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Endrance's Profile User Rating: -----

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User is offline Sep 07 2009 03:53 PM
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    Infares 

    27 Oct 2009 - 13:02
    You still alive, bro?
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    Lunais 

    20 Apr 2009 - 18:24
    Ah the curse of the FFXI player strikes again - realising that all other MMOs just don't feel the same as FFXI is depressing. I'd still be playing FFXI myself but I'm just not in the kind of position to be able to happily sit down and sign myself up for 3 hour+ gaming sessions unless I really feel like it at that particular time. I still like to keep up with things in FFXI though so if you do encounter any of the new content (such as that [I]Crystalline Prophecy[/I] stuff) lemme know what you think of it.
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    Lunais 

    15 Apr 2009 - 21:28
    AionSource won't be/is not as interesting without you. It's a shame. Best of luck out there.
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    Celestin 

    13 Apr 2009 - 01:13
    Wtf that was awesome awesome. Thanks for the vid. Though I am so afraid to think that that is probably a guy... ;_; But wtf, he even does the turning knees inward thing, totally like a *** chick... ;_; Cute skirt, regardless, though.
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    Infares 

    11 Apr 2009 - 09:18
    Ahh okay. Let me know what new games you try out. Spellborn is Live now I think in both Europe and NA. TERA still looks promising. Was it mostly a concern over the community here or just lack of interest in Aion itself that's driving you into hiding?
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    Infares 

    10 Apr 2009 - 11:21
    Dude what's with the new sig?
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    Lunais 

    25 Mar 2009 - 07:21
    Why thank you kind sir, yeah it makes a change from my usual anime avatars, huh. You can't top that classy socialite/lady-in-red look, I find.
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    Endrance 

    15 Mar 2009 - 19:49
    But you're getting it all wrong. Games are like an reflection of real life and changed to a point you would like to see differently in real life. The reason why games are entertaining is because it's fun to reflect. Even games like Tetris refer to the very basics of out logical thinking. It's not efficient as relaxation method, but as entertainment. You're confusing relaxing with "packing thoughts and worries into a corner of youe mind for a moment just to get them back afterwards". Scientifically, it's impossible to relax when your brain is in "active" mode. Even if you might "feel" relaxed while grinding a few mobs, you actually aren't. That's what things like Yoga, Tai-Chi and Meditation (the real meditation, not that esoteric crap) are for, for example. You don't play games for that reason, but to be entertained and at the same time maybe learn something (that depends on the genre and the quality of the game).
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    Celestin 

    15 Mar 2009 - 19:45
    Umm... the current generation of RTS games focus very little on base building or dirt management. Company of Heroes, Dawn of War, World in Conflict are all about land control. Tech trees are rarely more than three tiers deep. The more land you control, the more income you gain. Its as simple as that. Yet because the game is purely about land control, the games not only put you in direct contact with the enemy early on and frequently, they force pure unit tactics. The stair system works because it creates flow. You need to beat a boss, but you can't beat the boss until you're level 24 and the game won't let you progress to the next boss until you've beaten this boss. Invisible wall. Once you know that at any point you can skip directly to the last boss fight the game takes on an entirely different existence. Are you really going to still play through every story element as intended knowing that they are now all optional? You might, but a lot of people won't. Let's not forget that you might simply miss some. And developers aren't stupid. All events that are not key to central story progression cannot be essential. If they are essential then some people will miss them and their experience will be poorer off. Now imagine if there were no invisible walls at all. You could not have any essential elements at all. These are the problems that plague Prince of Persia, Oblivion and Fallout 3. But that's besides the point; you've admitted we need invisible walls.
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    Celestin 

    15 Mar 2009 - 19:32
    You're getting too heated here. You can play games to relax. Look at Flower for PS3. Great game. Damn good $10. I've gotten all the trophies but I still regularly play Flower to begin or conclude a gaming session. When I want to be active, I go out jogging. But when I want to kick back a little, I play games. Hence the working verb being "play" before "games" as to distance "games" from "work." I'm an incredible perfectionist. At this point, I've beaten half of Prince of Persia without getting hit a single time. Took tons of learning of tactics and move lists but hey, here I am, doing something nobody else has probably accomplished. But games are games. When I play games I am not improving my constitution to run long distances, I am not studying for my certification exams and I am not earning the bread I need to continue living. Simply put, I am not moving toward my planned end state. This defines my attitude toward games. If I can make a living off of games, then my attitude will change, but until then, games are a side venture for fun and if I can manage it, relaxation.
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    Celestin 

    15 Mar 2009 - 18:21
    This is nice and all, but you missed the point maybe? Sometimes, RPGs just have invisible walls that prevent you from playing a purely skill based game simply because if the game was built like that, the game would suck. If the game was purely skill based, there would be nothing at all to stop you from beating the game at level 1. But then what would be the point of the game? There would be none. MMOs are just like that. If you can beat the end game dungeons at level 1, what's the point of anything that comes inbetween? The game must be built around some kind of achievement system. The most common system is obviously levels, but the system creates a series of invisible walls that prevent progression until certain requirements are met. They are absolutely necessary for the continuity of the game. I personally loved Oblivion. It was incredibly beautiful and was just a wonderful, low key experience you could play to relax. That's right, Oblivion was an experience. Few games manage to cross that threshold onto the next level of worship.
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    LoneStar 

    15 Mar 2009 - 16:09
    Sorry to cut in celestin ..err endrance lol its your page oops :s Isnt the barrier in stuff like oblivion supposed to be fixed level requirements though? For exampe if I go to the king at level 1 he owns me cos hes level 100+ if I got there when Ive played the content for my appropriate level up to 100+ and then I take him on I win? Im not sure if I can argue against free roaming gameplay so much :s
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    Celestin 

    12 Mar 2009 - 12:52
    There's a difference between invisible walls for the sake of player control and invisible walls for purposes of logical progression. Fallout 3 and Oblivion are perfect examples of this. They are great games. Very few invisible walls. You want to go somewhere? Go ahead, just walk over there. But will either ever be remembered for a good story? Nope. Whatever story there was simply served as a backdrop. There stories were both paper thin and nonmemorable. In RPGs, invisible walls exist for everything to make sense in context of each other. There's a big bad empire and you need to stop the king! If there were no invisible walls then what's to stop you from waltzing right over to the king at level 1 and killing him? There's nothing! But if you killed him, what would happen to the remaining 40 hours of content? The king's dead! There's no more empire! You won; the game is over. This is opposed to well, I'm an orphan or something and I'm not that good at fighting, but I need to defeat the king so I will practice until I become stronger and can defeat the king. Invisible walls not only make the game coherent, but make the game itself. MMORPGs, being RPGs share this element. There's an order or progression. This is different from a FPS game where, well, I see this great sniper vantage point and all I need to do is walk over there, but for some reason, I can't cross this tiny stream. MMOs are built around limitations as a driving, core gameplay element.
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    Celestin 

    10 Mar 2009 - 08:57
    All games, except the very most hardcore, use the same step ladder approach though so you can't really fault the game. Its designed like classes you take. Smaller challenges lead to bigger challenges. The only real differences is the reward / punishment system and how many steps you have to take inbetween. Get headphones for the headphones. Grado all the way.
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    Celestin 

    09 Mar 2009 - 19:58
    You haven't PvP'd in D2 competitively under regulation rules then. Its nuts. I've had 5 minute duels before. There are so many things to min / max, so many different tactics and glitches to exploit that its ridiculous. Anti-sorc babas, javazons, trapassins, templars, bonemancers, hydra sorcs ( use fireball and hydra to trap, plays out almost like chess ) all very nasty stuff. Let me edit that. The game went to hell after 1.09. But 1.08 - 1.09 was the golden age of D2 dueling. And it was damned tough.
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