You guys are really reaching here...graybox graphics definitely look worse than what came before them...which is what people are actually seeing and confirming.
Learn to concede gracefully.
dude! I'm not saying that this graybox state doesn't look bad. But that's the point, It's not supposed to look good.
The question was "have they downgraded the graphics." There is a difference between downgrading graphics which implies permanently changed their scope and taking them back to an earlier stage so that they implement everything in a different way.
So yes, placeholder objects don't look good. But that's because they are placeholder objects.
To me the term downgrade does not imply any sort of permanence, to answer their question, yes, the graphics have been taken back to a graybox state, meaning they are not looking as good as they did previously.
They of course have stated they will work on bringing them back up to (perhaps beyond) previous standards.
For now, they would appear to be a downgrade, or have been walked backwards if that puts it in a better context.
I suspected we were somehow on the same page.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
If their intent really was to create and launch the product themselves, from scratch, rather than build a pitch product, they would have been greyboxing in 2014, immediately after the failed kickstarter. Just like any other development team would have or should have. They didn't.
Hardcoding everything into a pitch product for 6 years has now come back to bite them in the ass, hard.
They should have ditched this product entirely and started again with a new name. They're starting over, for a third (fourth?) time. With only a few developers left, and so little actually done towards a launchable game in those 6 years, and all that time wasted, such a lost opportunity. It's just... terrible.
It's kind of sad to see the desperation in spinning their current lack of progress as something to praise.
I was turned off right away by their EQ copy cat of % of weapon damage.If the weapon has 50 attack it should ALWAYS be 50 attack with the only difference being buffs or food effects that are not adding to the weapon but adding to your power ability.
I like ideas to make sense and not just be random numbers tossed onto skill/icons. At the beginning of the video I saw something that gave me hope when I saw the 3 lined up in formation.I also was happy to see ONE encounter and not several like 3 on a tree.I was also happy to see the combat take time to act and react but I didn't see much interaction at all within the format but just a solo player hitting it's % dmg of attack icons.
Never forget 3 mile Island and never trust a government official or company spokesman.
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
I played EQ1 for a very long time. I played from launch. If thats your perspective, Im guessing you played a class that could solo, like a druid or a necro and didnt level teamed. Missing most of the fun content. Or you played a different game.
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
I played EQ1 for a very long time. I played from launch. If thats your perspective, Im guessing you played a class that could solo, like a druid or a necro and didnt level teamed. Missing most of the fun content. Or you played a different game.
Shadowknight main. Always grouped. Never noticed anything that would resemble the definition of "tactics" or "strategy".
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
I played EQ1 for a very long time. I played from launch. If thats your perspective, Im guessing you played a class that could solo, like a druid or a necro and didnt level teamed. Missing most of the fun content. Or you played a different game.
I played an enchanter from May 99. Never was I in a group that discussed tactics before the fight. I *did* have the most extensive collection of "You break mez, you better rez me" hotkeys on Rodcet Nife, if you want to count that as a discussion. I probably taught most of the early fighters how to taunt, after I told them where to find the taunt button. (Plus other instructions).
If you had groups that regularly discussed what to do, you were so very far beyond my experience.
Logic, my dear, merely enables one to be wrong with great authority.
Sounds like you didnt advance very far in the game if you werent ever in a group that discussed tactics before a fight.
I find there is a lot of difference in how people perceive early eq. Some people didnt advance far enough to realize that leveling was basically the tutorial. Early eq is where the old saying "the game starts at end game" came from. It also created raiding as we know it in the genre today.
Most fights tactics were all the same. There was one expansion that enchanter charm was OP and the tactic was "bard just be ready to mez the charmed mob if he breaks charm". Thats about all I can think of on tactics.
There were some basic tactics sometimes we had to educate the newbs. Attack it from behind so you dont eat ripostes. Dont back up too far or you will agro adds. Dont use group heals while the bard is pulling.
Nowadays there are missions which do require stuff to do even in group game, but I dont consider stuff you do for scripted mechanics to be tactics.
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
I played EQ1 for a very long time. I played from launch. If thats your perspective, Im guessing you played a class that could solo, like a druid or a necro and didnt level teamed. Missing most of the fun content. Or you played a different game.
I played an enchanter from May 99. Never was I in a group that discussed tactics before the fight. I *did* have the most extensive collection of "You break mez, you better rez me" hotkeys on Rodcet Nife, if you want to count that as a discussion. I probably taught most of the early fighters how to taunt, after I told them where to find the taunt button. (Plus other instructions).
If you had groups that regularly discussed what to do, you were so very far beyond my experience.
At the start of each team or when someone new would join. You always discussed who was snaring the runners when more then one class had that skill (Necro, druid, ranger) when you had a bard in team and enchanter what role who would fill what. What you had two bards, what songs they would weave. When you had two tanks, who would off tank/peal mobs. When you had a bard enchanter and monk, who was the best puller. I could go on and on. Tactics were always talked about but the older the game got, small details did not need to be discussed because people knew their different rolls. That never happens in modern MMOs.
LOL @ people acting like this is deep strategic combat
This game is not designed for everyone. Unless you have played EQ1 and got to the teaming experience. You may not understand what you are seeing. Twitch combat does not need to be the only default for engaging combat. Fights dont need to last 10-20 seconds to be engaging, longer fights let you plan tactics and work with your team. Making sure you synergize skills with the classes you are playing with. It think over twitch.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
I played EQ1 for a very long time. I played from launch. If thats your perspective, Im guessing you played a class that could solo, like a druid or a necro and didnt level teamed. Missing most of the fun content. Or you played a different game.
I played an enchanter from May 99. Never was I in a group that discussed tactics before the fight. I *did* have the most extensive collection of "You break mez, you better rez me" hotkeys on Rodcet Nife, if you want to count that as a discussion. I probably taught most of the early fighters how to taunt, after I told them where to find the taunt button. (Plus other instructions).
If you had groups that regularly discussed what to do, you were so very far beyond my experience.
At the start of each team or when someone new would join. You always discussed who was snaring the runners when more then one class had that skill (Necro, druid, ranger) when you had a bard in team and enchanter what role who would fill what. What you had two bards, what songs they would weave. When you had two tanks, who would off tank/peal mobs. When you had a bard enchanter and monk, who was the best puller. I could go on and on. Tactics were always talked about but the older the game got, small details did not need to be discussed because people knew their different rolls. That never happens in modern MMOs.
Sure, there were cases where groups *did* discuss what tactics they were going to use. Mostly when there were duplicate class abilities. I just didn't see that as a commonplace thing, as your post seems to indicate. It probably wasn't as grim as my previous post makes it out, either. Most of the in-group communication wasn't about tactics in my experience.
I do agree with your point about modern MMOs. That's probably because their aren't as many distinct tactics for an individual character to employ. The classes tend to be very one-dimensional, class X does this always (whenever the ability is ready). Being in a group doesn't change the way a character is played. I see modern groups more as "soloing in a pile" rather than anything coordinated.
Logic, my dear, merely enables one to be wrong with great authority.
I remember when they did a vid of the devs playing...The guy that played the rogue was bored to death...Half the time he didnt even bother to join in combat he was so bored.
Is that true or was that you projecting? Because I remember seeing a video where someone said that and it didn't seem the case at all.
Since you don't like this game or the combat and have said so in the past I'm going to go with "you projecting."
All I have said is that the game looks boring and the people that were playing it looked bored.....I was a big fan of EQ1 so I am semi interested...i don't hate the game but thanks for telling me how I feel lol
I remember when they did a vid of the devs playing...The guy that played the rogue was bored to death...Half the time he didnt even bother to join in combat he was so bored.
Is that true or was that you projecting? Because I remember seeing a video where someone said that and it didn't seem the case at all.
Since you don't like this game or the combat and have said so in the past I'm going to go with "you projecting."
All I have said is that the game looks boring and the people that were playing it looked bored.....I was a big fan of EQ1 so I am semi interested...i don't hate the game but thanks for telling me how I feel lol
But aren't you, in turn, saying how they feel?
Maybe they aren't bored, maybe they are concentrating or thinking.
Maybe they are just tired. As I said, I remember someone saying that during a video, and I didn't see it at all. Not sure if it was you or not.
But if it was then "no" they didn't look bored.
Thanks for the clarification that you are interested.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
On the subject of discussing tactics in EQ I would have to agree with Nanfoodle that it was pretty common for people in groups to have at least some discussion of that stuff. It usually wasn't anything really in depth or complicated. Generally it was about who was going to do what.
Sometimes someone new to an area needed to be warned about something specific to that zone. In the early days especially people often had to be told how certain things worked. For example, I vaguely remember the first time an enchanter explained to me about mez and breaking mez.
But then there were also the times when, for whatever reason, your group was really struggling in a fight. It was really touch and go. Then the cleric says, "almost oom". The druid says she can heal some. Then they both say "oom". The shadow knight decides it's time to use harm touch. That's just one example but there were many, many times when I played EQ that during these "oh sh-t" moments a little sharing of information really mattered. By the way, those times were some of the best fun in EQ...if you lived through it.
On the subject of discussing tactics in EQ I would have to agree with Nanfoodle that it was pretty common for people in groups to have at least some discussion of that stuff. It usually wasn't anything really in depth or complicated. Generally it was about who was going to do what.
Sometimes someone new to an area needed to be warned about something specific to that zone. In the early days especially people often had to be told how certain things worked. For example, I vaguely remember the first time an enchanter explained to me about mez and breaking mez.
But then there were also the times when, for whatever reason, your group was really struggling in a fight. It was really touch and go. Then the cleric says, "almost oom". The druid says she can heal some. Then they both say "oom". The shadow knight decides it's time to use harm touch. That's just one example but there were many, many times when I played EQ that during these "oh sh-t" moments a little sharing of information really mattered. By the way, those times were some of the best fun in EQ...if you lived through it.
Even emotes we used that would use a spell and text in chat, LoH used on %T or %T is CCed. That was letting the team know who was doing what, so they knew what tactics to do next.
On the subject of discussing tactics in EQ I would have to agree with Nanfoodle that it was pretty common for people in groups to have at least some discussion of that stuff. It usually wasn't anything really in depth or complicated. Generally it was about who was going to do what.
Sometimes someone new to an area needed to be warned about something specific to that zone. In the early days especially people often had to be told how certain things worked. For example, I vaguely remember the first time an enchanter explained to me about mez and breaking mez.
But then there were also the times when, for whatever reason, your group was really struggling in a fight. It was really touch and go. Then the cleric says, "almost oom". The druid says she can heal some. Then they both say "oom". The shadow knight decides it's time to use harm touch. That's just one example but there were many, many times when I played EQ that during these "oh sh-t" moments a little sharing of information really mattered. By the way, those times were some of the best fun in EQ...if you lived through it.
Even emotes we used that would use a spell and text in chat, LoH used on %T or %T is CCed. That was letting the team know who was doing what, so they knew what tactics to do next.
Yeah, that's right. I almost forgot some of that. %t is mezzed. Or the puller had a macro for %t incoming or something like that. And if he had three things coming he would tell you that and so on.
On the subject of discussing tactics in EQ I would have to agree with Nanfoodle that it was pretty common for people in groups to have at least some discussion of that stuff. It usually wasn't anything really in depth or complicated. Generally it was about who was going to do what.
Sometimes someone new to an area needed to be warned about something specific to that zone. In the early days especially people often had to be told how certain things worked. For example, I vaguely remember the first time an enchanter explained to me about mez and breaking mez.
But then there were also the times when, for whatever reason, your group was really struggling in a fight. It was really touch and go. Then the cleric says, "almost oom". The druid says she can heal some. Then they both say "oom". The shadow knight decides it's time to use harm touch. That's just one example but there were many, many times when I played EQ that during these "oh sh-t" moments a little sharing of information really mattered. By the way, those times were some of the best fun in EQ...if you lived through it.
Even emotes we used that would use a spell and text in chat, LoH used on %T or %T is CCed. That was letting the team know who was doing what, so they knew what tactics to do next.
Yeah, that's right. I almost forgot some of that. %t is mezzed. Or the puller had a macro for %t incoming or something like that. And if he had three things coming he would tell you that and so on.
And when the puller said 5 incoming, the CCer would run to meet the puller and CC one before it reached the team, sometimes classes with root would do the same. I really miss that type of people working together. You need a game designed from the ground up to train people to do that.
To many MMOs dont add difficult game play till end game. In this video we see the community will get that training even on trash mobs.
I always thought it was a weakness to have basic classes like warrior or rogue that seemed to not have many abilities. I played a ranger and I felt like I had many tools. I could hide and sneak like a rogue (like using sneak to sell to a hostile merchant, or using sneak to get past something), or hiding to stay hidden without a time limit. I could use dd/dot spells to mimic backstab ability (had to restrict this because it consumed mana). I could use invis and cast on others. Unlike a rogue, I could root and snare and kite and track and heal and buff. It made my class so much more enjoyable, and I had so many more potential decisions I could make in a group. I saved lives numerous times being able to do patch healing. I could save lives with rooting or snaring. Tracking made it easier for me to navigate back before there were maps. Kiting made some fights possible that otherwise would cause wipe.
Overall I think it was the nature of EQ that made it what it was. It wasn't casual. Alertness was prized above everything else. While it might not have been tremendously tactical at all times, what was tactical was heeded BECAUSE of its nature. However, conversely, this is what led to the exodus of players to World of Warcraft. This is why EQ didn't just keep growing in population, and rather instead started leveling off and losing players. Games that were more forgiving could also have tactics, even if the consequences of inaction were dialed down.
I think the feeling amongst most gamers is the more forgiving games are more relaxed and this fits better with real life responsibilities. But onto the consequences, this might have led to MMORPGs being more solo-oriented, so maybe the social atmosphere has degraded. Forming a community and having to work with that community, like in a group for example, can be less relaxed and more demanding, making real life harder to balance with the game. Looking ahead, this might be one area where mmorpgs try to progress. How to have a community and grouping envirnoment but in a relaxed atmosphere? I think they'll be exploring this, and probably have been for a while.
But we're not all the same either with the same set of circumstances. Not all of us respond the same in the same situation. So it follows not every game is going to be the same, or every gamer teh same.
Comments
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
Hardcoding everything into a pitch product for 6 years has now come back to bite them in the ass, hard.
They should have ditched this product entirely and started again with a new name. They're starting over, for a third (fourth?) time. With only a few developers left, and so little actually done towards a launchable game in those 6 years, and all that time wasted, such a lost opportunity. It's just... terrible.
It's kind of sad to see the desperation in spinning their current lack of progress as something to praise.
I like ideas to make sense and not just be random numbers tossed onto skill/icons.
At the beginning of the video I saw something that gave me hope when I saw the 3 lined up in formation.I also was happy to see ONE encounter and not several like 3 on a tree.I was also happy to see the combat take time to act and react but I didn't see much interaction at all within the format but just a solo player hitting it's % dmg of attack icons.
Never forget 3 mile Island and never trust a government official or company spokesman.
Playing EQ the majority of my life and not once do I remember planning tactics to work with my team on fights except basic raid mechanics.
Shadowknight main. Always grouped. Never noticed anything that would resemble the definition of "tactics" or "strategy".
Logic, my dear, merely enables one to be wrong with great authority.
I find there is a lot of difference in how people perceive early eq. Some people didnt advance far enough to realize that leveling was basically the tutorial. Early eq is where the old saying "the game starts at end game" came from. It also created raiding as we know it in the genre today.
Logic, my dear, merely enables one to be wrong with great authority.
All I have said is that the game looks boring and the people that were playing it looked bored.....I was a big fan of EQ1 so I am semi interested...i don't hate the game but thanks for telling me how I feel lol
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
Sometimes someone new to an area needed to be warned about something specific to that zone. In the early days especially people often had to be told how certain things worked. For example, I vaguely remember the first time an enchanter explained to me about mez and breaking mez.
But then there were also the times when, for whatever reason, your group was really struggling in a fight. It was really touch and go. Then the cleric says, "almost oom". The druid says she can heal some. Then they both say "oom". The shadow knight decides it's time to use harm touch. That's just one example but there were many, many times when I played EQ that during these "oh sh-t" moments a little sharing of information really mattered. By the way, those times were some of the best fun in EQ...if you lived through it.
To many MMOs dont add difficult game play till end game. In this video we see the community will get that training even on trash mobs.