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The problem with MMOs these days is developers are making games and not virtual worlds.

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  • CuathonCuathon Member Posts: 2,211
    Originally posted by Torik
    Originally posted by Cuathon
    Originally posted by nariusseldon
    Originally posted by Cuathon

     

    I am saying that many MMORPGs tried to make several separate games and shove it into a framework of a large empty world that had no reason to exist.

    Battlegrounds are inferior to MOBAs. They are the same gameplay, but harder to balance and with fewer character options. Later in their life they tried to do things like have a specific set of gear everyone got. MOBA much?

    Raids are static and have no business in a virtual world. Why not just make a game about raiding? They have 0 impact on any other aspects of the game.

    And trying to fit a high quality single player "you are the one and only hero" style RPG into a world makes no sense either. At least single player games change the world somewhat in reaction to the player. And there are no concerns about "class balance."

     

    I agree. The solution is to take the virtual world out, but you want to keep your "community" in-touch. Not everyone is playing teh pve raiding game today, or the MOBA game today. Something like a federation of games (ARPG, raiding instances (like warframe), MOBA, other types of arena combat, even a world pvp game like planetside 2) but with one single social network (friend-list/chat channels/same lobby) .. will be really nice.

    Some MMOs are essentially serving the same function except the game mechanics "spill over" from one game-type (like pvp) to another (like raiding) and that creates problems.

    The solution is to make "virtual worlds" actually virtual worlds, and let games be games. Not get rid of worlds. Separate things that should be separate.

    I actually agree that having a federation of games is a good idea. That's really what current MMOs are, they just bury it under jargon.

    I am a big proponent of seperating out the various gameplay styles in MMORPGs.  Nothing sours you more on a game than having to do one boring activity in order to participate in the gameplay you joined the game for. 

    Of course the 'old school' players woudl argue that it is not really a MMORPG if you do not force the players to participate in everything.

    No, its not a virtual world if you have SEPARATE games involved at all.

  • JemcrystalJemcrystal Member UncommonPosts: 1,989

    Living in a virtual world - eating, sleeping, drinking, killing, raising pets from babies is a game to me.  Raids and other stuff is just a plus that adds move flavor and keeps the world less boring.  But the game is designing your own character, his /her /it's clothing and armor, and just LIVING in that world.  That is the game.  Living.

     

    Everything else is just a plus.  Except pvp which is a great big minus sign.



  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910


    Originally posted by Cuathon
    Nothing you posted had anything to do with my argument. I'm not arguing that worlds are better, although they are. I am saying that many MMORPGs tried to make several separate games and shove it into a framework of a large empty world that had no reason to exist.Battlegrounds are inferior to MOBAs. They are the same gameplay, but harder to balance and with fewer character options. Later in their life they tried to do things like have a specific set of gear everyone got. MOBA much?Raids are static and have no business in a virtual world. Why not just make a game about raiding? They have 0 impact on any other aspects of the game.And trying to fit a high quality single player "you are the one and only hero" style RPG into a world makes no sense either. At least single player games change the world somewhat in reaction to the player. And there are no concerns about "class balance."MMORPGs have gone the way of the dinosaurs. Neopets is more of an MMO than SWTOR. They have stories and quests and duals and they even have in ingame rpg, two of them even. The future of virtual worlds is in VOWs where the focus should be on the world instead of a cobbled together mess of 5 different RPGish game genres.When I was designing my VOW on this site everything linked together. Anything you did affected the world and experience of you and other players and it was 100% persistent. That is how worlds should be. Even if the some of the individual mechanics won't work out, they were created to be part of a persistent, dynamic world.The Themepark designation could not be more accurate. You ride the ride and nothing changes in the park. Every other ride is still the same and even that ride doesn't change. No one wants to play basketball with a backboard with no net and a ball that is so flat it can't even bounce. People still do it, if they don't have access to something better. Just like people played MMOs as if they were virtual worlds because they didn't have a choice. And when someone got a brand new soccer ball and functioning goal in their backyard they ran off to play that. That doesn't mean that if they got new court and some functioning balls they wouldn't prefer that over soccer.

    If your first paragraph was for me, then here's a response. If not, then feel free to skip it.

    Mostly I agree with what you're saying about the importance of virtual worlds, up to the point that the virtual world side of things is going to take over and be the main focus of game development. Developers have been trying to sell that since the 90s (VRML anyone?) and as a product they just don't sell well. Not without a strong "game" element anyway.

    It's the combination of these two things that is what's coming. A strong focus on "game" and the ability to develop a "world". Even the ability to actually integrate the "game" elements into the "world" elements in a way that makes more sense.

    I can not remember winning or losing a single debate on the internet.

  • CuathonCuathon Member Posts: 2,211
    Originally posted by lizardbones

    If your first paragraph was for me, then here's a response. If not, then feel free to skip it.

    Mostly I agree with what you're saying about the importance of virtual worlds, up to the point that the virtual world side of things is going to take over and be the main focus of game development. Developers have been trying to sell that since the 90s (VRML anyone?) and as a product they just don't sell well. Not without a strong "game" element anyway.

    It's the combination of these two things that is what's coming. A strong focus on "game" and the ability to develop a "world". Even the ability to actually integrate the "game" elements into the "world" elements in a way that makes more sense.

     

    It was yes. And I play games that still use VRML/VRMl2.0.

    More on topic, virtual worlds are not going to be the main focus of all game development. Just the main part of virtual worlds. And you can't know if it sells well because its never been sold at all. Games have always, from Meridian59 and UO onwards, been the primary focus. Even early UO with its clever tiles and no pvp rules was still a game. It had quests and zones and respawning monsters. Well technically for like the first 3 hours it sorta had a virtual world.

    The combo has been there from day 1 and its been shit. WoW with its battle grounds and raids and solo questing was the whole point of my original post.

    What needs to happen is that a real virtual world needs to be made, either one of the ones I've dsecribed or some other kind, totally focused on a persistent dynamic world, with only the necessary game elements, like 75% worldy. Instead of the 60%+ games that MMOs have been so far.

    Tacking on a world to a game, or even a bunch of games ala WoW, winds up with the world going to shit and then slowly pushing towards separating the games out and abusing instant travel and diablo style match making.

  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910


    Originally posted by Cuathon
    Originally posted by lizardbones If your first paragraph was for me, then here's a response. If not, then feel free to skip it. Mostly I agree with what you're saying about the importance of virtual worlds, up to the point that the virtual world side of things is going to take over and be the main focus of game development. Developers have been trying to sell that since the 90s (VRML anyone?) and as a product they just don't sell well. Not without a strong "game" element anyway. It's the combination of these two things that is what's coming. A strong focus on "game" and the ability to develop a "world". Even the ability to actually integrate the "game" elements into the "world" elements in a way that makes more sense.  
    It was yes. And I play games that still use VRML/VRMl2.0.

    More on topic, virtual worlds are not going to be the main focus of all game development. Just the main part of virtual worlds. And you can't know if it sells well because its never been sold at all. Games have always, from Meridian59 and UO onwards, been the primary focus. Even early UO with its clever tiles and no pvp rules was still a game. It had quests and zones and respawning monsters. Well technically for like the first 3 hours it sorta had a virtual world.

    The combo has been there from day 1 and its been shit. WoW with its battle grounds and raids and solo questing was the whole point of my original post.

    What needs to happen is that a real virtual world needs to be made, either one of the ones I've dsecribed or some other kind, totally focused on a persistent dynamic world, with only the necessary game elements, like 75% worldy. Instead of the 60%+ games that MMOs have been so far.

    Tacking on a world to a game, or even a bunch of games ala WoW, winds up with the world going to shit and then slowly pushing towards separating the games out and abusing instant travel and diablo style match making.




    I think we agree on a couple of things here. Tacking a world onto a game, or tossing random game elements into a world is bad. If game elements and world elements are going to exist together, then they need to be integrated in a way that makes sense.

    As far as virtual worlds as a commercial product, wouldn't Worm Online count? I've never played it, but I've heard people talking about it on these forums. The "game play" consists of survival in a sort of realistic way. That exists, and it could be used to show that virtual worlds can be a viable commodity, so long as the scope is fairly small, and the virtual world is not like the world we live in. The question I'd have there is, doesn't that make Worm Online a game? It is a virtual world, but it's nothing like the world we live in. It's role playing. Of course, there could be tons of game elements in there and I wouldn't know, since I have not played the game.

    I still say that the "game" and the "world" will never be separate in any successful MMO. That requires time travel to prove though, so it's just me thinking that. :-)

    I can not remember winning or losing a single debate on the internet.

  • CuathonCuathon Member Posts: 2,211
    It's not about separation so much as composition. 50%/50% won't work but 95%game/5%world might work or 30game%/70%world might work. It depends on how you evaluate the current mmos I guess.
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Cuathon
    Originally posted by nariusseldon
    Originally posted by Cuathon

     

    I am saying that many MMORPGs tried to make several separate games and shove it into a framework of a large empty world that had no reason to exist.

    Battlegrounds are inferior to MOBAs. They are the same gameplay, but harder to balance and with fewer character options. Later in their life they tried to do things like have a specific set of gear everyone got. MOBA much?

    Raids are static and have no business in a virtual world. Why not just make a game about raiding? They have 0 impact on any other aspects of the game.

    And trying to fit a high quality single player "you are the one and only hero" style RPG into a world makes no sense either. At least single player games change the world somewhat in reaction to the player. And there are no concerns about "class balance."

     

    I agree. The solution is to take the virtual world out, but you want to keep your "community" in-touch. Not everyone is playing teh pve raiding game today, or the MOBA game today. Something like a federation of games (ARPG, raiding instances (like warframe), MOBA, other types of arena combat, even a world pvp game like planetside 2) but with one single social network (friend-list/chat channels/same lobby) .. will be really nice.

    Some MMOs are essentially serving the same function except the game mechanics "spill over" from one game-type (like pvp) to another (like raiding) and that creates problems.

    The solution is to make "virtual worlds" actually virtual worlds, and let games be games. Not get rid of worlds. Separate things that should be separate.

    I actually agree that having a federation of games is a good idea. That's really what current MMOs are, they just bury it under jargon.

    Separate things will only work if you are designing the entertainment product. And i don't disagree. Best done at the design stage. Thus, Diablo 3, PoE, MOBA, WoT, PS2 ... are better designs to me, then WOW.

    However, if you want to apply this to EXISTING games, something needs to be taken out. And obviously you want to take out the parts that people are using LESS.

    SO for a game like WOW, the obvious solution, if you want to "separate" the games from the world, is to take the virtual world out (since most gameplay happens in the "game" portion of WOW).

     

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Cuathon
    It's not about separation so much as composition. 50%/50% won't work but 95%game/5%world might work or 30game%/70%world might work. It depends on how you evaluate the current mmos I guess.

    Evaluation is personal, and differ across games.

    For example, STO works for me but that is only because i ignore the "world" and focus on the instanced mission when i play it. To me, STO is no different than a SP or online MP game .. which just happen to have some zones where you can see lots of the players. Since the world is not a distraction to the game portion ... it is fine with me.

  • muffins89muffins89 Member UncommonPosts: 1,585
    so you want an MMORP?  that just woudln't make much sense.
  • koboldfodderkoboldfodder Member UncommonPosts: 447

    If they re-released original Everquest (and all it's expansions) with a massive updated graphics engine it would be (yet again) a smash hit.

     

    There is a reason for that.

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by koboldfodder

    If they re-released original Everquest (and all it's expansions) with a massive updated graphics engine it would be (yet again) a smash hit.

     

    There is a reason for that.

    LOL .. you think people will want to stare at a spellbook for 10 min, or take a number and wait with 50 other groups in line to kill a boss?

    You are dreaming. No matter how good the graphics is, few will think that is fun.

    And yes, there is a reason why old designs like those are not done today.

  • mmoguy43mmoguy43 Member UncommonPosts: 2,770
    I don't know... It would be nice to have a good new virtual online world type game to come out. Then we would know if that was what we want and those that hate them have up to date reasons why they don't like them. Older games don't paint very clear pictures.
  • WW4BWWW4BW Member UncommonPosts: 501
    Originally posted by Jemcrystal

    Living in a virtual world - eating, sleeping, drinking, killing, raising pets from babies is a game to me.  Raids and other stuff is just a plus that adds move flavor and keeps the world less boring.  But the game is designing your own character, his /her /it's clothing and armor, and just LIVING in that world.  That is the game.  Living.

     

    Everything else is just a plus.  Except pvp which is a great big minus sign.

     PvP has its place.. and can be a big plus too. But I do get that many, if not a vast majority of players, just want to build their sandcastles in peace or with friends.. And not be constantly worried about someone coming along and ruining their fun just so they can have their kind of fun.

    PvP can make for some exciting moments, while PvE is more focused on relaxing and having fun. And I get why constant paranoia can sour that fun.

    Thats not to say that PvE cant be thrilling and that you cant have a sense of paranoia when doing it..  But its nothing like the almost complete unknown that is PvP.. 

    So, basicly I agree with you 95%. Except I personally enjoy PvP in some cases.

  • WW4BWWW4BW Member UncommonPosts: 501
    Originally posted by nariusseldon
    Originally posted by koboldfodder

    If they re-released original Everquest (and all it's expansions) with a massive updated graphics engine it would be (yet again) a smash hit.

     

    There is a reason for that.

    LOL .. you think people will want to stare at a spellbook for 10 min, or take a number and wait with 50 other groups in line to kill a boss?

    You are dreaming. No matter how good the graphics is, few will think that is fun.

    And yes, there is a reason why old designs like those are not done today.

    But you have no basis for saying that.

    You might have a point.. but some might actually enjoy it.

    Fact is.. It hasnt been tried lately.

    You say there is a reason for that, yet you only assert wild exaggerations.

    I think it would take a bit more than better graphics to relaunch EQ.. some of the mechanics are hopelessly outdated and Im sure they made a mistakes along the way that they should keep from ever including in the game.

    Saying that having to wait for anything is bad is silly. If it was so bad then why bother with levels at all. Sure you dont get the same sense of satisfaction from finishing memorizing spells,  regenerating hit points, or realizing that its finally your turn to fight, as you do when you level up. But you do get to savour the expectation.. 

  • AxehiltAxehilt Member RarePosts: 10,504
    Originally posted by WW4BW

    But you have no basis for saying that.

    You might have a point.. but some might actually enjoy it.

    Fact is.. It hasnt been tried lately.

    You say there is a reason for that, yet you only assert wild exaggerations.

    I think it would take a bit more than better graphics to relaunch EQ.. some of the mechanics are hopelessly outdated and Im sure they made a mistakes along the way that they should keep from ever including in the game.

    Saying that having to wait for anything is bad is silly. If it was so bad then why bother with levels at all. Sure you dont get the same sense of satisfaction from finishing memorizing spells,  regenerating hit points, or realizing that its finally your turn to fight, as you do when you level up. But you do get to savour the expectation.. 

    If we don't have basis for stating something excessively obvious like, "People don't want to buy a game and then be forced to stare at a spellbook for 10 minutes of non-gameplay," what the hell can we say?

    People -- people, generally -- clearly aren't interested in games with little gameplay.  This includes "virtual world" experiences.  The experience is enjoyable predominantly insofar as it offers interesting decisions and experiences.  If a developer wants to throw a appropriate amount of money at the tiny niche (tiny amount of money) interested in virtual worlds, go for it.  But we can still point out that most people aren't really interested in empty experiences.  They want something dense; something they can learn from.

    "What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver

  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by Axehilt
    Originally posted by WW4BW

    But you have no basis for saying that.

    You might have a point.. but some might actually enjoy it.

    Fact is.. It hasnt been tried lately.

    You say there is a reason for that, yet you only assert wild exaggerations.

    I think it would take a bit more than better graphics to relaunch EQ.. some of the mechanics are hopelessly outdated and Im sure they made a mistakes along the way that they should keep from ever including in the game.

    Saying that having to wait for anything is bad is silly. If it was so bad then why bother with levels at all. Sure you dont get the same sense of satisfaction from finishing memorizing spells,  regenerating hit points, or realizing that its finally your turn to fight, as you do when you level up. But you do get to savour the expectation.. 

    If we don't have basis for stating something excessively obvious like, "People don't want to buy a game and then be forced to stare at a spellbook for 10 minutes of non-gameplay," what the hell can we say?

    People -- people, generally -- clearly aren't interested in games with little gameplay.  This includes "virtual world" experiences.  The experience is enjoyable predominantly insofar as it offers interesting decisions and experiences.  If a developer wants to throw a appropriate amount of money at the tiny niche (tiny amount of money) interested in virtual worlds, go for it.  But we can still point out that most people aren't really interested in empty experiences.  They want something dense; something they can learn from.

    Of ocuse there is a basis of saying that. EQ got rid of the "staring at spell book for 10 min" .. didn't it? You think they did that randomly? You don't think people complained? I complained.

    And if you believe there is a market for players to "stare at spell book for 10 min" as gameplay, feel free to invest your money and/or your career into it. I highly doubt even you (WW4BW) would do that.

  • tixylixtixylix Member UncommonPosts: 1,288
    For me PVP and PVE are both very important, an MMO needs to do both well. I find that PVP is really the content you want to do over and over again because unlike A.I, other humans are dynamic so every fight is different. I don't understand why people hate PVP other than they suck at it....
  • nariusseldonnariusseldon Member EpicPosts: 27,775
    Originally posted by tixylix
    For me PVP and PVE are both very important, an MMO needs to do both well. I find that PVP is really the content you want to do over and over again because unlike A.I, other humans are dynamic so every fight is different. I don't understand why people hate PVP other than they suck at it....

    Why? There is no good reason why i cannot play game A for PvP, and game B for PvE. In fact, i do that.

     

  • DrCokePepsiDrCokePepsi Member UncommonPosts: 177

       You sir are completely correct!! One of the few outstanding MMO players still in existance. To anyone who says they're looking for a game rather than virtual world, simply get off of this site and play your shiny little Xbox 360. This site is meant for an MMORPG player, not a new generation console player who enjoys paying money through a sh*tty f2p business model for instant gratification in a so-called "MMO". A real mmorpg consists of these few base traits, an open virtual world, a large player-base, and your virtual avatar. It does not consist of an in-game shop full of cheap, pathetic routes to taking your money, it does not consist of material that has been reused one hundred times over (all of the WoW-clones) and it certainly does not take place on a trail of cheap content to keep you paying for hours on end. I'm so PO'd at all the modern console gamers trying to inch they're way into the MMO category, GTFO. 

        New-generation gamers have no clue what an mmo is and certainly have no care or thought. Money grabbing pests called businesses try to cater to every little tear that come out of these gamers with more simplistic crap. For god's sakes, if you really have to change this type of game so much simply to please these children, then these *children* shouldn't be catered to and the game should remain unchanged. Vanilla WoW/pre-NGE SWG for example, these games were so perfectly executed (LOL well SWG had it's issues, but nonetheless) they were capable of withholding a large, LOYAL, and thoroughly respectable playerbase. They understand what the game had to offer, including it's positives and negatives, and decided to stick with, and enjoy for some years.

        That should be the description for a real MMO. Games now try, pathetically, to cater to every little whine and plead for a *simpler* or a *faster* levelling experience. This creates an ultimately temporary audience of 8 year olds. It's truly pathetic. Instead of making a select group or *niche* group of gamers left in pure nirvana, you're leaving a massive rotting cespool of bodies to play through the game, and dump it like a sh*t. There are no quality MMORPG's out there anymore. They're al degrading to this pay to win bullsh*t and/or an utterly disgraceful collection of quests just to leave you churning through hours of dull content. I used to LOVE MMO's with an ABSOLUTE passion. I am now almost dumping the entire genre because business, and greed, money, and a**holes in expensive suits don't play the games, they just want to get their money and ditch. 

        ONE more thing, if you EVER, ever, EVER, rate an MMORPG, or decide not to play it because- "the graphics suck"- You are part of the cause of the genre rotting to hell. 

       I may have digressed pretty hardcore, but im in a ranting mood like all hell. Lately MMO games have disappointed me to the point of anger and Lucasarts selling to DISNEY, then DISNEY shutting down the gaming branch and animation branch of Lucasarts REALLY PISSES ME OFF. THANK YOU DISNEY FOR WRECKING EVERYONE'S LIVES.


    Never fear, your dream MMO will be here....
    just give me a decade or two to finely hone my Game development
    and design abilities as well as start a Game Design Studio.
    Thank you for your patience.
  • PhelcherPhelcher Member CommonPosts: 1,053

    OP hits on so many points.

     

    Earlier games were limited alot by early server technology. Today, those Developer's not using open world, (which are essentially alive w/us to sandbox in)...  are just business ventures for cash.

     

    If you charge a monthly subscription, it is because you've built a living, breathing world & you need to storyboard and maintain that.

     

     

    Basically, If it is not open world, then it's arcade...  & therefore just entertainment. Being such...  nothing matters. It doesn't matter if those games have micro-tnx, or auction houses, or instancing, or anything arcadish. They are for your fun and do not promis a stable future for your character to thrive in 4 years from now.

     

    As these F2P arcade games are for NOW & for trending with no comitment on one's part. Thus throw away.. thus no need for sustaining itself for a projected future. People will just move on to newer. These are quick cycle mmos, not MMORPG's.

     

     

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • WW4BWWW4BW Member UncommonPosts: 501
    Originally posted by nariusseldon
    Originally posted by Axehilt
    Originally posted by WW4BW

    But you have no basis for saying that.

     

    If we don't have basis for stating something excessively obvious like, "People don't want to buy a game and then be forced to stare at a spellbook for 10 minutes of non-gameplay," what the hell can we say?

     

    Of ocuse there is a basis of saying that. EQ got rid of the "staring at spell book for 10 min" .. didn't it? You think they did that randomly? You don't think people complained? I complained.

    And if you believe there is a market for players to "stare at spell book for 10 min" as gameplay, feel free to invest your money and/or your career into it. I highly doubt even you (WW4BW) would do that.

    What I was getting at was that I certainly never had to stare at my spell book for 10 minutes.

    And that I never had more than 2 groups ahead of mine for anything and that was rare.

    I could be wrong about the 10 minutes. It was a long time ago and I was probably too busy chatting  to notice it if it was 10 minutes. I've tried looking it up, but I couldnt find any info on it other than "a while".

    I far more vividly remember how long it took me to figure out the layout of Kelethin Or how happy I was when I got some "magic" boots so I could atleast kick a will'o'wisp.

    Anyways, I like it when thing arent just handed to me. 

  • WW4BWWW4BW Member UncommonPosts: 501
    Originally posted by Phelcher

    OP hits on so many points.

     

    Earlier games were limited alot by early server technology. Today, those Developer's not using open world, (which are essentially alive w/us to sandbox in)...  are just business ventures for cash.

     

    If you charge a monthly subscription, it is because you've built a living, breathing world & you need to storyboard and maintain that.

     

     

    Basically, If it is not open world, then it's arcade...  & therefore just entertainment. Being such...  nothing matters. It doesn't matter if those games have micro-tnx, or auction houses, or instancing, or anything arcadish. They are for your fun and do not promis a stable future for your character to thrive in 4 years from now.

     

    As these F2P arcade games are for NOW & for trending with no comitment on one's part. Thus throw away.. thus no need for sustaining itself for a projected future. People will just move on to newer. These are quick cycle mmos, not MMORPG's.

     

     

     

     I agree.. But what were you thinking picking a name like that?

     

  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by WW4BW
    Originally posted by nariusseldon
    Originally posted by Axehilt
    Originally posted by WW4BW

    But you have no basis for saying that.

     

    If we don't have basis for stating something excessively obvious like, "People don't want to buy a game and then be forced to stare at a spellbook for 10 minutes of non-gameplay," what the hell can we say?

     

    Of ocuse there is a basis of saying that. EQ got rid of the "staring at spell book for 10 min" .. didn't it? You think they did that randomly? You don't think people complained? I complained.

    And if you believe there is a market for players to "stare at spell book for 10 min" as gameplay, feel free to invest your money and/or your career into it. I highly doubt even you (WW4BW) would do that.

    What I was getting at was that I certainly never had to stare at my spell book for 10 minutes.

    And that I never had more than 2 groups ahead of mine for anything and that was rare.

    I could be wrong about the 10 minutes. It was a long time ago and I was probably too busy chatting  to notice it if it was 10 minutes. I've tried looking it up, but I couldnt find any info on it other than "a while".

    I far more vividly remember how long it took me to figure out the layout of Kelethin Or how happy I was when I got some "magic" boots so I could atleast kick a will'o'wisp.

    Anyways, I like it when thing arent just handed to me. 

     

     

    Don't argue with him...   remember, he just admitted he was one of those who COMPLAINED..^     all-the-while, not realizing that he had a choice..   so ultra-derp!

     

     

    So given this recent factoid...    let the mod recognize his troll...    

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

  • rommellorommello Member, Newbie CommonPosts: 185
    ther not making games thats wher your wrong...ther making cash scams most of them

    hallo ~_~

  • PhelcherPhelcher Member CommonPosts: 1,053
    Originally posted by rommello
    ther not making games thats wher your wrong...ther making cash scams most of them

     

     

    LOL^

     

     

    Drum roll please.....

     

     

     

    "No they are not charity. That is where the whales come in. (I play for free. Whales pays.) Devs get a business. That is how it works."


    -Nariusseldon

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