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![]() Giorgo wrote:
Maybe its just me, but the FH forums I see show 4 things: newslightbringer stonebrew crafter hall I went into each of those but I see nothing regarding group activity at all and the only player info I see is under crafter hall for trades and a few professions others have taken up. Should there be some additional options i'm not seeing? I'm also no longer listed under citizens. I probably fit best under stonebrew being an axe wielding hardcore casual pvp crafter that I am. :D ![]()
![]() Ryan Dancey wrote: Unity is not free, btw. Nor is Havok AI, or Granny, or 3DSMax, or Adobe Creative Cloud, etc. We are a Source Code licensee and that's quite expensive. We are not taking the "cheap road" on anything. What we are doing is keeping our staff as small as we can, because salary costs are the biggest part of any software development project. Smaller staff means smaller feature set. You are not seeing the effects of being stingy on spending. You're seeing the effects of being very small in size. Unity at that is a $1500 per seat license..most of them are per seat. 3DSMax itself is over 3k per seat (depending on number of artist that compiled with Maya can run you up quickly on base tool cost. I have gone down this road myself as a dev having to fork out code licenses etc it can run up and amok quickly. And we were using a "free" engine/middleware at the time Multiverse for mmo development. When it comes out of your own pocket and not a VC it hurts even more ;) At least they are progressing ahead out of alpha we couldn't get that far with a 8 man dev team. Back on topic there is one issue I do have with targeting. Say i'm engaged with a gob warrior and he pulls in an archer and in the area are others. So i kill the warrior from tabbed target, then i try to target the gob archer, who's hitting me but because i may or may not be line of sight with him it doesn't autotarget to an engaged combatant it instead targets a gob mob another 100m away and i have to run to the archer target w/ mouse on it to engage while he's whittling me away. Don't know how many times this has happened to me w/ combat targeting and it is extremely difficult with my fps rate, I need to figure that out so i get better then 5 or 10fps. ![]()
![]() Ryan Dancey wrote:
Oh, thank god, I did not want to have to take fireball, or dowsing or some other silly stuff if I truly want to be a brute force heavy armor wearing axe fighter and mine and toil away at the forges like a proper dwarf!!!!! ![]()
![]() Knowledge trees - should pertain to the knowledge you are after and level from there. Nature-walking around the woods, exploring new areas, structures, investigating every new plant, tree, hole etc should give xp towards it. Dungeon-if they put them in, same goes here. Local-Knowledge items for settlements or a scope around your settlement, hexes directly attached to your settlement, meaning learning all the ruins the escalations, fighting in those areas, pvp'g in those areas and camping in those areas. Geography-Long exploration of the map, great for diplomats, travel from place to place, look for backroads and signs and short cuts etc, mountain ranges, cliffs, points of interest etc. Heraldry-getting that diplomatic badge visting all the other settlements etc. so on and so on...these can all feed directly into your knowledge and make achievement pre-reqs for your role archer/gatherer etc or stonemason/fighter.. ![]()
![]() One thing to consider in the "/who" is who doesn't want to be seen online. They should and will most likely code in the need to be able to not display your online status publicly and that is do to STALKERS. Some may jest, but I was in a game where this became a problem with one of our guild members and she basically quit the game due to it. With this person stalking her and literally pm'g her and whispering her to death until after many many reports and in action by SOE's support team, she just quit the game altogether. The ability to turn the show status function off, should be available, in the case of these situations where you do not want to be stalked. Otherwise, I'm all for the /who, i used to use it constantly on my Jawa bounty hunter in SWG and loved it. ![]()
![]() Giorgo wrote:
I guess I misread your first message, I thought maybe I was to contact people in game to link myself to a company or some such, not pm here for application to the settlement (which i am already a member of since last month). I'd still like to make it over to forgeholm though right now i'm way over by rathglen somewhere mining coal so i can work on smelting so i can make stuff to level so i can make an axe to use and armor. But, if we have that sorta stuff available in Forgeholm I'd like to head that way and contribute there and be able to chat and group with other people in our settlement, instead of dying alone out here in the wilderness to the west.. :D ![]()
![]() Takasi wrote:
I've participated in many closed beta's but none that I can recall where there was not a player wipe at the end of closed beta. However, In SWG live/gold after several years, that game basically did a 100% player wipe and made all previous characters (skill based) into a class based system effectively wiping everything you had done in the previous 5 yrs of game play. We called it being NGE'd. As far as state of the game for it...well, They also changed it from a sandboxed MMO to a theme park MMO in the process adding millions of quests etc. Thousands of players dumped it like a hot rock, including my guild of 500 as I was one of the last 3 members of Knights of Kauri on our server before logging off for the final time myself. To your point though, most mmo's when the reach the END of the closed beta state though are more or less feature complete minus a few here or there and then the roll up into open beta where they start doing stress testing and bringing in thousands of players to try to get a judge of how many servers they need to spin up for gold release and to wet the whistle of would be customers. No mmo is truly finished as its an always updating content system some devs are more apt to update more often than others though. ![]()
![]() I would consider Early Enrollment as basically a closed beta test, to allow access to only those chosen (in this case paid money ahead of time) to gain access to the game in a state which is playable but barely and definitely not in a gold/stable state. Things like graphics improvements which still need to happen.
I have been an mmorpg designer, this is definitely an alpha build, it's got plenty of things to fix. I think the crowdforge idea should help prioritize some things but i'm sure they have their own little list going on duct taped to the whiteboard. ![]()
![]() Graphics-wise the game is ok, not great but it could stand improvement. Gameplay-wise-I Stutter constantly and it is nearly unplayable at times even against little goblins that are killing me left and right while I am trying to turn to fight them and end up with my back towards them because the game is catching up to my movement press of the keys and doesn't visually show what's actually going on. I fear this is do to some settings I have set or something where i have to high level of detail for drawing graphics or something because it hinders game play considerably, even on my alienware laptop w/ a hi-end graphics card and memory. Also, content/achievements-I think there's no way around the basic definition of MMORPG - Massive multiplayer Online role playing Grind! Most games doing it with levels and xp gaps grinding, some doing it with mob grinds, some doing it with skills grind. The trick to developing the "no-grind" game is to mask it in such a way as let the playerbase play the casual game of killing and looting and exploring and add the functions of all those skills as part of the progression piece which is what they're attempting to do with the achievements but because they're gated to stop at a certain point they don't appear to be functioning 100% into the projected scope of what they're planning them to do. As I've read above players are hitting the gate cap and can't progress further in their chosen skills without incessant grinding of mobs or skills or weapons or whatever. I have not hit this yet but there has to be a way to expand across the skill sets to allow for a smoother transition without the grind gate of skills or mobs. And make it fun, I just don't know what that is yet. Personally I love the crafting system, but so far it has irked me as well having to have 100 different mats gathered in surplus to meet the requirements to grind a part which the parts feed into as mats for higher level items which then have to be created mutliple times to get to the next tiers to get to the next items to get to then ext parts to start over in the next level of your profession of crafting. it seems round robining the grind but i don't want to be a sawyer, woodcutter, gatherer, armorsmith, weaponsmith, smelter. I want to make a decent heavy armor piece, have and use a shield and have and use an axe, preferably ones that i've made. Unfortunately I have to do all those other things to get the pre-req parts to fulfil it...and that that 45 mins to craft a simple pine shield thing...hmmmmm yeh no... ![]()
![]() every time i attacked those little gobby @#$%@#ards one spawn turns into 2,3,4,5 back to back attacking me until i'm dead....not so much fun...but eventually i wittle them away.. i'm finding the hardest thing for me is the lag..death by lag has killed me more then the gobbies... is there a way to adjust the detail (LOD) of draws and anything else to help performance...this should not be happening on an alienware high end laptop but its just nearly unplayable in towns..outside in large tree clusters is pretty gruesome too.. ![]()
![]() Stephen Cheney wrote: Our stance on lootable currency has changed several times over the last couple of years. What we have now is hopefully the right compromise between fun risk and economic utility. Long as I don't have to carry 30,000 copper around on me without a bag of holding i'm good with that.... ;-) ![]()
![]() Well, totally missed this thread, glad someone necro'd it back to life. Background-Gaming since Pong, if it's an MMO i've probably played, tested or dived into most of them since UO. My longest stint was SWG of course 5 accts for 5 yrs full 8 characters max'd. Most of my time there i spent running a brothel/strip club on tatooine on the Kauri server (Agamemnon my main and elder /bilcli on the euro server). Tasted most of SOE's products, EQ 1&2, CB, ps1/ps2, dcuo/champions/coh/cov, Vanguard, as well as many other regulars, Conan, Star Trek, Daoc,DDO, LOTRO, SWTOR and EVE. I'm a long time table top gamer going back to RedBox during middle school lunch hour. I play every other Tuesday in a homegrown PathFinder ES Skyrim game and Saturdays in an Ashen Stars sci-fi game with close friends. I'm also the former lead designer for the Mech mmorpg project Force of Arms (defunct). I have taken a little bit of a break in the amount of mmo's I play over the last few years (getting older I guess/have less time) so i'm down to one I play serious right now Ascent a free space mmo and soon this. I've been to DragonCon 9yrs running, Thanks and shout out to the devs (jason?) that were there that reminded me of the PFO enrollment. I went first as a guest speaker for the aforementioned game. It's the best 4 days you'll ever spend for labor day weekend and well worth the trip to Nerd Mecca for anyone who has never been. Fortunately I live here close by and am a member of the local game dev groups as well as a few gamer groups. I'm a Super Hardcore Casual PvPer who likes to Craft/RolePlay and run dungeons/raids and PVE content. - That bout sums it up for me :D Look forward to seeing ya'll in game. ![]()
![]() Nihimon wrote:
chat ate my 1st response. I understand their MVB or whatever list, i would like the following features: Opacity
This is not in any particular order either. I understand they have issues with priority, they have them, lol. But from a disability feature it needs addressed at some point so those old farts like us can up the font to 16-18pt and the opacity to black so we can actually read what's going on and that's not even counting those poor color blind gits. ![]()
![]() Would it not be easier to adjust the threat generator to the player on initial threat notice than on the creatures. That way, if a player was running by 6 creatures, 3 on 2 separate groups that he was running between he would only gather notice from 2-6 of them if the radius was still set to 15m as you said. If you increased the threat generated on the initial hit/attack from 50 to 100 and then dropped off slowly from there it could increase their interest level longer. Set notice of anything within 5m initial hit creature to gain 50 aggro of threat and then drop off without hits exponentially they would lose interest if only their buddy was getting hit but if you stayed and fought they would join in too. Increase threat generated by each additional attack to +50 on initial creature to maintain interest (unless another player engages it then increae their threat to 100) that makes it viable for group encounters to draw multiple threat so if one guy pulls then drops his aggro running back to the pc group and another pc fires on it that threat jumps to them instead 50<100 drop off point could be 10 threat per 10ms so 1 round of inactivity by the puller would allow them to lose interest but any additional hits would bring aggro back up to 100 again for that player. Set return drop off if no attacks to 10 per 10ms with no additional attack activity for creature reset. Add roving spawns or at the least, regionalize the spawn table from center point of camp so that they roam within a pathing of X meters from the center point of spawn.This could make for some interesting game play as the spawns move around you may have 5 bunched up on one side but the 6th is off to the left by himself and single players could use tactics since the other 5 would lose interest quickly at 5km fm targeted npc. Just some thoughts... ![]()
![]() I can't say how utterly disappointed and frustrated I am that I will be unable to login and try PFO out tonight when I get off work. It feels like when you were 7 and you hoped and wanted a bike for your birthday and you got a ball glove instead. Time, money, effort, GW has put into it I do understand.. I do understand the why of it, but I'm just so...disappointed is all. ![]()
![]() I'm glad the devs made a new thread, I have been reading the forums for the last few weeks and this one really had me worried, especially given its title. As a newbie here on forums and not even in game yet, waiting for EE on thursday, to see this thread made me cringe. I understand both the leashing and aggro mechanics comments from both the devs and community but to see it waylaid here back and forth just made me worry. 1. That the devs would implement a stop gap game mechanic that utterly throws a major game play feature like ranged attacks into a twirl only days before the major release of EE. 2. The term nerf, implies to remove a feature that is thought to be overpowered. Meaning they've been using this to wipe camps that weren't meant to be solo'd. Yet I still see where this is viable from some roles in the community, yet this one is nerfed and so close to launch of EE? 3. That a player has left because of it, this should be the build community stage not toss them away like 10 day old cheese as the community "seemed" to have done in this case with all us new guys coming in shortly. 4. To implement a mechanic, that greatly alters game play so close to EE that is listed as a stop-gap/interim measure but cannot be pulled out of the game for at "least a minimum of 2 weeks" if I have read these boards correctly, that's not a stop gap, that's an implemented feature that needs thorough testing and feedback and quickly. 5. Terminology is important in communication both ways, but if it talks like a duck, acts like a duck, and quacks like a duck, most of the time its a duck. I see the point of the root of the matter most of the guys against the "leash" as iterated have made and I think there are better options for the agro mechanic. I look forward to reading that threat mechanic thread now.... 2 cents done... ![]()
![]() Why not copy what 90% of MMO's have done since EQ came out and create a multi-tab chat system that is configurable and moveable (including opacity) so that the user can create the "chat look" they like in whatever customizable way they want. No need to re-invent the wheel for the simplest of things, copying is the best form of flattery... :D ![]()
![]() I am new but can add a comment or two about graphics and PFO, although what i've seen so far is not bad, it's far from optimized. That being said the unity engine can support a lot, for instance I'm right now playing another unity web game called ascent - the space game www.thespacegame.com for those interested. It supports 270 BILLION worlds that are generated within the engine. You can land on them, colonize them, put buildings and structures on them inside the domes and so on. 1 deed is 100sq km, 14000 domes fit inside one deed, the planets are generated to scale, from massive gas giants you can skim to rocky planets/moons you can land on and EVA. Enough about that game back to graphics in general. Optimization-wise, although I'm not in yet, there are a number of things that can be done and hinder a game. 1. model triangle counts- In general viewable drawable terrain runs at about 1 million triangles on a card for most 3d games. 2. a typical human model runs anywhere from 2000-4000 triangles. a face (detail) can run from 500-1500 triangles. A lot has to do with the level of detail which i'll go into later. 3. Optimization of weapons, armor, smaller items- 100-200 triangles per item. So stuff like weapons and shield which add to your character at a hitch point on the model. 4. Background crap-wells, house, stable, cave (outside texture for an instance dungeon zone), barrel, blacksmith shop, anvil, all of these items have thousands of triangles for a viewable distance probably almost another million triangles. 5. Quadrilaterals-this is a big no no in game design where you have mostly models with triangles, sometimes a modeller makes a mistake and puts a connection point somewhere else that turns it into a 4 sided object. these hurt the graphics cards since they try to draw twice over the object in the graphics card and conflict between the 3 sided triangle and the rest of the model where 4 sides intersect. 6. Texture loads-you have the base model, you've got the textures for weapons and armor. These can be optimized as well as the shading and light sources that go along wit hthe textures, the type of textures (bump mapping etc to make it look 3d) all of this is done in the cgl shader writing the graphics code. This is likely not optimized yet. If you've ever sat an spun in a circle looking at an area and see your video card start massively humming/spiking and your FPS drop suddenly this is likely a result of a bad model in a draw scene. and lastly 7. Level of detail, this is set in the graphics code as well. How far away do i tell the system to draw a model, the terrain, the tree, the building and what level of detail do i need to draw it so it looks like a model from the characters perspective. at 1km that tree is a flat 2d plane with a tree texture painted on it and the size of a dot on a typewriter. at 1/2 km it maybe 2 intersecting planes and the size of a thimble. at 1/4km it maybe 3 planes or even 100 triangles (this is where u switch them) a lumpy 3d mass with a texture painted on it. At 1/8 its 500 triangles, at 100 ft its 1000 triangles, at 50 ft 2000 triangles, at 10 feet 5000 triangles. So you see what the level of detail is set to matters greatly. This is where you hear that dev term LOD and how its set up. anyway, that's my 2 cents, i think they look ok so far, they could stand some improvement, i'm sure it'll get there. ![]()
![]() 'Ello all, I'm Rorin, Son of Orin, Brother to Jorin the Fallen. I look forward ta meetin' some fellow dwarve'n folk of da Deep Forge settlement and might'en stumble across a few of you high falootin' elves in me travels. Iffens I sees ya in me adventures, I'll hail ye adventurer or ye kin buy me a drink at the tavern and tell me aboot dem instead... |