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Hero Engine 2 $99/year ~ Indy MMOs
The Pub at MMORPG.COM « General Discussion 12/07/12 7:49:00 AM
Having worked with Hero Engine for about a year and a half now, there is absolutely nothing wrong with the thing. It's renderer isn't on par with the likes of Unreal Tech, but the editors, collaberative editing, networking is all just fine.
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Originally posted by SalivalMundane Release date is not December 2012. It's some time in late 2013. Hero Engine can build any type of MMO, first person shooter, sandbox, action rpg, etc. Last but not least, the game has never ran any type of ad campaign. |
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There's always Orgia Romanus. =P
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The game will have both a Hardcore PvP (FFA/Loot) and a Normal ruleset server. The normal rule set server features PvP that is a cross between Dark Age of Camelot and SWG mechanics wise. All players start as Inactive Military and as such they can only attack or be attacked by others in the contested areas (which is a good sized slice of the world in between the OWON and FPR controlled territories). If players set themselves as Active Military then they can attack or be attacked by opposing Active Military members anyplace in the world (but friendly guards will still protect them). There is also a third faction (Rogue Nations), which is basically not affiliated with either of the two main factions, and allows users to set their own hostility rules to other nations. For rogue nations each nation (which is like an extended guild) is in essence their own faction. Rogue Nations start hostile to everyone else, but they can form alliances and such with other rogue nations to prohibit them from fighting one another. It will be a free to play game with a cash shop, but it is not a pay to win game. The store will mostly be operating on account perks (bank slots, character slots, mission slots, inventory slots, etc) which can also be unlocked in bulk through one-time memberships (pay once, lasts forever) and cosmetic items. There will be stims which can enhance your potential to learn (increases skillup rates) but those can also be obtained through adventuring, and give a smaller bonus than in most other games. We value free players, as they enhance the experience of everyone else, and don't want them to feel like they can not compete. |
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(can we get a history lesson): why was the first Themepark MMO created? what purpose they were trying to solve?
The Pub at MMORPG.COM « General Discussion 10/27/12 1:27:04 AM
Ironically you could make an argument that Star Wars Galaxies (in the eyes of many players the best sandbox MMO to date) was the precursor to WoW's very theme park oriented gameplay. The idea had been tossed around for a while. In SWG you had rebel, imperial, hutt and other theme parks that were very similar to the quest centric gameplay that now dominates the market. You'd go through a series of missions for those NPCs, and eventually work your way up to the feature characters. It was just a small part of the gameplay of SWG though. Other games before WoW had begun a shift towards a more quest centric approach, but just not to the same level. DAoC's epic quest series gave very good experience, but you still had to grind on mobs for most of your exp. Everquest 2 which beat WoW to market by a month or so, also gave good experience for quests, but there were not enough of them to level off of completely and much of its world was still group oriented. But in those days the main way to gain experience was just to grind on mobs. Killing over and over. Anything that gave experience, kill it. Leveling by quest was much more enjoyable for most players than leveling by slaying whatever mob gave exp. It gave them some focus, and allowed for some storyline to be inserted. All in all, it was an improvement over no direction at all. Unfortunately like anything else, once the strings were visible and every game started cloning the style, players quickly realized things that they may not have originally. They were generally being driven along the same path as everyone else. Most quests followed a few basic templates and the story meant very little. Players were suddenly grouping less because it was more efficient to solo grind in a lot of cases. So now we have players sick and tired of the same grind, and wanting something new. But if you compare it to what existed beforehand, I still feel that quest grinding is preferable to mob grinding. |
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In a moment of nostalgia I downloaded UO recently. It's still fun. But it is tough to get into it with the 2d graphics and clunky interface. The mechanics still work though.
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Smedley: "EverQuest Next will be the world's largest sandbox-style MMO ever made"
The Pub at MMORPG.COM « General Discussion 10/22/12 1:29:52 AM
Obviously we'll have to wait and see the implementation, but I think Smedley is dead on about where the genre needs to go. Generation, player created or driven content, those are the waves of the future. And it's great to see a major company embrace it.
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Smedley: "EverQuest Next will be the world's largest sandbox-style MMO ever made"
The Pub at MMORPG.COM « General Discussion 10/20/12 10:56:47 PM
Originally posted by DakirnEverquest started with a lot of quests. I know because I ran a site (EQ'Lizer) dedicated to them at launch. They weren't easy to find and didn't give great experience. But they probably had a few hundred at launch. |
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With regards to a flagging system (sorry didn't see that post before)... On the regular servers you can choose to be Active or Reserve in the military. The default is reserve, and that offers you protection in your factions uncontested areas (which for OWON and FPR are very large). You will still be able to be killed in the contested areas. It's set up similar to how DAoC's frontiers were set up. You can advance your character completely in the protected areas, you don't have to PvP if you don't wish. Cities are created in the contested areas though, and rival nations will be able to kill you when in those areas. Your guards and turrets (which will spawn in the player created cities) will protect you in those areas though. I think the main problem with a flagging system on the normal servers would be that it would eliminate the territory control features. Controlling certain areas allows you to create choke points, control resources, etc. But that isn't really possible if players can avoid the PvP and just run by the players defending them. I think its a feature that works well in some games, but not too much to Repop. We are open to the idea of a PvE server if there is enough demand for it though. |
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Actually there is one former SWG dev that Josh probably missed as it was just a part on his resume, but he is a volunteer who came on in the past 6 months just wanting to contribute to the project. He is the only former SOE employee on the team though. We should stress, the game is similar to SWG in spirit and some of its designs. But it is not an SWG clone in any way. Many of our mechanics are very different. But similar to SWG it is a sandbox, features deep crafting, city building, has a similar pet system, skills based, etc. The PvE game is very different from SWG though, and many of the mechanics of other areas are very different. Although both games are skills based, for example, there are no boxes and mastery in Repop. You can use DNA to improve skills, but you don't unlock boxes. Abilities are earned through skill trees, but not automatically, you must acquire the Training Cards for them. We have many similarities to SWG, but Repop is also a very different game. |
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Can somebody explain the combat system?
General Discussion « The Repopulation 9/22/12 10:10:34 PM
A bit of extra information since this is often an source of confusion. - Action Mode is just a different way of control. It basically loops through your mouse clicks, what you clicked on, what you barely missed, the body part hit, how fast you clicked, if you are crouched, prone or standing, if your clicked targets were hostile or friendly and the modifier used (by default you have left mouse button for normal abilities, right mouse for momentum based abilities, and there is also a modifier key for defensive actions). You have an optional GUI which will show you all the abilities you know and to optionally inform you of each ability used. When action mode is enabled it interprets all of this information client side and then sends it to the server as an ability request. It will automatically keep track of what abilities are on cooldown, and try to find the most appropriate ability for what you were trying to do. The cooldowns are designed in a way that will attempt to make full use of your abilities. As a result, in Action Mode you just point and click at targets like you would in a first/third person shooter. It's still using the same RPG mode rolls and everything server side though and you still need to acquire abilities to do certain things. It's just a matter of which of the two control schemes you prefer. - Both modes are exactly the same to the server. It doesn't differentiate between the two, other than how it sends the FX. - When your in action mode your firing will automatically play client side FX on your client as soon as you fire to reduce the feel of latency. - In both modes the combat round (maximum actions you can do) is quicker than in your average MMO. Buffs and debuffs are typically shorter duration and occur through combat. - RPG Mode performs just how you'd expect an MMORPG to perform. Ability bars and cooldowns. Action mode still has the option of using ability bars, but it frees you up to do it all through the mouse. - When in Action Mode you use Mouselook. Meaning wherever you move the mouse you aim/face. - If you have action mode enabled and you open up any of the GUI windows it will automatically switch you into RPG Mode, and then switch you back into Action Mode when the window is closed (which you can also do by hitting escape). - There is no significant advantage to either mode. It's just a matter of preference. In some situational cases one mode may be better than the other. You could argue that RPG Mode gives you more fine control over what you want to do, but since you can still use ability bars/action keys, you actually have that in both modes but would be using it less often. For some weapons Action Mode may be easier for AoEs since it will automatically detect where to launch the AoE, rather than using a ground targeting reticle. That may or may not be advantageous. You can switch between the modes instantly though, by default by using CTRL-A. You can switch between first or third person by default by using CTRL-F. Next week's alpha build will also have a customizable third person camera allowing you to tweak your camera angle in third person or to quickly switch between presets. It could also be argued that since you have to click on opponents that RPG mode gives you less chance of missing, but it should be noted that if you miss your target Action Mode casts 5 additional raycasts in the nearby area trying to detect what you were trying to hit, giving you a little bit of leeway for missing. It also could be argued that if you are facing static targets that Action Mode allows you to more easily switch targets because you do not need to target and then use an ability, you simply click and it does both.
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Is this like SWG or not, simple yes or no
General Discussion « The Repopulation 9/12/12 7:55:53 PM
Originally posted by Burntvet I suppose you could apply some of that to any game that is not released. It has been alpha testing since June though, so I suppose it exists beyond a demo. The game is a late 2013 release, so it's not THAT far off. |
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Originally posted by redman875 I really wish people would stop calling games sandboxes because you can craft a lot or grow things and theres player housing...really irritates me for some reason. No classes, no storline quests to feed people gear and xp, the ability to fully loot in pvp (high risk pvp not themepark syle where you die then get a free trip to your bind and no loss of anything) no factions also is a sandbox feature politics must be guild based and there must be something on the line such as territory or clan holdings. This is what makes a game sandbox. Players deciding what class or role they are not the character creation screen, players making their purpose not a storyline and NPC's, players giving themselves a point in game not a quest system, and a market and guild structure based on player politics and supply/demand. I think you oversimplified a little bit there. But I also think that the lines that separate the two are hard to draw out exactly. It means different things to different people. How many sandbox games allow you to build a house within the world, and not in a virtual instance? How many are able to allow you to create a city filled with dozens of them and other structures? Comparing the Inn Rooms of a game like Runes of Magic or AO for example, is a lot different than the sprawling housing areas in SWG or UO. Do many theme park games have day/night? Sure. How many of them alter the spawns based on them? Have shops that close? NPCs who hit the pub? Etc. As far as crafting is concerned, to me the difference between the sandbox and theme park approach to them is that theme park games typically involve a gear grind. High end crafting gear really doesn't have a place in them. It's all raid gear. Where in a sandbox the approach is very different. You can often exist entirely as a crafter, without being tied into the leveling system, and crafting items are generally among the best if not the best in the game. So yeah, sure both types have crafting, but they are very different uses of it, typically. On the list of things you consider a sandbox... I'll give you maybe no classes on that list, though I don't think being skills based makes a game sandbox. It is typically a sandbox feature though. Territory control also, as it causes player created activities. Repop of course has both of those things. The other things though I disagree with. Full loot is not a sandbox element. It's something that UO did and many sandbox titles since have done, but it's also one of the features that turns away casual players, and has caused sandboxes to become a niche genre. All games have factions, though I'm guessing your referring to PvP wise, and FFA. That's not sandbox. That's hardcore PvP. No storyline quests, I'd disagree there too. Is The Elder Scrolls series not sandbox because they have deep stories? Is Grand Theft Auto not sandbox because you can do the storyline, as well as the sandbox elements? SWG made the term theme park popular in the genre, and it's also considered by many to be the best sandbox MMO to date. I think when you drive players through story in a linear fashion, then it's no longer a sandbox. Having some story though is pretty much required. In a game like Repop you aren't really going to ever have any linear path. Once you leave the tutorial areas your pretty much in a big world. You won't have to look hard for something to do though because you will be receiving job offers in your mail pretty much constantly, catered to your location and skill set. As you travel the world you'll also see a lot of engagements happening. So there will constantly be things to do, but it's up to the player if they want to do them or not. I think the one big thing with sandbox and theme park discussions is that noone really knows where to draw the lines. To some players certain features are sandbox and to others they are not. To me though I think the biggest thing that differentiates the two is that theme park games typically lead you down a linear path chasing a carrot. Where sandbox games allow you to choose your own adventure. |
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Hello everyone. I just posted the End of August report on the official site: http://www.therepopulation.com/index.php?option=com_content&view=article&id=277:end-of-august-2012-report&catid=61:new-frontpage-news&Itemid=428 Build notes are also printed below for your convenience: Abilities
Combat
Engagements |
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My personal opinion on GW2 is that it's a breath of fresh air for the genre. A heavy focus on public quests and putting the social aspect back into the genre. WvW is also fun, and features like personal loot and the res mechanics might have sounded bad on paper to some of us (they did to me), but worked out brilliantly. The underwater areas are also top notch. It's not perfect of course, and some will focus on those aspects (lack of challenge, repetition, not enough story development, mediocre class system). But personally, I've had a blast playing it. And I think it's great to see a developer come in and try a lot of things that are outside of the norm. |
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PvP? What separates this from SB, DFO and MO?
General Discussion « The Repopulation 8/27/12 2:03:21 AM
With regards to buffs, most of the buffs in Repop are short duration and either group buffs (such as motivational buffs or demoralizing debuffs) or are self only buffs that often are given when you perform another action as added utility. Instead what you often receive are Openings which will make players vulnerable to other attacks or benefit them if another ability is used. Then there are some toggle abilities that are self only such as stances. But if your group wipes you won't spend the next 3 minutes buffing everyone.
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This is the game to watch for hardcore PvPers
General Discussion « The Repopulation 8/22/12 2:39:35 AM
On a sidenote, on regular rule set there is also multiple PvP rewards, that don't involve looting another players items. - There are PvP engagements which will automatically distribute rewards to higher performers, or sometimes to all performers. They can also give negative achievements for failures. - You gain military experience every time you defeat a player from a rival nation. This military experience is used to gain military rank and military rank can be used as a filter on missions and as a requirement on items, and have a vendors to allow you to purchase those perks. - Rival Nation members also have their own loot table which will very rarely result in items, but will generally result you tearing their nations insignia off, which you can turn in to for additional military experience and a possibility of rewards. |
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This is the game to watch for hardcore PvPers
General Discussion « The Repopulation 8/20/12 2:33:10 PM
The current plan is to release two servers a Normal and a Hardcore. The Normal ruleset will be partially protected faction based PvP, which is similar to Dark Age of Camelot's, except with the addition of Rogue Nations. There will be no corpse looting on those servers and each faction has some areas which are protected unless they go to Active Military (which then allows them to be attacked anyplace, and to attack other Active Military members anyplace). The Hardcore ruleset will flag everyone as Active PvP, effectively removing the safe areas (though guards will still protect allied players) and will feature player looting. |
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Repop is a Sandbox first and foremost. But it also incorporates some features that have been popular from theme park games, while giving them each a sandbox twist. It has both a randomized mutating public quest system (engagements), and a complex generated mission system, but there is no real linearity to the game. Once you finish the tutorial you can pretty much go out and play how you wish to play. Sandbox Elements - Complex Nation system. - City Building. - Home decorating. - Complex Crafting and extensive Harvesting systems which allow crafters to advance outside of combat. - Non-linear gameplay. - Generation schemes for both missions and engagements to create ever-changing content. - Your choices do matter. They can affect future work opportunities and can have an effect on how engagements filter through the world. - Skills based with special abilities. No class limitations. - Day/Night and Weather systems mix up the world. Some shops close and NPCs despawn at night time, some mobs are only available during certain times of day. Signs and lights also turn on or off during business hours. - Extensive pet system which allows you to tame many animals, or genetically engineer species by splicing their DNA.
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I prefer the term "borrow" lol. But in the case of the alien rifle sound, I think that's just pretty much their distinct sound. I wish we could though (love the sound, and the second Aliens movie is one of my all-time favorites), but we'll have to try to come up with something cool sounding on our own.
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