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  • #16
    Re: My updated list of reasons why World of Warcraft is a terrible game.

    World of Warcraft is a great mmorpg. But in that way that it's a mmorpg that even busy people can play. And reach the endgame content without years of playing. FFXI is far more hardcore mmorpg then World of Warcraft.
    WoW is a great game and lots of fun,while it last. Which is for a year maybe. But after a year of playing World of Warcraft, it's over.. It's nothing else to do, then to maybe wait for some updates/expansion packs. But it's not really much new content bieng added. =|

    Im looking for a mmorpg lasting longer then 6-12 months. A more hardcore mmorpg, thats why i choose to try out FFXI
    Moo

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    • #17
      Re: My updated list of reasons why World of Warcraft is a terrible game.

      Originally posted by Impaction
      Enjoy.
      • The graphics and animations were donated to them by Disney because they're too cheap to make their own. The game looks extremely cartoonish because of the oversized textures, models, and the overdone animations. Obviously little thought was put into the world's design because dungeons are reused everywhere. Somehow the inhabitants of these lands were able to create exact replicas of every single dungeon, mine, and cave.
      So basically you dislike the "cartoony" look and prefer the "anime" look FFXI has?

      • When they implement an event that hands out free beer, the players actually act like they're drunk and actually delve into a level of stupidity you didn't know existed. They had an event called the Feast of Wintervale because they wanted to be politically correct or unbiased as to which religion they support, but then they loaded the towns with christmas trees, mistletoe, and sat Santa in one of the towns next to a pile of presents under a tree. I guess they enjoy kidding themselves.
      I don't see how it's all that different from the holiday events in FFXI. During the egg hunt even I often saw things like...

      ("F" Egg) ("U" Egg) ("C" Egg) ("K" Egg) ("Y" Egg) ("O" Egg) ("U" Egg)



      • (Part Two)When fighting against NPC enemies you'll notice more than just a few bugs and glitches. They've cram-packed every area up to the brim with aggressive enemies, and there's no point at which they'll stop attacking you. You can be level 60 and they'll be level 1 and they'll still attack you. The worst part is you become "dazed", which inflicts a slowed effect effectively making the situation worse, when attacked from behind by anything but another player, even if they're level 1 and you're level 60. In fact, this whole game revolves around incapacitating your enemies just to kill them. ... Monsters are suppost to return to their spawn after chasing you a certian distance, but they can bug out and hunt you down without hinderance. Diffeen't species of animals will also gang up against you without a thought. Bears and wolves will often team up with humans to kill you. They've yet to consider implementing features that would encourage face-to-face fighting among the melee, and more group dependant fighting among the ranged fighters.
      If you are higher level than the creature you have to be closer for it to attack you. If it's gray to you you practically have to touch it. Come on. You know that. And there are plenty of ways around getting dazed if you decide to just plow through without a care. One of the chief complaints about WoW from the oldschoolers is that you can run through hordes of enemies without a care, they stop chasing after 10-20 seconds anyway. If they do chase forever it's most likely because you kept hurting them, or else a rare glitch. You say this is a con... but in FFXI they always chase to the zone or death, and unlike WoW most classes do not have an escape maneuver.


      • (Part Three)Magic has the ability to pass through armor and hit the player directly. What I mean is that there are no normal armor checks on magic attacks that there usually are when taking a physical hit. Projectiles such as arrows, bullets, and throwing weapons all go through armor checks to determine their damage. Projectiles such as fireballs, iceballs, and some freaky balls of "arcane" and "nature" don't. Apparently thick layers of plate and mail don't protect you from heat, cold, or whatever the hell else there is. Apparently they've never heard of heat transfer. The armors in this game are made out of imaginary metals, which don't have (Blizzard hasn't even considered) exact melting points, and the magical abilities don't have (Blizzard hasn't considered either) exact tempteratures so it's hard to say how much heat would be transfered and how quickly. This just goes to show how little thought was actually put into this game.
      Wow. You want fantasy metal in equipped armor in a video game to have a melting point and conductive properties. Just about every other game, including FFXI, separates physical mitigation and spell resist.

      • (Part Four)Their magic elements consist of only fire, ice, shadow, nature, and arcane, yet there are other non-player abilities and enemies that take advantage of elements. The odd part is you're only available elements you can build resistences to are the ones that players can use. Basically fire burns and adds a DoT, ice freeze and slows movement, arcane has other odd uses that would seem overpowered to normal people, shadow is arcane's retarded little brother and is a bad excuse for an element, and nature is arcane's retarded little sister who has the ability to heal. One might look at these and think, "Hey those are pretty original and creative." but no they're not. Again Blizzard decided not to think their ideas through completely and this is their end result.
      I almost laughed. That's what you were aiming for with this joke, right? Players and NPCs use the same elements. The only element with no resist is Holy, which is intentional. Gee, they consolidated lighting, earth, wind and poisons into one "Nature" category, the game clearly sucks.

      • (Part Seven)Hell I couldn't not add a small section for twinks. Twinks are low level characters decked out in the best gear funded by high level alternative characters. They seperated the Battleground matches into brackets by level to keep it fair, but when a player is at the top level in that bracket decked out in the best gear possible they're playing with a five to ten level advantage. People do this because of Blizzard's lack of content, and any sort of strategy that might have been involved is trampled by brute force. Some see it as a legitimate way to play, but they give the same buying gold/gil excuse such as "I spent the time doing this so I can buy all this and have the advantage." which is sketchy at best. It's not fair to normal players who just want to have fun, and that's why I and others see it as wrong.
      I'm not disagreeing here. But this is why I've always said the PvP and RPGs don't mix. If you deny players the ability to use levels and equipment to gain a significant advantage it's no longer an RPG. That said, a lot of twinks either just prefer lower level class balance or can't stand the raid game and would like to fight other twinks.

      • Some jobs can perform multiple roles as well as other jobs that can perform only a single role which doesn't make a lick of sense. They also have such a small selection of jobs that this problem with jobs filling multiple roles is amplified greatly.
      How does small class selection amplify it? If they stuck to the same model and added more classes, those classes would also be able to fill multiple roles and exacerbate the issue further. Only Rogues really suffer since their non-DPS abilities aren't being used extensively and their DPS is not vastly superior to other classes.

      • Certain jobs have traits that don't match what job they're supposed to be, and others have abilities that make no sense. Mages can "conjure" food and water and teleport several yards ahead using their arcane magic. Hunters have certain aspect abilities that are supposed to affect their play by giving them characteristics of certain animals, except it's all backwards. Aspect of Monkey imbues you with increased evasion, while Aspect of the Cheetah makes you run faster. Last I checked running fast relies on agility, and would also make you more evasive. Monkies were never known for their agility, rather they're widely known for their crazy antics and often their brutal strength. Aspect of the Hawk grants you a ranged attack bonus, yet I've never seen a hawk pull a fish out of a lake using a ranged attack.
      Healers are traditionally in heavy armor with bad DPS, WoW gave Priests cloth and good DPS to try and get more players playing them. You can explain away mind control easily for all but the Night Elves. And the old model still exists in Paladin (tsk tsk, shoulda just called it Cleric). Mages are billed as the masters of arcane magic. Conjuration, teleportation and other complex effects are their domain. Hunter Aspects.. Nanatsu's got that covered. Shaman is really the only class that seems "out there" and weird to me.
      Last edited by Coinspinner; 01-01-2006, 12:02 PM.

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      • #18
        Re: My updated list of reasons why World of Warcraft is a terrible game.

        i tried out wow, and i hated it. that being said, half the items on impaction's list can be applied to almost any game out there-including ffxi.

        i didn't like wow because it was too easy for me. i need a hardcore game like this one. wow was so easy i found it boreing, but that doesn't mean i think it was a bad game. i can see how other players could really enjoy it, it just was not for me, at least not right now.

        i have a friend who plays wow, and another friend who switches back and forth between wow and ffxi. i see nothing wrong with that.


        ionia of Cait Sith! 75 RDM, 75 THF
        Plotting World Domination and doing silly emotes on a server probably not near you!
        I live to entertain!

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        • #19
          Re: My updated list of reasons why World of Warcraft is a terrible game.

          Originally posted by Impaction

          • The lie: World of Warcraft has reached 5 million subscribers. Currently there's about a million and a half characters on the US servers, which does not count characters over level ten. A single person can have multiple characters on multiple servers, with even less on the Asian, and European servers. They're presenting readers with skewed facts. They've probably had about 5 million accounts registered, and they're probably including trial accounts. This doesn't take into account the amount of accounts active, the amount of accounts that are played daily, weekly, monthly, and the amount of accounts that remain active after a few months. Subscribers are people that are subscribed, and even if each account only had one character there still wouldn't be 5 million active subscribers. I wont even take into account the amount of gold farmers.
          Having never played WoW, I can't comment on the veracity of the other statements and opinions made. This, however, is clearly incorrect, as can be seen from the official press release regarding WoW hitting 5 million customers.



          IRVINE, California - December 19, 2005 - Blizzard Entertainment, Inc. today announced that World of Warcraft®, its massively multiplayer online role-playing game (MMORPG), has surpassed five million customers worldwide.

          ...

          World of Warcraft's Customer Definition
          World of Warcraft customers include individuals who have paid a subscription fee or purchased a prepaid card to play World of Warcraft, as well as those who have purchased the installation box bundled with one free month access. Internet Game Room players that have accessed the game over the last seven days are also counted as customers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired pre-paid cards. Customers in licensees' territories are defined along the same rules.

          It's quite common for MMORPG companies to try to pad their numbers, just like everyone else. Overall Blizzard is conservative in how they're counting, given the way it's normally done. For comparison, FFXI had about 1.5 million characters at their peak early in 2005, and 550k subscribers -- that has since dropped, which is why Square-Enix is scrambling to make changes and introduce an expansion pack "for casual players". Whether or not WoW is a great game is a matter of opinion; the fact that it has 5 million players is a matter of fact.
          ffxi.somepage.com - All FFXI facts, all the time.

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          • #20
            Re: My updated list of reasons why World of Warcraft is a terrible game.

            Originally posted by Coinspinner
            So basically you dislike the "cartoony" look and prefer the "anime" look FFXI has?
            The graphics in FFXI are serious. They don't resemble any sort of anime at all, not even serious anime.

            I don't see how it's all that different from the holiday events in FFXI. During the egg hunt even I often saw things like...

            ("F" Egg) ("U" Egg) ("C" Egg) ("K" Egg) ("Y" Egg) ("O" Egg) ("U" Egg)
            That was one event and really isn't as bad as the event I talked about. I suggest you reread that part.

            If you are higher level than the creature you have to be closer for it to attack you. If it's gray to you you practically have to touch it. Come on. You know that. And there are plenty of ways around getting dazed if you decide to just plow through without a care. One of the chief complaints about WoW from the oldschoolers is that you can run through hordes of enemies without a care, they stop chasing after 10-20 seconds anyway. If they do chase forever it's most likely because you kept hurting them, or else a rare glitch. You say this is a con... but in FFXI they always chase to the zone or death, and unlike WoW most classes do not have an escape maneuver.
            Actually depending on what enemy you're trying to pass they'll attack at different distances, and since you brought this up I'll create an entirely new bullet for it.
            • Pretty much every enemy in the game is aggressive, and they'll all team up against you at their first chance. This is bad for you because you'll be wrestling with some sort of tiger and a bird will come up from behind and attack you as well. You'll try to run and then a bear a mile away will decide to complete the gang bang by joining in. There are no safe areas to sit and rest unless you're in a town or a small settlement. If you sit for a few minutes to rest the enemy you just killed will most likely respawn on top of you. What really gets me is that the lower your level the farther away enemies will become aggressive from. This doesn't make much sense, and only makes less and less sense as you push the level gap. Enemies that have no way to see or hear you, or are at an extreme distance, will become aware of you. Even if the monster is a mile away in a canyon they'll detect you and drag all their friends up along the way. Obviously they want to attack people no matter what level they are, so what can explain the distance at which they become agressive depending on level? Wouldn't it be a better idea to add character to an enemy by setting their attack distance? No doubt this would even add a bit of strategy as well. The whole thing seems cheap and rushed through.
            Wow. You want fantasy metal in equipped armor in a video game to have a melting point and conductive properties. Just about every other game, including FFXI, separates physical mitigation and spell resist.
            Every player in FFXI has Mnd which adds to their magical defense, and as far as I know armor also plays a key role in mitigating damage from magic. In WoW you must find equipment that adds a pitiful amount of resistance to an element. Resists are based on level as well as the amount of resistance you have, so you can expect to resist magic from enemies ten levels lower, but when they're the same level your chance to resist is pretty much null unless you have the right equipment. No single piece of equipment has enough to make a difference so you have to sacrafice valuable stats just to resist one or two elements. Again, this is all called poor planning on Blizzard's part.

            I almost laughed. That's what you were aiming for with this joke, right? Players and NPCs use the same elements. The only element with no resist is Holy, which is intentional. Gee, they consolidated lighting, earth, wind and poisons into one "Nature" category, the game clearly sucks.
            The Nature element also has a few other abilities that wouldn't normally be attributed to nature, and it doesn't have enough of the "normal" elements to be considered a consolidation. All of the "normal" elements occur naturally in nature, so why aren't they grouped with the Nature element? It's just Blizzard being lazy, as opposed to allowing players to access a full sprectrum of elements.

            I'm not disagreeing here. But this is why I've always said the PvP and RPGs don't mix. If you deny players the ability to use levels and equipment to gain a significant advantage it's no longer an RPG. That said, a lot of twinks either just prefer lower level class balance or can't stand the raid game and would like to fight other twinks.
            If you read the countless topics on twinks in their official forums you'll read about how they create twinks just to pick on lower level playeres. There are guilds that cater soley to twinks that group together to fight in the Battlegrounds. It surpasses the joy of winning when they've won their past ten games and continue to fight at that level in that bracket.

            How does small class selection amplify it? If they stuck to the same model and added more classes, those classes would also be able to fill multiple roles and exacerbate the issue further. Only Rogues really suffer since their non-DPS abilities aren't being used extensively and their DPS is not vastly superior to other classes.
            Maybe I can explain this better... Certain jobs can fill multiple roles, while others can only fill one. These multiple roles can be accessed through talent trees, or might be innate. Druids, for example, can heal, tank, and deal damage. Albeit they don't deal damage or tank very well but they can heal well and they have valuable buffs and debuffs on top of that. In a pinch they can fill a role that only one other job can fill as well as switch back in and out to heal themselves. Priests can heal, but they can also become a strong DD towards the end of the game through a talent tree. This has its obvious problems when you invite them to heal and they want to deal damage. Things get complicated when you invite a druid to heal and they want to tank, or you invite a paladin to heal and they want to deal damage. There's not much you can choose from, and border between each job's purpose becomes blurred after a while.

            If each job had an explicit role, only one role, you can better form a group of people to complete a task. When you know the healer can heal, the tank can tank, and the damage dealers can deal damage the party doesn't struggle as much. It's okay to create several jobs that fill the same roles but fill them differently, rather than few jobs that can fill multiple roles in the same way. Support should remain support, they shouldn't have the ability to deal damage on top of supporting. A rogue can't exchange some of their DPS for the ability to heal, so priests shouldn't exhange a bit of their ability to heal for DPS.

            Mages are billed as the masters of arcane magic. Conjuration, teleportation and other complex effects are their domain. Hunter Aspects.. Nanatsu's got that covered. Shaman is really the only class that seems "out there" and weird to me.
            I'll admit I didn't think this part through enough. Arcane basically means rare or secrative so that might explain why they know it, but now exactly how. It still doesn't seem to fit in right like fire and ice do. Those are thought out pretty well.


            I stand by my post, and I thank you all for your responses as well as moving it to the correct forum. I had it all typed out before I realized I was still in General and I didn't want to go fumbling around with copy and paste and clear it all by accident.

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            • #21
              Re: My updated list of reasons why World of Warcraft is a terrible game.

              /yawn

              Impaction, everything you've said are opinions as to why YOU don't like WoW, not why WoW is an actual bad game.
              Happy happy gogo Mana is full of

              http://www.dawnlinkshell.com

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              • #22
                Re: My updated list of reasons why World of Warcraft is a terrible game.

                You've been pushing that point the entire thread, and I've been ignoring you because there were more constructive posts, but if you insist I'll answer. I've offered both my opinion on each particular subject as while as why it just doesn't flow. You can percieve it all as opinion as much as you like, but it makes you look like you're wearing the fanboy veil. I hate the word fanboy, it has such a negative connotation.

                Have you played the game?

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                • #23
                  Re: My updated list of reasons why World of Warcraft is a terrible game.

                  Originally posted by Impaction
                  Have you played the game?
                  Yes, I play the game. I am a Mage who plays in one of the top raiding guilds in WoW; Death and Taxes.

                  (and if you were referring to FFXI, I have over a 100 days of playtime in it as well)
                  Last edited by Manatra; 01-01-2006, 02:56 PM.
                  Happy happy gogo Mana is full of

                  http://www.dawnlinkshell.com

                  Comment


                  • #24
                    Re: My updated list of reasons why World of Warcraft is a terrible game.

                    Originally posted by Impaction
                    The graphics in FFXI are serious. They don't resemble any sort of anime at all, not even serious anime.
                    Serious... to me that means somethign like Everquest, Vanguard, DAoC, or Ultima. Tarutaru aren't serious and are very anime/manga looking. And they make up about 1/3 of the population, you can't ignore them. I could stop there but I feel like running my mout- er, fingers tonight. (When don't I? :p)

                    Elvaans' very long and nearly sideways ears are typical of elves in anime and manga. Take Deedlit. Western art, particularly of LotR and AD&D Elves, usually gives them ears sized like a human's but with a point. See the LotR films.

                    The animations in FFXI never struck me as realistic or serious. Less so than WoW at that. Even ignoring the Taru. I liked them for that. Look at male Elvaan. Arrogant and flashy, they let their arms and weapons dangle limply their weapons. Female Elvaan are dainty and femenine to a fault, you wonder if their fighting or sweeping, and they look very clumsy at times (stabbing with a mace or axe). I don't call that serious. The rest have their own overly dramatic or unrealistic motions, and the quested WS are mostly cartoonish in nature (Groundstrike and Savage Blade come to mind.) The glowing balls of light, after images, sparks and other effects that turn every WS into a visual clusterfuck sorta threw me off too.

                    Beyond graphics, Monks flex their muscles a lot and throw a balls of chi. Ninja blast with elemental magic, split into multiple images, and turn invisible. Heh, before I started playing FF and watching anime I always saw ninja as guys in black pajamas with swords and throwing stars, none of that quasi-magic stuff.

                    Every player in FFXI has Mnd which adds to their magical defense, and as far as I know armor also plays a key role in mitigating damage from magic. In WoW you must find equipment that adds a pitiful amount of resistance to an element. Resists are based on level as well as the amount of resistance you have, so you can expect to resist magic from enemies ten levels lower, but when they're the same level your chance to resist is pretty much null unless you have the right equipment. No single piece of equipment has enough to make a difference so you have to sacrafice valuable stats just to resist one or two elements. Again, this is all called poor planning on Blizzard's part.
                    For nukes, MND grants defense against Banish and Holy. For Black Magic and Ninjutsu it's INT. DEF and VIT have no part in it, and elemental resistance is as sparse here as in WoW. In both games, you have to commit many slots to get your resists high, and give up other stats. Since there are fewer resists, a high rating in one category protects you from more than any one category in FFXI. I don't know about Ballista, but against monsters in FFXI level also affects resist rate if indirectly through skill caps, which WoW also has but they are automatically maxed for spells.

                    I'm uncertain if how MND affects all status effects, but I do know the chance to resist the spell Blind is based on INT, Slow on MND. Summon Ice Mage or Apple Pie, heh.


                    The Nature element also has a few other abilities that wouldn't normally be attributed to nature, and it doesn't have enough of the "normal" elements to be considered a consolidation. All of the "normal" elements occur naturally in nature, so why aren't they grouped with the Nature element? It's just Blizzard being lazy, as opposed to allowing players to access a full sprectrum of elements.
                    I still think it's a leap to call it lazyness.

                    If you read the countless topics on twinks in their official forums you'll read about how they create twinks just to pick on lower level playeres. There are guilds that cater soley to twinks that group together to fight in the Battlegrounds. It surpasses the joy of winning when they've won their past ten games and continue to fight at that level in that bracket.
                    Low level twinks repeatedly beating newbs and max level epiced out raiders beating newly 60 players is the same thing. Except it's easier for the newbie to hit 60 and twink his own alt than it is to get MC/BWL level gear. Heck, you can do it in 30 minute a day chunks.

                    Pretty much every enemy in the game is aggressive, and they'll all team up against you at their first chance. This is bad for you because you'll be wrestling with some sort of tiger and a bird will come up from behind and attack you as well. You'll try to run and then a bear a mile away will decide to complete the gang bang by joining in. There are no safe areas to sit and rest unless you're in a town or a small settlement. If you sit for a few minutes to rest the enemy you just killed will most likely respawn on top of you.
                    I gonna have to call this BS. Even on my hunter, which takes up twice the room of non-pet classes, I never had problems with getting swarmed. I didn't have problems pulling single mobs out of groups with any class in situations where it's actually possible. Most don't BAF, just link the way FFXI mobs do. Of course, I only made it to level 40 before I got fed up with the game. It might be that higher level zones have you run back to town every time you want to eat or drink, but it seems agains Blizzard's intent. I found safe spots even in dungeons up to my level.


                    What really gets me is that the lower your level the farther away enemies will become aggressive from. This doesn't make much sense, and only makes less and less sense as you push the level gap. Enemies that have no way to see or hear you, or are at an extreme distance, will become aware of you. Even if the monster is a mile away in a canyon they'll detect you and drag all their friends up along the way. Obviously they want to attack people no matter what level they are, so what can explain the distance at which they become agressive depending on level? Wouldn't it be a better idea to add character to an enemy by setting their attack distance? No doubt this would even add a bit of strategy as well. The whole thing seems cheap and rushed through.
                    Yes it's stupid. I got killed by a wolf that ran out of Felwood to eat me the moment I crossed the border from Ashenvale at level 20. But isn't it like that in FFXI? I remember raptors charging my group from miles the first time I made the journey to Jeuno. And when they are easy preay, almost too weak, you can run circles around them before they aggro. The purpose is just to keep players out of areas they can't handle yet.

                    Comment


                    • #25
                      Re: My updated list of reasons why World of Warcraft is a terrible game.

                      Originally posted by Coinspinner
                      Serious... to me that means somethign like Everquest, Vanguard, DAoC, or Ultima. Tarutaru aren't serious and are very anime/manga looking. And they make up about 1/3 of the population, you can't ignore them. I could stop there but I feel like running my mout- er, fingers tonight. (When don't I? :p)

                      Elvaans' very long and nearly sideways ears are typical of elves in anime and manga. Take Deedlit. Western art, particularly of LotR and AD&D Elves, usually gives them ears sized like a human's but with a point. See the LotR films.

                      The animations in FFXI never struck me as realistic or serious. Less so than WoW at that. Even ignoring the Taru. I liked them for that. Look at male Elvaan. Arrogant and flashy, they let their arms and weapons dangle limply their weapons. Female Elvaan are dainty and femenine to a fault, you wonder if their fighting or sweeping, and they look very clumsy at times (stabbing with a mace or axe). I don't call that serious. The rest have their own overly dramatic or unrealistic motions, and the quested WS are mostly cartoonish in nature (Groundstrike and Savage Blade come to mind.) The glowing balls of light, after images, sparks and other effects that turn every WS into a visual clusterfuck sorta threw me off too.

                      Beyond graphics, Monks flex their muscles a lot and throw a balls of chi. Ninja blast with elemental magic, split into multiple images, and turn invisible. Heh, before I started playing FF and watching anime I always saw ninja as guys in black pajamas with swords and throwing stars, none of that quasi-magic stuff.
                      The rest of your post brought up some good points, but I'd like to concentrate on this for a second. What exactly is your definition of serious? When I think anime I think wierd eyes, big breasts, the overuse of shadows. I don't really see any of that here in FFXI. The proportions are proportionate where applicable. Taru Taru may look cute, but it's in a much more serious style. When they put on IM gear they look a lot more serious, but at the same time still cute. I could think of dozens of other cutesy-wutesy type artistic styles.

                      I'd also like to note that in FFXI your magic has an accuracy attribute to it as well. I think this and the natural progression of Int and Mnd are what keep magic fair. Unlike FFXI, WoW requires you to have resistences to the magic and only resistences.

                      Edit: Obviously our definition of serious are different. What I mean is that SE put thought into their animations, took time to create them, and made sure they fit each race and sex exactly how you described it. They (SE) were serious about their graphics and art style whereas Blizz just tacked on the same oversized textures all over the place and put little effort into their cartoonish animations.
                      Last edited by DakAttack; 01-01-2006, 08:52 PM.

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                      • #26
                        Re: My updated list of reasons why World of Warcraft is a terrible game.

                        Impaction, play Everquest and then comment on the serious nature of FFXI's graphics, UI flexibility, spell design, encounter challenge, Merit (AA) system, guild design and guild loyalty, etc. Then realise that your precious game is tied to PS2 performance and that other than the artificial challenges of having to relate to a server where over 50% of the population don't speak your language and wouldn't piss on you if you were on fire, and the majority of the remainder won't help you unless there's something in it for them, the game is in itself really damned easy.

                        People say that levelling to max level in WoW is really easy, I have to admit I found this so. However, in EQ, the true game didn't begin till you were max level and then you started raiding challenging and fun content. WoW endgame does leave something to be desired currently but they're always releasing new content and once a few expansions come out I'm sure this will change. Levelling in FFXI would be a hell of a lot faster if you didn't have 3-8 hour waits for parties or have to take huge breaks in levelling to raise gil to buy the next sets of gear for your level range that are deemed "necessary" for you to level. This game is so gear-centric purely because there is such a shitty choice of available gear per level to choose from. Take a look at the available gear per level in WoW or EQ and you'll realise how little imagination has gone into FFXI gear.

                        Seriously, you are a fanboi and a troll of the worst kind. You come on here, a FFXI board, and post a thread bashing a game most people on here don't play and that WoW players can't defend or reply to. Why did you do this? To make you feel better about yourself? To get a pat on the back from all the other fanbois? Seriously, if you like FFXI so much just play the game and don't feel so insecure about it and suppress the urge to slander every other game you don't understand, can't cut it in, or enjoy.

                        Comment


                        • #27
                          Re: My updated list of reasons why World of Warcraft is a terrible game.

                          I found your post humorous.

                          Originally posted by Grizzlebeard
                          Impaction, play Everquest and then comment on the serious nature of FFXI's graphics, UI flexibility, spell design, encounter challenge, Merit (AA) system, guild design and guild loyalty, etc. Then realise that your precious game is tied to PS2 performance and that other than the artificial challenges of having to relate to a server where over 50% of the population don't speak your language and wouldn't piss on you if you were on fire, and the majority of the remainder won't help you unless there's something in it for them, the game is in itself really damned easy.
                          I did play EQ, and frankly it stunk. I played it for all of a week before I decided it wasn't worth more time. The graphics had less edges than the box it was packaged in. From what I heard the end of the game was all raiding, which is exactly what the end of WoW is. In fact Blizzard hired one of the top raiding guild leaders from EQ to work on their content and this is why we have so many dungeons that you must zerg through to complete. The two raiding systems are very similar.

                          People say that levelling to max level in WoW is really easy, I have to admit I found this so. However, in EQ, the true game didn't begin till you were max level and then you started raiding challenging and fun content. WoW endgame does leave something to be desired currently but they're always releasing new content and once a few expansions come out I'm sure this will change. Levelling in FFXI would be a hell of a lot faster if you didn't have 3-8 hour waits for parties or have to take huge breaks in levelling to raise gil to buy the next sets of gear for your level range that are deemed "necessary" for you to level. This game is so gear-centric purely because there is such a shitty choice of available gear per level to choose from. Take a look at the available gear per level in WoW or EQ and you'll realise how little imagination has gone into FFXI gear.
                          Let's take a look at gear in WoW, shall we? It's almost exactly the same was FFXI except they cheaped out and offered different versions of almost every weapon but with a different postfix name that determined what stats it offered. That's just a cheap way to offer "more" weapons. There's other weapons out there, but they're just randomly named weapons that reuse old models and offer random stats, aka nothing to get excited over. Equipment in FFXI isn't as important as you make it out to be, while your efficiency in WoW is based solely on your gear. Player skill plays the biggest factor because even the most well equipped players can ruin the EXP in a party. Average equipped players who know what they're doing can double EXP. The elitest notion of having the best gear was set into motion by importers who adopted it from early Japanese players. They needed something to hold over the non-importers and this is what they went with. The economy is so terrible because the players claim to hate gil sellers but rise prices along with them at the same time.

                          Seriously, you are a fanboi and a troll of the worst kind. You come on here, a FFXI board, and post a thread bashing a game most people on here don't play and that WoW players can't defend or reply to. Why did you do this? To make you feel better about yourself? To get a pat on the back from all the other fanbois? Seriously, if you like FFXI so much just play the game and don't feel so insecure about it and suppress the urge to slander every other game you don't understand, can't cut it in, or enjoy.
                          It's called informative. If you took a look you'd be surprised as to the amount of people that really are clueless about other games on the market. There's a lot of people who play WoW that havn't heard of FFXI or Guild Wars, but that's to be expected. I've probably saved a few people $50.

                          It's amazing at how upset people get when I point out all the flaws in any certain game. Just because of this I'm considered adding more bullets about how poor Blizzard's customer service is and insight on how their developement team works. I'll save it for another day to stir up some suspense.

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                          • #28
                            Re: My updated list of reasons why World of Warcraft is a terrible game.

                            Originally posted by Impaction
                            If you took a look you'd be surprised as to the amount of people that really are clueless about other games on the market.
                            I don't need to look any further than this thread to discover that.

                            You played EQ for a week before you quit but formed a no doubt extensive opinion on it... lol.

                            That sound you hear is me laughing at you not with you.

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                            • #29
                              Re: My updated list of reasons why World of Warcraft is a terrible game.

                              just some things..
                              i could correct you on alot of things...
                              but... i agree on most

                              but i think they thougth "aspect of the hawk" because hawk is a good hunter and has good eyes....

                              monkey = they probably ment a small little monkey that swings in the trees fast evading and so.. not a big gorilla...


                              O_o

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                              • #30
                                Re: My updated list of reasons why World of Warcraft is a terrible game.

                                Ok I'll jump in the fray...

                                Pretty much every enemy in the game is aggressive, and they'll all team up against you at their first chance. This is bad for you because you'll be wrestling with some sort of tiger and a bird will come up from behind and attack you as well. You'll try to run and then a bear a mile away will decide to complete the gang bang by joining in. There are no safe areas to sit and rest unless you're in a town or a small settlement. If you sit for a few minutes to rest the enemy you just killed will most likely respawn on top of you. What really gets me is that the lower your level the farther away enemies will become aggressive from. This doesn't make much sense, and only makes less and less sense as you push the level gap. Enemies that have no way to see or hear you, or are at an extreme distance, will become aware of you. Even if the monster is a mile away in a canyon they'll detect you and drag all their friends up along the way. Obviously they want to attack people no matter what level they are, so what can explain the distance at which they become agressive depending on level? Wouldn't it be a better idea to add character to an enemy by setting their attack distance? No doubt this would even add a bit of strategy as well. The whole thing seems cheap and rushed through.
                                There are safe areas everywhere you go, if you get zerged while eating/drinking it's because you either weren't paying attention and had a monster patrol onto you and/or you just didn't bother looking for the safe areas. In mini-dungeon areas (caves, enemy encampments, etc.) there aren't many safe areas for a reason, it's so that you keep moving through the area... because you're in a specifically dangerous place, it's supposed to be unsafe. And in those places you create your pockets of safe areas that will remain safe for the 10~ minutes it takes monsters to respawn, and by that time you should have moved on.

                                The graphics and animations were donated to them by Disney because they're too cheap to make their own. The game looks extremely cartoonish because of the oversized textures, models, and the overdone animations. Obviously little thought was put into the world's design because dungeons are reused everywhere. Somehow the inhabitants of these lands were able to create exact replicas of every single dungeon, mine, and cave. ....
                                Edit: Obviously our definition of serious are different. What I mean is that SE put thought into their animations, took time to create them, and made sure they fit each race and sex exactly how you described it. They (SE) were serious about their graphics and art style whereas Blizz just tacked on the same oversized textures all over the place and put little effort into their cartoonish animations.
                                Actually, the graphics and animations had a lot of thought put into them for WoW. The art direction for WoW is incredibly strong (it won a lot of awards on this part), everything is integrated--seamless. Nothing in the game looks out of place it all looks like it could be a part of one world. Yes, Wind Waker's graphics were cartoony, but that doesn't mean a lot of thought wasn't put into them. So your arguement about graphics is meritless, you don't like them, but it does not mean the graphics are bad, it just means that you like your graphics a different style. Much like some people prefer Impressionist art over Post-Modernist art.

                                And adding to my point, here's a video that touches on the art direction of World of Warcraft, take a look at it here:

                                http://ftp.blizzard.com/pub/WoW/movi...dthescenes.avi

                                Let's take a look at gear in WoW, shall we? It's almost exactly the same was FFXI except they cheaped out and offered different versions of almost every weapon but with a different postfix name that determined what stats it offered.
                                Actually, they have about one new green weapon every 2-3 levels while levelling up (and by weapon I mean every 2-3 levels you can find a new sword, axe, club, etc.) and those green (uncommon) weapons are differientiated by a random suffix and stat setup, because it does add variety. There's also blue (rare) level weapons that get added into the mix as you level up along with purple (epic weapons) too. Then when you get to level 50+ especially there is a huge choice of weaponry for people.

                                Equipment in FFXI isn't as important as you make it out to be, while your efficiency in WoW is based solely on your gear. Player skill plays the biggest factor because even the most well equipped players can ruin the EXP in a party. Average equipped players who know what they're doing can double EXP.
                                Uhhh even the most epic'd out person in WoW can ruin an instance run by playing horribly (I've seen this many times). Same as FFXI? Skill plays the biggest factor in WoW

                                I did play EQ, and frankly it stunk. I played it for all of a week before I decided it wasn't worth more time. The graphics had less edges than the box it was packaged in. From what I heard the end of the game was all raiding, which is exactly what the end of WoW is. In fact Blizzard hired one of the top raiding guild leaders from EQ to work on their content and this is why we have so many dungeons that you must zerg through to complete. The two raiding systems are very similar.
                                FFXI copied a whole lot of what it does from EQ... sooo yeah... And now Square is trying to copy WoW

                                And yes, Blizzard did hire Tigole (Legacy of Steel) and Furor (Fires of Heaven) from EQ, but that's basically it. Furor is actually a quest designer, while Tigole is the lead dungeon designer, some specifics of what Tigole did is most of the emotes in the game, he headed up the design of Westfall, and other things. Yes, they are releasing a lot of raid dungeons right now, why? Because Blizzard only had 2 done at release, and felt like they needed more. They're going to add more instances for smaller groups come the expansion (to the tune of like 10~ small group instances). So falling back on the "Oh they hired raiders from EQ" doesn't work.

                                Seriously, you are a fanboi and a troll of the worst kind. You come on here, a FFXI board, and post a thread bashing a game most people on here don't play and that WoW players can't defend or reply to. Why did you do this? To make you feel better about yourself? To get a pat on the back from all the other fanbois? Seriously, if you like FFXI so much just play the game and don't feel so insecure about it and suppress the urge to slander every other game you don't understand, can't cut it in, or enjoy.
                                Quoted for truth.
                                Happy happy gogo Mana is full of

                                http://www.dawnlinkshell.com

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