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All Posts by SBE1

All Posts by SBE1

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253 posts found

Congrats on funding.  I was very surprised by the surge in funding the last few days, but as others have said it seems rather common for KS for that to happen.

I'm in at $250.   Hope this game can be somewhat close to the hype.

Originally posted by Tierless

This just in, if we maintain our current pace we wont just fund, WE WILL FUND TODAY!

(Goes to oven, puts in several pies)

What are you talking about?  They have exactly 48 hours left, and over the past few days they have been raising about $70,000 a day.  So, that's $140,000 and they are currently @ $1.73 million, or with an additional $0.14m that's $1.87m by the end of the KS.  

Seriously, you guys need to learn math. 

Originally posted by Alienami

Age of Conan had siege warfare. So does Mortal Online and Darkfall Online. Siege warfare is the main goal, doesn't matter to me if its true RVR, I played DAoC on the Free For All server, Mordred.

 

Age of Conan had "who can bring more people to the seige location first and lockout the opposing force" warfare.   All you had to do was get enough people in the zone first and the other side couldn't get in to defend/attack.  Yeah, that was great warfare design.  Wish all PvP could be designed with this amazing system.

All this in 27 days: $1.6 million.   So, doesn't matter what the demo showed or anything.  If they don't raise roughly $400,000 in the next 3 days, it wont really matter what they have done in the past month on the FPS.

As a lot of people have said, much of this kind of stuff should have been done prior to the KS campaign.  It might have helped. 

I love how you guys claim something is going to be in the game when there isn't any demo of the game.  EVERYTHING he says is an idea that he thinks would be nice to have in the game.  EVERYTHING.   It doesn't mean it will be in the game at the end.  

Positionals and reactionary combos are pretty simple stuff, but stop saying "this and that is in the game" because there is no game.  Nothing is in the game until it ships.  Jeez.

All of this stuff he has said in the videos doesn't mean any of it will actually make it in the game.  All you can count on is that there are a variety of ideas on what could be in the game.  But, until you start coding it and testing it, nobody knows if it would work or should even be part of the game.

I understand why MJ is doing it, so he can try to get people off the fence and fund it.  But really, all of this is just him spouting off ideas of what he imagines could be in the game.   If you have followed MMO development, you know developers always want this and that in the game, but when it's shipped they always deliver a fraction of what they promissed when the game was about 6 months from going live.   Those are from companies with working alpha-stage games.   This game isn't even in development...so what percentage of stuff is actually going to be in the game live?  30%?  10%?  Who knows.  Heck, even AoC promissed DX10 support on the box, showed screenshot and videos of the game running on DX10 but the game only ran on DX9 when shipped, so don't tell me anything about promisses by developers of MMOs.  

About the only thing you can count on is that it will be 3-realm PvP game with crafting.  If you think that's your kind of game, fund it.  Don't fund it because you like the stealth idea or the changing landscape idea or player bounties, because all of those specifics will change and most probably wont be in the final game.

 

Are there really that many people who just don't know enough yet to decide?   Silly IMO.

The primary reason people who are on the fence is because they want to see a demo kind of version of the game first.   

I think the other related issue is that MMO players have been promissed a lot that this game was going to have this or that, and of course the actual game either doesn't have it or it's broken beyond all hope.   You could say AoC was extremely overhyped on what was to be expected versus what was in the game at release.  Heck, they even said it would have DirectX10 on the box and yet only did DirectX 9 when shipped.  When you lie on the box, you know you've broken all standards of decency. 

Or look at Star Wars, which was going to have large-scale PvP on the planet Ilum, only to realize when it went live that the game engine couldn't do it and the planet PvP was effectively shut down.

So many MMO games, so many broken promises.  What to believe anymore?   

And then comes a game that doesn't even have a demo.  It has promises and ideas.   And you wonder why people are on the fence?  

Personally, i've funded at the $250 level because I'm tired of PvE mmo themeparks.  But, I can totally understand why people are on the fence and answering questions from people isn't going to get them to fund in my opinion, but I suppose it's worth a shot with only a few days left and $500,000 more to go.

 

Regardless, this is going to be an interesting last few days.   Can't believe they only have 9,300 backers at this point.  That's quite frankly terrible.  They have to hope for a huge surge at the end like some other MMO games.

Anything that can levitate and go through walls is just begging to be a game breaking unbalanced class that finds way to abuse the system.  This is the kind of thing you dream up, you think it might be cool, and then you see imaginative players find ways to abuse it and then you realize how bad an idea it really was, but you can't change it now because it's such a huge nerf to the class.   Better to just stop it now.

It's also just too damn complex.  How about some of the ideas just simplified?   For example, to combat stealth gank groups, just do this:  If  (insert #) of stealth players of a given realm are within (insert AOE range), their stealth is reduced making them easier to detect, up to eventually no stealth at all, depending on the # of players.  You don't want to make the # of players too small since even stealth players like to be social, but you don't want it too big that they just can ambush a full group of visible players.  I'd suggest 2-3 no impact, 3-4 modest stealth reduction, and 6 stealthers basically makes them visible to just about anyone passing by them (only invisible to players at a distance). 

Or you want archers to be scouts?  Just do a combination of Shadowbane's "radar" function for archers and maybe DAOC's realm ability Master of Stealth which increases stealth detection for assassins.

Don't like stunlock?  Just don't make it available in the opening rotation of skills or make stealth stuns last half as long as stuns from other classes.

Don't like instant-on stealth?  Just make stealth require no-combat for 20 seconds AND X-radius away from any enemy player.  So, any enemy player chasing a stealther but can't get into combat can still keep the stealther from going invisible as long as they are reasonably close.  The 20 seconds is just enough time for the other realm to respond to the attack by a stealther, without making the re-stealth take excessivel long.

You don't want to nerf stealth to the point nobody wants to play it, and you want it so that a stealther who waits for the appropriate time to attack has the advantage, since they are using tactics.  You don't want a stealther who just willy-nilly attacks anyone anytime and still wins, especially if they win via stun-lock.  When I play my ranger on a not-to-be-named-free-DAOC-shard, I sit and wait for the right time to attack the enemy and waiting for the right enemy (no big shield, for example).  So, yes, my win-loss ratio is pretty good because I'm waiting and choosing the right target at the right time.  That should always be the case for giving a stealther an advantage.   

Now, if you want to take these simple ideas and weave them into the lore, feel free.  But as a PvP player with extensive Stealth and non-stealth experience, I'm happy to help MJ and the crew as CSE come up with "solutions" to a perceived "stealth problem".    But mentioning someone going through walls is just a no-go.  It is begging for someone to find a way to exploit it in ways the developers never anticipate.

I'd rather not have the game made if it's going to include PvE.    It will just ruin the balancing of the PvP, like it did in so many other games.  Remember, they had "enhanced class balance tools" and that still resulted in the creation of Bright Wizards because of PvE balance, even though playing a BW for about 10 minutes in PvP should have told you the class was completely unbalanced.

So, I'd rather not have to deal with the PvE that just ends up screwing up the PvP aspect of the game.

Hold on.   Failure of kickstarter to ruin MJ's reputation?   Are you kidding me? 

MJ, the man who brought us Trials of Atlantis.

MJ, the man who brought us the enhanced class balance tools that lead to Bright wizards on 90 Warhammer servers, no wait, 60 servers, no wait, 40 servers, no wait, 20 servers, no wait, 10 servers, no wait 4 servers.

Yah, as if a failed kickstarter campaign will be his biggest goof in the MMO land...... 

Laugh, the only thing missing from his resume is making SWG NGE.  Too bad someone else claimed the prize for worst expansion of all time.  Trials of Atantis was dethroned.

I don't think funding CU will change anything.   What has changed things has been the financial failure of many themepark MMO games.  They have been such huge financial failures that companies are not exploring alternatives.  How do you make an MMO game for under $10m?   Well, about the only way to do it is to basiclly gut the PvE content and/or rely on cash shops to fund the development.   CU is just the first of probably many developers to try to come out with a game that can be made for under $10m without a cash shop, so it has decided that PvE must be not just severely reduced, but essentially cut altogether.

I think what CU tells me is that an all PvP game is truly a niche market, as the # of backers seems rather low. However, those players are truly devoted players as seen by the average pledge amount.  

I have to agree with some aspect and disagree with others. 

First, is kickstarter cheap money?  To some extent, yes.  However, rather than earn a financial return on their investment, others are willing to earn a "fun" return on their investment.  The fun is that a game is made that they will enjoy.  In the world of economics, this is called "utility" and describes why people do what they do. Obviously, money has utility, but so do other things.  Hence, if it was only money, you couldn't ever figure out why people volunteer their time or donate to charities or purchase the $10,000 tier of the Kickstarter. 

Furthermore, many teirs of Kickstarter provide very good returns financially as well.  The $250 tier with the game plus life-time sub covers the cost of the game and about 1 year of a $15/month sub.  

If you took this to a traditional publisher, they would require that the game have a PvE element, because that's what other games have and that's what is successful in World of Warcraft.   Is there any doubt that over the last 5-10 years, we have seen enough WoW clones to know that they don't work, and yet we ponder why so many keep getting published?

Secondly, publishers have deals with various game distributors that they have to abide by.  So, let's say a publisher has an agreement with Gamestop.  Gamestop isn't interested in taking shelf space for a game that is truly a niche game.  They want more broad appeal in order to justify the shelf space. Hence, the publisher is going to pressure the game developer to do things that wont make it a niche game, so that they can get Gamestop to buy the game and put it on the shelf. 

The only way around it is to fund it yourself or with a few small investors, which brings you games like Darkfall, which took like 8 or 9 years to develop that by the time it was released it looked like it was 9 years old.  Or Shadowbane, which was plagued with technical problems and hacking. Or the game Dark & Light, which was a scam and the company that made it stole the game engine without paying for it.  Apparently, funding it yourself has massive problems as well. 

Which of course brings us to kickstarter.  Certainly one could complain about the process, but nobody is forcing anyone to buy it. 

I have proudly purchased the $250 Warrior Forever tier and really want the game to come about.  I have always been one of Marc Jacobs harshest critics for stupid stuff like ToA and some of the dumbest end-game mechanics ever conceived in Warhammer; and who could forget his dumbest claim that Warhammer would have advanced class-balancing tools when all it took was playing a Bright Wizard for a few minutes could have figured out it was unbalanced.    Maybe going throug those terrible decisions has allowed him to finally see the error of his ways and is bringing about a communication with seasoned PvP players like myself who certainly don't mind telling him when he's jumped the shark.  There has never been a harsher critic than myself, and there has never been someone so eager that he gets this game made.

$1,550,000

 

No way this game meets its target of $2m.  Oh well.

Imagine RvR whereby structures such as walls and seige equipment can only be built by crafters.  An RvR group would almost always want to bring along some crafters to build the seige equipment or defensive structures or defensive seige equipment to improve their odds in RvR.   

Thus, if you had crafters in your group, you could build a defensive tower in the middle of enemy territory, greatly enhancing your ability to survive attack.  The more crafters, the faster and larger that defensive tower could be, up to a full-blown defensive fort with multiple walls.    Conversely, attacking these defended positions would require groups to bring crafters along to build the seige weapons needed. 

In this regard, crafters become an essential support class for RvR. In addition to making swords, armors, etc. they can also be active in the RvR game.

I think they mentioned one major thing when you die:  you are removed from combat area for a reasonable amount of time.   This is so one side can "win" and take an objective, rather than having the loser simply respawn and be back fighting the winners very quickly. 

Now, that might mean you spawn back at the beginning and have travel time.  It also might mean that you have a serious debuff that affects your movement and abilities, or some combination thereof.

I highly doubt you'll get corpse looting.  However, the winners can determine what to do with any structures you have built.  They can take it or destroy it.

Yep. Without the PvE, the costs of making a game is much lower.  Plus, you don't have to worry about running out of content, since technically there isn't any to start with, it's all player driven. 

If you don't think it can work, it works very well in EVE.

What ever happened to Ilum?

If the kickstarter fails, but the average funding was around $150-$200 each, it will tell me that a pure PvP game still remains a niche market but a very passionate market.  The only other read could be that people refuse to fund a kickstarter that is so very early in development, or a combination of the two.

Personally, i think they will reach about $1.5 million and top out around there.  

Perhaps they should have asked for passive equity partners from qualified investors who are also avid gamers like myself before starting a kickstarter.  I could fund a substantial amount myself, but I'd want a financial return, not just the ability to play the game. Find a few folks like myself and the $2m kickstarter campaign could easily be just $1m. 

Well, I don't mind if archers use a rectile system, if other long range direct damage spells have the same issue.  The main problem with manual targeting is lag.  Works okay for small instances like FPS games, but if you start with a large # of players, lag issues would almost require tab targeting.

Could that be different in this game?  Maybe, but my guess is probably not.   

I can say that not having an archer class would seem odd.

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