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All Posts by afoaa

All Posts by afoaa

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194 posts found
Originally posted by Herodes 

Both populations are about 300 millions.


EU's population is over half a billion. But the part that use English as their main or second language is down to about 100-150 million. 

Originally posted by xanphia
Originally posted by afoaa

Have you tried Fallen Earth?

No classes, pure skill based system, gigantic open world, best crafting system made since Pre-NGE SWG, 6 sided faction pvp, taking and holding towns from other factions.

And everything takes time, lots of time. Took me 6 hours to make my first rifle....


This game keeps seeming better and better to me. Dec. can't be much longer :[


?? Its out now, why wait until december?

Have you tried Fallen Earth?

No classes, pure skill based system, gigantic open world, best crafting system made since Pre-NGE SWG, 6 sided faction pvp, taking and holding towns from other factions.

And everything takes time, lots of time. Took me 6 hours to make my first rifle....

There is no need to load it from steam, you can just download it from their own website. If you purchase it as a digital download from their own homepage then you also get a free quad. :)

To the OP, I think you should check out Fallen Earth. 6 sided faction PvP, no classes, skill based, sandbox, gigantic gameworld over 1000 square Km, one server for all players. NO elves, dorfs and wings, lots of Mad Max.

Just give it a little time, right now their server cluster cannot handle the load of players so there is some terrible server lag during prime time but they are working on it.

Originally posted by altairzq

How do you explain Aion?

IFit's confirmed to be more succesful than AoC and WAR. Mabye even more than both combined.

Even though people complain about the grind there then I think Aion will show why its a good idea. MMOs can thrive on people having a sense of achievement as well as action and fun.

The problem with WaR and partly also AoC was that you didn't really get connected to your characters because you progress too fast and run from one quest to the next without bothering to read the quest text and in the end you sit with an empty feeling.

CO suffers from this also, but even worse than AoC and WaR.

I think that exactly because Aion is grindy then it will keep an audience for longer than the instant gratification games, the instant gratification audience wont stay in the instant gratification games for long anyway.

I disagree, you don't see one direction of MMOs, the genre is splitting up into subgenres instead.

For example look at All Point Buleting, you are basically thrown into the game as max lvl from the start and only progress through your ability to build your reputation as a crime fighter or gangster which you do with PvP missions (game is not FFA first person shooter, its actually organzied into a progression system).

Then take Fallen Earth, a slow grindy sandbox game yet still full of quests if you want to do them (but you don't have to quest to progress) where it can take you 5-6 hours to make a rifle and ammo and many many days to create your first car.

Both are games with an audience, both are new games and none of the conform to the static formula of MMOs too many have fallen into lately and both are great ideas that cater to a different audience.

MMOs will stop being one genre, it will be many different things and in 5 years you probably can't even have a forum like this that will make any sense since there will be little universal MMO to talk about.

 There is several issues here, I think we should look at what an endgame should offer:

It should be entertaining, have purpose and meaning and contain some kind of slow progression.

Now the question is how do you create game content that fulfill all 3 things for as many kinds of players as possible? The problem is that many MMOs forget the "purpose and meaning" and therefore they fail in the solo'able endgame

For example if the entire purpose of the endgame is just to progress then a slow grinding solo endgame will not appeal because there is no purpose to the grinding itself and you are basically just wasting your valuable time not having fun.

On the other hand if the endgame contains a challenge of some kind that you can use your hard earned skills for then you _will_ see solo'ers grind slowly and patiently to be able to use their skills against those challenges.

So you have to ask yourself what is the purpose of having players improve over time at the endgame and answer that before you can even create a solo'able endgame.

DaoC is probably the MMO with the best endgame ever made. Everything you do PvE is done in order to become stronger in PvP and PvP is the whole purpose of the game. They also solved the casual/hardcore and solo/raider problem there by introducing several different ways to gain endgame abilties. You can grind solo dungeons, you can solo PvP, you can PvP raid in big warfare, you can do incredible big and tough PvE raids and they all end up giving you the same reward in the end but at wastly different speeds, generally the more you group the faster you progress but you are never without anything to do.

its a bit silly to say that one game style is in conflict with another, as long as you keep a sense of purpose in the game then you can have every single game style live side by side without getting in each others way and thereby you secure that your game appeals to more players.

Daoc just consolidated all their servers into one super cluster which is fulled with players in big battles, taking castles and territory from each other.

Sounds like its something like that you are looking for.

Of course those who still play it is the hardcore players so don't ever expect any easy PvP kills.

Originally posted by RealmLords

That's almost definitely server cpu.  My guess would be the zones are larger than what the server hardware can handle, usually i terms of PC and NPC counts.  Everything ticking (time slicing) ends up waiting and performance drops badly.

And you know its server lag because if you enter the Embry area outside prime time like early EU day then there is no lag in the area that were unplayable during US prime time.

Playing fallen earth, still have a sub for CO but waiting for more content before I play it again, and I keep my AoC atm because I belong to a really good guild there.

Originally posted by Terranah

I think game companies shoot themselves in the foot when they have ugly aesthetics.  There are some amazing computer artists out there and they can make really wonderful looking characters that are even not very system intensive.

Problem is that in this game they shouldn't look too pretty or perfect. After all you play a woman trying to survive on her own out in the wilderness. 

Just look at fallout, the base characters are not very pretty, and then there is a LOAD of mods to change body type (mostly done by asians) and the end result while being pretty really does detract from the style and sense of the game.

Don't see any messages about server hardware upgrades in that. The only opgrade mentioned anywhere is the upgrade to the forum server.

Lots of client updates but its really not that which is the problem, the problem is that their servers can only handle a limited number of players in a single area before they get overloaded and hang up.

I experienced the same kind of server lag as the OP describe while having 150+ fps so optimizing the client does nothing to help with the problems that make the game unplayable near Embry.

Fix for Lag
Fallen Earth « Fallen Earth
9/27/09 4:21:56 PM

 I think they are having a lot more players than they expected.

It really comes down to whether or not you like FFA PvP or faction PvP?

Both games are sandbox, skill based games with direct aiming and hitting in combat instead of free targeting. But Fallen Earth does not have FFA pvp everywhere.

This entire discussion is silly. Different cultures means that different things are appealing. Its just like food, something that is a rare delicacy in one country would make people puke elsewhere like here where we like raw fish fermented in a cocktail of vinegar, onions and sugar.

Its the same for MMO style. Just because something is good and cool in Korea doesn't mean it is elsewhere. For example I personally cannot stand how the characters are posing when they stand still in most Korean games with the chest pushed forward and all the weight on one leg but hey that might make you look cool in Korea so what is terrible for me could be cool for other people.

Or what about female voices. The ideal in most of asia is that they should be as girlish sounding as possible, its similar in russia where the women try to talk in as light as voice as possible but here we like a womans voices to be strong, clear and confident sounding and the little girlish style talk of the east is like sandpaper to our ears.

And animations? Most Korean MMOs have extreme hyperspeed blown up animations with a s...load of colors and glimmer. Well here most like things to look believeable so you can identify with it and believe in it so those animations again reducing the quality of the game instead of increasing the quality for westerners. An vice versa I am quite sure that Koreans think that western animations looks slow, bland and boring.

So you cannot say that one thing is good or bad, you can only say how it is for you and your culture.

I like the slow pace in lvl'ing. After all every 10% of a lvl you gain points to spend on your character so you are constantly improving instead of doing it in big steps rarely. So you are not really bored because you are rewarded all the time. And its nice that you really can go deep into getting to know where you are instead of blowing through an area in an hour or so. The pace makes you feel you really are there.

I have always hated how low lvls area's in MMOs are places you only see for a few hours and then bang its all grey and meaningless. FE does it better and you get involved more with your enviroment.

As to performance, my I7 rig with a GTX 260 card and 3 gig ram give me with all settings set to 100% a framerate of around 150 outside towns and around 40 in the most populated areas, that is better performance than I get in AoC as max graphic levels.


Some items can be modified visually, mostly clothes where you can take a cloth piece and craft it with some dye and then it gains a new color and sometimes changes the stats. I haven't seen any modifications of items so far so I don't know if that is in the game.

As to gaining materials. Well that is CONFUSING in a good way. Meaning there is almost infinite different sources for gaining materials. You gain materials as drops from humans mobs sometimes animals, gain materials from harvesting nodes and dead mobs, you gain materials from scavenging through ruins and old vehicles and so on.

The thing is that you can gain the same material in several different ways, for example you can gain a chemical from a plant, find it in the stomach of a mutant or maybe find it in a refuse pile. There is a large random factor in what you get when you gain materials, both in what you get and how much.

So you can't just sit down and repeat farming some node for materials, you have to explore and learn and over time find out a pattern that will give you what you need. 

That being said the stuff you can make is very very nice.

 Its pratically impossible to shoot anything that is not standing still from the EU. You can aim in front of a target then the system automatically make you miss and you can keep your sight on target because then lag causes you to not hit it.

Only when things are standing still or are running straight towards you can you hit them.

Guess many EU players will go for melee that dont have these problems.

Originally posted by Farem

 So to get back to the original topic about how the old MMOs required you to learn...

You just made me think about something. The MMO market used to be a niche market for us gamers who wanted to get INTO the world and story of the game we played. And they did a great job back then. But as we have all noticed, slowly... well not slowly, when WoW came out, we were given every little tool (and the option to create our own tools).


The MMO market went mainstream.


Sure we get more people to play with, but not in the truly fun games we remember playing.

Anyway thanks for the topic. It was nostalgic.

Well what I don't understand is why does the one exclude the other? It seems to me that it should be possible to both have themepark playstyle and a living game world that in itself contains enough for you to have fun on your own terms. Sort of well you have done some quests and do content like any themepark and all of a sudden you see someone building a house somewhere . . . how did he learn that? Could it be fun to add your own stuff to the world? And then more people could be pulled over into the the more freeform parts of the game by discovering they can do stuff on their own.

Also there is no reason to make enviroment XP silly compared to quest xp. For example in CO a 5 min instanced mission give you the same XP as killing around 2-300 mobs . . . .  so the second you don't have a quest to go on you feel that all you do is pointless and wasted time there. Instead the game should keep quests yes but it should also seriously reward all the other actions you do. If you build something, farm stuff, pvp kill something or just plain grind mobs it gives viable XP that is comparable to quest XP.

It _is_ possible to have the best of both worlds, a "mainstream" themepark and heavy sandbox like elements working together and my theory is that such a design will take less development time compared to player enjoyment time than your typical MMO you see these days.

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