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Real Name CH   
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Nickname Endo
Email Concealed by request - Send Mail
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Homepage http://
Signed On May 6, 2008, 23:34
Total Comments 304 (Amateur)
User ID 49520
 
User comment history
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News Comments > Origin Auto-Adds Steam EA Games
106. Re: Origin Auto-Adds Steam EA Games Feb 29, 2012, 18:23 Endo
 
The pickle wrote on Feb 29, 2012, 18:03:
people who complain about Orgins & use steam = Hyprocrites!!
nuff said!!!
First, it's neither "Orgins" nor "Origins".

Second, Origin the PC game distribution platform is a complete steaming pile of horseshit compared to Steam. (Just as EA is compared to Valve.) Not that Steam is perfect, mind you, but there's plenty of reasons to like Steam and despize Origin.
 
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News Comments > Game of Thrones Web MMORPG Details
3. Re: Game of Thrones Web MMORPG Details Feb 29, 2012, 11:54 Endo
 
Slashman wrote on Feb 29, 2012, 10:51:
I just don't see this working out.

I love Martin's work...but it doesn't really make me want to play games based on it.
Exactly. What makes his work great is the characters, the drama, the story. None of it translates all that well really to any video game format, and particularly not an MMO.

But as for his books, he's probably my favorite author and has been for quite some time.
 
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News Comments > Star Wars: The Old Republic Patch Plans
57. Re: Star Wars: The Old Republic Patch Plans Feb 27, 2012, 19:04 Endo
 
Creston wrote on Feb 27, 2012, 14:25:
Lorcin wrote on Feb 27, 2012, 02:16:
Creston wrote on Feb 26, 2012, 23:51:
On topic : Has anyone played through several of the classes' storylines? Are they different enough to warrant playing through them, or are even those just variations of "go here and kill X of Y?"

Creston

There's a Class plot line per planet but that is maybe 5 missions which is specfic to the class. The other missions you pick up on each planet are the same as the other classes.

Shit. So much for this being 8 single player games in one...

Thanks Lorcin. Edit : Thanks as well Jonny!

Creston

It's not quite that simple. The class missions, while a bit sparse, are in fact well worth it to me to create characters of each class. But there's more than that. There's also interactions with all of the 6 companions each of the 4 base classes comes with, which can vary from simple conversation missions to full-fledged unique quests. And then there's also things that make all the other common quests different for your different characters. First, there's always several choices (some of which actually make a real difference depending on how you choose) and you'll find yourself choosing different options for different characters based on whether you decide to play light side or dark side, but also based on what your companion of choice is probably going to like or dislike. You also get some different options and cutscenes depending on whether you're a sith/jedi or not, and you also get different options depending on gender.

There's also alternatives to questing for leveling. If you've already leveled one character and you're not finding the differences in repeat quests to be different enough, you'll find you can level very quickly by doing your class & companion quests, space combat misssions, and flashpoints. The downside here is that space combat gets very repetitive and it can be difficult to find a group for flashpoints due to dwindling populations. Things that were easy to find a group for in the first month are now basically a crapshoot.

It's still worth the monthly sub for me at this point, because I'm still enjoying playing my various alts (I have at least 1 of each base class on empire side). That being said, I'm fairly certain I'll be permanently done with the game in another 3-6 months.
 
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News Comments > Mass Effect 3 = 40 Hours
13. Re: Mass Effect 3 = 40 Hours Feb 27, 2012, 12:50 Endo
 
, MCV also points out that Destructoid recently put on a green visor to do some accounting to tally up what it would cost to get all the DLC planned for Mass Effect 3. This results in an eye-popping $869.91 price tag

And people think subscription games are expensive. LOL.
 
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News Comments > Blizzard's Free-to-Play Plans?
21. Re: Blizzard's Free-to-Play Plans? Feb 24, 2012, 15:05 Endo
 
Fion wrote on Feb 24, 2012, 01:44:
eunichron wrote on Feb 23, 2012, 23:15:

I'm sure that has absolutely nothing to do with the 1 year free Diablo 3 subscription plan they offered in that quarter. Mean

Funny thing is you could purchase Diablo III three times over for the price of a year of WoW. All those idiots bored to death of the game signed up for a year just to get it free, not even realizing that lol.
Or more likely they figured they're going to pay for another year of WoW anyway, may as well get a free game out of it.

Just because you and I have no interest in playing WoW any more doesn't mean no one else does.
 
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News Comments > EA Financials
13. Re: EA Financials Feb 2, 2012, 00:12 Endo
 
Creston wrote on Feb 1, 2012, 21:22:
I thought active subscribers meant people who signed up after their free month?

Creston
Normally that's how it gets tallied. But keep in mind, with SW:ToR you MUST subscribe to play the game at all, even for your first month. So technically, whatever number they hit for active accounts, that same number was also their active subscriptions.

I'm currently still playing and enjoying the game, but I highly doubt they've had 1.7 million who stuck around and paid for a second month. But that's just my guess.
 
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News Comments > The Lord of the Rings Online Expands This Fall
24. Re: The Lord of the Rings Online Expands This Fall Jan 26, 2012, 00:35 Endo
 
Alamar wrote on Jan 25, 2012, 19:02:

As if grinding for gear isn't bad enough, at least we don't have to grind for skills and abilities...

-Alamar
Obviously you've never played GW, but I'm still baffled just how you imagine people grinding for skills and abilities.

But that aside, let me assure you, there's no grinding for skills and abilities in GW. There's normal skills and elite skills. Normal skills can be purchased from various NPCs. Finding the NPC that has the skill you're looking for can be a bit of an adventure, but once you've found him, well, there you go. Elite skills are generally acquired by killing a special boss mob that has the skill, then capturing it from him. I could go on in detail about how grinding (and the lack thereof) works in GW, but this is not the right place for that.
 
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News Comments > The Lord of the Rings Online Expands This Fall
12. Re: The Lord of the Rings Online Expands This Fall Jan 25, 2012, 14:49 Endo
 
Nomaar wrote on Jan 25, 2012, 13:08:
Endo wrote on Jan 25, 2012, 12:24:
"and grinding for gear doesn't cut it."

Uh, yeah... but that's generally the entire purpose for increasing the level cap: to force everyone to grind for gear all over again. That's THE biggest reason I don't like level cap increases.

GW kept adding new skills and abilities to collect as a way to keep advancing your character. New gear was available from the new dungeons and other content they added, but the stats were the same as the old gear. They just had new cool skins, which as it turns out is plenty incentive for people to put in lots of effort to acquire them.

But above all, the new content was just fun to play through.

Don't get me wrong, GW wasn't perfect. There's many reasons I quit playing it. But this is one area where they definitely got things right.

So what you're saying is that people still grinded for new gear in the GW expansion, but they did it to look cool, instead of getting more stats. What is so innovative about this? And all MMORPGs usually include new skills and abilities in their expansions, as well as new content to play through.
Some people did, but many people also just bought the items (or materials to craft items) from other players who got lucky.

But that's the cool thing about how the game was designed - if you like to grind, you can do that. If you don't, you don't have to. They also introduced a small bit of ultra-difficult content in Nightfall and Eye of the North that required some faction grinding and highly-skilled players to successfully complete. But again, it's all purely optional. It's like being able to cherry-pick raid dungeons in WoW, and run only the ones you want, and only as often as you want.

Only the central storyline content could be considered "required" in the GW campaigns, and that was trivially easy with no grinding required.

As for new abilities in MMOs, yes they do add them. But they don't add nearly as many, and generally the new abilities are required to complete the new content. Guild Wars abilities are like cards in MTG - they don't give you more power so much as more options.
 
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News Comments > Battle.net World Championship Announced, No BlizzCon 2012
8. Re: Battle.net World Championship Announced, No BlizzCon 2012 Jan 25, 2012, 12:28 Endo
 
nin wrote on Jan 25, 2012, 11:58:
Beelzebud wrote on Jan 25, 2012, 11:45:
I still can't believe that Mists of Pandaria isn't a practical joke on the gaming community.

Oh well, it assures I am really done with WoW!


While I do miss WOW, I miss what it was, and not what it is now, or what MOP will bring to the table.

Same here.
 
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News Comments > The Lord of the Rings Online Expands This Fall
8. Re: The Lord of the Rings Online Expands This Fall Jan 25, 2012, 12:24 Endo
 
"and grinding for gear doesn't cut it."

Uh, yeah... but that's generally the entire purpose for increasing the level cap: to force everyone to grind for gear all over again. That's THE biggest reason I don't like level cap increases.

GW kept adding new skills and abilities to collect as a way to keep advancing your character. New gear was available from the new dungeons and other content they added, but the stats were the same as the old gear. They just had new cool skins, which as it turns out is plenty incentive for people to put in lots of effort to acquire them.

But above all, the new content was just fun to play through.

Don't get me wrong, GW wasn't perfect. There's many reasons I quit playing it. But this is one area where they definitely got things right.
 
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News Comments > The Lord of the Rings Online Expands This Fall
4. Re: The Lord of the Rings Online Expands This Fall Jan 25, 2012, 10:43 Endo
 
Frijoles wrote on Jan 25, 2012, 10:24:
Are you saying MMOs shouldn't increase levels with their expansions?
Yes. Players don't need a "carrot & stick" to keep playing. They just need fun content. Guild Wars proved quite well all by itself that level cap increases aren't necessary, but it's not alone. GW had its share of shortcomings, but at least ArenaNet got that part right.
 
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News Comments > The Lord of the Rings Online Expands This Fall
1. Re: The Lord of the Rings Online Expands This Fall Jan 25, 2012, 10:21 Endo
 
Awesome! Not only do you get to scrap all your gear and start over, you also get to gear up a mount!

Yes, that was sarcasm.

The above is also why I never bothered with LotRO after the beta. If I wanted to deal with that shit I would still be playing WoW.
 
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News Comments > Guild Wars 2 This Year, Beta Expanding Soon
42. Re: Guild Wars 2 This Year, Beta Expanding Soon Jan 24, 2012, 20:31 Endo
 
I hope you're right Fion, but I remain skeptical.

Being able to transfer stats from one piece of gear to another is not at all the same thing as not having a gear grind, and the simple fact they're putting that feature in at all is another big warning sign that reads "GEAR GRIND AHEAD!" You didn't need to transfer stats from one set of gear to another in GW because aside from the handful of newbie gear, all gear had the same stats anyhow (well, once they released Nightfall anyway, and even before then stat differences were minor). And most newbie gear styles also had a set with max stats.

I really really liked the starting setup in Nightfall, where you could literally go pick up a set of max gear about 30 minutes after creating a new character.
 
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News Comments > Guild Wars 2 This Year, Beta Expanding Soon
37. Re: Guild Wars 2 This Year, Beta Expanding Soon Jan 24, 2012, 11:40 Endo
 
PHJF wrote on Jan 24, 2012, 11:19:
I like leveling up. It's not a Pavlovian thing, I just like feeling my characters get stronger. You fight enemies... you level... and the same enemies become a little easier to fight. It's simple, effective character progression and it's why leveling up has been a video game staple for decades.

The only benefit to having an arbitrarily low cap (as in Guild Wars) is that balancing becomes far less work.
I don't mind level progression either, as long as it doesn't include perpetual gear progression as well. The problem is the two usually go hand-in-hand in MMOs, and the former is often just there to enable the latter.
 
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News Comments > Guild Wars 2 This Year, Beta Expanding Soon
35. Re: Guild Wars 2 This Year, Beta Expanding Soon Jan 24, 2012, 09:11 Endo
 
Creston wrote on Jan 24, 2012, 02:18:
Endo wrote on Jan 24, 2012, 00:29:
Second, there's a much higher level cap. Why? A low level cap works just fine. Unless, of course, you're putting in a gear grind, where many levels help drag out the process. I personally am sick and tired of gear grinds.

Speaking purely for myself, I was disappointed when my character was "maxed out" at level 20. I played with him/her for quite awhile more, and would have enjoyed being able to alter / add to him during that time.

It's not guaranteed that a higher level cap does that, of course, as most of the time it just turns into the pavlov's "ding" design that was talked about earlier, but if done well, with interesting character choices to be made, allowing you to build your character longer could be very interesting.

Creston
But that was the thing with GW, there was still plenty of character building to be done once you hit cap. Just not in the same way as most MMOs. Also, if you think about it, continued character building via levels really only means something if there's NO level cap. Otherwise, you're expected to hit the cap, and that's that. More levels just means the increments between 1 and cap are smaller. Doesn't mean you actually get to make more choices or anything. Of course it can seem like you do, but that's just a placebo effect.
 
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News Comments > Guild Wars 2 This Year, Beta Expanding Soon
33. Re: Guild Wars 2 This Year, Beta Expanding Soon Jan 24, 2012, 00:29 Endo
 
I have mixed feelings about GW2 after the first one, mainly because I think they're getting rid of some things that set the first one apart from most MMOs, and made it better.

First, we already know they're getting rid of primary/secondary classes. That's a very bad thing, because it greatly reduces the number of unique builds you can do. We also know you have a lot less control over the skills you can take, because half your skill bar is entirely dependent on what weapon you're holding. Sounds a lot more like the skill systems in most MMOs rather than the one in GW, which makes it an altogether different game than GW, and not in a good way.

Second, there's a much higher level cap. Why? A low level cap works just fine. Unless, of course, you're putting in a gear grind, where many levels help drag out the process. I personally am sick and tired of gear grinds.

I don't care so much about "sandbox" vs. "themepark". What I care about is having content because it's fun to play through, not content you have to run over and over and over because you need to get this or that gear or faction so you can progress and do the next bit of content over and over and over.

Also, they're going to have to find a way to pull in more money faster from the cash shop than they did with GW. The original GW was (relatively) cheap to operate because of how it was designed using instancing. That's gone in GW2, which means it's going to take the same server hardware and bandwidth as every other MMO out there... and that ain't cheap. I fully expect there to be skills or other useful (if not necessary) items you really can't get except by buying them from the cash shop, or by investing insane amounts of time as in most current F2P MMOs.
 
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News Comments > Star Wars: The Old Republic Bans Follow-up
60. Re: Star Wars: The Old Republic Bans Follow-up Jan 3, 2012, 18:22 Endo
 
Flatline wrote on Jan 3, 2012, 17:24:
Endo wrote on Jan 3, 2012, 17:04:
Lorcin wrote on Jan 3, 2012, 15:19:
so tried to add him to ignore and the game said he didn't exist.
Of course, that doesn't really mean much. One of the current bugs is that players often "don't exist" when they're not logged in. Makes it rather frustrating trying to add your friends to your friends list at times. Especially adding their alts.

So he may have simply logged off, may have been suspended, or may have been deleted. No way to know.


Oh man I have other gripes & complaints about TOR.

I'd be more conceptually cool with the "warning" if a patch were to come out in the next day or two after the warning fixing it. Along with a public statement saying "Until patched, doing X, Y times a day is considered an exploit".

As far as gold farmers, they've already started and the banhammer is fine. I got system mail offering to powerlevel my character to level 50 for 20 dollars American.

My complaints are that the game, while fun, is a technical mess on the back end. Bioware and whoever EA hired have real problems with designing an MMO that actually... you know... works. My ping and framerate is more or less rock solid (framerate will dip in certain areas but even in heavy action it stays the same), but get more than two PCs in the same area and you start seeing lag bubbles, glitches, and all kinds of sh*t. Right now if more than 5 PCs are in combat at once in an area my computer CTDs almost reliably. I'm also not the only one to have the mouse freeze during the lag bubbles, ensuring that you can't do anything whatsoever until the bubble passes. We've seen the miracle regenerating monster (the mob gets down to <10% health and instantly bubble warps and is at full health, repeat ad nauseum), mobs that are impossible to loot (permanently "too far away to loot"), companions that die randomly when running through lag bubble areas of the server (it's bizarre that it's constrained to certain small geographical areas) that are instantly raised again if you walk 20 feet out of the area, etc etc... This isn't on a full server with a queue, which I could sort of understand. This is on an average population server, on worlds like Tatooine which had like 30 players total on it, from both sides.

My friend, who was an MMO beta tester at one point, has suggested turning on process monitors during gameplay and seeing if CPU usage spikes during a lag bubble. If it does, it means that the game is sending sync-updates that are way too large and the computer bogs down processing them and trying to run the game and trying to process the normal incoming data all at once. He's also curious if they're running virtual servers, which will seize/allocate system resources the more populated the servers are. If that's the case, low/average population servers may actually literally have not enough resources allocated to them.

What's frustrating is that I'm sending in detailed bug reports constantly, and it's been nearly a week since the last patch. The game is in no state to run a week or two without patching.
Yep, there's definitely a fair bunch of bugs. But that doesn't surprise me, given the publisher is EA. I've seen too much from them in recent years to expect otherwise. Then, couple that with the fact that it's an MMO, and well, there you go.

Thankfully I've not run into too many serious bugs. The list I've seen personally is pretty short.

- Adding friends bug (mentioned my last post)
- "Show Sith Corruption" option constantly resetting itself to the default (on). Seems to happen whenever joining a group, or whenever changing zone/phase while in a group
- Actual ammount of hitpoints of party member not displaying correctly on the UI. Was playing my healing sorcerer and had to keep clicking on my friend's tank companion to see its blue health bar above its head, as the bar by the portrait always showed full.
- Resource nodes unusable. (My working theory as to how this happens is someone scans the node, then for whatever reason doesn't loot it... leaving it still present, but locked, thus no one else can use it.)

I know there's a thousand more bugs that are equally (or a great deal more) significant, so I'm just grateful I've not encountered them.
 
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News Comments > Star Wars: The Old Republic Bans Follow-up
47. Re: Star Wars: The Old Republic Bans Follow-up Jan 3, 2012, 17:04 Endo
 
Lorcin wrote on Jan 3, 2012, 15:19:
so tried to add him to ignore and the game said he didn't exist.
Of course, that doesn't really mean much. One of the current bugs is that players often "don't exist" when they're not logged in. Makes it rather frustrating trying to add your friends to your friends list at times. Especially adding their alts.

So he may have simply logged off, may have been suspended, or may have been deleted. No way to know.
 
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News Comments > Star Wars: The Old Republic Bans Follow-up
19. Re: Star Wars: The Old Republic Bans Follow-up Jan 3, 2012, 12:45 Endo
 
Stolk wrote on Jan 3, 2012, 12:34:
Burrito of Peace wrote on Jan 3, 2012, 10:46:
I feel it's unethical to warn, suspend or ban players who are playing the game within the mechanics you designed instead of the way you intended. If your mechanics allow an action you did not intend, change the mechanics.

Badly said.
I agree. While I'm generally against game developers banning players to cover up poor design on their part, there's also the other side of the equasion: "Our goal is always to ensure a fair game experience for all players while also protecting the rights of individuals, and if people are disrupting the play experience for others action will be taken."

Ultimately the exploiters are going to be vastly in the minority, yet even so in an online game such as this their exploits can have a major impact on the economy for everyone else.

It's not so much about covering up poor game design as it is purely a business decision. Better to piss off a few customers than to have a large number get frustrated and leave.
 
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News Comments > The Old Republic Bans?
40. Re: The Old Republic Bans? Jan 2, 2012, 00:34 Endo
 
theyarecomingforyou wrote on Jan 1, 2012, 20:35:
Solution? Ban the player for one week and during that time fix the exploit. As for the foul language, they need to either employ a filter or ignore it - it's clearly not abusive and therefore should be tolerated, especially in private chat. But banning people for using foul language is unacceptable, just like banning people from playing games for forum comments is unacceptable.
There is a filter and it's enabled by default.
 
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304 Comments. 16 pages. Viewing page 8.
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