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All Posts by wowclonez

All Posts by wowclonez

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70 posts found
Next Engine!
General Discussion « Divergence
11/17/13 2:38:30 AM

Divergenence Online's new logo:

Thought it was April 1st already, need to get some sleep I guess. This is just horrible, rip off Minecraft and Cubeworld and brand it as your own. I don't care how unique or different the gameplay is, this is pathetic Trion, not to mention ugly. No worries,  as they will fire most of the staff in the first few months of release.
Originally posted by Aldous.Huxley
I actually prefer these character models to EQN's...

My kid has some Legos you can borrow.

Soloers? Is that a word?

 


Originally posted by HanthosHave you been under a rock for the last few years? SWG emulated isn't a F2P game, it's privately emulated. There is no cash shop. The point is that I'm not playing or spending money in any of these wonderful F2P dung piles that you so elegantly claim are the wave of the future. But I get it, you have to try and spin things to support your narrow view.Keep on trollin'...
 

 

I think he just meant the emulator doesn't have a subscription price attached to it and is free if you own the game. A good game is a good game, whether it's free, F2P or paid subscription doesn't really matter to me. The ZOMG EPIC FAIL IT'S F2P thing is pretty dumb, it's free to try, make your opinions based off trying the game first, is all I am saying. No one forces you to spend one penny in F2P games. I can max level in Aion and Conan without paying a penny, it's still pretty much the same game people were paying subscription for years ago, except with more people to play with.


Originally posted by Thorqemada

Also, this game has better Graphics than WoW and i dont know that you gave WoW such a low score...



It's almost 2014, every game should have better graphics than WOW. MMORPG plays a lot of MMOs and their reviews are always spot on. Perfect World is old and non innovative at this point, they need to focus on bringing something new to the table, they can start by starting from scratch.


That's quite funny. You appear to be arguing for the P2P model and yet are boasting about playing a F2P game.
 

They are some jokesters for sure. Just like the last guy boosting about  Final Fantasy subscription, yet the game already failed once with it lol.

Originally posted by Dogblaster

That's the wrong way to look at it, and that's not how it works in The Repopulation. The devs have packages similar to a box fee, so you pay one time for your bag and bank slots. Also they are a  small indie, F2P is the only way they will be able to survive. Every single game that was subscription based  has gone F2P except WOW and EVE, and they can only do so because they released long ago. Conan, LOTRO, RIFT, Secret World, AION, SWTOR, Vanguard, Fallen Earth, Everquest2. TERA... everyone has went F2P. It's actually ridiculous to hear people complain about F2P when almost every mmo already is. I'd rather them be F2P and survive, than charge sub fees like Darkfall and fail, then try to reboot the game when they run out of money/subs. TESO and EQNext will go F2P eventually as well. Subscription merely means, "We will sell boxes and  a monthly subscription fee till money stops coming in, and then go F2P". Haven't you anti-F2P people figured that out yet?

I didnt know FFXI is F2P and FF XIV went f2p too?

You say this as if FFXIV didn't already fail and reboot, remember that? And as if  FFXI wasn't  10+ years old  and almost dead.

 

 


Originally posted by The1ceQueen The trailer looks fine to me, I think I will still be passing on the game though. F2P and cash shop are two things I know I won't like and make or break it for me when choosing to play an Mmorpg, I just prefer the subscription model instead of the cash shop grab. I like my bag space, my bank slots, and my character slots without having to pay for them individually.

 

 


Originally posted by Foomerang Unfortunately, I am in the same boat. I think these guys are really talented and have some good concepts. But I just can't get behind cash shop driven games. I don't want to be solicited while I'm nerding it up in these worlds. I don't want to deal with daily or weekly monetary decisions while I just want to forget about that crap and play a game.

 

That's the wrong way to look at it, and that's not how it works in The Repopulation. The devs have packages similar to a box fee, so you pay one time for your bag and bank slots. Also they are a  small indie, F2P is the only way they will be able to survive. Every single game that was subscription based  has gone F2P except WOW and EVE, and they can only do so because they released long ago. Conan, LOTRO, RIFT, Secret World, AION, SWTOR, Vanguard, Fallen Earth, Everquest2. TERA... everyone has went F2P. It's actually ridiculous to hear people complain about F2P when almost every mmo already is. I'd rather them be F2P and survive, than charge sub fees like Darkfall and fail, then try to reboot the game when they run out of money/subs. TESO and EQNext will go F2P eventually as well. Subscription merely means, "We will sell boxes and  a monthly subscription fee till money stops coming in, and then go F2P". Haven't you anti-F2P people figured that out yet?

Next Engine!
General Discussion « Divergence
10/26/13 10:54:59 AM
Originally posted by ArChWind
Originally posted by wowclonez
The lead dev is very inexperienced. This is like his 4th or 5th engine. He just isn't capable and living a dream. No one sticks around on the project because the guy is an ass hat. This game will never happen, it's been 10 years almost and he is starting over ...AGAIN. Look at a game like The Repopulation, the game keeps getting better and better, they have gameplay video of an actual MMO. You don't see those guy constantly switching engines, they are a small indie too.
Repop switched engines 4 times before finding what would work for them. Of course there is a difference here but the thing with this one is not just switching engines. Repop has the team part which others lack and the willingness to spend 15 years to get there.

They may have, who knows, but not with peoples Kickstarter and Indiegogo money :) .

 

seb8rz wrote: Hi guys I am new on these forums and have been following the development of this game for quite a while now (am a massive fan of SWG). I would like to bring up some points raised on another forum about the future of this game which hopefully one of the devs can answer. Some people believe this game won't succeed because it has an indie dev team with not enough resources for content and overall game development. Once the game is released there are also doubts over the ability of the team to deal with any issues arising due to the lack of funding and therefore manpower. For a game of this complexity how does the dev team plan to deliver a high quality game (I am hoping for a modern version of SWG without the bugs) without the kind of resources enjoyed by other game development studios? Is there any way for fans to invest in the game or does A&B already have plans to obtain the necessary funding?

 


The Repopulation Dev Responds with:


With regards to support, it's almost certain that we will sign with a publisher prior to launch in order to handle the support, backend, localization, billing, etc. That just makes a lot of sense for everyone involved. I say almost, because it's also possible that we piecemail this approach to third parties, but the most likely route is via a publisher.

With regards to budget, we'd certainly like to have more money available. It would make certain things (content primarily) a lot easier on us. We currently have the early adopter program (https://therepopulation.com/index.php/early-adopter ) which allows players to purchase preorders or perks now at a discounted rate and aids the product significantly. Generally if you get an investment from a publisher, they are most often going to insist on creative control or owning the IP. There has been quite a bit of publisher interest in the game, but we need to find a situation that is best for the product and for the players. Receiving a larger budget, but losing control of the product and seeing a publisher turn it into a theme park game, for example wouldn't really benefit the player base. So if we do receive any external capitol, it would need to be on terms that we can agree to. Otherwise we would pick a publisher based solely on marketing, hosting, support, and localization, and fund through crowd-funding or privately.

That having been said, Repop was designed with a small team in mind. Art and feature wise the game is already way too far along for that to really be an issue. What the game is lacking at the moment is polish and content. And those are areas where a larger budget would be helpful. We have designed the game to minimize the requirements needed in a lot of areas. A lot of what we do is generated, which allows us to get by with less stories and than a theme park would need, because we can reuse a lot of them. Same applies across the board, many of our engagements, dens, etc are shared but randomized in many areas. I'm certainly not saying that having an extra million dollars to play with wouldn't be very beneficial, it would trim the development time, and allow us to pack in more content into launch. 

It's very common to hear people say that you need a $5M+ budget to make an MMO. It's a fair conclusion to make, most MMOs do generally cost between $5-30M to produce. But the bulk of that money is spent on offices, hardware, utilities, and salaries for hundreds of people, as well as a million or so generally in licensing fees. Those titles have the budget to spend and the solution is often to throw as many people at the problem as they can, which unfortunately causes some loss of efficiency. Some games have spent millions on videos that the average player will watch once, if that. If you have the budget, why not? If you don't, that's the first thing you cut. 

WoW has over 12,000 quests, yet the bulk of them are using a few basic templates, with a storyline holding them together. Each storyline is hand-created for every area, and the quests are primarily done one time and never used again. Yet, 90% of the players don't even read the mission journals, they just hit the accept button, follow the waypoint markers and do whatever it says on the Quest Tracker window (talk to, kill, click, etc). Using a generation scheme you could do that with far less work. Instead we focus on creating 500 templates with randomized NPCs, items, steps, etc. You can still have regional missions, and one-time storylines, but you don't need as many of them. Instead of hand placing every single monster into an area we focus on creating regions of areas which are dynamically spawned based on criteria. It's a different way of approaching the same problem, and a way that scales a lot more efficiently. 

You also need to have a staff that is willing to work for below market value or as volunteers. Some of us have poured a lot of our own personal money in the project. Many of us have worked without pay for years on this project, simply because we believe in it. Through crowd-funding we have been able to maintain a small budget for salaries on key people, but anyone who is paid on this project is being paid well below market value. If we had a monstrous budget, people wouldn't be willing to do that, we'd all pay ourselves fair market value. There wouldn't be any volunteers, we'd hire anyone who pulled their weight. From that change alone, even without an office or anything else you'd be looking at a quadrupled (roughly) budget. And there's a lot more to it than that, which larger studios do pay (the aforementioned office space, hardware, licensing costs, marketing). 

There has never been a better time to be an indie developer than there is today. Fifteen years ago game developers would go to a publisher, receive an up front investment (at that time something like $500k-$1M, part of which might go to licensing costs), and the publisher would own the rights to everything. The developers would be lucky to see 25% royalties on their product, and they would only see that after they had paid back the initial investment. Meaning if a publisher gave you $1M, you had to clear $4M to ever see royalties. Most titles never made enough money back to ever see royalties. Instead they'd make a game, launch it, then immediately start on a new project and a new up front investment. Developers generally lived off publisher funding. This was pretty much required, as digital downloads were not yet viable, and shelf space was in high demand. If publishers didn't like the direction you were taking, they would step in. They would determine the launch date, as well.

The last couple years have been very friendly to indie devs. New age publishers are available which handle the specific needs of indie devs, while allowing them to protect their own interests, and the developer cut has steadily increased over the years. In the early days you used outdated engines, interns or volunteers for everything, and you had to keep your games as simple as possible. It's why most indie games were so simplified, they had to be. The engines which were always far out of your price range are now available for free or a small up front cost. Yes, you will pay for that in royalties later, but that's an acceptable tradeoff. This did a lot to level the playing field. There are also tons of licenseable tools that simply were not available before. Tools which focus on providing a generic implementation that can be placed into many engines. Traditionally this was all done in house. Things like Umbra (reduces overdraw), Facegen (allows the facial and body customizations you see), FMOD (handles audio mixing), Storybricks (Desire driven NPC and quest system), Physx or Havok (physics), Awesomium or Scaleform(in-game browser and flash implementation), Speedtree (trees and foliage), etc. These products often have years of time already invested into them, and they save developers a ton of time and money. Many of those engines also have indie friendly options that allow for small payment with an additional deferred payment later. It's still an uphill climb as an indie developer, but it's a manageable climb now.

Source: https://www.therepopulation.com/forums/viewtopic.php?f=1&t=2366&start=40

 
Next Engine!
General Discussion « Divergence
10/25/13 11:38:25 AM
The lead dev is very inexperienced. This is like his 4th or 5th engine. He just isn't capable and living a dream. No one sticks around on the project because the guy is an ass hat. This game will never happen, it's been 10 years almost and he is starting over ...AGAIN. Look at a game like The Repopulation, the game keeps getting better and better, they have gameplay video of an actual MMO. You don't see those guy constantly switching engines, they are a small indie too.
I really couldn't give a fair review, the game was so horrid looking I didn't last 15 minutes. The starting zone I ended up in was just god awful looking. Probably the worse I have seen an any mmo in the past decade. I also remember some terrible animations as well. Not sure how the game plays out, but I do judge a book by it's cover, and it was an ugly ass cover. I don't care if it has the best crafting, combat or whatever, they seriously need to put some love into the starting zone if they plan to snag people om first impression.
The starting zone is very weak, small, confusing, too many invisible walls. But it opens up as you get further, you will have to give it more than 10 minutes to get out in the open areas. But I agree , I didn't enjoy the clusterphobic starting zone either. If you already brought the game you might as well give it a few more hours and not ten minutes. Watch the Tour video that was posted, the areas get much larger as you progress. I never bought it or subbed, just played beta.

Respect the companies terms in which you signed up for. I'd hardly cast judgement on a game in alpha or beta as the final. Obviously there is going to be a lot of bugs and missing features. Alpha and beta means the game is not done, why you would think it was anything other than that is beyond us.  Companies do not need threads like this as their game is a work in progress and your feedback is needed to help make the game better. This thread doesn't help or benefit anyone. When signing up for alphas and betas you need to keep in mind you are testing an unfinished product. At best you need to post your concerns on their site and not here.

Problem is everyone tried to make a "WOW Killer" to gain WOWs user base. Thus all you have is WOW clones. Developers are starting to give up on copying WOW and that is a good thing. Wildstar has a good idea but the graphics are a WOW knock off, which turns some off completely. EQNext looks great , because the environments are Planetside 2 like(realistic). Also another problem is everyone tries to be niche, example Darkfall 2, Defiance etc. Try catering to a universal crowd and your game may last more than a year. Off topic, Bill you guys should move to DISQUS messaging for this!
Cartoon graphics are used to try to appeal to WOW user base. EQNext looks pretty nice, much better than Wildstar WOW knockoff graphics.
Amazing how many fanboys this game has collected already. A lot are getting defensive and have resulted to name calling.  It is obvious he put a ton of time in the game and is just stating his opinion. A good amount of what he posted is very true and none can deny that. Maybe a few things he said are personal rants, but overall his summary has a lot of facts about the game when compared to other titles on the market.
All of the most important aspects of the game got a 7. Game is clearly a 7 based on the review, nothing more nothing less. Nice review Mr Murphy, odd score though, not that it matters review makes sense.
Haters gonna hate. Most people who hate video games never really tried them. Most people who try video games become addicted.
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