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All Posts by Cname

All Posts by Cname

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91 posts found
Originally posted by caetftl

What's scary is that the people who are objective about the stats are the ones that are wrong until proven right, while the ones who are completely misinformed and are spreading that misinformation are the ones given the benefit of the doubt.

NOWHERE does it say the census is listing accounts per server at the original source of the census.  Anyone that can read chinese characters can verify this.

Actually most non-casual Chinese gamers understood the term "population survey" in the original article as a census of characters as opposed to accounts.

They don't need further clarification, no more than regular MMORPG players need to be explained what the abbreviation PvP stands for. 

To backup what I said,  here is the link to actual site where all the stats originally came from (not 17173,com btw):

http://static.gw2sns.com/subject/server-cn/

You can see the figures include class distribution and gender.

Originally posted by Deyirn

im really disappointed with this game, because i really like asian themed games, but they are all garbage, i dont know why the asian developers dont make a complete WoW clone for once, people will whine, but at least the game will be good

FYI, the SWORDSMAN game wasn't very well received even in its home country. 

Maybe you will enjoyed MOONLIGHT BLADE more:

http://www.youtube.com/watch?v=KLQ22aF_SS4

8 schools (styles), 10 professions with interdependent crafting and 4 faction territorial war for endgame.

Tencent is planning a roadshow for it in the US later this year so maybe it will the first MMORPG it will localized for the West.

Originally posted by orionblack

I have been thinking about this..and what I say is keep it simple...How about an mmo with 2 modes?? 

Like one mode would be your typical mmo mode (sandbox or other) and the second mode would be an arcade style...Just a rough suggestion. ^^

Actually that is exactly what Age of Wushu implemented for their upcoming expansion Path of Chivalry in China (not to be confused with older version deployed recently on US servers).

The core MMO mode remain the same but players could switch to free roam adventure mode with maximum of 10 random players per 20 sq km in new maps and enhanced battle system for different experience.   

Originally posted by DangerNobuo 

The game has been improved what has to be at least 300% from the new expansion.

At least in a new player's point of view. It actually feels like a quality game now.

I highly recommend that anyone who tried Age of Wushu and couldn't get into it make a new character and start with the Tempest of Strife storyline.

Keep in mind though some of the translations are still sketchy but they still get the point across (this sometimes makes it more entertaining because it feels like a poorly translated kung-fu movie). Plus with the auto-pathing system you shouldn't have any problems.

See you in Wushu!

Glad you and others enjoy the new expansion.

For those who played the native (Chinese) version, Tempest of Strife (ToS) is a many months old expansion so all our excitement is on the forthcoming Path of Chivarly (PoC) expansion out in less than 3 months 

The developer indicated that it will take at least 4 months to translate new material in PoC to English after it is released in China.  

Here is a peek on what we can expected in AoW: PoC

Total  size of game world in PoC will be  about 800 sq km versus 97 sq km in ToS (non-seamless world but zone maps can be up to 4000-5000m per map edge or 20 sq km in size)

Around 700 sq km of the world is in free-roam wilderness when a player takes a adventure journey beyond the existing core AoW world from their personal housing.

A maximum of 10 players can randomly matched per dynamic layer in a map zone. The new maps are designed to cater for low player density and personal stories.

Players in adventure mode inherits all consequences (personal, moral and faction imposed) occured in core gameplay but these are are modified by a "precept" ruleset. Beyond this restriction, player can freely PvP and pursuit other activities they inclined - exploration, farming for resources or PvE. 

There are no safe zones in wilderness and placement of resources in the wilderness map zones are partially randomized and respawn very slowly or not at all.

New weapon types like whip, axe will be added with exotic weapons to be followed.  

AoW: PoC will received an updated graphics engine and the expansion will have more than 10Gb of new content.

Originally posted by laokoko
Originally posted by DamonVile
Originally posted by laokoko

That data seemed not very accurate.  NCSoft actually release their financial report. 

There is no way lineage make that much revenue from micro transaction.  They dont' even make that much in total sales including subscription.  And revenue != sales.

I dont' even know how they get all those data from. 

They explain why it's on the chart at all and where the money came from....read it.

I'm not sure where you want me to read.  Base on the NCsoft financial report.  The 257$ million consist of both subscription and microtransaction.  But the list state it only consist of microtransaction revenue.

You don't think that's wrong?

That's why I question the accuracy of the chart.  They didn't even quote or state where their information come from.

Just because a random internet website states some number dont' mean you actually need to believe it.

Not commenting on how accurate the chart is but here's a reasoning why the discrepancy between the reports that maybe plausible...

For argument sake, let's assume the SuperData report for Lineage I is indeed only for the microtransaction market segment.

So the revenue listed would be earnings for the all publishers of Lineage I worldwide, not just NCSoft (which would be just the main publisher).

In China, Lineage I is published by Tencent using the F2P microtransaction model. This revenue would have to share between the local publisher (Tencent) and the developer (NCSoft).

So, in the NCSoft financial report, the revenue for Lineage I listed would be missing the portion which is earned by Tencent and other publishers NCsoft licensed to...

Btw, the current NCsoft financial report on Lineage you quoted only gave figures up to September 2013 for now, so a direct comparison isn't possible.

Huh? Isn't this game listed in mmorpg.com itself as being "final released" as far back as 1999?

http://www.mmorpg.com/gamelist.cfm/game/190/Ogre-Island.html

That is way, way, back before many of us is aware of this site or even what an MMORPG is. 

Maybe even before Suzie is a staff here

Is this the start of some new trend?

Market ancient 15 years old game as new kickstarter = PROFIT 
 

Originally posted by alexanys1982
Thats a pretty big deal...any details on how you get a house? Is it instanced? phased? Open world? Do you have to pvp for them or just pay lots of silver? gold from cash shop perhaps?

Unfortunately I don't know the details your asked.

For the moment, we only know  that there will be at least "several types of player housing" with "different scenery" (e.g. beach location, mountain location etc).   

Originally posted by Hotcell

I'm impressed... didn't understand a thing, but it was very well made.

Keep it up!

For a better understanding of the motivation of the Rootless protagonist see the subtitled videos I posted on earlier thread:

http://www.mmorpg.com/gamelist.cfm/game/749/view/forums/thread/397825/Age-of-Wushu-Machinima-Series-EP3-The-Healer-Class.html

The events of Rootless video (EP2) took place between EP3 part 1 and EP3 part2. The story concludes in EP4 which introduce the Xu Manor player faction.

Interestingly, in both EP2 and 3, the protagonist was simply credited as the "male protoganist" - he remained unamed until EP4 when we learn that his name is "Lin Qing Yuan".

Originally posted by Foomerang

Nice thanks for the EvE vid. I counted about 200 ships on screen. PS2 vids, sorry, only saw about 10-15 players on your screen at one time. Tera online saw about 70+ in the last vid. Im not talking about how many people "were there" at these events, Im talking about how many you can actually see on your screen. The UO ones are great lol 2D. guess I should have specified.

Tencent's 3D MMORPG YL Online claims to support thousands of  players PvP on screen during national battles which can last up to 24 hours or more.   

Each server support up to 10,000 players. 

It is difficult to get an exact count in the video below, so you have to take their word for it.

http://youtu.be/2AJLYYe8np4

 

Originally posted by biblestudy
Originally posted by Talemire
Prayer is the absolute best thing that can be done for him. God hears prayer, folks! :)

Except for, you know, things that can actually help.  Like chemotherapy and radiation.

Get well soon, Ron!

Being a stage 4 cancer survivor myself and experienced all three things listed above I can testify that they do work. 

Don't give up hope, Ron.

Learn and understand the medical terms, speak to doctors and survivors to get answers and opinions. Decide course of treatment and fight on!   

 

Originally posted by Amaranthar
Originally posted by Cname

Moonlight Blade's solution for the collect bounty by friend scam is a triple-blind system: http://www.mmorpg.com/discussion2.cfm/post/6108800

A would be bounty killer is not informed of the identity of the targeted person until he is successful tracked and found. The mission system also provide better chance for a lower level bounty killer to take down a higher level griefer than normal PvP.

In addition, a bounty killer need pay up a substantial deposit to take a bounty, which is forfeited if he failed to make the killing in time. The mission time is frozen whenever the target when offline.

The PKer killed by a bounty killer is given a significant debuff making him more susceptible to other punishment system if his infamy is high eg caught by other players playing roles of city guards.

That's interesting, but I don't see why the extended system. I mean, it's the same thing as having stat loss for PKers when they are tracked down and punished. Why do you even need to hide their identity if the punishment actually works to detour such PK actions on a wide scale?

And that is what a good game design should be after. A punishment for PKing that causes players to weigh the balances of whether it's worth it or not. And by "worth it" to PK, I'm thinking of a game where there are freeform things going on in the world all the time, and conflicting goals that may require a little muscle from time to time. For example, two different clerics of different deities both after the same artifact for their respective temples, giving them reason to risk some stat loss or making enemies.

I think in such cases, any stat loss should be minor, and let larger stat losses build up for more quantities of PKing. Let players have this option of natural and fluid conflict, let them go to war if it gets into more conflict, but let those who just kill repeatedly for no other reason face the growing "debt to society" of larger and hurtful stat losses.

The triple-blind protocol prevents two parties from working together in collusion to exploit the system.

In most forced PvP game, malicous PKers could run away and avoid battle if they see the odds or location are against them - and then returning to strike hapless victim later after the law enforcers have left.

A contracted bounty killer can choose to cloak and approached the mission target in stealth mode or covertly in the open (e.g. the bounty killer can form a party with the unsuspecting target and choose to attack the target when his HP is low).

In MB, part of the gameplay does involve certain type of players stalking and preying on treasure diggers, robbing their of their artifacts. Such robbers would gain infamy for PKing and can be targeted by bounty killers.

Originally posted by Amaranthar

So what happens here? PKer knocks you out, you put a bounty on them with your own funds? UO tried that and PKers got a friend to kill them and collect the bounty (supplied by the original victim), the PKer and friend split the bounty. PKer doesn't really suffer any loss for being killed, and gets part of the bounty. Is there any difference in this system? If there's "down time" for the PKer character, can he simply play another character, or macro while sleeping to work off the time?

Moonlight Blade's solution for the collect bounty by friend scam is a triple-blind system: http://www.mmorpg.com/discussion2.cfm/post/6108800

A would be bounty killer is not informed of the identity of the targeted person until he is successful tracked and found. The mission system also provide better chance for a lower level bounty killer to take down a higher level griefer than normal PvP.

In addition, a bounty killer need pay up a substantial deposit to take a bounty, which is forfeited if he failed to make the killing in time. The mission time is frozen whenever the target when offline.

The PKer killed by a bounty killer is given a significant debuff making him more susceptible to other punishment system if his infamy is high eg caught by other players playing roles of city guards.

Originally posted by Loktofeit
I used to play back when it was under SOE. Were those accounts transferred over or do I need to start a new account?

For those who missed the account transfer period early this year (2013), I think it is now too late to retrieve your old SOE PoTBS accounts.

Originally posted by Jean-Luc_Picard

Being able to kill anyone, and specially weaker players, just "because you can", is not only bad for the game since it stops new players from joining, but it's also irrealistic. Even in the Middle Ages of our real world Earth, you couldn't just run around killing random people and expect no consequences. Someone who started to kill the weakest (kids and women) back then had a very high risk to end  empalled on some spike or with his head mounted on the walls of a castle. And that's why all those games fail hard.

To me, a good game with world PvP should encourage PvP with a goal (defend your faction, etc...) and very harshly discourage mindless murdering. And by very harsh, I mean the life of a criminal should be pure nightmare, hunted by everyone, unable to access most cities, etc... then, and only then, such a game will have a public larger than just a small niche of masochists and griefers. Players who murder everyone in sight including their own faction should be removed from the game for a long time when caught, removed meaning unable to kill more.

Moonlight Blade, Tencent's competitor to Age of Wushu has all of AoW's punishment system plus a innovative triple-blind bounty killer revenge system against player killers.

Vengeful players (or in extreme criminal cases, by the game system itself) can place an anonymous bounty for have a griefer killed in revenge. Limited details of the target is given but the identity of the target would not revealed initially.

The fun part for the bounty killer is that  he will be given a special one use "cloak and dagger" and "first strike" abilities for PvP and must tracked the unidentified (and unsuspecting) target across the land.

As the bounty killer get within range of the target, the identity of the target is disclosed to him - at the same time the target is given a hint by the system that a bounty killer is nearby.

Under the Moonlight Blade system, the bounty killer could find himself tasked to kill his closest in-game friend or guild mate.

The griefer may get his comeuppance anywhere - even if he is currently imprisoned in a jail, serving a sentence for other crimes. The consequence for the griefer slained in battle by a bounty killer is a duration of severe debuff.

On the other side of the coin, masochists who have a long series of victories against  ill-fated bounty killers would be awarded a title of achievement  in game      

A small compilation of in-game images captured by players in Chinese version of AoW: 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

One of the upcoming features in 2014 announced recently for AoW in China is player housing.

No much details are provided for now except that players will be able to decorate their piece of land / housing and also receive buffs wheing doing their cultivation and crafting there.

My guess is that the indoor scene of player housing will be similar to what  we see in a ingame wedding banquet (pictured below) but with more sophiscated interactions.

[mod edit]

For what it's worth, a formal companion system, which allow "bromance" and "womance" relationships will be in a future AoW version next year or earlier. 

Originally posted by skeaser

Rift is F2P...

Not for those affected Russian players.

Both Rift Russia and Rift China were run using the subscription model and never transited to a F2P model before they are closed.

Originally posted by bcbully

Legend of Condor Heroes (the novel) is the setting and inspiration for Age of Wushu. In my opinion this will be more helpful to you than any tutorial.

Wushu/Martial arts fans enjoy 

50 part Legend of Condor Heroes series

edit- Cname please feel free to add :)

Sad to say, the watered down lore in AoW is quite bland and Snailgame's adaptation and presentation of stories I often found lacking  

     

Originally posted by aRtFuLThinG

Sometimes those Chinese mythical martial artist names sounds so bad after being translated into English for some reason lol :P

"Western Poison" sounds awesome when it is in original chinese, it is a 2 syllable word. However in English it is a 4 syllable word and sounds like a chemist, lol.

In English, we can just call him "Venom" for better effect 

The five champions of Mount Hua are usually represented by a 11 syllable phrase in Chinese  - I  would translate this to English as such:

Behold, the
Evil of the east,
Venom of the west;
King of the south,
Tramp of the north;
and in the center, the Prescient-one  
 

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