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This week Tim Eisen takes a look at CSE’s latest Top Tenish list, talks about the importance of accurate spear animations, crafting’s loosening back end and nature’s rockstar vagabond - Taraxacum aka the Dandelion. All that and so so much more!
Comments
Man, did you ever nail it with this summary comment.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
We're supposed to get an ETA for CBT soon, iirc they've said they'd announce it once a major system is implemented (animations?). It's expected to begin this year.
Thanks Tim and MMORPG for the coverage, as always. I'm glad you like our spears. Our animation system is still in its infancy, but's it's moving apace.
Yep, I couldn't agree more. As I've said here, there, and everywhere, we've been slowly transitioning to a game-first, not engine-first, team. March has been a great month for us in that respect and I hope April will be even better (I hope to add an additional programmer this month).
We'll give out the official date once the animation system is in its Beta 1 shape (code-wise) and our improved VFX system is in. Both are WIPs right now but I expect that will change next month, but no promises. With the latter system, we are focusing on not just having a pretty particle system, but a pretty particle system that can support 1K players in a battle. This is really important to keep in mind. We could go the easy route of getting a "good enough" system in by next month and if it can't support 1K, we would say that we'll improve that in Beta. OTOH, that's not the way we do things. I know that each month that goes by we have to pay more refunds, but I'm willing to do that so we can deliver the right game for our players at not just the launch of Beta 1, but for when we go LIVE. We've all seen too many devs have to cut corners to hit dates and it usually bites them in the butt, especially when the shortcuts were tech related. We won't do that.
The good news is, as always, our Backers can see the progress, participate in the tests, and have way too much information shared with them on a weekly basis.
Again, thanks Tim, Bill, and MMORPG!
Mark Jacobs
CEO, City State Entertainment
i enjoy the reading tho sometimes
no hurry
We'll see. We're actually closer to landing the Beta 1 ready versions of animations/VFX than it might appear (and I'm rarely this optimistic). After that, we don't have any really difficult tech systems to land before Beta 1. That should free up some additional programming time. However, we're not trying to push this game out before its ready nor raise extra cash from our Backers via telethons, sales, etc. so that's good, at least in my world.
Mark Jacobs
CEO, City State Entertainment
I am an ex DAOC player. I have played on Mordred and Andred until servers were empty and after i moved to Merlin. For me DAOC is single handedly the best PvP experience ever. Its literally the game i have in mind when i think of PvP.
PLease take your time and create a masterpiece. Take your time and create a game with PVP at its core not a game with tons of PvE. PvE was and its brainless. Once you learn the rotation of X Boss thats it. No matter what difficulty (FFXIV has different difficulties to each boss) you will add, its rotation will be learned otherwise it will be impossible to beat it (Final Fantasy 11, Notorius Monsters took days and weeks to be killed).
You literally dont need to invent many things. Take what is best from DAOC, think about the players who want Free For All server and Normal servers, give us some graphics for our times and pvp festival without lag and thats it. I know you willl succed. Best of luck!
Here is a bit of how pvp was on Mordred. 5 players literally could beat continously 1-2-3 groups even in the same time. Best days ever.
So you really had to take the time to make the insulting comment huh? Just because YOU don't like PvE doesn't immediately make it brainless. So is PvP. Until you are no longer limited by todays UI, it is brainless. It isn't the real world. So stop already. Especially with the unwarranted insults against anyone that isn't just like you.
What Tim said is 100% spot on. I've said publicly, and many times, that we weren't going to try to hype this game like I/we did WAR. We haven't issued press releases, gone on press tours, gone to shows, etc. as I/we did at Mythic. I've stayed true to that promise.
Donger, In terms of money, umm, our tracker goes up pretty much every day. Not as much as it did in the beginning, not as little as it has in other times. The difference here is that we aren't:
1) ...offering up any Stretch Goals - I said we wouldn't do that again until we made Beta 1.
2) ...asking our backers for additional money even though I'm putting in a lot of additional money to make this game happen.
3) ...holding any telethons/sales/etc. to raise additional money - As per above, not once.
4) ...offering private placements or equity crowdfunding for CSE - Given my track record (starting a company with $0 and making our investors/team a lot of money), it would be easy to do but that doesn't mean it's the right thing to do FOR US (emphasis added not in anger, but to differentiate our reasons for other companies reasons).
5) ...willing to talk to any other company in terms of publishing deal in the US/Europe (once again keeping a promise) nor in Asia (the time isn't right).
So, factoring that all in, does that explain why it might seem like things aren't going well on the investment front?
The truth is that when we can finally show a great looking game that can handle 1K people in a tiny space, a lot of things will changes, a lot.
I appreciate your interest and concern but right now, I couldn't be happier with our team and the progress we're finally making. It's amazing what almost doubling the number of programmers you have can do to affect a game's development.
And yeah, as Tim says, we've been really careful with our spending. When you don't go to conventions, dog & pony shows, don't have a marketing department/person, don't do expensive videos, don't pay your president, underpay your tech director/co-founder, etc. it shouldn't be surprising how much money you save.
Cya!
Mark Jacobs
CEO, City State Entertainment
So refreshing to see a Kickstarter game not nickle and dime us to death. The work you're doing is done with quality and care and I can't thank you enough for that, it's refreshing to see.
This is a team with true Integrity with (for me) the King of Integrity, Mark Jacobs leading.
I have much respect and appreciation for this team.
You and your team rock! Keep up the spectacular work!
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
Way too kind, but I thank you very much for the sentiment. We're all human, make mistakes (sometimes really dumb ones), but one of the things I can always promise is that we will let our Backers know about them.
As to not nickel and diming, well, that goes all the way back to my games on GEnie. I was always looking to speed things up for the players with things like menu shortcuts, offline healing, etc. but still keep the games fun and challenging since, back then, people will billed by the hour. I continued to believe it in at Mythic, and still do even now. It's one of the reasons we won't have a cash shop in our game at launch or afterward, except for stuff like services for things like transferring characters, extra character slots (players will start with more than enough slots to have a toon for every class), etc. as we said during the Kickstarter.
Again, on behalf of all of us at CSE, I thank you for your kind words. We really do have a great group of men and women here and in Seattle. Hopefully I'll be adding to it next month.
Mark Jacobs
CEO, City State Entertainment
At current situation needing to worry with anything but gameplay and assets is unjustified or naive or bold.
Just take UE4 or anything else that is already tried and tested and prove you can come up with a title people will want to play and worry about server capacity later.
Yup this game is being built for massive battles. I hope they do end up being the go to engine for companies to buy and use for massive MMOs. Kudos to this team for taking their time with planning for the game they want to make instead of settling for something like unity that would limit their ability to offer massive battle capabilities.
First they need to build a game that will even hold an interest of 1000 players in total before worrying how to put them on screen at the same time.
Two quick things:
1) We're already at around 30K Backers so it's safe to say we're past 1K.
2) If we don't build the tech first, then we can't deliver on the pitch we made to folks to back the game. Now, lots of games/products have gone down that dark path already and it hasn't worked out well. We'll do it the right way, build the tech that can support the design/vision/pitch and then build the game.
Mark Jacobs
CEO, City State Entertainment
best siege ever; a full 2 hours of non-stop fighting.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Yeah, that would be awesome to be a part of if/someone can keep the FPS high enough to be fun and the network traffic optimized enough that you can really be an active participate. That's what we want to see in our engine. Right now our Bots (headless PC clients) have been running 20K abilities an hour and our client/sever engine is holding up nicely. We're getting there, slowly but surely.
Mark Jacobs
CEO, City State Entertainment