Massively OP Podcast Episode 125: Secrets, Mordor, and Argus

On this week’s show, Justin and Bree talk about walking into Mordor, warping over to Argus, delving into secret conspiracies, battling on a comet, resurrecting super villains, and more!

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

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7 Comments on "Massively OP Podcast Episode 125: Secrets, Mordor, and Argus"

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Suikoden

MxM actually did run some kind of a cross promotion with Blade and Soul. If you logged into MxM you got some kind of goodies in Blade and Soul.

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NeoWolf

Enjoyable podcast as ever.

I can’t say I agree with Justins TSW combat assessment however. Duration of combat was never the issue, the fact it was simplistic and sucked was.. it was not a good system.
All that is changed is that it is faster and there are a few new animations, the suck remains unfortunately.
It is the one detriment of an otherwise masterfully written game, which has some of the most interesting stories in MMO’s.

I would put it alongside LOTRO in so much as to say it is a fantastic game with an engine that is old, outdated and does not do the game justice in any regard for a modern audience. Sadly however that is not a cost effective fix to resolve unless the game was massively successful, in which case it would be kind of moot..the classic catch 22 lol

Minimalistway
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Minimalistway

Thank you guys for answering my questions, i honestly feel embarrassed for sending so many :-)

I’m going to play Shroud of the Avatar when they release it officially, also i tried Project Gorgon and loved what i saw, it have potential.

Bree Royce
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Bree Royce

Please don’t feel embarrassed — you send good questions! <3

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Jeremy

You two are good together. Thanks :)

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Jeremy

I think the term P2W has devolved into “i had to spend money at all”. Sub and have fun if you like the game. That way the devs can keep making content for the game you like. ;)

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Malcolm Swoboda

There’s so many definitions that the debate almost always gets toxic.

I have my three definitions:
1)Someone in a F2P game can pay a lot to get exclusive power, often in a simple way like pretty much direct buying a best piece of gear that can’t be gotten any other way. As in, there’s no gameplay happening to be at the peak.
2)Similar to #1, the grind for a non-payer to get the ‘available’ power is ‘out of bounds’. That it takes months or especially years, where it takes a payer to get in days to weeks. AKA it locks non-whales out of the gameplay where whales jump into. It is bad for a game to be made so the first guilds into the new raid or the regularly top PvPers are whales.

Payers in SWL F2P for example may just be boosted into something a regular player may get within a month or so anyway. And there isn’t a big deal to me if people blow their wallet of $1000s to get the best gear stats in months. But where do the OTHER players come from? Can a F2Per play things very well in that month/months and certainly have at least one gear set that’s also the best? Can a F2Per play for weeks and reliably join in on endgame and clear it? Can a F2Per be in a PvP system with enough normalized stats that they don’t get stomped by whales, and they can get into similar power status if they just put some regular social effort for weeks or at worst months? Cool.

Because a healthy game doesn’t just F2Pers as blood bags for whale vampires (or whale blood bags for company vampires). It nurtures a playerbase no matter the general monetization model. There is a social element where people need to ‘buy in’ not with just their present capital, but their time and love and words so more and more people give a damn as well.

Sure the ideal status is everyone paying the same flat fee. Succeed at that and you’re great for a long time. But chances are you won’t, so there has to be smart engineering for otherwise. That F2Per might come into money and end up dumping $1000s in – so make the game fun and fair enough for them in either case. That whale may drop the game (especially because they already ‘won’ so they are obviously DONE) and you suddenly lose out on $1000s for the future. So the game has to work as a GAME, where one still wins (clears top content, has best stuff, beats others in PvP), or loses, in the end through at least their *pattern* of gameplay, no matter what.

I don’t think P2W is just paying money at all, whether for expansions or classes or cosmetics, or even gear/stats. But I think it describes an approach that the more it is made the approach, the more trash the game likely is, and the more it risks alienating the playerbase it so desperately needs anyway. Capitalizing on players in often unequal ways is nearly inevitable, but it doesn’t actually need to exploit that circumstance for maximum shorter-term profit waves.

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