level in gw2, you can repeat Dynamic events to level if you wish and thats feesable. And the same seems to be true of TSW so far.
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
Note offically DAOC was a themepark, for whats its worth. just not wow style
"Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine
AN IQ test .... higher than MINE ..... are you really sure about that ?
Yes i am.
I got this urge to download Warcraft for some reason, is that a bad thing lol?
Sorry for being irrelevant, I already post that TSW has the best questing system in an MMO so far.
I might get banned for this. - Rizel Star.
I'm not afraid to tell trolls what they [need] to hear, even if that means for me to have an forced absence afterwards.
P2P LOGIC = If it's P2P it means longevity, overall better game, and THE BEST SUPPORT EVER!!!!!(Which has been rinsed and repeated about a thousand times)
Common Sense Logic = P2P logic is no better than F2P Logic.
Yeah, agreed.
You CAN grind mobs in LotRO, but its about 100x slower than questing, and you get none of the loot or money questing gives. It's simply not a realistic option. The the 5-6 ways DAoC had to level were all viable options.
I find it a bit funny that people think WoW created things like waypoints and instancing..
Actually it was Anarchy Online that pioneered a lot of things used in WoW and other MMORPGs. So technically everything is a clone of AO and Funcom is just building on game design elements they made popular.
The random mission system was instanced and you had waypoints to those instances. There are other examples but nobody remembers anything before WoW apparently because DAoC was the first MMORPG with a grocery list of Kill X of X quests.
Yes, until GW2 at least.
I give it two more years before it becomes historically accurate in many poster's minds that WoW created elves and gnomes.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
Some people have lived for so few years that Wow has always been there, you have to realise that if that has been the main infulence in your life then your idea maybe skewed. If you are under 20 years old then for almost half of your life and all of your adult life WoW has existed, that is a scary thought....lol
Pretty much this.
WoW doesn't innovate, they are just really good and putting the spit and polish on things that are old and dusty.
Well if you go about mindlessly attacking the boss shaman in the char starter zone you will kill yourself when all your attacks are deflected back at you. My point being is you find yourself often playing with large groups of players towards the common goal where in tsw there are never nearly as many players working toward a common goal or task. I have seen small groups running areas of maybe 4 people at most and I'm up to transylvania now so... I for one enjoy the "zerg" in guild wars 2 it makes battles feel large scale more so than any other mmorg I've seen though I havent played as many as most might have so I might be missing something.
I repeat the question: So what were the "5-6 viable levelling options" in DAOC ?
So DAOC had legendary PVP, puzzle quests and 5-6 different ways to level-up, all of which were equally viable ?
Must've been one helluva game. Strange that everyone abandoned it many years ago...
I think that may be why TSW has a more mature audience while those people generally stick with WoW or think GW2 is the next coming of Christ.
"Arrogance and stupidity all in one neat package, how convienient" -- Londo Mollari
Honestly I jest ... all things aside a lot of this really boils down to taste. I personally can relate to both sides of the debate going on on this thread.
On the one Hand, I am completley enjoying TSW, and find it to be one of the most immersing (and mood setting) experience from an MMO I have had in a while. The quests, I think are spectactular and fun, and the really good thing is that they dont lead you around by the nose. For a while I was starting to wonder why the RPG in MMORPG was still there, considering it became almost common practive to skip quest text all together and just run from ! to ? rinse and repeat ... bleh.
On the other hand, one thing I DID notice as was pointed out here was that the quests felt very single-player, and was also thinking to myself I sure hope they find a way to make more group participation somehow .. and was hoping later quests would .. although it sounds like I may be dissapointed in that.
Does it make the TSW questing bad or best or what ? Not sure really, I enjoy it , I think its fresh but I think it really boils down to personal preference here.
Syco
What's interesting about your comment is the absolutely misconception about the WoW and GW2 player demographics. The average age of a WoW player is 30. GW2, being a sequel to a 7 year old game has a lot of players who will be migrating from the first game. I highly doubt that a 7 year old game has a lot of pre-teens playing it.
I also don't get the whole TSW has mature players comment. With the amount of begging for answers and half naked female characters I see running around, I think that the audience is about the same as any other MMO.
hey Man Im 43 and still love my half-naked Avatar !!!!
Well you die if you mindlessly zerg open world bosses anyway. I hear what you're saying. I don't mind these events at all. However, i simply don't find them to mean anything regarding "mmo".
I get the "common goal" thing, but it's just like Rift and PQ before that. players are not "helping", they simply have tunnel vision and objective over their heads tset by the game hat must be finished. There's no communication, no friendship bulding, nothing. Just players that are no more than npc's and numbers to them.
That's why i don't agree with it being a qualifing element to define mmo any more than players doing quests solo. In fact, the lack of recognation between people makes these events no different than solo quests in the first place.
But this is off topic. Sorry.
Yes. I have played way to many games to count, and for me this game is just fun. They made quests really fun to play.