Feb 16th 2012 6:53PM @Bezza
right... same here. i think the only down side is that we don't group as often because it is impossible to communicate with other players as well as we do with each other; thus we get impatient with how slow others are at doing things; but SWTOR has us covered with companions for most things, so, golden
Feb 16th 2012 6:50PM this is why I did not subscribe to my first MMO until I ensured my spouse had a proper machine for playing as well. now the problem is that she wants to play more than i do ;) sometimes it is also she wants to play WoW and I want to play SWTOR - but these are problems we are both happy to have
Feb 15th 2012 8:58AM @h4ngedm4n
Mosaic Netscape 0.9 – October 13, 1994
wikipedia is your friend ... Mosaic did not even come out until '93
on the other hand, 486 was pretty common as the first Pentium came out in '93
whatever happens 20 years from now, rest assured very few will remember today accurately
Nov 7th 2011 1:44PM i think Neal Stephenson may have gotten this right in his latest book. The MMO that fully embraces bots and gold farming as essential components of the game is going to be full of win.
All the cries of bad design in the comments here are missing the point, the bad design is that the game does not allow for the people that wish to do this to contribute in what is viewed as a legitimate way. Its a free to play model where all transactions are between players and the MMO developer just takes a little tax off the top. THEN everyone would be all for someone spending all their time out in the wilderness collecting resources to sell them on an auction house. Resource gathering is not fun for most people, so why do it at all? Just drop $10 for a bunch of gold/tokens/credits and buy all the resources you need.
The problem is not that the designers are unable to stop these players, it is that they have not embraced them.
A few virtual worlds have tried this already and failed, but someday, someone will get it right, and that developer will become a juggernaut.
Aug 17th 2011 8:27AM perhaps it is unfair to judge a presentation based on a condensed retelling in a short blog post; but identifying a problem is only the first step in understanding how to solve it. as several comments have pointed out, these are all issues every MMO player has heard before. the second step after something is identified is to understand why it exists, and that does not come across in the article. longevity, scalability, replay all motivate the problems this guy sees with MMOs. to propose solutions one needs to tackle those head on.
MoB respawn does seem kinda lame, but it exists for scalability, one possible solution is migration, remote spawn points, and then the MoBs spread out from there. conquer that spawn point and a new one emerges, perhaps even more remote.
permadeath? well it poses a serious playability issue. but, what if it was not unexpected? what if there was a reverse experience bar? as you die and resurect over the course of play you could see the final end coming closer. you take on an apprentice NPC, or a few, train them, prepare them to become your 'main' at the time of your inevitibale demise. if done well, this could actually be one of the most memorable and exciting experiences a gamer will have. the climactic final battle. the glorious end... and the fight is carried on by the apprentice that steps in to fill their masters shoes.
all these concerns CAN be adressed, but they need to be throught through. the solutions should always strive to address the concerns that created the issue in the first place as well as enrich the game experience.
Mar 1st 2010 1:06PM http://www.wow.com/2008/08/21/scattered-shots-how-do-you-make-sense-of-all-the-beta-hunter-ch/comments/13820934/
year and a half later and we are finally seeing some consideration. there was another comment on the same article that suggested ammo type be like rogue poison, so, there is already a good model in place.
in cat hunters are going to be a lot like ranged rogues than the ammo based mages they are today.
Dec 29th 2009 4:25PM Here are some ideas for content that could have been.
Instance - The Geyser Fields (Mecha instance!)
Just too much missing to even know where to start...
Raid - Wyrmrest Temple (obviously unfinished)
Raid - GrizzleMaw (furblogs!)
Instance - Bloodmoon Isle (Worgen!)
Instance - Thor Modan (Iron Dwarfs!)
Raid - Utgarde Keep
Instance - Gjalerbron (Vykrul & Scourge)
Instance - Scalawag Point (we NEED a pirate instance!)
Instance - Balargarde Fortress, Jotunheim (a big place like that would be a great chance for some Vykrul lore)
Instance - Onslaught Harbor (Scarlet Monestary round two, this time with catacombs)
Instance - The skyreach Pillar (Wolvar, can only enter if you are hated by them)
Instance - The Mosslight Pillar (Oracles, can only enter if you are hated by them)
Instance - The Maker's Perch (VH style big game hunt with Hemet Nesingwary, killing the titan's prototypes)
Instance - The Maker's Overlook (D.E.H.T.A. counter instance to protect the endangered species from Nesingwary)
Instance - Valkyrion (Female Vykrul & Proto Drakes)
Instance - Terrace of the Makers (Titan Mecha)
Raid - Gundrak (even though there is a lot of QQ it is obvious there is meant to be a raid in this place)
Overall I feel like a lot more story could have been behind the power struggles of the LK's minions. They are all attempting to use the power the LK gives them to make bigger gains in Northend, we really do not get a good sense of this when everything is is LK exclusive.
Sep 21st 2009 2:56PM to look at the other side of that coin, articles like this encourage the large "i've only ever played wow" base to go out and give another game a try.
Sep 15th 2009 1:48PM know of any all druid guilds?
Sep 10th 2009 3:42PM did not mention the ilvl checkbox? makes that item compare a bit easier