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All Posts by JC-Smith

All Posts by JC-Smith

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411 posts found
The games PvP set up is similar to Dark Age of Camelots. Meaning there is a very large protected area for both main factions and then in the middle of those is a contested area which is where the PvP happens. PvP is optional (just don't go into those areas if you don't want to participate) and there is a full compliment of resources, tiers of mobs outside of it.
Originally posted by IG-88
Well, only because you get the idea of having four legs on a creature from a horse, doesnt make the creature a horse, now, does it?

To illustrate what I'm saying, while some will say it is nothing like SWG, here's a snapshot of each of the most popular reviews on Steam which have SWG in the name and their relevant thoughts near where it was mentioned.

"This game is really cool! It's still in early access so of course there are some bugs, but I would recommend this game to anyone who was a fan of SWG."

"When people say this is like SWG, they mean it. You can dedicate your time in this game to learning how to dance, and only how to dance. There's a skill tree for dancing, and throwing in different moves will add different buffs. You can also be a storyteller, a weaponsmith, a herbalist, a hunter, a pyro, the list goes on."



"Interesting title, this coming from a long time SWG player. Brings back a lot of the memories from that great game and promise as well."

"SWG fans... here is your home."

"Great game, when people relate it to SWG, they aren't kidding, it is very similar, all the way down to the HUD."

"After reading lots of reviews about it being like SWG - I decided to give it a go. I spent a day wandering aorund, getting killed, getting lost and making many many mistakes. Loved it :)"

"SWG fans and alumni rejoice....Your new home has arrived..."

"Takes me back to Star Wars Galaxies MMO."

"This has my Pre-♥♥ Jedi seal of approval as the successor to Star Wars Galaxies. This is the greatest compliment I can possibly give a MMO.

SWG vets, this is for you."

"Huge fan of SWG Pre-♥♥ not just Pre-NGE both updates killed SWG for me and my guild of over 50 people! Have been playing this with a friend and love it so far!"

"Basically a very satisfying SWG revival."

"If you loved SWG give this game a try, It has alot of the sandbox feel that SWG had and no MMO has brought back until now."

"I played SWG for several years and have been looking for another game with a meaningful crafting system ..well here it is."

"I have been really disappointed with MMORPGS lately...they are really shallow or failed to deliver.
This is where Repopulation comes in...While it comes from a smaller development studio it really understands what people loves from MMORPGs like SWG."

"Entertainer just makes me pee myself yes that bit is abit like SWG only funnier and more entertaining."

"That said the game's really pushing for the whole SWG / retro MMO / sandboxy feel and I like that a lot.... right down to entertainer buffs and so on."

So I'd take people saying the game is nothing like SWG with a grain of salt (and vice versa for that matter). There are a lot of similarities and most players seem to recognize that pretty quickly. But the game plays differently. It's definitely not a clone of SWG. And I think that leads to what you see here, some players seeing a lot of comprisons to the game, and a smaller percentage of players just not seeing it. It has a similar spirit though in that it's a wide open sci-fi sandbox that tries to appeal to a lot of player types. My recommendation would be to watch videos, streams, do your research beforehand and then make your own conclusions.

Anyone curious how this list was obtained this is the Most Helpful (All-time) Reviews at the Steam product page. I did a search of swg and quoted the sentence or two around that quote and pasted it in here.

Some additional information on different game influences on major features.

Combat: Combat is a hybrid in Repop. Next week's patch is a combat heavy update. But the basics of combat is that you have RPG Mode (which is similar to most MMORPGs) and an Action based mode which is a Fake FPS wrapper to make the game control more like a shooter. There is an opening system which rewards teamwork, and a momentum mechanic which accrues points as positive things happens and loses them as negative things do. Some ability require momentum to use. Abilities available are determined by the weapon equipped. You could probably say it draws influence from just about an MMO.

Crafting: Crafting is kind of a mix between SWG and Vanguard, it's interdependence heavy. Some will love it others will hate it as a result of that. It's built on the concept of people being able to specialize in making components and then those components being sold to people creating the final pieces. Each recipe has its own mastery levels. Batched crafting is supported.

Engagements/Public Quests: Engagements are similar to Warhammer Online's public quests or Guild Wars 2 events. We aren't taking enough advantage of these yet, but they will be the focus of a patch or two to make them more common in the world. There are combat and non-combat versions. They can mutate and spread. Some are long-term and others are short-term.

Housing/Cities: Housing is available in both open world or instanced variations, influences from many games here. Open world is in marked areas though they are in the actual world. Cities differ from houses in our set up as the city itself belongs to a nation (guild) and players can be given the right to create houses inside those cities. Some areas are city areas and some are housing areas. You can create things like crafting stations, SI spending stations, and such and in the future we have some additional features coming here. Player vendors are also supported, which is something that was in both UO and SWG, but not many other titles. This system still needs some refinement but its functional.

Items/Fittings: The item system allows for a lot of customization and is pretty unique. Items are cosmetic shells that don't typically have much difference between them. They determine your armor and weapon types. The stats come from fittings and all armor/weapons support 5 fitting slots. Implants support 1-3 slots. Fittings can give stat increases, new abilities, procs, damage type modifiers, etc. This provides a lot of customization for players and a lot of opportunities for crafters.

Mission/Quests: Most missions in Repop are generated which is similar to SWG and Anarchy Online. But our mission system works a lot differently than either game. Both those games used mission generators which generated seeds of similar missions. Repop's system mails the mission to the player so they are available even when outside the city through your PDA. They seek you not the other way around, and filters based on achievements, skills, personality traits, reputation etc allow them to be customized to previous actions. The system is fully featured, pretty much any quest feature that is in other games is supported by our generated missions. It's a mix of the standard simple tasks and some more advanced ones. We also use a branching dialog system for NPC conversations which is very similar to SWG's system. This includes branching missions, alternate and bonus reward, etc.

Non-Combat: Lots of influence from SWG and UO on these features. Animal Handling, Robotics, Entertainment, Survival, Diplomacy, Intimidation, Hacking, Trap Knowledge (find/remove), Genetic Engineering, Home and City Building, Crafting/Harvesting.

Pets: Pets are probably most similar to SWG. There are three basic pet types: Genetically Engineered, Robotic, and Animal Handling. Tamed pets are obtained by finding young pets in the wild and taming them. They mature over time and must be upkept with Veterinary Medicine and proper feeding to prevent them from permanently dying. As they mature they grow in power. Robotic pets using a socket system similar to fittings but for robots. They come in various types including medical variations. The socket system allows for customization and these are permanent pets, you just need to repair them from time to time. Genetically Engineered pets are created by splicing DNA and tissue from other species to create clones or hybrids. These pets are single use (permadeath) but offer the highest degree of customization and are the easiest for non-specialist to control. You can control up to three total pets at a time but it requires skill to unlock the second and third pets.

PvP: PvP will be very different depending on if you are on the standard rules servers (all currently) or hardcore (coming soon). There are a lot of misconceptions about Repop PvP. Standard will be covered here as its the common feature. It's draws influence from Dark Age of Camelot and Shadowbane. PvP is completely optional in standard rules. You have a very large area that is completely protected from any PvP which contains a full compliment of the games tiers, bosses, etc. Many players will never leave this area. If it's PvP you want though you can venture out into the contested territory by leaving your faction area which flags you for PvP. PvP isn't free for all here though. There are two major factions (OWON and FPR) and you will always be allied with your own faction, while vulnerable to the enemy. There is also a third hybrid Rogue Nation faction where each individual nation acts as its own faction. They start neutral to others (which is vulnerable) but can alter their individual alliances with any other nation (guild) in the game. To improve relationships both must agree, either side can lower. So Rogue Nations can be either nations which want to fight everyone else, or ones which do the opposite and try to ally with everyone else, or somewhere in between. There are (though currently disabled in testing) sieges and PvP engagements. There is no looting on standard servers. Hardcore is not yet implemented but is geared at more of the Darfkall type audience, features looting and a more free for all approach. Hardcore servers will be separate from other servers.

Skills: The skills system is closer to UO than it is to SWG, but it's significantly different from both. You gain skills automatically as you do things. You also accrue SI through missions, harvesting, and engagements which you can spend to upgrade skills in that category. As your skills raise you begin to qualify for abilities which must be obtained though. You obtain them from mob drops, missions or engagements, or by spending training points (another mechanic that goes up from doing various activities in game) to learn them immediately. Abilities also support an Ability Enhancement system which you can spend training points on which allows you to customize individual abilities. Unlike SWG or UO skills are not capped, but are instead designed in a way that mastering many skills gives you more choice in roles, but you can't do them all at the same time. It's a system designed to allow players to have maximum flexibility without needing to create alts.

Vehicles/Mounts: The vehicle system allows for vehicles to be upgraded with upgrades similar to fittings. Because it has both mounts and vehicles I suppose that is similar to SWG, but the implementation is pretty different again. You customize your vehicle to your liking with both passive stats and activated abilities (things like Turbo Boost, Shielding, Mine Laying, Weapons, etc) via our vehicle upgrade system. Passenger vehicles are also supported. You can also train some types of pets to become mounts. Vehicles have limited combat abilities but that is primarily for siege settings and they are not meant as a standard PvE tool.

I think what happened here is that Twitch changed the way their old videos are held a while back. Seeing a lot of this lately though maybe one of the streamers has more information.

Adding to Crow's list are things like Genetic Engineering, Harvesters, Robotics, and generated Missions. It's odd because if you listen to chat in game you constantly hear SWG comparisons. And if you read the reviews on Steam you also see the same things. But then some players come in and say, "it's nothing like SWG". And I'm not sure if any of those guys are wrong in their thoughts.

I think the reason for this is because the game isn't an SWG clone, or a clone of any game. While Repop shares a lot of common features with SWG and UO, and a smaller amount with Vanguard, Shadowbane, Dark Age of Camelot, and a number other influences, it really isn't that similar to any of them overall. So while you will see many of the same features, they are often implemented in very different ways. It tries to capture the spirit of some of those games, but there aren't really any features that are copies of other games features. They are instead similar ideas that are executed in a different way.

To give an example, the generated mission system. In SWG this was done on Mission Generator machines and it basically fell into a few basic templates random targets. In Repop the missions in the game are primarily generated, but are mailed to you adn available from anywhere in the world. You choose to accept or deny them. The targets and some steps may be generated but they otherwise work very similar to static quests in other games, and can be quite complex in some cases, and quite simple in a lot of others. Both would be considered generated missions and they both serve the same role (to provide players with an unlimited stream of content), but the mechanics of them are not at all similar. And I think you'll find that in most areas. The skills system is more similar to UO than SWG, but significantly different from both. etc.

We've discussed salvaging in the past. No real decision has been made on it. But it has been one of those topics that gets brought up from time to time. It could be something we see happen. It's not in the immediate plans though. First we'll focus on refining the crafting system so it is a bit easier for players to pick up and understand. There's several things underway currently moving towards that.

I wouldn't worry too much about populations post-launch since the game will be F2P. Players will try it. It will be for some and won't be for others. But having enough players to support it shouldn't be a problem, it won't take that many active. It will be tougher in testing until we get to the open beta stage as many players don't like the idea of paying for testing, and many others won't play very often due to their players being wiped when the game releases. I think the tactic most people are using now is to establish supply chains with other players and working directly with them for the most part as they can swap components or services and get a fair deal. Often the auction system is selling items as extortionate prices. The players having the most success crafting now are typically nations which have good chains developed within their nation.

We will continue to refine crafting (as with all areas of the game). But the interdepency is something that we plan on keeping. It won't be for everyone, and we are prepared for that. But we like what it can do for the economy as a whole once everything gets into balance.

I remember grouping with Jeff before he was an Sony (then verant) employee. Passionate about the games, a valuable member of SOE over the years. You have to wonder why Daybreak parted ways with all of the old guard, and if the world of Norrath will ever be the same.
You have to monetize in some way. Subscription is tough these days. The only games that do well on subscription are those which have been around for ages and have an old loyal fanbase. Every other subscription game is free to play a year later. Free to Play or Buy to Play needs to monetize in some way and cosmetics are the lesser evil.
The recipe for bandages is Any Cloth + Any Sterilization agent. You can purchase sterilization agents from NPC vendors (cheaply) or craft them. Cloth is a crafted but can be purchased from other players. That really is the crafting system in a nutshell.

You aren't expected to try to craft all the components on your own. Each recipe has its own mastery levels, allowing players to specialize in components and act as suppliers in a chain. There is a work order system so you can set a price and what you want of what quality and other players can fulfill your needs, similar to a reverse auction (auctions are also supported). And that's how the crafting system is intended to be used. Because each recipe has its own mastery levels players can specialize in a simple component they create at 0 skill and produce that in bulk, then resell to other players to be a supplier in the chain and show profits right away. Looking at the components chain why would people produce cloth? Well it's used in 8 different recipes for things ranging from the bandage, to thread, filters, and clothing/armor.

Where players run into problems is that they have the mentality that they should be doing things all on their own. They take that simple two ingredient recipe for Bandages and they try to create both components on their own, which are made of other components, etc. Suddenly they have a complex recipe which sounds overwhelming. But its because its being approached in the wrong way.

Now using a real life analogy like you said, it would require cloth and an adhesive (in Repop's case a sterlization agent). That's what it requires. Of course somebody created that cloth and the adhesive. You'd buy them at a store. And the same goes with Repop crafting. The complaints some players lodge about having to create the components has to do with them trying to create their own cloth and their own agents.

Nice to see Raph back in the MMO realm.

@Jairus: Population typically ranges between 175-650 players. More on the weekends than weeknights of course. At around 4AM after the reset populations tend to dip low on the late servers, with people playing on the other time zones. Once Silver Membership is open we expect those to increase significantly, but it won't open until after the patch.

As for if it's worth it right now. That is going to vary from person to person. You range from people who are completely sold on the game, to players who completely hate it. Then you have people in between who like the potential but don't like playing an unfinished game. It's significantly more positive than negative, however. I'd suggest players who consider buying read the reviews on Steam or web sites (there are quite a few of them) to help determine if it's worth it to them or not.

Just to note: Diminishing returns are already in game.

Originally posted by udon
EQ2 tried this same thing at launch.  In order to craft armor you needed components made from other crafters.  They ended up abandoning it in short order for the simpler crafting system they have today because it proved unworkable.  You can't depend on other crafters to always have what you want for sale for a price that is profitable. 

EQ 2 had a lot of reasons for it's poor launch, but crafting wasn't one of them imo. In the EQ 2 vs. WoW discussions crafting was generally one of their advantages. Don't get me wrong, I like EQ 2, but the problem with the game is that it rushed to try to beat WoW to launch, and players knew the issues heading into launch. The class system completely changed in the final month of development because players hated the old system. The itemization was almost completely generated and bland. There weren't enough quests, half of the content was still group content, etc.

WoW delayed after EQ 2 launched, kept polishing and the rest is history. EQ 2 then slowly began changing features to make it more like WoW, and during that process crafting was one of the casualties. That having been said, the quality of crafted items in EQ 2 was never similar to how they are in Repop. It was interdependent but it was still a loot driven game.

Originally posted by Bigdaddyx
Be my guest if you believe that Repop will change in leaps and bound in terms of animation and combat. When AAA MMOS have hard time doing it i have doubt for indi title like this one.

Any real alpha or beta improves those things over time. I'm not talking about Archage alpha where the game had already been launched for years and was just being localized, or open beta where your just trying to sell the game to people before it comes out. But real tests, like there used to typically be, and like we're starting to see more of with the crowd funded titles.By the time most players get into testing though I think what your saying is true. But it doesn't really pertain to a game like this.

This game began with two programmers, outsourcing art. Then we slowly added in house artists. But the truth is that when you have a budget, it has to be spent on various parts of the game. And for an indie project with a scope as large as ours, a big part of what we needed to show is if we can develop the game. We've said throughout (and it's on the Early Access page as well) that some art are placeholders and much is a work in progress, the UI is slated for a complete revamp with the XML interface upcoming, etc. But art is something that while expensive, is also easy to outsource, or to get done simply with an increased budget. Art is something that you can plug into a game pretty easily, where code isn't. That's what Steam is doing for us. It's increasing our budget so we can work get everything polished and ready for launch.

We've noticed three common complaints from the users who have not liked the game and they fall into the basic categories: Graphics, UI, or Complexity. The complexity is something that is here to stay. We'll keep streamlining the interface and tutorials to make things easier for people, but that's part of what makes the game unique. Some players will hate it, but others will love it. It's a tradeoff we're willing to make. There's plenty of other simple games out there. That having been said there are things that we can do to make some of the more complex features easier to learn and grasp, and that's something you'll see continue throughout testing.

Graphics and UI though, that's to be expected. If you look at our roadmap you'll see that both areas are things that are represented heavily on there. There's a whole new XML customized interface in the pipeline. Graphically, that's been our approach. The graphics improve as we go, but the reality is that artists aren't cheap and a big part of the reason you do something like a Steam Early Access is to generate money so you can hire more artists and get things done more quickly. If rough animations or graphics ruin a game for you, I'd suggest you wait until closer to launch or post-launch.

We recommend 64 bit windows as a minimum requirement. That having been said, if you are adventurous the game will run usually on 32 bit boxes, but 4 gigs of ram is required. The main problem with 32 bit boxes and Repop is that there is a memory leak in the current Hero Engine build (it's fixed in the next build) so it slowly leaks memory, and on a 32 bit system your going to run into a memory cap where the game will just crash. If you set your Dynamic Details settings to Very Low in the Video Options and have a sufficient card/processor on your 32 bit box it will be able to run. But we can't recommend it currently due to the potential crashes.
The current incarnation is multithreaded, but the heavy lifting is still largely on one CPU. Hero Engine 3 will feature improved multicore support when it does release.
Originally posted by GeezerGamer
This is my concern right here. It's not just about a direct "connection" Selling crafting mats directly from the Cash Shop. But also indirect methods such as through trading or some other way to convert cash shop items in to other stuff like crafting mats. That would undermine the economy.

Don't know how many times we can say the same thing. Won't happen.

Originally posted by rodarin
The tutorial is scary though since you need about 5 components ot make something as simple as a buf for a starter pistol. How many components and steps for something really intricate? And how many crafters will you need to make them?

Fittings are actually one of the most complex recipes due to how resource attributes and such work. That's part of why they needed a tutorial.

Originally posted by Stuka1000
This unfortunately is where the game will commit suicide.  In order for this type of system to work the game needs a large population of players and for a great number of those players to be invested in crafting to some degree.  To simplify that look at a game like Ao which now has a very low population.  It is impossible to get the various buffs needed to twink into the higher tier implants or twink into weapons and armour that are a few levels higher than your toon.  Both of these things were doable when the pop was high.  All the classes relied on each other to some degree so when the pop falls the entire house of cards crumbles.

The game will be F2P. Low populations are not really something we're concerned with.

The truth is, a lot of players enjoy the typical do it yourself crafting. But there are also a lot of games which provide that. There are very few which do what we are doing. That will be a turn off for some and a selling point for others. But in the end Repop is designed to be a social oriented game. The more ways we can encourage players to interact with one another, the better IMO.

Most MMOs come in with dreams of WoW type numbers and trying to reach the largest number of players. Obviously, player counts are important for profitability. But the truth is your competing with a lot of other studios making a game that is very similar to yours when you go that route. The route we're taking will not appeal to as large of a percentage of players, but the players who enjoy these features will generally play longer because these types of games tend to be more social (more social bonds to keep you there) and there are simply less options to jump ship to.

Originally posted by GeezerGamer

What my true concern will be, is if players can spend real money and convert it to credits either directly or laundered through items purchased from the cash shop.

Definitely not.
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