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All Posts by Nitth

All Posts by Nitth

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3643 posts found

So, the golden rule i learned when i started playing mmorpgs was:

"Tanks = Damage sponges which protect the party."
That time has come and passed imo.


Tanks SHOULD have their damage and support capacity raised and more "out of the box" tank designs encouraged.

Stretching the discussion abit but Planetside 2 has the most player interdependacy i have seen in a long time.

Asking which mmorpg is the most social with play interdpendacy post 2004 is like asking which ant is bigger?

While eve online does require alot of player interaction it also has horrible tools for players to interact with each other.

So my guess would still have to be something like wow that is easy as hell but has all the necessary social systems and tools for you to communicate and assemble parties for group content even if the group content is dwarfed by solo content.

Yay.. another company cashing in on past glory...


Originally posted by Gorwe
I am basically looking for a fantasy counterpart to SWTOR. It doesn't need to go THAT far, but good story is a must. But! Keep in mind that I won't play heavily segregated games or overseas games(I really don't like to play @150ms tyvm!). I also played GW 1 so that's one down.

And when I say good, I mean believable. WoW class stories, when they existed, were very nice. Not just kill 10 x and "here's the reason to grind". Grind's not on my tops of the pops exactly.



The secret world.


Originally posted by Steelhelm
Isn't this the question the developers should be asking?

So, what kind of an MMO game would you make?


If i had money i would buy fallen earth and invest in making that game better.

I would also say there is a huge potential in a wild west mmo if done properly, and by properly i mean in a red dead skin for mass market appeal.

A water world mmo might be cool to with players building most of the settlements and content.

Yes.

GTA 5 PC
General Gaming « General Discussion
4/08/15 10:10:00 PM


Originally posted by Robokapp

Originally posted by flizzer

Originally posted by dreamscaper I will be skipping it just like I did the previous installment. Rockstar seems to think PC players are second-rate customers, and I refuse to reward them for it.
Agreed. 
I, on the other hand, will play it so hard that Rockstar won't even know you existed.

And in turn it will play your computer so hard that it becomes a slideshow.


Originally posted by Ehllfhire
Oh god, way to invite more free to play leeches to ruin my weekend of playing. I can only hope they have problems dling

What a strange comment. You dont like people to do content with?

I bet there is a hard cap that determines that the price cannot go below say 20,000.

So i don't believe for a second that supply and demand controls anything.


Originally posted by Gyva02
Sooooooo many people want it.

I really challenge this, I think only a relatively small group of mmo'ers want this.

The small but vocal minority.


Originally posted by Magnetia
People seem to have the wrong idea about what all this ship selling is about. 

SELLING SHIPS IS NOT ABOUT HAVING BETTER SHIPS THAN OTHER PEOPLE.

All these ships are going to be in game and earnable. So why are they on sale for money NOW?

When you buy a ship you are STILL CROWFUNDING THE GAME - THE SHIP IS NOT WORTH $250

In reality you are buying a 30 dollar ship and you are DONATING $220 for the GAME TO BE MADE.

Think you're done donating? Then stop.

You want the ship they're showcasing and don't want to spend money? WELL WAIT FOR THE GAME TO COME OUT AND STOP COMPLAINING.


How can it be a "Donation" if it is an exchange for goods?


Originally posted by JamesP

Originally posted by Nitth  

Originally posted by JamesP That Video from January actually only Represent a Couple months at the most of work... I have 3 totally different unique versions of Greed Monger that I have developed. Each version uses a Different Networking Backend. 1 uses the Atavism MMO Framework by NeoJac Entertainment, 1 uses uLink by MuchDifferent, and the 3rd one uses a Completely Custom MMO Framework that I created based off of the Lidgren Networking Library. Each network backend has it's own Positives and Negatives.   My Custom Framework called the UniVerse MMO Framework was designed from the Ground up for Seamless Openworld MMOs... Downside to it is that it's never been load tested so I have no idea how many people it can support concurrently. uLink has been heavily tested and has a number of Shipped Products created with it however it doesn't support seamless openworld MMOs with out purchasing a License for uPikko Server which is only available to select AAA Companies at the moment so not a solution we could get. Atavism is quick and easy for the basic stuff and supports Custom Built Server side Plugins for your Custom Features however it's still in development and doesn't support the features needed to allow it to scale. Based on the Roadmap though the Scaling features will be implemented by early summer.  So I've been working on these 3 versions of GM side by side over the course of the last couple years. One of the more time consuming things I've had to work on is actually Coding UniVerse which took time. The Version I have finally decided to concentrate on though IS the Atavism Version with the final missing features due to arrive by early Summer I believe it's the best option to get us to where we need to be. It's all a gamble though but I have the other 2 version of Greed Monger to fall back on if Atavism Doesn't work out.
  ..... Why didnt you take a design first approtch instead of working on 3 diffrent codebases?
We knew what we needed when we started out... When we started on our uLink version we were in talks with them to try and get uPikko. The Talks failed to get us any where though but we continued using uLink in hopes that something down the line would come up so that we could get uPikko...

After a while of nothing coming up and my attempts to approach things creatively with uLink to make it work in a Seamless world Environment failed I started looking into other options and decided to start designing Universe. After about a Weekend on it I had enough of UniVerse working that I was able to get a small prototype developed. It was extremely basic but had mobs running around, basic Combat, and the start of a Questing System. Since then a ton more work has gone into UniVerse and I just about have a Product I can start really testing and perhaps even license out. Right now it works great for small lobby based Multiplayer games but hasn't been tested in a full MMO Environment. It has it's own Master Server for a Lobby, Authentication Server, World Serer, and Zone/Region Server. It's able to be used in any C# Based Game Engine and I've even integrated it into a Custom MOgre based Game Engine I had developed before joining GM. 

Even with all this work that has gone into UniVerse I've been extremely concerned about using it for the first time in GM with out it properly being tested. So When Atavism was released we talked with NeoJac entertainment and they talked us into licensing Atavism. Features with Atavism however have been delayed so I've continued working on all 3 Version side by side just in case things with Atavism Failed. 


Sounds like you had some bad luck with that. Still dont understand why you went the first vendor if they didnt satisfy your requiremtents initally, but i supose all that doent matter now.

Anyways, I was just curious.


Originally posted by JamesP
That Video from January actually only Represent a Couple months at the most of work... I have 3 totally different unique versions of Greed Monger that I have developed. Each version uses a Different Networking Backend. 1 uses the Atavism MMO Framework by NeoJac Entertainment, 1 uses uLink by MuchDifferent, and the 3rd one uses a Completely Custom MMO Framework that I created based off of the Lidgren Networking Library. Each network backend has it's own Positives and Negatives.

My Custom Framework called the UniVerse MMO Framework was designed from the Ground up for Seamless Openworld MMOs... Downside to it is that it's never been load tested so I have no idea how many people it can support concurrently. uLink has been heavily tested and has a number of Shipped Products created with it however it doesn't support seamless openworld MMOs with out purchasing a License for uPikko Server which is only available to select AAA Companies at the moment so not a solution we could get. Atavism is quick and easy for the basic stuff and supports Custom Built Server side Plugins for your Custom Features however it's still in development and doesn't support the features needed to allow it to scale. Based on the Roadmap though the Scaling features will be implemented by early summer. 

So I've been working on these 3 versions of GM side by side over the course of the last couple years. One of the more time consuming things I've had to work on is actually Coding UniVerse which took time.

The Version I have finally decided to concentrate on though IS the Atavism Version with the final missing features due to arrive by early Summer I believe it's the best option to get us to where we need to be. It's all a gamble though but I have the other 2 version of Greed Monger to fall back on if Atavism Doesn't work out.


.....

Why didnt you take a design first approtch instead of working on 3 diffrent codebases?


Originally posted by Leethe
Why does a deep space fighter need wings?

Same reason a bicycle HAS to have a card flapping in the spokes..


Originally posted by Lord.Bachus
I loved all and everything about the game, yet i never could get into the combat....

 

not so much the execution, but with only 7 abbilities it felt way to much like hack and slash witouth tactical and strategical depth... Way to repetitive with repetition of the same buttons time after time..  Espescially when compared to GW2 or even neverwinter combat it fell short by miles


I was only thinking about this the other day, gw2 actually has a worse system than tsw.

In gw2 you have auto attack, interupts and combos as the main features of their combat system. where as TSW has a very complex system if you actually look underneath the builder/consumer system.

Take for example elemental force and short fuse:

how do you maximize your damage for the duration of short fuse?
do you just spam untill you get ef or do you use other abilities to build your resources faster so you can get more consumers in said timeframe?

How do i survive a 3 round wave of 6-10 mobs solo?
There are many ways to solve this problem which is why tsw is the best intems of character development choice.
Do you burst damage? leetch? stun? cround control? aoe vs dd?

The depth is there in the combat system if you look / get to the stage where you NEED to look.

Also, TSW has 8 active, 8 passive abilities.


my question is, how much did the combat improve?

You may not be aware of the Augment and AEGIS additions to tsw's combat and character development...

Augments allow you to modify abilities with an aditional effect, ie fire burns longer, heals also applies a HoT.
AEGIS allows you to engage evolved filth creatures by shielding against, and applying 3 new damage types.



Originally posted by TheScavenger
Seems AI aggro radius not working may have been a bug or something. After the recent patch its back to normal.

 

Before the patch, I'd be almost touching them and they just ignored me. I thought that may have been part of the game, because they were doing that for days (ever since I bought TSW on first day of newbie sale). I'd be so close and they ignored me.

 

But after the patch, now I can be across the street from them and they'll run and attack. So I guess it was a huge bug or something.

 

Much more fun and better now :D


The aggro radius in kingsmouth used to be huge before the new player experience. Now its more tame but shouldnt be as "easy" as what you described in your origonal post.


Originally posted by nolf
I can't help but ask myself what I'm leveling at this rate to get to...other than level cap lol.those days are clearly long gone.

Thats how i feel about all theme parks now.

As for wow in particular, if you dont want to raid at "endgame" then there is no point.

Played for a bit last night was Ok fun...

At least 40 people would rock up to one of those world bosses (but i bet there were many more that i could not see) and the FPS would take a huge dive down to 5-10fps lol.

Even with that it reminds me of how mmorpgs used to be / supposed to be.

intel Core i7-5820K, Socket-LGA2011-3 = $525AUD
Motherboard: ASUS X99-A, Socket 2011-3 = $329AUD
ASUS GeForce GTX TITAN Z 12GB = $1294AUD
Kingston HyperX 3K SSD 240GB 2.5" = $138AUD
Ripjaws RED 32G Kit 2133 (8Gx4)= $599AUD

Priced up the big ticket items with equivalents.. total comes to $2885AUD. or 2249.55US.



Originally posted by DrunkWolf
dont worry its not just MMOs, I dare gamers from todays generation to go beat battletoads.

This guy, while over the top does set the example for why a particular set of people hate "hardcore" games and opt for dumbing down.

btw Im a huge battle toads fan. :)

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