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#2 (permalink) |
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Developer
Join Date: Apr 2008
Location: Malmö Sweden
Age: 24
Posts: 492
Rep Power: 8
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Did anyone play it? Were did they fail?
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Important Programmer dude. Dear MacGuyver, Enclosed is a rubber band, a paper clip, and a drinking straw. Please save my dog. |
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#3 (permalink) |
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Member
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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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#4 (permalink) | |
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Member
Join Date: Jul 2008
Location: Örebro
Posts: 100
Rep Power: 1
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Quote:
I believe many developers has something to learn here
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Games that if stolen from, would add a LOT to MO's melee system IMO: |
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#5 (permalink) |
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Developer
Join Date: Apr 2008
Posts: 279
Rep Power: 8
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They have the funding to delay, most developers don't have that luxury at all.
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MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
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#7 (permalink) | |
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Member
Join Date: Jul 2008
Location: Örebro
Posts: 100
Rep Power: 1
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Quote:
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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Games that if stolen from, would add a LOT to MO's melee system IMO: |
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#8 (permalink) | |
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Developer
Join Date: Apr 2008
Posts: 279
Rep Power: 8
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Quote:
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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MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
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#9 (permalink) |
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Member
Join Date: Jul 2008
Location: Örebro
Posts: 100
Rep Power: 1
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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: |
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#10 (permalink) |
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Developer
Join Date: Apr 2008
Posts: 279
Rep Power: 8
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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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MortalOnline developer, Animator EKSA: Explorer 80.00%, Killer 53.33%, Socializer 40.00%, Achiever 26.67% EKSA players might be descibed as living by slogan: see the world, meet interesting people...and kill them. Immersion within the world is important to these players, because they love finding new things to explore--but they also enjoy the thrill of the hunt and finding other players within the world to fight. |
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#11 (permalink) |
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Junior Member
Join Date: Jul 2008
Location: Norway
Posts: 50
Rep Power: 1
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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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AMD Phenom 9850 2,5ghz 8 gigs of 6400 RAM ATI Radeon 4870 graphics card Soundblaster Xfi extremegamer 64mb G15 keyboard 40" LCD Been playing MMOs since the start of UO, and been addicted ever since. |
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#12 (permalink) |
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Member
Join Date: Apr 2008
Location: Downunder
Posts: 529
Rep Power: 2
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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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