I would like it if these guys (Funcom) could have made more open world experiences. I'm not into the gear grinding endgames of TSW and AoC. Even though their story is great and the games are "different," I just can't get into that same old model of running dungeons for better gear and all the elitism that goes along with that.
Anarchy seems really interesting. I will be looking to try that again when it hits Steam.
And thanks Rob and Joel for the great interview! I appreciate your openness Joel and I know you have your hands full. Congratulations on your growing family!
I'm really excited about Anarchy Online and I'm glad you guys are working with it and keeping it alive and growing.
very good interesting video interview-- thank you!
Nice interview indeed.
I'd like to defend KG though, she's a greatly written character, and in fact she's exactly the modern day version of AoC's Kearia, with reaching the leading position of an underground organisation by herself, etc. We don't speak with Kearia that much at the Amphiteater but there's some similarity in their attitudes as well :)
Flamethrower sounds awesome, I like Edgar's scrap-fabricated one too, so an Anima-infused version of a napalm-spreading, mob-burning tool sounds... well... hot (ok, that was lame :) ). And there's the snowmobile too. Issue#7 will rock.
Rob's right, it's much better if players know the background of delays. I like the current crafting, but the revamped one seems promising too.
Scalable and level-appropriate redesign of instances sounds fun. Single server was a good idea back then in the dev letters before Dragon's Spine, and now with the bigger population after Steam it's even better... PVE servers merged into one, that will be a neatly packed and crowded world :)
"We have a didicated engineer working on the conversion and we are supporting him with artwork, things like that"
1 guy? No wonder its taking so long......
Nice interview Grak !
+10 to Joel !
Probably the same guy who's been trying to fix the god awful melee combat mechanics since launch. His lunch hour is already commited to sorting out the simply terrible quest organising mess.
Sure we have the few faithful, but that's all this game has got now. It was never for the vast majority, although the aimed at sub-numbers indicated it hoped to be.
It was a game for the minority, which only a minority of them ended up playing. Another if only game destined for the lessons not learnt history bin.
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