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All Posts by xpiher

All Posts by xpiher

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Crafting sounds exactly like it works in the repopulation (with the soul thing added). That's a good thing.

Originally posted by Dullahan
I just want points of interest that are worthwhile.  Darkfall dungeons were almost a complete waste of time, and Archeage and Wushu were both instanced.  It doesn't have to be for raid armor, but dungeons should provide a source of something valuable that players can fight over, and they are typically harder and require more tactics.

The dungeons in darkfall would be worth fighting over if the economy wasn't fudmentally broken. I get what you are saying though. 

Is this the redruum i know? If so, good luck buddy. If not, good luck all the same. More things like this need to happen even in alpha. 
Originally posted by Dullahan

I couldn't read past open world except dungeons.

Is there really instanced dungeons in The Repop?

Its not like repop has raid armor and gear grind tread mill progression. The reason those places exist is to have actual interesting boss mechanics that can't be circumvented through simple zerg tactics. 

Originally posted by Oyjord
Hi all,

I accidentally watched a few previously recorded Twitch streams of TR, and I'll be damned if it didn't appeal to my old UO addiction. Mind a few quick questions before I pull the trigger (pun intended)?

1) Does the game force you into PvP zones to progress? Once upon a time I enjoyed ArcheAge, and folks kept reassuring me that PvP was totally, 100% consensual and avoidable. What a crock of @#$%. You really had to go into PvP zones to progress in PvE. How does TR fare in this regard? I don't mind some PvP now and again, but only on my terms, when I'm ready, and only PvP which in no way throttles my PvE'ing.

2) Are the game servers up for testing often? 24/7? Just weekends? "Most" of the time?

3) Are folks enjoying the game, or are they feeling buyer's remorse? ;)

4) How often are the servers wiped? I understand it has to happen in alpha, and even beta...but it makes it hard to get ego-involved in a game when your character is wiped every week.

Thanks in advance for responses to any/all of the above!

Oyjord.

 

1) Short answer is no and not currently. Long answer is, if you want to progress quickly, even on the normal server, you'll be pushed into contested zones. I'm fairly certain that player built cities are also only in contested zones, but individual player housing is not (don't quote me on this part)

2) 24/7 except for daily maintenance. Because the game is a fully persistent open world (minus a few dungeons), it has to be brought down to refresh the servers. Most games using zoning and instances and when those zones aren't active, the part of the server that hosts those reboots (hence longer load times)

3) Depends on who you ask. The biggest complaints coming out from the community in general is that the game NEEDS POLISH and people feel that early access in alpha was just a gimmick. However, this is an actual alpha test game and early access is basically giving you the game at a discount and the ability to learn the game before the servers go live. There are some complaints about the crafting system being too complicated and some people complain that the game isn't close enough to SWG pre CU (they were expecting an outright clone), but other than that there isn't much complaints and people are testing/taking breaks as needed. Remember: ITS A REAL ALPHA

4) There is only one scheduled wipe and that's for the official release of the game. However, it appears that the developers are also using the extended testing time and openness of early access alpha to test the economy. The only time I could see a wipe happening is if a game breaking bug is found and a wipe is needed to fix it and get the economy back to stable, at least in terms of what they are testing. It probably would be more of a roll back than a wipe though if this were to suddenly happen.  

Name: Getting into The Repopulation
Address: http://www.twitch.tv/xpiher
Stream times: Most weekday nights between 12am CST - 2am CST
What you typically do in game - I'm learning and I suck. Follow this newbie in his adventures. May stream other games as well
Did a quick forum a very quick forum search, if this already exists I apologize. 

Please use this thread to list streams of your game play with the following format

Stream Name
Stream address
Stream times (if applicable)
What you typically do in game
Originally posted by Jasper300

This game sucks.... and I wasted money on it lol...

 

The combat is terrible and boring

Uhhh...  the combat has more depth than 1hr of game play reveals. It needs work, but its better, IMO, than most tab target games. 

Originally posted by Azoth

 

There is diminishing returns. Maybe no in alpha because they want people to test more stuff, but the plan is to implement extreme DR at launch.

Where you got that from ?

In the FAQ :

''Within a skill tree there is a diminishing return system which ensures that you gain very little after a certain point. There will be no more abilities and only a very tiny passive increase. If we add additional tiers post-launch though you may find yourself qualifying for any new abilities automatically.''

This seem to indicate that there is diminishing return the higher you take a skill but would be independant on how many skills you pick. So if you bring Rifle tree all the way to the top it get's slower and slower but it wouldn't affect your shotgun leveling tree. That's the only mention of diminishing return I found.

I might have just misunderstood people. Even so, mastering multiple crafts will be a pain due to diminishing returns existing in a single craft. So everyone will be able to craft their own basic stuff: bandages, crap food, etc but only those who have in exorbitant amounts of time will be able to do EVERYTHING due to this. From what I see, at most due to materials and the diminishing return affects, coupled with gear being completely customizable with stats, I don't see people mastering EVERYTHING in this game unlike other games that don't have a skill cap. 

Originally posted by Azoth
Originally posted by GeezerGamer
Originally posted by kilun
Originally posted by GeezerGamer
Originally posted by kilun

Here is my personal opinion.

  • Way to early to tell about actual launch, many decent things
  • crafting is to much.  Why?  SWG's complexity was right on the money, the whole different letter grades actually make it a not enjoyable process.
  • No present class skills and unlimited skill system.  To me this is a turn off.  Why not have a skill point cap with the ability to remove skills and regrind others?  This worked wonderfully in the past.
  • No big enough.  To make crafting and resources viable it needs more.  To get around multiple worlds, it could of been simply different continents on a large world.   Many options.
 
Here is my biggest complaint.  Really the funniest part of Galaxies was the ability to make an economy.  To make and economy it has to be simple at the core, yet complex at the end.  Galaxies mastered that with different quality level of resource spawns.  If you sat long enough you made the best ever.  
 
With that you had an economy that evolved around social aspects and crafting at the core:
 
  • Resources needed mined, this lead to some players renting or utilizing mines for resources just to be bought by the crafters.
  • Resources needed farmed in the case of meats, hide, and occasionally bone.
  • Doctors made buffs needed to be utilized by combat professions using armor and weapons made by crafters that lasted roughly 2-3hrs on average.
  • Musicians and Dancers then provided more buffs those making money and a large social aspect was created.
All of that flowed in harmony together.  Was it perfect?  No, but it was damn near close to everyone needed to do their part.  Galaxies at its peak was excellent before the CU and NGE.  It was my favorite game to date.  The CU cut off its legs and then the NGE destroyed it.
 
I'm not evening going to talk about how awesome Space combat was as a whole other part.
 
What I'm saying is this formula has yet to be copied.  There is no reason not to copy it.  What Repopulation did was copy bits and pieces of it, but make it more complex, and in the end so far that has left it with nothing resembling SWG as I thought it would.  
 
Even most the weapon classes have been covered and yet the game is lacking.  I hope Repopulation team figures out what they have is way to complex and a grind. 
 
 
I am currently not digging it much for many reasons that I mentioned, but am holding out hope for a later release while spending a few hours a week on this game between matches in Hex atm.
 

The Repopulation is supposed to be a game where players really cannot do everything solo. What they do will be dependent on something someone else is doing? And the idea behind the crafting system is that you really shouldn't be trying to do everything from start to finish but rather take something someone else started and complete it. The concept sounds nice, but who's going to want to take up crafting to crank out unfinished base components? That sounds boring. I don't think anyone in their right mind would want to take their "Main" and level it up for the sole purpose of making "parts". Unless it's a system that is going to encourage Alt accounts. We called them "Mules" in Anarchy Online.

But you can do everything.  You have unlimited skills, I see that as a problem.

Secondly, lets be real here.  People will have multiple accounts to be self sufficient.  This is a fact, not some illusion.  If people are holding onto this illusion of people having to rely on each other that is what happens.  A group of friends 4-5 will be able to make everything by each having 2-5 accounts, that is about the extent for the majority of the crowd that will be playing this game.  The occasional solo player will be able to assist and find a niche part to craft possibly.  It happened in SWG all the time.

I mentioned everything working in harmony.  A thriving economy needs to happen because it is allowed to happen.  Complexity and additional steps actually are counter productive.

First we are talking a niche genre already compared to the rest of the MMO world.  SWG had around 300k at the peak.  Eve is a different type of player so I will not add their numbers to the type looking for this kind of game.

That is our cap from around 2004-2005.  Add in another 200k for new people looking for that number.  Now take away 50% because The Repopilation doesn't even ring a bell or they care to play this type of game anymore, so we are left with 250k roughly max sub short of a freak WOW moment for max subs.

You want to make this as complexity by making an item need 4-5 different professions to make is just a bad idea.  Streamline and combine.  Make it simple.  Make the quality based on resource quality and very slightly on the level of the crafter( i.e. the 12 point Armorsmith for example)  Not on complex systems.

I'm not going to get into much more than that.  The current system is to complex in the way it is done. Adding layers on layers is not complex.  It is not viable for the majority of players.

Like I mentioned before you have players just doing Combat.  That is all they want to do, but they have to be able to provide for the crafting machine in order to make new items.  (Do items degrade in this game anyways?  Because if they don't that is already an issue.)  

I wasn't necessarily arguing with you. In fact on some counts, I agree with you. When I said "Supposed to be, I was referring to the ideal. I know how reality differs. Players have ALWAYS taken up multiple accounts in games where interaction is encouraged in order to bypass dependency on other players. As I said, in Anarchy Online, we had "Mules" This game will not be an exception. I'd like to see if and how this game can be monetized around multiple accounts. Because then there is true incentive for the game to be developed in that way. Not saying this game will be like that (Not saying it wont either) But games that I've played were developed with multiple accounts in mind like EVE, Perpetuum, Anarchy Online and SWG have enough in common with this game for me to consider it. What will be different is how much the Devs believe players should play on one or more accounts. 

My personal feeling is that if I need a second account to enjoy the game to it's fullest, something's wrong.

You are actually gimping yourself if you use mules. The only relevent factor in the game right now is the time you can spend on it. There is no skill cap and no diminishing return so why would you need different characters to do different things ?

 

There is diminishing returns. Maybe no in alpha because they want people to test more stuff, but the plan is to implement extreme DR at launch.

Originally posted by DMKano
Originally posted by MarlonB

If you refer to the engine being crap as being used in SWTOR, they used a heavily modified 7 year old version where the HE devs have kept telling them not to do it.

Well if you've talked to any of the BioWare folks who went through this hell - they thought they were buying a finished product - but ended up spending tens of millions re-writing their own tools to make the HE usable for SWTOR. 

 

When Bioware bought the rights to use HeroEngine, it was still in alpha. They heavily modded to fit their needs and it was the modding process that caused the engine to suffer. However, ToRO failed because the game at its core was a co-op RPG not an MMO and they originally tried to charge a sub for it. Same happened with TSW. 

Originally posted by Atrocitus

So...Here we are after the NDA lifts and guess what?

 

 

 The game IS subpar, under developed and will be a an epic fail. All signs point to this. You can't put out an mmo with only a few people, no money and high hopes. 

 

Bugs are rampant, people can't stand the graphics blah blah blah. 

 

Told you so! Prophet powers, I got em!

 

 

The bulk of the game is bug free. The stuff people complain about is largely just polish. If a title can't survive because it doesn't look good then there is no hope for the MMO verse period. 

Originally posted by kilun
Originally posted by xpiher

Originally posted by VastoHorde

 

Originally posted by kilun

Here is my personal opinion.

  • Way to early to tell about actual launch, many decent things
  • crafting is to much.  Why?  SWG's complexity was right on the money, the whole different letter grades actually make it a not enjoyable process.
  • No present class skills and unlimited skill system.  To me this is a turn off.  Why not have a skill point cap with the ability to remove skills and regrind others?  This worked wonderfully in the past.
  • No big enough.  To make crafting and resources viable it needs more.  To get around multiple worlds, it could of been simply different continents on a large world.   Many options.
 
Here is my biggest complaint.  Really the funniest part of Galaxies was the ability to make an economy.  To make and economy it has to be simple at the core, yet complex at the end.  Galaxies mastered that with different quality level of resource spawns.  If you sat long enough you made the best ever.  
 
With that you had an economy that evolved around social aspects and crafting at the core:
 
  • Resources needed mined, this lead to some players renting or utilizing mines for resources just to be bought by the crafters.
  • Resources needed farmed in the case of meats, hide, and occasionally bone.
  • Doctors made buffs needed to be utilized by combat professions using armor and weapons made by crafters that lasted roughly 2-3hrs on average.
  • Musicians and Dancers then provided more buffs those making money and a large social aspect was created.
All of that flowed in harmony together.  Was it perfect?  No, but it was damn near close to everyone needed to do their part.  Galaxies at its peak was excellent before the CU and NGE.  It was my favorite game to date.  The CU cut off its legs and then the NGE destroyed it.
 
I'm not evening going to talk about how awesome Space combat was as a whole other part.
 
What I'm saying is this formula has yet to be copied.  There is no reason not to copy it.  What Repopulation did was copy bits and pieces of it, but make it more complex, and in the end so far that has left it with nothing resembling SWG as I thought it would.  
 
Even most the weapon classes have been covered and yet the game is lacking.  I hope Repopulation team figures out what they have is way to complex and a grind. 
 
 
I am currently not digging it much for many reasons that I mentioned, but am holding out hope for a later release while spending a few hours a week on this game between matches in Hex atm.
 

The crafting is done in the way it is done so players can create their own recipies for gear which opens up another market for crafters i.e. "only I know how to create the gear for the build you are trying to play." Its actually quite ingenious. It really isn't that much of a grind after you figure this part and the quality part out. 

As for the DR, dancer and "musican" stuff you are talking about in the rest of your post: there are similar things in repop: dancer, story tell, and crafting each, afaik, have these types of things in them.

Resource extraction works very similar to SWG but it also has automation in place akin to shadow bane. 

I could craft as an Armorsmith recipes no other Armorsmiths could craft by way of saving specific resources the mass producers decided they didn't want  to save.  It made a killing on Ubese Armor and Padded Armor.

I know about the Story Telling, Dancer.  I am liking that social aspect.  I find the Cantinas currently to be lacking greatly though.

I find resource extraction to not working anything like SWG.  SWG DID NOT HAVE NODES.  I could survey and extract resources anywhere, to me this is a giant part they got wrong and places it in the fantasy realm not Sci-fi realm of  game play.  The Shadowbane part you refer to is also far off in the fact that the mines became attackable.  This nodes seem to spawn "X" amount of resource in a given amount of time and afterward they go dead.  They do not require power to run either.  Just plant it done. 

I do not understand why resource gathering was not just copied.  It was an awesome system, but they chose to go with a whole different level of idea on "community buff" the whole node area for 30 minutes at a time.  So we get to sit and grind nodes all day.  Yeah.  That'll be something one person does solo with 5 accounts.

Because unlike SWG this game has actual territory control. Where PvP is allowed on the normal server (2/3rd of the server) you can actually steal those resources as well. It sounds to me that you aren't taking the game as a whole into account. As to the cantaina complaint, give it time. People are still learning how the game works. There are people on the forums who are starting "entertainment" nations who plan on setting up these places. It just not done yet because the community is still developing. 


Originally posted by Holophonist

Originally posted by xpiher

Some people don't care about the look of the game as much as they care about the systems in the game working and actually being good. IMO, repop has the latter nailed. They don't have a permanent art term and part of their funding goals is to get the art quality higher; however, that isn't as important as all the other stuff they are working on. Rather have a crappy looking game than a barren one.  For the most part they seem to be nailing it, but I have some serious problems, hopefully the hardcore ruleset will fix them. The fact that the AH is global is a problem. What is the point of player vendors? They've talked about the possibility of making your nation into a neutral trade hub, but why would anybody do that if they can just press "T" and buy whatever they want from the AH?

Originally posted by Dullahan Originally posted by Holophonist Originally posted by xpiher Some people don't care about the look of the game as much as they care about the systems in the game working and actually being good. IMO, repop has the latter nailed. They don't have a permanent art term and part of their funding goals is to get the art quality higher; however, that isn't as important as all the other stuff they are working on. Rather have a crappy looking game than a barren one. 

For the most part they seem to be nailing it, but I have some serious problems, hopefully the hardcore ruleset will fix them. The fact that the AH is global is a problem. What is the point of player vendors? They've talked about the possibility of making your nation into a neutral trade hub, but why would anybody do that if they can just press "T" and buy whatever they want from the AH?
I feel like I just went 8 years back in time to the Darkfall forums. I agree, I've always been a big proponent for localized banking and trade.  It makes the entire world more meaningful permitted there isn't fast travel (which I hope there isn't, but I'm a casual follower of repop)
Have either of you read what the hardcore rule set entails? The break down

Gear destruction and loot upon death

Local banking

No instant teleportation with items


Originally posted by Bigdaddyx

Originally posted by xpiher

Originally posted by Bigdaddyx

Originally posted by Darkcrystal

Originally posted by Wolfhammer

Originally posted by Bigdaddyx we are already seeing its 'just an alpha' excuses. Which will then evolve to 'it is just a beta' and then 'it just released' to 'its only been few months' and so on. Anyone seeing the same pattern here? I bought the game because of its close resemblance to SWG but the state it is in right now i don't see it releasing any time soon. Unless ofcourse they bring in a huge team to make things work out sooner. 2015 seems impossible right now. But hey that is indie kickstarter MMOS for you. 
No offence bud but your post is pretty pointless...  How about you tell us why in your opinion the game is in a bad state?   I have not bought into this game so would be interested in your take on things...  Give me/us some detail to debate...  
I agree his post is senseless and this is why devs go through....   He stated unless you bring in a huge steam I laughed super hard... MMO's are hard to work on, but laying out the world and having a lot of the main functions is what is needed.   People are mostky whining that the graphics are dated and that the game is to hard, which a lot of us love that its not WOW and a clone...   Do they need work yes, and using that is not a excuse when people say ALPHA, because guess what come see ANY game in ALPHA form, guess what hats what it looks like..   I would love for you to see the game in early development when the characters are a BOX and AI is boxes.. You would have a heart attack!!        
Do i need to be a film maker to criticise a movie? or a singer to criticise music? no then why every time a criticism comes up for a video game people  come barging in with arguments such as 'you don't understand how development  works or how many games have you made". No shit sherlocks ofcourse i don't work in gaming industry. I am giving my point of view from a perspective of a tester and early customer. Do i need to work in gaming industry to understand that 'man power' matters? for a small team it is always going to be an uphill task. That is why i stated that given the current state of game unless they bring in more hands on deck i really doubt this game is gonna see a release in 2015 let alone 2016. (and if it did release it will join up the never ending list of half baked broken releases'. And yes game does look like and play like ALPHA hence my post that how many actually think that crucial stuff like animations and combat is going to change drastically at release that when people mention how bad combat and animation are people don't make excuses like 'hey it just release give it some time'. I have seen this happening every single time from alpha to beta to release and beyond that. A company like Funcom is still struggling to fix animations in TSW and it has been out for years now. pr maybe they have completely given up..who knows.
Some people don't care about the look of the game as much as they care about the systems in the game working and actually being good. IMO, repop has the latter nailed. They don't have a permanent art term and part of their funding goals is to get the art quality higher; however, that isn't as important as all the other stuff they are working on. Rather have a crappy looking game than a barren one. 
I would like to believe that but looks do matter. it is not  even about looks per say but more about the grey/brown ugly looking world and wonky to terrible animations and combat. And i don't know why we have to chose between a crappy looking game or working features/system. it has become such a cliche with indie games. maybe someday some company will give us both.  
 

Considering AAA companies aren't making true sandboxes with territory control and only indy companies are doing it I can say without a doubt that I couldn't care less about graphics or animation quality. Hell, I played Haven and Hearth for a solid 4-5months

 

Originally posted by Bigdaddyx
Originally posted by Darkcrystal
Originally posted by Wolfhammer
Originally posted by Bigdaddyx

we are already seeing its 'just an alpha' excuses. Which will then evolve to 'it is just a beta' and then 'it just released' to 'its only been few months' and so on. Anyone seeing the same pattern here?

I bought the game because of its close resemblance to SWG but the state it is in right now i don't see it releasing any time soon. Unless ofcourse they bring in a huge team to make things work out sooner. 2015 seems impossible right now.

But hey that is indie kickstarter MMOS for you. 

No offence bud but your post is pretty pointless...  How about you tell us why in your opinion the game is in a bad state?

 

I have not bought into this game so would be interested in your take on things...  Give me/us some detail to debate...

 

I agree his post is senseless and this is why devs go through....   He stated unless you bring in a huge steam I laughed super hard... MMO's are hard to work on, but laying out the world and having a lot of the main functions is what is needed.

 

People are mostky whining that the graphics are dated and that the game is to hard, which a lot of us love that its not WOW and a clone...

 

Do they need work yes, and using that is not a excuse when people say ALPHA, because guess what come see ANY game in ALPHA form, guess what hats what it looks like..

 

I would love for you to see the game in early development when the characters are a BOX and AI is boxes.. You would have a heart attack!!

 

 

 

 

Do i need to be a film maker to criticise a movie? or a singer to criticise music? no then why every time a criticism comes up for a video game people  come barging in with arguments such as 'you don't understand how development  works or how many games have you made".

No shit sherlocks ofcourse i don't work in gaming industry. I am giving my point of view from a perspective of a tester and early customer.

Do i need to work in gaming industry to understand that 'man power' matters? for a small team it is always going to be an uphill task. That is why i stated that given the current state of game unless they bring in more hands on deck i really doubt this game is gonna see a release in 2015 let alone 2016. (and if it did release it will join up the never ending list of half baked broken releases'.

And yes game does look like and play like ALPHA hence my post that how many actually think that crucial stuff like animations and combat is going to change drastically at release that when people mention how bad combat and animation are people don't make excuses like 'hey it just release give it some time'.

I have seen this happening every single time from alpha to beta to release and beyond that. A company like Funcom is still struggling to fix animations in TSW and it has been out for years now. pr maybe they have completely given up..who knows.

Some people don't care about the look of the game as much as they care about the systems in the game working and actually being good. IMO, repop has the latter nailed. They don't have a permanent art term and part of their funding goals is to get the art quality higher; however, that isn't as important as all the other stuff they are working on. Rather have a crappy looking game than a barren one. 

Originally posted by Jakobmiller

Love their website!

The problem with these type of games is to get the feel of a MMORPG, but still not a huge zerg fest where people screw things up for one another.

The concept art looks beautiful though.

They are going to attempt to tackle this problem through renting of private server space and becon land grabs akin to protected plots of land. It should work out pretty well from the sounds of it, but not all the systems are finalized yet. 

Originally posted by VastoHorde

Originally posted by Tokken

I have never backed a kick-starter game. I don't like the idea of paying for a game before it's ready or comes out. Finally, I relented and this is the ONLY game I have ever backed through crowd-funding and I will probably not do it again. It feels pre-alpha to me. I will check in on it from time to time but I don't see a lot of progress happening for a few years. I am still looking forward to the game and like what I see but I regret backing it this early.

 

 

You say the game feels like pre-alpha and to me it looks like pre-alpha. All of these types of games sound good on paper just like Darkfall and Mortal Online. I have no idea why anybody would back these games after they show actual gameplay. The videos are always painful to watch.


Originally posted by kilun

Here is my personal opinion.

  • Way to early to tell about actual launch, many decent things
  • crafting is to much.  Why?  SWG's complexity was right on the money, the whole different letter grades actually make it a not enjoyable process.
  • No present class skills and unlimited skill system.  To me this is a turn off.  Why not have a skill point cap with the ability to remove skills and regrind others?  This worked wonderfully in the past.
  • No big enough.  To make crafting and resources viable it needs more.  To get around multiple worlds, it could of been simply different continents on a large world.   Many options.
 
Here is my biggest complaint.  Really the funniest part of Galaxies was the ability to make an economy.  To make and economy it has to be simple at the core, yet complex at the end.  Galaxies mastered that with different quality level of resource spawns.  If you sat long enough you made the best ever.  
 
With that you had an economy that evolved around social aspects and crafting at the core:
 
  • Resources needed mined, this lead to some players renting or utilizing mines for resources just to be bought by the crafters.
  • Resources needed farmed in the case of meats, hide, and occasionally bone.
  • Doctors made buffs needed to be utilized by combat professions using armor and weapons made by crafters that lasted roughly 2-3hrs on average.
  • Musicians and Dancers then provided more buffs those making money and a large social aspect was created.
All of that flowed in harmony together.  Was it perfect?  No, but it was damn near close to everyone needed to do their part.  Galaxies at its peak was excellent before the CU and NGE.  It was my favorite game to date.  The CU cut off its legs and then the NGE destroyed it.
 
I'm not evening going to talk about how awesome Space combat was as a whole other part.
 
What I'm saying is this formula has yet to be copied.  There is no reason not to copy it.  What Repopulation did was copy bits and pieces of it, but make it more complex, and in the end so far that has left it with nothing resembling SWG as I thought it would.  
 
Even most the weapon classes have been covered and yet the game is lacking.  I hope Repopulation team figures out what they have is way to complex and a grind. 
 
 
I am currently not digging it much for many reasons that I mentioned, but am holding out hope for a later release while spending a few hours a week on this game between matches in Hex atm.
 

The crafting is done in the way it is done so players can create their own recipies for gear which opens up another market for crafters i.e. "only I know how to create the gear for the build you are trying to play." Its actually quite ingenious. It really isn't that much of a grind after you figure this part and the quality part out. 

As for the DR, dancer and "musican" stuff you are talking about in the rest of your post: there are similar things in repop: dancer, story tell, and crafting each, afaik, have these types of things in them.

Resource extraction works very similar to SWG but it also has automation in place akin to shadow bane. 

Originally posted by mindw0rk

I saw gameplay videos today for the first time and was really surprised how terrible everything looks and feels. They chasing depth neglecting things that can turn off a player immediately. Even fonts are horrendous and its not something that is hard to do well

The UI is being redone to be fully customizeable as we speak. Its one of those "here is a functional UI for now, lets work on more important stuff in the meantime" type of things

 

Multi quoting is terrible on this site....

This doesn't seem to actually be a minecraft clone. From the videos, dev speaks, etc it appears to be a fully functional Sandbox MMORPG that happens to use voxel tech because it streamlines the prodcedual generation of worlds and the ability for players to fully customize the environment. There appears to be epic bosses, gear, levels, races, etc. But its super early access atm as character models don't exist yet.

I'm curious how PvP will be handled. From the dev talks, it sounds as if they want player created wars and conflict to happen, but have it some what moderated by land claims. Once more info is released I think I could get excited about it, but its definitely on my radar.

If you want to get an idea for what ship combat is "kinda" like in DFO all you need to do is watch the video below. 

 

https://www.youtube.com/watch?v=dIfLlt33-L0

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