There is an entire tutorial area to set the story and get familiar with the controls before the faction specific 'starting zone'.
The way they have organised the beta is to have testers limited to only the areas they are focusing on during that event, they may even have stripped back most of the advanced graphical options (although not the UI options) and high res textures to minimise the download size since they are testing the balance, questing experience etc
Well, that's good to know, then.
And group quest, raiding, and RVR have been imported to make it more MMOy.
We don't need some george lucas wanna-bes JarJar binksing up the TES franchise to sate some inane demographic.
If you bastardize TESO you won't have the TES fanbase and the MMO tourist will only stick around for a few months. If you lose both of those crowds you end up with a pretty empty game. Hell, you are going to lose the MMO tourists. Period. So might as well keep the TES fan base.
Last edited by Bardarian; 2013-04-16 at 02:05 PM.
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
Really? We are going to pin WoWs success on death penalty?
My palm just broke my nose.
(Warframe) - Dragon & Typhoon-
(Neverwinter) - Trickster Rogue & Guardian Fighter -
All right, gentleperchildren, let's review. The year is 2024 - that's two-zero-two-four, as in the 21st Century's perfect vision - and I am sorry to say the world has become a pussy-whipped, Brady Bunch version of itself, run by a bunch of still-masked clots ridden infertile senile sissies who want the Last Ukrainian to die so they can get on with the War on China, with some middle-eastern genocide on the side
Let's not play the semantics game, please.
I was a Linkshell leader for a decently successful "raiding" guild in FFXI for years. About 6 months into WoW's release, we lost tons of players from our LS and server to things like the death penalty. Was it the "Only" reason? God no, but he also didn't say that. Was it a reason commonly heard among people choosing WoW over XI? Yup. Almost every single "goodbye" post on the Allakazham forums had it listed as a reason.
I'll admit, as hardcore as we viewed ourselves back then, loosing 90+ minutes of grinding time just because you decided to go explore an area and your Chocobo ran off was a little ridiculous. It's solid reasoning and it's a pretty outdated concept, I'll admit, even though I'm not totally against its implementation.
Mountains rise in the distance stalwart as the stars, fading forever.
Roads ever weaving, soul ever seeking the hunter's mark.
Dozens of others including quest-based leveling instead of mob-grind leveling, far less time to max level, far less difficulty to max level, instanced dungeons instead of shared dungeons with waits for camps..
All of which go right back to the point of WoW showing more "value" for people's time than EQ did. And the lack of death penalty was absolutely included in that.
Last edited by mmoc83df313720; 2013-04-17 at 01:27 AM.
We're talking about "value of time" in a game where they didn't have quests for people level 50+, so they had to grind mobs over and over and over and over again to get to 60, right? We're talking about VALUE OF TIME in a game where you spent hours and hours gathering 40 people to raid, gathering items from all around the world to get ready for the raid, and then running back and forth in giant raids like AQ40?
Stop being ridiculous. WoW did succeed over EQ, but it's not because of things like taking away experience penalty. Get some perspective -- value of time when talking about Vanilla WoW, where people nostalgia fap over the giant timesinks. Maybe it was better than EQ when it came to value of time, I don't know, but that difference must've been like saying how 2 is closer than 1 when you're going to 1,000,000 (bad analogy but I'm groggy right now).
Last edited by vizzle; 2013-04-17 at 01:59 AM.
Even at it's most extreme classic World of Warcraft was a remarkably faster, easier and less obtuse MMO than Everquest 1, FF11 or Anarchy Online. There is like one MMO I can recall moving at the speed of WoW; Asheron's Call.
I don't particularly like WoW, personally. But Blizzard did design one hell of an accessible game in it's time.
Also plenty of games kept a steep death penalty post-WoW and remained/found success(ful). Since MMOs rarely die, many are still running and current. Even receiving expansions as of this year.
There is nothing a developer can't do in game design by some cosmic edict. No divine bovines in gaming.