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All Posts by SBE1

All Posts by SBE1

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261 posts found

I did the $250 digital copy life-time sub option.  If you have the coin, I think it's one of the best options available.  If the game is $50 and $15 a month after the first month, you'll spend $50 + (11x$15) = $215 in the first year on the game. So, for $35 more, I get a lifetime sub combined with founder points and access to Alpha testing?

With most PvP oriented games, I tend to play them about a year, then I stop because they keep introducing gear-grinds from PvE to continue to compete in PvP.  This game says it wont do that, so I suspect I could play this game longer than a year.  Hence the life-time sub is really cheap from that perspective.

The only way the life-time sub option isn't going to be worth it is if the game sucks donkey balls when released.  However, should it ever get improved, you can easily jump back in later.

I don't mind having some CC in the game.  Some being the key word.

Furthermore, you have to have a class in each realm that is pretty much immune to CC, like a lightly armored melee DPS.  Plus, the less CC you put in the game, the less effective interrupts should be on people like casters and archers.  Perhaps you don't fully interrupt them, but you slow their casting speed down by 50%.

Back in DAOC where CC was super powerful, it made sense that once a caster/archer was under attack, you were shut down. It would be unfair to have hardly any CC combined with the ability to permanately interrupt a caster/archer.  

Yes, when I really think about vikings, I must admit feathers don't really seem to come to mind.  I know we want to try to think outside-the-box on vikings, I get it, but feathers seem a bit out of place.   

The feathers seem to be placed around the exit points for flesh, so it assumes some kind of comfort level for the wearer.  Vikings and comfort don't mix.   Fur/pelts around the edges might be better suited.    Perhaps as the level of the armor improves, the type of animal fur/pelt changes.   Perhaps at the highest end of armor, you have a bear pelt or something, and a mid-tier armor would be a wolf pelt, and a low-teir armor would be a rabbit pelt or something.

The good thing about pelts versus feathers is that if you want to dye the pelt to change its color, that seems realistic.  You can't really "dye" feathers without destroying them.

Not sure how you can "hype" a game that hasn't even been determined if it will actually be made at this point.  Until CSE commits fully to making CU (by reaching the $2m kickstarter goal), no point in hyping it.

Furthermore, the kickstarter campaign is designed to test whether or not there is enough interest in having a pure RvR game.  If it can't get $2m in committments, then it shows that there aren't enough people who want that kind of game, and MJ will not have to spend $2m of his own money on the game.

So, hype meters might be interesting, but the ultimate hype meter is the kickstarter campaign.  

Originally posted by Nihilist

I agree that a lot of people out there won't be able to get past the concept of no PVE. MMOers are just so accustomed to the comfort of the rail PVE quest grind.

 

Its also true that not that many people will appreciate the design concepts outlined in the FPs as opposed to a flashy gameplay video.

 

I suppose that is the risk of taking a niche game that requires strong MMO RvR knowledge to KS.

I think the weird thing about it is that while players might be so used to PvE grind that they don't know how to adopt to something else, I'm pretty sure that developers have seen the financial pitfalls of a PvE game and are doing everything they can to minimize PvE themeparks going forward.   It just isn't financially viable to make a WoW clone, as proven time and time again.  Content cannot be created fast enough.

Somehow, the success of EVE and other sandbox oriented games MUST become the mainstream MMO, purely for financial reasons.  PvE grind games are going to be a thing of the past.

As crazy as it sounds, most players prefer PvE.  Even today when I play DAOC on a not-to-be-mentioned-on-MMORPG.COM-server, most folks are rolling alts doing PvE.  When I bring up CU on that server that I can't mention on MMORPG because i'll be banned, the #1 complaint is the no-PvE aspect of the game; "every game needs some PvE" is the common reply.

If you look at WAR, most folks did PvE 90% of the time.  Even going back to Shadowbane, where I was in a guild dedicated to PvP only action and we recruited PvP only players, we still had folks who would log out of thier guild toons and log on an alt to get their PvE fix. 

Yet, when you read forums, or listen to people boast about how they love to do PvP, remember that almost all of them also like to PvE, but they don't mention it because it's not cool to like PvE.

All I'm trying to say is that a game that is 100% PvP w/crafting isn't going to appeal to that many people.  I think it will be a close call to see if they hit the $2 million mark by the end of the month.  

I think what the developer is saying is something akin to this example:

Suppose you have a green helm, red torso, blue pants and yellow boots.   That's 4 different "mesh" patterns that would ask the  computer to draw 4 different things when it moves.  Instead, think of it as outfit #2310, which is an outfit predefined as a green helm, red torso, blue pants and yellow boots.  Thus, the computer is asked to draw outfit #2310, which is simply 1 drawing.  As a result, you've decreased the workload to 1 draw versus 4 draws for the same character.

Now, that's like a super duper simplified example, but that's what he means by having the whole thing as a unique mesh.  Hence, people will still look different, but from a computer point of view they are just changing outfits.

 

Also, you have to remember that in an early update about a month or so ago they said that they going with performance first, so initial testing is being done with very basic landscape, textures, etc.   They will then add as much of that stuff as possible but performance (FPS) has to remain above a certain threshold once you have around 150-200 players in a select region.  So, you might have detailed characters and less detailed landscapes or vice versa. Every level of detail reduces FPS, so it's a tradeoff.

The other big tradeoff they have to deal with is how much to put on the client and how much to put on the server.  People can't be trusted, so most of this has to go to the server. So, even if they have a good engine, crappy server code will cause ability delay lag, which is just as bad as low FPS.  That's why he also addresses the way the server has to change how it calculates things like AoE effects and such. 

Let me define cosmetic for those who can't figure it out:

Cosmetic means that said item, priority status, etc. does not give you an advantage when fighting another player.  Having extra storage space is probably an advantage for a crafter (size of advantage up for debate), but it doesn't do anything to the outcome of a fight.

I'm sure if anyone sees an item, ability, priority that allows a player to have an advantage in a fight with another player, that's crossing the line between cosmetic and needed.   It's a PvP game after all, and crossing that line is a big, big deal.

Look, this game is a huge flop from a financial point of view.  Most everyone on the project were fired, laid off, re-assigned, etc. It has many reasons for the flop.  Heck, the CEO had to resign a few days ago.

The good news is that if you enjoy the game (big if), then the cartel shop and their semi-free model have stopped the game from shutting down, for now.   I think that's the point of the presentation: to minimize fears that the game was going to be cancelled entirely, which was a real risk.  I mean, EA used to say that it would require 500,000 subs to be profitable.  I'd bet it's far less than that currently but with the reduced staff levels they can probably get by with maybe 250-300,000 or maybe even less if the cartel shop is really successful.

For the haters, the good news is that this financial disaster might actually stop MMOs from being developed with bad engines, high-expense PvE content that everyone burns through in 30-days, and MMO companies start to make exciting sand-box games. For me, the upside to the disaster of SWTOR makes me look forward to the future of upcoming MMO games.  I really doubt we'll see another AAA WoW clone for a long, long time.

You have to remember that PC games still represent a small % of EA's profits.  Still, you don't spend $200m+ on a game and have it flop like SWTOR without expecting some heads to roll.

 

I tried coming back and doing the F2P, but it was just too restrictive to make the game fun.  I enjoyed Warzones more than the PvE, and combined with the gear restriction the warzones were too few and I was at a huge disadvantage.

I might go back to being a paid sub if they fixed the class balance problem. It still remains only certain classes/roles are desired for ranked warzones.  If you aren't that class in a specific role, you wont get into a ranked warzone group.  That's a clear indication that there is a class balance problem, and EA refuses to acknowlege the issue.. 

This game had a few major problems within the first year of launch that just hurt it so much, nobody really wants to try it again.

First, you had performance issues for many players. Exceptional lag, disconnects, game crashes, etc.

Second, you had gross imbalance of classes such as Bright Wizards.  It was stupid overpowered and the other side would just quit.  And when you have a 2-sided faction war, and one side quits, the server dies, they merge it with another, then it dies, and merge it again, and again.

I played both empire and chaos, and it was simply overwhelming to see the differences when you played on both sides.   When they announced Land of the Dead, another gear grind for a PvP game, me and most of my guild finally gave up on the game.  Looks like most everyone has given up on this game.

I suppose had they done it right at the start with more balanced classes and had true 3-way PvP battles, combined with less performance problems, the game might have done a lot better.

Originally posted by Yamota

One suit down, houndreds left who will take his spot.

EA is the symbol of big corps who favour profits over good games so this will most likely not change anything. They will continue to buy up, and destroy, good gaming companies to make a profit. They are the vulture capitalists of gaming.

Sorry, but this is just really really misguided.   If a game is very popular, it will make lots of profits.   Equating good games with low profits is just silly.  Low profit because the games are bad.  You seem to have it backwards.

EA certainly thought, as did many companies, that copying the success of WoW (which is very profitable because it was/is a good game), would make them lots of money.  Instead, they found out that it was either really hard to copy WoW or just too expensive (e.g., SWTOR and voice acting).  Once they spent $100m, $200m or so, they had to eventually release it.  How much would you prefer they spend? 

Going forward, companies are looking to copy Eve Online, where the development expense is low and the players make the content, which is of course quite profitable.  

Under your analysis, game companies should just make games and lose money.  Yeah, that's gonna work.

 

First, in CU you have to remember that there are no levels, so you aren't "ganking" lowbies or anything.  So all that fear of a stealther ganking you is just that, a fear from the past.  A relic of past games that is gone.

Second, stealthers in general are weaker than visible classes (otherwise, everyone would invite stealthers into their groups).  Their advantage is stealth, allowing them to target at the optimal time. 

Thus, a stealther using no tactics whatsoever and just willy-nilly attacks anyone anytime is going to lose the majority of the time, simply because their class is weaker.  A stealther who uses tactics to select the right target and the right time to attack will usually win.   So now you want to nerf tactics?

Finally, on the front of realism.  First, you could argue that they should have to hide behind stuff.  Well, okay, but the graphics required to put tall grass, bushes and all the other things needed to make it realistic would slow down FPS to an insanely low level.  Second, if you didn't have a bunch of this stuff, then you'd make stealth worthless.   So, the compromise is to make stealth a bit unrealistic by allowing them to be invisible, where you assume they are hiding behind stuff that the game just doesn't render.

Or, you could argue that they learn a secret magic of invisibility that most wizards never learn, and that rogues hold this secret tightly and share it only with others in their guild.  

Either way, stealth isn't overpowered if not combined with decent tactics and it's not unrealistic for a fantasy game. It is a game after all, not real life.

Well, the "end game" is now "the game".   What's interesting about it is that I probably spent about 5% of my total time playing the pre-game, and 95% of my time playing the end game.   Yet, the costs of the pre-game make up about 95% of the budget and about 5% of the budget was typically devoted to the end game.  It seems to work well in EvE.

So, we shall see if having 95% of the budget dedicated to the end game in an MMO works again or is EvE just an annomoly like WoW was an annomoly for PvE focused MMOs.   Funny how people went from trying to copy WoW to now trying to copy EvE.

King Arthur's Realm Wars

 

Simple: You keep the focus on the "camelot" without mentioning camelot.

Focus: You focus that the game is based on realm wars, not PvE

Short: The title can't be very long and you can make the acronym KARW.

To me, Kickstarter funding is a bit shady.   You put money into it and hope that you get some additional access to the game and beta......that's it.  You have no basic rights like a shareholder.  You don't get a return on your investment should the game be a success.   

So, you pay for beta, which may or may not happen.  

Hmmm, i'd rather just be an investor in the company than somebody who funds a kickstarter campaign.  But, to each their own.

Originally posted by ktanner3
Originally posted by tiefighter25
Originally posted by Gdemami

 


Originally posted by Karteli

Anyone can recognize bad engines when they see them, it doesn't take knowledge of coding.

 

When you play SWTOR, you do not "play" the engine.

Unless you work with the engine yourself(on code level), you have no idea about engine characteristics.

 

Well that's an interesting statement.

It's true. If a game is running like sh*t, you have no way of knowing if that is the fault of the engine or the peope that wrote the code on top of it. Since this the only released game using that engine, how can you accurately blame the engine for anything?

Well, if you have Bioware fanbois saying they are the greatest game developers EVAH prior to the game's release, then obviously it can't be the Bioware code, it must be the engine.  Duh.

I mean, all you have to do is look at all the other MMORPGs developed by Bioware that can easily render large groups of players on the screen at the same time.....oh wait, nm.   

I have an answer for you:  You pretty much cannot use an MMO to communicate, for the following reasons:

Assume you have access to classified information via a clearance.....all your purchases will be examined as part of your clearance.  Say you purchase an MMO game, then your personal computer will likely be monitored occassionally, including a keylog program.  This is similar to your phone being monitored occassionally. The more suspicious your activity, the more monitoring you get.

Hence, you have to find a way to communicate "off the grind", which is why drop points for information remains the best way to pass information between a spy and their handler. 

 

Okay Marc, I'm going to to be a grown up. First, I admit I've been very frustrated with DAOC's ToA  expansion (ARG!) and the grossly unbalanced structure of Warhammer, but I'll let it go. Second, I can say that I've been very passionate about your previous games, so you do tend to make good games, I'll give you that much. So with that, I hope you read this: invite some dedicated PvP players to beta early in the process rather than late in the process, let them pound it out and find out how to break it, and then listen and ignore the "math" your quant guys give you about how it truly is balanced because of such-and-such.  All I keep thinking about is remembering the talk about all the class balancing tools you had prior to the launch of Warhammer....and then seeing the results of the unique combination of classes that could decimate waves of players. 

My PvP guild fooled around in Warhammer when it first launched, figured out in about 2-3 weeks how to build the ultimate group, leveled that group up and absolutely destroyed folks.  It wasn't because we were "l33wt awesome PvP players" or anything, we just quickly figured out certain combinations resulted in massive damage from bright wizards while limiting incoming damage.  We didn't have DPS meter tools or anything, we just used our PvP experience to break the game.  We laughed about how balance tools must have been created, when it was obviously so grossly unbalanced.  It also reminded me when DAOC first launched realm abilities and someone's idea of a great realm ability would be to swim faster (in a time when Old Frontiers had almost no water).  That proved to me that while they might be decent at playing a game and coding a game, they really had no clue what PvP players wanted or needed.

 

So, the moral of the story is that the quant aspects of balancing classes is important, you can't recreate the combinations that players can create to find the imbalances.  Furthermore, you can't rely on PvE focused players to figure it out either.  Finally, get the PvP folks in earlier in the game so that when you need to rebalance the classes, you can do it sooner rather than later in the process so PvE can be adjusted if needed.  It always seems to me that the game does the PvE first, then PvP last, and trying to rebalance the PvP screws up the PvE, then all chaos breaks out and people get really upset about having to redo so much stuff.

 

I understand making MMO games, er, successful MMO games, is really hard work. I certainly wish you the best in your upcoming venture and hope for a 3-way balanced PvP game that allows me to continue to grow my characters via PvP points that also never releases an expasion that requires massive PvE investment to be competitive in PvP (cough ToA cough).

 

Good luck.  Seriously.  

Just wondering if this is being reviewed by someone who doesn't like PvP.  Most of the staff at MMORPG usually professes in their reviews that they don't like PvP, and then they go on to review the PvP aspect of the game which (no surprise) they didn't like.   If it's a PvP centric game, can we PLEASE have someone who likes to PvP actually review the game for a change?

 

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