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Old 6th August 2008, 14:21   #1 (permalink)
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Default Fury closing down for good

Maybe it has been the inevitable, bitter end, the really awesome PvP-only online game Fury is closing down for good. They've gave it several shots to revive the game, but the game is officially dead.

Good luck next time, Auran.
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Old 6th August 2008, 14:58   #2 (permalink)
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Did anyone play it? Were did they fail?
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Old 6th August 2008, 20:04   #3 (permalink)
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I have played for over 70 hours. Where did it fail? Easy answerable.
(you're learning from other people's mistakes, Sebastian? You're simply amazing)

The beta was horrible: so many unnecessary skills that served almost exact same purpose, the balance was horrible, for example the Invoker Class could spam basic spell and kill with such ease.. it was horrible.

The technical department was also extremely lacking! Unreal Engine 3 wasn't optimized at all, even the freshest of computers had problems, they fixed that in patch though.

They marketed it as an MMO, but with one confusing city, and the warzones themselves, how is that MASSIVE? Uh-no thank you.

The game was doomed to never truly success, because it wasn't for noobs and idiots. The game didn't have mana at all, rather charges with weak spells building up charges, and the powerful ones eating the charges, brilliant system. If you had water charges, related to healing and stuff, it would disappear if you used fire charges, which is direct-damage related.

These are my opinions of their sad, bitter end.
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Old 7th August 2008, 06:23   #4 (permalink)
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Originally Posted by yXXe View Post
I have played for over 70 hours. Where did it fail? Easy answerable.
(you're learning from other people's mistakes, Sebastian? You're simply amazing)

The beta was horrible: so many unnecessary skills that served almost exact same purpose, the balance was horrible, for example the Invoker Class could spam basic spell and kill with such ease.. it was horrible.
Valve has been known to have extremely late releases, like now, with Left 4 Dead. They believe that testing, tweaking, testing, tweaking, then test some more and then tweak some more is the way to go before releasing their product.
I believe many developers has something to learn here
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We have all of those here at work for reference/ideas..

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Old 7th August 2008, 11:52   #5 (permalink)
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Originally Posted by Sleeping with the fishes View Post
I believe many developers has something to learn here
They have the funding to delay, most developers don't have that luxury at all.
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Old 7th August 2008, 11:59   #6 (permalink)
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Considering Auran used to have a silly plain simulator/sim game on their previous records, I wonder who in their office decided to make a straight-out PvP MMO. They clearly lacked the competance for it.
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Old 7th August 2008, 17:40   #7 (permalink)
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They have the funding to delay, most developers don't have that luxury at all.
But is that the entire case?

I mean, we have half finished products released by big gaming companies all the time.

And surely Valve did not have a large budget from start, with half life 1?
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We have all of those here at work for reference/ideas..

YAY!
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Old 8th August 2008, 08:20   #8 (permalink)
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And surely Valve did not have a large budget from start, with half life 1?
Back at the time when Half-Life 1 was developed, the development cycles for artists were way less time demanding. The assets had a definitive limit of what could be done, so the design and implementation was the most important and thus the amount of people needed to work on the game was less.

Valve was founded in 1996, Half-Life was released in 1998. That's a two year cycle. The sequel had about 5 years if I don't remember wrong.

Games become more expensive to develop each year as technology advances, the in-game assets increases and the need for manpower skyrockets. There's many factors that increases the budget and being a newcomer in the industry today is way harder than back in 1996 - the industry hadn't reached the mainstream back then and 3d technology was fairly new.

If you're talking about shit-products being released today, it's because of the wingmen syndrome, or me-too as it's also called, where people only try to reproduce what they see rather than understanding what's behind. They try to remake the dog, but get a toy - pure shit.
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Old 8th August 2008, 11:49   #9 (permalink)
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Ahh, thanks, very informative!

Hmm, it was more the not-so-playtested, extremely buggy early releases I was referring too that you see alot of today, even from the bigger companies.
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Games that if stolen from, would add a LOT to MO's melee system IMO:

HL2 MOD Age of Chivalry - Jedi Knight/Academy - Mount & Blade - Dark Messiah

Magic system: Arx Fatalis casting style.

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Originally Posted by Sebastian Persson View Post
We have all of those here at work for reference/ideas..

YAY!
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Old 8th August 2008, 12:55   #10 (permalink)
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It's still connected to the wingmen issue. Big companies do it too, or actually most of the time.
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Old 8th August 2008, 14:13   #11 (permalink)
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Played Fury for a bit, it was a fun enough game concept, but they didn't balance it well enough, so even if you really LIKED a class, it was virtually unplayable.
They had some nice features, like fatalities etc. so they were on the right track, but I guess they simply didn't have enough time.
During Beta they suffered heavily from memory leaks, meaning that even with 8 gigs of RAM, mem usage was at 99% all the time, and no matter the rig, you got lag.


In regards to the city, as was mentioned above, it really wasn't big enough, and you saw the same battlegrounds over and over. Everything in the world was static, wven though you could get onto building etc. nothing was "usable" or movable. Knock a guy into a picket fence, and the guy took all the damage, and you didn't even scrape the paint of the fence.

It wasn't a game for new players, those who had previous MMO experience beat the newcomers too easily, because there weren't any really good tutorials out there, you were simply thrown into the action.
I would have liked a tutorial explaining the various skills in more detail, and the ability to go up against a training dummy or the like (a weak NPC perhaps) so you could test out the skills, the build ups etc.

A standard MMO would have a "newbie zone" where you familiarize yourself with the character for a while before being thrown into the fray, which is a good function for those that are new. A MMO veteran pretty much knows what to expect, and uses a minute or two to adjust, but I've shown my GF the world of MMOs, and I see what could be done different, as even movement is a challenge.
So, a good tutorial is vital for new players to feel comfortable atleast.
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Old 10th August 2008, 16:30   #12 (permalink)
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Well Auron shut doors. I think some other company bought them. Their MMO project was funded by outside US company. They wanted easy money by entering MMO market, forgtting that is one of the most risky at the same time!
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