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All Posts by Faelsun

All Posts by Faelsun

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439 posts found

No nothing like that and I doubt they would ever implement anything like that. Fist of all in my previous post I said that the zones are all about the size of Moonglow, so if you have a  mount you can go from one side of the world map to the other in half an hour or less. Each zone has set entrance areas not like UO which is seamless, it also caters to zerg camps, who camp the exits. They cater to that Darkfall player base so they would never put something in the game that prevents abuse. Like fast travel. If you need to travel to pvp areas or red zones you usually just bank your mount and go by foot.

 

There are boats that go from coastal city area locations, which cost silver, a lot of silver. better to just huff it by land if you can.

Originally posted by Korn42

Hi Faelsun,

here is some extra comments on the points you mention: 

Zerging

We see this is a core issue of the game (if not of every open world PvP MMORPG).

Here is a list of things that we will do to limit the effectiveness of zerging:

  • Reduce the damage a player takes if he is focussed fired at by too many opponents (already in)
  • Reduce the amount of healing a player gets if he is healed by too many allies (already in)
  • Make AoE spells scale with the number of people hit, really punishing stacked groups of players (coming)
  • Hell Gates (see Roadmap): these offer 5vs5 PvP despite being part of the open world (coming)
  • Research project: have a smart AI-based algorithm that gives zerg groups a penalty to the damage they do (resarch project, as it needs to be done in such a way that there are no easy workarounds/exploits)
  • Showing zergs on the minimap - but only zergs(!)
 
Items /Armors
 
We are still just in alpha, we will be adding a lot more items and armors constantly. From the previous alpha to the last one, we have already added more than 15 new item types!
 
All the best,
Korn
 
 

I read the roadmap, but I am reading between the lines here. Even if I know the zerg is coming, how long does it take a zerg to move or simply run split groups of 12 up and down the map in map the size of Moonglow? Eventually they will split into groups just small enough to avoid detection but still  be near each other.  Also does that mean the AOE spells will be subject to friendly fire? Because if not the mechanic will be exploited, tag and bag.

Will  you be able to buy Hellgates in the cashshop and use them as a form of currency? How will you prevent guilds from simply camping one of the 4 small map entrances and map camping hellgates?

Research project might have promise, but what about large guilds pve farming and using Fame to climb the skill tree?  Shouldnt a skill based game be based on skills used not mobs farmed/camped?

Escape mechanisms in pvp for ranged DPS.

What is the actual standing of a Premium account? What are they able to to, what can they spend gold on?

Transparency on internal testing.<<<<<<<<<<<<<<<<<<<

 

Originally posted by Korn42

@Faelsun

You seem very upset as the last alpha test - I assume you did take part - did not meet your expectations for the game. 

We have a very test driven approach to game development, which allows us to progress fast and make the right adjustments based on the data we collect and based on player feedback. 

I would be great if you would take a few minutes to read the updated road map post, as it addresses a lot of the points you raise. 

In particular:

1) The silver economy will be fully redone. Crafting and farming will not require silver payments any more, with the exception of taxes and usage fees to other players. 

2) It will no longer be possible to pay for in-game expenses with gold. Gold will be limited to the premium status and vanity items only.

All the best,

Korn

Well there are alot more issues than that, but it remains to be seen until next Alpha.

There seems to be, no interest at all in making zerging not viable. In areas that are so tightly zoned how do you justify that?

Let me put this in Ultima Online Map terms so people can understand. Each map zone is about the size of Moonglow, maybe a bit bigger or smaller, each Zone is the Size of Moonglow, not city, zone. A Zone with 4 entrance points, zoned off, and they allow free range zerging in maps that size. PVP has no escape mechanisms, no kiting, fears etc, ranged dps of all kinds is weak. Everyone ends up in melee.  For larger pvp guilds it will be like running lemmings off a cliff.

You cannot base an entire crafting economy over 9 pieces of armor.  A handful of mats and a handful of weapons. Especially if you delegate abilities over to buildings and not to players. You get repairs at vendors, you get armor at vendors,item upgrades at vendors,  everything is made at the vendor, all the player is bringing is his Tier in that item and silver.  All players are making is the building with the vendor.  In other words its less of a  crafting economy and more of a silver sink economy, hand crafted for guilds with Silver in their pocket who have used the fame exploit to get their tier up and simply reload weapons and armor.

So how high is the building tax still. How much for a tier 4 stable every 24 hours. For me it was around 2.5 thousand or so but that doesnt count, feed for the stable you have to buy that, and repairs buy that to.

Where the hell does the tax money go. You cant have a player run economy and have no explanation at all where the money is going.

What is being done about the lack of dynamic combat? I see its being worked on but, it needs alot of work.

AOE dps buildups is nice, but wont that be abused in PVE farming? How much dps can one AOE do before one player is killed by 5 or 10? Wouldnt a simple long duration stun or blowback be less exploitable? Wont an AOE attack like that be abused in Castle Sieges on defenders?

These are not small issues Korn, you're not going to win the day with a few thousand Darkfall vets and ride off into the sunset. I feel like what you need on some of these issues is a complete overhaul and probably another Alpha phase otherwise enough wont change by Beta1.  Also I dont know what is going on with your internal testing, but thats not something for third parties with agendas to be taking part in. Especially not in Alpha testing.

Also clarify Premium status (and) Vanity Items, what besides vanity items is your gold getting you for premium  Status.

 

 

 

Originally posted by waynejr2
Originally posted by Faelsun
Originally posted by kyse2
you might not want it but why would they want to make the 100 people that still play EQ happy and make a updated game just for them when they can make a game that might get 1000s and 1000s of people into an eq world something eq1 isnt doing

Because of the bigger picture people dont see right now.

Todays mmorpgs are not developed by devs as much as they are controlled by community organizers and SCRUM development structure. In short development moves in what is projected to be the next popular phase. This Phase includes Voxels, sandbox elements, PVP centered games some with political systems some with not, most with weapon based combat mechanics and psudo crafting.

The last big phase was Psudo DAOC pvp, pve centric games with twitch action combat.

 

Its not just this game, I am sure all the Elder Scrolls fans would want a redo on that POS excuse for an Elder Scrolls mmo.

What doen't you like about scrum?  Is it scrum itself or how some organizations use it?

I think SWTOR is a good example of how community organizers can take SCRUM and abuse it to their own ends.

The development of the game was essentially subverted from the ground up. People in hiring pools that deal with community typically are from GDC pools who have a group thought on how games should be developed. Larger companies like EA tend to take more advice from said groups, which trickles down into smaller mmo Dev communities.

That might sound crazy, or a bit odd, but thats exactly what I was saying about TOR before Tortanic happened.

 

Here this video shows how personal bias can control not only a games development but who is actually playing it in testing from the ground up.

https://www.youtube.com/watch?v=uKHTmTtgYvw

I think some organizations if not most are asleep at the wheel on this.

Originally posted by Howbadisbad

OP seems to be aiming most of his complaints that new 'solo' players will never be able to catch up to a large guild.

This is true for basically every sandbox game, and it is just logical anyway. A group of players working together should always get things done more efficiently than a solo player. A large group of players should always get things done faster than a small group of players.

 

 

No its true for Sandbox games that suck. It is not true for EVE and it is not true for UO, Anarchy etc., I can become quite self sufficient on those games in a short period of time. Hell its not even true for Runescape and I hate Runescape.  It is true for the Darkfall like family of mmos which are totally broken zergfests.

 

Currently as it stands a larger guild can hold a dungeon hostage, farm the silver from the easy to kill mobs and prevent new players from ever being able to use the entrance and or kill the bosses24/7 and thats the reality in Alpha, much less a full release. Its not just getting things done faster, the Fame system allows you to essentially skill up by killing, large guild camps pve farming  as naked scouting can Fame up their entire guild in day to tier 5 or  more, thats also the reality right now.

My complaints run deeper than your quip, pvp is bad, very bad, its just melee zergs, no escape mechanisms, two buttons tops. The economy is bad, the tech on the buildings is bad, crafting is less complicated than what I see on themepark games, farming is a major letdown. Every map is a square, come on man.

I like to pvp this game has a problem deeper than carebear vs pvp antics, the game is easy to abuse and its systems are over simplified and boring.

 

Originally posted by Korn42

Hi all,

thanks for your feedback. I think I can shed some light on some of the points raised. 

 

@Faelsun

please rest assured that when improving the game, we are taking the feedback of all players into account. It would be stupid for us not do to so. You can take a look at our updated development roadmap here, and I am sure you will find a lot of changes that are to your liking: New Development Roadmap

 

@vadio123

there is no cash shop in Albion Online. In addition to that, based on feedback received from the players, the role of gold will be changed, gold will only be used for vanity items and premium status going forward - other gold payments will be removed. Please take a look at this thread: Pay 2 Win Debate

 

All the best,

Korn

 

 

Of course you have a cash shop, you can buy Currency (gold) for real life cash. You try to sugarcoat it and say gold cant be converted into silver, but thats not true. I can buy property for gold and charge outrageous levels of silver, simply trade it, some vendors have multiple pay options. I know I tested it.

Costs are punitive to say the least, silver falls out of your pocket faster than you can farm it. standard low level humanoids drop 30ish silver, cost to repair  60% low tier cloth armor around 600 silver or so. New players with no currency, will never catch up to larger guilds doing that. You essentially turn them into farming slaves to sell desperately low cost items so zergy pvp guilds and beat each other up on those 4x4 box zone maps.On top of that they will have to at some point buy gold as a reset switch then trade it for silver at a significant loss because the guilds with the silver are gonna take 20% off the top.

Roadmaps are nice but development happens in the SCRUM process, which starts from community organization. So when Bercilak (CEO) is overly chummy with GRIEF guild it makes me worry the entire process is polluted. No one wants to spend good money  ( which I already have) on a private server, thats not fair to founders and really not fair to new players.

An Investment company? Well hello Cash Shop and Tiered loot.

What other features can they add, hmm, battlegrounds and lets go ahead and have warlocks, Paladins, I also think the game needs Pandas. Oooh more grinding.

No because as soon as they got out of Beta testing and into release,they betrayed every one of us wanting the Esport pvp they promised. PVP was and probably still is a dps zerg, pvp maps were crappy, RVR was horrible. World of Dyecraft.
Originally posted by kyse2
you might not want it but why would they want to make the 100 people that still play EQ happy and make a updated game just for them when they can make a game that might get 1000s and 1000s of people into an eq world something eq1 isnt doing

Because of the bigger picture people dont see right now.

Todays mmorpgs are not developed by devs as much as they are controlled by community organizers and SCRUM development structure. In short development moves in what is projected to be the next popular phase. This Phase includes Voxels, sandbox elements, PVP centered games some with political systems some with not, most with weapon based combat mechanics and psudo crafting.

The last big phase was Psudo DAOC pvp, pve centric games with twitch action combat.

 

Its not just this game, I am sure all the Elder Scrolls fans would want a redo on that POS excuse for an Elder Scrolls mmo.

Originally posted by TiamatRoar

The devs wanted a game that rewarded people for beating others.

 

If people beat others, it's probably because they were stronger and/or smarter than them.  They will then get rewarded for that.  They will then be even MORE stronger than them (the smarts will stay the same probably but whatever).  They will then beat them even more with that extra strength, whereupon they will be rewarded for that, and then be even MORE stronger than them.

 

The writing was on the wall when the devs never really announced any serious repercussions for killing others.  The strong get stronger which lets them get stronger and nothing is there to hold them back.

 

(of course, as Ultima Online showed, even if you DO have repercussions, it doesn't matter squat if they're avoidable. The fact that they become easier to avoid as you get stronger doesn't help)

 

(I suppose one major difference for Eve is that when a ship blows up, NO ONE gets a hefty chunk of the reward. Just a fraction of it. Thus constant killing of each other will eventually hurt both parties by sheer attrition. This is still circumventable though if, again, you're strong and/or smart enough)

Well EVE has balance with low vs high sec zones, lots  of non combat options, ways to Avoid danger even solo if you are smart, Albion has none of that. I played Classic UO pre Ren, the main city area starting off is large enough a new player can mix in, the areas were larger, not zoned, crafting was far more interesting not to mention the combat system was better. The simple fact that their combat mechanics are easier to master than late 90s UO really tells me something, the strong in this game will stay strong and muscle you out that I agree on.

 

Its not even really killing others or repercussions, there is nothing else to do in this game but kill other players, its less dynamic than some shooters I have played. Tribes Vengeance was more flexible, I mean damn. I was so bored, I did some pvp, the mechanics were so boring and bad I just started crafting. Crafting was so so bad, WOW is better, seriously no BS WOW is better, Engineering is more fun than this games entire crafting system.. a Sandbox game.

I hope mmorpg gives this game a real review and wont  sugar coat it. Its not pay to win its pay to participate, eventually the poor solo player will run out of funds, hello gold purchase. Might as well play Entropia at least their honest about it. .. sort of.

Keep in mind a few Guilds are essentially running development for this game.

http://www.griefguild.com/#!home/mainPage

 

Their ideas are taken as Gospel by the Developers, I am in Alpha and there is hardly any give and take in the forums. They seem hellbent on no npcs, a broken silver economy that can be manipulated by large pvp guilds, they support Zergs, small Zoned maps, lots of zones, small dungeons that are easy to farm, easy for pvp guilds to take control of and perpetually silver farm endlessly, on top of their support of invis scouting.

 

Crafting in this game is essentially just Armor upgrades for pvpers wearing plate and one piece of cloth,  the heavy supply use by tiers encourages large pvp guilds to mob up on areas and group level using Fame. Solo players will be left far behind and gearless trying to survive in red zones.

 

Every new idea I see being supported by the Devs is another Grief mechanic that helps zerg guilds, it seems to me they are living out a fantasy of reliving Classic UO and Darkfall, minus the content, this game has no content at all. The talent trees and weapons are uninspired and boring. Basically just get a Claymore, done.

 

I am telling you this as someone who likes pvp, and grief, I give crap to games I dont like, but this game has serious problems with general entertainment in General. Unless they do something Radical, I will have to suggest Crowfall maybe even Shards, Camelot Unchained, they have more things to offer. So Far Albion feels like Runescape with slightly better animations, Slightly. .. and less to do. .. alot less to do, Mu online, has more content. Its full loot pvp, not a big deal in UO, not hard to replace, Albion will require a cash purchase of gold to keep up with gear loss the cost of taxes on basic actions like using a tool is so high you can barely afford to make mid tier gear, punitive property taxes, etc. much less replace it. Its at the point no one even wore higher tier gear if they could even make it. 

This game is hand crafted for abuse by large pop pvp guilds, with headstart on founders packs, which I have sadly, they will take their gold possibly buy more gold and completely control, OWN,  the map before most of you new users even log on for the first time, save up and you might be able to buy property in the next expansion, if the game lasts that long.

It feels like Runescape meets Mu Online. For those of you who played Mu, chest in the middle of town, zoned areas, weapon based attacks. The maps are small already towns are not put together that well and the economy is broken already.

 

The real weakness so far is that the skills and crafting are just not interesting. Crafting is less like crafting and more like , payday loans. It looks like they want the UO crowd with a more simple combat system and PVE zones for carebears and the game is isometric. The current path will lead to disaster if they dont make drastic changes in the next Alpha, focus on the mechanics popular in isometric games, crafting, skills, theory craft, guilds, guilds guilds. Also no pvp in the cities and cities are boring not dynamic at all. PVE is terrible, its beyond terrible, AI is bad, skills are very limited even for npcs, it needs a lot of work.

What killed this game is that it was another watered down DAOC clone with WOW like features and no world pvp. The same reason GW2 bores me to tears. If they had made a game for actual edler scrolls fans, maybe it wouldn't have failed so fast.
Originally posted by Sovrath
Originally posted by mrneurosis
 

With every popular IP there is certain fan following which gives games a certain edge. Regardless of whether it is MMO or CO OP, with a name like ES it should have sold like hot cakes and should have more impressive numbers to flaunt. It is ES after all and not your average run of the mill unknown brand.

But you give no evidence other than "because it has to be so".

So an elderscrolls sideshooter would go like gangbusters? millions upon millions?

Or maybe elderscrolls players are into elderscrolls not only for the lore but for how they play?

Even if it has to be a mainstream themepark, why in gods name does it have to be like some kind of DAOC clone with even less world pvp than WOW, that being none and totally close of the areas from other factions? Wouldn't a PVPVE system more like AION with each race being a faction been more in line with Elder Scrolls lore? Seriously why did it have to be more like GW2, the answer is the market was testing out that particular model. 38 studios, GW2 and ESO   were all in development at about the same time, most with some hybrid DAOC rvr  with similar combat models. Even mop kept its expansion in line with what was coming. They were not trying to ever make an online Elder scrolls game, they were making DAOC 2.0 and seeing if they could strike gold because the suits were in charge. If they had made a more Elder scrolls friendly themepark this wouldnt be an issue. But I loved the Elder Scrolls games and absolutely hated DAOC and GW2 did it not ever pass their minds to product test on actual Elder Scrolls fans. 

Originally posted by Thane

soo, our OP wants a singe player game as mmo. yep. totaly legit.

what you want does not exist. if you'd "simply" make skyrim an mmo it would not work, because everyone would be killing the npcs and whatnot. quite simple.

He didn't say that. There are sandbox elements you can put in without going Uncle Owen, Ultima Online and EVE were/are both successful, and ESO didnt work very well in this format. And WTF killing npcs, we kill major NPCs in every mmo known to man.

What he is saying and it is true,  you cannot have the WOW/EQ2 clone used as a template to recreate non linear worlds. You did not have to play a holy trinity role in Elder Scrolls games, you could be an alchemist or a burglar that never even attempts combat, assassins that dont engage in spam dps, etc. Also nothing you do pve side really matters in ESO, its just for looks, then you have the forced DAOC zerg pvp nonsense which is nothing like Elder Scrolls games where you essentially are a free roaming unaccounted for  variable. 

 

They essentially took one of the best single player sandbox titles and turned it into a DAOC/WOW hybrid carebear paradise. 

I do know for a fact that some of the team that handles public forums and community organizers, not directly in control of any of the actual game development are die hard Themepark advocates. So I wouldn't take any negative leaks from the inside to seriously, this is a tactic certain groups like to use to force development in more familiar directions. \

From communtiy organizer "talent pools" who end up moderating games hey had no part in but bitch about how they are developed to sway public approval.

http://www.gdconf.com/conference/community.html

I don't know, honestly how much of the Justice system has been implemented yet. I do know that no real world pvp was the reason many people dont play this game. So if the Justice system is a success then I dont see why they would jump the gun on FTP. I also hear rumor about more pvp zones being added. I wont play until I actually see it, but I WILL play if I DO see it.
Originally posted by Loke666
Originally posted by Faelsun
Stop allowing advertisers and gaming sites like this one who hype the hell out of obviously bad formulaic games.

If you are getting hyped for a game without actually checking it up that is your own fault. You can't forbid people to advertise their product and you can't believe everything people tell you.

And there are ways to try out most games before buying them, stop giving money to companies just based on advertising.

First of all its not my fault that this site and other sites gave SWTOR a great review almost a ten in some places, or AOC great reviews as well. I dont buy games at face value but an army of WOW addicted kids will and anyone else who doesnt know better. Because of hype and false advertisement. You are right they can hype and advertise all they want, its gaming sites giving these shitty games legitimacy with favorable reviews that leads to this problem in the first place.

You cant just admit that we have a problem, then spit in my face with that venomous attitude when I point out the obvious dude.

Stop allowing advertisers and gaming sites like this one who hype the hell out of obviously bad formulaic games.
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