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lowrads

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lowrads
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  • I view low fee pay to play as basically an anti-spam tool.  It probably carries little incentive for development or investment though. I've never seen "micro transactions" that were in any way micro.  Going by the pricing, there were pretty normal …
  • I think more people dislike a lack of narrative than the statistical exercise that makes up most of forms of player competition.  They don't mind getting into conflict with other players, but they want to have a clear reason not just for conflict, b…
  • I would like to see crafting, or economics more generally, become a major driver of player interaction in worlds based around conflict.   After playing a lot of various games, esp. EVE, I've noticed that there is usually a huge surplus of redundant…
  • The game itself is fairly simplistic.  However, having goals and pursuing them is usually a frustrating experience for most players.  It has always had the potential to be a really great game, and I've played off and on for a silly amount of time be…
  • Leveling is really fast, but I don't ever make it to endgame.  I like to take my time and craft things, in part because the game seems to suggest that we do this and because I want to like crafting things.  However, all the things I craft are worthl…
  • Questing is pretty dull.  Go here (we'll do it for you).  Kill n mobs.  Click here.  Reading just slows you down.  Click.  Click.    No thanks.
  • Just patched up and logged in after a couple months abstention.   I saw a handful of max leveled chars running about, but the auction house was pretty empty.  For example, I looked under a formerly teaming category like weapons and saw only a single…
  • Currently playing, "Find a second job."   Turns out I like money after all.
  • Pvp with fortress control objectives is kinda limited to specific alarm clock operations with each site in the world vulnerable for a short window once a day or so, although there is a general pvp area.  Pve areas are generally safe with limited wi…
  • You have to have a solid, but dynamic economy that allows for genuine scarcity.  Knowing that people are risk averse, you have to either tweak things from a design perspective in order to make safe or low-risk competition strategies more expensive, …
  • Did they fix crafting or the markets?   If you can ignore that part, Allods is a decent game.  However, for a segment of players, it's a make or break feature.  In the current implementation, it is completely irrelevant, and widely ignored by the …
  • Crafting could easily be a lot better.  -Each lvl of crafted gear could have diverse stats like QM gear does instead of all the same.  -Bounding kills the dissassembly profession.  Might as well just let them reprocess some kind of trinket loot fo…
  • I don't think an item mall kills every game by itself. It really depends on the style of game. Take Dark Orbit. The item mall itself is irrelevant since the advantages are trivial. However, the subscription bonus of removing all risk from the ga…
  • I don't really know much about this game, but I hope that by focusing on combat, the game also focuses on player cooperation and competition.   I am so sick of spending 90% of awake time in mmos dealing with npcs, or being unable to compete econ…
  • This lovely bit of theorycrafting sounds like the perfect way to spend +70B in startup capital, (Two outposts "minimum" lol) and lose it all to the first serious threat that comes along.   Carebear alliances are merely factories for producing pv…
  • I am in the same boat.  However, I remember many of the negative things that make attempting to play frustrating.  NPC Corps.  The only thing that can touch them are suicide tactics or elaborate misrepresentations and social engineering.  The fact…
  • Reason to be disillusioned with EVE: -Earning iskies for ____________ is sadly most efficiently done by grinding idiot NPCs which takes up too much time, and detracts from enjoyable time spent amidst other players, pirating or being ganked, and pl…
  • When in doubt, right-click.   Keep in mind, in the end it's not what you know, but who you know.
  • The average subscription length is about 7 months.  Naturally, a large number of persons that start playing the game do not carry over into interested buyers.  One month is included in an account activation usually, and a six month subscription in…