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All Posts by JC-Smith

All Posts by JC-Smith

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399 posts found

[quote]If they are still taking money for extra features, don't you think this might imply the game isn't ready for launch?[/quote]

By that logic there should be no such thing as pre-orders for any game, right?

Will Repop be ready to launch in 7 months? Guess we'll have to wait and see. Players will have a part in that determination of when the game is ready to launch. If it's not though it would be pretty close to it. By that point there would already be large numbers of testers in the game to help make that determination.

With regards to features, I think there's a big misconception here. There are only a handful of features that are missing from the game, and the bulk of those are things that were from the recent Kickstarter campaign. An honest version of where the game is at right now is largely complete, but lacking content and in need of a lot of bug squashing. There's still a few features which need to appear before launch, though none are huge undertakings. What there is a lot of is refinement to existing features. Taking systems which are complex and making them easier to use for the average player. Tightening up the balance, improving polish, getting content into some areas, and above all else squashing bugs.

Been in hardcore grind mode and hadn't checked in here in a while. With regards to store credit. That level received $60 in store credit and a $60 membership package. So your getting $120 in value, in addition to the other perks (Beta 1, Tokens, Headstart, Title).
Couldn't help but notice the Hero Engine logo on the installer screen to TeSO. So it's still using Hero. My guess is they replaced the renderer kept the server code.
We're fans of the Rift and do want to support it. I'm not sure if it will happen at launch or not though at this point. It will very likely happen at some point though.
I don't think a reduced number of players is really an issue. In TOR's case where you ran into problems was Ilum and that was rendering related and not network related.

I just had a few comments here with regards to Hero Engine. The $99 and 30% royalties deal is a relatively new thing. At the time when Bioware licensed Hero Engine it wasn't really an engine that was being built as a licensed engine, it was being built for Heroes' Journey and in an unfinished state. When we licensed hero engine the price was $5000 + 15% royalties. I can't tell you what the full license price is because I don't know, but I'd guess it was in the $750k range for no royalties. I believe what happened is that they realized that many indie developers wanted to work with the engine but $5k was a lot of money for more casual people to scrape together. So they instituted the $99 + 30% plan. There is also currently a $75k + 7.5% royalties plan, and a buy out option for $100k if you start on a 30% plan and then want to move to a full source license before shipping.

In my opinion Hero Engine has been a great thing for the scene. It is a good engine for what it does: make MMOs. The problem is, it's hard work to make an MMO. It's easy to underestimate the amount of work that goes into it and that's why so many projects start and then never reach significant development. It's really no different than what we saw with Torque, Unity, and more recently UDK and Bigworld. Something like 90% of indie products will never get close to complete as a result of this, even small scale single player games have this same issue. It's magnified with MMOs because they are so much larger projects. The tools are out there though now to give indies a fighting chance, and that's all they can ask for. The rest is up to them.

Everyone talks about this supposed and mythical "WoW Clone" even though there isnt a single game that is a clone of WoW weird. Sure there are a lot of games that share some similarities with World of Warcraft. Just like World of Warcraft shares similarities to the MMO's that came before it. But in order for a MMO to be a "WoW Clone" every part of it must be exactly the same as World of Warcraft, and sadly no MMO fits that description.

I think in general when people call something a WoW Clone they are usually referring to theme park style of gameplay that WoW popularized. The biggest difference between WoW and games that came before it was that quests became the main way to level. It also made gameplay easier and more soloable in previous games. No game is a clone of WoW of course in that regard, but I think those are the main points that people mean when they call something a wow clone.

Those features existed in previous games, but on the same level as WoW. After WoW, they became the standard.

My apologies for the slow response here. We've been in crunch time getting the game ready for a big batch of new testers next month. Someone just pointed out this thread to me.

You will be able to earn plots through normal gameplay. Basically you will need to find an empty plot and use a crafted item to claim it. There will be different crafted items for different plot sizes. What the backers will receive here is the crafted item on launch day which will give them a chance to claim a good spot where they wish to have a home. You don't need to back to have one of these homes, but it will help you claim a good spot. It should also be noted that this is for open world housing, not instanced housing. Instanced housing simply requires paying a fee and being assigned a plot.

That session turned into a marathon 8 hours lasting all the way up to the end of the Kickstarter Campaign. Final Tally was $176,525. Those who have 8 hours of time to spend will be able to catch the replay of this Q&A soon on TwitchTV.
Originally posted by Ozmodan
They have yet to implement much of what they talk about.  Yes they could be extremely efficient developers and get all that stuff in, but not so far, most of it is just placeholders.  I do wish they all the luck in the world in getting that stuff implemented, but reality says they have a difficult road ahead.

That is simply not true. As has been stated repeatedly, all of those features on the Kickstarter features list is already in alpha testing.

@Pegorix: Crafting isn't a clone of SWG or any other game. It was influenced by both Vanguard and SWG. There is a huge different between an A9 and an F0 result though. If your dealing with a fitting stat for example, let's say this stat increased Accuracy by 1% in an F0, the A9 might increase it by 4%. A C5 might be 2.5%.  I'm not sure what the actual values are for that stat, etc, and those of course are all subject to tweaking. But that's gives you the basic idea. Each weapon/armor has 5 fitting slots, so this adds up to make a big difference.

For components it is similar. They may not have stats, but their grade goes into calculating the final product. For things like furniture there are different results you can get based on different grade levels. So you might get one piece of furniture at F0, a better looking one at D2, etc.

While everyone could technically master every skill if they had a ton of time on their hands, each recipe type also has its own mastery level, which also goes into the calculation. To get A9 grade results you are going to need to have high quality components, the appropriate skill, and the appropriate mastery levels. If you wanted to try to do that for every trade skill it's going to take you years. And if the cap was raised just one tier, you've got another huge hill to climb. Meanwhile some guy who has been crafting for a week focusing on specializing in a single component would still be able to make that component just as well as you.

@Katilla:  You can see a more comprehensive list of features in the Greenlight video from a few weeks ago. This one focused mainly on quick cuts of some areas, and features (mounts, sniper scope) that were not shown in that video.
Should be interesting to see what they have in store.
Originally posted by xpiher

You are mistaken. There is no PvE option in the repooultion. The nation building areas, which make up 2/3 of the land mass, are forced PvP areas even on the normal server. These areas also contain the highest concentration of the best mats and may be the only place you can go to get certain mats. If you want to experience the full game, you will be forced to PvP. Their system is no different than EvE in this regard.

This is not completely correct. There are no PvP only materials, though resource spawners in contested areas do have higher concentrations of materials and are intended to be hotspots for PvP activity (protecting your nodes). The full compliment of tiers and PvE content is available in each of the factions protected zones, which each make up 1/3 of the landmass. The other third is primarily contested/nation building areas with some parts of it also being protected for all players in a couple major Rogue cities.

The only thing a player who does not want to venture into contested territory would miss out on is the player created city and associated siege aspects. You can partake in everything else (other than PvP of course) without ever stepping foot into contested soil if you wish. And the protected areas themselves are good sized. There's over 64km to explore there.

Repop encourages players to venture into contested territory. You don't have much to lose. But if a player simply hates PvP they can avoid it completely.

Originally posted by Ozmodan
That is the point, why are they asking for only 200k?  You can't do much MMO wise with that kind of cash.  Has to make you wonder if this is just some big scam.  I actually like their design on paper, the problem I have is what happens when reality hits when they try to code that design?  Probably nothing good.

All of those features on the Kickstarter site (not stretch goals) are already functional in alpha testing. What needs work on Repop at the moment is content and polish.

In general most polls and metrics show players to be pretty evenly split between Action or RPG mechanics, so I'd expect a wide range of responses here. Last polls I saw were 51% RPG, 49% action.

Kickstarter projects from notable developers generally do very well. And while Brad has received a lot of criticism in a lot of MMO site circles, the fact remains that he designed one of the most important MMOs in the history of the genre. While Vanguard wasn't everyones cup of tea, it also has a pretty die hard following among those who enjoyed it. So it's not at all surprising to see him doing well.

I wish him luck. If nothing else it's going to be a game that is quite a bit different from what we've been seeing in the past few years. A throwback title. For old farts like me, that's certainly worth giving it a try.

I think the above post is pretty accurate regarding TOR and Ilum. TOR's performance issues in Ilum were related to design decisions. It wasn't an open world PvP game. They were cinematic heavy and it was mainly a solo or 5 man group game. So for that design it made sense for them to do what they did. They used higher than normal polygon counts, and they offered a ton of different outfit looks. If they had been a PvP centric game they probably would have went for less outfits and the game would have performed much better in large scale combat, though it would have sacrificed in the other areas.

It's a balancing act that each game needs to make on its own. And it's not an easy choice. Players want the customization, but they also want performance. From my standpoint TOR was performant until you started getting to those large scenes.

A quick graphics primer for anyone interested on why the customization hurts. In a single player game characters are using one preset model generally, where in an MMO you have many parts, and those parts can have different texture variations. That means that if you have 5 different visible parts + your face that's a lot of different state changes to render a single character. But where it really becomes an issue is when it comes to large scale battles. Not only does each character now require more texture memory and more draw calls/state changes... but you can't batch render them all. Batch/instanced rendering is much faster, but MMOs with any type of customization can't perform those optimizations.

The more customization you have the worst it gets, because it's less likely two players will be wearing the same outfits, not to mention the escalating texture memory and bandwidth costs. So it's a tough spot for developers. There's no perfect solution. TOR choose a solution which generally worked well for their game. But it failed in the large scale PvP task, yet it gets chastised quite often for that failing, which is unfair imo. I think if they felt open world PvP was a larger part of the game they would have made different design choices. But at launch Ilum was incomplete. It was one of those things I think they likely decided they needed to have because players were requesting it. But it wasn't a core design feature.

Originally posted by shadow9d9
If you want a comparable list, you'd need to have the same parameters to your own.  You can't ask for numbers that are literally completely irrelevant to your situation.  So, do you want a list of those MMOS that asked for 2 kickstarters, exaggerated the date, pushed it back under the same premise of having your hand out a second time?

As you well know Kickstarter has only come into fruition over the past two years, we were one of the early Kickstarter MMOs. Considering the MMO development cycle, it's a loaded question. We were the only of those titles that did Kickstart that was already mid-development. The others were in the concept phase and as a result set dates which have not yet passed. That having been said, as has already been pointed out multiple times we never had a firm launch date, just the estimated date that Kickstarter required. You know this of course. A good bounce back question would be what other MMO has Kickstarted and had a projected launch date that has not yet passed? Or better yet how many MMOs actually launch on their original projection date? In most cases MMOs launch when the publisher decides that it's time to ship them, not when the developer feels its ready.

That having been said, there have been multiple titles that have run multiple crowd funding campaigns. If you want to restrict it to MMOs there haven't been many successful MMO kickstarters. Of those that have Pathfinder and Divergence have both have two Kickstarter/IndieGogo campaigns. The bulk of Kickstarted MMOs turn to an on-site store, however which is the exact same thing except without the time limit. The most successful of those are of course Star Citizen and Shroud of the Avatar. Running an on-site store for a year is no different than running twelve 30 day Kickstarters back to back. It's more convenient for the developers, and they give up a smaller cut. In our case though we wanted the short window to lock down features. You also already know this. So while the first part of your question is loaded (for one the game wasn't technically delayed it just missed a projection made 19 months ago, and for two there isn't a single other Kickstarted MMO to my knowledge which had a launch projection in 2013), just in this above paragraph you have four names that have double dipped. Of course I had already given similar information before, and you would have already known the answer. We aren't afraid to answer anyone's questions. Though at this point it's only feeding the troll so unless there is a legitimate question in there I'm done with your posts.

Your asking me to answer a loaded question, but I have been able to give you an answer. I asked you what should be a very easy one, considering you feel this game won't be out until 2016 and that it's taken so long to come to market. Which MMOs were announced after the Repopulation which have already shipped? Rather than answer that you gave me back a loaded question. Now I've answered your loaded question, but you never answered mine. I won't hold you to answering this, as it's probably time for this dialog to end. Let's just say that if there has been a game that fits that criteria it would be obscure and rare and that Repop's development cycle hasn't been anything out of the ordinary.

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