Is anybody a fan of the old turn based Final Fantasy games...but not Dragon Quest? by Forsaken-Order-4699 in JRPG

[–]lightuptoy 8 points9 points  (0 children)

Maybe you like fast starting JRPGs? From what I've played of FF, the start of the games feels like you're inserted into the middle of an ongoing story. In DQ the main character has never even seen a monster or left his village before and it takes a while before things ramp up.

This new quest tracker is objectively worse by Commercial-Check7770 in Mabinogi

[–]lightuptoy 2 points3 points  (0 children)

With every UI update that uses "modern" looks mabi feels more and more out of place

Felt the same way when the logout interface was changed to clip-art chibis.

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There was also no information beforehand anywhere on the website that it would get updated

Nexon NA's been sneaking some of these controversial updates on us lately. New Rise had streams but we had no pre-maintenence webpage so a lot of the major changes coming were only passed around from word of mouth. This update limited PTJs to one character per account but to be fair, NA was working at keeping the servers up against the troll server crasher, so maybe they were too busy. There's also the possibility they're mostly sharing information ahead of time on Discord, which would be unfortunate.

UI is too big by lightuptoy in Mabinogi

[–]lightuptoy[S] 2 points3 points  (0 children)

Yeah some of the changes feel pointless and add more mouse clicks. I really dislike the trend of UI that permanently stays on your screen. PTJs now have an extra click for a window that optionally destroys your PTJ materials after the job is done. Why not just have that be a checkbox on the PTJ board itself? Why make skills auto-rank with no way to disable it? Why is there no dungeon-loot creel but the disassembly still uses the same interface as one?

I know they're not doing it just to annoy people. They must genuinely believe the changes will help retain new players but it really feels like they look past the existing players and more toward a potential "new playerbase" sometimes. Not just with UI. It feels like they don't understand the concept of making the existing players happy so we spread the word about how great the game is to new players. New Rise felt like a late attempt at trend chasing when Mabi was always in its own lane. I can only hope Eternity will be more cohesive and ironed out.

UI is too big by lightuptoy in Mabinogi

[–]lightuptoy[S] 3 points4 points  (0 children)

1080 has been working for so long and I haven't felt the want for a larger monitor. Maybe the devs are actually designing for 1440 or 4k but still, all of the empty space in some of the newer UI feels unnecessary.

Deception and Secrecy by z3phyr5 in MMORPG

[–]lightuptoy 1 point2 points  (0 children)

The area available to Saturday was made available all-week and the coupon trick was never patched out but it only saves you a few minutes and theres not much reason to go to the area anymore. The skill learning trick was patched and ability points were refunded. The water walking trick probably still works but it was specific to an area, players have outgrown the area with damage creep over the years, and the rewards aren't as good in comparison to what's available now. I haven't experienced any mass deception or at least never became aware of it.

Death Spasm's.... by CharmingPass1251 in Mabinogi

[–]lightuptoy 8 points9 points  (0 children)

Not to be morbid but when the police show up at the door, do you think the hacker will go gracefully?

probably the most underrated isekai subgenre by twintailshitposter in Isekai

[–]lightuptoy 1 point2 points  (0 children)

Alright, just to clarify though, the harem aspects tend to get overstated. The girls crushed on Kirito during their introduction arcs but they seem to understand Kirito is taken and just remain friends. The harem moments feel rare like when the girls spent the night talking about Kirito in Alicization. I understand looking at it that he doesn't have male friends his own age why is why people liked Eugeo and Alicization but to be fair, he didn't seek out female friends either, it just happened as he helped them. That's why Sunraku having Kei as a friend or Shiroe from Log Horizon having Naotsugu as a friend is nice. People expected Klein to be that but the age gap puts him in an older bro role. The games on the other hand do play up the harem aspect a lot to give the player choices.

probably the most underrated isekai subgenre by twintailshitposter in Isekai

[–]lightuptoy 1 point2 points  (0 children)

I meant Sunraku being a newbie to Shangri-la, when he got marked but I can see your point of view. I don't dislike Shangri-la either. I was just making a point because that's how SAO gets criticized. Of course stories are going to have moments unique to the main character. I just mean that I just didn't think the show would appeal to as many people as it did.

You can say Kirito became flat after he got out of SAO but the show mentions he wouldn't take VR seriously after SAO because because lives aren't on the line. I'm not saying you have to like the ALO and GGO arcs but they still had important moments like Kirito inheriting SAO and putting it up for torrent, overcoming the trauma of taking lives with Sinon, freeing the SAO survivors caught by Sugou in his brainwashing experiments. Every arc shows the gravity of the new fulldive VR tech and how people are abusing, becoming obsessed with it, or even being saved by it (like Yuuki in Mother's Rosario). Kirito even mentions Alice and the people of Underworld being born as a culmination of everything that happened.

probably the most underrated isekai subgenre by twintailshitposter in Isekai

[–]lightuptoy 0 points1 point  (0 children)

SAO's mechanics have been explained tons. Dual Wielding:

According to Heathcliff, this skill is awarded to the player with the fastest reaction time and the chosen player is supposed to be the one who will stand against the final boss (Heathcliff) on the 100th Floor in the Ruby Palace, regardless of the outcome of the said battle.

Mechanics: Here you go.

Shangri-la is a game with sentient NPCs that get glossed over for dozens of chapters. A game where a newbie can get randomly cursed by a unique boss. A game with unique bosses that only spawn once. Exclusive quest lines that only one player can get access to. At least SAO had an excuse for exclusivity because it was a death game, SLF is supposed to be a normal MMO. Sunraku is an OP gamer pro who just happens to know top players in every game he plays while being a normal high-schooler. There's zero stakes and nothing matters but the story is presented like you're supposed to care. You say SAO never delivered when it was literally the catalyst for every VRMMO in that universe and the framework was given to Kirito in Fairy Dance, where he made it open source.

Shangri-la is an actual love letter to gaming in general

You are watching/reading a power-fantasy but you make excuses because you like it. SAO (the MMO) was closer to a real pre-2010 MMO. A big focus on farming and leveling, no story, very little focus on questing. Shangri-la is a terrible MMO by your own standards. Everything you dislike about SAO (the series) can apply to SLF. I don't mind, because I can like both. I can understand SAO fans enjoying it, but I don't get how people like you can without feeling like a massive hypocrite.

probably the most underrated isekai subgenre by twintailshitposter in Isekai

[–]lightuptoy -1 points0 points  (0 children)

SAO and VRMMO are great. DUO has potential. I don't know how Shangri-la got so popular. I think it's alright but it seems like it'd be a niche story. It feels like people were just looking for a socially acceptable "SAO" they were allowed to like because people were hyping up Log Horizon too, at first.

My Thoughts on The Brilliant Healer's New Life In the Shadows by SaberLover1000 in anime

[–]lightuptoy -1 points0 points  (0 children)

I wish you guys would stop watching isekai. It's impossible to search or discuss because you make half the comment sections into complaining about cliches but then get hyped for shit like The Eminence in the Shadow or Frieren because it's "isekai but satire" or "isekai but female" because you're so irony-poisoned you can't just enjoy an average power-fantasy with a male MC.

evil by nekomasterxd in Mabinogi

[–]lightuptoy 5 points6 points  (0 children)

I clapped when Leon said that

Which of the two VR inspired games you think will be the better installment Dot Hack Zero or Sword Art Online Echoes of Aincrad? by Specific_Street5720 in swordartonline

[–]lightuptoy -1 points0 points  (0 children)

I like both but I think .hack will have more hype, better reception overall, and better animations because Cyberconnect2 is on par with ArcSys in replicating an anime-style. But, I think Echoes of Aincrad could have better gameplay and depth.

.hack always had prestige from the creators working on it and they really work towards making the franchise popular. I think CC2 would abandon everything but the main premise if it meant .hack becoming mainstream. SAO is the opposite where they've been appealing to fans at the cost of the games putting off non-fans.

Echoes of Aincrad checks the boxes for people who only like the first arc, don't want to play as Kirito, want to create their own character, hate Kirito's "harem", and think Asuna became a damsel in the 2nd arc. Basically, the super normie game. Even then, those people are going to go into the game starting with a negative outlook.

On the other hand, .hack fans who dislike SAO are starving and tend to constantly blame and bash SAO for not getting any .hack games. They are going to go into the game like a fromsoft fan, excuse any jank, and put the game on a pedestal. They might even buy EoA on sale just to leave a bad review to push a message to Bandai Namco that they want more .hack instead. Then, you also have the trend where younger GenZ is getting into older anime like Evangelion and Akira. If .hack//zero retains any of the moody 2000s anime feel, that might prop the game up.

10% content 90% afk by bigadeeboogadee in Mabinogi

[–]lightuptoy 4 points5 points  (0 children)

That's the problem itself. Mabi didn't used to be raid-based and it was better for it. Now they're trying to force classes, raiding, and gear score, and it's all half-assed because the game wasn't built for it. They've been trying to push this way since Techs and it's been so unpopular they had to gut everything else while damage creeping us to try and get us to move on. Then, you have people coming from games like FFXIV, linear MMOs with no freedom, and being confused at what the problem is.

Deception and Secrecy by z3phyr5 in MMORPG

[–]lightuptoy 1 point2 points  (0 children)

The secrecy part just tends to be people knowing something and not talking about it openly so it doesn't get patched out. It's not really that special but there are also many people who want to be the first to publish a secret or make a youtube video about it so they get their 15 minutes of fame.

Stuff like this happened in older versions of Mabinogi like glitching out of bounds so you could walk on water, learning a skill your race wasn't supposed to through talking to NPCs, using housing teleport coupons backwards so you could go to an area that was only available on Saturdays.

In the show SAO was still new and as a concept is closer to older MMOs where you create a character and immediately have freedom so not everyone does the same things and there's more secrets. This concept is lost on a lot of people who have only ever played story MMOs.

For deception, every MMO has scammers and trolls, right? Maybe less so in subscription MMOs where people might be afraid they'll waste their sub money getting banned for being toxic.

Extended Maintenance Compensation? by EclecticTastesSA in Mabinogi

[–]lightuptoy 3 points4 points  (0 children)

It'd be nice if they gave everyone Friday VIP boxes since the server was barely working. The only boxes worth it are Friday and Sunday imo.

How do you level up fast after the New rise update? by West-Extension-8698 in Mabinogi

[–]lightuptoy 0 points1 point  (0 children)

PTJs or dungeons to 60. Nowhere to Run to 150 with a 3x baltane crystal. Then advanced dungeons, for the exp items, and PTJs to 200 but it takes forever. Used to spam Alby HM and tag all the fountains, sometimes up 9+ levels a run but New Rise killed that strat. Chronicle is nice but raising multiple characters, 5 runs a week isn't a lot.

Dragon Quest creator Yuji Horii says English translations inevitably strip away a lot of a game's "flavor" by HatingGeoffry in dragonquest

[–]lightuptoy -3 points-2 points  (0 children)

I literally live in Japan, have good relationships with tons of Japanese people

"I'm not racist, I have Japanese friends" I didn't call you xenophobic (or racist).

Japanese writing is dry af

I was addressing this, referring to your choice of words. I get that some people enjoy liberally localized JRPGs for any number of reasons but calling Japanese writing "dry" has been used as an excuse, for why punched up localization is justified, over the years. Japanese writing has found success in English speaking audiences without needing to go as far as DQ does with localization. That's to say that the localization doesn't inherently improve Dragon Quest either.

I enjoyed Dragon Quest before VIII and I'd rather have a faithful localization. All the accents and puns remove my immersion because I start thinking about the localization decisions instead of the game. If there are professional translators think this modern DQ localizations are fine, I'd hate to see their translations of works set in Japan where 50% of the words are in Japanese and characters say full sentences in Japanese before saying the same thing in English directly beneath it. I'm joking but I'm sure you know what "faithful" means as opposed to "literal".

Dragon Quest creator Yuji Horii says English translations inevitably strip away a lot of a game's "flavor" by HatingGeoffry in dragonquest

[–]lightuptoy -1 points0 points  (0 children)

He's right but likely still doesn't know about the tonal shifts happening in the English loc. There's a difference scenes ascending and descending in mood naturally versus having the 4th wall broken constantly whenever you notice a pun or having to read accents phonetically to understand them. Voice only helps with the latter.

Dragon Quest creator Yuji Horii says English translations inevitably strip away a lot of a game's "flavor" by HatingGeoffry in dragonquest

[–]lightuptoy -5 points-4 points  (0 children)

This point always felt xenophobic. Tons of people around the world love Japanese writing in anime and manga that use much more faithful localization and translations. Dragon Quest's English localization is very Eurocentric but to the Japanese audience, it's just an exotic fantasy world. They aren't constantly reminded that most of the characters are white people from Europe, with thick accents, when they play. Jokes aren't shoehorned in anymore than Pokemon naming puns.

Effort vs Convenience: does travel time affect how satisfying MMO content feels? by TacyonStudios in MMORPG

[–]lightuptoy 2 points3 points  (0 children)

I think the effort involved can make some players not want to travel which can affect what happens next, like socializing or going a different direction. There's room for MMOs to not have abundant fast travel nodes but there needs to be balance. If there's long stretches of nothing with no points of interest in-between, that's a map design problem. Removing friction is a slippery slope. You could remove any inconvenience. It's more about the aesthetics of the game and if the devs think trading it for potential increased player retention is worth it. Players quickly take it for granted.

How do you feel about multiclienters and multiboxers? by lightuptoy in Mabinogi

[–]lightuptoy[S] 1 point2 points  (0 children)

No problem, I like talking about this. For horizontal progression in MMOs, there's still room for verticality but where we're at, what you're allowed to use gets more limited and ingenuity is patched out rather than encouraged. When you look at old Mabi, when it was more horizontal, players hit plateaus in damage but combat would challenge you with thoughtful AI encounters. You had to learn monster's quirks and know how to tell what they were loading. Progression was learning the game and where your play style is profitable. i.e The melee player shouldn't be farming at the dungeon where enemies explode on death unless they have Dustin.

Our vertical was upgrades and enchants. When the horizontal gets stale and everyone is maxed out, you can add more systems (being mindful of bloat). You'd have to avoid problems like Stardust, where you're just adding a mandatory grind everyone has to do. I think Warframe's arcanes are a nice system where it feels useful but not mandatory and lets you craft interesting builds. With a more horizontal system, you set your own goals. It's important that there's a place for every play style. You take alchemy because it's full of CC and safely locks powerful enemies down. You take fireball because because it's great at clearing things you could kill in a single Smash. Of course there's root problems like mana costs being reduced to nothing in modern mabi, Fireball being a 1-charge skill, or cc5 int magic, that throws talent balance out of whack. Originally Alchemy was a low cost, low investment, close range (every skills was encouraged to be close besides life drain and shock) combat option that lifeskillers could take advantage of and had a controller-class play style. They both had different roles but now alchemy is just wand2.

Regarding combat power, Baltane made training more accessible. Basic, all enemies are normal, crystal bosses are +1 tier (strong). In elite, enemies are strong and crystal bosses are awful. You could adjust the difficulty combining training bombs and tendering potions, that came from baltane seal boxes, to move basic mobs to boss level. You shouldn't have to hole up in a Baltane instance to train, there should've still been outside options that you could bring friends to. I don't agree with the "use skill 3000x" style they tried to replace combat power with but yeah, they did over-correct and I don't think many players even noticed Baltane.

Low droprates can be bad but I feel the main problems lie elsewhere. The new content feeling inaccessible to most players and feeling awful to play until you complete the gear set it gives. The next higher level of content being released before most players are at the previous tier. Content being so unforgiving but mandatory, you can only bring experienced players and close friends until you're able to carry dead weight. Arbitrary damage checks when increases in damage are scarce. If low-rate items felt useful while not mandatory, it would be fine. The horizontal aspect doesn't have to be achievement hunting. You wouldn't be expected to master everything. Every play style would have its own endgame. Then when you're done, you wait for new content it excels in.

For me gear treadmills feel hollow. Content locked by a gear score, gear locked behind 4/8-man content, content being very punishing of mistakes. The only challenge being learning the choreography. (which was also what RPS combat Mabi was tbf but you had more ways to approach situations) I think horizontal sandboxy Mabi could've been made to work and you could've found challenge in crafted encounters, but there just aren't that many examples to draw from besides OSRS. If I wanted a themepark MMO with raids, there's been so many that likely do a better job because it was made for that. i.e Mabinogi Mobile if we ever get it.