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All Posts by zevni78

All Posts by zevni78

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1080 posts found

The later game play, when you get to the planet and it finally opens up may well be very good, but I don't see why Carbine decided to make the first 15 mins so dull. I can't take hand-holding and generic questing anymore, I need freedom to make decisions or I can't focus, (it's an ADHD thing I guess) and though there is a lot about W* I really like, from the design to the music and lore, if ANY part of the game on Nexus is as dull as this, I will find myself logging off, as I did with so many other themeparks.

The last few years I have been in the odd position of loving many things about certain mmos, (GW2) but not being able to get into them anymore, compared to strategy games, or certain single player rpgs that grant you freedom and stimulating gameplay from the start. Is it unfare to judge an mmo for it's first 15mins? maybe. But why do devs assume we won't do so?

Those bags are placeholder. I do hope they are further along with EQN than they appear. I see the wisdom in having public dev tools, and its clear a lot of games will be going this way, possibly all mmos, as it solves the content problem. EQN could well avoid the fate that Wildstar and TESO could be facing.

Voxels (or something similier) seem to me to indicate the future, not just of gameplay but of development pipelines, so I agree with the OP, ESO feels like it is one of the last of the old order, that doesn't make it a bad mmo, but i suspect that all online, virtual world projects from now on will be built using simpler tools.

This allows for faster, cheaper, and more efficient (in terms of dev team usage), production, on top of the player made content and EQN will show this, as it has in much smaller indie mmos already. ESO's art style also means it will look dated pretty fast i fear. Still, there is something to be said for old school rpg gameplay, it's just a pity that Zeni didn't go for a more sandbox route. EQN's actual gameplay is till a mystery, whereas ESO's (hopefully) will feel enough like the single player games that it's easier to imagine playing it at this point, and I must admit I would rather try ESO right now.

This version of the game was built with Voxels in mind from the start, they didn't know when they started looking at art styles how small or smooth or detailed they could get the Voxels, and even though its looking far better now that Voxel Farm has improved the tool set they can use, it would still result in a horrible clash to have next gen realism on the character models with simplified buildings and enviroments with blocky destruction physics.

Also the animations are still been developed, this is pre-alpha after all and animations are not top priority. I see no validity to this line of criticism at all.

EQN is voxel based, so its visual limitations is even greater than general mmos, be glad it doesn't look like CubeWorld or Trove.


Voxel tech is a massive leap forward in both development speed, cost and manpower usage that also allows for player made content. It's a new start for the mmo genre, so yes, get used to 8-bit or 16-bit art styles, which seems appropriate somehow, but at least you have this one AAA developer pushing the tech to allow this graphical level.

I wasn't aware there where keys to give out. I am playing Skyrim right now, and am very concerned that TESO won't feel the same, so I would love to both get a taste of the game and send informed suggestions to the devs.
His presentation on Aug 2 was one of the most inspiring things I've ever seen, best game pitch of all time, "come make a game with us" etc. I buy it as they have shown enough of the mechanics and we know some of the background tech, so yes, I think he and the team will change mmos by building them with tools that the public can use, solving all content problems forever.

I would get Landmark's Explorer's pack at least, only get trailblazer if you have a lot of friends that want beta keys. It will have a degree of freedom and a vast range of tools EQN will not, due to developer built limitations. For many EQN will still be free enough, at least with our own housing area, but if your really into the creative stuff, then Landmark is for you as everyone in it has access to more and more of the dev tools, while EQN as to remain a coherent world.


As time goes by more EQN features will make it's way into Landmark, but it will also get more and more tools that go far beyond building, so as they both grow closer together, they also grow apart as EQN's updates will be within a strict lore limit, and Landmark will be anything the players want. EQN will probably limit you to a selection of player built houses at most, while Landmark allows for control over the entire enviroment within your claim, and later creation of quests and Mob behavour, and who knows what else.

So... in a nut shell, a lot of people here are either convinced this game will be a rip off, or hate the idea of spending anything on a f2p game. Glad to see others here get that this is an art tool, and when put in that category, getting in early to practice creating is well worth it to those of us already invested and planning our projects.


I went with Explorer, as the sooner I and hopefully others I may work with get started on this the better. All these comparisons to mmos is missing the point. As someone that pays thousands for Animation and Modelling software this is a steal. Not only will we be able to experiment with set and location design for machinima but test how SOEmote works on the new models, I guess we are learning who on this forum is creative, and who just sees this as another WoW fix to use up and dump.


Don't let my mum see this, she will spend all my inheritance on it.
The Secret World seems seamless enough. So it TERA but the gameplay is weak.
Never trust servers not run by the developers, we in the EU see this all the time with asian mmos given to Gameforge, or some other dodgy company. Doesn't surprise we TRION is having trouble with its asian versions of Rift, devs and publishers never seem to get a good idea of what companies from the other side of the world will be like. 
For me General/Zone/World chat is the heart of a game, at least until you get really into a guild's community, and even then its a barometer of the cultural atmosphere. It doesn't feel like an mmo without it, and though yes on Moogle it isn't too bad, it is still a pain on other servers, and I don't know why Sqenix are not more diligent in it's eradication, for the sake of us that need that random chat, as the background hub-bub of a city square or market.

I've heard all sorts of rumors, such as AA losing 90% of its players over the last few months, bugs galore, radical changes to pander to the vocal minority that caused the majority to leave, which I see happening in a lot of mmos, (COS, Mechwarrior) and Trion can't get it in a good enough shape as XL didn't make something competitive for a demanding western market.


No idea what to make of all this, but my interest in the game has lessened for 2 reasons, the purer indie sandboxes and EQN that will lack a lot of the tired themepark features AA has, and other Korean MMOs that just seem more interesting and groundbreaking, such as Black Desert.

I just suck
General Discussion « War Thunder
10/22/13 7:52:25 AM

I too am not a natural when it comes to dog fighting, however this game offers a different approach with bombers, allowing you to focus on ground targets with high altitude or low level mechanics, and you can rely on AI on your turrets or control them yourself, so you do fire on an enemy as they approach you, which is much easier than fighter to fighter.

There are some great tutorials on YT, the previous poster mentions diving which is the first part of the Boom and Zoom tactic, where you use the momentum of the dive to out speed your target and then dive up after 1 burst of fire, and only level off at high altitude which takes a lot of practice as you can rip your wings off, black out, or miss the target with the wrong angle, but its a good way to avoid being attacked by too many fighters, increases the chances of a pilot kill and keep you alive as long as a bomber. 


I tried going back to WoT after a week in WT and I see the flaws that are fixed by allowing crew slots rather than plane slots, as it means you can keep and use every single plane you buy, handy for lower tier fights and events.  The premium ammo didn't help either, in WT there is no health bar so it's more about types and locations of damage, which is far more tactical, and harder to exploit than in WoT, I can't imagine how bad it is in WoWP.

Originally posted by Hatefull


Originally posted by zevni78
Agreed, people need to stop defending blindly, continued success is the result of responding to constructive criticism, not ignoring it. However a lot of "haters" of mmos have some truly terrible arguments, and it can be a chore to sift through all the garbage to respond to valid points, you have to really want to be thorough.


Constructive being the point here. Telling people to 'shut up' is never going to work. He may have valid points, but that will soon be washed away in a flurry of posts that will ultimately get this thread locked.

Yes, i was too focused on the arguments, which are reasonable, and missed the shut up part. I see the logic, not the emotional parts of arguments, its a habit you can get into.

People need to stop defending blindly, continued success is the result of responding to constructive criticism, not ignoring it. However a lot of "haters" of mmos have some truly terrible arguments, and it can be a chore to sift through all the garbage to respond to valid points, you have to really want to be thorough.


Originally posted by Gazimoff
Simplistic/Pixar-inspired doesn't necessarily mean a low poly count, although it does bring several advantages: a game would run on a much wider range of PCs, and it would age better than the equivalent “realistic” style. Although it’s not to everyone’s taste, there are deliberate reasons why MMOs go down that route.

Sure, many don't go for the art style, but in this case most of the criticism was directed at the graphics. Realistic has more problems than stylized, we all know that, but here it is not done that well, for example the crude rendering draws attention to the polygon count, which is not that much lower than in EQN, but far more noticeable as the shading isn't as smooth.


This looks more like a lower setting than was supposed to be shown, but I have never seen stills or footage look all that much better, alas.

Originally posted by Demogorgon

God! This game art is atrocious. I cringe everytime I see it.

Look at the pic in the OP... Does it really look good to you? Really?!?

The caracters don't even seem to fit in. Especially that female cartoon on the right. Its so wtf... huh!

The 2006(generous) WoW meet SWToR step child low poly graphic is just too hard to bare in todays gaming scene.

Sorry, its my opinion & I'll stick to it.

Not even mentionning the insane monetization this game will have from all side, its just... bleh.

I love the art style, I think it's perfect for mmos, but you are 100% correct, it is let down by a terrible engine, this shot doesn't even have shadows turned on, which is why the characters seem disconnected from the scene. The images are flat and the texture mapping lacks material variety and definition.


If you compare this to shots from EQN, you can see the issue is the engine, SOE's Forgelight adds good shading, atmosphere and background detail that lets the characters look more 3D and similar to the animated films of today, (even though you may still not like the art style). Wildstar is going for for same esthetic, but you can see the contrast with the game footage and the pre-rendered trailer they released, which exploits the art style far better.


The flat look you can see in the pic may make sense for those cheaper or older mmos going for an animated look but it has dated horribly when you can go for a closer Pixar rendered look as SOE have shown.

General Discussion « War Thunder
10/14/13 5:03:42 AM

It's a bit too accurate, a lot of people can't even get past the Full Real Battles tutorial as you are going into true simulator territory, and even the historical battles have a pace and realism that won't appeal to a lot of players used to the instant gratification of WoT. For e.g. my bomber had it's rudder shot off early on and I ended up trying to correct altitude for over 20mins while taking AA fire and getting lost in the cloud cover. 


I get the feeling that this game is best used with a joytick setup and Oculus RIft.

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