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Babe Magnet
Jun 2, 2008

Jazerus posted:

yeah sure, it's totally impossible to prevent capes from going thru your dude's torso and no game has ever figured out how not to do that, it's beyond known science

more seriously, could you explain why clipping is a persistent MMO problem? i understood it in WoW because there are so many different body types you can play; inevitably trolls, dwarves, etc. are going to fall through the cracks to some extent. but everybody in new world is human right? you wouldn't have to devote tons of resources to z-layering calculation or collision or w/e, just design the animations and models of the cosmetics so that they don't overlap with human body parts.

it's a mix between the first thing you mentioned (different body shapes), optimization (skeleton/rig complexity needs to be as simplified as possible because you're going to want to re-use it as much as you can (this is another thing that's really obvious with WoW, particularly when it comes to creatures), and volume (MMOs generally have way more outfits and variations and poo poo than other games; eventually something is going to be different enough to be weird)

There are some things you just can't model in a way that either doesn't clip or doesn't affect your character's animations; stuff like big-rear end shoulder pads that would normally limit the maximum rotation of your character's arms, loose bits of flowing cloth or hip armor that would prevent the extreme leg movements often seen in jumping and crouching animations. A way around this would be additional bones and controls for loose pieces of armor specifically, but then you run into the optimization problem of having a completely unique skeleton that can break in its own special ways. It's the big reason so many MMOs now just do big single outfits rather than multi-part sets... or rather, it's the excuse they use, since these outfits often clip anyway and most people generally don't care about a little bit of clipping as long as it looks fine standing still for screenshots or idling in town.

New World's issues with capes aren't unique, even non-mmos have a problem with cloth physics from time to time. What's unique about New World's implementation is the severity and frequency. They just can't get that poo poo right lol

in short,

Jazerus posted:

i guess if they're just plugging textures into a cloth physics model that they don't understand then this might happen.

it's this

Babe Magnet fucked around with this message at 03:28 on Jun 16, 2022

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causticBeet
Mar 2, 2010

BIG VINCE COMIN FOR YOU
Have they considered simply not selling fancy capes if the cape visuals are noticeably jank? War mode has the same vibes - if your game performs incredibly poorly with 100 players stacked on a point, you should probably make your flagship PvP mode literally anything else.

Discospawn
Mar 3, 2007

Remember the forums post from a few weeks ago where they announced 3 CM's were going to play Arena matches with the public for 2 hours every Wednesday until they visited every US server? Well, they haven't said/posted anything more in that thread since that first day.

Last week they were scheduled to play on the Spanish-language US-West server that rarely breaks 100 concurrent players. Somebody from that server (Lilliput) even posted in the thread to warn them about trying to get a 3v3 match at 10:00 AM on a dead server:


Today was supposed to be their first week playing on US-East servers, but the thread has remained silent. It's impossible to prove/disprove whether they're actually following through on their plan to engage with the community, but it brings back the same vibes as the '24 Hour Bug Hunt' thread where the CM's only made 1 bug-related post after promising to post every bug they found after a particularly rough patch was released.

It's a trivial thing in relation to everything else in the game, I know, but it's bizarre that they would publicly commit to something like this. Maybe it's another symptom of manager directives that only need to be followed until the next weekend comes, or maybe it's something that was scheduled on a spreadsheet somewhere they felt obligated to follow. But there was nothing about the event that would help the game or foster goodwill between players and CM's, so it just becomes an unmet expectation that AGS wasn't forced to set.

Ranzear
Jul 25, 2013

Discospawn posted:

This is kind of weird, they've released an updated game client this morning to address the problem of players losing the ability to turn their player (the mouse losing focus issue):

You uh... Just gonna gloss over that it's 781.5MB for that?

cosmicjim
Mar 23, 2010
VISIT THE STICKIED GOON HOLIDAY CHARITY DRIVE THREAD IN GBS.

Goons are changing the way children get an education in Haiti.

Edit - Oops, no they aren't. They donated to doobie instead.
This game has to be a pvp game to survive. That’s why the GC pvp mission nerf so poorly thought out. The game for the first time ever had a robust open world pvp experience. There were people that were constantly doing open world pvp there.

AGS seems much quicker to stop fun than fix really obvious bugs.

Discospawn
Mar 3, 2007

cosmicjim posted:

This game has to be a pvp game to survive.
I think AGS would agree with you to on this; PvP activities are self-generating content that can keep a player population happy without new content/updates for long periods of time. The developers would love for New World to be a PvP game, because in their minds it would be the best return on investment as they release their monthly cash-shop cosmetics while players kill each other in the same ways on the same map over and over again. This is probably the thinking that originally drove the game when it was still solely PvP-focused.

Unfortunately, AGS wants players to engage in PvP in a specific way, using their PvP game modes that are still very immature and poorly designed. When this is the case, players don't stick around, and you can see the same problem with Halo Infinite & Battlefield 2042.

cosmicjim posted:

That’s why the GC pvp mission nerf so poorly thought out. The game for the first time ever had a robust open world pvp experience. There were people that were constantly doing open world pvp there.

AGS seems much quicker to stop fun than fix really obvious bugs.
It was certainly a tone-deaf 'fix,' but I think the Great Cleave situation also demonstrated that PvP isn't what every player wanted. I think most players were just trying to farm the NPC missions that require you to run from Point A to Point B while flagged for PvP, and the minority of players who wanted open-world PvP were taking advantage of the situation to finally get the experience they hadn't had since the game's launch. Players were just trying to engage with the game's only new content, regardless of whether they wanted to fight other players. I do think that all players enjoyed seeing so many other players alongside them at the same time, but that's the same as how players enjoyed doing zerg rushes for chests with tons of people or seeing masses of tents outside city walls during the game's launch.

The reason the patch is bad is because it doesn't satisfy any players; PvP players lose out on the open-world fighting and everybody else loses out on an efficient, reliable way to farm PvP XP without having to worry about using the game's non-matchmade, poorly balanced, instanced PvP modes. AGS' poor design/balance of the PvP rewards for the various activities, and their slow response to to address the imbalance, has managed to highlight how unrewarding they intended the system to be, and how problematic the PvP options in the game are.

Maybe the game will see some kind of dedicated PvP zone added to the open world map 6 months from now, after taking inspiration from the past weeks of Great Cleave, but at that point they'll just be creating content for their 1 remaining server.

Ranzear posted:

You uh... Just gonna gloss over that it's 781.5MB for that?
After learning about how Ark can take up 240 GB if you install it along with all it's free DLC, my eyes just glaze over anything that's measured in MB.

Discospawn
Mar 3, 2007

I can't tell if this is intentional or not:
https://twitter.com/playnewworld/status/1537198362239246337

cosmicjim
Mar 23, 2010
VISIT THE STICKIED GOON HOLIDAY CHARITY DRIVE THREAD IN GBS.

Goons are changing the way children get an education in Haiti.

Edit - Oops, no they aren't. They donated to doobie instead.

Discospawn posted:


It was certainly a tone-deaf 'fix,' but I think the Great Cleave situation also demonstrated that PvP isn't what every player wanted. I think most players were just trying to farm the NPC missions that require you to run from Point A to Point B while flagged for PvP, and the minority of players who wanted open-world PvP were taking advantage of the situation to finally get the experience they hadn't had since the game's launch. Players were just trying to engage with the game's only new content, regardless of whether they wanted to fight other players. I do think that all players enjoyed seeing so many other players alongside them at the same time, but that's the same as how players enjoyed doing zerg rushes for chests with tons of people or seeing masses of tents outside city walls during the game's

The people that couldn’t stomach great cleave went to shattered mountain or restless shores or reewkater.

milkman dad
Aug 13, 2007

Why don’t they make a pvp-only server?

milkman dad
Aug 13, 2007

Also, why not get rid of factions entirely and make it all guild/clan-based?

Heran Bago
Aug 18, 2006




gently caress that's good.

FrostyPox
Feb 8, 2012


LOL. Also, LMAO

Discospawn
Mar 3, 2007

They've posted a new Dev Blog thread in their Developer's Corner section of the forums (their first new Dev Blog since their last one regarding Desync posted on April 1).

Here's the text, but I summarize my take on it below the quote:

TigerCr4ne - New World Developer posted:

Thank you for your feedback on our latest dev announcement, specifically regarding the removal of Expedition tuning orbs and the new rate limits.

The limitations of an entry mechanic for Expeditions allows us to provide great loot and progress on the expertise system. For example, acquiring tuning orbs required players to utilize the game’s other activities, such as crafting, Faction Missions, and closing Corruption Breaches. Those activities make instanced farming inefficient for bots. It also makes economic and power progression less severe between players who have time to play dozens of expeditions a day from those players who don’t have as much time.

Looking back, we missed the mark with the initial implementation which had much more friction to daily play than intended. After hearing your initial feedback on tuning orbs, we added them to the faction shop as an interim step while we worked toward goal of removing the orb requirement altogether.

The intention behind daily/weekly limitations was to remove all the friction from entering the Expeditions, and give players an ample opportunity to optimize their reward gain while leveling the playing field with players.

On average, our data shows that less than 5% of players who run mutated Expeditions run more than 25 mutated Expeditions in a given week. The majority of our players that do run mutated Expeditions complete 5-20 each week. We initially chose 20 per week as that accounts for 85% of the mutated expedition runs per week. We’ve heard your feedback and are raising the limit on mutator runs from 20, to 25 per week to better accommodate the 95% of players running mutated Expeditions each week. This limit ensures a more equitable progression for players who do not have time to run more than 25 per week versus those that do.

We hope that this increase will give more players easier access to Expeditions and their loot, along with keeping the progression disparity acceptable between players who can play dozens of hours per week and those who cannot. Our PTR with these changes opens soon and we look forward to hearing your feedback on the new changes.
It's about the recent announcement that in a few months they'll remove the need for mutation orbs (the game's version of dungeon keys) and just have a static limit on how many Mutated Expeditions players can run per week. The quick takeaway is they're increasing the weekly limit from 20 to 25 runs per week ("based on player feedback"), and that all existing tuning/mutation orbs will essentially turn in to random loot crates in players inventories when the patch goes live and the orbs become irrelevant (important details on this TBD, supposedly it'll be random loot that can drop from expeditions). The developer also announced that a PTR with these changes will open soon, although I'm not sure how useful it is to test ideas like a weekly expedition cap on a server where players have no incentive to grind out content (similar to the problems with the Arena patch that the PTR wasn't equipped to identify). I'll be surprised if the PTR contains the new expedition & perk reworks, as the developer vlog made it sound like those were still several weeks away from being ready.

All in all, it's a weird, tone-deaf response that is somehow worse than remaining silent on the topic. Increasing the weekly cap by 20% doesn't address the fundamental distaste people have for time-gates, and it doesn't even equate to 1 more dungeon run a day each week. In the post, the dev quotes a statistic that 95% of players do not run an average of more than 25 mutated dungeons a week, but I don't trust AGS' use of data/math/numbers after following the game's history. Is that figure derived from all data since the game's initial release? Mutated dungeons were a late addition to the game, so statistically something like 90% of 'New World Players' have never run a mutated dungeon (because they haven't logged in since December). Even if the data they're using is relevant and the statistic was derived properly, it still doesn't seem like a good faith argument because there's no new content on the horizon other than more Expeditions and functionality to help people find parties for them. It seems conceivable that the % of players running lots of expeditions each week will increase as that's all that's left to do in the game and more and more players quit.

There are also still questions about how the system will be implemented. I initially assumed the 20 (now 25) dungeon cap would just be a limit on how many times you could get loot from the activity, but that players could still sherpa a group or practice the mechanics of the dungeon afterwards even if they didn't get rewarded for it. However, a CM response on the forum said that the limit was enacted by preventing players from starting/joining dungeons at all after their weekly limit is reached, which is a much harsher limitation. This might impact the Pay-to-Win 3rd party market of people selling players a carry through the highest-tier mutations, and maybe that's part of AGS' motivation with the change, but it seems like they're burning down the entire expedition system to accomplish a pretty meager goal (I'm pretty sure the Real Money marketplace will always find a way around the game's bad design).

So yeah, the vlog mentioned something that was immediately widely panned by players, and now they're doubling down on it under the guise of 'listening.' A bold move.

cosmicjim posted:

The people that couldn’t stomach great cleave went to shattered mountain or restless shores or reewkater.
I would've liked to see another month with Great Cleave and PvP missions unchanged to see how things turned out, maybe with AGS focusing on buffing Arena & OPR rewards. It would've been interesting to see if the open-world PvP would've eventually fizzled out as more people moved to other areas or stopped grinding PvP, or if it really did organically become part of the game's meta where that location was where you went to fight on every server. AGS stepping in to shut everything down certainly ended the experiment prematurely.

Discospawn fucked around with this message at 01:58 on Jun 17, 2022

Jazerus
May 24, 2011


it seems like that would be a reasonably sensible change if the game actually had the population that it started with, made up mostly of casuals with a small playerbase of hardcores that were gaining an excessive advantage over everyone else. but the casuals are gone, only the true pain pigs are left

Ad by Khad
Jul 25, 2007

Human Garbage
Watch me try to laugh this title off like the dickbag I am.

I also hang out with racists.
pretty ironic given that in the first month of the game, GC was the one place in the game with the "unspoken rule" that you DIDNT faction pvp, everyone speedrunning those quests to get the faction grind done

bonus irony: running the exact same quests in the exact same place 9 months later

Discospawn
Mar 3, 2007

It's been a slow news day for New World; yesterday was it's lowest peak player count to date, and the game's official forums & subreddit seem to have moved on to the acceptance phase of their grief cycles, but there's nothing especially exciting to report. Comparing Friday player counts, the game has lost about another 45% of it's population since the last free server merges 2 months ago, which makes it crazy that Amazon announced that they had no plans for further merges, but none of this is surprising.

However, some of the drama from Lost Ark (the Korean MMO that Amazon has published for Western audience) has started to spill over to the New World forums, as players are now declaring that they are leaving both AGS games at the same time. From my understanding, AGS is only responsible for Lost Ark's account management, servers, & online shop (as well as localization), and everything else is just a direct port from an older build of the Asian release. Unsurprisingly, Lost Ark in the West has had a ton of problems with it's account management, servers, & online shop.

The biggest problem is the interconnected issue of botting and Real Money Transfers. This problem grew so out of control that is seemed like the majority of active accounts were bots and a very large % of 'real' players were making use of Real Money Transfers to obtain in-game resources for much cheaper than the official store's prices. Eventually the number of bots became so high that they were over-taxing Amazon's servers, causing extremely long queue times for players in a game that already demands a huge time investment from players.

Since the game's release, there was a sense that AGS was completely ineffectual at addressing the problem, and player debate was primarily centered around whether this was due to apathy or incompetence. Until recently, it's been hard to prove that Amazon weren't doing anything behind the scenes, because there was no way to track real players vs bots or tally up the amount of bans AGS was handing out each day. However, Amazon recently posted their intention to complete another massive ban wave, and the results so far have been really eye-opening. Here's the graph of Steam player counts for the game over the past week:


So yes, in fact, more than half the players in the game met the criteria for Amazon to ban in this latest wave. Of course, you now have forums full of players complaining about being unfairly banned, and you start to wonder about the accuracy of AGS' algorithm given their track record of any other piece of code they've created. It's especially questionable because just this past week, they accidentally released an item in their cash shop that seemed like an attempt to compete with Real Money Transfer sellers and then removed it within a few hours. They wound up releasing a statement that the item was put up in the store by mistake following a routine maintenance period and was only meant to be used for internal testing. A mistake that basic, accidentally selling something for real money when they didn't even intend to update their cash shop, makes you wonder how likely they were able to create a perfectly accurate bot-banning function.

All of this is to say that even with Lost Ark, which has been seen as the first success of AGS' career, AGS may be actively hindering the game's long-term survival and not making much of a profit off of the publishing rights if so much of the player base is using 3rd Party services to pay to win.

I know very little about Lost Ark's mechanics & trying to learn about all the currencies & progression systems just made me start to feel panicked and stressed, so if anybody knows more about the game and can correct me on any of this, feel free to respond.

I said come in!
Jun 22, 2004

I really love Lost Ark, it's one of my favorite games of the year, but so much of it is held back by very predatory cash shop design. And that is why the gold farmers are exploiting it so heavily. SmileGate / AGS refuse to accept that if they would get rid of the unnecessary game mechanics that cause players to want to buy gold in the first place, this problem would correct itself.

sharknado slashfic
Jun 24, 2011

Discospawn posted:


I know very little about Lost Ark's mechanics & trying to learn about all the currencies & progression systems just made me start to feel panicked and stressed

I got a character to max level and :same:

FrostyPox
Feb 8, 2012

I can't remember which MMO it was but I recently took a look at one and it had like 10 different currencies at endgame and I just noped the gently caress out.

Anita Dickinme
Jan 24, 2013


Grimey Drawer

FrostyPox posted:

I can't remember which MMO it was but I recently took a look at one and it had like 10 different currencies at endgame and I just noped the gently caress out.

May I introduce you to Star Trek Online?

With the reputation grind I think it’s around twenty currencies at this point.

Stanley Pain
Jun 16, 2001

by Fluffdaddy

I said come in! posted:

I really love Lost Ark, it's one of my favorite games of the year, but so much of it is held back by very predatory cash shop design. And that is why the gold farmers are exploiting it so heavily. SmileGate / AGS refuse to accept that if they would get rid of the unnecessary game mechanics that cause players to want to buy gold in the first place, this problem would correct itself.

Lost Ark is a pretty slick game. Great animations, and combat and such. The rest of it is a hollow shell filled out by "mobile game like" monetization.

Bar Patron
Jun 12, 2015

Anita Dickinme posted:

May I introduce you to Star Trek Online?

With the reputation grind I think it’s around twenty currencies at this point.

:piss:

That would take literal years to get all the relevant perks needed to be decent at pvp. Like, they've just added another 6 month grind every update which has stacked to a ridiculous amount of grinding time for new players.

Anita Dickinme
Jan 24, 2013


Grimey Drawer

Bar Patron posted:

:piss:

That would take literal years to get all the relevant perks needed to be decent at pvp. Like, they've just added another 6 month grind every update which has stacked to a ridiculous amount of grinding time for new players.

I decided to revisit, against my better judgement, and Pandas told me it’ll take about a year and a half for me to be PvP ready again… depending on how much real life monies I spend. :v:

But yeah there’s like 12 reps now. And they added a tier 6. And it takes as long to get to T6 as it takes to get from T1-T5. :suicide:

DumbWhiteGuy
Jul 4, 2007

You need haters. Fellas if you got 20 haters, you need 40 of them motherfuckers. If there's any haters in here that don't have nobody to hate on, feel free to hate on me

Discospawn posted:

However, some of the drama from Lost Ark (the Korean MMO that Amazon has published for Western audience) has started to spill over to the New World forums, as players are now declaring that they are leaving both AGS games at the same time. From my understanding, AGS is only responsible for Lost Ark's account management, servers, & online shop (as well as localization), and everything else is just a direct port from an older build of the Asian release. Unsurprisingly, Lost Ark in the West has had a ton of problems with it's account management, servers, & online shop.

lol

Discospawn
Mar 3, 2007

Watching these Lost Ark player numbers is like watching a crypto currency bottom out. There's no sign of slowdown, much less the start of an inflection point towards stability/growth. SteamDB.info shows it at 245k players now, a further loss of ~75,000 players since my last post less than 12 hours ago. The peak population was over 880k on Tuesday, so this seems wild to me. I'd heard so much about bots being a huge problem in the game, but I couldn't imagine it was so extreme.

I checked the Lost Ark subreddit to see what they were saying, and discovered that the reddit for Lost Ark is actually really sparsely populated for a game of it's magnitude. Similar to New World's reddit, most of the posts are low-tier memes or examples of AGS being bad at games management. I didn't see a megathread or popular post about how the latest ban wave is demonstrating how much of a Ponzi Scheme the game's population numbers were/are, but maybe I'm ignorant of some established rule they have about not mentioning bots anymore because the subject was beaten to death.

Imagine if Lost Ark fails before New World because Smilegate exercises some option of their contract to take the game away from AGS before they ruin the IP for Western regions.

FrostyPox
Feb 8, 2012

Anita Dickinme posted:

May I introduce you to Star Trek Online?

With the reputation grind I think it’s around twenty currencies at this point.

Jesus loving Christ.

I've dicked around in STO a bit a few times but I just couldn't get into it, and it looks like I made the right choice

1stGear
Jan 16, 2010

Here's to the new us.
Part of it is probably Lost Ark being the mythic Good MMO for as long as it was safely untranslated in Korea (yeah I realize you could still get in but only so many Westerners did that). Now its actually here and people have to face the reality that its a basically a gussied-up mobile game. Now they too must face the grim truth that this forum accepts: there will never be a good MMO.

Bar Patron
Jun 12, 2015

Anita Dickinme posted:

I decided to revisit, against my better judgement, and Pandas told me it’ll take about a year and a half for me to be PvP ready again… depending on how much real life monies I spend. :v:

But yeah there’s like 12 reps now. And they added a tier 6. And it takes as long to get to T6 as it takes to get from T1-T5. :suicide:

That is insane. Pvp is now open only to whales and people who have played consistently the last 10 years. Way to go cryptic. There is no way that grind will be worth it.

1stGear posted:

Now they too must face the grim truth that this forum accepts: there will never be a good MMO.

Jelly
Feb 11, 2004

Ask me about my STD collection!

Discospawn posted:

Watching these Lost Ark player numbers is like watching a crypto currency bottom out. There's no sign of slowdown, much less the start of an inflection point towards stability/growth. SteamDB.info shows it at 245k players now, a further loss of ~75,000 players since my last post less than 12 hours ago. The peak population was over 880k on Tuesday, so this seems wild to me. I'd heard so much about bots being a huge problem in the game, but I couldn't imagine it was so extreme.

I checked the Lost Ark subreddit to see what they were saying, and discovered that the reddit for Lost Ark is actually really sparsely populated for a game of it's magnitude. Similar to New World's reddit, most of the posts are low-tier memes or examples of AGS being bad at games management. I didn't see a megathread or popular post about how the latest ban wave is demonstrating how much of a Ponzi Scheme the game's population numbers were/are, but maybe I'm ignorant of some established rule they have about not mentioning bots anymore because the subject was beaten to death.

Imagine if Lost Ark fails before New World because Smilegate exercises some option of their contract to take the game away from AGS before they ruin the IP for Western regions.
The amount of bots in Lost Ark is absolutely bonkers. 90% of the actual other players I would see outside of very high level areas would be bots. You could stand next to the statue to queue for Chaos Dungeons in a major city and in the span of like 10 minutes you'll see hundreds of bots and maybe 5 actual real players. Same story for any gathering areas. You may not even see an actual real player aside from yourself.

If you bring this up in the Lost Ark thread you'll only find denialism. I've never seen a bot problem in any game even 1/10th as bad as it is in Lost Ark, and anyone who says otherwise is a lying shill or doesn't actually look at what is going on outside their bubble. Though that whole thread is some weird purity demonstration against QOL improvements.

Jelly fucked around with this message at 04:36 on Jun 19, 2022

DancingShade
Jul 26, 2007

by Fluffdaddy
If the remaining true believer supporters of lost ark are denying a bot problem I would simply assume they've driven off everyone but the botters themselves who try to paper over the state of the game.

Also the people talking about STO are completely correct. Anyone who starts fresh and is in a rush to "catch up" is looking at a few years of playtime. It means nothing of course since the PVE content is incredibly easy and PVP has been dead for nearly 10 years but we all like making numbers go up and being competitive about it.

DancingShade fucked around with this message at 06:29 on Jun 19, 2022

Strategic Tea
Sep 1, 2012

Discospawn posted:


I know very little about Lost Ark's mechanics & trying to learn about all the currencies & progression systems just made me start to feel panicked and stressed, so if anybody knows more about the game and can correct me on any of this, feel free to respond.

no more panic

friend

no more stress, buy a premium subscription today

kirbysuperstar
Nov 11, 2012

Let the fools who stand before us be destroyed by the power you and I possess.

FrostyPox posted:

I can't remember which MMO it was but I recently took a look at one and it had like 10 different currencies at endgame and I just noped the gently caress out.

[looks at ffxi's two different currency menus that have at least 60 entries each and there's yet more currencies that don't fit into either] heh..

Anita Dickinme
Jan 24, 2013


Grimey Drawer

DancingShade posted:

If the remaining true believer supporters of lost ark are denying a bot problem I would simply assume they've driven off everyone but the botters themselves who try to paper over the state of the game.

Also the people talking about STO are completely correct. Anyone who starts fresh and is in a rush to "catch up" is looking at a few years of playtime. It means nothing of course since the PVE content is incredibly easy and PVP has been dead for nearly 10 years but we all like making numbers go up and being competitive about it.

Actually the reason I came back is because apparently PvP is alive, but not well. It’s kind of on like a chemo session right now but Sad Pandas have spent the last few years really pumping the community and getting players into PvP with events through the week that get people in the queues. But I mean you’re not gonna log in on a Thursday night and queue for PvP and have it pop.

But yeah on the PvE side it’s fine. Took me like two hours to get to level 65 then spent maybe 500mil and a couple hundred thousand dilithium and I was PvE ready, just not for the Elite queues but that only took a couple more weeks but of course I was rolling in EC and dilithium when I left.

Plus what’s really loving stupid is they upped the prices of all the real monies stuff. Like the T6 but ship is ninety loving dollars. It’s loving insane.

Ranzear
Jul 25, 2013

kirbysuperstar posted:

[looks at ffxi's two different currency menus that have at least 60 entries each and there's yet more currencies that don't fit into either] heh..

20 years and five to fourteen expansions depending on interpretation. A bunch of those are separate entries per equipment slot too. Could be worse. I think beastman and kindred seals being level locked and gating buried but still relevant content is the worst of it, but at least other seals can be converted to them. Also, very few are actually endgame relevant or integrated. Cruor might be the one thing that got harder to obtain instead of easier. I always liked the job/slot trading card style drops though, something abyssea introduced well and continues in fresh content; granular but not global progression.

I vaguely remember XIV before they started retiring/converting tomestone types though.

Maigius
Jun 29, 2013


Anita Dickinme posted:

May I introduce you to Star Trek Online?

With the reputation grind I think it’s around twenty currencies at this point.

I know there's most likely other factions and poo poo, but doesn't the Federation famously not use currency?

Anita Dickinme
Jan 24, 2013


Grimey Drawer

Maigius posted:

I know there's most likely other factions and poo poo, but doesn't the Federation famously not use currency?

This federation does, and then some lol and lmao

Discospawn
Mar 3, 2007

https://sto.fandom.com/wiki/Currency

The contents of this wiki page, combined with all the horrible ads & notifications from the fandom site template, must be like what elderly people feel when you try to show them Tiktok and explain what it is.

And of course, there's an entire portal for the Tribble Breeding mechanic of the game.

It doesn't appeal to me, but at least I understand and recognize all of this as having the depth and complexity necessary for a modern MMO (especially after 12 years, 10 of which were as a F2P title). It's funny to imagine what the New World wiki would look like if it had been maintained after the game's launch, but it certainly wouldn't look like anything from the Star Trek wiki. I think an accurate New World wiki would make it even clearer how shallow a lot of the game's systems are; you'd have a lot of pages that didn't link to any other articles because they didn't really interact with other parts of the game, and a lot of topics that all pointed back to the same 1 or 2 articles that described the entirety of end game content.

Or maybe the New World wiki is accurate just as it is, having virtually no edits/contributions since January, and even that was just to add small 1 line additions about the introduction of mutations to expeditions.

I said come in!
Jun 22, 2004

Part of the main story quest line is to do a 3v3 arena, but no one queues for that mess, so I don't know how I am suppose to continue this.

[edit]
Ooh wait no that's not what its asking for lol. It's very confusing by what it means.

I said come in! fucked around with this message at 07:13 on Jun 20, 2022

Digital Prophet
Apr 16, 2006

"..and then came the black crow, herald of doom, who foretold the coming of death."


DancingShade posted:

Also the people talking about STO are completely correct. Anyone who starts fresh and is in a rush to "catch up" is looking at a few years of playtime. It means nothing of course since the PVE content is incredibly easy and PVP has been dead for nearly 10 years but we all like making numbers go up and being competitive about it.

Its a real shame because the first couple years after release, the ship parts of STO were super fun and being able to jam borg poo poo onto my ship made me so happy. I tried to pick it up again a couple years ago and the sheer amount of currencies and how you collected them was so daunting, I just quit again before really doing anything.

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Fiye
Nov 23, 2021

No one can hide anything from me.
Your heart is in plain sight to me.

DancingShade posted:

If the remaining true believer supporters of lost ark are denying a bot problem I would simply assume they've driven off everyone but the botters themselves who try to paper over the state of the game.

Also the people talking about STO are completely correct. Anyone who starts fresh and is in a rush to "catch up" is looking at a few years of playtime. It means nothing of course since the PVE content is incredibly easy and PVP has been dead for nearly 10 years but we all like making numbers go up and being competitive about it.

Doesn't this also apply to neverwinter 1 for 1?

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