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All Posts by Laromuss

All Posts by Laromuss

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304 posts found
if the player who killed/pk'd was free from persecution and the law for each time he killed someone then people would still kill people and even more players would die IRL because you've given them an anonymous way to kill people and you've put in a form of a game which desensitizes the horror of actually killing someone in person with no consequences other than he might be a victim one day.  Also you've given the killer a real sense of power over a player's life.  So yes there would be an increase.

combat was very strange at first but once you figure out you could in actuality cheat the card system too allow your skills to become permanent on the 1 -9 button set it then seemed more familiar but by doing so you had to go down a very specific  route to allow cards to be permanent and once they were permanent they took a huge slap in terms of resource management so you had to by default continue down the route to remove the negative aspects of having permanent cards.  For myself why would I risk random card drawing when I can build exactly what I want and have the card called whenever it was ready?   As soon as people figure this out it really removes any aspect of an innovative card combat system since this route was much more efficient and allowed you to play combat exactly the way you wanted.  Though I could be wrong but it seems to make combat much easier and not random card drawing.  In pvp I would assume having what you want when you want will defeat one with a set of cards on random chance of duration and draw, unless I'm missing something here?

I really do hope the visuals improve as they are just generic and boring in my opinion they remind me of when I read an old science book and you get those horribly drawn pictures of humans, animals etc that are just so generic you cant stand to look at it any more but again that's my opinion.  Also animations I hope they improve as well it just kills me to see horrible animations in a game albeit in a alpha/beta build it will require some major improvments.7

Originally posted by ryvendark
Ok I had no idea what you were talking about but after reading the site you linked I have to wonder if you did ?  I mean congrats on seeing through the "scam" but might want to actually read what he posted on his all the way to the end.

yah anyone can say anything about his credentials about having experience etc.  Until they prove it, its just writing on the wall that proves nothing.  If he actually had experience in the industry he would know its a very small tight knit community, I've worked with many people, made tons of contacts and my boss who''s probably one of the most connected persons in the community in Vancouver specifically and other areas as well, has contacts that can can verify his identity fairly quickly and his experience if any.  By doing what he did I can tell you if he ever came to Vancouver of heard of his name pop up he would quickly be blacklisted as someone like that is not to be trusted.

Anyways I do apologize for being too straight forward and mean towards him but as someone who makes a living in the industry it really hits home cause I've seen amazing people who follow the rules and work so hard but lose their work and  then go indie trying to promote their work the proper way and then have others who fake a site to take away attention from someone who is trying to make an honest living.  

next time if there is a next time i'll be more polite and just ask for credentials instead.

Originally posted by Thupli
Originally posted by Laromuss

 Like I said the site was unprofessional, nonsensical, he had no screens and when I called out him on his art assets he never had any and the company that owned the assets contacted him warning him to take down illegal use of art assets.  Now his site has been redone to say that he LIED, hes admitted there is no game, just him and a friend sitting down thinking of ideas, I really hope no one gave money to this guy and fell for his con.  

I love hearing about great ideas but this was obviously a joke and a warning to all that don't be taken by people like Calor.  Any professional or indie company would have had tons of examples of work, alpha footage etc.  

Anyways check out the site and read his admitted lie.


You were a jerk in that thread, and you are still not too sharp.


You should read the link you just posted.  Just.... LOL at you.

whatever, at least i didn't make some shit site to scam people then pretend it was for research for some mmo unbiased site about mmos.  Yup i'm sure it was his plan all along.  

 Like I said the site was unprofessional, nonsensical, he had no screens and when I called out him on his art assets he never had any and the company that owned the assets contacted him warning him to take down illegal use of art assets.  Now his site has been redone to say that he LIED, hes admitted there is no game, just him and a friend sitting down thinking of ideas, I really hope no one gave money to this guy and fell for his con.  

I love hearing about great ideas but this was obviously a joke and a warning to all that don't be taken by people like Calor.  Any professional or indie company would have had tons of examples of work, alpha footage etc.  

Anyways check out the site and read his admitted lie.


thanks for removing the images from your webpage, as an artist it really makes me mad when people use my work without my consent.
Originally posted by Maelwydd
Originally posted by Laromuss

funny story i've contacted the people who own the art work that you have displayed on your website and they are contacting you right now about how you have not had their permission to use any of it.   Conversation can be seen here as I ask the owners of their art work.¬if_t=share_comment

If the assets are purchased from the unity store what sort of extra permission is needed?

the real question is if Calor can produce a license for all the models that are on his site, since he would need one just to own them and just cause he owns the license as the owner said , he would need to do his own renders and not use his images which the website contains all images ripped from the unity store website.  Why not render your own images instead of taking them from the store site?

funny story i've contacted the people who own the art work that you have displayed on your website and they are contacting you right now about how you have not had their permission to use any of it.   Conversation can be seen here as I ask the owners of their art work.¬if_t=share_comment


click on the image and see the conversation with owners of art work. Their web page/ face book   is  and if you go to posts to page you will see the conversation for yourself.

Originally posted by macwood
Originally posted by Maelwydd
Originally posted by Vrika

The game's webpage does not have any info about the devs or organization behind the game. reveals that was registered 4 days ago to Peter Cedesse in Nicaragua.

On their homepage they have several dev journals that are dated before the webpage was even registered.

I claim this project is a well made scam.

How much have they scammed from you so far or are you just making shit up?

Jesus it is no wonder we don't get many independents any more as the playerbase is totally fucked up!


He is telling the truth

lol tried calling the admin phone number to the person who registered the site, the number doesn't even exist.  For a site that was created 3 days ago sure seems odd the person who registered it doesn't have a proper contact number.

reading through your site and your "game" ideas, there is so much nonsense and a lot of times the information doesn't even make sense and a lot of times just goes of on tangents.  Please some one read this and tell me if this has and detail that actually explains how you will actually be dealing with these supposed problems that are encountered in the typical mmorpg.  The offline section doesn't even make sense its just a bunch of ideas that wouldn't work in any mmo, how is a player going to terraform his land offline?  How is he going to write books with knowledge that he has none of since he is offline ?   In the exploitation area you talk about how you think you're going to fix exploits, marcroing, cheating etc but you talk about it but still there is nothing in there that actually tells us how it will be fixed, you give us a paragraph of nonsensical information and an experience you have then leave with some questions that have no relevance to the actual subject matter.  In fact all the information about the game is so generic, so nonsensical in other areas.  If the goal is to show off the design doc of the game then this is most unprofessional way to do it, as it comes no where near what a real design of a game or mmo would be.  All there is, is ideas of a game that are so vague,  at time contradicting, confusing.  

As someone said earlier where are the sceens of gameplay, if you're 1 year away from release there would still be a ton of concept art, designs, models, early gameplay prototypes.  For example look a camelot unchained they have everything that is needed to prove that they are creating an actual game and they are still a long way from being fully released.   Look at Star Citizen they have had information from the very beginning.   You excuse for being on the down low is in my eyes an excuse to hid the fact there isn't anything to show,  any game that is one year away from release would have a lot more than you have.  I've worked in the industry and there are no excuses for not being prepared even if you're on the downlow trying to keep the hype low which i don't believe for one moment.  Please prove me wrong but as it stands what you have as a website is just downright a joke and embarrassing.  To put a link out for money also at this stage is just laughable even if it's an option, as you said and i'm quoting " And before someone asks if we can really develop a game for $5 per month, the answer is easily. We have been doing it for the past couple years for free and our only costs of the game once we go live scales with the number of players.  We also have a couple of other revenue sources involving the game that do not directly involve players that help us to develop the game faster, which I will maybe talk about in a future dev note.."  so why do you need money from players subscribing at this point when you just said that you only need money once it goes live.  

please again I say prove me wrong cause there is nothing here that says or even remotely rings MMORPG.

Please read below and tell me if it makes sense, these are some of the examples of just generic, nonsensical writing that is not near anything that I've seen as design or design process.


One thing we really wanted to bring to Holdpoint Online was a sense that your character is alive, always doing something and an important part of the community.  The other part is that we wanted to give players a way to advance their character a little bit even if they couldn´t log in.  At launch, there will be four things that players can perform while offline and these activities can only be performed offline.  These will be set up in 12 hour blocks with a maximum of 48 hours of activities queued (4 blocks). Players can set up the same activity to run for each block, or have 4 different activity or any combination.

The first activity is fortification and can be performed either on the main city, or the player´s individual fort.  This activity involves simply taking a log and applying it to the outer wall, which increases the overall wall strength. If the player is fortifying the city walls, the log will come from the cities resources, if they are strengthening their own fort, the log must be located in the player´s fort´s storehouse.   In either case, the player´s skill in fortification will determine how much strength is added to the wall with each log.   

The second activity is terraforming.  This is process of clearing trees and rocks from an area of the map and flattening the terrain. Players will need to terraform land before they can build their fort on it.  After their fort is built, they can continue to terraform the land surrounding their fort in order to increase the effectiveness of the archery skill of the hirelings within the fort (better and longer shooting lanes and preventing rocks and trees from being used as cover by creatures)


The final two activities go together.  Once players have raised any of their skills by a decent amount, that player can use their offline time writing a book about how to perform that skill.  Writing is a skill in itself, so you could technically write a book about how to write books.  The amount of knowledge you can put into your book is based on your skill level of the ability you are writing about, as well as your actual skill in writing.  

So, just to use some fake numbers.  A person with 50 in mining and 10 in writing might produce a book that has a knowledge value of 4 in mining.  That book can then be used by other players to raise their skill in mining by a maximum of 4 points.  Books created by players can be sold to the bookstore or given to other players.  Important note, books have durability, but are not destroyed after a single use.  The collection available in the bookstore should increase over time, both in the number of books, and the knowledge contained in those books

The last offline activity available at launch is reading books.  Another player can either give you a book, or you can purchase (and later resell) from the bookstore. Each book will have a skill, and a maximum knowledge value.  The amount of skill points you receive from a book is based on the knowledge value of the book, your skill in reading, and your current level in the skill you are trying to learn.  Skill gains from reading books drop off rapidly as your own skill in that ability increases.  A person with 50 in mining with a writing skill of 10 would be able to teach very little to a person with a mining skill of 90, even if that player is a great reader.


One problem that many MMORPGs face is how to allow new players to catch up and not be eternally behind players who play frequently or from the beginning.  The truth is, there should always be a reward for dedicated and long-time players, but it shouldn´t feel punitive to new players.  With that in mind, we are going to launch our game with one direct system to aid casual and new players, we are calling this the zero buff system.  The system works simply enough.  A portion of players with the highest total skill points will become the zero group.   Let´s say we use 10 players to form our zero group and each of them have around 800 total skill points.  Any players not in the zero group will receive a bonus to their skill gains depending on how far they are behind the zero group (the zero group is so named because their buff will be 0).  So if the zero group is around 800 skill points, a player with 750 skill points might get a .5% increase in skill gains, while a new player would get the maximum of 10%.  Of course skill gains will come quickly to that new player, so the buff will decrease over time which prevents the new player from ever using it to catch older players.  We hope there will be two side benefits of the system.  The first is that being a zero is seen as a small badge of honor.  The other is that casual players and really anyone else who receives the buff will be happy that there are more hardcore players, because it increases their personal skill gains.


There are a couple other features that will aid new players directly.  As mentioned above, as the game gets older, the number and strength of skill books available in the bookstore will grow.  Another really important aspect is that older players will be carving the way.  If a player joins after 6 months, they will immediately gain all the benefits of the main city that the original players didn´t have when they started.  Things like the magic and followers systems will be much stronger as the game gets older and players build up the main city.  Also, the main city should have better protections, which means new players will not have to donate nearly as many resources to city projects as older players had to do when they first started.


With any skill based system, one of the most important, if not THE most important aspect is to reduce exploits, macroing, or just unnatural gameplay.  We define unnatural gameplay simply as performing any action, one or more times, solely for the purpose of gaining skill points.  This is not allowed in Holdpoint Online.  I will give you an example from a game I played a couple years ago. I started a few weeks after the game launched, I created my character and logged in.  The very first thing I saw once logged in was dozens of characters either shooting fireballs into the air, or attacking trees.  Almost all were unattended macroing, but a few were doing it while chatting. After a few weeks more, the devs decided that unattended macroing was not allowed, but as long as the players were there and chatting, it was ok, even if they were attacking trees for skill gains.  At Holdpoint Online, we are going to do anything within our power to prevent players from feeling like it is necessary to ´train´ a skill before actually using it in a live environment.  While exploiting and macroing are easy to spot and deal with, unnatural gameplay is a bit more nuanced.  Here are some easy questions to ask.   Are you throwing away resources, gold or time only to get skill gains with no other real benefit to the action?  Are you purposefully putting the life of your character in danger for the sole purpose of skill gains? 

We have spent a lot of time and resources in creating tools that will spot unnatural gameplay and zoom our GMs to that players location.  Our hope is that with the lack of milestones, and with basements in place that prevent skills from feeling useless at low levels, we can reduce the desirability of players to ´train´ skills.  The other part is that we are trying to create as compelling of gameplay as possible so that players are having fun just playing the game without focusing on numbers on a character screen.

Of course that is the holy grail of all games that use a skill system and we are not naive enough to think it will work for all players.  For those players, we hope our detection methods and punishments are strong enough to deter that type of gameplay.  And trust me, we spent a lot of time on this. We are constantly going down our list of skills trying to find methods players will use to train those skills unnaturally.  In the case of macroers or exploiters, punishment generally will be zeroing of all skills and loss of all inventory (basically the character starts completely over) as a first warning.  For those that are obviously playing the game unnaturally and abusing something in the game, the punishment will be zeroing the skill they are trying to train.  For players who are performing borderline activities that appear to be unnatural, they will get kicked from the game and be forced to read and acknowledge our policies regarding unnatural gameplay before entering the game again.  

In closing, We are well aware that many skill based games in the past have encouraged, or at least partially required unnatural gameplay to raise skills to a playable level, therefore many of our players may be coming to Holdpoint Online with those expectations. We hope we can show players it is not needed here as well as warn them of the punishments if they try, but always being mindful of the fact that for most players, this is not their first MMORPG.  Trust me, I have been there.  I spent many hours parrying against a bladespirit under stairs, or ´sail north´ while playing a harp, or best of all, stealing countless daggers from my own packhorse..  We do not want our game to require any of that, but we understand it will be a hurdle for us to show players that it doesn´t.

this game doesn't require you to min max, its made so that no matter what you play you can play it to your own accord and enjoy the game.  There are a ton of builds each have very useful abilities/uses.  I'm sure there will be top builds but those will be very very specific and will possibly narrow gameplay variety.  

I don't know about you but when I play a game to enjoy it I don't worry about being the best of the best, etc.   I play it to immerse myself, play with friends and explore fun new builds that make the game more enjoyable since they may give a whole new way to combat or non combat.  I think the one thing everyone forgets is, is to have fun and just play it.  That is one of the very top reasons why players burn out so quickly they're just not having fun their own pace, the best part about the journey of any game is the time you spend getting to the end and not the end.  

Everything the OP has problems with is a preference not a requirement, in a lot of the cases he's had problems looking through the menu options and turning on certain elements will solve the problem.  While other issues of finding vendors, crafting etc, is an issue easily solved by remembering stuff, a little bit of memorization doesn't hurt in fact it gets the player to learn to work for stuff instead of throwing everything in your face and giving you a I WIN button.  FYI if you want to see other players names turn it on in the options, it goes to say you didn't spend any time exploring anything and just figured they would just give you everything,  try making an effort and you might actually enjoy the game.  

Clunky combat?  Are you sure you're playing the same game as everyone else is?  The combat is so smooth, quick, reactive  with so many options at how a combat encounter can follow through.

And yes this is still early on and as the game progresses there may be more changes based on player feedback of the majority without ruining the core mechanics and gameplay of the game.  

Gnomon Competition is on again, this month's theme is a fantasy helmet.  Since ESO is pretty popular these days I've created a helmet inspired by ESO for the contest entry.  Head over to gnomon 3D contest forum to check out all the other participant's entries.  Click on the thumbnails to see the bigger versions of the pics.  Question, comments etc are always welcome.

FIrst person to figure out what I do or have done previously for a living gets a beta key to ESO.  This time I truly do have an extra key, I made sure to read the email properly lol.   Any ways hints to my career are in my signarture.

Hey all,

got one free ESO beta key to giveaway to the first person who can answer this riddle.  There is a man laying in the middle of the desert  next to a rock, he's definitely not moved for awhile and may be dead.  There is nothing around him for mile and miles and there are no footprints, no airtraffic and no vehicles in sight.   How did he get there and who is he?  

The beta runs this friday to monday.  First to answer correctly wins the key

the simplest and most straight forward definition of a Sandbox MMO is when the developer provides the user/player a set of core  tools which allows him to create (their own adventure, their own armor, map gameplay, is able to leverage or augment the core gameplay etc)   
Great visuals, a bit on the stale side sometimes due to the imitated realsim but of course visuals don't make core and map gameplay which this game lacks.
Kid deserves whatever punishments comes.  Even though it was a joke it wasn't a very funny Joke at all with all the shootings that will and have happened.  The thing with the internet, ingame etc.  There is no real way to tell if it is a joke or not even with a JK ending.  
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