Oct 6th 2011 5:11PM I wonder if some of the recent decline is "art imitating life" so to speak. I know personally, I had no shots to contribute because I haven't been playing MMOs regularly for a few months. I stopped WoW back in February, only played Rift for a few months, and haven't stuck with any other MMO long enough to have those screen shot moments.
Some of the screen shots I submitted were taken long ago about a game that I no longer play, so it was a bit weird to submit them. You may find you want to revisit this option, if not on a daily basis, as a sometime feature once some of the new hottness MMOs come out.
Sep 13th 2011 1:40PM An active guild is absolutely essential. I can enjoy a game on my own up to a certain point, but guild is where it is at for end game content.
When our guild became inactive in WoW, all the little annoyances in the game started to make it not fun. And the random community just didn't fill the gap, was a source of added annoyances. Once our formerly active guild became inactive, I quit the game.
Aug 17th 2011 2:06PM Part of problem is how risky and difficult it is to put intangible rewards that appeal to a broad and ever changing audience. Anyone who has read game forums can see how contentious a lot players are and the wide range of play styles that games have to try to accommodate if they want to be seen as responsive to their players. The strident voices get results, sadly, but I often think they aren't the ones who enjoy some of the more intangible rewards to gaming.
Another part of the problem is making a game that can last for a long time. This means making it re-playable without the replay being too boring.
There must be rewards in any game. They have to be goals and things that people are trying to achieve. And games have to be able to not only compete with each other, but with real life jobs, chores, and activities that we fill our free time doing. A lot of the people who pay the bills for games have to juggle many other responsibilities in an increasingly smaller amount of free time, i.e. we aren't kids anymore or we don't want our kids spending their lives online. This means that forward progress can't be TOO slow or it becomes frustrating to people who have to budget their game time.
Aug 2nd 2011 3:42PM I think it will be a balancing act between epic story and protecting all of us from the whining of people who are used to being able to go back to a save game if an outcome isn't what they want.
After all the whining and complaining I've seen over other MMOs, I'm actually happy that there is a little bit of "dummy" proofing in the works. I'd rather see developers and support people working on real bug fixes or new content than dealing with the people who are unwilling to put up with consequences.
There will be many compromises made because this is an MMO format.
Jul 25th 2011 2:20PM I think the pre-orders and early access are what other games would consider their stress testing. Actual game release day will benefit from the lessons learned during the initial flood of people who registered for early access. It is a way to phase in access, balance servers, and know how many people could be hitting them and through which tunnels/servers/routes.
I don't think they'll let pre-order people in until they think the game is finished, but they seem to want to control a few variables during this time period. Some of those variables will involve the amount of customer service requests they have to handle. Others will involve data centers and time zones. Managed access makes sense to me during the initial release. Give a known quantity of game clients a few extra days to work through the starting zones and hope there aren't a lot of Qs and too much competition for in game resources. Then move those folks along before the next set of people from an unknown quantity of accounts show up.
Jun 20th 2011 6:24PM If you have guilds in your game (or clans or whatever you call them), you should have guild banks. Have I played games without them, yes, but why bother having a collective if you don't give it tools to share resources?
Jun 9th 2011 5:42PM Things I liked from watching this:
Holo comm back to quest giver rather than having to travel physically to him.
Watched them add another player to a group and saw that the quest item only had to be looted by one of the group members and used to progress the quest.
The way a conversation choice was made, THEN the roll for whose choice was the winner happened and was displayed off the portraits.
The explanation of light side vs. dark side points and how it was handled for the group dialogue mechanism.
The way the bonus "kill quest" was shown.
How amazingly visible things that could be looted were.
The mention and demo of quick travel back to a location the player had bound (think Soul Recall from Rift, only techy).
There are a lot of really nice bits of info coming out lately, answering a lot of my questions about game mechanics.
Jun 8th 2011 5:42PM Tell you what, all of you who complain about this live stream... How about you give an interview and answer questions all the while trying to do combat and see how well You do?! He was showing people what they asked for and playing with half his attention. Quit trying to read too much into what you are seeing.
And please, if you really don't like the game and don't want to play it, stop being snarky at the rest of us who are really looking forward to it.
Jun 8th 2011 5:20PM While I expect to be too busy playing different story lines to get around to raiding right away, it is nice that as a brand new 50 I could hit a raid if I wanted to, then go back later when I'm better geared, or with a larger group, and have it be more challenging. I'm looking forward to seeing if the ramp up of the challenge really works. 'm absolutely thrilled that I don't have to grind gear just to see raid content.
And there will be more than enough to do in the game if you really do hate raiding. Heck, go PVP and push your enemies off cliffs, or go jump off yourself.
Jun 7th 2011 8:27PM @BigNastey The graphics were dialed down quite a bit to accommodate the live stream, no shadows or other elements were turned on.