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This is a repost from the official forums: I was hoping to have an opportunity to provide more feedback in CB, but didn't get the chance. I was part of the group that was granted access, had it rescinded, granted, rescinded, eventually got access to the first big stress test (which I was never able to successfully login to), etc.. So, the first chance I've really had to playtest has been in the last few days for the early start open beta. Please note, this is not a review. I've only played my max character up to level 11 and have just reached Anglorum. Regardless, I do have some thoughts based on what I've seen so far - if I'm wrong about something, please let me know. I welcome the dialog.
Performance - I'm currently playing on an Inspiron E1705 with NVidia GO 7900GS 256MB, 7200 RPM HD, Core 2 Duo at 2.16 GHz and 2 GB RAM - at max resolution, the game looks and runs pretty good with all the bells and whistles, except for AA - as soon as I turn it on, the game turns into a slideshow. Yes, it's older hardware, but the game doesn't "look" like it would require anything more substantial to run at max settings. I play "prettier" games on it at the same resolution with better performance, even for features like AA - City of Heroes is a good example. I also play Dungeon Runners and have played WAR, LotRO, Runes of Magic and Darkfall on it with what I consider to be a good mix of looks and performance. A game like Wizard101 plays flawless at max settings, even on our oldest, lamest machines. Update 12/04/2009: Matt Mihaly (CEO and Lead Designer) has acknowledge performance issues and that fixing them is a top priority. "Quote | goldstar78i posted on 12.03.09 | 19:10 Updated 01/19/2010 - Additionally, here's an excerpt from his Happy New Year letter: I want to acknowledge up-front that EE’s technical performance is not where we want it. Frames-per-second is too low on all but the more recent systems, loading times are too long, the system requirements should be lower than they are, and of course, there are lag problems. I bring those up specifically so that you don’t think that we’re in denial about the technical work that needs to be done. We are in beta, but everyone on the EE team knows this work has to be done, and we have multiple people on these issues full-time. We’re also bringing the creator of Ogre 3D, the rendering engine we use, on board half-time to help improve performance. We should see some significant improvements in the next few months, and of course bug fixing is something we're always working on. Update 02/27/2010 - this last week some performance upgrades were patched in. I can now run the game at 4x AA (the max in game) and with ground clutter with no slowdown, whereas previously if I had AA turned on at all, the game was unplayable. Update 07/29/2010 - with the last patch, a number of performance issues were introduced, included mobs that never fully load in, an increase in the memory leak, etc..
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Additional feedback after further testing - fewer positives, more negatives:
The credit shop being open for business really bothers me. Nobody's required to use it, but frankly the status of the game feels more like a soft launch than an open beta. After all, they're taking in money. Is it a cash grab, are they short on funds? Couldn't they test the credit shop by giving beta testers credits (not without wiping open beta characters, else they'd get free gear)? Couldn't they hold off testing the credit shop until other, more important MMO mechanics are put in place? I do think EE is a fun game with lots of potential, as I've stated before, but it really lacks the kind of depth most experienced MMO players would appreciate and even expect. If the game launched today in it's current state, it would probably be panned. Yes, it's still in "beta", but it's "open beta", which is generally pretty close to launch condition for many games. That concerns me. I'd love to see some sort of design roadmap from Sparkplay that might alleviate these concerns. ~Ripper |
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Regarding the large number of races, here's a quote from a TenTonHammer interview with Matt Mihaly: Ten Ton Hammer: Earth Eternal boasts an incredible number of races: 22 in all, covering most of the animal kingdom (the land dwellers, anyway). What makes each race different or special, given that none has a gameplay advantage over another?
Mihaly: Nothing is different in terms of functionality. We made the decision to allow players to choose their in-game look and divorce it from their function. We wanted to ensure that if you wanted to be a Mage, for instance, you didn’t have to be one of a few races in order to be an effective Mage. We may implement non-functional differences between races, like race-specific emotes, but we don’t intend to create statistical differences between the races
So, the lack of differences between races is intentional. Personally, I don't agree with this approach. I think there are things that could be implemented to differentiate between races without turning it into a min-max stat game or forcing class choice based on race. So, as far as feedback goes, I personally don't think this is a good design decision. I hope it changes over time. Regarding the target audience, from the same interview: Ten Ton Hammer: What’s your target audience? What does Earth Eternal have to offer, say, a hardcore MMO gamer who has over a dozen hours a week to play but expects to constantly have a new carrot on the proverbial stick?
Mihaly: Our target audience is anyone who is looking for a friendly, approachable 3dfantasy MMO, but we’re explicitly not trying to attract the hardcore MMO players. If your idea of pure awesome is Eve Online, we’re probably not for you. On the other hand, if you’re looking for something fun and whimsical with no subscription cost that’s still got a ton of depth, EE might be for you.
Sounds reasonable, but I think the game needs a lot more polish in order to have a "ton of depth". I think Sparkplay has a good vision and the game is fun, albeit shallow, so I'm anxiously awaiting new content and features.
~Ripper
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Further feedback: My son's impression- Created brand new character and played with my son tonight (he's 10). When asked what he liked about the game, he said "because you can play as animals with other animals". When asked what he didn't like, he said he didn't understand the loot rules. I'll get to those in a minute, but IMO, that's just a learning curve. When we played he had fun, but mostly because it was dad/son time. Child safety, from a parent's perspective:
Shards - in open beta, there's only 1 server. In order to handle the load, the server is broken up into shards. These are basically instances of the same region (zone). When you look at your minimap, it will tell you which region and shard number you're in ("Corsica 7", for example). Regardless of the shard, you can still see all chat in the /region chat channel. That's really useful. To change shards, simply click the region name in the minimap to pull up a list of all available shards and pick the one you want. Please note, however, that you must be near a sanctuary (located in camps, cities, etc...) in order to change shards. Targeting - targeting is tab-base\d. Just hit Tab and you'll target the nearest mob. The downside is the nearest mob might be off your screen to the left or right. In other words, the cone of vision for the tab-based targeting is too wide. It needs to be narrowed to the field of vision for the player, IMO. Group mechanics:
Trade - attempted to give some items away yesterday. Was a real pain due to the lack of item linking, as mentioned before and also due to the fact that I had to run to a sanctuary to change to the same shard as the person I was trying to give the items to and then still have to meet up at the same spot within the region. I'd LOVE a game that let me trade across the region via command line instead of having to physically be next to the other player. Seriously - originally, that was the plan when Dungeon Runners first introduced it's trade window, but they removed that aspect of it for some reason. If EE or other games had this feature, it'd be the win. In-game help - doesn't exist. You can't even see a list of emotes or the key mapping. If you click the help button, it simply launches the EE website and a very small list of articles, none of which pertain to actual play. They're all technical or legal articles (EULA and ToU, for example). In order to see the list of emotes and the key mapping, I had to read a post in the forums. Lame. Summary - still testing it, still think it's fun and shows promise. The types of things I mention above (main assist, item linking, auto turning to attack, etc...) would help polish the game, IMO. ~Ripper |
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Clarification and updates - crafting details, for example. ~Ripper |
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Since there is now an official mmorpg.com review (and reviews from at least one other gaming site), I decided to revisit my impressions posts and see how they hold up. I've updated them, where appropriate. Some things have changed (indicated in the posts above), but all-in-all, I stand by the posts. Please note. I've been playing the game consistently since open beta and have rolled/re-rolled several characters, playing them up to ~level 20. I am still having fun, although I can definitely see problems with grind, travel time and believe there needs to be a major crafting/economic overhaul in order to attract and retain more players. I still also believe the game is in a soft launch phase. Think of it like a small ma-and-pa cafe that opens with a very limited menu, due to a limited budget. They're not in beta. They're open for business as soon as they start taking money. They may have a limited menu, but they're still charging for it. As they get more popular and generate more revenue, they'll hire staff, re-vamp their offerings, etc.. It's no different with Sparkplay and Earth Eternal. Yes, nobody is forced to pay for anything, but that's because it's a F2P game, not because it's in beta. All that being said, is being in a soft launch a bad thing? No, I think it's fine. I just think the term "beta" is being applied very liberally. The game has been in open beta since mid-October (3 full months now) and there's no ETA for going "live". ~Ripper |
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02/277/2010 Updates in green ~Ripper |
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Updates 04/27/2010 in orange ~Ripper |
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Updates to multiple posts (not just the first one) 07/29/2010 in Turquoise ~Ripper |
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