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Member Since 24 Aug 2009
Offline Last Active Feb 24 2014 05:45 PM

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In Topic: The Elder Scrolls: Online

21 February 2014 - 05:42 PM

Having done extensive beta testing for this game, I feel like summarizing the issues will probably do best than typing out a wall of text corresponding to everything wrong with this game. On the flip side, there are at least a few good things to discuss.

Points of Interest:
  • Cyrodil is HUGE! Epic feel to the map.
  • The walk time and exploration time is long, its like ten EBGs stacked side to side and back to back.
  • It's largely empty, the majority of the landscape is almost completely erroneous (though they've hidden a thing or two here or there for special crafting stations and special items). To reference EBG again, its like the Grub or Arbor Spirit; they exist but no one gives a shit because we're there to kill people.
  • The warp-to-alliance holding is stupid. It undermines the map's size, promotes zerging, and is a worse snowball mechanic than Waypoints in WvW.
  • Its filled with PvE-style grind quests to farm AP if you're scared of the big bad PvP.
  • Despite what people say, when you are not part of the PR weekends, this game starts to chug under pressure.
  • The resources management is almost entirely automatic, very limited resource gameplay and it serves as more of a distraction or set-up spot for the aforementioned teleporting to alliance structures.
  • Siege requires no resources. Buy it, place it, and *flash* its built instantly.
  • No decay timer, its there until you pack it away or it gets wrecked.
  • Keeps have a 20 siege cap placement (this has actually been getting changed) for the entire structure. If someone throws down 20 pieces of siege in a completely inoperable place, have fun breaking down the door with your bare hands.
  • Most of the siege is impact-less. It doesn't scare you at all.
  • Trebs have unrealistically short range.
  • The game is very Skyrim~esque in aesthetics.
  • There is a very heavy tendency towards murky textures and colors, especially in Cyrodil around keeps. This makes it very hard to often times discern a projectile from a harmless rock.
  • There are very few armor sets with unique models, most are retextures on the same base model.
  • There is no wireframe modeling, and this greatly limits or greatly makes-ludicrous the animations of the characters.
  • Heat seeking missiles on everything, this includes melee.
  • The game's detection of player state is bad. This is likely a latency issues with their servers as you will constantly see knockdown people remain in a prone state but still acting out skills.
  • Everyone gets stealth.
  • Nightblades get 4x damage out of (proper) stealth and can effectively wield 2-handers. They can and will instagib people.
  • The amount of control is worrisome.
  • There are no cooldown mechanics on skills, instead abilities are limited by your magicka. I do not personally like this because it strongly promotes degenerate stealth-spike-run gameplay.
  • Strangely, in-spite of the previous bullet, the combat feels incredibly slow when you get into a proper engagement.
  • The feel and weight of combat is bad, really bad. Particularly in melee. This is partly because of the previously mention lack of wireframing on models. Do not expect this to be fixed, they picked very, very cheap modeling tools for the game.
  • Melee is broken, only heavy stealth melee works for anything at the moment in PvP.
  • The combat isn't fluid, its very mechanical in feel.
  • Dodge is poorly implemented GW2 dodging, while the action elements like blocking/interupting are poorly implemented TERA equivalents.
  • Don't even bother trying to play in First Person.
  • Frankly its pretty bad if you actually want PvP and not roamaroundgankingsmallgroupsorindividualswhilefeelinglikeaninja.
  • The teamplay dynamics are just not built for PvP, they are built for PvE and pretty dumbed down. No party-targeting skills, everything is PBAoE or smart-cast that just does the work for you.
  • The tanking skill trees are entirely useless.
  • Heat seeking missiles on everything, again.
  • (They are fixing this) Many projectiles and spells just cannot be discerned from the equally dull, brown background.
  • Many effects are eye-searing while also hard to tell where they start and end.
  • Exploring is fun.
  • Dungeons are boring, easy, and about as well designed as Hrouda's PvE was in GW2.
  • They are keeping upper level details very obscured even from us.
  • I don't really play for the PvE so....
It's just not worth 15$/month.

In Topic: Major WvWvW update has been postponed

11 February 2013 - 10:31 PM

View Postkidawk, on 11 February 2013 - 10:06 PM, said:

Desperately coming to ANet's defense much?

No, and try to read better.

View Postkidawk, on 11 February 2013 - 10:06 PM, said:

Culling isn't bad? Minor inconvenience that can be solved with scouting... mmm... yea, scouting isn't always going to help. Still, even in PvE, it is bad.

No where in my whole post does the statement "Culling isn't bad" or even the notion of such, ever get mentioned or made. I said it is bad, it is an inconvenience, most bad things are inconveniences, that can be alleviated by scouting. PvE is irrelevant to this discussion, not sure why you bothered to bring it up in a discussion about RvR.

View Postkidawk, on 11 February 2013 - 10:06 PM, said:

I was there for Warhammer launch, didn't notice any huge issues other than performance especially in big battles. GW2 has the same with culling. Personally Id rather take a hit in frames than not seeing a huge force of enemies. Other than that, the only bugs I recall for the most part were getting stuck to the terrain type bugs. Bad game design? It wasn't that bad, maybe you were one of those who got punted (knockback) off a highly elevated platform, falling and crying to your death as you crater into the ground.

You either didn't play much or just didn't pay much attention. The game had fundamental design issues, clear class favoritism to a startling degree, broken mechanics and classes, and the performance was utter crap on many a computer that people simply couldn't even play in the big sieges. I'll take culling and a function FPS over what WAR brought around.

View Postkidawk, on 11 February 2013 - 10:06 PM, said:

Here is how F2P I am, I spent 30 bucks on PS2. For what? Well, I wanted some items sooner than later, didn't NEED them just wanted them. Might have taken me about 4~ days casually to get them. Just wanted them right then and there.

That is just a weak point to pick and clearly shows that you are likely not an avid player of PlanetSide 2.

I know I'm not an avid PS2 player, I even stated I didn't like the game. It's not a hard conclusion to draw that, if I prefer WvW to PS2, that I'd likely be playing GW2 and not PS2. But, on the basis, most of your points are equally weak with GW2 in mind.

View Postkidawk, on 11 February 2013 - 10:06 PM, said:

It is fine that they have the exchange for the players, it is definitely fair. Just, well, I have seen people in my time playing GW2 who bought gold from farmers. I never have, didn't have a need. The whole idea behind their gems/gold exchange to avoid farmers has failed for the most part. It was a good try though.

The idea behind it was also to help players buy things in the gemstore...

...For which it has succeeded.

Why is this a failure again? RMT will always find ways around systems in place as they have this one by selling things other than gold.

View PostCalmLittleBuddy, on 11 February 2013 - 10:18 PM, said:

WvW is still treated like a mini game.

That's pretty much what you'd get when you have a development team of 3.

Now we have more than 3, so things can't really get worse.

In Topic: Major WvWvW update has been postponed

11 February 2013 - 09:27 PM

View Postkidawk, on 11 February 2013 - 06:19 PM, said:

Culling is on par with the bugs that riddled Warhammer Online.



Culling is bad, its an inconvenience without proper scouting, but its certainly not Warhammer bug/game design bad.

View Postkidawk, on 11 February 2013 - 06:19 PM, said:

Something that I noticed about Planetside 2 that is a bit revealing is the lack of 'gold farmers' spamming the communication lines. Yea, I understand that one is an MMOFPS and the other is an MMORPG but Planetside 2 has more incentive for me to login, have fun w/ friends, progress. Progress in legitimate hopes of more content.

PS2 has its own issues like the extensive reach of its cash shop. Anecdotal evidence is pretty much pointless though because I can say the reverse of GW2 WvW vs. PS2 combat... which is true for me as much as what you said is true for you, but certainly irrelevant to the discussion overall.

View Postkidawk, on 11 February 2013 - 06:19 PM, said:

This whole gold/gem exchange concept hasn't really worked for ANet's benefit either. I have thrown more money at Planetside 2's way then any F2P game to date.

Ever consider that this might have been... for the players?

View Postnf4mous, on 11 February 2013 - 08:26 PM, said:

edit: don't get me wrong, GW2 is a nice game, but there's now an ever increasing PvE gear grind, along with rather mediocre RvR.  The base system for it is flawed (see mass exodus of pvpers from Stormbluff Isle as one of many examples), and I'm not holding my breath it will change.

Ever increasing sure is a weird word to use, and I don't think the WvW is mediocre. I think its, well hopefully was, the neglected red-headed step child that turned into a dark horse rather unexpectedly for ANet with an excellent basic core, balance, and thought put into what there is. Consider what they saw it as before launch: a place for PvErs to jump into PvP and have some week-long big, battle conflict. We turned into a hyper competitive, dynamic conflict with guilds regularly developing new tactics and adjusting to said changes in tactics, that all speaks to a good but neglected core design.

Your reference to SBi is also utterly baffling, that wasn't the game's fault. That was WM's last minute, dramatic jump down to Kaineng which shattered the server.

In Topic: Flame and Frost: The Gathering Storm

07 February 2013 - 05:26 AM

View PostFoxBat, on 07 February 2013 - 05:25 AM, said:

"This peaceful green vale, nestled between cliffside shrines to the norn Spirits of the Wild is about to echo with the sounds of combat. In Spirit Watch, players will score bonus points by capturing the Orb of Ascension and running it to any of the three shrines on this newest PvP map."

It's just like legacy and forest, there are side objectives worth bonus points, but that doesn't change the "main" route to victory.

Very well, I apparently cannot read. Go me.

In Topic: Flame and Frost: The Gathering Storm

07 February 2013 - 04:53 AM

[quote name='omar316' timestamp='1360211603' post='2159798']Though the implementation would change things up a bit, they are really just buying time, month long events? Really?
Same crappy sPvP capture the point? No concrete details on a proper ladder and another delay for WvW.

Var, I'll agree with everything you said, but no way I'm going to be sympathetic or forgiving.
Still the only redeeming fact is that its free to play.[/quote]

The new map doesn't seem to be KotH/CtP like other maps, this seems to be specifically designed to answer the "no other formats" issue while keeping the general frame work of what sPvP has been so far, and that is a point system but not based on KotH/CtP like everything else but CtF. Actually, I'm not even sure how you got CtP from the preview unless it follows WoW's Eye of the Storm battleground but if that is the case then CtP points would be completely minimal to the CtF aspects, otherwise there'd be no real point to the CtF aspect. Portal is going to need to be adjusted or they may as well just delete the damned thing.

If you follow the sPvP community, you'd know that player ranking has already been stealth introduced as has an invisible ladder system to go along with the system to make an overall matchmaking environment in the past week of 1v1 paids. There's actual life in that arrested coma patient and game pops are nigh instant and players have wandered back into the fold. The use of Khylo next is a good following step, and dismissing Capricorn as a map that never happened is another good step.

Once they polish the maps and introduce full map rotation which, looking at the time line, should be about completed by the time this update rolls out, then the 1v1 will be pretty set as a solid base work for a competitive environment. Matchmaking, rankings, and ladders are pretty much already in the game, they are just invisible at the moment.

There are some other restrictions and fixes that need to be made to really fix up the format but this is a great start. Having an update with this in it is anything but bad even if its late.

I don't see why you or any one would need to be sympathetic or forgiving.

[quote name='omar316' timestamp='1360211603' post='2159798']These crapdates are starting to be nothing but launch features delayed.[/quote]

Guild Events is certainly new and, as I said, could be rather substantial even if, in words, they are all of a paragraph.