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The Fifth Star comes to WARFollow

#1 Aug 29 2008 at 10:48 AM Rating: Good
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TFS will be continuing in Warhammer here in the next few weeks.

For those of you that don't know. The Fifth Star started out as an Allakhazam Guild in WoW. Two and a half years later it's the oldest Guild on the server. We've developed a lot of really close online gaming friends in that time and hope to continue that into Warhammer.

I'm looking to add new players from this forum as we move forward. We've already been gathering people from our own WoW Guild.

I know a few discussions about an Allah guild has been proposed before, but I thought start getting the ball moving in earnest.




No need to move it, just created a thread in the proper place

Edited, Aug 29th 2008 2:40pm by baelnic
#2 Aug 29 2008 at 11:44 AM Rating: Decent
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Isn't this the guild that Tyr announced was disbanding?
#3 Aug 29 2008 at 11:54 AM Rating: Good
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That announcement was premature. They lost their MT but they will be continuing on.
#4 Aug 29 2008 at 12:23 PM Rating: Excellent
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order or destruction?
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#5 Aug 29 2008 at 12:30 PM Rating: Good
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We have a poll that is leaning Destruction but the decision is going to be made later.

We want to include more people from Allah in that discussion.
#6 Aug 29 2008 at 12:31 PM Rating: Excellent
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Grandmother baelnic wrote:
Darn it. Posted in the wrong room. Was reading the awesome news about McCain's dumba** pick for VP! Move me please.


Can't Smiley: frown The WAR forums don't exist as far as moving threads is concerned.

#7 Aug 29 2008 at 12:33 PM Rating: Excellent
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I don't know if I want to play a goblin shaman, a zealot, or go with something different from usual and play a magus.

I wish I had gotten into the closed beta, but alas, new job!
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#8 Aug 29 2008 at 12:34 PM Rating: Excellent
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I'm torn on whether I'm going to try WAR or not. I've never played Warhammer in any form before, so the rabid fandom is a little off-putting.

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#9 Aug 29 2008 at 12:37 PM Rating: Good
I'll probably give WAR a try, the focus on PvP is a bit of a turn off for me, but I imagine that it would be a barrel of laughs doing massive PvP with some of them being people I actually know.
#10 Aug 29 2008 at 12:45 PM Rating: Decent
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Quote:
I don't know if I want to play a goblin shaman, a zealot, or go with something different from usual and play a magus.

I wish I had gotten into the closed beta, but alas, new job!


Open Beta starts soon so you'll be able to get in on that (or if not I'm pretty sure I have extra codes).

I'll be playing greenskin for sure, just hard to pick which one! Squig Herder will probably win the day.

Quote:
I'm torn on whether I'm going to try WAR or not. I've never played Warhammer in any form before, so the rabid fandom is a little off-putting.


I hope the fanatics aren't as bad as the FFXIers. I doubt anyone could be though.

Edited, Aug 29th 2008 2:42pm by baelnic
#11 Aug 29 2008 at 12:47 PM Rating: Decent
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Samira wrote:
I'm torn on whether I'm going to try WAR or not. I've never played Warhammer in any form before, so the rabid fandom is a little off-putting.



I agree. That and I'm pretty sure I've beaten up a couple people who played it back in the day.

Open beta is only, well, open for people who pre-order or for closed-beta players. It's not as open as people are making it sound.
#12 Aug 29 2008 at 2:20 PM Rating: Good
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Celcio wrote:
Grandmother baelnic wrote:
Darn it. Posted in the wrong room. Was reading the awesome news about McCain's dumba** pick for VP! Move me please.


Can't Smiley: frown The WAR forums don't exist as far as moving threads is concerned.



It's there, just gotta scroll WAY down.
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#13 Aug 29 2008 at 2:31 PM Rating: Good
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Samira wrote:
I'm torn on whether I'm going to try WAR or not. I've never played Warhammer in any form before, so the rabid fandom is a little off-putting.



I doubt I will, unless tons of people from here are raving about how great it is. And that mean, raving after 3 months, not just the first week.

I keep hearing you don't have to PvP, but you also don't have to PvP in WoW, but they put so much focus on it now, it's one of the reasons I stopped playing.
#14 Aug 29 2008 at 3:20 PM Rating: Decent
I just don't feel like I can do another quest-grind MMO. It was very novel in the beginning of WoW, and was one of the things that let me get my 70 even with a casual play schedule. But after getting one character to 70, I lost all motivation to level up an alt, and just lost interest in the lonely world of solo quest-grinding. Sadly, it seems that all new MMOs coming out in recent years have been made in WoW's image (LotRO, Vanguard, AoC, etc.). They are all just solo quest-grinds, and it seems that WAR is shaping up to be the same.

I just wonder if a new AAA commercial MMORPG will ever be party-centric again like the "traditional MMOs".
#15 Aug 29 2008 at 3:48 PM Rating: Excellent
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As a fanatic of Warhammer, I'll address a couple of points:

PvP: I loathed PvP - in this game, it's cooperative and great fun - it still doesn't make me want to pvp in Warcraft or anything, but I really had a blast in Warhammer. In fact, I'm going through serious PvP withdraw wishing I could play this weekend.

You really, really don't have to PvP - they make it work where you can focus on quests, crafting, guild leveling, etc. Again, though, PvP is actually FUN here. You should at least give it a try. It's worthwhile to check out as you can obtain some awesome gear from early levels to make your non-pvp experience less difficult. Grinding is non-existant as there are so many different ways to level that I had nothing but fun the whole time and I didn't stress about trying to level up - to me, leveling is a by-product to the awesome fun I was having. Bottom line - you won't get bored because there are different things to do.

While it may seem off-putting, the Warhammer universe is huge and diverse. I highly recommend checking out some Warhammer novels to get a feel for the world. It's an incredible, grim, gritty world yet it also has awesome dark humor, too. I've been stoked to play in this world for years now because I enjoy the books so much. The developers were spot on in making the Warhammer world come to life.

As far as the overwhelming rabid fans of the game - the most populated starting area is Chaos. This is wonderful for fans of the other areas, though. I recommend checking out each area to get a feel for the race/class combos.

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#16 Aug 29 2008 at 4:12 PM Rating: Good
Snorre wrote:
You really, really don't have to PvP - they make it work where you can focus on quests, crafting, guild leveling, etc. Again, though, PvP is actually FUN here. You should at least give it a try. It's worthwhile to check out as you can obtain some awesome gear from early levels to make your non-pvp experience less difficult. Grinding is non-existant as there are so many different ways to level that I had nothing but fun the whole time and I didn't stress about trying to level up - to me, leveling is a by-product to the awesome fun I was having. Bottom line - you won't get bored because there are different things to do.


I have been hearing people talk about this. Can anyone give any info on this "everything you do levels you up" thing? Does anyone have any good links that explain the system? I would be interested in WAR if it doesn't make me solo quest-grind.

WoW tried to have several ways to level up, but of course, everyone goes for the most time economical way: questing.
#17 Aug 29 2008 at 4:29 PM Rating: Decent
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It's not exactly "everything you do levels you up," but most of the activities you engage in during normal play will provide you with exp in addition to other gains.

Solo questing gives exp and gold through grinding and turn ins.
Public quests give exp through group mob killing and also give influence.
Taking a keep/objective will give you exp for killing the guards, exp for killing any players helping to defend it, and lots of reknown.
Basic pvp/scenarios give exp for player kills as well as reknown.

The only activity in the game that doesn't grant exp towards character levels is crafting.

All of these vary in how time efficient they are for gaining exp, but the side benefits they offer helps make them appealing. Generally in my play I found questing (preferably with a small group, but solo also works) to be the fastest way to level. However the the reknown gear gained from pvp was much better than my quest gear. So although I could level faster by questing, I would gear up faster by pvping. Public quests granted very nice gear if you placed first, and the influenced gain can be turn in for some decent rewards as well. Taking keeps didn't gain very much exp, but you get a huge amount of reknown and gain significant zone control.
#18 Aug 29 2008 at 4:36 PM Rating: Excellent
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Off the top of my head, here are the ways you level up:

Quests

Killing stuff (straightforward grinding) - I hardly did any of this unless something was in my way from point A to point B.

Public Quests - where you cooperatively work with others grouped or not, it doesn't matter - a typical Public Quest scenario - fight 20 minions (1st wave), pick up some items in the area (i.e., kegs of beer)(2nd wave), fight tougher minions, then finally take down the boss mob. Depending on how well you do, (i.e., quest participation, number of kills, amount of healing) you will be ranked. I'm not sure of the particular details of the mechanics, but basically you get some reward and the top 3 players get to loot a chest from the boss mob. Now, if you don't reach that top level during that quest, no worries - the quest resets about 2 minutes after the completion of the previous one and you can do it over and over. Not only do you get level experience, but you also get Influence points. These can be used to purchase items that are on 3 tiers of items to choose one item from - 3 potions, 3 armor pieces, and 2 weapons (I think, it could be 3).

Realm vs. Realm pvp instance leveling - great fun and absolutely worthwhile to do. There is a camp in every major zone that has Renown merchants where you can spend Renown points (I thought it was spelled Reknown, but oh well). These points are earned over time while you level up - say, from level 6 to level 11 and after each RvR instance, you can hit up the Renown armor merchant and the Renown weapon merchant and upgrade your gear, depending on your Renown points you've gained. It's really, really easy to attain and max out your gear after a few pvp instances. There is usually 2 repeatable quests (one that gives out experience points and another that gives out experience points and coins) that you can quickly level up and develop a healthy amount of coinage to save up for your mount at level 20.

Realm vs. Realm pvp non-instanced - Also great fun, like particpating in battles - no solo ganking here - death, by the way (note as in all aspects of the game - is of little consequence at least at the early levels). If you don't know your role in cooperative pvp fighting, you will die, and die a lot. Likewise, if others that you fight near don't know their roles, you will also probably die. The beauty of all of this is when everyone knows their roles (healer, dps, tank) and it's truly epic fun. Again, level experience, coinage, items to roll for, Renown points, etc.

I didn't participate in crafting, so I can't speak of it.

Also, your guild can level up (like in EQ2). When you reach certain levels, new guild options open like a guild calendar, for instance.

If others can provide further info or clarify what I mentioned, please feel free to do so.

The Tome of Knowledge is an awesome addition to the mmorpg game. It records all your earned titles (if you die a lot, you earn "Run Away!" as a title, if you click on yourself too much, you gain the title, "Ow! My Eye!", and so forth. It tracks your quests, provides awesome lore information (when you encounter a particular beastie or enemy, their information comes up to provide background information. Likewise, when you encounter popular Warhammer persons, their history/information will be added to your tome. I imagine crafting info is also provided as you discover stuff. Oh, locations are added as well.

* I wasn't positive about crafting giving level experience, so I removed it.
If I think of other stuff, I'll provide later.

Edited, Aug 29th 2008 8:33pm by Snorre
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#19 Aug 30 2008 at 7:53 AM Rating: Default
Mistress dacypher wrote:
I just don't feel like I can do another quest-grind MMO. It was very novel in the beginning of WoW, and was one of the things that let me get my 70 even with a casual play schedule. But after getting one character to 70, I lost all motivation to level up an alt, and just lost interest in the lonely world of solo quest-grinding. Sadly, it seems that all new MMOs coming out in recent years have been made in WoW's image (LotRO, Vanguard, AoC, etc.). They are all just solo quest-grinds, and it seems that WAR is shaping up to be the same.

I just wonder if a new AAA commercial MMORPG will ever be party-centric again like the "traditional MMOs".

----------------------------------------------------------------

Vanguard is. it is exactly what you are looking for.

the problem is, as the problem has always been since the release of EQ1, that you are amoung the smallest percentage of people into online gaming, or gaming in general. and by smallest, i mean less than 1 percent. consider WoWs 12 million subscribers to Vanguards 20k, or EQ1s 100k, or EQ2s 250k.

WoW playstyle is mainstream now. the benchmark.

Blizzard needs to be really carefull though. the mainstream players really are not that intersted in pvp. the top players in WoW are the most vocale and that is probably why the focus on pvp, but they are not the majority.

they are heading down the same path that felled EQ1. listening to the vocale minority instead of getting input from the majority...........

vanguard is living proof that what you want does not garner enough support to pay the bills. the best you can hope for is group only content as an added feature and not the focus of the game. like WoW did with their origonal launch.

and you will find exactly what you can find today in EQ1. a whole lot of whinning vocale minorities screaming the vertues of group orientated content all.......playing by themselves by multiboxing and occasionally showing up for a raid.

Age of Conan did some serious backpedding before launch and ended up with a WoW playstyle game with some mature content. but not enough content over all to keep anyone interested for any length of time. and they made the mistake of only one starting area ensuring no one will be motivated to start another toon being the experience will be exactly the same. regaurdless, inspite of its lack of content and one starting area, it is doing better than Vanguard. much better.
#20 Aug 30 2008 at 2:29 PM Rating: Good
shadowrelm wrote:
Mistress dacypher wrote:
I just don't feel like I can do another quest-grind MMO. It was very novel in the beginning of WoW, and was one of the things that let me get my 70 even with a casual play schedule. But after getting one character to 70, I lost all motivation to level up an alt, and just lost interest in the lonely world of solo quest-grinding. Sadly, it seems that all new MMOs coming out in recent years have been made in WoW's image (LotRO, Vanguard, AoC, etc.). They are all just solo quest-grinds, and it seems that WAR is shaping up to be the same.

I just wonder if a new AAA commercial MMORPG will ever be party-centric again like the "traditional MMOs".

----------------------------------------------------------------

Vanguard is. it is exactly what you are looking for.

the problem is, as the problem has always been since the release of EQ1, that you are amoung the smallest percentage of people into online gaming, or gaming in general. and by smallest, i mean less than 1 percent. consider WoWs 12 million subscribers to Vanguards 20k, or EQ1s 100k, or EQ2s 250k.

WoW playstyle is mainstream now. the benchmark.

Blizzard needs to be really carefull though. the mainstream players really are not that intersted in pvp. the top players in WoW are the most vocale and that is probably why the focus on pvp, but they are not the majority.

they are heading down the same path that felled EQ1. listening to the vocale minority instead of getting input from the majority...........

vanguard is living proof that what you want does not garner enough support to pay the bills. the best you can hope for is group only content as an added feature and not the focus of the game. like WoW did with their origonal launch.

and you will find exactly what you can find today in EQ1. a whole lot of whinning vocale minorities screaming the vertues of group orientated content all.......playing by themselves by multiboxing and occasionally showing up for a raid.

Age of Conan did some serious backpedding before launch and ended up with a WoW playstyle game with some mature content. but not enough content over all to keep anyone interested for any length of time. and they made the mistake of only one starting area ensuring no one will be motivated to start another toon being the experience will be exactly the same. regaurdless, inspite of its lack of content and one starting area, it is doing better than Vanguard. much better.


I have no idea what you mean by Vanguard being a "traditional MMO". Vanguard is nearly 100% solo quest-grinding all the way to level cap. Vanguard mostly failed due to horrible stability. Hell, it's unstable right now, long after release. It was almost completely unplayable the first 3 months, so even the players that tried to stick it out through their free month still got nothing, and ended up canceling. The playerbase of Vanguard is mostly players that joined it after it became playable.

And honestly, I don't know what you are citing by saying that the minority of WoW engage in PvP. As far as I know, no stats have eben released on how many players PvP vs. PvE only, so I think you are making things up.

So about the "proof that what you want doesn't pay the bills" thing, that isn't true either, because no AAA MMO has come out since WoW that has not been quest-centric.

Also, WoW never hit 12 milllion subscribers, so once again, I don't know what you are getting your "facts". WoW has about 2.5 million subscribers in North America, with their largest chunk (over 5 million) playing in China on the Chinese servers. The rest are in Europe and other areas. This info comes from MMOChart, the only neutral source of MMO subscriber info.

Don't get me wrong. WoW is the mainstream. WoW is MMORPGs in most people's eyes. But WoW is not the juggernaut that has 10 million North American subscriptions like some sources would want you to believe.

I also think that given some time, a developer will attempt to go back to traditional MMO style games once they see that WoW clones are just not cutting it (Vanguard, LotRO, EQ2, etc. just not doing as well as they wanted to).

Edited, Aug 30th 2008 6:25pm by dacypher
#21 Aug 30 2008 at 2:44 PM Rating: Decent
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Mistress dacypher wrote:
Vanguard mostly failed due to horrible stability.

No, Vanguard mostly failed due to terrible game design. The stability issues were just shooting a dead horse.
Mistress dacypher wrote:
Also, WoW never hit 12 milllion subscribers, so once again, I don't know what you are getting your "facts". WoW has about 2.5 million subscribers in North America, with their largest chunk (over 5 million) playing in China on the Chinese servers. The rest are in Europe and other areas. This info comes from MMOChart, the only neutral source of MMO subscriber info.

According to your own source WoW hit 10 million subscribers back in the start of 2008 or a little earlier. This coincides with Blizzards announcement on Jan 22 that they hit 10 million. Assuming constant growth, because according to your source that is what WoW has experienced, it would be at around 12 million or more by now. I also don't know why you bring up nationality. He said 12 million subscribers, not 12 million American subscribers.
Mistress dacypher wrote:
I also think that given some time, a developer will attempt to go back to traditional MMO style games once they see that WoW clones are just not cutting it (Vanguard, LotRO, EQ2, etc. just not doing as well as they wanted to).

No. All of the most recent popular MMOs have borrowed from WoW, Lotro and Warhammer having especially borrowed form the game. Vanguard is a "traditional" MMO along the lines of EQ, and it flopped horribly because of that. Traditional MMOs are largely dead, and they will never make a comeback. Most players realized solo/group grinding for hours on end was a stupid idea and have since become accustomed to games that offer less repetitive gameplay.

Edited, Aug 30th 2008 5:41pm by Allegory
#22 Aug 30 2008 at 8:22 PM Rating: Good
Allegory wrote:
Mistress dacypher wrote:
Vanguard mostly failed due to horrible stability.

No, Vanguard mostly failed due to terrible game design. The stability issues were just shooting a dead horse.
Mistress dacypher wrote:
Also, WoW never hit 12 milllion subscribers, so once again, I don't know what you are getting your "facts". WoW has about 2.5 million subscribers in North America, with their largest chunk (over 5 million) playing in China on the Chinese servers. The rest are in Europe and other areas. This info comes from MMOChart, the only neutral source of MMO subscriber info.

According to your own source WoW hit 10 million subscribers back in the start of 2008 or a little earlier. This coincides with Blizzards announcement on Jan 22 that they hit 10 million. Assuming constant growth, because according to your source that is what WoW has experienced, it would be at around 12 million or more by now. I also don't know why you bring up nationality. He said 12 million subscribers, not 12 million American subscribers.
Mistress dacypher wrote:
I also think that given some time, a developer will attempt to go back to traditional MMO style games once they see that WoW clones are just not cutting it (Vanguard, LotRO, EQ2, etc. just not doing as well as they wanted to).

No. All of the most recent popular MMOs have borrowed from WoW, Lotro and Warhammer having especially borrowed form the game. Vanguard is a "traditional" MMO along the lines of EQ, and it flopped horribly because of that. Traditional MMOs are largely dead, and they will never make a comeback. Most players realized solo/group grinding for hours on end was a stupid idea and have since become accustomed to games that offer less repetitive gameplay.

Edited, Aug 30th 2008 5:41pm by Allegory


Has anyone here even played Vanguard?! Why does everyone say that Vanguard is a traditional MMORPG? I played it to level cap, and not once did I group, set up camp and kill monsters for experience! No one did. Granted, compared to WoW, there are more quests that require grouping, but you definetely gain levels from questing. It is quest-based like all other MMOs since WoW. The last AAA MMO to be launched that was not quest-based was EQ2, but they quickly threw their first updates at it and made it quest-based within about 2 months of launch to make it more "WoW-like" (these were in the first updates where they added rest xp, etc.)

In regards to WoW's subscription numbers, they have not hit 11 million, let alone 12. Subscriptions have sat cozily at right around 10 million ever since that milestone was reached. Blizzard has been very happy to make a press-release every time they hit a new million marker, and nothing has been released about 11.

Also, as far as Vanguard failing for their game design, I am not sure how you could say that as a fact. By far the most logical explanation would be that a player could not stayed logged in for more than 5 minutes after launch without getting a "critical error" and the client crashing. If this continues through your entire free month subscription, chances are quite low that you will keep your account open once you are being charged. Even for those brave few that did, at the 3 months point, it was not much better. A case could be made much more easily that stability is what killed Vanguard, coupled with a "been-there-done-that Tolkein-esque" fantasy setting that brought nothing new to the table. I see no evidence that Vanguard failed due to being a "traditional MMO", even though it was not.

As far as my reasoning for bringing up the nationalities of WoW's playerbase, this was in regard to him saying that I am in the 1% minority of MMO players when you look at the "12 million players" of WoW versus the low numbers of traditional MMORPGs. I mentioned it because if you actually take the 2.5 million NA players (since most new MMOs created in America typically target NA) of WoW and add in the other quest-based games, then compare it to the players still playing traditional MMOs (which are all now at least 3 years old or older) it is probably more around 25% in NA. I only brought it up because saying only 1% of potential players for a new MMO would consider a traditional MMO is simply not true.
#23 Aug 30 2008 at 8:50 PM Rating: Decent
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Mistress dacypher wrote:
Has anyone here even played Vanguard?! Why does everyone say that Vanguard is a traditional MMORPG? I played it to level cap, and not once did I group, set up camp and kill monsters for experience! No one did.

Because group grinding is vastly more effective in that game than solo questing. You can solo quest in FFXI too, but FFXI is a traditional MMO because group grinding is vastly more effective.

The aspects that characterize a MMOs of the past are long, repetitive, and usually force (or with a strong incentive) grouping tasks. Vanguard fits this bill. It may not fit your vision of a traditional MMO perfectly, but it is far more similar to a traditional MMO than it is to WoW.
Mistress dacypher wrote:
In regards to WoW's subscription numbers, they have not hit 11 million, let alone 12. Subscriptions have sat cozily at right around 10 million ever since that milestone was reached. Blizzard has been very happy to make a press-release every time they hit a new million marker, and nothing has been released about 11.

Honestly the numbers don't even matter. WoW is in almost any case far more popular than other MMOs by a magnitude of 10 or more. The point of him citing the subscription base is to say that WoW's formula is popular. Clearly other games are going to follow in its direction. WoW's new style is progress, and it's what the market wants.
Quote:
As far as my reasoning for bringing up the nationalities of WoW's playerbase, this was in regard to him saying that I am in the 1% minority of MMO players when you look at the "12 million players" of WoW versus the low numbers of traditional MMORPGs. I mentioned it because if you actually take the 2.5 million NA players (since most new MMOs created in America typically target NA) of WoW and add in the other quest-based games, then compare it to the players still playing traditional MMOs (which are all now at least 3 years old or older) it is probably more around 25% in NA. I only brought it up because saying only 1% of potential players for a new MMO would consider a traditional MMO is simply not true.

You're just making up random numbers. His 1% was a rhetorical device implying that gamers who want a traditional style MMO are in the minority by a vast amount, and he is right.

Traditional MMOs have no chance at a comeback.

Edited, Aug 30th 2008 11:57pm by Allegory
#24 Aug 31 2008 at 12:10 PM Rating: Good
Allegory wrote:
Mistress dacypher wrote:
Has anyone here even played Vanguard?! Why does everyone say that Vanguard is a traditional MMORPG? I played it to level cap, and not once did I group, set up camp and kill monsters for experience! No one did.

Because group grinding is vastly more effective in that game than solo questing. You can solo quest in FFXI too, but FFXI is a traditional MMO because group grinding is vastly more effective.


You have not played Vanguard. Killing monsters in Vanguard gets you about as much xp as killing monsters in LotRO (almost nothing compared to questing).

Allegory wrote:

The aspects that characterize a MMOs of the past are long, repetitive, and usually force (or with a strong incentive) grouping tasks. Vanguard fits this bill. It may not fit your vision of a traditional MMO perfectly, but it is far more similar to a traditional MMO than it is to WoW.
Mistress dacypher wrote:
In regards to WoW's subscription numbers, they have not hit 11 million, let alone 12. Subscriptions have sat cozily at right around 10 million ever since that milestone was reached. Blizzard has been very happy to make a press-release every time they hit a new million marker, and nothing has been released about 11.

Honestly the numbers don't even matter. WoW is in almost any case far more popular than other MMOs by a magnitude of 10 or more. The point of him citing the subscription base is to say that WoW's formula is popular. Clearly other games are going to follow in its direction. WoW's new style is progress, and it's what the market wants.


It's what the mainstream market wants. It's also important for me to note that when I am talking about a new, traditional MMO, I am not talking about a game that will wipe out WoW, or even hit 1 million subscribers. I am only referring to a game that could capture a portion of the market (even if its a niche market) and do as well as it anticipated. I don't see how anyone could possibly just say "no, that won't happen ever again", particularly considering that WoW, and the army of WoW clones have only been dominating the market for less than 3 years. A game could still be a "traditional MMO" while changing up the formula to be less repetitive. It will just take good game design, and that is something we have not seen in a while.

Allegory wrote:
Mistress dacypher wrote:
As far as my reasoning for bringing up the nationalities of WoW's playerbase, this was in regard to him saying that I am in the 1% minority of MMO players when you look at the "12 million players" of WoW versus the low numbers of traditional MMORPGs. I mentioned it because if you actually take the 2.5 million NA players (since most new MMOs created in America typically target NA) of WoW and add in the other quest-based games, then compare it to the players still playing traditional MMOs (which are all now at least 3 years old or older) it is probably more around 25% in NA. I only brought it up because saying only 1% of potential players for a new MMO would consider a traditional MMO is simply not true.

You're just making up random numbers. His 1% was a rhetorical device implying that gamers who want a traditional style MMO are in the minority by a vast amount, and he is right.

Traditional MMOs have no chance at a comeback.


No, I am not making up random numbers. You should actually check the numbers on MMOchart.com. There are roughly 2.5 million North American subscribers to WoW. My numbers are an estimation, but they are not "made up".

Anyway, what I am saying is that a traditional MMO could make it today if done right. There are definitely problems with the formula, and that I don't deny. If a new game like that was to come out, it would need to deal with the issues of repetitive combat. This is not that hard (I have about 10 ideas that would help). There are also problems with mid-to-high level players sitting around with nothing to do while they wait for a group. This could be fixed by making a hybrid of both quest-based and traditional, so players could solo-quest and make xp while waiting for a group. Just make grouping reward about 20% more experience in the long-run over questing. In a way, this is almost like WoW. At mid to high levels, running an instance can net more xp than the same amount of time spent solo questing due to all the running around. So, this idea is not that new or crazy.

Edited, Aug 31st 2008 4:07pm by dacypher

Edited, Aug 31st 2008 4:08pm by dacypher
#25 Aug 31 2008 at 1:09 PM Rating: Decent
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Mistress dacypher wrote:
You have not played Vanguard. Killing monsters in Vanguard gets you about as much xp as killing monsters in LotRO (almost nothing compared to questing).

You are the only person I've ever heard say otherwise. Every review I've read and every player I've spoken to says group content is vastly more effective than soloing.
Mistress dacypher wrote:
It's what the mainstream market wants. It's also important for me to note that when I am talking about a new, traditional MMO, I am not talking about a game that will wipe out WoW, or even hit 1 million subscribers. I am only referring to a game that could capture a portion of the market (even if its a niche market) and do as well as it anticipated. I don't see how anyone could possibly just say "no, that won't happen ever again", particularly considering that WoW, and the army of WoW clones have only been dominating the market for less than 3 years. A game could still be a "traditional MMO" while changing up the formula to be less repetitive. It will just take good game design, and that is something we have not seen in a while.

I honestly don't see how you could possibly think putting the adjective "mainstream" before the word market changes anything at all. The market for traditional MMOs is mostly dead. Horse drawn carriages are never making a comeback. Yes they can capture a niche portion of the market, but they will never compete with modern automobiles.
Mistress dacypher wrote:
No, I am not making up random numbers. You should actually check the numbers on MMOchart.com. There are roughly 2.5 million North American subscribers to WoW. My numbers are an estimation, but they are not "made up".

I'm not talking about the nationality breakdown of the numbers, and I'm still vastly confused by how you think that matters at all. I'm talking about your overly generous pure guess that 25% of NA players are still playing traditional MMOs. If you can show me a breakdown of the data to support this from your source then I'll accept it, but I honestly doubt you added up any statistics before you came up with that number.
Mistress dacypher wrote:
Anyway, what I am saying is that a traditional MMO could make it today if done right.

No. You are confusing your desire for the genre to reemerge with the reality of the situation.


Unless you inject some sort of concrete statistical data or logical support into your argument I'm done here. I would keep pointing out that market forces, market history, and common sense all point to traditional MMOs continuing to decline, and you would keep equating your hope that the genre revives with being a factual basis.

Edited, Aug 31st 2008 4:06pm by Allegory
#26 Aug 31 2008 at 1:20 PM Rating: Good
Allegory wrote:
Mistress dacypher wrote:
You have not played Vanguard. Killing monsters in Vanguard gets you about as much xp as killing monsters in LotRO (almost nothing compared to questing).

You are the only person I've ever heard say otherwise. Every review I've read and every player I've spoken to says group content is vastly more effective than soloing.


You haven't played it, though, and you're being purposely obtuse. You said group-grinding, you weasely little *****. You know what that implied and now you're back-pedaling. Group content is more effective in any MMO, or MMO-Lite like WoW and WAR; the best rewards will always come from cooperative rather than solo play.

Fact is, it's not "traditional" MMOs(whatever that means) that are dead or dieing. It's MMOs in general. WoW and its subsequent lemmings aren't MMOs, they're single-player games with the option of group play thrown in. Watered down, dumbed-down playschool garbage, made for kids your age and younger. There was a time when the average MMO player was in their thirties. Now if we want to continue to linger in the shadow of the genre we have to cater to lazy kids.
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