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All Posts by Vhaln

All Posts by Vhaln

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2295 posts found
Originally posted by FredomSekerZ
Originally posted by Rightlov
Originally posted by DaSpack

Closed Beta version 0.9 is out now. And I have heard (or read :P) that the testers responses are outrageously positive. Combat and animations have gotten some changes.

Blood effects, new sounds (fancy sound when you crit/penetrate), new damagenumber pop-ups (much better when you crit/penetrate), new state-indicator pop-ups, camera-shake in combat, new animations (pistols have gone from my least favorite to my favorite weapon! - very nice changes). Combat feels completely different - much more responsive, smooth and engaging.

And that's just the combat. A lot of additional changes all way around.

I liked the game before this patch - but it obviously had it's flaws, especially with combat; and I'd understand why one wouldn't like the game. This update has really done wonders! - changed and fixed stuff very few of the betatesters thought was possible at this stage. I'm impressed.

Sounds good. I hope those changes are added to the next open betas to cause better impressions.

 

Me too, I'll be giving it a second chance...

 

The concepts behind DayZ are what's missing from most of the video games industry, these days.

This is why I quit the game, before even giving it a chance.  I'd just finished installing the damn thing, of course I had no idea how to play.  I was even kicked, just for spectating, trying to figure out what the hell was going on.  I have no idea if its any good, but I have no patience for that nonsense, especially in a game that forces people to play together, right off the bat.

Originally posted by ShakyMo
The beta weekends haven't back fired, they got mostly positive feedback from the beats with 80% of those taking part saying they would buy the game.

Most of the people saying buggy as hell etc.. to my mind weren't even in the beta and are making an "educated" guess based upon Aoc (which was horrible in beta / launch)

The only serious bugs in the beta were the baldy man bug in London, the fight club floor bug and the potion deconstruction exploit.

Performance was very good considering the richness of the environment, I had higher frame rates than gw2 beta (to be fair gw2 is further out) and swtor during its first month. Also handles large groups of players much better than swtor. It wasn't as polished as rift beta though, but its a bloody great huge improvement upon Aoc.

 

I had no problems with bugs or performance.  When I say the game seems unfinished, I'm talking about how a lot of the gameplay, like the combat, seems to have been put on the back burner, and now they're launching before they even get to it.  I've never seen the word "placeholder" used so much, for a game so close to release, before.

 

I was really looking forward to TSW, but trying the beta weekend, I just didn't find it to be any fun.  Maybe I'm in the minority, but I seriously doubt it.  All the complaining doesn't say nearly as much as the general lack of buzz, overall.  I won't be surprised if the game barely breaks 100k box sales in its first month.

 

Originally posted by firefly2003

Welll 100% funded projects that are in the works now are Wasteland 2, Shadowrun, Double Fine Adventure, Lesiure Suit Larry, and a ton of other projects that have been fully funded I guess once the development's complete we will see if any of them pan out I personally have helped fund all the games I did list above. I personally think these will be great games made by gamers. So if the Repopulation Kickstarter is a success who knows we may see it sooner :D

 

Yeah, looking forward to Wasteland2 especially, and I guess so are a lot of other people, as they recieved 3x their target.  It's impressive, but I won't personally consider it a success, until there's a decent game to show for it all.  and maybe even some profit for the devs :)

 

Originally posted by Yalexy

For those having troubles with the announcement made by Funcom...

Original:


Funcom today announced that the company has made a small adjustment to the release date for The Secret World. Due to market reasons, the ship date has been moved by two weeks to July 3rd, with Early Access starting June 29th. The new launch date places The Secret World in a more positive launch window which will benefit the launch of the game.

Translation:


There's more pre-orders then we expected, so we'll delay the release for two weeks. This gives us more time shipping copies to the retailers and have everyone get their copy at release.

Marketing language isn't that hard to understand, is it?

;)

 

Is this sarcasm?  Looks to me more like just the opposite.  They're getting less pre-orders than they'd hoped for, and now they're hoping that ramping up the hype machine might help..  

 

Think the beta weekends have probably backfired, and some extra marketting isn't going to make up for it.  Instead of blowing money on ads, they should consider a more serious delay, so that they can revamp the combat aesthetics.

 

Have there been any Kickstarter success stories, yet?  I've only just started hearing about it, but I have no idea how long its been around.   If it's as new as I think it is, though, its way too soon for that.  I look forward to seeing if it does produce some good games..

Originally posted by Jyiiga

I bought TERA cause it was on sale today for half price. So far I find it to be the opposite of what my friends and the site have told me. Everyone and everything screamed action MMO.. Yet I feel rooted in place when doing 90% of the moves in the game.

Can't move and swing a great sword.

Can't move and fire an arrow.

After coming off the GW2 betas.. This feels like a step in reverse for me.

-shrug- I am going to keep at it for a bit longer.

 

You do move when your perform melee attacks.  It's just that you move forward, so if there's a mob in the way, it stops you.  Try aiming off to the side when you fight.  It's an unusual sort of mobility, but its not as rooted as it seemed to me, at first.

 

(most attacks have a wide enough arc that they still land, even if you're aiming to move around your opponent, instead of right at them.)

Originally posted by Ausare

Do not think I am being smart, but how did WoW allow you off the rails?  I played at the start you went from zone A to B1 or B2, then to C1 or C2, and from there if on PvE where most were to D1 or D2 where you saw people from the other side but did not interact unless you allowed it.  If you tried to go straight to zone D1 or D2 you just got stomped by the mobs. 

I look at Eve where I can go out to the 0.0 with a corp and be useful in ways (mining, frigate of cruiser PvP, missions with people that have been playing longer to be aggro holders).  That to me is off the rails.  Being limited to my zone and my set quests, warzone, or instance to me is on the rails.

You can lump it all together like that, if it's all the same to you, but to me, there is a big difference between

a bunch of quests to choose from, across a variety of different zones, and the option to just ignore quests entirely, and grind, explore, etc, while still progressing through the game.

vs

one questline, in one area you can't even leave and/or can't outlevel, because the game will not progress until you do it.

 

That said, I prefer a more open game that isn't about quests at all, I prefer an even less linear experience, but I'm realistic about it.  I can enjoy games with some linearity.  Some just take it to an extreme, and that seems to be more and more often the case in recent years.

 

Originally posted by teakbois
Originally posted by BullseyeArc1

Lets say its 80k, from what I remember a Dev on SWG saying that 20% play during any given time on average 80k / .20 = 400k.   Theirs about 400k actual players.    Not accounts, accounts could still be 1.2 million.     If all those 400k people had 3 accounts.  

No wonder why thier firing people and putting it on life support already.

Someone said EvE has 50k peak CCU, and thats a 360k sub game.  80k would be SWtOR's average CCU, its peak would probably be double that.  Lowballing it a bit, say 125k, whch by EvEs ratio would be 900k subs.

 

20% is the estimate I'm familiar with, too.  I think EVE might be an exception though, because of its real-time skill progression. Probably has a higher percentage of people who hold onto their accounts, just to keep their skills going up.

Originally posted by Ausare

WoW was all about the story and raid.  The World PvP was not that great and really had limited purpose.  Also as I stated the PvE servers were much more populated.

 

Games have almost always had some story, and that's all WoW started with.  There's a big difference between that, and the modern railed experience of being utterly trapped in the story, and just going through the motions to see it play out in its one linear way.

I think its a trend across all genres.  As gaming becomes more mainstream, they're basically trying to appeal more to average people who prefer passive entertainment like TV and movies, and less to people who prefer interactive entertainment, such as video games.

 

It just happens to make the least amount of sense in an MMO...

Originally posted by Chopsticks

It is like WoW, compared to most games that involve shotguns and assault rifles.  I think the issue is that they might've dont better breaking away from traditional MMO combat more, to fit the modern setting.

Yeah the game has dungeons, therefore it's like WoW. It has hotbars too. Go figure another WoW clone right?

 

Did you read more than the first four words of my post?

 

Originally posted by Mors.Magne
Originally posted by Kaocan
Originally posted by Mors.Magne

When Funcom first designed TSW, I bet the coversation went just like this:

 

Chief Game Designer: It will be an MMORPG in a modern setting inspired by the works of H. P. Lovecarft.

Chief Game Designer's Boss: We don't want to take any risks - the gameplay has to be modelled on World of Warcraft.

Chief Game Designer: Ok.

You should delete all of them, not just the repeats. TSW gameplay isnt like WoW at all, you're just making a troll comment which isnt needed.

 TSW's gameplay is exactly like WoW looking at the video.

It could even be worse than WoW's gameplay - the makers of the video felt they needed to speed up the gameplay several times and use pumping music to make it look exciting.

 

It is like WoW, compared to most games that involve shotguns and assault rifles.  I think the issue is that they might've dont better breaking away from traditional MMO combat more, to fit the modern setting.

Probably, but I'm sure staying up for three days straight didn't help.  Especially if any stimulants were involved.

Originally posted by Mardukk

I just don't think animations are a big deal like some.  I can't imagine not playing a game solely due to lacking/poor animations. 

 

I've been thinking about this, because it makes sense to me, a game shouldn't be judged so much on its animations, but after seeing TSW's, I went from thinking it'd be a AAA contender, to thinking it'll be an indie niche game like Fallen Earth.  

 

My number one gripe with it was how story-centric it is, but the animations are a close second.  If it were only one issue or the other, I'd probably buy it, sad as that may be.  Guess animations are that important to me.

I've only played on PvE servers, but this is the only MMO I've played, where the PvP servers seem to have a lot more players than the PvE servers.  Not just one bustling PvP server, but four of them, and they seem to have more pop than all seven PvE servers combined.

http://tera.enmasse.com/server-status

Anyhow, just think maybe that says something.  I'm not sure what, but something..

 

Originally posted by Creslin321

It was a themepark.  The only folks who will think it is a sandbox probably never played a sandbox, and think that EQ1 was a sandbox.

 

Exactly.  I just wish it were easier to describe what makes a game a sandbox, for people who seem totally confused by the concept.  It is tricky to put into words.

 

Themepark, obviously.  It was all about combat, but it was before themeparks had so much to do with questing.

Originally posted by chelan

what i find 'odd' is that so many find themselves leveling too quickly. i don't. i never have really, except for once perhaps. i incessantly take my time, see the sights. follow the 'useless' side quests, craft, explore, etc.

for me i just always figured i sucked at leveling, but now i realize, its just how i play a game. slowly.

 

For me, it isnt just about my own personal levelling pace.  It also has to do with the players around me, and getting to know people I group with.  There was a time when I formed friendships with people, because we grouped together so often, because we were in the same areas so often.  That just doesn't happen anymore, because of how quickly people speed through content.  

 

I could slow down and just hang out twiddling my thumbs, but that won't bring back the sense of community that slower levelling can help support.

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