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Player Consequences: Movie Magic and MMOs {Massively}

Dec 18th 2008 6:56PM I'm not sure if Turbine has the rights to publish anything related to Lord of the Rings Online. Even though they've added a lot of original lore to the license with the recent Mines of Moria expansion, I don't think they can make any novelizations.

Player Consequences: Closing Time {Massively}

Dec 5th 2008 7:44PM The problem at least for me is that a lot of publishing companies that specialize in MMOs don't have a method for keeping their older games afloat. Turbine and NCSoft would definitely benefit if there was a subscription method that gave access to all their games.

I personally don't think Aion is going to catch on big for several different reasons including how they've handled Tabula Rasa. However, I think Guild Wars 2 will be a big success for them and might help them recover some of their standing with MMO players.

Player Consequences: Slow and Steady {Massively}

Nov 24th 2008 8:18PM I think Warhammer should manage to hold together a subscription base in the 200k range. I did wish they held off on releasing until after Wrath of the Lich King, but who knows maybe Blizzard would have just delayed longer.

This quarter has been so jam packed with releases like the Shadow Odyssey, Mines of Moria, Wizard101 and Warhammer. It almost seems a waste since Wrath of the Lich King is overshadowing a lot of them. It's a shame that game companies are under pressure to release in time for the holidays.

Player Consequences: WAR games {Massively}

Oct 21st 2008 6:09PM I'm actually a public quest junkie. The scenarios are fun in Warhammer but they aren't the best part of the game. The problem is that they are the fastest way to level and a lot of players just want to hit the max level as fast as possible. Hopefully, Mythic's first patch will even out the rewards a bit more and we'll RvR will be a real possibility. I know on my server that its very hard to get anyone to join a keep siege for anything below tier 4.

Player Consequences: Are MMOs finished with forums? {Massively}

Sep 28th 2008 3:26PM Maybe MMO's should look at a combination of both methods. Have a technical support and bug reporting forum run by the company and let fan sites handle the class and game play issues.

Player Consequences: Getting back to Grouping {Massively}

Sep 4th 2008 7:15PM Some nice responses in this thread and it looks like a lot of people have varying experiences with the MMOs I talked about. I going to clarify a couple points I brought up.

World of Warcraft does have a lot of group quests involving dungeons and elite mobs to kill. However, these type of quests seem more designed to encourage temporary grouping. Everyone wants to team up for the elite mob in the area, but no one wants to stay grouped for the collection quest which comes afterwards. Players should be able to solo to max level, but there shouldn't be game design which automatically breaks up a group after the "hard" part.

I should also mention that I played EverQuest from Kunark to Gates of Dischord and that the game was very group oriented at that time. There wasn't really a concept of PUGs being bad since grouping with strangers was a requirement to level. It was just sometimes you had bad luck and unstable connections. I tried the game again recently during the living legacy promotion and its much more friendly to solo though the combat is still too slow for my tastes.


Player Consequences: Why We Subscribe {Massively}

Aug 20th 2008 6:44PM There's a lot of different payment models being thrown around and it should be interesting to see if any besides the subscription model takes off. I know the micro-transaction model often gets large numbers of players, but they often make much less money then other games. I think the tiered subscription model like Dofus or Runescape has a better chance of catching on.

There is definitely a growing desire from players to be able to try out new games without droping money on a box and a monthly commitment. The only bad thing about the standard subscription model is that it really ties a player to only one or two games.

Player Consequences: Item Decay, No Way {Massively}

Jul 13th 2008 7:55PM I know it's scary. Truthfully though I've been playing MMO's almost exclusively since EverQuest came out. The Diablo series never billed itself as a MMO, but playing it now its easy to see how much of a influence it's had on World of Warcraft. I'd almost say its a precursor to modern MMOs like early text based MUDS.

Player Consequences: Item Decay, No Way {Massively}

Jul 10th 2008 6:08PM Having to constantly monitor the durability of your items to prevent having them destroy is a horrible game mechanic. Instead I'm more partial to making it so special PvP based items were destroyed when you were killed. Then you could tie crafting professions to these special PvP items and bam! better economy.

Say if flying combat in the upcoming Wrath of the Lich King required engineers to make gyrocopters. If you were shot down then it would be reasonable that the gyrocopter would be destroyed. Think about how you could encourage the engineering profession by having gyrocopters with different attacks and uses. To make things fair you could even limit their use to only the Lake Wintergrasp zone but make them cheaper to produce then the regular flying engineering mount.

Player Consequences: The Need for Speed {Massively}

Jul 1st 2008 6:19PM Age of Conan did cut some corners by having NPCs port you across the sea routes. I would have prefered that you at least boarded the ship and then have it leave the harbor. On the other hand, it does have a great mix of mounts that are useful in different situations. The horse has some great special attacks like its hindkick. Of course people mostly use it to knock other players off bridges, but it can be useful in actual PvP also.

WoW has a great variety of mounts, but they're pretty much only useful for traveling. In my books that makes Age of Conan better in the mount department.