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Fallen Earth: Does It Need Fast Travel?
News Discussion « General Discussion 11/16/09 6:59:54 PM
Originally posted by SequenceLost
+1 !!!! I can see some of the points listed as to why fast travel could be beneficial but to take away the "exploration" aspect of FE would completely destroy that with which FE is all about.
a train would do nothing to stop exploration especially since you would probably have to visit each location and do a series of quests to get or maintain access and I really love the idea of players being able to improve their world not just be a static bug hunt like so many other MMOs. |
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Fallen Earth: Does It Need Fast Travel?
News Discussion « General Discussion 11/16/09 6:51:52 PM
first off FAST TRAVEL is going to happen unless by sheer "sony like" ego the devs ignore players and the forces of nature. I and many players are totally against insta travel or "iceing" as this movement is far too fast though this is the devs lazy method to shut players up this is the most likely "afterthought" travel they will dump on players.
I have fully supported the "train" idea if not actually origionated it months back in beta though I sugested that they use a more low tech steam train using the traditional rails that are also seen around the zones, it has the potential to address the problem of stratigic travel without making things overly easy. It also has great potential as a public works project and focus as a plot device for many support and maintence and security quests . the overhead train is simply beyond our ability to repair and maintain such a system a steam train would be a chalange let alone an overhead electric monorail.
************* a few things still on my list...as ongoing failures for fallen earth. my bucket list of major issues.
I would have to say even though steam train and shotguns are important to me,, I would have to say the number 1 thing that needs to be addressed is the vehicle physics and travel. |
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yes agree it was a good idea to double check procedures occasinonally kudos you do need some grade points to go along with such a review I prefer a 1-10 scale for such things as graphics sound completeness proformance but you must also include some endgame time whenever that is possible as well as some blind ingame opinions so as to paint as CLEAR AND ACCURITE picture as possible I have a long list of FE holes and gaps that I use to check off at least some of the things I was watching a few things still on my list...
I would have to say even though steam train and shotguns are important to me,, I would have to say the number 1 thing that needs to be addressed is the vehicle physics
the higher you go the more sparce and chaotic the game content and the use of a virus diaster makes the environment unremarkable in most places you cant really tell that anything happened
I REALLY wanted to love this game as aftermath is very high on my theme list but it just had too many failings and missing code ,, it really is still a beta game and it looks to be that whay for quite a while, I will be glad to play once most of the fundamental issues are addressed but the devs dont seem to care and just wanted to dump another money maker on the market im in "wait and see" mode with this game. |
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From what I understand lifetime and six month subscribers to Champions Online should be first into the Star Trek Online beta, so start checking your inboxes!
wont this potentially kill their champion population? |
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Fallen Earth: An Early Look at Crafting
News Discussion « General Discussion 10/22/09 5:00:55 AM
plastic was never a problem,, up in the far NE corner just north of a tow n up there was a whole hilltop covered in plastic and some medical resource,, i must have gathered 300-400 there if not more thats the nice thing about the resources there not evenly sprinkled over the entire zone like other games resource nuggets,, some times its a mine or rock outcroping or junkyard or even a crashed space ship :) |
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Fallen Earth: An Early Look at Crafting
News Discussion « General Discussion 10/22/09 4:37:21 AM
fallen earth crafting system: very good foundation and very organic and immersive resource nodes kudos no player input or customization all bikes the same color all recipies re pre-canned some recipies dont make sense like the 3 different flavores of medium rifle ammo, normal effecient economic the only difference is the number produced its not uncommon to be carrying 2 stacks for each calaber used normal is looted,, and economic/effecient are from advanced ammo crafting ( thats alot of un-needed stacks of the same ammo) armor is stupidly STAT BASED and no costume clothing option or clothing toggles so about 1/3 of the "cool" clothing out of the running by level 6 by level 20 everyone mostly wears the armor of their level so many clones STILL no ability to shift things in the que (the #1 requested thing in beta) so if you poped in a bike that takes 24 hours and you need a 5 minute part or some ammo your screwed.
im not gonna post my list of all this games missing elements needless to say only players that are new (and dont know better) or players with very low standards will be playing FE. oh and a virus makes a sucky and boringly normal environment save for a few bugs and zombies (oh ya,, shotguns suck vs zombies they even use crapy rifle slug physics LAME.) |
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General: Five IPs to Bring in a New Demographic
News Discussion « General Discussion 10/20/09 11:22:04 PM
Originally posted by booboofinger
look up a failed game called SEED great idea.. absolutly terrible development the theme was more of a teraforming fronteer colinization type of thing.. you wake up (kind of a clone or tube baby) and your in a huge crashed colony/teraforming ship distruction everywhere things need repair and maintence supplies need to be discovered and organized and so forth this game ultimatly progresses to move outside and or underground,, players know nearly nothing about the planet they are on or its star system it could be earth like or totally alien even which way is north (if there is a north) isnt known or the weather,, what you can eat,, if there is intelligent life |
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General: Five IPs to Bring in a New Demographic
News Discussion « General Discussion 10/20/09 11:11:05 PM
there are many types of players that can be described as being mostly one type more than others WARMONGER: Thes guys are out for the action be it hack and slash or race cars ROLEPLAYER: this type loces delving into their alternate persona and getting immersed in this alternate life and all that surounds it SOCIALIZER: this type of player loves grouping and chating with other people sometimes doing nothing else in game except maby crafting or farming or other semi focused endever. PUZZLER: this type loves mysteries and puzzles possibly agility chalanges and the like BUILDER: this type of player tends to love crafting and changing the world be it a house or road or bridge or tower ACHIEVER: this person likes leveling getting awards and achieveing goals especially the recognition badges medals reputation. EXPLORER: this type of player likes to explore the world and discover all there is to discover usually including the systems of the game HELPER: this type of person wants to get into a position skill or level wise to be able to assist other players LEADER: this type of player wants to be in a position of authority organizing or comanding other players many are kin leaders sinse thare are usually no king or bishop or mage master positions available in that MMOs like to think of their worlds. the TRUMP this type is out to own everything houses castles ships have 30 million in gold in the bank have a private army luxury is an understatement.
sadly most games focus almost entirly on the combat, even the economy is based on weapons and armor and all important crafts are combat based.. actually many real crafts are life based usually the processing of foodstuff and storage such as pottery and basket weaving just think of crossing a derert in most MMOs when water is trivial so is the trip accross a desert and there missing out on so much possible intrinsic game content hell the trip is half the quest! its like,, do you try to carry enough supplies? do you detour to oasis or wells along the way? do you hire someone that can find or summon water? jorses? or camels? or on foot? just to name a few warmongers say that this stuff gets in the way of their killin and is boring (and true a bad developer can make this a living hell) but just like a good GM great content can make the walls melt away. FOOD is allways one of the prime things I look for in an MMO,, how important is it? is it practical and fit in the genra? is it more than just a buff weather and climate ive yet to see seasons in a game let alone that effect the charactors and what they wear.
MMOs tend to be rather small and their scope is narrow few if any have working siege engines or boats/ships I cant think of any where the ENDGAME is anything more than infine raid grind or PVP and ALL MMOs are boringly STATIC no mater how many mobs you kill or bosses you banish the world is allways the same there isnt even any fake changes or shifts also MMOS have a total lack of DRAMA. just look at any decent movie, tv show or novel and you will see gobs of drama players rarly bond with a game because there isnt anything for them to bond with, burn down their home town and they could care less they either just get out of the way or they kill "for the EXP" (boy talk about derailing the roleplay train) ask a local cop why he killed that robber and I doubt he will say for the expirence and the phat loot! |
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World of Warcraft: Herbs to Gold? Don't Mind if I Do.
News Discussion « General Discussion 10/14/09 12:14:59 PM
I HATE the in game auction houses because they are so narrow and flawed and easily manipulated. and its really hard to figure out what price to place on your items (are the items allready posted fair? or are they there because they are too expensive?) and if you post stuff for a low fair price some farmer can just buy them up and repost them at their higher monopoly price one world auction houses are a crippling curse to MMOs and I really hate COMBAT based economies (those that are based on weapons and armor instead of food and drink) and the games themselves promote the use of gold farmers with their game code such things as limited bad size or quest construction and especially the construction of the auction house all contribute to mega inflation. |
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Fallen Earth: State of the Game Address
News Discussion « General Discussion 10/14/09 4:08:50 AM
Originally posted by Samhael
the things in my post still arnt fixed so yes the list is unchanged andto the other poster,,if you dont scribe, you cant post on the official forums so this is one place to keep getting the word out about FE.
and i dont hate the game, i just think its half assed attempt and spartan physics should be known by potential players i mean come on! vehicles that dont leave the ground? costume clothing fraud grenades that dont work like grenades hell they didnt even get the guage of shotguns in the right order! thats just crappy quality control! and wnyone that doesnt recognize this is either an idiot or is clueless as to what possible standards are for MMOs. I really wanted FE to suceed but it was a huge letdown accross the board except maby in the area of crafting and harvesting they did some prety good work there, though mot much personal choice in crafting and they have yet to listen to the player base about not being able to shift items around in the crafting que (the #1 requested thing in beta) for me Im actually in the "wait and see" mode with FE but im also not gonna let them get away with lazt game design either. |
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Fallen Earth: State of the Game Address
News Discussion « General Discussion 10/13/09 6:58:42 PM
just to be first this is my want/need list from the beta exit it was prety much a given that the overly huge travel times are continuing to be a crippling hinderance to gameplay and if they didnt rectify it in beta that sometime in the future we would see some half assed "pod porting" type of insta travel its sad really. there are many critical systemic problems that will markedly hinder enjoyable game play and untill they are effectivly addressed they will continue to be lost points in FALLEN EARTHS "good game column FALLEN EARTH has potential and I really like the theory behind the crafting and harvesting system but the things on my list "among others" kept me from "going live" even though aftermath is one of my favored genera's a few things still on my list...
I would have to say even though steam train and shotguns are important to me,, I would have to say the number 1 thing that needs to be addressed is the vehicle physics |
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General: The List: Top 5 MMOs That Need Remakes
News Discussion « General Discussion 10/06/09 8:33:58 PM
I havent had the fortune to play most of these but I have played COH/COVand making a charactor was for the most part more interesting than the actual content which I call "THUG BASHING" which to me felt very grindy and repetitive and definatly did not feel very heroic I wanted to rescue people from burning buildings stop an astroid headed for the planet hell even getting a cat from a tree lol. ******** I might also put STAR WARS GALAXIES in this list everyone knows of its EPIC FAIL I think that if sony really got serious and steped back and look at all the errors and really addressed all the issues in a remake that it could be a big scifi contender. get away from all that procedural crap and the generic spawn generators and make quests and content relevant and immersive and the players will come. dont dumb it down! dont say your adding a spece expansion and then players find out its a glorified x-wing arcade! have some balls (on my little pet peeve you didnt need to drink WATER on tatooine it was only used for medicine??? bleh! my example of crafting as an afterthought to the world. ********** next on my list would be EVE ONLINE this game has its little nitch ind is prety serious at the economy but its still old and lacking in many reguards its planets and systems are nice but procedurally generic there for the most part just scenery and have no play in the game no fighting to claim them, no ground battles or orbital bombardment and no planetary resources (the commodities are abstract creations) the universe is lager 5000 + 2500 systems now i think but there is no insintive to explore if anything its far too lethal to even try because they have HARD CORE FREE FOR ALL PVP which is a casual players NOMANS LAND My suggestion would be to update and improve the solar systems and add semi unique space objects overhaul their painfully stark misson system,, and limit PVP so casual players have more freedom EVE2 would probably exceed 1 million players in a month or so. the biggest reason im not playing EVE right now is that PVP is not how I want to enjoy eve and you cant excape it ieven in empire space they will "WARDEC" on non-combat corps which effectivly destroys them in short order. there has allready been a mass exodus from EVE into LIMBO and when STAR TREK ONLINE goes live if its half as good as players expect the current EVE population will drop by as much as 1/3 or more leaving the hard core PVP jerks to go play with themselves.
no lastly a game that only bairly made it out of the gate SEED had a great story idea but bitterly TERRIBLE development the story is that you wake up on a crashed teraforming coliny ship your ship is seriously damaged many things need repair, and you have no idea what awaits you outside this theme has so much potential it really needs someone to give it a real effort you can spend the first part of the game just keeping the ship from exploding and getting life support working, finding food stores and equipment and getting the lights to stop flickering, then if that isnt enough you have several possibilities build an outpost, try to salvage the teraforming gear decide to bake a base underground, go exploring the number if mysteries and unknowns is enormous not to menton if there are anamals or aliens or even other colonies,, not even the color of the sky or planets or the climate is known its a whole new world to explore sounds fun to me! |
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General: Player Perspective: The Stale Comparison
News Discussion « General Discussion 10/04/09 1:51:27 AM
Ive been a mmo player now for ... well must be 20 years and there are alot of games that say they are the "next evolution" in gaming but sadly are all the same. sure we want some things to stay the same Im prety happy with the controls I commonly use in LOTRO where i can cross control between my mouse and keyboard but it seems that every game that comes out is built in some form of isolation bubble and makes the same mistakes or reinvents the wheel time and time again. lets take lord of the rings online for example.. nice base controls i my opinion but they have yet to master resizeable windows in the UI most anoying I also go more globaly the auction houses are WRECKING MMOS a single auction sure might be easy for the devs but its a crippling feature for games as price fixing and gold farming are assured wanna buy a new pair of pants for your low level alt? better be ready to plop down 2 gold and the only way to do this if yor hot a high level raider id visa or mastercard. and if you post some ore for a low price someone wiill buy it and re sell it for their own higher price and these AH have no price historys built in so they cant see that ore had been purchassed for 1/10 what it is priced at now (if your gonna have a AH you need to have statistics) what they need is to diversify the merchants have every town have a designated merchant and each player can post say 5-6 items (they can buy more slots) this means that each town has a bit of isolation it is more difficult to price fix I also say let guilds of a certain size also have their own vender
what I am saying is that some things we want to remain the same and some things we want more innovation lets take the AI BRAIN as far as im concerned there still using the same AI brain they used back in everquest this is like using model-T wheels on a porche in areas such as this its obvious that developers are coasting similar areas are in questing and generic mob spawn generators. Why must you come into a game and get the "kill 10 spiders" from a vending machine NPC and then you go out and kill the spiders only to have them respawn 3 minutes later there are better ways there are many tricks that can be employed such as overlaping, competing spawns imbeded quests I really hate upper end games because there all the same.. they are reduced to PVP or raiding and the inevidable "PIT-O-MOBS" devs seem to think that "chalanging" means adding more hitpoints to the proverbial rat instead of making the rat smarter instances put me to sleep. lets take AGE OF CONAN what I expected was a more raw, rugged immersive game play,, what I got was more of the same WOW like game play just with exceedingly high graphics requirements WOW to me is the bench test for this specific form of simplistic, arcade like brainless game play and untill game makers get out of the box (as far as content goes) they are allways going to be measured up against the BOSS of this type of game build. there are only so many ways you can cook oatmeal if you dont want it compared to quaker oatmeal than cook up some eggs and toast. |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/02/09 1:00:29 AM
Originally posted by kb056
well thats horse poo they do these because they are easy, probably pre caned macros go kill mob _______ and bring me ____________ there are many ways that they can create content they just choose not to and the dumb down console players just let thenm get away with it. thats why they have been using the same AI brain for the last 15 years I call it the simplton AI but there are others like the AGENT AI they have been even testing AIs for trees and grass growing based on a priority system ,, are the conditions right,, is the population too large allready? is there enough food and water? ect. and even mother bears am i in danger, am I hungry, is my cub in danger, and so forth have you ever heard of public works projects like building a bridge or wall or moat where many people participate at many levels? ok how about symbiotic communities? where the player helps a village and as the village grows it has more to offer the player in return better buildings, better merchants, better defences, how about overlaping competing spawns? What this means is that when you go through with your charactor your goal may be to beat back brigands but the next person through may have to deal with orcs or goblins this helps foster a NON- static universe while still keeping content for new players. these are just a few possibilities. |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/02/09 12:46:58 AM
Originally posted by weeskwee
after following fallen earth for so long I can tell you I would be suprised if they got more than 1 new zone out per year and even then the zones feel generic Im not saying this game couldnt be totally awesome, but what I am saying is that it isnt right now it feels more like a developer student cut and paste project and the use of a virus instead of major nukes leaves the world feeling rather unremarkable most places you cant tell that its an aftermath universe except fot the occasional over sized creature or zombie. |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/02/09 12:37:50 AM
Originally posted by Oyjord
that is very true its definatly not a polished combat system,, you have to enter combat mode and aim to hit targets but they have anoying things like localized grass that blocks your ability to hit low things like snakes and ants and they have oodles of combat moves and mutation powers ect but its exceedingly hard to actually use them in combat and there is VERY little to deal with multiple enemies like the shotgun is a single target weapon and is a very poor weapon even against dogs and zombies ect where you would think it would excell,, same for grenades there mechanics is so hard and alien they are effectivle unused this includes acids and poisons (there basicly a type of grenade too) |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/01/09 5:13:15 PM
ya this guy is great! didnt he use to do PR for sadam? you know the guy,, the one that said iraqi forces had driven the americans into the sea as M1 tanks were basicly in the background driving into bagdad :P |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/01/09 5:06:14 PM
my short review this has little to offer a veteran player,, the overall game is a bit striped down and unfinished many of the pyhsics engines are outright missing like vehicles they are ground huggers and no ability o customize vehicles. there is no grenade physics or shotgun physics this means grenades dont work like you would think a grenade is supose to work and a shotgun isnt a shotgun its actually a slow large bore rifle. there are many quality control errors that were never addressed like there are 3 types for every ammo in the game so you got a medium rifle you could have 3 different types of the exact same ammo taking up precious inventory space and if you have a pistol thats 3 more shotgun 3 more stupid. factons have a great premice but its in name only factons are basicly all the same,, example your anti tech tree hugging vistas still ride the same bikes and buggys as everyone else most people go enforcer because guns are the primary combat mode and they are also centrally located oh yess crossbows become obsolete at skill 60 or about level 15 another very stupid move for an aftermath game the PVP is very flat and simplistic basicly a gun and knife fight there are no mines or mortars or cantapults or flame cannons or anything that would make combat PVP interesting and vehicle weapons are pathetic at best. the costume clothing system,, they have a wide asortment of costume clothing but they begin becoming obsolete as soon as you exit the spasn tutorial as they use a stat clothing system they also do not have ANY clothing toggles so by the time your in S2 or S3 your wearing whatever armor is required for your given level. the world itself feels like your basic unreal world construct at star wars galaxy time frame the performance was still prety low 11-14 fps when i should have been getting 30-40 the higher you go in level the more stark and unfinished the zones the water in gme is artifical and uninteractable so you can get stuck between the water and the edge of a ditch the travel distances are horrible and very seriously effect many aspects of game play like grouping and even the auction (who wants to travel 20 minutes just to check the AH?) there are some redeaming features best day night cycle ive encountered as in true looking sky and stars rifle scopes are great! a must have on a rifle the crafting and the forragables,salvagables,mineables are TOP NOTCH while I have some small problems with the system it has a great foundation. need more player input than the precaned recipies. my recomendation is revisit this game in 6mo or a year and see if they corrected these defects |
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Fallen Earth: Launch Interview with Project Manager
News Discussion « General Discussion 10/01/09 4:38:11 PM
a few things still on my list...
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Lord of the Rings Online: Siege of Mirkwood Release Date Announced
News Discussion « General Discussion 9/29/09 7:00:01 PM
fletching would be for any bow or crossbow they are consumables used in place of the standard default shot once the 20 say... frost arrows are used up then it foes back to the default shot you could have extra damage arrows,, or extended range arrows just to name a few
what other craft would you sugest in a MMO with a combat based economy? pottery? basket weaving? candle making? Id actually like to see animal raising but like thats gonna happen!
as for slippery ice forochel is nothing but white colored dirt! same for misty you would be SUPRISED how much fun it is sliping and sliding around on slippery ice,, but i think that every zone should have some side attraction because when you finish most of the quests in forochel.. man that place is DEAD! it has no FURTHER USE and its really bad to have DEAD ZONES like everquest commons where its rare to ever see another player. new people come in and see how DEAD it is and quickly leave. you need to have projects and hobbies that players can work on that isnt bound by time or level how about water slides in moria? or an orecart (rollercoaster) taxi ride? mountain climbing even tree climbing for mirkwood. use your imagination. |
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