What Windows installation? Not all of us run BootCamp or a VM solition.If you didn't delete anything from last beta on windows and move it to the Mac folders, the launcher seems to take this data and update from it. I did this, and it only needs to download 500MB right now, instead of the full 20GB.
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It picked up speed finally, but is still downloading here...
By the way...updating...
What Windows installation? Not all of us run BootCamp or a VM solition.
This suggestion is for those who already played the beta and want to play it on Mac now without having to re-download the whole thing, since it wasn't available for Mac before.
FYI The mac client has been avaliable since the previous stress test. I started downloading it on the 22nd of January, although we could not log in...
As a big fan of the Elder Scrolls games, but not of online gaming; is there any single-player element to the new game at all? Is it possible to play this, but go completely solo questing?
Anyone know how the new rMBP 13" would handle this game?
Ok, to answer my own question - it seems they certainly have made sure it's playable by a single-player.
Though, I'm not sure about paying a subscription for a single-player game. It'd be great if you could just pay a once-off cost for the game to play the single-player game, with the option of adding the subscription if you want to see/interact with/quest with other players.
As a big fan of the Elder Scrolls games, but not of online gaming; is there any single-player element to the new game at all? Is it possible to play this, but go completely solo questing?
Honestly, IMO the subscription model usually makes for a better game but only if the game is good to begin with.
How can you claim something like this in this day and age? There are only two successful subscription-based MMOs on the market right now: WoW (because its simply unparalleled at what it does) and EvE online (but here the game and expansions are free, you subscription is for the service). Every other game that tried to force a subscription on the user had to go F2P in order to remain profitable. I have nothing agains a subscription if its what it is - a service. However, I find it absolutely unacceptable beging forced to BUY the game AND then pay a subscription in order to be actually play the game. The microtransaction model is just as profitable as subscriptions is much more player friendly. Not to mention that ESO does not even in slightest offer content or quality that would justify a subscription. The publisher is just shamelessly trying to make money off the popularity of the TES series.
I "claim" it because it's my opinion (hence the IMO in my post). I know F2P has become more popular, but I also believe that it creates an environment for bad MMOs. Most of the good F2P MMO didn't start off that way, they started off as a subscription model and only went F2P when they couldn't maintain the level of subs they needed. I still consider these games as "subscription" based MMO since that's how they were built to begin with and if you compare these MMOs with ones that were created F2P from the start (i.e. Neverwinter, Drakensang), you can easily see a difference in quality. I'm not saying F2P is bad, but most of them are. MMOs are expensive games, and making them F2P means they have to get their money some how. This usually means corners were cut, quality is bad, and/or features are behind some paywall.
Most of your "AAA" MMOs will continue to start off as a subscription based MMO and they will either succeed, die, or go F2P. ESO and WildStar are the two big 2014 MMOs and both are starting off with a subscription model. I believe companies need to be prepared to go F2P if expectations aren't met, but I still personally would rather have subscription based MMOs if means quality and content do not suffer.
I think that the single example of GW2 proves that you are wrong. In the end, its about developer/publisher intentions. I don't think there is some inherent good/bad quality attributed with P2P or F2P models. Of course, subscription-based games might tend to get 'lazy' (aka. WoW) while mictotransaction-based games tend to get 'evil' (aka pay-2-win). In the end, its the honesty/ability of the publishing studio which determines the quality of the game. Unfortunately, in modern gaming business, people are usually just after your money. This is one of the main reasons why I dislike subscriptions. Another one is that they are not fair to players who play casually. I don't have much time or interest playing MMOs nowadays - but its quite nice to be able to log into GW2 once in few months and run some PvP. I can't do that with a subscription-based game.
Again, it's an opinion and there is no right or wrong. It either works or it doesn't and MOST (not all) AAA MMOs start off sub and go F2P if they can't sustain it. Guild Wars just went another route and lets be honest GW2 has not been nearly as successful as GW1, so it really isn't a good example. Path of Exile would have been a better example.
EDIT: I would love all MMOs to P2P (which is different than F2P) model like GW1, but MMOs are expensive with server maintenance and content updates, it just isn't practical.
P2P is what I mean - you buy the game, you play for free. The maintenance/etc. is financed through cosmetic microtransactions. It has been shown that games financed in this way have revenues comparable of those with subscriptions (at least, I remember reading some financial reports/analysis on that). I firmly believe that going this route is 'better' because the developer actually needs to thing about new feature/content to keep the player returning and also being interested in buying new things; while for a subscription-based game, the developer just needs to keep the player hooked (WoW with its repetitive progression is a very good example).
As to GW1/GW2 success comparison - GW1 sold 6.5 million game copies since the first release in 2005 (and 3 millions in first 2 years), GW2 sold 3.5 million game copies in first 1.5 years since its release in 2012. I don't really see how it can be called less successful. Both GW1 and GW2 use the exact same financing model.
I agree that P2P is a better model, especially for the gamer, but it just isn't used much in MMOs. Also, I think some people confuse P2P with F2P and they are definitely not the same. I would rather have a sub based MMO (as long as it's the quality worthy of a sub based) than a F2P MMO.
I don't know about the numbers for either GW, but it seems like GW1 was better at sustaining active players. I do like that GW2 has been updating the game regularly and has not been charging for the new content like GW1 did with the expansions.
I agree that P2P is a better model, especially for the gamer, but it just isn't used much in MMOs. Also, I think some people confuse P2P with F2P and they are definitely not the same. I would rather have a sub based MMO (as long as it's the quality worthy of a sub based) than a F2P MMO.
I don't know about the numbers for either GW, but it seems like GW1 was better at sustaining active players. I do like that GW2 has been updating the game regularly and has not been charging for the new content like GW1 did with the expansions.
GW1 expansions were REAL EXpansions! They were stand-alone playable and each added hundreds of hours of additional playtime. Charging for these is absolutely ok!