Folks knew for a while that SWTOR rather is a singleplayer online RPG, giving the opportunity to group (or duo, considering that companions take a slot) now and then.
One can argue all day if it is enough "multiplayer" to get called MO - but by no means it's "massive" enough, not even on a single level, to get called MMO.
I guess today it's rather the sales or subs qualifying a game as "massive" and not the ingame experience anymore. You can call your game massive with 1mio sales, even if ingame you'd hide the players from each other in say 20 man zones.
Any you may still advertise it like "play with millions of other players online" -even though by technical concepts ingame you barely meet more than 20 anywhere.
Originally posted by lizardbones Originally posted by XImpalerX
Originally posted by LadyNoh are you guys complaining that you care able to do quests without a crowd. each area has multiple instances to hold 100 players. that way your not getting 20 people questing in the same spot.
This would be fine if this game was released in 2001. Its about time for MMO developers to create a solution to this, instead of working around it by "instancing."
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart! The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience. Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence.
The republic fleet was pretty crowded last night. I don't want to fight tons of people for the same mobs either. Another funny thing is I have been questing with guild mates and never have I had to switch zones to join them or find them. I have been in open world pvp on every planet from tatooine on.
I hope as the influx of people slows down, say around january they can figure out how the servers are and get rid of most of the instancing, which I believe is how they put it. They were only going to use the instancing at the beginning during launch as needed and move away from it as the game settled.
In another instanced version of the same zone/world that your in most likely.
omg that's right, i remember that from Tabula Rasa testing, you would choose an instance from one single server, complete insanity.
It's horrible, why do they do such a thing? I mean, did Ultima and EVE do that? And their technology wasn't better.
how can a game be massive without that feel of crowd from around the world?
oh yeah i forgot, you don't get to play with the world, just with america... and not whole america, just the west... and not the whole west, just north-west of it.
Long live the MMO's and their boundless worlds.
it sucks but nearly all the main stream MMOS do this..
In another instanced version of the same zone/world that your in most likely.
omg that's right, i remember that from Tabula Rasa testing, you would choose an instance from one single server, complete insanity.
It's horrible, why do they do such a thing? I mean, did Ultima and EVE do that? And their technology wasn't better.
how can a game be massive without that feel of crowd from around the world?
oh yeah i forgot, you don't get to play with the world, just with america... and not whole america, just the west... and not the whole west, just north-west of it.
Long live the MMO's and their boundless worlds.
it sucks but nearly all the main stream MMOS do this..
This would be fine if this game was released in 2001. Its about time for MMO developers to create a solution to this, instead of working around it by "instancing."
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
Not all players want to see a lot of people around.
I personally think that TORs instances and GW2s scaling will lead to better community for both games, for once you can actually choose the thing you prefer. 2 different games will complete eachother.
But yeah, as an old MMO player I think GW2 seems to be the right direction for me, but that is me and people comming from single player games have different opinions and should have a game as well.
Bioware makes games mainly for their fans just as ANET makes for theirs, anything else would be stupid. WAR was made for Wow fans instead of Mythic or Games workshop fans (Mythic themselves said that) and look where that lead them.
@OP, during over 10 mmorpg launches I've been a part of, there NEVER were a launch "festivities" by default - all I saw was people setting off to play the game, only crowds I've seen besides player organized ones have been the quest mob lines at launch or when an expansion hits (WoW, AoC, WAR, FFXIV, DCUO, CO, STO, Aion, Lotr etc).
So it's like this, just to bash TOR, now mmorpgs are about not being able to go anywhere without running into 10+ people having a party there, or it's a singleplayer game
Just for the record, my average wait time when I ask in general if someone wants to do a heroic quest with me is about 3 seconds.
Edit: PS. Oh and, the crowds are in queue, had queue yesterday morning
We know that population threads one message boards consist of two alternatives.
Omg where is everybody.
Omg I can't hunt anything because every spot is packed. (alternate: omg laaaaaagggg)
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Look it's mmorpg.com forums, the same people who were whining about immersion in TOR now would like to have a line of 100 people to wait for their turn to kill a quest mob /facepalm
@OP, during over 10 mmorpg launches I've been a part of, there NEVER were a launch "festivities" by default - all I saw was people setting off to play the game, only crowds I've seen besides player organized ones have been the quest mob lines at launch or when an expansion hits (WoW, AoC, WAR, FFXIV, DCUO, CO, STO, Aion, Lotr etc).
So it's like this, just to bash TOR, now mmorpgs are about not being able to go anywhere without running into 10+ people having a party there, or it's a singleplayer game
Just for the record, my average wait time when I ask in general if someone wants to do a heroic quest with me is about 3 seconds.
who said anything about waiting to kill look at system rift has or GW2 is putting in.. amazing tons of people can quest in one area and share kills...
Originally posted by sanosukex Originally posted by lizardbonesOriginally posted by XImpalerX
Originally posted by LadyNoh are you guys complaining that you care able to do quests without a crowd. each area has multiple instances to hold 100 players. that way your not getting 20 people questing in the same spot.
This would be fine if this game was released in 2001. Its about time for MMO developers to create a solution to this, instead of working around it by "instancing."
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart! The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience. Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence. If that's how you feel why even play an MMO doesn't make sense to me the point is to play with others if not id just go play skyrim
If you want a bunch of people all in the same area as you, why don't you go play Eve? SWToR provides a decent balance between a bunch of people in the social areas, and sparsely populated adventure areas. That's what I prefer, so why wouldn't I play SWToR?
The point is to play something that I enjoy playing. If that was Eve, then I'd play Eve. If that was WoW, then I'd play WoW. It happens to be SWToR right now, so that's what I'll be playing. What is the point in worrying about all the little nit picky details when what I enjoy is playing the games?
I can not remember winning or losing a single debate on the internet.
I haven't played yet but with all the phasing / instanc taking place, it sounds like the world is setup more like EQ2, unlike WoW. Can anyone advise if this is correct.
Originally posted by Icewhite We know that population threads one message boards consist of two alternatives. Omg where is everybody. Omg I can't hunt anything because every spot is packed. (alternate: omg laaaaaagggg)
Even beyond the competition option, I don't like seeing tons of people in the adventure areas. The worlds generally look more realistic with fewer players out killing mobs and such. Conversely, they look more realistic with a bunch of people in the social areas too. Packed social hubs, sparsely populated adventure areas. I don't know where that falls in the spectrum but that's where I'd want a game to be.
I can not remember winning or losing a single debate on the internet.
I haven't played yet but with all the phasing / instanc taking place, it sounds like the world is setup more like EQ2, unlike WoW. Can anyone advise if this is correct.
Look it's mmorpg.com forums, the same people who were whining about immersion in TOR now would like to have a line of 100 people to wait for their turn to kill a quest mob /facepalm
@OP, during over 10 mmorpg launches I've been a part of, there NEVER were a launch "festivities" by default - all I saw was people setting off to play the game, only crowds I've seen besides player organized ones have been the quest mob lines at launch or when an expansion hits (WoW, AoC, WAR, FFXIV, DCUO, CO, STO, Aion, Lotr etc).
So it's like this, just to bash TOR, now mmorpgs are about not being able to go anywhere without running into 10+ people having a party there, or it's a singleplayer game
Just for the record, my average wait time when I ask in general if someone wants to do a heroic quest with me is about 3 seconds.
who said anything about waiting to kill look at system rift has or GW2 is putting in.. amazing tons of people can quest in one area and share kills...
I see how it solves everything when 100 people rolls over a dynamic event that has 20 mobs max at time around the area. It's going to be so much better. Just like in Rift, where 40 people were in a circle around a rift and one shotted if you were lucky to get a shot off, everything that emerged.
In another instanced version of the same zone/world that your in most likely.
omg that's right, i remember that from Tabula Rasa testing, you would choose an instance from one single server, complete insanity.
It's horrible, why do they do such a thing? I mean, did Ultima and EVE do that? And their technology wasn't better.
how can a game be massive without that feel of crowd from around the world?
oh yeah i forgot, you don't get to play with the world, just with america... and not whole america, just the west... and not the whole west, just north-west of it.
Long live the MMO's and their boundless worlds.
it sucks but nearly all the main stream MMOS do this..
Which might be one major reason why nearly all mainstream MMO's suck.
I wonder if Luke enjoyed adventuring alone? Wait, he almost never did, most characters in the lore always adventured together as a team or group.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Lets be honest, look what crowds did to Dalaran.... it was barely usable. Instancing has some uses...
Who would have thought? Remove the M from MMO and it reduces lag....it is also does something else I just can not put my finger on it..OH YEAH IT REMOVES THE MASSIVE
Which might be one major reason why nearly all mainstream MMO's suck.
I wonder if Luke enjoyed adventuring alone? Wait, he almost never did, most characters in the lore always adventured together as a team or group.
Funny how that works.
Are you saying that different people might have different thresholds of sociability?
That's an amazing observation, wonder why no one ever thought of it until now.
I like how the MMO market comes full circle again and again, always cycling. EQ1: "omg forced grouping sucks!" Pre-WoW "Yay, soloable!!" Post-WoW "omg where are the groups?"
Makes you wonder what's coming up next in the complaint cycle.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Did you forget that you're really just playing a single player game along side a lot fo people?
Doea it matter. Are you having fun? If not, it doesn't really matter if it is single or MMO. If you do enjoy it, it doesn't really matter if its an MMO or single.
Point is, do you enjoy it. Forget all the labels, sandbox, themepark, hybrid, FPS based MMO, etc, etc.
Originally posted by Icewhite Originally posted by Kyleran Which might be one major reason why nearly all mainstream MMO's suck. I wonder if Luke enjoyed adventuring alone? Wait, he almost never did, most characters in the lore always adventured together as a team or group. Funny how that works.
Are you saying that different people might have different thresholds of sociability? That's an amazing observation, wonder why no one ever thought of it until now.
I like how the MMO market comes full circle again and again, always cycling. EQ1: "omg forced grouping sucks!" Pre-WoW "Yay, soloable!!" Post-WoW "omg where are the groups?" Makes you wonder what's coming up next in the complaint cycle.
In another instanced version of the same zone/world that your in most likely.
Yep, was the same shit in Star Trek Online. Houndreds logged into the server but you would usually not see more than 10 at any moment and many instances you were completely alone.
Originally posted by mgilbrtsn Originally posted by tkoreaper Did you forget that you're really just playing a single player game along side a lot fo people?
Doea it matter. Are you having fun? If not, it doesn't really matter if it is single or MMO. If you do enjoy it, it doesn't really matter if its an MMO or single.
Point is, do you enjoy it. Forget all the labels, sandbox, themepark, hybrid, FPS based MMO, etc, etc.
I agree, I guess people are just so negative that they want everyone else who is enjoying something to feel like they do. How does that saying go? "Misery loves company" ?
Comments
Folks knew for a while that SWTOR rather is a singleplayer online RPG, giving the opportunity to group (or duo, considering that companions take a slot) now and then.
One can argue all day if it is enough "multiplayer" to get called MO - but by no means it's "massive" enough, not even on a single level, to get called MMO.
I guess today it's rather the sales or subs qualifying a game as "massive" and not the ingame experience anymore. You can call your game massive with 1mio sales, even if ingame you'd hide the players from each other in say 20 man zones.
Any you may still advertise it like "play with millions of other players online" -even though by technical concepts ingame you barely meet more than 20 anywhere.
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence.
The republic fleet was pretty crowded last night. I don't want to fight tons of people for the same mobs either. Another funny thing is I have been questing with guild mates and never have I had to switch zones to join them or find them. I have been in open world pvp on every planet from tatooine on.
I hope as the influx of people slows down, say around january they can figure out how the servers are and get rid of most of the instancing, which I believe is how they put it. They were only going to use the instancing at the beginning during launch as needed and move away from it as the game settled.
it sucks but nearly all the main stream MMOS do this..
Probably all locked out sitting on hold with customer service, or finally gave up and moved on to other games.
omg that's right, i remember that from Tabula Rasa testing, you would choose an instance from one single server, complete insanity.
It's horrible, why do they do such a thing? I mean, did Ultima and EVE do that? And their technology wasn't better.
how can a game be massive without that feel of crowd from around the world?
oh yeah i forgot, you don't get to play with the world, just with america... and not whole america, just the west... and not the whole west, just north-west of it.
Long live the MMO's and their boundless worlds.
it sucks but nearly all the main stream MMOS do this..
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Not all players want to see a lot of people around.
I personally think that TORs instances and GW2s scaling will lead to better community for both games, for once you can actually choose the thing you prefer. 2 different games will complete eachother.
But yeah, as an old MMO player I think GW2 seems to be the right direction for me, but that is me and people comming from single player games have different opinions and should have a game as well.
Bioware makes games mainly for their fans just as ANET makes for theirs, anything else would be stupid. WAR was made for Wow fans instead of Mythic or Games workshop fans (Mythic themselves said that) and look where that lead them.
Win.
[mod edit]
@OP, during over 10 mmorpg launches I've been a part of, there NEVER were a launch "festivities" by default - all I saw was people setting off to play the game, only crowds I've seen besides player organized ones have been the quest mob lines at launch or when an expansion hits (WoW, AoC, WAR, FFXIV, DCUO, CO, STO, Aion, Lotr etc).
So it's like this, just to bash TOR, now mmorpgs are about not being able to go anywhere without running into 10+ people having a party there, or it's a singleplayer game
Just for the record, my average wait time when I ask in general if someone wants to do a heroic quest with me is about 3 seconds.
Edit: PS. Oh and, the crowds are in queue, had queue yesterday morning
We know that population threads one message boards consist of two alternatives.
Omg where is everybody.
Omg I can't hunt anything because every spot is packed. (alternate: omg laaaaaagggg)
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
Traditional MMO quest systems will send multiple players off to kill a boss. One player kills the boss and gets the loot. The rest of the players have to stand around and wait their turn for the boss to re-spawn so they can kill it and get credit for it. You don't want other players around you because they're stealing your kills and slowing your rate of achievement. MMOs are supposed to be about hundreds, if not thousands of players, playing together in a community, not putting them in the same world and then pushing them apart!
The event system in Guild Wars 2 is designed to specifically address this problem. All players that fully participate in an event are rewarded for doing so; everyone who helps kill a monster or blow up an enemy catapult will get credit for doing so. There is no kill stealing and no quest camping. Everyone works together towards the common goal of the event and everyone is rewarded for doing so. To help ensure there is always enough for everyone to do, our events dynamically scale, so the more players who show up and participate in the event, the more enemies show up to fight them. If a bunch of players leave the event, it will dynamically scale back down so it can be completed by the people who are still there playing it. This careful balance created by our dynamic scaling system helps ensure you have the best and most rewarding play experience.
Events are designed to help bring the community together and to give everyone a shared sense of responsibility and camaraderie in the game world. Even if you're not grouped up with someone, you'll only be rewarded for having more players come help you with an event! In Guild Wars 2, when you see another player you'll actually be excited to see them, where in traditional MMOs you generally think, "Oh great, here comes a guy to steal my kills." Through our internal game testing so far, it's been remarkable to see how well this idea has functioned in practice. Our entire studio has experienced countless moments where we've been drawn together to parts of a map to do events and felt a strong bond with other players; a truly dynamically created sense of community born out of the event system.
I prefer SWToR's method. I don't want an extra 6 people running up to kill the same stuff I'm killing and it has nothing to do with XP or loot. I would rather see crowded cities and sparsely populated adventure areas. Seeing someone out in the world should be a rare treat, not a common occurrence.
If that's how you feel why even play an MMO doesn't make sense to me the point is to play with others if not id just go play skyrim
If you want a bunch of people all in the same area as you, why don't you go play Eve? SWToR provides a decent balance between a bunch of people in the social areas, and sparsely populated adventure areas. That's what I prefer, so why wouldn't I play SWToR?
The point is to play something that I enjoy playing. If that was Eve, then I'd play Eve. If that was WoW, then I'd play WoW. It happens to be SWToR right now, so that's what I'll be playing. What is the point in worrying about all the little nit picky details when what I enjoy is playing the games?
I can not remember winning or losing a single debate on the internet.
I haven't played yet but with all the phasing / instanc taking place, it sounds like the world is setup more like EQ2, unlike WoW. Can anyone advise if this is correct.
Even beyond the competition option, I don't like seeing tons of people in the adventure areas. The worlds generally look more realistic with fewer players out killing mobs and such. Conversely, they look more realistic with a bunch of people in the social areas too. Packed social hubs, sparsely populated adventure areas. I don't know where that falls in the spectrum but that's where I'd want a game to be.
I can not remember winning or losing a single debate on the internet.
http://www.mmorpg.com/discussion2.cfm/thread/339443/Video-FollowUp-Guide-For-Enhancing-Graphics-and-Performance-in-SWTORSorry-still-Nvidia-Only.html
I see how it solves everything when 100 people rolls over a dynamic event that has 20 mobs max at time around the area. It's going to be so much better. Just like in Rift, where 40 people were in a circle around a rift and one shotted if you were lucky to get a shot off, everything that emerged.
there were about 200 people on Hutta when I started
guess they wanted to avoid this:
Which might be one major reason why nearly all mainstream MMO's suck.
I wonder if Luke enjoyed adventuring alone? Wait, he almost never did, most characters in the lore always adventured together as a team or group.
Funny how that works.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Who would have thought? Remove the M from MMO and it reduces lag....it is also does something else I just can not put my finger on it..OH YEAH IT REMOVES THE MASSIVE
Are you saying that different people might have different thresholds of sociability?
That's an amazing observation, wonder why no one ever thought of it until now.
I like how the MMO market comes full circle again and again, always cycling. EQ1: "omg forced grouping sucks!" Pre-WoW "Yay, soloable!!" Post-WoW "omg where are the groups?"
Makes you wonder what's coming up next in the complaint cycle.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
Well, the fact that it is a mmo made be know it would be a mmo.
Doea it matter. Are you having fun? If not, it doesn't really matter if it is single or MMO. If you do enjoy it, it doesn't really matter if its an MMO or single.
Point is, do you enjoy it. Forget all the labels, sandbox, themepark, hybrid, FPS based MMO, etc, etc.
I self identify as a monkey.
That's an amazing observation, wonder why no one ever thought of it until now.
I like how the MMO market comes full circle again and again, always cycling. EQ1: "omg forced grouping sucks!" Pre-WoW "Yay, soloable!!" Post-WoW "omg where are the groups?"
Makes you wonder what's coming up next in the complaint cycle.
It does make you scratch your head doesn't it?
Yep, was the same shit in Star Trek Online. Houndreds logged into the server but you would usually not see more than 10 at any moment and many instances you were completely alone.
My gaming blog
Point is, do you enjoy it. Forget all the labels, sandbox, themepark, hybrid, FPS based MMO, etc, etc.
I agree, I guess people are just so negative that they want everyone else who is enjoying something to feel like they do. How does that saying go? "Misery loves company" ?