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Torrent41

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Torrent41
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  • What many people don't recognise is that players will ALWAYS take the path of least resistance, in terms of efficiency. First person is certainly more immersive, but if you offer a third person view which provides a better overview of what's going o…
  • People tend to forget that the WoW we have today is extremely difficult from vanilla WoW, therefore you can't really generalise. Vanilla WoW had no dungeon finder, in fact no LFG or LFR system at all. It had no cross-server interaction until patch 1…
  • Originally posted by fenistil 1. fully automatic LFG systems = changing game into lobby 2. cross-server tools and making world / zones channels / duplicates= no separate world feel anymore 3. cash shop or rmah = ruining immersion totally + destr…
  • I believe what the OP is trying to say is that the genre as we once knew it, the MMORPG,  is in his words, seemingly 'dead'. We  see games catering very heavily to solo players and not to groups or communities, hence losing the MMO (Massive, Multipl…
  • Originally posted by Naevius Cash shops (the real issue under discussion), are here to stay. Suck it up. Whether you pay nothing, pay for the box only, or pay a monthly sub will not affect the fact that basically every MMO (and almost every game o…
  • I don't mind F2P games, just not in the RPG or MMORPG genres, simply because of the cash shop. If the game was fully free to play, with no cash shop, that would be perfect obviously, but it wouldn't be sustainable. The issue i have is that having a …
  • The problem with the OP's question is that the WoW model has shifted dramatically over it's existence. Vanilla had a pretty hardcore, world-like, RPG feeling to it. Compared to Cataclysm, the game had a completely different design philosophy and mod…
  • I can understand why people dislike SOE (especially if they play Vanguard or SWG). The problem with SOE is they've bitten off more than they can chew in terms of number of products. It seems to me that they don't have enough staff to support all of …
    in SoE Comment by Torrent41 July 2011
  • Originally posted by Castillle Id also appreciate it if you guys who do like this type of gameplay can explain what aspects of it you find enjoyable so I can understand.  This is because I always thought it was silly especially after playing RO (…
  • Levels serve to show a clear gain of strength or some sort of achievement (even if it is only fancy lights), as well as mark your readiness to attain new abilities. The whole system relies around there being something to look forward to (and thus ke…
  • Originally posted by Gazenthia You think that the community in Everquest was full of mature older men and women? Huh? If the community for MMORPGs is shifting it's age demo to something, it's getting older. Players once teens continue to play a…
    in Community Comment by Torrent41 June 2011
  • Originally posted by Dibdabs I used to be really fond of socialising in MMOs, ten years ago, but I got burnt out and cynical because of the ever-growing numbers of players I grew to despise.  The ninja-looters, the gear/gold beggars, the players con…
    in Community Comment by Torrent41 June 2011
  • The simplest way to define it is positive interaction between players. The game is what matters and is what people actually play, and forums are supplementary to that, so in-game community is more important. Usually, forums are somewhat of a reflect…
    in Community Comment by Torrent41 June 2011
  • Wow, RIFT and similar games are the biggest culprits of this, as I think you were getting at. What you're describing is that way simply because talent specs (or soul trees in RIFT) have talents that improve damage, so there will always be certain ta…