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All Posts by kjempff

All Posts by kjempff

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699 posts found

It all sound good on paper, or in this case from a very high perspective. If they can actually achieve half of their claims, it would surely deserve the much misused term "next gen". For me it is still a case of I want to see it work before I can beleive it.

I have several concerns, the main one beeing faith that SoE can and will react fast enough to fix those things that will surely go bad in this first generation of such a new concept.

AI gone into stalemate situation, AI becomming repetetive and non evolving, Underestimating how destructive players really are, How selective players are (those dryads will never be favored over elves with b00bs).. And all kind of situations that neither you, me or developers can foresee.

I see only one way to deal with these problems (and very much in the beginning of this new untested AI tech), and that is to have real people constantly and with little efford control and correct AI issues. Also real people to make the game interesting for the players would probably be needed.. AI mechanics are very likely to become a dead experience and players will learn the patterns quickly and it can become slightly pointless (gw2 syndrome).. The "now I didnt expect that to happen" element is important and AI wont do that alone, it needs to be triggered by humans - Yes I beleive real Game Masters are needed.

Also the human nature has a hard time with 100% dynamic, there needs to be some holding points, some "never changing" that you can rely on.


About cpu cost of controlling storybricks ai, I don't beleive that isan issue. Sound like they are much more on a top perspective of things, and not down to the specific actions of a single npc, thoseare likely to be scripted and does not need to be run by the Ai system.

About the dynamic voxel world problem, I think clever mechanics can solve that.. Dynamic loading, timestamping and only getting changed voxels, and uhm stuff.

Originally posted by DMKano

There were what not even 300 total backers on KS.

Even if they charged $5 - 300 people wouldn't even cover the cost of hosting the alpha server each month. 

Well its not like they need a server farm to run an alpha with a few thousand concurrent users. A decent vps would do it for 50$ a month. But otherwise I see your point, 300 subs wouldn't pay the rent and food for two persons. And they wouldn'tbe able come come up with so much new content to keep the same 300 interested.


About the game.. There are some interesting mechanics and it has a good oleskool wibe, the choice of combat style didn't speak to me, but its so refreshing to see a game not doing the themepark thing -  We so need a pve sandbox, an actual mmoRPG.

That said PG has a long way to go, and I doubt that little KS money they ask for will get the game very far... In that way, I had much more confidence in Pantheon.

I think Blizzard has realized that mmorpgs as mainstrean are dead, and they are waiting to see where the next big trend goes. Why spend millions on a mmorpg, when a simple card game clone can make just as much with a fraction of the efford and investment.

Blizzard has no values or big goals to be the [insert value] in the world, they are just making games to make money. So it was simple, mmorpgs are high risk with low return of investment in todays market.. Titan was a mmorpg and the calculator had spoken.

I think you answered it yourself.

Game engine and how it is utilized sets some limits.

Will the game need to support 6, 12, 24 or hundreds of players in the same place. Should the game work on certain consoles with limited set of resources, or high end pc's, mobile.

How important is it to the devs vs other things.. Optimizing this stuff takes alot of time and sometimes tech choices in the beginning puts a limit to what is possible. These things need to be planned from the start.

I bet character personalization options are often scheduled for the end of the project, and therefore often cut. Game projects never finish on schedule, and often this means wrapping up and cutting off all non vital, to get the game out on time or even at all.

The problem is we don't have a clue how eqnext is going to be like. Its all just words, fancy ideas, promises and we have seen no proof of anything real. On top of that SoE is not exactly the most trustworthy game developer, they have often said things they could not live up to.

So here we are, two years later, and the last time we saw something substantial was when we were presented with the lion king gameplay video.. Isnt that a year ago already? The latest constructed combat video at the fanfaire didnt really show anything usable.. If anything, it hinted at crappy combat, but like with everything else, its too early to say.

With their management of Landmark I am starting to have doubts SoE has seen the light, and if Smedley has alot of influence on the actual game, the boat is sure to steer directly towards the reef.

SoE need to come out of the bushes real soon and show some proof of their eqnext claims.

Looks matters that is true, but...

Looks only start to matter when a game offers gameplay that can satisfy you. Granted, opinion about a game is also influenced by initial looks, but you will not start to really care untill the gameplay clicks with you. What that is and at which point the good stuff is in favor is a matter of taste.

Gameplay is everything, but after that, looks are important. In mmorps I enjoyed much, I have often found myself keeping stuff with slightly lesser stats because it looked better, but once the stat difference got too high I could not refuse reason anymore.

Originally posted by observer
Landmark has no focus.  That's it's big problem.  Sure, it has a roadmap, but the content doesn't make sense as to what it should be.  It's just a jumble of features thrown together.  Landmark is sort of a sandbox/rpg hybrid.  It has building, no levels, combat, damage, stats, and even some RTS progression.  They need to focus on building as their top priority, and they need to stop focusing on their cash shop and combat, as well as their cave system and loot.

Completely agree. The only validity Landmark has is as a sandbox builder game, an that is the core they should focus on. The latest spree of "yay we got combat, Landmark is now a battle arena game" is just pulling the game away from it's core. Caves system is sort of ok, but I see it more as a concept testing of eqnext mechanics.

These things that are pulling the game awayfrom its core are just creating confusion and moving interest away from the game. And all of this is because of "listening to the community" cough cough e few selected voices.

SoE should get back on track and focus on the core of Landmark as a sandbox builder game with ties to eqnext.. Eqnext editor and game combination. And get startet on improving that flawed voxel system so it can actually be used by sane people to build stuff with - Not to mention in a modern mmorpg like eqnext, voxel graphics in the quality it is now is a turnoff for many players, and then eqnexts mechanics however awesome and dynamic wont matter.


I used to play console games as a kid, and once I was done with that, I moved to better toys on better hardware with (for me) superior controls (mouse and keyboard). I am too old to judge or care if there is a opposite thing going on now.

Maybe (no not really maybe) there are just different games for various taste, and these games just work better on certain platforms.. For example I have yet to find any real intersting mobile games atleast more than a few days, and when console players mention great console games I either havent heard about them or their are so remote from my taste that I havent considered them even if they are on pc aswell.

As things are at the moment, I dont see this changing, but as history has proven, suddenly things change in a way no one would have expected. Hardly anyone 10 years ago foresaw that we would be in such a mobile reality now (this is typed on a tablet).

But a new turn in gaming controls and open console standards might change things, you never know. I am thinking about mind controlled, gesture controlled, vr linked, holodeck, etc...

Originally posted by Archlyte
Originally posted by kjempff

Yeah wonder what "community first" means.

I find the community around landmark has way too much influence on the game. Community is just a minority of loud but very dedicated fans, 

Who essentially make up the only players that matter except for when metrics are available. They take the time to post in a forum that dares them to do so by its very name and then get referred to like carpetbaggers.

The Small But Vocal description is the opposite of the Large But Silently Lethargic group that don't express anything save for usage.  This isn't so much as response to you kjempff as it is to that forum cliché wherein people who take the time to voice something are essentially referred to as just loud protesters. Are there stupid demands and complaints, yes, but at least they tried.

The large silent group are the ones that will fund the game, not the few premium founders. It is really hard to try to listen to the silent group (obviously), but it is still very important to not loose them. What I am saying is that it is hard to find the right path when there is constant pressure from parts that you feel has to get something for their efford and investment.

Originally posted by BurntCabbage

i really do belive eq could do another overhaul of the grafix and re-release it and market it and be a success

Well to cater no non vets, I think original eq would need more than just gfx overhaul.. That would be a full 100 page report to describe, so I will leave that out.


Already there are several remakes of old games, for example baldurs gate series (or was that icewind dale as a start), but there are numerous examples in all genres. There will be many more I think, because old games are simply just better because they lived and survived on their gameplay, so they are a proven formula. Also building a new name require huge amount of resources and time, so taking over a name saves so much. Also often remakes are made by fans of the original, which atleast improves the chance of a product that is in the same spirit.

They say there is focus on making combat cooperative, but what that actually means we wont really get a glimpse of till hands on. 

It could turn out a disaster of simple action based combat with oversaturated effects and stepping out of the red circles (nop not a fan of those). I personally hope eqn will take some of the great vanguard concepts, by which I mean how classes support eacother in a less strict trinity way.

There is no doubt it will be action combat, they already said it would and showed it, but it could be they find some interesting form ofaction combat that is tactical and cooperative. Neverwinter combat is a good example for inspiration.

Combat is sucha central part of a mmorpg that it will make people play or go away, so combat NEED to be fun and interesting for the target audience... If SoE knows their target audience or sit between two chairs, is going to be interesting to watch.

Yeah wonder what "community first" means.

I find the community around landmark has way too much influence on the game. Community is just a minority of loud but very dedicated fans, who might get some stuff they want but aren't always representing what others want. When SoE say "we are building a game together with the community" I think they are making a mistake. A few surpricing features has come out of this community cooperation in Landmark, but it is also starting to feel strange and out of place making me wonder what the point of the game is. Also the listening part on SoE side is completely lacking when it comes to acknowledging and trying to fix actual problems.

But anything is better than letting Smedley make game decisions haha.

Decibel levels would rice to dangerous heights, as everyone would voice their opinions and none would listen.

I can't think of pure information I would pay for. 

But if we turn towards services instead, there are some examples.. Such as:

Notifications of ingame items from players put up for trade + ability to buy from outside the game.

inventory management, searching, trading, from outside the game.

In pvp overview of contested areas from ouside the game.

Notification of special world events.

Tradeskilling outside the game.

Monitor and participate in guild chat, raid calls, pm or other communication from outside the game.

Profile services.


note. Outside the game means through mobile apps, web interfaces and means outside the main game client.


1. Eq (pre GoD) - 50% pp*

2. WoW (pre cataclysm) - 10%

3. Loads of contenders 1-3% All doing well on some areas, but overall could not keep me interested.

*pp=perfection percentage ( totally subjective and my taste only )

I did to play (or not long enough to form an opinion) classics like uo, daoc, ac, eve.. But a good portion of mmorpg since 2005.

The problem with VR helmets is that more than 50% of all people still get motion sickness and serious side effects from using it. Oculus improved on this issue, but haven't really solved it.

I have much more faith in a holodeck type of vr with gesture recognition. But maybe the glasses/helmet tech is a step towards this.

Originally posted by Rydeso

....I actually would like to see games install a new twist to agro management.. >>  PROXIMITY  <<<   The closer you are to the mob the higher chance you'll get smacked by mob..  Example would take place like this..  Warrior that does 100dps point blank, is going to be #1 on that mobs agro list if all other players in the group are at 100dps or lower..  Now lets say you have a rogue that jumps into the fight and does 120dps point blank backstabbing.. HE  WILL become #1 on the agro list now, and rightfully so..  However lets use proximity for example, and assume a mage 10 feet away does 130 dps.. YES, he does the most dps, but because he is farther away, the mob doesn't really take that into consideration..  That 130 dps with a proximity adjustment might convert to 102 dps (according to the agro list).. If the mage moves back, the agro number might drop down to 93..  So the further away from the mob, the dps you can afford to shell out without risk of getting smacked..

    Different battle is a ranger shooting bow at 50m is smacking the mob with 150dps, but since he is so far away, the agro list is only recording him at 109.. However if the ranger moves up and gets closer to mob, or mob moves and gets closer to ranger, that number will change.. His 150 dps might now be 138 according to the agro list and now the ranger has a new friend.. UNTIL someone deals with the mob, or ranger learns to deal with his dps / proximity issue.. LOL  

Proximity mechanic is not a new idea, that is exactly how eq worked. I am sure you know that since you descibe the system, just a clarification for others.

On another note.. Tanking systems are defintely too taunt based, and it could be interesting to see more blocking path, blindness, snare/chaining, summoning, confusion, ground runes, etc as tanking mechanics.. Combined with others classes/roles needing to use the tanks maneuvers to lower their aggro.


My background is from eq, and back then eq was the game that really started to fire up my imagination of what the mmorpg genre could (have) become. This could become a long post and it still wouldn't cover much but lets get started.


- Bigger worlds. Actually huge world where you could get lost and find unexpected stuff just by exploring. So huge that You could log in every day for years and find new unexplored areas and content. This is very much a eq dream because eq hinted that this might be possible, I mean it would be "just" taking eq and multiply it by 10.

- Content explosion. With a bigger world there must be more content. At that time I didn't expect content to be so controlled (aka designed stories) as it has become. So with that mindset it was natural to think content was cheap to create, and therefore a grand mmorpg would just mass produce content. Little did I know that content would be so time consuming and costly to make in mmorpgs to come - And I still don't think it has to be, it is just a question of how the developer thinks.

- Intelligent NPC mechanics. AI based on neural networking and much deeper NPC interactions that would drive some of the virtual world. Sort of like what eqnext promises to do now. Self adjusting economy systems. Self adjusting politics system and NPC factions in a breathing living sort of world. One week the orc tribe might be strong and the next week they moved camp to a different location because the dwarf king decided til send out troops to deal with them.

- Game Masters. With more self sustaining world and game mechanics, resources could be re-alloced to shape the world dynamically. Create events, trigger bigger changes in factions, npc population, introduce and retire quests, and generally dedicate their time to keep the world healthy and a fun and interesting place for roleplayers to roam.

- Roleplaying on a grand scale. These new mmorpgs would be like second worlds where you would >>become<< your character and role play it. Logging in and beeing that character and taking decisions and forming a story. Simply just role playing on a much bigger scale, staying in character as much as possible and letting imagination take over.

- VR. The future dream would be "suiting" up and really be in character, with physics and VR or holodecks. Physcially controlling your character, swinging a sword, blocking an attack with shield, feeling the hits. I imagined that it might start with game halls where you could rent play time, inspired by the massive arcade halls back in the 80ies.

- Epicness. Being part of this huge world. Explore and adventure and experience stuff depending on your choices and who you met on the way. Not running designed content themepark style, but actually have freedom to create your own story only limited by the worlds setting and rules. This can only happen in a virtual WORLD, not a themepark.

- Sandbox. But not the sandbox designed for pvp. It was more from a pve perspective that it would be cool to have some sort of changing world. My mindset was limited to stuff like owning property or land, paying npc's to work and craft and stuff like that. More of the freedom stuff perspective I keep mentioning.

- EVERquesting. It is very simple, so much content, so great systems, so many options that a player virtually never would "come to the end" or reach "endgame". No Max levels, no playing just to get better gear, but playing because it was an adventure and it never stopped, always more ways to advance your character, always more "fame" to build. Eq laid out the path and it was my hope and dream that others would surpass and expand the concept. WoW showed promise back in the early days, but we all know what happened.


And much more, but I can feel my rambling is starting to wander of..

I think the basic thought back then was that it was the computing power and tech difficulties that were the limits, and it turned out that the limits were in the minds of the developers and the players instead.


Reading my post I am not satisfied, maybe I should have been more specific, it's just almost impossible because there is so much to say and so much that is based on other details and fundamentals that would need to be explained aswell. 

Wrong. I am sick and tiered of the same void statements about first mmorpg. Wearing the yes-hat as a lifestyle makes people blind to criticism, and the first time argument comes in handy.

To a devourer of games who just grind through every new game as fast as possible to play the next, sparkle might just mean new stuff. To a mmorpg player who are looking for a long term mmorpg relationship, the sparkle is whether the game presents deep mechanics and a promise of continous character evolution. The sparkle is not there because no games are offering it, and not because of the false premise that sparkle can only happen one time for one person.

There are really not many games that are pure mmorpgs anymore, but mmorpg dot com have explained they need to cover more broadly to stay alive. This makes sense with the current strategy, and it would probably be a gamble to downsize to a pure mmorpg site anyways.

Moving on to the point. Since games are so much cross genre, maybe it does not make sense to categorize them under a specific genre. On the other hand, it would really be useful when you read about an new game, to be able to place it. Understanding a games basic premises will also help not putting false expectations into a game and subsequent pointless forum wars.

Instead of labelling games with a genre, it is also a possibility to create an attribute system, so that each game could hold a number of attributes describing its nature. What these attributes should be is up for discussion, but it should be something that would help users get a rough idea of a game. Maybe even some kind of user driven categorising system.

A few (not thought through) ideas for attributes.. Box price, sub fee, ingame currency, class/skill based, coop, pvp, lobby/open world, destructable world, player content, art style. I can't decide if I think genres (like arpg, card game, etc) is an attribute.. But I guess You could and games could just be labelled with several genres if that is what they are?


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