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All Posts by dsmart

All Posts by dsmart

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180 posts found
Originally posted by B1mble
  Well it wasnt server lag, or any connection issue for me (yes i am the OP) it was related to the time it took to     register damage on mob.

I could cast several fireballs before the first one even registerd on the mob, which mean i could techincally kill the mob just after i grabbed aggro on it.  Didnt always work to my benefit however, lots of times i was killed by a mob, with one fireball worth of health left, as i continually casted into him, it was very fustrating. This was all while having supurb server preformance.  When i said latency i didnt mean i was running around with a 500 ms lagging about.

Still exists.  I don't even get full animations for attacks or parries and MOBs rubber band all over the place..  Needs a fix for sure.

There is nothing to fix. This game, like most online games, will have latency and connection issues. Nothing we do about that other than roll out servers in various demographic regions. That is something that I'm looking into this year. Until then, all our servers are located on the West Coast.

My new dev blog is up!

As I promised last year, a new patch which upgrades ALL the character models was released last night. Check it out!

General Discussion « Line of Defense
3/04/11 11:42:35 AM

The game is built on a brand new engine that also includes some modules from my previous game engines.

The game is open world and has no instancing whatsover. So there is no "closet" style gaming.

All your questions are already answered in the extensive FAQ on the site. If there is anything in there that is not clear or you have a question not already addressed, please feel free to ask.

We also released some brand new shots at GDC. You can see them at the game's website as well.

Originally posted by Comaf
Originally posted by Shadanwolf
I have been digging into what costs real money in this game and found another significant cost.PVP which is now a central focus of the game, can cost you real money.Your PVP gear breaks with pvp use and the ONLY way to repair the pvp gear is.......REAL MONEY (tribute).I can't think of an idea that makes me run..not walk away from this game.


Sad but true. Another horrible example of an mmorpg gone wrong - created and run by businessmen as opposed to creative developers who grew up, have read, understand the concepts of: THE GENRE of fantasy medieval rps.  This includes knowing what archetypes are selling points in any title (pet classes, assassins, paladins, etc.)...


Every game needs to find a way to make money. Freeloaders need not apply. That's just the way it is. If you find another game that suits your purpose, then go play it. Games aren't going to cater to everyone of every demographic.

PvP isn't and never was a focus of the game. It is just another feature and you don't have to engage in it.

That's correct. Since PvP is free, the gear (if you want it) can be purchased.

General Discussion « Line of Defense
2/04/11 9:22:37 AM

All the information you need is on the game's website.

Originally posted by Rockgod99



General Discussion « Line of Defense
2/03/11 11:17:15 AM

There's PLENTY of information on the website!! Please go to the FAQ page. And if there is something that you need to see that's not there, just ask and I'll have it added.

Also, we released new screen shots of a few other classes yesterday. Check the MEDIA page.

The goal for this game is to make it as simple and straightforward as possible, without dumbing it down to be like the other crop of F2P fps games cropping up all over the place. They're rubbish.

If you want a definite shoe-in for the Beta (starting sometime early in Q3/2011), be sure to follow the game on Twitter as well as on the Facebook page. The tabs for each one are on the game's website above.

And no, it's not a Planetside clone. Sure it draws inspiration from a lot of games - including my own very hardcore All Aspect Warfare, but a clone it is not. That's just crazy talk. If I set out to make a Planetside clone, then I've already failed because, FYI, that game didn't do well at all.

Originally posted by rhinok
Originally posted by dsmart

I don't know if those comparison claims are even true, but I will investigate further because if that's how it is, then I don't like it. And if I don't like it, then something will most definitely be done to sort that out.

Thank you very much for looking into it, Derek.  My level 30 Ranger's name is Zaxxon and all gear I have on the spreadsheet I linked is what I had equipped when I last played the game.  His profile and equipped gear can be found here.

My gear comparison was taken directly from the Tribute Market page for the Ranger Full Gear Set - Level 30 and my subsequent comparisons were against the Tribute Market PvP gear.

In my case, all of my gear was the best I could find, be rewarded, craft or buy through the auction house. It's possible I might have been able to upgrade a piece or two through crafting (I honestly can't remember which pieces, nor if they would have made any significant difference) had I not had to rely on pieces from other crafter that I couldn't obtain.

Also, in my entire time playing, I never had the opportunity to run any instances due to there not being enough players online, especially in my level range.  As such, I have no idea what rewards may have been offered, if any.

If Alganon was solely a PvE game I truly wouldn't care if the Tribute gear were better.  Since PvP is a major component now, it's a concern. I don't mind a time vs. $ revenue model (I also don't mind paying, btw), so if you find that one could obtain comparable gear in-game--for the same level player--that would be fantastic.  Unfortunately, I was unable to do so through my normal playing. Please note, the Tribute Market also offers the opportunity to purchase Epic gear.


Those are valid concerns and I fully understand. I've asked one of the guys to get in touch with you and hopefully it is something that was either overlooked or works as intended - in which case would need to be better explained.

Also, as to your previous. I got this response back

"That is true, but he's kind of overlooking that fact that the level 30 tribute gear set is meant to last someone until 40 (when the next gear set is available via tribute) so it will seem "OP" compared to gear that you got leveling up if you compare the stats for both RIGHT at 30, but as that character that was leveling up gets more towards level 40 the stats "should" line up a little bit more."


"We need to do a better job of explaining that in the TMS.  That gear scales from level 10-50, but it's the Level 50 attributes shown on the page.  So the guy sees it has a requirement of level 10 with level 50 attributes and says O.O"

I don't know if those comparison claims are even true, but I will investigate further because if that's how it is, then I don't like it. And if I don't like it, then something will most definitely be done to sort that out.

Originally posted by Omali
Originally posted by dsmart

Yes, we have two different MMO games in the works.

LOD is not the same scope (or features) as the much larger all encompassing game. It is a vastly smaller game, both in scale and scope.

GCO is a behemoth. Thats putting it mildly. Basically it is an MMO game based on the Battlecruiser/Universal Combat type IP, complete with complexity and major niche. Unless you're really truly hardcore, you need not bother. It's like Eve. On steroids. With actual fps and planetary access. Without the spreadsheets.

Are LOD and GCO also under Quest Online, or are they being developed by a different entity?


The answer  (they are both 3000AD games) is in the FAQ located on the website (URLs are in the post you excerpted)  for each game.

If you went and actually looked at the All Aspect Warfare games (also available on Steam), it should be painfully obvious that I've already designed, developed, shipped and made quite a bit of money on a game just like this. Go to the link and play the demo if you like.

LOD is just a smaller scale, with much better visuals, has a small space component and is an MMO.

So yeah. Been there. Done that. Just gonna do it a bit better this time.

Yes, we have two different MMO games in the works.

LOD is not the same scope (or features) as the much larger all encompassing game. It is a vastly smaller game, both in scale and scope.

GCO is a behemoth. Thats putting it mildly. Basically it is an MMO game based on the Battlecruiser/Universal Combat type IP, complete with complexity and major niche. Unless you're really truly hardcore, you need not bother. It's like Eve. On steroids. With actual fps and planetary access. Without the spreadsheets.

Originally posted by rhinok
Originally posted by King_Kumquat

There is a standard.

Free to play only got coined for games that never had box releases or were pay to play software rights. The free contends with the software. All free to play games are free to download, free to make an account, and free to access. 

Their shops are tagged on to make a profit. That's all it's ever meant. 

That's what the term means.

Don't confuse it.

There needs to be a standard of what is actually "included" for free.  Yes, I understand the basic definition, but so many games have implemented their version of "free" differently that there needs to be a standard.  That being said, it's more of a general topic for the pub, not specifically this thread or game.


No, there doesn't need to be a standard on how you monetize a game. Every company has a different method of monetising their game based on that game alone. So no two games (or companies) are ever going to be able to conform to some arbitrary "standard".

And with all F2P games, you know exactly what you're getting for "free". If you're not paying for it, then its free. Where is the confusion exactly?

Originally posted by King_Kumquat
Originally posted by rhinok

In general, I really don't understand what your issue is with Tribute.  It's an F2P game and that's the RMT currency.

That being said, I personally have some issues with how the Tribute market has been implemented.  Specifically, my issues are:

  • Alganon is marketed as a F2P, but you need to pay real money to unlock levels 31 - 50.  I agree with many players and Derek Smart that if you've played the game up to level 30, you've obviously enjoyed it and should throw the developer some coin.  I don't have any problems with that.  My issue is more a matter of semantics and perception.  If you say the "game" is free, then the game--including all levels, quests and content--should be free, IMO.  Unfortunately, there's no standard for F2P game definitions, so it's up to each developer to create their own. I'd rather see the entire game be free and have the option to spend money on other things that are for the sake of aesthetics or convenience.  This is more of a quibble, really, since I enjoy the game enough that I would pay to unlock those levels.
  • Pay-to-Win - I compared a level 30 tribute set of gear to the best in-game gear I'd found and equipped.  The Tribute Gear gave a very clear advantage in HP, Defense and Attack power. That concerns me.

There is a standard.

Free to play only got coined for games that never had box releases or were pay to play software rights. The free contends with the software. All free to play games are free to download, free to make an account, and free to access. 

Their shops are tagged on to make a profit. That's all it's ever meant. 

That's what the term means.

Don't confuse it.


Which is why when people post stuff such as that which you replied to, I just do an eye roll and move along.

Well, uhm, yes, Tribute is the in-game currency. Please read this.

Originally posted by Banquetto

Pretty sure it's unfixable, and would need a ground-up rewrite of the core code. Good luck doing that on the revenue a couple of dozen players brings in.

No, it is not unfixable. That's just false.

In fact, in several Alganon forum posts as well as dev blogs, I have stated that we are going to look into sorting out some performance issues in the server (completely separate from the client) code itself.

The fact is, everything has been prioritized. Since the latency issue is only an "issue" for some people (depending on their connection, where they are playing from etc) it was very low priority.

In fact, we only have servers on the West coast, yet we have people connecting from all over the world. That, apart from server code that is sorely in need of some tweaking and such, is basically the bulk of the problem. In tweaking and revising the server code, we're also going to be setting up additional servers on the East coast as well as in some international countries.

It is all in my blog.

Originally posted by Dethnoble
{Mod Edit}

That would be even funnier if only a fraction of it were even true. I'm sure that myself and the dev team are reading this and going wtf. But ce la vie I suppose.

I think the game's own 2009 failure, coupled with the number of fixes, tweaks,  improvements and features that have gone in since I took over the company and team, speak for themselves. And only those who are actually PLAYING the game would know that.

Thanks for that well thought out post. We're working on a number of things that we hope will strike a balance for both PvE and PvP players without sacrificing too much in terms of gameplay and such. All in all game balancing is a tightrope and no game is going to ever get it done right.

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