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  • eyeball2452
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Recent Comments:

League of Legends discusses jungling changes in patch preview {Massively}

Nov 27th 2011 6:40PM @h4ngedm4n

Well, jungling's never going to be for level 1's, but maybe it'll help the level 10+ that understand the basic game mechanics.

I'm not an expert at jungling, but I've read enough guides to get the general gist of what it's supposed to look like (paths, mob placement, mobs, gank timing, etc). At level 13, I've yet to see anyone do it right ... not put the team in a hole for the laning phase. We might win despite the jungler, but never because of them.

What I wonder about is the minion nerf. I never find the minions killing people or really killing earl skirmishes, so I'm not sure why that change is being made.

The Daily Grind: What do you do when you're in a queue? {Massively}

Nov 27th 2011 6:33PM @DarkWalker

Yeah, I usually pick up another game if there are huge queue issues. If I find something good on my 360, I'll just unsubscribe from the MMO. I put up with queues 7 years ago. I have much less tolerance for them today.

Enter at Your Own Rift: Will RIFT survive the SWTORacolypse? {Massively}

Nov 24th 2011 1:49AM Yes. When Trion did something right, they nailed it. The class system. World design. Grouping. TOR looks very polished, but it appears to have adopted a lot of designs reminiscent of MMO from 5+ years ago.

Having said that, the weakest part of Rift and TOR is the combat. It's the same basic hotkey stuff we've seen for the last 10+ years.

Leaderboard: Champions Online's Defender vs. City of Heroes' Statesman {Massively}

Nov 7th 2011 7:16PM Where's the Positron option? I can't be the only one that realizes Statesman, both in game and RL was nothing without Positron.

Hyperspace Beacon: Crafting preview {Massively}

Oct 26th 2011 1:24AM Well, crafting solved for two problems. It provides temporary and permanent stat customization. Like everything else in MMO, the critical variable here is usually time involved to either farm or produce an item.

After seeing Rift's total failure in terms of broken/non-existent player markets, I get why crafting is important. However, I'm not a crafter and I personally find that it gets in the way of playing the game. So, finding a balance between forcing players to get involved in player economies and the time spent there vs actually out in the game world playing the game is a huge challenge.

Rift was probably a little too lenient, while WoW (especially in TBC) was a total hindrance to actually having fun. I'm just saying, was farming motes or farming anything to buy motes any fun at all? Yeah, you could just build a spreadsheet and abuse the AH, but that wasn't necessarily that much fun either imo.

Hopefully, TOR can find a balance. One of the largest problems is generally gathering and it looks like TOR is at least addressing the problem. Gathering professions in MMOs are probably one of the least fun game systems ever invented.

Star Wars: The Old Republic talks instanced regions and hubs at NYCC {Massively}

Oct 17th 2011 7:41PM Less story focused instances? Are they double counting to get to 15 or did they give up on the story already?

Maybe it's me, but this is the second time I've heard anyone say not say story, story ... story, gameplay, story ...

The first was when Bioware said the first run through all instances would involve story aspects, which unlocked the instance grind for rewards.

BioWare says gamers find it hard to go back to other MMOs after playing SWTOR {Massively}

Oct 17th 2011 7:35PM @belgeode

Wait for the release.


I agree. It's a questionable statement. TOR will be a success if the MMO market expands again. I think the theme park MMO genre is starting to get stale for veteran players though. The voice acting is awesome, but the game play looks meh to me. In saying that, you can basically compare any TOR ability on the website directly to a WoW abilitiy or Rift ability with slightly ... slightly tweeked cooldowns, and damage.

Star Wars: The Old Republic increases invitations to this weekend's beta test {Massively}

Oct 5th 2011 1:20AM @Lafajet

Lucidus is right on. NDAs to hide in development game mechanics is a weak reason at best. It didn't hurt WoW. I remember reading the vanilla beta forums when Thousand Needles was just being implemented. Watching the development is extremely interesting to me.

Developers, like many people, are just scared of feedback when they have no idea what they're doing. Many MMO developers start MMO projects for the money and without a lot of expertise. That's why they hide behind NDAs.

From experience, I would suggest MMOs that have hid behind NDAs until launch have all been very poor products. AoC, TR, WAR, CO, etc are all MMOs that were very poor game at their launch.

BioWare founders: We make the decisions, not EA {Massively}

Oct 4th 2011 12:28AM @cotheer

I believe Mike Morhaime said the exact same thing about Activision and then two weeks later, the LA Times reported that Activision's 10k showed that Blizzard had lost its autonomy and Mike was reporting to some SVP at Activision.

The Daily Grind: Can you have too many options at character creation? {Massively}

Oct 2nd 2011 12:32PM No. After playing a number of MMOs, customization becomes very important since many MMOs begin to blur together from both a game world and game mechanics perspective.

Character customization is a product differentiator. Simple things like dyes have a huge impact on making MMOs more interesting. Obviously, CoH's costumes were just plain awesome. Loved watching the nightly costume contests on Triumph back in the day.