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#52 May 17 2013 at 11:41 AM Rating: Good
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idiggory, King of Bards wrote:
No one is arguing that WoW wasn't a good game, or that WoW's systems are terrible.

...WoW's sub numbers can tell us its a successful name, they tell us Blizzard did many things right, they tell us a lot of people, in general, enjoyed the game, they tell us that WoW dominates the competitors from a consumer perspective.

What they don't tell us is anything about game design.


Agreed.

Personally, I'm an analytical type. I enjoy looking at things and seeing what's good, what could be better, how something might have been done different. Like, man that steak was good, but it might have been better if it was rare instead of medium rare. I'm not bashing WoW when I talk about these kinds of things. But, I'm also not a fanboi and I'm willing to point out things I don't like or I think weren't good for the game. Caveat, I do not look at these things in black and white terms. I'm not saying everyone should think/feel the way I do, I'm just sharing my ideas. And, I think this thread has a lot of good dialog about gaming. It's definitely sparked some thought for me.
#53 May 17 2013 at 12:16 PM Rating: Decent
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idiggory, King of Bards wrote:
1. The vast majority of players couldn't access content, period, in vanilla. Raiding required you to reach cap, run dungeons and build a raiding set (fire resist HO!), be a non-useless class (loldruid), get 40 people together, and be able to invest a ton of time in actually raiding. And gold was hard to come by back then, so raiding needed to be supported by a lot of time spent farming. It took a long time to access content, and a long time to progress through it. Most people who raided (distinct from "Raiders") were still on Ragnaros when BC was announced.



With the deepest respect - *********

I was raiding MC when it was the endgame - and virtually the only endgame. And I am not by any stretch of the imagination in the top rank. Our guild was a haphazard mixture of raiders and casual players. We allied with a couple of other guilds to get 40 people into a raid.

Later they brought in AQ and we disintegrated on that one.

A lot of us had come from EQ where raids went up to 72 people and required discipline in a very unforgiving environment. Reaching cap in WoW wasn't hard at all- for any class. In the end I gave up on EQ because as a cleric I had virtually no chance of levelling to the constantly rising level cap without significant support structures. Compared to EQ, WoW made playing far more fun and accessible.

And gold was easy enough to come by. Back when the first mount came at level 40 and cost 100g I never had any trouble having that much cash on a character by the time I reached 40

Raiding and progression really took off with BC and that is where the difference started to stretch out between leading edge raiders and people who wiped regularly in Kharazan (I was in the latter group Smiley: smile).

I think the whole argument about vertical versus horizontal progression is a red herring - possibly even a straw red herring. The whole RPG genre has revolved around character development. You start off weak and feeble and barely able to strangle a rat in WFP or Elwynn or Mage Guild or Ord Mantell or Tortuga wherever the game puts you. You grow stronger and whether that is levels or skills or equipment eventually you can flatten large reptiles with a single blow.

When an expansion is introduced it has to allow that progression to continue or people will see no point in continuing - especially if they are paying a subscription. A small percentage may be happy with new tradeskills or parallel content but mostly they want more - and bigger - and Red stripes. Even the perpetual red herring of EVE has to introduce new, more powerful ships with expansions.

I'm not going to pretend that Cata was a great expansion , but MoP has made up for it as far as I am concerned.

The problem of falling subs is a predictable result of the economic climate, the burgeoning number of FTP or freemium games, and the sheer impossibility of maintaining the superlatives.

The thing that WoW did - based on what EQ did before it (possibly FFXI too but I didn't play it) - was provide masses of parallel content. There were always several zones you could quest and level in at any level. This has been discarded in the latest expansions presumably because of cost. It makes levelling multiple characters far more repetitive.

In WoW's defense no MMO since has tried to provide such parallel content. As an invertebrate altoholic I found Rift impossibly tedious after the first character on each faction. SW:TOR was better because of the class story element but it still got boring. I tried a lot of MMOs where the same thing happened.

In summary then I don't think there is any realistic alternative to vertical progression which I would define as the increase of character power to tackle harder content. An expansion to WoW that said it introduced 10 new zones for level 90s without some way of improving character power would fail .
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#54 May 17 2013 at 12:38 PM Rating: Good
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I think the whole argument about vertical versus horizontal progression is a red herring - possibly even a straw red herring. The whole RPG genre has revolved around character development. You start off weak and feeble and barely able to strangle a rat in WFP or Elwynn or Mage Guild or Ord Mantell or Tortuga wherever the game puts you. You grow stronger and whether that is levels or skills or equipment eventually you can flatten large reptiles with a single blow.


You clearly missed the entire point about this being about dynamic content progression and the way that interacts with character progression.

I don't really have any interest in revisiting that particular critique, because I don't have anything new to add to it. If you're not interested in a horizontal content system, good for you. But dismissing it because you refuse to re-examine basic systems is a straw man issue; that's your problem, not mine.

I'm going to point, once again, at EVE as my rebuttal to your argument, and leave it at that.

Now, regarding the WoW-specific stuff, I take issue with the fact that you are discussing WoW immediately pre-BC and extending the state of the game backward. For instance:

Quote:
The thing that WoW did - based on what EQ did before it (possibly FFXI too but I didn't play it) - was provide masses of parallel content. There were always several zones you could quest and level in at any level. This has been discarded in the latest expansions presumably because of cost. It makes levelling multiple characters far more repetitive.


This absolutely was not the case at launch. At launch, clearing all the quests in a zone would not get you to the next zone bracket. You either resorted to grinding mobs extensively to make up the gap, or you traveled across the continent to the next nearest zone in your level range. And once you leveled into the 30s range, 30-60 essentially had you visiting nearly every zone just to make it to the end.

Hell, I remember it being true in BC that finishing all the quests in Darkshore would not have given you enough levels to realistically enter into Ashenvale. It wasn't until they nerfed leveling, again, in BC that the process became far more streamlined.

I mean, let's think about what WoW was actually like post-launch. Meeting Stones were introduced 6 months or so after, BGs didn't exist until a few months after that (honor system came the month before), and it goes on like that. The very basic systems we consider central to the WoW experience were added, bit-by-bit, over time. Very few of them were included in the game at launch.

I though there was a leveling revamp, but I'm not seeing any evidence of one until patch 2.3 of BC in November 2007, 3 years after the game launched. Maybe the class revamps that happened slowly, all the time, just had the effect of making leveling easier, without actually addressing exp rates.

But I still remember the days where grinding was far more effective than standard questing. And that definitely lasted for a LONG time in vanilla.
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#55 May 17 2013 at 4:44 PM Rating: Good
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Honestly, it went live November of 2004.

Almost 9 years later it is still wearing the Crown. The length of sustained growth along with the mind boggling numbers it reached and managed to maintain for a fair while were pretty amazing. WotLK finished the WCIII story line, Cata was a weak expansion, a recession happened and the kids that were playing it are now married and grown up and don't have the free time anymore. Plus the MMO market has changed fundamentally in the last 4 years.

That being said 1.3 million is a lot to lose, if you recall in August I said Q1 reports would be interesting. It would be interesting to see Q2 since ToT release will pretty much remove any "Sub due to new content" cycle claims they are making since we will have both 5.2 which hit in March and possibly if we are luck 5.3 hitting before June.
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#56 May 17 2013 at 6:09 PM Rating: Good
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bodhisattva wrote:
Honestly, it went live November of 2004.

Almost 9 years later it is still wearing the Crown. The length of sustained growth along with the mind boggling numbers it reached and managed to maintain for a fair while were pretty amazing. WotLK finished the WCIII story line, Cata was a weak expansion, a recession happened and the kids that were playing it are now married and grown up and don't have the free time anymore. Plus the MMO market has changed fundamentally in the last 4 years.

That being said 1.3 million is a lot to lose, if you recall in August I said Q1 reports would be interesting. It would be interesting to see Q2 since ToT release will pretty much remove any "Sub due to new content" cycle claims they are making since we will have both 5.2 which hit in March and possibly if we are luck 5.3 hitting before June.


That and a lot of people don't seem to realize, is that losing 1.3 million subscribers (most of which are from Asia), WoW is still at least twice, if not three times, as large as the next leading MMO in terms of playerbase subscriptions.

WoW could lose another 2 million subscribers and it would still be doing quite well. It isn't "too big to fail" (nobody is), but yet given Blizzard's track record, I don't think we really need to be worrying and doomsaying anyday soon. The game is still quite healthy and strong; I (along with millions of other players) are still awaiting each and every patch eagerly.

I hope 5.3 don't take until freaking June, lol. I want it to be done and ready but yet I also want it *soon*. So much awesome to look forward to!
#57 May 17 2013 at 8:34 PM Rating: Good
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Lyrailis wrote:
Vorkosigan wrote:

....damned NDA. The TOTALLY NEW FFXIV-ARR will be going into Phase 3 (PS3 testing) of the closed Beta in a few weeks. Open Beta will commence directly after that. I strongly encourage you to give the Open Beta a shot. Smiley: nod

I could try it I suppose.

Hopefully the patcher/installer actually works this time and I don't have to download it via uTorrent this time lol.

One thing I really miss from FFXI is the whole cat-girl thing. Draenei are cool but... I miss my Mithra and the XIV version kinda looked cool too, I forget what they were called. Didn't play it long enough for the name to stick.


I am in PA, have FiOS, and it took me about 45-50 min to download the entire client for Phase 2 of the Beta from JP servers. There's no more freakin PlayOnline, registration is a breeze. It's totally revamped, game engine and all. Visit SE and re-open your account so you'll get notices from SE and access to the Lodestone.
Apply for the closed Beta, there's still a few weeks til Phase 3 starts, never know. You can have your Miquo'te... female OR male. Smiley: grin
I can't say much yet, basically that, yea I'm in the Beta. However, there's a ton of info out there, just play with google.

Edit: Annnd....apologies to WoW. I'm really not trying to recruit here...much. Smiley: lol



Edited, May 17th 2013 10:36pm by Vorkosigan
#58 May 18 2013 at 1:42 AM Rating: Decent
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Hell, I remember it being true in BC that finishing all the quests in Darkshore would not have given you enough levels to realistically enter into Ashenvale. It wasn't until they nerfed leveling, again, in BC that the process became far more streamlined.


You must have missed a lot of quests. Or perhaps it was the contrast with EQ.

My first impression, back at the very beginning, was how well one zone flowed into another. I remember doing Hogger (when he was elite and difficult and you had to kill him) and then moving on to Westfall without any protracted grinding. Same with Teldrassil>Darkshore>Ashenvale. I remember doing the cat sires and matriarchs for the cloak furs at even level (18/19) and that was just before the move to Ashenvale. There was the escort quest from the Ancient Glade to Maestra's post that was quite doable at that level.

I really have no memories of having to grind mobs for exp until much higher up. Even then judicious use of dungeons could prevent it. Running Dire Maul or ST was I suppose a form of grind but in my head it was a very enjoyable one. Much better than spending hour after hour every evening for a week to get one level in EQ.
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#59 May 18 2013 at 4:46 AM Rating: Good
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I've always been a completionist - I never leave zones until I've done every quest.

I'm going to guess that you did a substantial amount of grinding while questing. Not for the sake of grinding, necessarily, but probably because you came from other games where grinding was standard, so it was natural to you. And probably because you were still having fun trying out the basic combat capabilities of your class.

But leveling flow in the 20-60 range was a serious issue for most of Vanilla, and it wasn't adjusted until patch 2.4. And then Wrath introduced Heirloom gear to further speed it up. And even then it wasn't as fast as modern Cata leveling is, where you'll only be at the halfway mark for a zone's quests and be sufficiently leveled for the next zone.

Until, of course, you reach Outland and your pace rapidly decays.

At launch, WoW was a LOT different from WoW today - far more like EQ. We just don't really remember that, because we've been experiencing the changes over time. It's hard to separate out the features of the core experience when you don't generally think of WoW from a historical perspective.

What I do remember about Vanilla WoW is that it was a ton of fun, because combat was decent, quests were interesting, the game was beautiful, the music was amazing, and the world was one I cared about. But it didn't have much in the way of features other games didn't have.

I'm convinced that, without the Warcraft IP behind it, it never would have blown up anywhere as close to what it was. And I don't think that's a critique or a bad thing - I think that's the point of developing a brand. I mean, it launched the same month EQ2 did. If it didn't have a strong IP behind it, it probably would have just blended into the background.

I'm not trying to say WoW isn't, or has never been, a great game. I'm really just saying that WoW's strong point has never been its approach to expansions. That's typically the most jarring part of the WoW experience :

-there's the extended period of downtime between the last patch and the expansion launching
-there's the lack of endgame content at launch (which is always a complaint)
-all the old content but PVP is rendered useless, compounding the issue.
-balance never exists (and this has never been worse than with the Cata launch).
-the servers tend to be unstable, which can make progress annoying.
-the major "content" right away is leveling, but bugs can really destroy that experience (particularly now that everything is a quest line).

Etc.

It takes a number of months for the game to really get back on its feet again after each expansion, and a lot of people get really fed up in that time. Typically, by the time they launch the second major raid, those issues are gone. But that's somewhat insane. And it's an issue because they put all of their effort into creating content that has an expiration date, rather than creating content (like BGs) that will last forever.

It's too late for WoW to do anything about that. Launch was too late for WoW to do anything about that. I'm not blaming them for using a vertical content system - I think it's generally a lot of fun. I just want a damn horizontal content competitor.
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#60 May 18 2013 at 7:24 AM Rating: Good
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Cobra101 wrote:
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Hell, I remember it being true in BC that finishing all the quests in Darkshore would not have given you enough levels to realistically enter into Ashenvale. It wasn't until they nerfed leveling, again, in BC that the process became far more streamlined.


You must have missed a lot of quests. Or perhaps it was the contrast with EQ.

My first impression, back at the very beginning, was how well one zone flowed into another. I remember doing Hogger (when he was elite and difficult and you had to kill him) and then moving on to Westfall without any protracted grinding. Same with Teldrassil>Darkshore>Ashenvale. I remember doing the cat sires and matriarchs for the cloak furs at even level (18/19) and that was just before the move to Ashenvale. There was the escort quest from the Ancient Glade to Maestra's post that was quite doable at that level.

I really have no memories of having to grind mobs for exp until much higher up. Even then judicious use of dungeons could prevent it. Running Dire Maul or ST was I suppose a form of grind but in my head it was a very enjoyable one. Much better than spending hour after hour every evening for a week to get one level in EQ.

I have to disagree. I remember quite well having several points during leveling where grinding was necessary. It was notorious at some points where the quests just weren't available. Look up some of the old leveling guides.

I also disagree with your previous post. Gold was not easy to come by. Plenty of people struggled to pay for a mount. Making money took effort. You couldn't just run masses of dailies. I'm not saying it was impossible to make money, but it wasn't until Wrath, really, that money was so much easier to get. Hell, I got accused of buying gold when I first got my flying mount in BC because for many people 5k gold was out of reach (enchanting ftw!).

As for raiding, I'm pretty sure you are wrong about the number of people that were raiding. It was quite small. It was talked/written about quite a bit. Your personal experience does not necessarily reflect everyone else's.
#61 May 18 2013 at 7:59 AM Rating: Decent
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I also disagree with your previous post. Gold was not easy to come by. Plenty of people struggled to pay for a mount. Making money took effort.


Yes there was a lot of whining from people without the gumption to look for ways to make money.

There were so many easy ways though. One of them was that many recipes in those days were only sold in strange places. Most of them are now on your trainer but then you could buy tailoring recipes in Moonglade and Everlook for 1g and sell them on the AH for 10-30g

As you mentioned enchanting materials have always been a good moneyspinner.

Dailies didn't come along till BC and I've never liked them as a way of making money. Not that they don't work I just don't enjoy repetition.

I think the raiding thing is probably a mixture of things. There was a time when MC was the endgame. At that time UBRS was still a 10-man (I think LBRS might have been at some stage but I never did it as such). Technically then UBRS was "raiding". I know a lot of guilds had MC on farm when AQ launched. There was a very steep gradient between MC and AQ and that is probably where the raiding population dropped away.
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#62 May 18 2013 at 10:46 AM Rating: Good
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Cobra101 wrote:
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I also disagree with your previous post. Gold was not easy to come by. Plenty of people struggled to pay for a mount. Making money took effort.


Yes there was a lot of whining from people without the gumption to look for ways to make money.

There were so many easy ways though. One of them was that many recipes in those days were only sold in strange places. Most of them are now on your trainer but then you could buy tailoring recipes in Moonglade and Everlook for 1g and sell them on the AH for 10-30g

As you mentioned enchanting materials have always been a good moneyspinner.

Dailies didn't come along till BC and I've never liked them as a way of making money. Not that they don't work I just don't enjoy repetition.

I think the raiding thing is probably a mixture of things. There was a time when MC was the endgame. At that time UBRS was still a 10-man (I think LBRS might have been at some stage but I never did it as such). Technically then UBRS was "raiding". I know a lot of guilds had MC on farm when AQ launched. There was a very steep gradient between MC and AQ and that is probably where the raiding population dropped away.


But everything needs to be taken in context, which I don't think you're really considering.

Enchanting has always been good money, but it's also required a significant investment. Getting to the point where you could produce the materials for endgame enchants meant leveling it up to 300, and that's a LOT of lost gold to reach that point. And you need to remember what item drops/rewards were like when the game launched. Getting a green item was a big deal, let alone blue/purple, so simply GETTING the items for you to sell was not easy. You didn't just scroll through the AH and buy any cheap items that happened to be listed there.

In the realm of mats, there was also the other gathering professions. Thing is, those required you to invest a lot of time roaming the world for materials, which was time intensive. PARTICULARLY because getting an epic mount was a HUGE achievement (actually "epic"), because they were so damn expensive. Hell, just getting a normal mount was an achievement for most of vanilla.

Also remember that the prices for materials aren't as inflated as they are nowadays. Back then, there was literally only two sources of gold in the economy: Drops from humanoid mobs or chests, and quests. And there weren't daily quests, either. That made gold a premium commodity, particularly since the gold sinks (like mounts, food, and flight points) were a strong balancing force.

So that amazingly awesome enchant that's going to cost you 40g? Yeah, that was EXPENSIVE. And that stack of copper bars? They weren't going to be getting you all that much gold. Actually, more like copper. I can still remember how it was like christmas came early when stacks of copper inflated into the silvers range. Back in vanilla, AH prices sales profits weren't much higher than selling to a vendor.

And since you noted things like recipes: first you have to consider the fact that the majority of the game didn't have an epic mount. That made getting into Moonglade damn difficult. And the market for people willing to spend 10g on a recipe was extremely small, particularly when we're talking about the bulk of vanilla.

As for MC: you do remember how, just to access the content, you had to build an entire resist set, right? And farm the endgame dungeons for months, hoping to get lucky on drops. And be a class anyone was willing to have around (sorry pallies).

I mean, the giant stat jump, change to 25-level content, and introduction of heroic dungeons, was all part of Blizz's plan to make raiding more accessible, and rectify the issue formed by the fact that the number of players accessing endgame content was so small.

[EDIT]

And something really important to note is that "raiding guilds" as a sample size is fundamentally problematic, as raiding guilds are made up of players who have already gained access to raiding content. They've built the item sets, they've found a group of 40 people to play with.

What's far more important is the number of players that were able to join "raiding guilds" and the number of people outside of them able to access raiding content. That was a VERY small minority. I'd wager it wasn't much larger than the percentage of FFXI players able to access its endgame.

That's no longer true, and it's awesome that Blizz has made it more accessible. But it was definitely one of Vanilla's most substantial issues.

Edited, May 18th 2013 12:49pm by idiggory
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#63 May 18 2013 at 7:19 PM Rating: Decent
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well super mario 1 and super mario 64 were both included in sales, and they are included in total sales
#64 May 18 2013 at 11:33 PM Rating: Decent
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And since you noted things like recipes: first you have to consider the fact that the majority of the game didn't have an epic mount. That made getting into Moonglade damn difficult. And the market for people willing to spend 10g on a recipe was extremely small, particularly when we're talking about the bulk of vanilla.


Hmmm. Create Druid>Level to 10> Port to Moonglade. No epic mount required.
From Moonglade you can deathhop a level 10 to Everlook fairly easily.

While I am happy to accept that my experience of raiding may have been unusual the money thing is just a matter of mechanics.

I did this on multiple servers and it financed 30+ characters.

As for enchanting being expensive, of course it was, but the market for disenchanted mats was still there and in the beginning there was no level limit on DE. A low level bank alt could DE anything. The prices were less silly and maybe a stack of Strange Dust sold for 2g instead of 40g but it still made a big help towards the mount cost.

Even if you had no enchanter any green would sell for 50s or more on the AH as enchanters hoovered them up to DE.

And yes I constantly ran into people who vendored everything and then moaned that they needed gold.

Making gold nowadays is so easy that it removes any sense of achievement. This could also be said of levelling. This might actually be the greater threat to the sustainability of the game. There has to be a balance, too hard and you lose subscribers obviously but also I think too easy and you lose them too.
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#65 May 19 2013 at 4:49 AM Rating: Good
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Even if you had no enchanter any green would sell for 50s or more on the AH as enchanters hoovered them up to DE.


This landscape is far more true of early BC than it is of Vanilla. I spent a good month and a half doing little other than camping AHs and DEing after BC launched, profiting on all the new gold being introduced to the market, and the new players wanting to powerlevel their new toons' crafts using that gold.

Greens would be up for 20-50s, and stacks of strange dust sold for 1-2g. This was the highest I had ever seen those prices - the inflation was massive from vanilla. Why? Because BC dumped so much new gold into the market. We had high-paying quests, high-profit vendor trash and quest goods, an extensive number of humanoid mobs dropping gold, and daily quests.

It was a massive amount of inflation in a short period of time, and this was the result.

Sure, at the high level in vanilla, you might sell a blue on the AH for 5g (and yes, I did just search for gold making articles from 2006 to confirm this), but blue items were extremely rare. Green items weren't going to go for anywhere close to that (I remember buying greens in the 5-50s range for much of my vanilla leveling experience. It wasn't until 2007 that the prices actually started to go up, largely because people had been spending so much time farming for the previous two years).

I'm sorry, but your anecdotal evidence is completely at odds with my own memories of vanilla, and anything I can find on the net from Vanilla's years.

For instance, 14 slot bags (essentially a tailor's best product) were selling for 2g 50s relatively late in the game, in 2006. Once you figure in the mat costs (which included enchanting mats, iirc), that was a very small profit. But you just couldn't charge more than that, because people didn't have the cash. Demand was high, supply was low, but there's still the issue that people need to actually be able to purchase your goods.

[EDIT]

Correct me if I'm wrong, but I'm fairly certain that those recipes had a rep requirement to purchase.

Edited, May 19th 2013 6:50am by idiggory
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#66 May 19 2013 at 7:57 AM Rating: Good
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Vorkosigan wrote:
Lyrailis wrote:
Vorkosigan wrote:

....damned NDA. The TOTALLY NEW FFXIV-ARR will be going into Phase 3 (PS3 testing) of the closed Beta in a few weeks. Open Beta will commence directly after that. I strongly encourage you to give the Open Beta a shot. Smiley: nod

I could try it I suppose.

Hopefully the patcher/installer actually works this time and I don't have to download it via uTorrent this time lol.

One thing I really miss from FFXI is the whole cat-girl thing. Draenei are cool but... I miss my Mithra and the XIV version kinda looked cool too, I forget what they were called. Didn't play it long enough for the name to stick.


I am in PA, have FiOS, and it took me about 45-50 min to download the entire client for Phase 2 of the Beta from JP servers. There's no more freakin PlayOnline, registration is a breeze. It's totally revamped, game engine and all. Visit SE and re-open your account so you'll get notices from SE and access to the Lodestone.
Apply for the closed Beta, there's still a few weeks til Phase 3 starts, never know. You can have your Miquo'te... female OR male. Smiley: grin
I can't say much yet, basically that, yea I'm in the Beta. However, there's a ton of info out there, just play with google.

Edit: Annnd....apologies to WoW. I'm really not trying to recruit here...much. Smiley: lol



Edited, May 17th 2013 10:36pm by Vorkosigan


Download Speed wasn't the issue the first time they released FFXIV.

Its just their own torrent client sat there downloading at 0.01 kb/sec. So what users had to do was copy&paste the .torrent file that it generated, and open it with uTorrent (or whatever client they normally used). Suddenly, it'd take off like a rocket, like it should and download normal speed.

But it sounds like they fixed their stuff.

Hmmm, "Open My Account"? You mean Re-sub for XI? I thought the PlayOnline account in general was always free and never really "Closed"? I get monthly newsletters from them still but none of them ever mentioned XIV.

EDIT: Just took a look at my SE Account, it is still there and working, but since I never subbed to XIV (I only played the Open Beta), it isn't listing any options for XIV. Is that only available to peeps who subbed to XIV before?

Edited, May 19th 2013 10:02am by Lyrailis
#67 May 19 2013 at 8:07 AM Rating: Good
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I'm really bummed that they aren't bringing FFXIV F2P. But there's always a chance they can effectively manage a relaunch.

It's only going to happen if they actually market it this time around, though.
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#68 May 19 2013 at 8:13 AM Rating: Good
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Making gold nowadays is so easy that it removes any sense of achievement. This could also be said of levelling. This might actually be the greater threat to the sustainability of the game. There has to be a balance, too hard and you lose subscribers obviously but also I think too easy and you lose them too.


I'm more of a mindset that they are merely "shifting" the challenge.

Instead of "challenging" (which isn't a real challenge) us with making enough money to sustain our characters, pay our repair bills, etc etc etc, they give us "challenge" in other forms -- Raids, PvP, Challenge Modes with the 5-mans, etc.

Face it... grinding out money isn't fun. Grinding out XP on mobs is even less fun.

People want to get in to the action. Having to do the 300g+ grind every week before raid night (which was MANDATORY if you wanted to raid) had to have sucked. Constant material farming for ridiculous amounts of potions, wizard oils whatever else people used back then in large quantities. That couldn't have been very fun.

And face it -- it isn't a "challenge". Doing the same thing over and over and over again tests 1 and only 1 thing -- your patience for doing mundane tasks repeatedly.

Yes, leveling now is easy. But then it was easy back then too, it just took a lot longer. You ran out of quests, and found yourself grinding on mobs. Harder? Not really. Some classes were "hard" to level back then (Warriors sucked, I leveled one during BC) but that's more about having to bandage and eat every other fight which was the most ridiculously unfun thing I've ever had to do in WoW.

They just took some of the mundane boring crap out of the game and replaced it with more varied stuff like Pet Battles, Scenarios, Challenge Modes, etc. Their philosophy is "why make the players do the same boring crap over and over and over again? Couldn't we speed this up a little so players can spend less time doing unfun things and more time doing the things they want to do?".

Sunsong Ranch is another good example. 5min a day or sitting down for 2h+ once or twice a week? Gimme the 5min a day.

It is also economical on their end too -- 5min a day or 2h+ once a week... the 5min a day model is much cheaper on bandwidth.

Not to mention, it is more healthy/easy to maintain an RL lifestyle. LFR is an excellent way to see the content (even though it is much easier than Normal Raids), Sunsong Ranch allows you to have a continuous inflow of materials, Scenarios are a quick easy source of VP and group content... all of these take less than an hour to do. Gone are the days when people have 5h+ to spend on "Raid Night" 2-3 times a week. People just don't have that kinda time anymore. Some people do but most don't.

Edited, May 19th 2013 10:14am by Lyrailis
#69 May 19 2013 at 8:22 AM Rating: Good
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idiggory, King of Bards wrote:
I'm really bummed that they aren't bringing FFXIV F2P. But there's always a chance they can effectively manage a relaunch.

It's only going to happen if they actually market it this time around, though.


Kinda odd with how many Asian MMOs that are F2P with micro-transactions, that SE is still using the old Monthly Sub model which, according to most people you hear talking about the subject, is outdated and dying over there.

Monthly Sub is one of the things people whine about WoW so much "It is old, outdated, and Asians never use it anymore!"

Kinda odd that SE is still doing that.

Not that I disapprove; I don't get the big deal behind it. SE DOES, however, need to offer bundle deals. I don't know if they ever started doing that yet, but bundle deals rock. Instead of draining me $15 a month, give me the option to pay for 6-12months at a time, perhaps 12 months for $144. That way, I pay once, and forget about it for a year instead of seeing it pop up on my bank statement every month.

The benefits to that are nice for SE, too: If someone subs up and gets bored 5 or so months later, they basically get free subs the rest of that subscription period because these types of deals are always non-refundable.
#70 May 19 2013 at 8:43 AM Rating: Excellent
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idiggory, King of Bards wrote:
I'm really bummed that they aren't bringing FFXIV F2P. But there's always a chance they can effectively manage a relaunch.

It's only going to happen if they actually market it this time around, though.


Honestly I think any mew MMO coming out that isnt F2P or Buy2play doesnt have much of a shot of succeeding, SE is to full of themselves to realize this and are betting on the Final Fantasy Brand to carry it to a point. Problem is the branding is so tarnished because of terrible game play decisions and releases. They may be able to do "ok" off the Japanese market since national pride will sell it there. But over here no.

I played FF11 back when it first released on PC here, I remember thread after thread, complaining how they wasted money and they dont want a sub to play a game. Which to us MMO vets was ridiculous, but a lot of the FF fanbase to this day doesnt include 11 on lists or says its terrible. I played it for 6-7 years before switching to WoW. But with Games like TERA, RIFT, LOTRO, and the multitude of other Pay2 play gone free to play (Star wars doesnt count) on the market unless a game is seriously "the next big thing" its not going to gain much traction.

The problem is Japanese companies have huge egos and dont want to swallow their pride, Final fantasy may eek out 100k people maybe 300k at launch but after that meh. Im basing this on end game, FF11 was pre WoW, WoW changed MMO's big time. FF11 honestly had almost no end game, and the endgame was just a giant RNG grind that lasted WAY to long (when the gear from 2nd expansion is better then the gear in expansion 4/5 you have a problem).

Honestly if FF14 was WoW + FF11 + bits and pieces of other games (GW2 quest system, Rift Trees/Dynamic Events) it would probably stand way more of a chance. But when I look at it it looks like a bastardized FF11-2, I mean they have the same Races (But they have different names so not the same!) there probably isnt any VA in the game, I wonder if they changed the copy pasta landscape (This is a huge one) and made the game more "New player" friendly. FF14 Beta was terrible, and confusing. The whole everything is a mystery and must be worked out by the community is a nice thought but this day and age doesnt work anymore. We live in an age where things are coming out so fast its hard to spend more than a week on one before the next thing comes out.

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#71 May 19 2013 at 2:04 PM Rating: Good
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Lyrailis wrote:

Hmmm, "Open My Account"? You mean Re-sub for XI? I thought the PlayOnline account in general was always free and never really "Closed"? I get monthly newsletters from them still but none of them ever mentioned XIV.

EDIT: Just took a look at my SE Account, it is still there and working, but since I never subbed to XIV (I only played the Open Beta), it isn't listing any options for XIV. Is that only available to peeps who subbed to XIV before?


OK, that's what I meant. Just make sure your SE account is still open for business. Most people who bought and registered 1.0 are waiting for SE to announce it's ok to RE-register their game, then ARR will be free to those who bought the original game. Legacy players (who stuck it out and paid for 3 mos subsription during the temporary renovations in 2011-2012 get nice deals. I really regret ignoring all those emails from SE last year.
Apply for the Beta (we still have closed Phase 3 to work thru yet) here: https://secure.square-enix.com/enqt/s/run?sq=abacdc412bba91aa1085c2aca2a92028d941cdaf1aed02159ba920959a025ca8b9fea0dacfaf09642ca206a83cea15da82a9fc155ca12badefbd1260e872

BeanX the Irrelevant wrote:


Honestly I think any mew MMO coming out that isnt F2P or Buy2play doesnt have much of a shot of succeeding, SE is to full of themselves to realize this and are betting on the Final Fantasy Brand to carry it to a point. Problem is the branding is so tarnished because of terrible game play decisions and releases. They may be able to do "ok" off the Japanese market since national pride will sell it there. But over here no.
[snip]
Honestly if FF14 was WoW + FF11 + bits and pieces of other games (GW2 quest system, Rift Trees/Dynamic Events) it would probably stand way more of a chance. Smiley: wink But when I look at it it looks like a bastardized FF11-2, I mean they have the same Races (But they have different names so not the same!) there probably isnt any VA in the game, I wonder if they changed the copy pasta landscape (This is a huge one) and made the game more "New player" friendly. FF14 Beta was terrible, and confusing. The whole everything is a mystery and must be worked out by the community is a nice thought but this day and age doesnt work anymore. We live in an age where things are coming out so fast its hard to spend more than a week on one before the next thing comes out.


Let me repeat...it's an ALL NEW FFXIV: A REALM REBORN.
Comparing it to FFXI is like comparing FFX to FFIV. They're both Final Fantasy worlds.

As far as F2P goes, the arguments and trolls and endless speculations are never ending. My opinion is, I'd rather pay my $12 or $15 a month to have access to everything in the game, rather than be nickel&dimed in a dollar store.

So, seriously, go visit the ZAM FFXIV general forum. There's a lot of links and a lot of info for those who haven't been paying attention for the last few years. As far as marketing the game goes, SE has partnered with Microsoft among others. It'll also be at E3 next month.

Annnd again, apologies to WoW peoples and mods here.

#72 May 19 2013 at 3:28 PM Rating: Good
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I'm more bummed that it's not going to be f2p because, from my perspective, they just completely screwed themselves. F2P is a no risk model - you get people in and playing and, before you know it, you're making money.

For a game with such an atrocious launch, relaunching with a sub model is asking your potential customers to make a huge leap of faith.
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#73 May 19 2013 at 3:43 PM Rating: Good
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The link you provided did not work, but I managed to navigate their site to apply for the Beta.

We can only hope!

lol.

Not sure I can really take on another MMO sub, but who knows. If it is good enough I just might. If anything, I could unsub from one I only use occasionally; that'd save me $9.95.
#74 May 19 2013 at 3:46 PM Rating: Good
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Vorkosigan wrote:

Let me repeat...it's an ALL NEW FFXIV: A REALM REBORN.
Comparing it to FFXI is like comparing FFX to FFIV. They're both Final Fantasy worlds.

As far as F2P goes, the arguments and trolls and endless speculations are never ending. My opinion is, I'd rather pay my $12 or $15 a month to have access to everything in the game, rather than be nickel&dimed in a dollar store.


I'm not comparing, and the qoute you linked im saying I WANT IT TO BE LIKE FF11. FF11 had a good story and a good ascetic. Tossing "All new" on to any title means nothing now days, it a gimick to sell products.

As for nickel and diming, only the worst F2P games do that (Star Wars). Games like F2P TERA they only sell xp boosters and mounts/clothes in their shop. The rest of the game is completely free and the full game without a single penny spent.

As digg said, being F2P allows everyone to try your game so that it can be judged on its own merits, if people like your game they will pay you to keep playing. Asking for 12-15 dollars up front on top of buying a boxed copy is really asking to much. What happens if I play it and hate it and uninstall the next day, Im out how much it cost me to buy the game.

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#75 May 19 2013 at 3:46 PM Rating: Good
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I will not sub for it unless they have a free trial that let's me try before I buy. Literally no chance.

And with the modern MMO market, I really doubt I'll be alone with that stance.
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#76 May 19 2013 at 3:49 PM Rating: Good
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idiggory, King of Bards wrote:
I will not sub for it unless they have a free trial that let's me try before I buy. Literally no chance.

And with the modern MMO market, I really doubt I'll be alone with that stance.


FFXI had a Free Trial though it was only 14 days.

I'm pretty sure they'll have one for XIV too. Though whether or not you have buy the client first.... lol.

Though after awhile they started releasing $4 discs that allowed you to install and get the Free Trial that way.
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