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| | #751 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
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And since we had this time anyway, waiting for enough tech to start working on the actual game, I think this planning was well worth the time. Think of it perhaps like a good fantasy writer starts out when planning his world -- he outlines and creates in his mind and/or on paper enough detail for not just his first book, or even for his first series of books, but enough such that he has the foundation already there upon which if his series does well, he can also do additional series in the same world/universe and have an easier time with his later work because of the planning he did up front. Tolkien is a great example. Only fairly recently has his son I believe finished publishing all of his fathers notes, short stories, various versions of other pre-existing stories, etc. Or take Feist who is able to draw from the work he and others did in creating Midkemia and the other worlds in that universe and then keep putting out series that have more consistency and are built on a deeper foundation. | |
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| | #752 (permalink) | |
| Banned Join Date: Jan 2002
Posts: 2,027
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Out of ink.... angry at Brad.... must note this, where's a knife? | |
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| | #753 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
| Quote:
You fine tune the combat animations towards the end of the dev cycle, you fine tune the physics as they relate to, using your example, boats, at the end of the dev cycle, etc. | |
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| | #754 (permalink) | |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 8,272
+16 Internets | Quote:
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| | #755 (permalink) | |
| Banned Join Date: Jan 2002
Posts: 2,027
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| | #756 (permalink) | |
| Banned Join Date: Jan 2002
Posts: 2,027
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| | #757 (permalink) | |
| Banned Join Date: Jan 2002
Posts: 2,027
| Quote:
If my opinion means much/anything, I think one neat little trick to create racial variety while still using the same core model would be to set those constraints quite disimilarly - which from the beta video seemed to only be the case on a few sliders, mostly the overall size one. Because honestly, if you think about it, the beefiest high elf in my mind should never be more toned then the most out of shape dwarf - even the dwarf I'd expect to be a bit bigger from some flab at the least. And the underclothes comment the ninja avatar guy gave plus the different background + some animation loops during race selection from Xhar, would both probably turn it from something that people are questioning the quality of into something absolutely top notch I'd bet. Whether or not the resources/time are there to bother with it is of course in your ballpark, but I can definitely see some room to turn just a simple character creation fraps into something awe inspiring by putting some of that stuff through. [PS - Bets that Utnayan has had a heart attack in shock from me putting forth something critical?] | |
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| | #758 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
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| | #760 (permalink) | |
| Full Retard Join Date: May 2005 Location: Florida
Posts: 1,403
| In this video at 2old2play they mention that the wind will have an impact on how your boat handles. Will the currents have an effect? Do these winds have patterns that are more or less set, perhaps varying with the season and time of day? For example in the summer the north cape of Thestra experiences winds from the northwest in the morning, but from the north during the evening/night. Will your handling actually have an effect? Do you have to navigate obstacles to prevent collision damage to your boat? Will wind/current stresses inflict damage? It would be nice if, eventually, your twitch skill, boat design, and group effort could help guide you through more severe conditions. It might even be a necessity for certain raids to reach some reef protected grotto to engage X mob. Members of the raid that lose their ships or have to stop to repair would slow down the effort and put it at risk, as there are constant threats in the journey as well. Moving on... Previously in the interview they mentioned housing plots and player cities. They also barely mentioned possible politics and the effect of PvP servers on housing. Will we have the functionality to actually construct towns? I don't necessarily want to have the plot around my house be invalid. I might want three of my friends to build houses shoulder to shoulder with mine (should the terrain permit). Is this a possibility? How much of the land is being made available to housing, per continent? Can your character only own one house at a time? If yes, how do you change your house once you've already got one. Then they go on to discuss auction houses a little. What is aggregating for the vendor system being developed toward? The responses from the Sigil rep indicated to me that this was in concept and would move toward development eventually. Obviously there is a lot of demand for there to be some centrallized search per area, and possibly a delayed delivery service. I'd like to know where this is going and whether it will mitigate the aspect of distinct regions and meaningful travel. Quote:
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| | #761 (permalink) | |
| Defenately Rediculus Join Date: Aug 2005
Posts: 593
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I don't want a centralized search feature, I know a lot of folks would like to see a return to EC tunnel/face-to-face trading. | |
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| | #762 (permalink) |
| Registered User Join Date: May 2002
Posts: 700
| The people that are stuck on "brown" and asking questions like will each race be a different height, and will wind effect the way the boat sails....are on question number 4,030,349 when people should be on questions 1-10. Like, is the game even going to match the published vision? Will the game be FUN? You can have all the purple stuff you want and the highest fidelity sailing simulation in the world but without those 2 being answered correctly it doesn't matter. |
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| | #763 (permalink) |
| Registered Butterfly Join Date: Jun 2005 Location: Cologne
Posts: 81
+2 Internets | About characterbodies, keep in mind that the less variety they have in a mmorpg, the easier it gets for the developers to make clothing and armor for them. You can see the worst case in SWG. The character bodies could differ that much, that the devs barely finished a handfull of realy different looking sets of clothing in the game. It's simply way too much work to make them fitting all possible bodies and took way too long to make them. If you ask me if I would like to have completely different looking bodys for each and every races or prefere having lots of different looking clothing in the game, I allways would favor the clothing. So I don't care much about the race bodys. Go with the simple solution and add a broad range of clothing and armor. That's what creating MMORPGs is about. Everything comes with a price tag for invested dev time. You have only limited time to spend, so you need to decide where to put it in. Characterbodies is a killerfeature depending that. It makes so many things more difficult to handle in the game, that it's not worth all the hassle. At least not for me - I prefere having a cabinet full of different magician robes I found on my travels. |
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| | #764 (permalink) |
| Say word Join Date: May 2005 Location: NoVa
Posts: 1,321
| Figure its worth a shot... With all the dejavu arguing going back and forth, the rumors and the recent changes it'd be awesome to get some real info. So yeah, Brad if youre still around, what would you say VG's current weakest point is? And what is its strongest? Ive been following the game for a long time now and I'm pretty stoked for it but def getting a little worried. Still going to play at least the free month though, but I'm really hoping that the passes and polish will all come together at the end, that the main reason for the negative press is the decession to dev layer by layer and not in clumps. Its cool to read your posts and what not and I think I and many other poster's believe you. But after reading it all if it ships and turns out the posts werent so true (beyond, ya know, reasonable PR spin, which is to be expected) then I wont be playing another one of your games. Deliver. Then as a bonus we can all PM Ut "Hey...fuck you" which will be some much nicer than the posts that will come from him if he was right.
__________________ Destroyer |
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| | #765 (permalink) |
| Registered Butterfly Join Date: Jun 2005 Location: Cologne
Posts: 81
+2 Internets | Depending Dungeons like Crushbone. What made Crushbone one of my all time favorite newbie zones was not only that it was an outdoor dungeon. That's just a small part of the story. What made it realy great was that you meet the Orks already in your newbie experience - and you learned to hate those bastards that killed you all the time. You get closer to Crushbone and start taking revenge. And finaly grow in level enough to take the fight into their homezone. The zone itself was small, had different ways you could fight and had relativly safe spots in the center where all players meet up. You could watch what others were doing and you could have a little talk and find groups. Thats by far the best LFG tool I know of in MMORPGs. To not need any LFG tool at all, because the dungeon layout and your path around the world leads to places where players meet and group up anyway. Not saying you don't need something for LFG nowadays in MMORPGs, but that's the much more immersive way to handle it. I realy hope for something in vanguard that matches up with the "crushbone experience" I had in my newbie levels in everquest. Not just runing around and killing random_mob_x or crawl_type_dungeon_spider_y or getting rinse repeat quests from town. Crushbone, the quests surrounding it, the dungeon layout, the path leading me there after my first couple of levels and the fun with meeting other players there are what makes the differences for me. Of course with a little more salt of modern MMORPG development. But overall old Crushbone and it's surroundings would still be great, even in "3rd gen MMOs". |
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