| 88 posts found | |
|---|---|
Originally posted by Fadedbomb Excessive head-start program? Edit: Sorry forgot about your previous post and it is late and I am tired. Nevermind. Joshua Halls |
|
|
6/10/12 2:35:09 AM#42
Originally posted by Fadedbomb Doesnt look good by any measure? What game are you measuring it against? Have you watched any of the videos or just read about the game? I admire you for the honesty, but I think you should really take another look. Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
|
|
darker70
Advanced Member
Joined: 10/21/08
A child of five would understand this. Send someone to fetch a child of five. |
6/10/12 7:45:40 PM#43
Yep watch those vids again and please remember this is still about to hit Alpha and despite the graphics been pretty good anyway,Kickstarter should give the team more time on graphics and general art assets.
|
|
6/10/12 7:52:47 PM#44
Originally posted by PyrateLV Except that your money didn't go poof. You just made a bad investment decision. The purchase you made is in your hands. You just didn't like it.
The difference is that this is just a donation. It is like me coming up to you and telling you about this idea that I have... and then asking for money to get it going without offering you anything in return. I don't have to let you in on the product that I do or don't make. I don't even ever have to see your face again. I can go use your money on beer. You are making a blind decision. I'm glad people like you have money to just throw at people, because I certainly don't. |
|
|
6/10/12 8:20:13 PM#45
Originally posted by JC-Smith Ultimately, most gamers will play this off of first impressions. They won't dig into detailed explanations of how the systems work and why they work better. They will say, third person? Check. Balanced gameplay? Check. Personal property ownership? Check. Strong PvP and PvE? Check. A reason to keep playing? Check. Good graphics and UI? Check. Accessible and easy to learn? Check.
If they don't see that within five minutes of loading the game up for the first time. You've failed as a developer. You will never get the majority of those players back once they see a poor first impression. |
|
|
6/11/12 12:29:36 AM#46
@DAS: Eve also has uncapped skills and has been the most successful sandbox MMOG of all time. That having been said, your comparing projecting flaws in other games on us. This system was designed from the ground up with uncapped skills in mind. It's balanced around it. Becauase of the way our system works, many skills just gives more options, it doesn't significantly increase your character's power in combat compared to a player who has mastered just one offensive and defensive skill. They'll be just about as good on what they do as you are in what you do. The only difference is you'll have more things you can do, but not at the same time. Regarding alts, we consider them something that if players want to do they are more than welcome to. But we don't want to force them into it. On the economy. Please do explain how being able to master many crafting lines as opposed to making an alt and mailing yourself the ingredients ruins the economy? I'd love to hear to it. Fact of the matter is there is zero difference between the two, except you don't have to level up a new character through combat just to get to the new crafting skills. But on top of that we've added extra things to encourage specialists. Things like the recipe mastery system which increases your potency with a certain recipe the more it is used. The mastery system and limited resources are the bottlenecks in our crafting system. Characters can specialize in many lines if they wish, but it's going to take them significantly longer than a character specializing in one. In both those cases though, let's say years ago by and we suddenly have a situation where like 20% of our players have maxed all the major lines. I find that highly unlikely, but let's just say for the sake of argument that this happens. Because that's the big argument against it. With our tier based system all we have to do is add another tier at the end, and what does that do? The players who mastered many lines now have to worry about 75 skills, as well as the related abiliites, recipes, and masteries to go along wit them. Where the player who mastered one of each has to worry about one. I personally don't feel like anyone but the most hardcore players would try to accomplish mastering all of the lines, because not only is it a massive time sink but it would give very little additional power to do so. That having been said, if you place a mountain in front of players, some will want to reach the top. From our standpoint, players trying to achieve these type of things are good for the game, so long as we ensure they don't have an unfair advantage over other players. As far as infinite content. You can create a good generation scheme that will mix up the results and give players something to do. You can put them into situations where things are happening naturally around them and they need to respond. You can continnually give them something that rewards them significantly at the end. Will it mean that at some point they may be doing the same template for the third time? Sure. But you give them that choice, and you have the ability to randomize it each time. Not to mention with generated content this also affects your ability to create new content or to scale content by level. You can't keep all players engaged forever, but with a proper generation scheme you can create content much more quickly, and make it as reusable as possible. Regarding your last quoted question. On the swords users vs. non-swords users. Our defensive skills are small passive bonuses. Special abilities are few and far between with them. There are some but they are very rare and generally on long reuse timers. Your stats don't go up as you level. Your base health for example, stays the same. So let's say for the sake of example here that you did master swords/maces/shields/parry/magic/bows/healing and the other guy only had mastered swords. Obviously those aren't skills from Repop, but it makes for an easier to understand example. Swords in our case provide a good mix of offense and defense at short range. It's sort of your generic melee line. Now the other character has more at their diposal. Let's say they had maxed parry and shields, and were using a shield which. That's goign to give them some defensive bonuses over you, let's say 15% of your damage is getting eaten by their defensive skills. They also have the ability to heal themselves, to shoot you from range with a bow or magic, or to switch to a mace and go for some crowd control abilities against you. Crowd control is mainly just going ot stun or knock you down, and with the immunity timers it's not worth the switch one on one because they are going to lose several rounds of combat due to the penalty of switching weapons in combat. If you meet them toe to toe from the start, their only real advantage over you is their improved defense over your own, and that's assuming you have no defensive skills. Let's say mid fight they decide they need healing, they are sacrificing their damage by switching to a healing device. Bandage based healing is slow and for out of combat. Stims are on long timers and both characters can use them. Their only real healing advantage requires them to swap out their sword or mace for a healing device. But during that switch you are going to have several rounds of attacks on them, where they have no ability to respond to it. Then when they switch back to a weapon, they lose several rounds again. The system is designed to allow players to switch roles, but to penalize them for doing so. That characters main advantage over you would be if they caught you at range when you were unaware and then they started pelting you with magic or bows. If you were able to recover and get in close though, they'd then have to make the choice to try to finish you off with magic or bows, or to switch to a melee weapon and suffer that penalty again. We don't really envision players constantly switching roles in combat. In some cases, yes. But in most cases characters would be most efficient by having a defined role in a group. One dedicated healer is generally more efficient than multiple players trying to do DPS and then switching to heal in a time of trouble. http://www.therepopulation.com - Scfi Fi Sandbox. |
|
|
6/11/12 1:30:18 AM#47
Das, Your problem atm is thinking they are following other games design. They aren't. Take some time and visit their site and read through the info thats there. You'll see that haveing more skills dosen't mean more power it means more options. Your thoughts on crafting and alts is skewed as well. What is the differance in me haveing 1 character that has put in 50 hours of nothing but crafting and have all crafting skills, or me having 2 characters with 25 hours each with both having exactly half the amount of crafting skills. I still have all crafting skills at my disposal, the only difference is I have to log out and log in my other character. The only way your way would work is to limit 1 character per server, with the skill cap. However this is a free to play game so I can just create a new account and bypass that as well. You said this : I would need to know what the skill trees look like. I say this because let's say you have one player at 100 @ swords/maces/shields/parry/magic/bows/healing... and the new players has managed to max out their swords. Now let's say these two characters fight. The character who has grinded these other areas has a massive advantage. Thats simply not true you have to pick which weapon you want to use and use it, the only advantage you realy have is you could at some point choose to change weapons which puts you at a disadvantage for a short time as switching weapons isn't automatic. Get your mindset away from "haveing more skills means you are incredibly more powerful" TR isn't following that design. More skills = more versitile. I hope this helps. It seems some people aren't seeing that TR is doing things different on the back end. I guess its because people are so used to what we've had available to us for so long, all they see is that same ol same ol. And this isn't the same ol thing. Life is short... re-spawn often! |
|
|
6/11/12 1:10:05 PM#48
Well after reading the thread, the arguments pro and con, doing a little due dilligence on these guys, their experience, and their motivation. I decided to jump in for $250, honestly I was going to only do $50 but after reading some of the self-centered, selfish, hypocritical dribble in this thread I figured in for a penny in for a pound. |
|
|
6/11/12 5:59:24 PM#49
Originally posted by DAS1337
As J. C. has stated, you are conveniently forgetting about Eve Online which has been out for a number of years and still gets new players easily enough without the worry of 'catching up'. You have the idea that if people have higher numbers than you, they'll be better than you. That's not always the case, as it only takes a few days to be effective in Eve. While you may not be the best, you will be able to contribute effectively or play solo if you are careful.
The Secret World is also going with the same mechanic, though only time will tell how effective it will be as a system. To say that it's a failed endeavor because of one game you played is simply a disservice to the developer and to other gamers. That's like claiming FPS's are doomed to fail because of Daikatana.
|
|
|
6/14/12 8:09:52 PM#50
I'm somewhat interested (but not nearly enough to donate money) but how do I know this isn't going to be like seemingly every other "indie" MMO where its quality and polish is utter crap? How much will it cost to purchase? Sub fee? F2P? If you're going to charge the same price as a AAA MMO then it better be of the same quality. Being "indie" doesn't give you a free pass to make junk.
Is a man not entitled to the herp of his derp? |
|
|
darker70
Advanced Member
Joined: 10/21/08
A child of five would understand this. Send someone to fetch a child of five. |
6/14/12 8:28:19 PM#51
Originally posted by Ginaz You are makeing quite a few assumptions here but there general goal is F2P with micro- transactions ,but for more info please visit official site forums the devs may be quieter than usual as they are prepareing for in game testing and feel free to join our growing community they have some updated info hot of the presses. Also we are very near Kickstarter goal so if u jump in now the forum is buzziing at the moment
|
|
6/15/12 3:22:19 PM#52
yeah i pledge my share as well... im very sceptical but we will see. If they deliver a solid product im ready to support it. |
|
|
6/16/12 2:19:22 PM#53
I've added my $100 to the kickstarter campaign. I've bought way more than $100 worth of crap in the past and this seems like a solid effort. It's going in the right direction and I want them to be able to finish it. |
|
|
6/16/12 9:12:15 PM#54
Congratz on reaching the goal, still 15 days left as well.
For the rest of you: now is the time to act! Complaining later on forums how the genre gone to shit will not help. |
|
|
6/16/12 9:17:25 PM#55
Originally posted by dangle wish i had that kind of moeny to donate... i put in $20 and glad they met their goal! I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
|
|
6/16/12 9:26:06 PM#56
Originally posted by Aerowyn Every bit helps A&BT make this game even better Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
|
|
6/16/12 9:38:02 PM#57
AC was started by a small group of motivated people with and idea. Best sandbox to date.... |
|
|
6/28/12 5:09:58 PM#58
Soo many gullible people out there. If the devs cannot gain a playerbase or investment on their own - the laws of business state they should not be allowed to continue, it will only end in disaster. |
|
|
6/28/12 5:19:01 PM#59
Originally posted by Vortigon Maybe you should do some research before you post. The game has been completely self funded by the Development Team. The Devs decided that with the increase in interest and the implimentaion of the Kickstarter program that they would see if the fans wanted to contribute to making it better. It primarily finished and the Kickstarter funds are to used for enhancement to what they have now. Tried: EQ2 - AC - EU - HZ - TR - MxO - TTO - WURM - SL - VG:SoH - PotBS - PS - AoC - WAR - DDO - SWTOR |
|
|
Betaguy
Hard Core Member
Joined: 12/31/04
The king and the pawn go back to the same box at the end of the day. |
6/29/12 12:25:55 PM#60
I have donated, this game has much more potential than GW2 |