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My short report on the latest alpha. Any1?

valiriusvalirius Member UncommonPosts: 4

Pros and emotions.

The game is beautiful ! You can dig , build, craft , upgrade , capture territory , cutting down trees, peel off the skins , kill monsters , collect resources , capture clan land. This is what you need . And all this in a friendly cozy atmosphere . Pleasant texture , good dynamics of the game and fight. In general, I have tried absolutely everything the game with the loss of property)) This best in all respects. Reminds strongly upgraded Ultima Online

Cons.

Of the minuses say that while a lot of things not to do. Promise domestication fishing . This yet. Just zone for high level is also not yet introduced. But the game Made in such a way that these areas , developers can easily add .

As a result, the symbiosis between the MO and UO with the addition of a toy and nice graphics. I loved this game ))

Someone else wants to leave feedback about the game? I am pleased to honor)

Comments

  • tom_goretom_gore Member UncommonPosts: 2,001

    I've been monitoring this game closely. My biggest fear is they will eventually abandon everything else in favor of pleasing the PvP-only crowd, just like Mortal Online and Darkfall did, effectively stripping down the game into a big deathmatch arena with an occasional siege.

    I hope that once they have the GvG framework stable and solid, they will focus on what did make Ultima Online a great game - tons and tons of systems and tools that have absolutely nothing to do with basing other players' faces in. Once UO started involving each and every skill in the game in PvP and PvE, the game went downhill fast.

     

  • Korn42Korn42 Member UncommonPosts: 53
    Originally posted by tom_gore

    I've been monitoring this game closely. My biggest fear is they will eventually abandon everything else in favor of pleasing the PvP-only crowd, just like Mortal Online and Darkfall did, effectively stripping down the game into a big deathmatch arena with an occasional siege.

    I hope that once they have the GvG framework stable and solid, they will focus on what did make Ultima Online a great game - tons and tons of systems and tools that have absolutely nothing to do with basing other players' faces in. Once UO started involving each and every skill in the game in PvP and PvE, the game went downhill fast.

     

    Hi tom_gore,

    we believe that PvP and PvE are mutually enhancing features.

    Games that just focus on PvP rapidly turn into a wasteland, which is what nobody wants - last of all dedicated PvP players.

    We have a lot of great mechanics in place to strike a nice balance between PvP and PvE:

    - Zones: there are safe zones, full PvP zones and semi-PvP zones.

    - In the semi-PvP zones, it is possible to attack other players, but you will get a hefty penalty on your stats, meaning that in order to have a chance you will need more expensive gear. This effect becomes stronger in groups. Also, if you attack, you will get flagged on the map for others to see, thus, you might get counter-ganked yourself.

    - Even in PvP zones, as long as you stay in your guilds territory, you are safe. Due to how important the economy is in Albion, each guild will need dedicated PvE players (for gathering, crafting, mob farming, etc) who they will also need to protect.

    - Economic power is directly linked to how strong you are in PvP as all items are player crafted. Also, as you lose your items when you die, you will basically need a strong PvE baseline in order to fuel your PvP habit - or division of labor within your guild. You likely won't be able to live off the loot that your victim's drop as there is a chance for each item to be destroyed on death.

    All the best,

    Korn

     

     

  • sacredfoolsacredfool Member UncommonPosts: 849
    I have been monitoring the game and quite like what I hear. :)


    Originally posted by nethaniah

    Seriously Farmville? Yeah I think it's great. In a World where half our population is dying of hunger the more fortunate half is spending their time harvesting food that doesn't exist.


  • hockeyplayrhockeyplayr Member UncommonPosts: 604
    Cannot wait for this.
  • renstarensta Member RarePosts: 728
    Looks awesome!!! :)  finally I am hyped about a mmorpg!!! ^__^

    image


    Basically clicking away text windows ruins every MMO, try to have fun instead of rushing things. Without story and lore all there is left is a bunch of mechanics.
    Reply
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  • tom_goretom_gore Member UncommonPosts: 2,001
    Originally posted by Korn42
    Originally posted by tom_gore

    I've been monitoring this game closely. My biggest fear is they will eventually abandon everything else in favor of pleasing the PvP-only crowd, just like Mortal Online and Darkfall did, effectively stripping down the game into a big deathmatch arena with an occasional siege.

    I hope that once they have the GvG framework stable and solid, they will focus on what did make Ultima Online a great game - tons and tons of systems and tools that have absolutely nothing to do with basing other players' faces in. Once UO started involving each and every skill in the game in PvP and PvE, the game went downhill fast.

     

    Hi tom_gore,

    we believe that PvP and PvE are mutually enhancing features.

    Games that just focus on PvP rapidly turn into a wasteland, which is what nobody wants - last of all dedicated PvP players.

    We have a lot of great mechanics in place to strike a nice balance between PvP and PvE:

    - Zones: there are safe zones, full PvP zones and semi-PvP zones.

    - In the semi-PvP zones, it is possible to attack other players, but you will get a hefty penalty on your stats, meaning that in order to have a chance you will need more expensive gear. This effect becomes stronger in groups. Also, if you attack, you will get flagged on the map for others to see, thus, you might get counter-ganked yourself.

    - Even in PvP zones, as long as you stay in your guilds territory, you are safe. Due to how important the economy is in Albion, each guild will need dedicated PvE players (for gathering, crafting, mob farming, etc) who they will also need to protect.

    - Economic power is directly linked to how strong you are in PvP as all items are player crafted. Also, as you lose your items when you die, you will basically need a strong PvE baseline in order to fuel your PvP habit - or division of labor within your guild. You likely won't be able to live off the loot that your victim's drop as there is a chance for each item to be destroyed on death.

    All the best,

    Korn

     

     

    Yes I believe I've heard it before that you will not be focusing only on PvP and that's nice to hear. As said I'll keep a close eye on the game and probably will check it out once it is available. Hopefully you do consider what I said about the various systems and tools that have nothing to do with PvP (or even PvE), as these are the things that make the game feel alive. Just a quick list of stuff you could do in UO "just because":

    • Fishing
    • Cooking 100 different dishes with no difference in "stats"
    • Tinkering 100 different things, of which most served no other purpose but decoration
    • Housing that you could customize and decorate
    • Carpentry! The only combat related stuff you could create with this skill were wooden shields and staves :)
    • Forensic Evaluation. Want to play a detective? Here's your skill!
    • Spirit Speak!
    • Begging!
    • Camping!
    • Item id
    • Taste id
    And here's more skills that had no use in combat, but outside they were useful in one way or another
     
    • Lockpicking
    • Remove Trap
    • Tracking
    • Cartography
    Tons and tons of stuff you could do which had no effect on how badass your character was in killing stuff (and in fact took space from skills that actually did affect your combat ability). People would spend hours and hours to train and use these skills, just because they wanted to take a break from swinging a sword or try something new.
     
    This is the stuff that makes the game world come alive. If fighting is the only thing to do, people get bored and start killing other players to keep them occupied. It's the human nature. That's why Mortal Online and Darkfall will never have a solid population, because all there is to do is to butcher other players.
     
  • DwarfuriousDwarfurious Member UncommonPosts: 25
    I'm all for a healthy dose of time wasting, character developing skill sets. Everyone having access to the same stuff gets boring'ish. Current fame system could also grant points to such a skill tree so you can kind of have hobby skills to develop.
  • BercilakBercilak Albion OnlineMember Posts: 108

    We are meanwhile adding more and more specialisation options to the game. But we want to be carefull cause we want to avoid an EVE scenario where you have to play the game for at least six month before you are of any use to a guild.

     

    Kind regards,

    Stefan

  • PinturicchioPinturicchio Member UncommonPosts: 36

    Do you guys have in mind Taming? pets and mounts?

    Call me crazy but one of the things that I enyoed the most in UO was when my character grow his hair every few weeks. Thats the kind of detail I want in a mmo.. I enjoy the little things :)

    PD:sorry about my english.

    PD2: Im super hyped with this game.

     

    Bye!

  • fantasyfreak112fantasyfreak112 Member Posts: 499
    The game looks really fun to me and I know almost nothing about it. Don't say that often.
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