Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Mourning, Dark & Light, and now, Mortal Online.

135

Comments

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by zaxtor99


     

    Originally posted by ste2000

    But having said that the game was 90% complete at release.

    And you keep missing the point that I am not looking for a perfect game at launch, in fact I could buy MO if it was 80% completed.

    But it isn't.

     

    I played Darkfall at launch as well. I wouldn't put it at 90% complete at launch. Not even close. I'd say 70% from what I played.

    I agree that Darkfall was more complete however then Mortal Online is right now. That's why I hope they do not launch for at least another month or two, maybe longer.

    I would say Mortal Online has about 50-60% of everything implemented right now. Once they get the bugs with wildlife and the monsters in, and if they actually have good AI like they say it will.. and if they get magic working better, then they will be up to about 80% I'd say.



    - Zaxx



     

    yea we only have the first school of magic witch is target based rest is aimed but i think crafting was first since its a much bigger system. and you need crafting in to even have the combat stuff

  • ste2000ste2000 Member EpicPosts: 6,194
    Originally posted by downtoearth


    i wasnt bashing DF . i was just merly saying Mo will be fine if they dont release it broken.. Darkfall had issue at release and a while after that and its doing just fine... thats all i was saying

     

    No what you are trying to do is to create friction between DF fans and MO fans............which in case you didn't know are the same people for the most.

    Otherwise why tell someone who didn't even mention DF to go and keep praising DF?



    You hardcore MO fans have this inferiority issue over DF which you need to overcome.

    DF people are not your enemy, do not alienate them with pointless comparison.

     

  • Zaxx99Zaxx99 Member Posts: 1,761


    Originally posted by ste2000
    You hardcore MO fans have this inferiority issue over DF which you need to overcome.
    DF people are not your enemy, do not alienate them with pointless comparison.
     

    /Agree. The same mmo players who like Darkfall will be the exact same audience that will enjoy a game like Mortal Online. I think that the only friction here is uhhh some people trying to say that Darkfall was the holy grail when it first launched, and trying to say that Mortal Online by comparison is total shit and will "never" succeed. These kind of statements are likely the root cause of any friction between DF and MO supporters.

    I think we can all agree that Darkfall has come a long way since it's beta period before launch. I think we can also agree that a game like Mortal Online shows promise and potential that a lot of us would love to see succeed. There is certainly room in the mmo field for two games like this in a world congested with simplistic, no death penalty, hot bar clicking mmos.


    - Zaxx

    image

  • junzo316junzo316 Member UncommonPosts: 1,712
    Originally posted by ste2000

    Originally posted by downtoearth


    i wasnt bashing DF . i was just merly saying Mo will be fine if they dont release it broken.. Darkfall had issue at release and a while after that and its doing just fine... thats all i was saying

     

    No what you are trying to do is to create friction between DF fans and MO fans............which in case you didn't know are the same people for the most.

    Otherwise why tell someone who didn't even mention DF to go and keep praising DF?



    You hardcore MO fans have this inferiority issue over DF which you need to overcome.

    DF people are not your enemy, do not alienate them with pointless comparison.

     

     

    The comparisons are far from pointless, they are accurate.  DFO had a horrible launch, but rose from the ashes to become a nice niche game.  The same may happen to MO.  They may not have all the content in at launch, like DFO, but give it 6 months to a year and it could be the best game of 2011.  You never know. 

     

    I never criticized DFO as it stands now, just the launch and launch comparisons was the topic of the thread.  I am no MO fanboy, far from it, but I was discussing the topic at hand.  My apologies if you thought there was some kind of friction being created.  You also may try to take your own advice.  Saying someone has an inferiority complex could cause friction more so than stating that a game had a bad launch.

  • ste2000ste2000 Member EpicPosts: 6,194
    Originally posted by zaxtor99


     

    Originally posted by ste2000

    But having said that the game was 90% complete at release.

    And you keep missing the point that I am not looking for a perfect game at launch, in fact I could buy MO if it was 80% completed.

    But it isn't.

     

    I played Darkfall at launch as well. I wouldn't put it at 90% complete at launch. Not even close. I'd say 70% from what I played.

    I agree that Darkfall was more complete however then Mortal Online is right now. That's why I hope they do not launch for at least another month or two, maybe longer.

    I would say Mortal Online has about 50-60% of everything implemented right now. Once they get the bugs with wildlife and the monsters in, and if they actually have good AI like they say it will.. and if they get magic working better, then they will be up to about 80% I'd say.



    - Zaxx

     

    Zaxtor I played DF at launch and I play it now.

    The game is exactly the same except they fixed all the bugs some of them I admit were huge ones.



    But all the features that DF has now were in at launch, only difference is some of them didn't work 100% as intended, but they were just few of them and regarded only a small portion of it (like the walls for the city buildings)



    DF is one of the few MMO I liked since day one, ad I can safely say I barely noticed the bugs, but I am aware of the extent of the exploiting going on.

    But that's has more to do with the coding of the game than the implementation of the features, which I repeat were all there and mostly functioning as intend apart for few exceptions.



    If MO is now the same state DF was in at release be sure I would buy it.

    But it isn't, that doesn't mean I won't buy the game in the future, certainly not now.

  • KshahdooKshahdoo Member Posts: 553




    Darkfall had what at release?
    A barely functioning town creation system, which lets you create useless buildings that you can't even enter. A broken siege system (there were bugs that let a player destroy buildings easily with swords). Game breaking speedhacks. Game breaking bugs that allowed people to skill up at obscene rates. An empty world with very scarce mob spawns. A totally broken economy because there's nowhere safe in the world to trade. A broken crafting system for the solo player (you need a guild to supply you with materials). Very little "fun" quest content, unless you count kill and collection quests.
    Honestly, anyone who props up Darkfall as having a good release has rose coloured goggles on. It had a TON of problems and I was in the beta. Those problems were not resolved upon release.
    If Darkfall can survive it's rocky release, so can MO.

    BS. Cities didn't have gates for a month and half. Speedhacks work right now as good as they did then. Speedhackers just were being banned, keep being banned and will be banned. For my first 3 months playing DF (then I came back to EVE) I saw a single speedhacker. The only really big bug was that with acid pools. And it was nowhere close to gamebreaking because rigor and ignor pain give you a whole 1 point of a damage mitigation. Economy wasn't (and still isn't) worse than in WoW, but yes, it's not EVE. About it's impossible to craft not being in a guild just lol. Man you know nothing about DF but keep argueing...

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by ste2000

    Originally posted by downtoearth


    i wasnt bashing DF . i was just merly saying Mo will be fine if they dont release it broken.. Darkfall had issue at release and a while after that and its doing just fine... thats all i was saying

     

    No what you are trying to do is to create friction between DF fans and MO fans............which in case you didn't know are the same people for the most.

    Otherwise why tell someone who didn't even mention DF to go and keep praising DF?



    You hardcore MO fans have this inferiority issue over DF which you need to overcome.

    DF people are not your enemy, do not alienate them with pointless comparison.

     



     

    Who the F are you to say that? I was not. im a fan of both games for fu..s sake

  • Zaxx99Zaxx99 Member Posts: 1,761


    Originally posted by ste2000
    Zaxtor I played DF at launch and I play it now.
    The game is exactly the same except they fixed all the bugs (actually not even all, but most of the serious one)All the features that DF has now were in at launch, only difference is some of them didn't work 100% as intended, but they were just few of them and regarded only a small portion of it (like the walls for the city buildings)DF is one of the few MMO I liked since day one, ad I can safely say I barely noticed the bugs, but I am awareof the extent of the exploiting going on.
    But that's has more to do with the coding of the game than the implementation of the features, which I repeat were all there and mostly functioning as intend apart few exceptions.If MO is now the same state DF was in at release be sure I would buy it.
    But it isn't, that doesn't mean I won't buy the game in the future, certainly not now

    I guess then that I will just have to agree to "disagree" with your statements that "Darkfall was exactly the same at launch as it is now except for a few bugs".

    I just re-subbed to Darkfall. I played it a while and the changes since launch last February are night and day brother. The mobs now actually have a very good AI, which they did not have last year. While I haven't played enough either time, it certainly looks like tons of new content have been added such as crafting, magic spells, quests, ships, etc etc.

    I wasn't happy with Darkfall at all last year. If it had been in it's current state, then I think I would have been quite happy.

    I guess we just will have agree to disagree about how little you claim Darkfall has changed since it's launch.

    And how can you be so sure that Mortal Online is in such bad shape if you havent played it yourself? I know you can see a lot in the videos and all, but still... playing it yourself is much different then watching videos and reading about it's current state. I'm not saying that if you bought it now, you'd love it, but I think you could be more sure about your certainty of the games current state if you actually played it. - All I am saying is that Mortal Online surprised me, and I think it is currently in a much better state then I expected when I made the purchase.


    - Zaxx

    image

  • KalefenKalefen Member Posts: 57

    MOST WON'T READ ANYTHING THIS LONG BUT I'M REALLY ONLY INTERESTED IN DISCUSSING THIS 

    COMPLEX  TOPIC WITH THOSE WHO CAN :)************************

     

    I understand your pain.  I'll also bet you've been banned at least 1 day for your post.  I also wouldn't be surprised if it ended up getting deleted.  I wouldn't be surprised if I received yet another ban - for this reply.

    In my experience I have dealt with and learned the following:

    I won't name mmo company/employee  names anymore when I do attempt to point out the frustration many of us feel when we have spent money and time on something that we were promised and have felt completely betrayed or in some cases - made a fool of.

    There are a handful of mmorpgs that I have felt are not all that much better than what you experienced in the mmo you are referring to:

    1 that just came that most don't know exist due to horrid marketing - out that only has 2 races and an average of 5-20 people online (not kidding). The appeal was that the game was truly independent but the people working the project were sadly out of touch with the high fantasy genre which was obvious when you saw the lack of unique areas and nouns used in the game (which many felt were borrowed straight out from that over done mmorpg people always refer to these days). The developer of this mmorpg was not new to the industry - only new toward being successful. 

    His previous mmorpg is actually doing better than his new one (albeit recently).  He presented a brilliant series of videos on the mmorpg development concepts that are a part of the genre (I watched them on youtube).  He talked about finishing what you start - and I personally admire him as a person with the right words coming out of his mouth.  Sadly, his words did not translate to his mmorpg project.  I could see he was out of touch with what a fantasy mmorpg entail.  What makes me the expert? I don't know...all I can say is I enjoyed multiple liberal arts majors as an undergrad (medieval history and English lit. being my favorites) on my way toward law school.  I know that high fantasy refers to the works of Tolkien and literally is the shining framework from which mmorpgs should arguably be built if they are to be loyal to the Celtic/Germanic background of fantasy writing.

    I know that every mmorpg that has released since 2005 has not followed the high fantasy model.  I also know that EVERY single fantasy mmorpg that has released since 2005 has failed or as in the case of one - has a fanbase built around perpetual pve (note I said 2005 not 2004 because I am in no way referring to the McDonald's of the mmorpg genre - yeah you know what mmo that is - but that's 2004 release).

     

    Anyway:

    1 that I played a bit but only had 3 races - was based on great books and had almost believable combat  - and yet betrayed the epical concepts those books ushered forward by very cheap guild vs guild type pvp and the fact that you really can't get depth out of 3 races that can all randomly group against each other.  Lore was completely ignored, etc....and seeing the same 3 race combination out in a field fighting looked like one rag tag army killing itself.  Just nothing epic - and ZERO sense of us vs them.  It was more us vs us as in 99% of the mmorpgs out there that have some pvp tossed in.

    1 that I just quit after years of loyalty because the company that owned it really doesn't even own itself - the game is on maintenance mode - which is sad because it has 3 realms and lots of races and classes - and a near equal amount of hackers, bots, gold farmers, and an extraordinarily unfriendly community

    1 I quit was made by the person who was the content director for one of the first mmorpgs ever made - and even he disappeared by the time the game went live - to be followed by half the staff who were rounded up in a parking lot one day and canned after hundreds of us attempted to post the very same arguments you had here - not ONE developer listened.  This game had 1 realm vs realm server - good guys v bad guys - was really fun even though the pvp was pointless (no territory, no castles, towers, etc) then they merged it with a free for all server and the remainder of the population nearly disappeared over night *what a great game this could have been!

    I tried to play another one - that had also been based on great books - written by a brilliant British professor - that had amazing lore and depth potential.  While this mmo is beautiful aesthetically - it's horribly stale if you want to actually feel the challenge of complex realm vs realm mechanics.  It's a pve game with a mini pvp game on the side at best where you can literally chat about the fight right after if you wish with the guy who's monster you just combatted. 

     

    The point is and I'll say it again though more carefully worded because I am attempting to follow the rather subjective forum rules on "negative commenting."

    1. The mmorpg industry is filled with a lot of folks who feel that an mmorpg should be built to suit their own needs and interests.  This is narsicisstic and destructive.  I can guarantee with any sense of logic that the last 3-4 major mmorpgs have had 1 guy somewhere at the top who felt his own personal ideas were equivalent to the genius of Tolkien, Weis and Jickman, Salvatore, and others.  They have all been proven wrong.

    2. When a certain mmorpg that was 3-D was released in 1999 - it had lots of races and classes to choose from. It had a difficult leveling curve and a lot of complexity. This mmorpg was built to bring in the very crowd that would be aware of fantasy gaming, i.e., the Advanced Dungeons and Dragons crowd that wanted their rpg experience to go from table top to online.  These were arguably an older and well educated audience (well educated as in well read in regards to fantasy reading, etc.).  The industry followed suit and continued to attempt to reach this population.  However,  an mmorpg can get stale for whatever reason, and suddenly in 2004 we all woke up one day to see a commercialized juggernaut had moved to the top tier of mmorpgs. From this point on the industry has been referred to as post 2004 or pre 2004 in regards to genre style.

    3.  Since 2004 other than one heavily supported title nothing has been able to brag over 35k subs which is an important subscription quantity for production purposes.  Anything below this results in plug pulling and or maintenance mode.

    The production quality of developers is falling far behind the salesmanship that is defined by their marketing.  The imagination of developers (using mmorpgs post 2005 as example) is limited in race and class offerings.  On top of that the actual element of fun is overriden by a developer's desire to produce an mmorpg that suits their own personal needs. 

    This desire to suit their own needs becomes blatantly apparent when (a) developers lock and close threads instead of honestly coming to terms with needing to improve their work (b) when subscriptions measurably fall soon after the release of a product (c) when regardless of the state of the game, the developer continues to fan the flames of his own narcissim - describing what a great years its been and how excited they are about the future of the mmorpg in question.

    I believe it is rational to state (by using any other industry model) for an mmorpg to qualify as having quality it should at least have the potential to compete with the following model that I believe has set the standard (albeit too high for most to comprehend) :

    3 or more realms

    each realm has a fully created culture with races and lore specific to that culture that allows the players of that realm to explore their own various racial histories all the way to end game separately from other realms. This also means we have items, weapons, armor, architecture, gods, military structure, combat systems - that are unique and idetifiable as being unique to each culture!

    each realm has its own large military territory that if controlled reaps benefits to the culture in control - hence, if I belong to the realm of let's make up a name here - there's a van parking outside so I'll use Vandora - then I would want to defend Vandorian interests to my last breath because I would want to keep the benefits of my realm for my realm.

    When I see an mmorpg that has the typical model:

    2-6 races

    4-8 classes

    the same 2-6 races and 4-8 classs can freely group and pk each other regardless of race or class combination

    pve zones crossover almost immediately between the 2-6 races and 4-8 classes

    you can pvp in all or some areas between the 2-6 races and 4-8 classes at a certain point

    This is what I call the Asian grinder model - but it's been incorporated into other companies outside of S. Korea for example.

     

    Mmorpgs are growing into a less features less options model when they need to be growing into a more features more options model.

  • VexeVexe Member Posts: 549

    REPENT! REPENT! THE MMOCALPYSE IS UPPON US! MO IS THE ANTI-UO!!! REPENT! REPENT!

  • ste2000ste2000 Member EpicPosts: 6,194
    Originally posted by zaxtor99


     

    Originally posted by ste2000

    Zaxtor I played DF at launch and I play it now.

    The game is exactly the same except they fixed all the bugs (actually not even all, but most of the serious one)

     
    All the features that DF has now were in at launch, only difference is some of them didn't work 100% as intended, but they were just few of them and regarded only a small portion of it (like the walls for the city buildings)
    DF is one of the few MMO I liked since day one, ad I can safely say I barely noticed the bugs, but I am awareof the extent of the exploiting going on.

    But that's has more to do with the coding of the game than the implementation of the features, which I repeat were all there and mostly functioning as intend apart few exceptions.

    If MO is now the same state DF was in at release be sure I would buy it.

    But it isn't, that doesn't mean I won't buy the game in the future, certainly not now


    I just re-subbed to Darkfall. I played it a while and the changes since launch last February are night and day brother. The mobs now actually have a very good AI, which they did not have last year. While I haven't played enough either time, it certainly looks like tons of new content have been added such as crafting, magic spells, quests, ships, etc etc.



    Zaxtor are you kidding me or what?



    Crafting was totally in and complete, Magic Spells were all in and complete, Skills were in and complete, Mobs were in and the AI was good enough (now is better), Alignement system were in (now got better), Ship building were in although half the ships were missing, City building were in although you could not build walls and gates, Quest were there although now they added some more.

    Some of  those features were switched off during beta but they were activated after launch.

    What game did you played?

    DF has the same features it had 1 year ago, they just got twicked a bit.



    The big difference between now and then are the bugs.

    As I said there were few coding bugs, but unfortunately those few bugs were quite huge indeed and for some people were game breaking.

    But all the features were implemented and the majority working as intended.



    DF launch was a "disaster" because haters said so......................not because the game was actually bad.

    Same thing will happen with MO, but at the moment it is looking even worse for MO if they release the game in 2 weeks

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by ste2000

    Originally posted by zaxtor99


     

    Originally posted by ste2000

    Zaxtor I played DF at launch and I play it now.

    The game is exactly the same except they fixed all the bugs (actually not even all, but most of the serious one)

     
    All the features that DF has now were in at launch, only difference is some of them didn't work 100% as intended, but they were just few of them and regarded only a small portion of it (like the walls for the city buildings)
    DF is one of the few MMO I liked since day one, ad I can safely say I barely noticed the bugs, but I am awareof the extent of the exploiting going on.

    But that's has more to do with the coding of the game than the implementation of the features, which I repeat were all there and mostly functioning as intend apart few exceptions.

    If MO is now the same state DF was in at release be sure I would buy it.

    But it isn't, that doesn't mean I won't buy the game in the future, certainly not now


    I just re-subbed to Darkfall. I played it a while and the changes since launch last February are night and day brother. The mobs now actually have a very good AI, which they did not have last year. While I haven't played enough either time, it certainly looks like tons of new content have been added such as crafting, magic spells, quests, ships, etc etc.



    Zaxtor are you kidding me or what?



    Crafting was totally in and complete, Magic Spells were all in and complete, Skills were in and complete, Mobs were in and the AI was good enough (now is better), Alignement system were in (now got better), Ship building were in although half the ships were missing, City building were in although you could not build walls and gates, Quest were there although now they added some more.

    Some of  those features were switched off during beta but they were activated after launch.

    What game did you played?

    DF has the same features it had 1 year ago, they just got twicked a bit.



    The big difference between now and then are the bugs.

    As I said there were few coding bugs, but unfortunately those few bugs were quite huge indeed and for some people were game breaking.

    But all the features were implemented and the majority working as intended.



    DF launch was a "disaster" because haters said so......................not because the game was actually bad.

    Same thing will happen with MO, but at the moment it is looking even worse for MO if they release the game in 2 weeks

    maybe alot can be changed in 2 weeks

     

  • mmoluvammoluva Member UncommonPosts: 323
    Originally posted by zereelist

    Originally posted by mmoluva


    Fury was a decent game.  So I'll be buying Mortal Online.

     Lol wtf... you are going to buy MO because Fury was a decent game?

     

    After he included Fury as a bad game I knew then that I should buy Mortal Online.  Fury was a decent game.

  • zereelistzereelist Member Posts: 373
    Originally posted by mmoluva

    Originally posted by zereelist

    Originally posted by mmoluva


    Fury was a decent game.  So I'll be buying Mortal Online.

     Lol wtf... you are going to buy MO because Fury was a decent game?

     

    After he included Fury as a bad game I knew then that I should buy Mortal Online.  Fury was a decent game.

     

    Yes because Fury is a decent game and he didn't think so, solely warrants the purchase of Mortal Online.  I get it. 

  • AriocArioc Member Posts: 299
    Originally posted by brihtwulf


    These developers (both of the aforementioned games in the title and MO itself) should be ashamed of themselves and blacklisted from the MMO community for perpetrating what is nearly fraud (and was in fact that in the case of Mourning).
    Mortal online is a completely bug-ridden and feature-lacking/incomplete game.  It has so many faults it's hard to consider it anything but a pre-alpha "test project".  Here are some of the key issues I find with this game.
    1.  While not necessarily illegal in all locations, it's certainly inappropriate for them to not have a warning or mention of the fact that their game contains unavoidable full frontal nudity.  I'm not thrilled with logging into a game, and having genitalia pop up on my screen.  I had to make a quick look to assure my son wasn't around before continuing to test any further.
    2.  The graphics themselves are poorly designed, and don't match up with each other.  A few objects in the game appear to have higher-quality/resolution textures (my guess would be 1024 or 2048).  But similar-sized nearby objects have stretched images, likely using a resolution of half its neighbor.  It looks sloppy and unprofessional.  The ground looks like simple repeated texture, and not even taking advantage of the "splatting" technology for terrain designs used these days.
    3.  The animations are terrible, and amateurish.  The animations themselves don't flow well, not even taking into account the fact that the server and client are so unoptimized in their data pipeline that PCs and NPCs alike appear to pop around randomly, and at various states of their movement animations.  This is something you see in indie games during beta, not something near release or done by so-called "professionals".  Creatures teleport awkwardly around the screen, and have terrible AI and pathing is almost non-existant.
    4.  Sound is both rare, and low quality/generic.  I don't think they developed their own sounds, because I'm pretty sure I've heard them in other projects before.  There is hardly any ambient sound or music to speak of, and it's quite dull.
    5.  They seem to believe that having the "motion blur" shader turned on EVERYONE's screen and not changeable is a good component for their game.  I have to say that when I turn my head 15 degrees, I usually don't experience a massive blurring of my peripheral vision.  It doesn't fit and is a generic use of a base shader.
    6.  An empty world, and a generic one at that.  There are flat open planes, some hill-top type locations, a bit of shore.  But there are only certain directions you can go for the most part, and it looks as if you've been dropped in a small maze in the middle of a vast nothingness.  One other problem with this is the poor use of their "distant plane"  They have this rather generic-looking painted background that takes the place of actual game geometry.  You find this in some older games from 5-10 years ago where the developers would create a "zone" that was in fact a box with pictures on the sides, only giving the illusion of depth.
    7.  There are no real game systems that function to speak of, aside from your ability to "tame" (sometimes) and a really horrible twitch combat system that seems more random that skill-based.  It's just,... ugly.
    This game, in my opinion, ranks nearly to the infamy of Mourning/Thrones of Chaos, and is worse than other considered failures and Dark & Light, and Fury.  Please feel free to "check it out" for yourselves, but I would like to caution everyone to be very careful with this title and avoid a pre-order at the very least.
    They're charging quite a bit for this game, and they're hoping to make suckers out of all those desparate for a "True PvP" game.  But I assure you that currently the carrot on the end of that stick is in fact an orange-painted piece of horse crap...
     

    So say we all...

    Arioc Murkwood
    Environment Artist
    Sad but true.

  • downtoearthdowntoearth Member Posts: 3,558

    yea OP is wrong by alot /endtopic

  • nakumanakuma Member UncommonPosts: 1,310

    my issue is why would they charge full price for a beta. The game looks intriguing, good use of the Unreal3 engine so far (then again there is the end product that releases) and uses Speedtree absolutely love it.

    But as a fellow game developer myself , it makes me ask the question Where did their funding go, that they are forced to charge players full price on an unfinished product?  If they are indeed relying on "players' financial contribution how many players do they need in order to stay afloat??

    Another question is did they not have enough financial capital from the investors they signed up in order to progress through their development pipeline??

    really makes me wonder what their motives are. I figure if a person believes in a project who am I to tell them where to put their money, but I see some  issues with how they are implementing their development which scream irresponsibility regardless of their good intentions.

    Small team or not, they are suposed to have enough development capital (money from investors) to buy the engine, if its outsourced,  i.e. Unreal3 Engine, Unigine, Hero's Engine etc. or salary for the team of artists, programming staff to implement  the finished product to retail. I dont know, just seems really off as I read the history and the progression of this MMO.

    3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.

  • downtoearthdowntoearth Member Posts: 3,558
    Originally posted by parrotpholk

    Originally posted by nakuma


    my issue is why would they charge full price for a beta. The game looks intriguing, good use of the Unreal3 engine so far (then again there is the end product that releases) and uses Speedtree absolutely love it.
    But as a fellow game developer myself , it makes me ask the question Where did their funding go, that they are forced to charge players full price on an unfinished product?  If they are indeed relying on "players' financial contribution how many players do they need in order to stay afloat??
    Another question is did they not have enough financial capital from the investors they signed up in order to progress through their development pipeline??
    really makes me wonder what their motives are. I figure if a person believes in a project who am I to tell them where to put their money, but I see some  issues with how they are implementing their development which scream irresponsibility regardless of their good intentions.
    Small team or not, they are suposed to have enough development capital (money from investors) to buy the engine, if its outsourced,  i.e. Unreal3 Engine, Unigine, Hero's Engine etc. or salary for the team of artists, programming staff to implement  the finished product to retail. I dont know, just seems really off as I read the history and the progression of this MMO.

    You make valid statements. They really didnt hide what you were paying for like DnL did.  They said you would get in beta and you did. They said you would get a disk and you did although well late. I have seen no evidence there is any motive beyond using the funds to further development.  If you are mislead or do not know any of this then there is a problem and ethical issues for sure but havent seen where promises have not been kept. I guess the point is that there is plenty of information for folks to form a educated opinion of what they should or should not do.



     

    you actully pre order the game the beta was extra

  • thinktank001thinktank001 Member UncommonPosts: 2,144
    Originally posted by nakuma


    my issue is why would they charge full price for a beta. The game looks intriguing, good use of the Unreal3 engine so far (then again there is the end product that releases) and uses Speedtree absolutely love it.
    But as a fellow game developer myself , it makes me ask the question Where did their funding go, that they are forced to charge players full price on an unfinished product?  If they are indeed relying on "players' financial contribution how many players do they need in order to stay afloat??
    Another question is did they not have enough financial capital from the investors they signed up in order to progress through their development pipeline??
    really makes me wonder what their motives are. I figure if a person believes in a project who am I to tell them where to put their money, but I see some  issues with how they are implementing their development which scream irresponsibility regardless of their good intentions.
    Small team or not, they are suposed to have enough development capital (money from investors) to buy the engine, if its outsourced,  i.e. Unreal3 Engine, Unigine, Hero's Engine etc. or salary for the team of artists, programming staff to implement  the finished product to retail. I dont know, just seems really off as I read the history and the progression of this MMO.



     

    I believe the originial idea was to release late summer of 09 ( July. / Aug. ), but they took the pre-orders to push it back as far as possible.

  • nakumanakuma Member UncommonPosts: 1,310
    Originally posted by thinktank001

    Originally posted by nakuma


    my issue is why would they charge full price for a beta. The game looks intriguing, good use of the Unreal3 engine so far (then again there is the end product that releases) and uses Speedtree absolutely love it.
    But as a fellow game developer myself , it makes me ask the question Where did their funding go, that they are forced to charge players full price on an unfinished product?  If they are indeed relying on "players' financial contribution how many players do they need in order to stay afloat??
    Another question is did they not have enough financial capital from the investors they signed up in order to progress through their development pipeline??
    really makes me wonder what their motives are. I figure if a person believes in a project who am I to tell them where to put their money, but I see some  issues with how they are implementing their development which scream irresponsibility regardless of their good intentions.
    Small team or not, they are suposed to have enough development capital (money from investors) to buy the engine, if its outsourced,  i.e. Unreal3 Engine, Unigine, Hero's Engine etc. or salary for the team of artists, programming staff to implement  the finished product to retail. I dont know, just seems really off as I read the history and the progression of this MMO.



     

    I believe the originial idea was to release late summer of 09 ( July. / Aug. ), but they took the pre-orders to push it back as far as possible.



     

    that begs the question was the delay to the game being unfinished?  was the original July/Aug 09 deadline put in place by the investors, and the dev company had to take pre-orders in order to supplment their development costs?  or perhaps putting more spit and polish on the game? so far what Ive seen through youtube from beta testers and other various articles, directly shows alot of bugs, and a unfinished state of the game. raises alot of questions on what you just stated.

    3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.

  • nakumanakuma Member UncommonPosts: 1,310
    Originally posted by parrotpholk

    Originally posted by nakuma


    my issue is why would they charge full price for a beta. The game looks intriguing, good use of the Unreal3 engine so far (then again there is the end product that releases) and uses Speedtree absolutely love it.
    But as a fellow game developer myself , it makes me ask the question Where did their funding go, that they are forced to charge players full price on an unfinished product?  If they are indeed relying on "players' financial contribution how many players do they need in order to stay afloat??
    Another question is did they not have enough financial capital from the investors they signed up in order to progress through their development pipeline??
    really makes me wonder what their motives are. I figure if a person believes in a project who am I to tell them where to put their money, but I see some  issues with how they are implementing their development which scream irresponsibility regardless of their good intentions.
    Small team or not, they are suposed to have enough development capital (money from investors) to buy the engine, if its outsourced,  i.e. Unreal3 Engine, Unigine, Hero's Engine etc. or salary for the team of artists, programming staff to implement  the finished product to retail. I dont know, just seems really off as I read the history and the progression of this MMO.

    You make valid statements. They really didnt hide what you were paying for like DnL did.  They said you would get in beta and you did. They said you would get a disk and you did although well late. I have seen no evidence there is any motive beyond using the funds to further development.  If you are mislead or do not know any of this then there is a problem and ethical issues for sure but havent seen where promises have not been kept. I guess the point is that there is plenty of information for folks to form a educated opinion of what they should or should not do.

    i never  said I got into the beta dude lol, you sure you responded to the right post? i am just making stating my observations lol.

     and I also never state they were hiding anything, I was just questioning why they were charging full price for a unfinished product that may or may not go to retail based on the "contribution" of given players. as I said above did they lose or use up their investment capitcal? im just asking questions, making hypothesis based on what Ive  read, and researched as well as seen so far in the past several months. nothing more. 

    3.4ghz Phenom II X4 965, 8GB PC12800 DDR3 GSKILL, EVGA 560GTX 2GB OC, 640GB HD SATA II, BFG 1000WATT PSU. MSI NF980-G65 TRI-SLI MOBO.

  • MercscytheMercscythe Member UncommonPosts: 134
    Originally posted by adrala

    Originally posted by brihtwulf
    1.  While not necessarily illegal in all locations, it's certainly inappropriate for them to not have a warning or mention of the fact that their game contains unavoidable full frontal nudity.  I'm not thrilled with logging into a game, and having genitalia pop up on my screen.  I had to make a quick look to assure my son wasn't around before continuing to test any further.
    False. Even in order to enter their main website you have to input your birth date.
     
    2.  The graphics themselves are poorly designed, and don't match up with each other.  A few objects in the game appear to have higher-quality/resolution textures (my guess would be 1024 or 2048).  But similar-sized nearby objects have stretched images, likely using a resolution of half its neighbor.  It looks sloppy and unprofessional.  The ground looks like simple repeated texture, and not even taking advantage of the "splatting" technology for terrain designs used these days.
    False.  Though art and design is more of a personal taste you can easily take a SS taken from MO  and any other AAA title out there and have trouble telling which one is from the AAA game. 
    You also seem to not take into account that the game has seamless world vs the small instances in games like AoC.
    Of course there are graphic bugs (it is beta after all) but those are reported by teh testers and fixed in each patch.
     
    3.  The animations are terrible, and amateurish.  The animations themselves don't flow well, not even taking into account the fact that the server and client are so unoptimized in their data pipeline that PCs and NPCs alike appear to pop around randomly, and at various states of their movement animations.  This is something you see in indie games during beta, not something near release or done by so-called "professionals".  Creatures teleport awkwardly around the screen, and have terrible AI and pathing is almost non-existant.
    Most likely you have been victim of net lag. If you have tried the game during the stress tests, you should know that those were ment to lag and crash the server in order to test it. 
    AI in MO is one of the most advance ones, simillar to single player FPS where you can sneak behind creatures if youw alk slow and try to stay behind them. They take into account your size, weather you have your weapon drawn, if you have attacked it previously or no, your speed, your direction, etc.
    Pathfinding is indeed still problematic but they are fixing it and must have it ready before release.
     
    4.  Sound is both rare, and low quality/generic.  I don't think they developed their own sounds, because I'm pretty sure I've heard them in other projects before.  There is hardly any ambient sound or music to speak of, and it's quite dull.
    False. There are arround 5-7 full tracks from the game soundtrack each arround 3-4 minutes long. More to come before relase.
    Ambient sounds are very good. Just visit Meduli or Toxai or the Jungle. Or enter a cave and check out the echo of your footsteps.
    All music has been developed or recorded by MO´s devs.
     
    5.  They seem to believe that having the "motion blur" shader turned on EVERYONE's screen and not changeable is a good component for their game.  I have to say that when I turn my head 15 degrees, I usually don't experience a massive blurring of my peripheral vision.  It doesn't fit and is a generic use of a base shader.
     
    You can turn motion blur off.
     
    6.  An empty world, and a generic one at that.  There are flat open planes, some hill-top type locations, a bit of shore.  But there are only certain directions you can go for the most part, and it looks as if you've been dropped in a small maze in the middle of a vast nothingness.  One other problem with this is the poor use of their "distant plane"  They have this rather generic-looking painted background that takes the place of actual game geometry.  You find this in some older games from 5-10 years ago where the developers would create a "zone" that was in fact a box with pictures on the sides, only giving the illusion of depth.
    False.
    Obviously you have not explored the game world. The enviroment ranges from  beaches to foggy forests. From tropical forests to baren deserts. From green plains to snowy mountain peaks.
    Every point of the game world is reachable. Ther eis no painted background lol.  I also dont get the "maze" youa re talking about. Most likely you came across a zone under development that had invisible wall.
     
    7.  There are no real game systems that function to speak of, aside from your ability to "tame" (sometimes) and a really horrible twitch combat system that seems more random that skill-based.  It's just,... ugly.
    False.
    Tameing is skill based thus sometimes you fail and others not.
    There is crafting, gathering, extracting, refining, thievery, magic, archery, melee, house building...
    Combat may need some balance and tweaking but the core is solid.
    Again, most likely you have been victim of net lag.
     
    They're charging quite a bit for this game, and they're hoping to make suckers out of all those desparate for a "True PvP" game.  But I assure you that currently the carrot on the end of that stick is in fact an orange-painted piece of horse crap...
    False
     MO have never been advertised as "True PVP game"
    The aim of the devs is to create a true SANDBOX game.



     

    Fact: Bears it beats.

    Bears...

    Beats...

    Battlestar Galactica.

  • drumchannelldrumchannell Member UncommonPosts: 187
    @Mercscythe

    The first MO video DID heavily advertise the game as a full PVP game and NOT as a sandbox game. Like everything else that comes from SV, the advertising in that video was just another gimmick...

    It's the Age of Conan method for bringing in the $$$.
  • MercscytheMercscythe Member UncommonPosts: 134
    Originally posted by drumchannell

    @Mercscythe The first MO video DID heavily advertise the game as a full PVP game and NOT as a sandbox game. Like everything else that comes from SV, the advertising in that video was just another gimmick... It's the Age of Conan method for bringing in the $$$.



     

    Well that guy just reminded me of Dwight Schrute from The Office with all the "False...". I thought it was kinda funny. As for the whole thread I don't really care just knew I'd find something funny in it.

  • TelirTelir Member Posts: 1

    I am really disappointed with this game. There's nothing to do! If you want a simulation game, then make it. If you want a pvp game, then make a Call of Duty game or a Savage game whatever. I want to build houses and craft things to myself and other people, I don't want to be robbed by some dude who don't deserve it. This is like a pvp/simulation game and those two dont go well in hand. There's no story, no quests to embark on, landscapes with nothing interesting at all, I could as well jogg outside and keep me healthy instead of exploring an mmo that has no story or quests.

Sign In or Register to comment.