is not necessarily progress. You can have change and regress, which is the MMO industry in a nutshell.Change for change's sake
is not necessarily progress. You can have change and regress, which is the MMO industry in a nutshell.Change for change's sake
Save the four million that have played dark souls and demon souls. Where difficulty is amazingly hard.That's exactly what you are going to get. 123, mobs go splat. ORSUMMM!!!!
Because the only people who can cope with a game like that are now a small minority.
Hint: SOE couldn't give two shits what the sperglord neckbeard part of this community likes, because they're (surprise!) a business and out to make money.Honestly, taking everything at face value, I really think EQ/EQ2 looked to capture a much better essence of what our community would expect than what EQNext displayed thus far.
Haha, it has taught me that you have never seen a game released on live stream debut before it was even close to being in alpha. Like someone else said earlier they have a concept. They are relying on us to power level them a couple years of content. This is low hp kiting of game development lol?Have you learned nothing the past 15 years?
I'm just disappointed that the combat seems bad, but the minecraft elements seem really fun, and if the multi classing is done well it could be really fun, not new, but fun.What a disappointment this was. I didn't see any new MMO features except destructible terrain and that seemed pointless.
You could get a lot on screen, but it would lag and you would have "popping" for people about 3-5 feet in front of you(which is bad for a shooter). The game was great when it was in the wide open(say a fight covering about 2-3 square miles) but when all those people were packed into a say the area of 2-3 football fields it really had problems.how many concurrent pcs/stuff are able to be on the same screen with the current ps2 engine? seems that server population might be have to be smaller if everyone is going to huddle together for some types of rallyingcalls. (or just many concurrent rallyingcalls for distribution to cause the next rallyingcall).
it's why i imagine these things will have a single deterministic result. how you get to it might be varied. also, you could have a non linear path for server progression ...just needs to have a c x y z done for e to be done. or some rallying calls might be just independent. some might be optional. in the end i see all servers going through more or less the same history.I'm a bit skeptical that rallying calls can result in meaningful differences across servers. Let's say half the servers manage to save Halas and the others let it burn. The next time they want to do something in that area they have to write two versions of the rallying call. Server state will rapidly diverge to the point where they would need custom content for each server, and that just doesn't seem reasonable.
Those are pewpew IP's that no one knows about or cares about. Little different to release this type from soe where there whole future depends on it. This is the only way their system will work out, they have to show us something, then they say power level us content, then once the content is tits it goes into beta. So they HAD to show us the concept now but then everyone qq's because of whatever. Big gamble imo. But smart. I called that shit on like page 200 or something where I said they should just let us build the game AS the beta.Lol bullshit, alpha and beta means nothing any more. There are games all over Steam that you can actually buy in so called alpha state. I own a bunch of them. This game has the music, the particle effects, the post processing, it's all there. The design was decided long ago, this is the final stretch now before release. They are throwing it together and what you see is definitely what you will get.
Don't think otherwise are you are going to be really disappointed. If you liked what you saw, then you will like the finished game. If not, you wont.
From experience I'd say 100-200 PCs max - everyone else isn't rendered for you and you can't interact with them (Clientside hit detection)how many concurrent pcs/stuff are able to be on the same screen with the current ps2 engine? seems that server population might be have to be smaller if everyone is going to huddle together for some types of rallyingcalls. (or just many concurrent rallyingcalls for distribution to cause the next rallyingcall).
That's what I figure as well. They are going to be long term public quests that all end up in the same state.it's why i imagine these things will have a single deterministic result. how you get to it might be varied. also, you could have a non linear path for server progression ...just needs to have a c x y z done for e to be done. or some rallying calls might be just independent. some might be optional. in the end i see all servers going through more or less the same history.
maybe in a expac they'll diverge and each server will have its own unique history. doubt it
+1 Couldn't agree more.Save the four million that have played dark souls and demon souls. Where difficulty is amazingly hard.
I think people want challenge again. As are clamoring for it. Especially in this genre.