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All Posts by Vanshoodie

All Posts by Vanshoodie

2 Pages 1 2 »
34 posts found
Quick review
General Discussion « Panzar
12/31/13 8:22:03 AM
I just heard about this game yesterday. My first response was, Hell Yes I'm Playing It. I agree with the OP, the game is a blast. Combat is different from other action based games. Tons of fun. Only caviat at the moment is there is no NA release. I played for several hours yesterday and progressevily through the night it started taking longer and longer to get in a match. By 9:00 PM CST it had pretty much stopped. Even though I was playing on a EU release I didn't have any lag. My vote is for people to give it  a go. If we can get enough NA players on the EU servers then maybe they will add some here. Or atleast have some matches at all times.
There would have to be some serious checks and balances. No offense to you guys, but I don't have enough faith in people to have a system like that based off a good citizen report. People would try to start griefing people with that system.
Originally posted by meddyck
Somebody explain to me what the difference is between an archer tab-target firing and a caster tab-target firing. I'm not getting why one class would need to use a reticle and the other wouldn't. Just don't make archer damage so powerful that they 1 or 2 shot people like in early DAOC. Then you can have archers play like other classes instead of trying to making them so cumbersome to play that nobody will want to. Reticle targetting in a mass RvR game is retarded. Every class needs to be able to target lock. This update just seems like pandering to people who drool over games like TERA.

This was my first reaction also. Maybe he was just singling out Archers as an example, I dunno. Are they suggesting towards a combat system similar to Neverwinter and other recent games in beta that can't be named where you basically face the mob to acquire target?

This game will require people to be social. No you do not have to craft. There will be crafter classes for that. If you wish to craft you can minor in it but will not be able to master. Crafting is where gear comes from so you will be required to interact with crafters to obtain your gear. Friends would be helpful to have since it will be all open world RVR.
Maybe if the game gets funded, and since a lot of use posting here are backers as well. Maybe a Founders/Backers server could be made at launch so we could all hang since a sense of community is already being developed for CU. I don't know what the target server size is going to be, and I do know that if there are 20k backers they all can't be on the same server. Maybe do 2 if needed. Also maybe let the Founders servers get to test new things as they are developed. Just an idea so hopefully a sense of pride and community can flurish.
FFS all of these negative posts today are becoming annoying.. I am sorry, but damn if you don't like CU then don't pledge. It can't get any more simple than that. If you don't wish to pledge then that is fine, move on and stop spewing garbage. It all boils down to your opinion. Your opinion is'nt fact, your opinion is'nt truth, nor is mine. In my opinion I like the concept of CU, so have others as they have stated and so we have pledged.
Originally posted by MarkJacobs
Originally posted by Vanshoodie
I never really invisioned the TDD to be horned/antlered beings. /shrug Other than that i think it looked great.

A TDD, not necessarily all the TDD. :)

Woo Hoo! I am a huge fan of the Tuatha but never been a fan of character models with horns/tails. Varitey is nice to have though :)

I never really invisioned the TDD to be horned/antlered beings. /shrug Other than that i think it looked great.
Originally posted by Plastic-Metal

I totally want a G-Rated Camelot Unchained.  When my bolt of thunder strikes an enemy dead, I want his body to explode into swarm of beautiful bunnies and colorful frogs.  When a trebuchet fires upon a structure, it's a rainbow of wonder that obliterates the walls.  Instead of slaying the keep lord, we run in and spam /hug.

With your primary ability being a Care Bear Stare!

I am hoping that since they have talked about pride and balance that they won't release anything that could allow people to make addons that could cause unfair advantages. I hope
i have mixed feelings about this lol. If this is opening up so people can make script macros for combat then I will be hugely let down. 
Sure as long as it is for cosmetics, being that people can change a color or move hotbars to their likeing. When it comes to adding macro scripts and other addons that change gameplay i am against it.
There is no reason to get in a panic. Heck it seems most of use take this video as something to get excited over. It is just a demo showing what is possible. Of course there is no need to have 10k fighting over a keep at once.  The largest battles may only be a few hundred at a time. That's saying a lot really considering that it will be an open world enviroment and people will be split up into different areas seiging and defending.  The fact that he has a stripped demo with 10k models on it is amazing. It can only get better from there.
Originally posted by PerfArt
Could someone kindly post the update text here? KS crashes my phone :(


Good afternoon from Andrew! Today’s Kickstarter update is a demo of some graphics tech. And it’s pretty neat, but more importantly it’s necessary. I want to talk a little about why that is. There’s a lot of good engine tech out there, so why roll our own?

First, to make something clear: We’re not going doing everything completely from scratch from the ground up! That’s would be, to put it mildly, suicidal. We’re using someone else’s physics engine. We’re using huge chunks of some very familiar open source for our UI. We’re using some industry-standard networking that allow us to run some well-known programs as part of our stack. We’re still evaluating our audio middleware, but we’re definitely using middleware. 

So what are the parts that we need to do ourselves? Basically, anything that involves scaling up to a whole lot of players at once. There are a lot of engines out there that can do a great job drawing around 100 characters at once, but then they start to lag. I’ve worked with a bunch of engines and/or middleware pieces, and there’s a common reason for that limit. They’re general-purpose tech. They have a lot of flexibility in what you can do with those 100 characters. The trouble is that every bit of flexibility has a tradeoff. In programming, especially optimized game engine programming, building in flexibility adds a cost in performance. There’s a cost to figuring out what you don’t want to do. There’s a cost to every polymorphic virtual function call just to figure out that “no, we don’t need this thing on this character at this time”. There’s a cost to generic data structures that can represent any custom possibility.

For games with 50-100 characters, that’s the right tradeoff. You can spend that time. Flexibility to do what you need, right out of the box, is worth a millisecond or two every frame. But what happens when you multiply that by 10? We’re not going for 50-100 characters in this game; we want to be EPIC. That was something we struggled with in Warhammer Online, where we inherited a renderering system and licensed someone else’s animation system and used a completely stock effects system. They all had great artist-friendly tools to bring whatever vision you had into the game, but by the time you got 200 characters going at once, the total overhead meant the game wasn’t running nearly as well as I would have liked. As I mentioned in the Foundational Principles, none of the shinies mean anything if the gameplay isn’t slick. We. Can. Do. Better.

What that means for us is that we need something purpose-built. We need tech defined not by all the things it can do, but by what we can leave out for this particular game. Think of it as tossing things overboard to lighten a ship, or taking the back seats out of a race car. We’re going to do one thing, but if that’s the only thing we need to do then we can do it really, really well. One of the other programmers here saw the “Electra 10000” demo and said, “I really want to see the code for that!”

The truth is, there’s almost no code to see. But the code that’s there is the right code. It’s a small, clean, straight line that does exactly what’s needed and absolutely no more. That’s part of why it’s feasible to do this ourselves. We don’t need to spend months writing hundreds of thousands of lines of flexible code. We have a clear vision of what we are and aren’t using for this game, and we just need a few smart people to write the little bit of code that we’ll actually use. I’ve spent enough years doing this, and learned enough about the right (and wrong!) ways to put those things together, that I believe we can do that.

But that’s a bold statement to make, so we also made a demo and a video to prove it. There’ll be more of these to come over the next month.


I had a friend that was unsure about pledging. One key factor was the engine and the experiences he has had with massive scale battles. I.e AoC keep battles that lagged so hard, Gw2 using culling as a means to handle huge amounts of characters on the screen. I showed my friend this update and he went and pledged after watching it. I hope these videos have the same effect on others also. :) 
400k! almost 25% of the way there
shall i set up a kickstarter to fund an island kickstarter tier? lol
it has 47k out the gate
$110 purchased!
Had some good stuff... looking forward to next week now!
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