M: In my perfect world, only the safe areas (starting area, main town) will have loading screens but it’s too early to make a prediction on this. I’ll leave that to the genius of Andrew Meggs to figure out.
The return of noob island! Summer 2015!
Maybe.
Thanks for the link, was short, sweet, and to the point and the interviewer seems to have actually done their homework beforehand.
I am extremely interested in the designers have the opportunity to focus entirely on their 3 pillars of gameplay and not a dozen terrible attempts at everything. Imagine an entire expansion where ALL the content is directed at only expanding RvR gameplay ... nothing else. No new armor tiers, no new tokens or rep, no new raid to do 100 times over ... just pure content relevent to everyone in game.
Originally posted by cypz Great interview. Lots of good answers from Mark. Now I really want to find out more about the buildings and "burn, burn" of houses or villages.
The scale of this and where you can build is what interests me. Being RvR, building anywhere is naturally limited due to enemies stomping unprotected buildings. At the same time being too open leads to many issues seen in SWG. Being too restricted takes away from the feeling of a sandbox style world and large guilds start to grab lands and limit other players options or even exploit the mechanics like in Darkfall (Guilds found all build sites in beta and used opening day exploits to grab and build faster than any normal guild could possibly manage effectively saturating the world before the game truly started for most of the community).
The greatest epic failure for most RvR games has always been kill trading. I trully hope they resolve this in CU. Owning your bases and having your production abilities tied to it truly help this. If keeps and castles are just control points players will always find the easiest method to victory even if not in line with the game's design.
Mark Jacobs: I'm putting up my own money as well because I have so much faith in this project.
If he had that much faith in it, there would be no Kickstarter, trying to gauge how many people are interested, he would just be making the game.
It is not a matter of faith but of what is financially viable or just not completely insane. Not all project born of passion work out in the long run so getting a sense of the size of your target audience and the desire for such a game is just being responsible.
Originally posted by Tamanous
Originally posted by cypzGreat interview. Lots of good answers from Mark. Now I really want to find out more about the buildings and "burn, burn" of houses or villages.
The scale of this and where you can build is what interests me. Being RvR, building anywhere is naturally limited due to enemies stomping unprotected buildings. At the same time being too open leads to many issues seen in SWG. Being too restricted takes away from the feeling of a sandbox style world and large guilds start to grab lands and limit other players options or even exploit the mechanics like in Darkfall (Guilds found all build sites in beta and used opening day exploits to grab and build faster than any normal guild could possibly manage effectively saturating the world before the game truly started for most of the community).The greatest epic failure for most RvR games has always been kill trading. I trully hope they resolve this in CU. Owning your bases and having your production abilities tied to it truly help this. If keeps and castles are just control points players will always find the easiest method to victory even if not in line with the game's design.
Darkfall didn't actually launch with housing unless you are considering its initial launch phase (EU server only but accessible in US too) as a beta because it certainly felt like one just without the skill wipe after things improved. Guilds such as the goon squad kind of made it their mission to farm resources and people and to "own" the best npc towns. Additionally, they frequently cleaned out many others. So before housing actually happened they and others had a pretty nice stockpile of well everything and those who had accumulated the most resources were able to take the rather limited housing spots very quickly. So given that CU is supposed to launch with building already being a thing and hopefully relatively no restrictions on where building is possible (where it is wise being another issue entirely of course) this problem should hopefully not even be an issue.
That being said I too am concerned about just how it will be done but am hoping for more freedom than not.
Originally posted by Benthon We will see what MJ can actually produce, rather than talk about. If we're hyping up things, may as well get the god of hype in here - Paul Barnett.
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DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer
The return of noob island! Summer 2015!
Maybe.
Thanks for the link, was short, sweet, and to the point and the interviewer seems to have actually done their homework beforehand.
Expresso gave me a Hearthstone beta key.....I'm so happy
If he had that much faith in it, there would be no Kickstarter, trying to gauge how many people are interested, he would just be making the game.
A creative person is motivated by the desire to achieve, not the desire to beat others.
I am extremely interested in the designers have the opportunity to focus entirely on their 3 pillars of gameplay and not a dozen terrible attempts at everything. Imagine an entire expansion where ALL the content is directed at only expanding RvR gameplay ... nothing else. No new armor tiers, no new tokens or rep, no new raid to do 100 times over ... just pure content relevent to everyone in game.
It could be epic. Let's get this damn game made!
You stay sassy!
Cypz/Cypress
MLF(Alb)/Mordred/Lamorak(Mid)
You stay sassy!
You and me as well. It's the single element I'm most curious about.
The fact that he's putting two million dollars of his own money in it doesn't mean he can shoulder the whole cost. Logic please.
The scale of this and where you can build is what interests me. Being RvR, building anywhere is naturally limited due to enemies stomping unprotected buildings. At the same time being too open leads to many issues seen in SWG. Being too restricted takes away from the feeling of a sandbox style world and large guilds start to grab lands and limit other players options or even exploit the mechanics like in Darkfall (Guilds found all build sites in beta and used opening day exploits to grab and build faster than any normal guild could possibly manage effectively saturating the world before the game truly started for most of the community).
The greatest epic failure for most RvR games has always been kill trading. I trully hope they resolve this in CU. Owning your bases and having your production abilities tied to it truly help this. If keeps and castles are just control points players will always find the easiest method to victory even if not in line with the game's design.
You stay sassy!
It is not a matter of faith but of what is financially viable or just not completely insane. Not all project born of passion work out in the long run so getting a sense of the size of your target audience and the desire for such a game is just being responsible.
Darkfall didn't actually launch with housing unless you are considering its initial launch phase (EU server only but accessible in US too) as a beta because it certainly felt like one just without the skill wipe after things improved. Guilds such as the goon squad kind of made it their mission to farm resources and people and to "own" the best npc towns. Additionally, they frequently cleaned out many others. So before housing actually happened they and others had a pretty nice stockpile of well everything and those who had accumulated the most resources were able to take the rather limited housing spots very quickly. So given that CU is supposed to launch with building already being a thing and hopefully relatively no restrictions on where building is possible (where it is wise being another issue entirely of course) this problem should hopefully not even be an issue.
That being said I too am concerned about just how it will be done but am hoping for more freedom than not.
....Being Banned from MMORPG's forums since 2010, for Trolling the Trolls!!!
I like this part where the interviewer says this " Your engine definitely looks like it can handle some very large battles"
This should shoudl shut some of the trollers (well, i know, nothing will, cause they're trolls but hey...one can have hope in mankind :P)
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
Would you spent 2 years of your life working on something that doesnt hold interests in people ?
damn those haters.... lol, oh well, not everyone can be sane and construcive i guess
Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR
He who keeps his cool best wins.
He has faith in his ability to make the game. Whether enough people will be interested in it is another matter.
Emeryc Eightdrakes - Ranger of DragonMyst Keep - Percival
RED IS DEAD!
Or you could stop trolling so hard.