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All Posts by TheeLord

All Posts by TheeLord

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58 posts found
lol no just think the game needs more attention

I tried LOTRO back in beta and was not impressed.  But just recently I downloaded it with a friend after seeing the Hobbit.  I very highly recommend this game!!  Take your time to learn the game, level up to level 20 or 30, really give it a chance and check out the dungeons etc...  Can't believe how good the PVE is in this game, good crafting system, and so surprised you don't hear more about it.  Me and my friend and also my wife just subscribed as VIPs.

 

Join on the Windfola server if you do!!  Great and friendly / mature server!

Rift might be your best bet if you really want wow, but different etc... Fun game
I sent off a pm to you, still have not filled our vacancies. Looking for another programmer and more artists.
A little more info on our team:
-We have weekly game design meetings, we talk about game topics and discuss other things that need discussing.
-All team members are game designers, while tri and I ultimately vet all decisions to maintain a very precise design, we always discuss things as a team and our team members are constantly contributing their ideas to the game. I understand that we all want to do the "fun" work of adding our ideas to the game.
-We need you! This project is definitely far along and we're making great progress all the time, but we need more help, you will be making an impact on the game within a few days of joining the team. We are good at management, I have had years to learn what works and what doesn't, we are organized and focused.

We just posted a gameplay / development progress video for Factions:

www.factionsgame.com

http://www.youtube.com/watch?v=lKsSNVBe0Go&feature=g-hist

Definitely for me the greenkin archer from Warhammer online.. can't remember its name right now..
Sounds a lot like factions www.factionsgame.com or xsyon www.xsyon.com best of luck to you, good looking graphics.
Informant developers are the future of mmos, niche market video games will take off soon

Thank you very much both of you for your votes of support!

I hope you can both register on our forums and help with feedback and such.

Below is from our "about" page at www.factionsgame.com and should give a better idea of what factions is all about.

Factions is a completely different style of MMORPG. Where most MMOs follow the same tried and tested pattern of pre-made, story-driven content. Factions strives to provide a completely unique experience. An almost completely untapped game play style in the Fantasy MMO genre.

Some "sandbox" games promise open-ended game play, only to disappoint the player with the lack of essential sandbox features like the ones explained below. Factions strives to appeal to the niche gamer who craves a more realistic open-ended fantasy MMO. It will not appeal to every joe schmo and their sister as mass market games attempt to do.

Factions allows the player to play whatever role they choose. Whether you are more interested in combat, crafting, faction and/or town management, building a business empire, or any combination of these things, you will be able to play exactly how you want to.

Traditional 'guilds' have been replaced with the 'factions' concept.

Factions can control territory, build towns, and wage war against rival factions.

Rules can be established to control how your faction is governed, how it interacts with other individuals and other factions, and how it handles infractions on its sovereignty.

Factions (and even powerful and well developed individual players) can hire NPCs to perform duties around their towns and frontiers. Manning a guard post, farming a field, providing vendor services for your goods, patroling a busy corridor and more can all be handled by NPCs. This will allow the players to log off of the game and know their town will not fall apart without them immediately. They will require upkeep in the form of pay and/or food from your fields.

Borrowing concepts from RTS games and possibly even City-building games, buildings and machinery can be erected to serve purposes (silos for food storage, walls for defense, forges to melt the hardest metals, mills to process the strongest of woods, machines to make mass quantities of the most mundane parts). Towns with the best infrastructure and resources will be the lifeblood and work-horses of well-off factions. However, players must also struggle to keep their buildings from deteriorating or being destroyed. Unlike other games where a player's investment is protected indefinitely, Factions is an unforgiving world. Build your house in a vulnerable location or fail to provide maintenance on it and you risk losing your investment.

One world (oneshard) for all players, no portals to go through to reach other areas, no instancing, no static pre-made "theme park" destined to be the same experience for each player.

Everything from the plant life to groups of monsters is generated in the world and is never actually placed in a location by a developer.

If a tree is cut down, it will not simply grow back. If a monster is killed, it will not respawn. If a mineral depositis mined, it will not return. All things in the world grow and appear based on which biome (jungle, desert, forest etc...) is in the area and what other flora and fauna is nearby. Even NPCs will not simply appear out of mid air, they are treated like other spawns and must be "found" by the player and escorted back to their town. Sometimes NPCs will be on their own scared on the beach of the new world, sometimes they will be in groups of two or three deeper in the woods with a small campfire etc...

The game world in Factions is incredibly dynamic, a player who is not prepared to defend themselves from the ever encroaching wilderness will not last for long in this unforgiving place. Players will need to deal with everything from packs of hungry wolves (or worse) raiding their stores and trolls who would kill a man for their shineys to ambitious players out to create the greatest empire in the world or striving to become the most renowned theif in the land. Some threats will need to be dealt with before they become too big a threat. For example, if a faction's territory is on the edge of wilderness it will become necessary to wonder out into the wild to destroy gathering threats before they encroach on their lands. Say that an ogre camp has been established deep in the woods, far outside the screaming distance of any man. The camp may start out with a single tent and a couple of ogres which are a nuisance to the local deer and rabbit population. In a few days they may establish a larger foothold, start a campfire, and erect a few more tents. Some more powerful ogres will join them. Given a few weeks they may be strong enough to send dozens of marauding warriors to bring back needed supplies to their foothold in the wilds; a small faction's town may be ill-prepared for such an invasion. Woe to the Faction who unknowingly builds their settlement next to a dragon's lair.

Nothing will have a pre-set price in the game and all materials and products will be worth only what the buyer will pay.

There are no gear vendors with gear that spawns out of thin air. If you see a NPC gear vendor, he is hired by a player or faction, told where to stand and who to sell to, and his stock is provided by that player or faction. Infact, if the vendor was killed, the stock could be looted. The factions economy is the most open ended ever created for an MMO, even the currency is created by players.

There is no 'starting area', as a new player you have the choice of starting in the wilderness alone, or starting in a faction that welcomes new players (you will be able to choose which of these factions to start in). When you first spawn, you will have only the rags on your back and a small bag, it will be up to you to work, adventure, beg, borrow, or steal to secure your spot in the world.

There is still a missions system, with all missions being provided by the players. A small list of mission scenarios can befound below:

Escort mission. A player may hire other players to escort him to a far away place to protect a cart full of expensive wares. Or a player may need protection while mining a large iron deposit far off in the wilderness. Or maybe the player just needs a player who has access to a larger wagon to haul his goods.

Bounty mission. A player may decide to put a very large sum of money on an opponent's head. Or possibly a very valuable piece of armor was lost to an enemy in battle and the vanquished player will pay handsomely to have it returned to him.

Collection mission. A wealthy player may need 50 trees worth of lumber to complete his new house, he may decide to hire someone else to do the work so he can focus on obtaining the marble stone from a far away town... Or maybe he'll hire someone to go pick that up for him as well?

Kill count mission. The constant incursions from the local giant bear populations may be starting to effect the farm production, a player may be hired to kill 20 of them to stem the attacks.

Production mission. The faction leadership may demand a stone wall be erected around the town instead of the old wooden palisade. A player may request 500 bolts be produced.

These are just some of the scenarios which may prompt a player or faction to post a mission. Missions can be posted on inexpensive boards in a faction's town, or can be left with an NPC.

Just about everything that would naturally need to have been created, has been created by a player. Gone are the days of finding a piece of armor dropping from an alligator or a snake-like monster with no arms wielding a two-handed sword. You will find, however, alligator bones on every alligator and snake skin on every snake.

As mentioned previously, there are no pre-built cities or towns or buildings or NPCs. The entire world will be shaped by the player's actions.

It is possible that a player may reach an extremely high skill level in a specific trade skill and may be able to create things only dreamed of by other players (think nearly one-of-a-kind items like an Excalibur sword).

Most complex items will require many different skills to create. While it is possible that one player posses all these skills, it is very unlikely. Cooperation will be required to create items like buildings and armor/weapons of high quality.

Mounts, pets, and companions will need to be tamed or raised by someone skilled in such an art.

Crafted items will not always turn out with the exact same specs. For example, if a sub-par lumberjack cuts down a tree and damages the wood, and then a sub-par Fletcher creates a "Longbow Arrow Shaft" from that lumber, it may provide a damage increase of +5. Whereas if a lumberjack cuts down a higher quality tree and then an expert Fletcher uses that wood to create a "Longbow Arrow Shaft" it may provide a damage increase of +20.

Town management will be a craft in itself. To ensure efficient food production, building upkeep, and NPC management, the town management will need to keep a close eye on the workings of the town, faction, and its players.

No one is tied down to any specific class any longer. Players will build their character to precisely what they envision by using Factions deep ability system.

While more powerful abilities do have pre-requisites, for example, to be able to hurl a ball of fire at another player, you must first learn how to create magical fire and then learn how to use it against another player whom you can touch, then you may be able to learn how to project it distances.

The ability system will allow very extreme combinations such as a marksman who can stealth or a plate armor healer. But these combinations would be in vastly different areas of the tech tree and would take a long time to obtain such terrific combinations and there are balancing mechanisms in place to prevent a few builds being vastly superior to the others. For example, heavy armor causes magic casting time to be increased.

Each ability in the game has a skill level, so while your shield block ability may be available to you, it will take a very long time until it 100% effective.

Abilities take time to acquire, you must be logged on to learn them. Learning and skilling your abilities up is also a social activity (much like everything else in Factions), you can learn much faster when learning from other players, in fact teaching is a skill in itself and the best teachers will likely be able to charge much more for their services.

Trade skills and crafting will be included in this ability system, so a player will need to make important decisions on how to allocate their research time. While one player may require additional defensive abilities, another may only be interested in learning how to create the most magnificent structures possible.

Hey everyone! I would like to give you a heads up about a"complete sandbox" fantasy mmo, factions, which my team and I have been developing for years now.

We are beginning to draw near to reaching an alpha testing state. We believe factions can deliver some of the sorely missing features other sandbox games overlooked. However, we need more feedback from our potential player base, please visit our website at:

www.factionsgame.com

We have questions of the week posted there in our "focused feedback" section, feel free to comment on any of those with your input and/ or ask any questions of us you like. Or just stop in to say "keep it up".  It has been a long long road so far, We really want to deliver a great game for all of you sandbox gamers out there, any support or feedback from a potential fan base will be very welcome!

 

Thank you,

Mike

Factions founder & Lead programmer

We believe the proper "tools" and deterrents have never been implemented in a sandbox game which is why griefing is such an enormous problems in most other ffa pvp game. We have put a lot of thought in to these problems and believe we have a few other innovative, yet simple to understand deterrents as well.
It's not really a ffa pvp game because factions and players can tag eachother as neutral or enemy or friendly ally war etc... They can also set rules for what happens if a players breaks the rules associated with those statuses. So if a player in faction a attacks a player in faction b and faction bs rules state this means war with them and all allies, then the aggressive player will have lots of explaining to do when a five nation army is knocking at their gates. We believe in Complete freedom, but also enough tools for the players so they can govern themselves and prevent chaos as in other "sandbox" games.
I might as well give this another bump, even if you just want to watch the project, feel free to register on or forums and say hi!
A bump so the non sleep deprived see this also ;)
In addition to 3d artists, we really need more traffic at our website, more encouragement, and more opinions and game ideas etc...

http://www.factionsgame.com

Factions is a sandbox MMO that is over 4 years into production. 
In Factions, you assume the role of a refugee from a land torn asunder by nature who ends up in a distant dangerous land with nothing but the clothes on your back. You must strive with the other survivors to rebuild civilization in this new world.
Read all about the game in the about section of our website! We have a great deal of work under our belts on the programming side, and we really need to start making the game look nicer as we approach our first round of publicity pushes and our very first systems testing.

Our team is very dedicated to this project and seeing it through to completion and to success. We are looking for individuals who know they can stick with a project for the long-haul. We have a profit sharing agreement in place. We are a well organized team with regular design meetings and a project tracking system in place, we use skype to communicate mainly.

We need all sorts of 3d artists, especially character artists/animators... While we don't require tons of experience, you will need to show us some of your previous work. Please contact me if you would like more info or would like to possibly join us.

We also need another programmer, must know C++ at a moderate level.

edit: I also just wanted to note that we take our team member's opinions very seriously, I understand that most of us want to create a game, not simply make assets or code for a game. So if you have a cool game idea we will usually debate it at a meeting or on the forums together.

 

 

Team Structure
 
Mike(myself) - Lead programmer, founder
Triadian - UI, website, programmer
Austin - Music and Sound effects
Diogo - 3d modeler


 
Talent Needed
 

3d artists of all kinds!!! 

C++ programmer
 

Website
 
http://www.factionsgame.com 
 
Contact Method
 
stankiem@hotmail.com

and / or register on our forums. 
 
Previous Work by Team
 
I am the creator of the popular WC3 map WarBall, we have worked on this project for over 4 years. 
Compensation Plan
 
Profit sharing agreement in place. 
 
Technology
 
DarkGDK for graphics engine
RakNet for networking
All programming done in C++
Skype for communications 
 
Feedback
 
Any 
 
The below screenshots are of a very recent build, the UI graphics are still in very early stages of course.. And the environment / character... well that's why we're recruiting  ;)
 
 
 
We also just posted a gameplay / development progress video at:  http://www.youtube.com/watch?v=lKsSNVBe0Go&feature=g-hist
 
Originally posted by waxmask

Still some questions pop my mind.

  • Will terrain be adjustable, making holes, remove trees, plant stuff?
  • Will there be unaccesible terains in the form of chasms that has to be overcome by team effort to build a bridge together?
  • If so will everything be build from scratch or pre determined buildings to choose from?
  • Would trade routes or harbors be a option where you can contract a Captain for a delivery to another Harbor where it sits waiting for the receiver to pay the goods and collect them with his cart and wagon?
  • How you plan on the wildlife? Can things be tamed, ridding on or trained for fights?
  • Will it have a alchemy system without recipes, where as you make a mistake in a formulea or the heat of the fire for instance would blow you or maybe even your house up?
  • Invention would be a cool feat too where things have to be invented or passed on by others to be able to built certain stuff?
  • And ofcourse there will be open PVP but how is it implemented and won´t it be a gankfest like we see in so much Sandboxworlds that had potential but ended in you being ganked and being on your wits all the time?

Terrain will not be terraform'able'.  It is too big a technical hurdle for our team and seems to kill immersion in most games it is implemented for.

There will be bridge building, and that is a great idea with some unreachable terrain which could not only foster teamwork but could also give some very interesting strategic locations.

Predetermined buildings to choose from for now.  Again, immersion is a problem here, but also we have limitations on the number of features we can focus on for now.

We are not sure if NPCs will be able to deliver things for players, for now we are sure they can sell (vendor), distribute missions, guard an area, 

Some beasts can be tamed, bred, mounted, I intend to have a full featured taming system.

About your alchemy idea, I don't think there will be that much interaction necessary for crafting, but this system is still in design phases currently.

Skills will most likely have to be taught by others in most cases.  The character advancement system is still in design also, albeit further along then crafting.

About open world PVP, of course it will open, however there are a few tools in place to prevent a "gankfest".  Firstly, players and factions can setup alliances with other factions/players, so that when a player attacks you your allies will automatically respond with a war status of their own towards that player/faction.  Secondly, there will be some sort of "afterlife" system in place with some harsher death penalty for those who do unsavory things.  Finally, a single player should never be allowed to take on 100+ players by himself, the ability gap will not be as large as in other MMOs.

Just edited the inital post, looking for a new content manager and artists of all kinds.

Originally posted by asyndeton

Just a question, sorry if it has been answered already, or two...

 

Piracy? Is boat building something available? Ive never really done that in a game before, I would like to try it one day.

 

You mentioned that some player(s) will eventually be able to own land and set some rules as to who can do what... will any rule breaking from outsiders, thievery, be possible? Obviously that is something that would be difficult to even be able to do as a player, and then to get away with I would imagine, but would it be possible to RP as a thief? Not that I would do it...

 

Anyway, I would definitely love to try your game, if I am still around in three years or so...

 

Oh and after looking at my sig: How convienent would it be to trade with other people? Like, would we have to meet up face-to-face, or is it possible implement... something else. I would like to be a business tycoon.

 

sorry, my mind is a little jumbled at the moment.

In an effort to drive some of these discussions to the game forums, I have responded to this on our forums.  =)  Below is the URL of the thread:

http://factionsgame.proboards.com/index.cgi?action=display&board=general&thread=4&page=1

 

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