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All Posts by Tablix

All Posts by Tablix

2 Pages 1 2 »
32 posts found

So many replies from people who seem to have done zero research before spewing an opinion. You can find videos explaining EXACTLY why there is a need for PVE.  You cant craft without silver, you cant gain silver without PVE.   You want high end gear, you need to PVE for the materials. 


You want to pvp all the time, then maybe go play darkfall (shudder) but you will not be able to pvp all the time.  You die you drop everything, so even if you crafted one set of gear you then cant engage in pvp again until you get more. 


Those talking about character progression also seem to fail to understand the core mechanics of this game, there is information available if you take the effort to look.  Then things will change from current alpha state, through beta and into live.  So making any decision about playing this game based on current information is pointless.


In a sandbox world there is room for every type of player, except those that dont like being killed by people.  How is dying to a mob different to a player?  People need to get over this objection and understand you can code a mob to kill 1,2 or 20 players.  There is no difference if you are left naked.


Carebears just  like the fact an NPC wont remember your name, flame you, taunt you and hunt you down for being a coward or a noob.  I am not bashing people that like to fight NPC's, heck I spend 80%+ of my gaming time doing PVE but recent games remove the challenge of not knowing when you are going to get you butt kicked.  You want to farm in safety or kill boss's there are games out there for you, but thousands of people love the rush you get when you escape 3 players when loaded with loot.  


In the era of UO there were entire guilds of people that hunted PK's (gankers to the young kids) and they in turn got LOADS of crafters and gathers feeding them gear for the simple protection that being a member afforded.

I love how all the uber pvp players have to take it to the forums and attack anyone that enjoys pve.  I play full loot games no issue, but the difference here is you CANT pvp without taking part in the PVE.  You cant respawn and run back to the fight, unless you got guildies doing that PVE crap for you, and guess what, they will need protecting.  

So many people posting here have NFI about how sandbox systems work.  PVP is there to consume the items the PVE players are crafting.  SOooo those uber guilds only after pvp will either chase off all PVE players destroying the game, or they learn to co-operate and help each other..... Lessons in life kids, you smack people too often soon enough it will screw YOUR life.

There is no running around in a set of armor for days on end, you will likely spend only 25% of your time engaging in pvp as the rest of the time you will be gathering stuff to replace the things you lost for been a noob.  


You want constant PVP, this game will not be for you.  You want constant PVE this game wont be for you.  This is a game for people that enjoy risk and reward.

Why should the "entertainment" part of the game only be in certain specific locations.  In the past game design was constrained by technology limitations, it is my honest opinion these dont/shouldnt be there any more, its lazy design.  There is no reason for heavy instancing, localized mob spawns, tiny mob paths or indeed rediculously predictable AI.  Why cant we have worlds that work like real life ecosystems with migrating packs, single monsters and rare mobs all cohabiting a single world.


A large part of the problem is people knowing exactly where everything is.  Dungeon X is in this location, mob type Y is always here and will always drop Z resource.  This allows for game databases to be created removing any sort of sense of discovery or adventure.


If designers could make Ultima Online or EQ with the tech they had 10+ years ago why the hell are we still playing wow clones now?  The answer is lazyness, and profit margins.  The tech is there, they just too busy paying voice actors and concept artsist, and we all get bored with cookie cutter games with a new skin every 6-12 months


People dislike travel because of bad game design, nothing more.  If you have more randomised mob spawning, roaming mobs types and less specific quest hubs travelling could be improved massively.  People want fast travel for the instant action hit, well that is NOT what an MMORPG used to be, its what it has become after years of devs pandering to whiney kids.  At that time the ability to have more involved AI and mob scripting was more resource intensive compared to these days.  There is no reason for zoning like WoW, or indeed scaling content just more thought process when it comes to how you deal with spawning and pathing.  There is no reason every part of the world cannot have content for every level of player mixing low difficulty mobs such as a dog or a goat with less common ogres or dragons.  This would mean higher level players with mounts can hunt the harder mobs with their mount and the low level players have a real sense of adventure and risk.  Grouping would be encouraged by simple design choices, however developers CHOOSE to take the simple route.    This also encourages pvp as players are in every area of the world, not just camping a flight path, city gate or afk waiting for some unrealistc battleground/arena to pop.


In terms of chat, thats a personal thing, just like mail systems that allow items to be posted.  You can go anywhere on the scale of whats possible and someone wont be happy.  


One mans perfection is another mans hell....  sadly we now have cookie cutter game design thats is only good if you are mr average


A modern EQ would have more players now than it had when the original was at its peak, however if it cant be done in a very profitable way it will never happen.  I know plenty of people that would pay $25 a month for a updated EQ or UO, sadly its a pipe dream as investors aim for millions of players that they can nickle and dime through cash-shops.

Originally posted by Muke
Originally posted by MMOExposed

THEMEPARK and SANDBOX are both two ends of a line. No game is one or the other. It's a combo of both. Some more sandbox, while others more towards the Themepark side. 

Some more in the middle of the two extremes.


but never just THEMEPARK or just SANDBOX.

Well, EVE is a total sandbox.

EVE is not a complete sandbox unless you can create a planet, a resource type, a new ship design.  Never played it but as "sandboxy" as it is it is not a 100% sandbox.  Minecraft would be closer IMO

curious and interested :D


And this site adds publicity to yet another internet nobody, furthering his cause and doing exactly what he wants.  All this does is breed another generation of web-terrorist who punish users and not the people who should be targeted.  

At the end of the day its illegal action in most countries and should be handled by legal experts, and I hope he gets prosecuted.  No charity would condone this sort of behavior, and this site should not publicize illegal activity that is hardly newsworthy as nobody here can do anything about it and it "may" just give one more person an incentive to try similar.

how about escourt missions, defend the npc quests, explore quests, time based objectives,  crafting quests all have been done... what sort of quests do you want?  none at all, player created content? try a sandbox game they exist
PS, you forgot to reply to me :D

Created a post, argued with anyone who disagreed, validated your opinion with years of experience, claim to be able to code yet cant grasp the fact that people doing it for a living MAY know more about it than you.  The whole topic ( i have read every post) screams of arrogant ass not getting the game you want.


I started gaming on a BBC micro computer, started on the internet with bulletin boards, have been involved in MANY open/closed beta testing phases in both indie and AAA games and disagree with you.   Am I more qualified to comment than the OP, no but I still disagree with your stance and opinion.


The reason games fail is not about design decisions in 90% of cases its down to the fact of BUDGET and TIME CONSTRAINTS, which are also linked to the budget.  Game producers are driven by investors and software houses, not those on forums making ever more  extreme demands for content, options, choices.


Get yourself into an indie dev project, watch how they run, get involved from pre-alpha before a line of code is written and software and licensing decisions are made then follow it for 6-8 years through to launch.  Do it a few times and you MAY just be qualified to comment on what is happening with game production and why it may be happening.  Then consider the intensity of being a game designer under the management of a software house also with the added constraints of a marketing team and possibly a licence owner and you soon get to grips with the fact the lead designer has very tight constraints and the code team make almost ZERO decisions.


Until then you are another whiney poster on


I rarely post here but this thread got me really angry, anyway there is the ammo for you to add one more to your post count and get a bit more attention.

IMO any game with a sub should have that age restriction, how many minors can afford a regular sub without parental approval?  


This is not a comment on the age classification of the content however, just my thoughts on payment methods and how children should be protected from things they cant afford.  I cant say I found anything in the beta beyond something I would let my teenage kids play however.

$60 box cost is perfectly reasonable as its required for a business to operate.  Pre-launch the costs are covered by investment and debt, post launch the running costs go UP, the staff numbers go UP, the infrastructure and logistics costs go up AND ON TOP OF THAT they need to start paying back the loans and investors.


No box cost would mean bankruptcy on day two.  After the free month the subs maintain the running costs and allow about 20% to go back to profit margins to either repay debts/investors or start work on the next expansion.


People assume that all games are successful as WoW and make millions in profits every month, the truth is many games never even break even before they need to inject more money to repay the debts and go F2P to boost income for a short until they level out and cut staff and dev costs even further until they die a death.  I would love to know what % of MMORPG games made actually ever turn a profit, if it was a huge number we would see more quality games being made.  


Huge games like EQnext, ESO, GW2 are built as a calculated risk, and they use sites like this to reduce the risk by spending 2 years advertising and hyping to get enough box sales.  You will notice the weekly news leaks about ESO, interviews, trailers and this is how sites like this survive, they feed each other.


Also consider the box cost for PC games has not gone up by inflationary rates over the last 15 years, the sub has stayed almost static.


As players we should be demanding low sub costs not lower box costs, that forces them to be more efficient in managing the game post release not cut corners pre-release.  In effect we are getting a very good deal when you consider the price change on EVERY other commodity and service.  


Perhaps $60 seems a lot of money to a student or someone struggling with a family, the answer is THIS IS A GAME AND NOTHING MORE, if you cant afford it you are not losing anything.


In reply to those asking if i read the kickstarter information, I did what any business person does.  I went straight to the funding section, found ZERO information that helps me decide if they know what the hell they are doing.  I found they are leasing an engine, paying tax, buying software ect but no details of timescales, staff, marketing, launch costs, hardware costs and thats just the basics you need on a business plan.


From that point I have decided I dont need to read any more as this its just wish lists, marketing babble and ideology.  If you cant provide a solid business model then you dont have a business, you are a charity.  The budget they speak of wont last them the first 2 years, then they will need more investment from somewhere.  


Keep throwing your money at these companies if you choose, I am just trying  to highlight its simply not as golden as they will lead you to believe.


$320,000 will vanish before they even got a beta build and a demo video, thats my opinion based on previous experience.

An existing franchise, CoH, is looking to launch a new generation game.... why do they need kickstarter funds?

Why is the franchise owner or publisher not prepared to invest in the next generation?

Why do the banks not support an existing company/franchise?

Why is the customer asked to fund R&D, no other industry asks the customer to pay up front, they invest profits.


The company wants to lease a game engine, why do they not already have en existing agreement.   Even so they then quote software overheads for designers, do they not have these designers and software available from CoH?  

Why do they not have a cash investment if related to the CoH franchise?

Why wont banks/investors assist an existing company?


Put your money in the bank for 5 years in high interest savings account and profit.  Any MMO fan with a weekend could draw up the business plan being presented on kickstarter.  


If you got money to throw away and love the presentation on kickstarter then feel free to give you money to people who have plenty already, but my advice is look for a GENUINE indie project not a cash-cow.


I look forward to being banned for having an opinion :D

My next step would be check to see if the HD is intact and working by using a USB external enclosure to connect to a working machine and (if possible) remove any important data from the HD.  With this type of laptop you have to justiy repair cost, and most likely the items of value are data not hardware.  Unless you have a serious modern gaming laptop, I find most laptops are "almost" disposable items with a lifespan of 2-3years if you are lucky.  Budget laptops usually have cheep PSU's, overheating issues and badly designed cases in terms of airflow meaning component failure rates are high.  Cost cutting in production is in both design and component selection.  Laptops are flawed by design in the fact they will always have issues with air flow, because consumers demand low low cost, low weight and optimum performance.


In almost every situation (outside screen/HD replacement) a new laptop is the best solution. Sad but true IMO

Originally posted by DeniZg

Skyrim sold over 10 mil. copies, where PC sales were 1.5 million. BUT, Skyirm was B2P.

They will most likely push over 3 million on all platforms, but I don't see them getting much more due to their business model (P2P).

Blizzard STILL does more than this in subscribers with a game nearly a decade old, AND they have charged for expansions along the way.   I think you are one of those people that expects a free lunch.  Look at the budget for the game, then consider they want a 200% profit margin AFTER running costs, then you get an idea of how many they expect to make in the first 12 months.


Stop being a gamer and think like a business person, they are smarter than you give them credit, heck you still think F2P means free :D


WAY OVER any of the above. 


As an example of why I think this, Skyrim shipped 5m copies to retailers for launch, that's NOT including digital purchases.  Then consider the MMORPG market is added to the existing fanbase of the ES fanbase.  Then add the multi-platform release to X-Box and PS customers that have never seen ES games before.


I would think 15m box sales in the first 6 months would not be out of the question, with maybe 20% subscribing the duration of that first 6 months.


There will be trolls, but my opinion was asked and this is it.


Originally posted by MarkJacobs
Originally posted by TheJoda
Originally posted by BowbowDAoC

[MJ] You guys want to hear something really nice? A compliment we got on Friday from Kevin Saunders, Project Lead for Torment. FYI, this is only part of what he said:

"Especially for this stage in development, the battle technical demos for Camelot Unchained are astounding -- to achieve such fluid motion with so many unique characters onscreen bodes very well for what will be possible over the course of a couple years of work.

But after watching update 16, it's the Depths that's has me most excited. It's truly inspiring from a design perspective. There's clearly a host of design (and technical) problems that need to be solved (with "who gets to be the boss?" as one you call out), but intuitively I sense it's all very achievable, and with results that will be spectacular. I have no doubts that over the course of development your team will be able to provide a unique and compelling experience to which the acronym MMORPG will do a disservice. "


Coming from "competition" it's worth 20 times the comments from any of us backers or haters. it comes from someone in the industry too, so they know what they are talking about.

This alone should remove doubts from a few people.

[mod edit]  This WONT remove any doubts.  Again let me see a proof of concept or a working game demo of combat, or the game engine in general even a ALPHA model.   That will REMOVE doubts!!! not MORE words! 

Umm, we have 2 alpha models and two tech demos. The alpha models are each about 12K tris (the limit Andrew has set), rigged, textured and animated with a simple walk cycle and attack cycle. Both models are being used in the tech demoss, SmackHammer (server + early networking code test) and our in-house engine.

Viking: Here

TDD:  Here

Friday's in-house Build (new one goes up next week) here.

We should also have another new model next week and two iterations of both the SH tech and our in-house engine.

All you had to do was ask. :)



You want $2mil in backing for creating a couple of 3d models??  Seroiusly this sort of "evidence" is hardly worth investment from anyone but the gullible.  Yes you have a couple of staff in the background working on concept art and generally trying to look busy but I am not convinced you have anything more than a few story board ideas and a few people modelling atm.  If you plan to build an entire ENGINE then completely bug test AND release in 2 years your budget is not going to go very far once you start paying your staff.  Your timeline means you are going to need more than a dozen staff and in saleries alone your are going to be hard pushed to get under budget IF you succeed on your schedule.  How about you release some details of your budget and how you plan to spend it, some detailed timelines for progress and targets.  If you went to a bank for money they would demand all this and more so please give your potential investors some credit and give more details than pretty things to confuse the kids out of their pocket money.  You have tiers for over $1000 in investment into an IDEA, please show some REAL BUSINESS PLAN then I may consider donating as I wont be getting any profit share just some access rights at the end of the project.



I see this as narrow minded and xenophobic, I could counter that western companies are money grabbing ,so personally refuse to support their products in favour of games from the far east or indie companies.  There are plenty of avid gamers all around the world that take no part in illegal activity, yet they are now being branded so by a company that does not WANT to invest in infrastructure to support these players.  The company is cutting costs and using media images of gold sellers and hackers to hide behind.


Call be cynical but it wont affect me so I have no reason to be biased.

Personally I would make this "offline" systems a set of predetermined scripts that can be accessed only via player house, faction building or community hub,  This would leave all "offline" players in a drone state in preset locations.  For example in public places such as a trade hub you could set your player to any one of a number of presets, such as offline buyer, offline seller, offline merchant, offline crafter.  Allow players more functionality if they are using a player constructed building such as a house of guildhall, for example the ability to buy several types of material or sell several items, or even work as an offline crafter "bot" for other players to access.  By using UI systems that are carefully planned and "forcing" players to log off in these locations to use the ability then you can manage griefing and abuse far more tightly.  I have only really skimmed your post but its an interesting idea.  You could possibly set up systems for players that log out in  "non designated areas" such as a disconect to port that player to a localised spawn point with a setting of inactive. 


While above suggestions dont really pick any holes, for abuse/exploitantion, I have only really had a brief read through.  I am impressed with the concept however and can see its value.  The only stumbling block I can see is when you consider server capacity, these drones will still be utilising resource in terms of database access so you "may" be reducing your capacity/performance in certain locations.

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