Fun Stuff > CLIKC

Gaming sins

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Narr:
Oh god, Alterac Valley AFKers made me hate life.

There's a good reason Horde lost on every battlegroup known to man.  It's because 90% of those who joined just sat in the tunnels.

clockworkjames:
If you afk you leave BG now though which is awesome.

You can also report people for being afk.

Siert:
I used to do that in the old days, for reputation, I would hide behidn the tank in Dun Baldur (I think... or Alguz.. its Dun something!) and just sit for hours earning reputation, thats how I got my exalted with those dwarves. was an easy way around it but I mean I was a "Healadin" Raid specced, so the most i could do was scrap a bit of armour, noone liked a healer either.

"OMG STOP HEALING NUB I R IMBA!" Seriously, i got so many insults for healing.... I mean ...what?

Then after they cntinually nerfed it and I heard of the burning crusade me and a friend made a warlock. Took us about 2 months we got to elvel 60 each, we roleplayed, we PvPed (I was usually number one due to my obsession with spell damage > survival) and hurrah, then the portal opened and me and my friend went forth. Took us .. I think it was 7 days and we were both level 70 and we had achieved numerous goals by ourselves (He actually turned into his warrior, he couldn't be bothered levelling the warlock, which benefitted us nicely, I also had my summoned pet to help out.

We killed The giant spider, Sand worm, big frost wyrm, the Grull in the ... green bit, the one that circles the rock Osh...Osh something. We achieved a lot, there was very few monsters we couldn't figure out how to kill with just the three of us (Demonolgy Warlock, Arm Warrior and Felguard.) It worked well , I just made lots of healthstones and soulstoned regularly, and well, it worked wonders.

I did well up until I became obselete in a single PVP patch where my gear could be replaced in 2 days... seriously my gear ... well is insane i've not updated it since i quit.  *shrugs*

New encounter today!

Playing halo 3 onlin with me best bud, doing some Ranked Team doubles. We start it up all merry and cheerful. it comes up "construct" were like "Fantastic we know the tactics on this map inside out!"

So it starts, we rush we start shooting and jump in some teleporters, we gear up and wait for them to chase....nothing... noone, not even a smidge of motion on our scanners, we start gearing up, looting some of the powerful weapons (A super sword (MEIN!) and a sniper rifle (MAtes speciality, although you wouldn't think it from the next match...). So we get ready thinking "right they must be planning to rush us".

Timer ticks on, "Five minutes remaining!" ..on a ten minute match that was slow... we figured out where they were, we had scouted the entire upper floor of the map, and we caught motion sometimes, they were beneath us!

So my mate knows a sneaky path and just jumps (yes jumps) down off the ledge and plants a perfect headshot, absoloutely gorgous on the guy who is crouched in a corner looking up at where we were.

So then all hell breaks loose in this last minute, and the two enemies rush me!! So I pull out my sword and hack and slash, it ends with us on 5 points them on -1 (One jumped off the ledge....)

Point?... Camping sunsa bitches! We kept running around, being careful trying not to give it away throwing frags round corners.... So we won it but it was quite upsetting :(.

Narr:
Hm, that makes me think of another sin:

Poor level design in multiplayer matches.

Honestly, I think Valve is guilty of this.  It hurts to say it, but they do not know how to make a fun CTF map.  Honestly, I don't know a single person that enjoys a round of 2fort.  There's a few people who CLAIM to like it, but if you ask them to explain what specifically they like about it, they cannot come up with an answer more in-depth than "It's fun?"

As much as I love Call of Duty 4, spawn camping is entirely too easy.  Spawn camping should be next to impossible to properly pull off, if levels are designed properly.  Firstly, spawn nodes should NEVER be in the complete open.  That's just redonkulous.  Secondly, make multiple exit strategies for any one side of a map so that if you ARE getting pinned down, you can try to escape another way.  I can think of oh-so many FPS games that can't seem to get this part right.  Battlefield 2142 had a lot of infantry maps where it was too easily pigeon-holed toward one route, Call of Duty 4's random spawn policy doesn't seem to ever randomly keep you out of the line of fire, and TF2 has too many maps where you can't even leave the starting location without dying unless you're a spy, and even then it's a crapshoot.

It's most obvious in FPS games as they are the most commonly played competitive online game, but it's not just beholden to them.  Seeing as lots of people have mentioned World of Warcraft lately, let's talk Alterac Valley.  You cannot ever start on the opposing side as you are locked into your faction.  Because the map was, for no good reason, NOT mirrored for both sides, this puts one ahead of the other due to sheer logistics, always.  The Alliance have it easier.  It's just fact.  Their towers are harder to raid (as ALL archers shoot you at any given time, because of how open it is.  Their final base is harder to raid because there's a long bridge you MUST pass in order to proceed, making it an effective bottleneck and a staging ground for a stonewall.  The Horde city isn't defended by their towers, anyway, meaning it can be wiped out without any alliance player breaking a sweat.  There's more paths through their little town, too, so it's impossible for Horde defensive players to bottleneck Alliance raiders.

est:
Fake obstacles is one that I really, really hate.  It happens in a lot of games.  Halflife has already been mentioned, but pretty but every FPS is guilty of it to one degree or another.  I've had scenarios where I couldn't progress due to a large glass window.  I had guns, rockets, grenades, etc.  The window was marked as indestructable.  It shits me.  That plus this other thing is one of the reasons I have a love/hate relationship with Guild Wars.  The other thing is spawning/re-spawning out of nowhere bad guys.  Fuck that noise.  I don't mind the odd ambush, but getting stopped every 10m by some motherfucker popping up out of the ground like magic is really fucking annoying, especially if I just walked by this way a few seconds ago and cleared it out.

While I am bitching about MMORPGs I'll mention requirement creep, the multitude of little time-slowing phenomena that occur (mostly in MMORPGS) whereby everything starts to take longer and longer as you level up.  For example, a low-level PC can utterly destroy a similar level beastie, but once you start passing a certain level an "even con" encounter will start getting harder, forcing you into a group.  Let's set this straight, game creators - I like grouping up with other players on occasion, but I don't want to be forced to group.  Most people online are morons.  I do not want to be forced into interaction with them just to play the game.  I want to be able to pop online, kill some bad guys for an hour or so and see some kind of progress, then pop off for tea.  I don't want to get online at 7pm and look for a group for the next half-hour only to wind up with a pack of half-witted cretins who don't know one end of a sword from the other.

Another example of this is that things tend to become more and more spread out the higher the level.  At lower levels you're told "go hit that thing over there and come back" or "go kill cute little seals and bring me back their delicious eyes" and you do, and it's great.  Once you start to hit the middling levels it's all "go three areas across, pick a flower, take it to another continent and show it to Grand Inquisitor Fuckface, and then he'll give you the real quest."  (eg: kill larger, not-so cute woolly mammoths, bring back their delicious spleens). "Oh, and on your way back be a good lad and pop over to the inn and grab me an ale, I figure I'll be thirsty from all this rigorous sitting I seem to enjoy doing".

It's not really even the travelling I mind, it's that it's all a contrivance.  I don't need to be slowed down in a game I am enjoying.  I will stay with the game longer if I enjoy it and can sense some kind of progress without devoting my life to it.  When I have a limited amount of time to play with I want to be able to get on, have fun, then leave.  I don't want to jump through hoops to be able to do things I used to do just fine at a lower level and I don't want to have to run/gallop/hitch a ride/take a boat for half a fucking hour to get to where I need to be to do it.  Slow down the rate at which I gain experience if need be, but just let me play the game and have fun as opposed to slowly turning it into a second job.

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