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| | #136 (permalink) | |
| 100% Pure Soy Monk Join Date: Mar 2002 Location: Ft. Lauderdale, FL
Posts: 7,447
+107 Internets | Quote:
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| | #137 (permalink) | |
| aka Tantrik Join Date: Apr 2002
Posts: 375
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| | #138 (permalink) | |||
| Banned Join Date: Apr 2002
Posts: 2,399
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Now let me change hats. Vanguard becomes a great seller - is popular, and hits 200k in the first month. There is no way they are going to have enough static content on a much slower leveling curve at launch. None what so ever. People will stall out in certain dungeons for a good chunk of time because it takes so long to level. Traffic jams, lists, content denial... Same thing with EQ. What you say could work *IF* they have enough static content across the board for a huge level range, with the same reward structure, with enough variety, and each and every signle one is fun without having to force a group into one specific dungeon, ala EQ, because there is more XP there, better loot, etc. But 1> They have to have a lot of it, which in no way is possible this year. 2> They need to make sure the dungeon designs do not favor one over another. 3> They need to have a shitload per every 5 levels of advancement over level 20. Last edited by Utnayan; 06-06-2006 at 08:29 AM.. | |||
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| | #139 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 190
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Traditionally speaking, beta is the late stage prototype that goes out to your testers/users to get both qualitative and quantitative data as you drive towards a feature complete release. A beta release needs to have implemented all of its required features. The indications are that Sigil is still changing its design principles for vanguard. Without these principles how could they have even scoped their required features? | |
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| | #141 (permalink) | ||
| You mean I can change this? Neat! Join Date: Feb 2002
Posts: 12,975
+66 Internets | Quote:
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The game is indeed improving from a technical standpoint, which is nice to see, because to be honest I was pretty pessimistic about that aspect a few months ago due to how poorly the game looked on my Nvidia setup and how long it had been that way. I just don't think it's very fair to criticize technical aspects of the game, this far from release, as a lot of people seem eager to. Gameplay wise, I'm going to continue to refrain from commenting because I have no reasonable basis to do so. I've levelled a handful of characters to their teens, and that's about it. And that was months ago, before all the redesign and tweaking they did with combat. So I really have no business saying either way whether or not the gameplay is good or bad as it would be irresponsible of me to do so (hint: Utnayan). Also, I'd like to thank the devs for being cool enough to PM me and inquire about the flickering, as opposed to banning my account or something like that. While I'm obviously in breach of the NDA by even acknowledging I'm in beta, I'd like to think that I'm still keeping with the spirit of it and not releasing "secret sauce" or commenting on the game with an agenda, or posting a whack of screenshots. Although I'm tempted to take a picture or two of it running on my HT, just to make you guys jealous and my e-peen larger. Last edited by Eomer; 06-06-2006 at 08:48 AM.. | ||
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| | #143 (permalink) | |
| Registered User Join Date: Feb 2005
Posts: 190
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I’m not a game designer, but I’ve always been very interested in game design. A sort of side passion of mine has been designing amateur games and implementing mods for them. Normally I never get past the first conceptual prototypes and either paid work or more interesting ideas distract me. I could see why that might be a problem to tell me what game you where/are working on (I couldn’t tell you what I was working on directly ), maybe I could ask a few questions about it? What kind of changes to your game system did you implement in beta due to beta processes? Where the changes the introduction of fundamental systems or where they tweaks of existing systems? Could the problems have been identified with early lightweight or specific prototypes (simular to the concept of spikes (from agile development))? What kind of user centric design did you guys do before development to try and capture problems in the design phases? Last edited by karisa; 06-06-2006 at 09:10 AM.. | |
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| | #144 (permalink) |
| Registered User Join Date: Apr 2005
Posts: 73
| I'm in beta and i've logged in twice for about 15mins max. The game is utter shit. What a complete fucking let down, i'm not even going to buy it and give it a try like some titles. Visually it's nice but the game play and mechanics is simply retarded. I don't give a fuck if i'm breaking the contract, they broke their promise as far as i'm concerned. |
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| | #145 (permalink) | |
| Fuck Art, Let's Kill Join Date: May 2002 Location: Hell
Posts: 7,244
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__________________ ...the whole world's going to blow up anyway. I might as well keep my pride. eRepublik Referral (PM me for assistance if you start up using my link) | |
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| | #146 (permalink) | ||
| Registered User Join Date: Sep 2003
Posts: 817
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| | #147 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 509
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I was out of town for a Magic tournament this weekend and downloaded the necro patch last night to try the class out. It sounded really nifty and I wanted to see how the first pass played. I only lasted about twenty minutes before I looked at my watch and logged. They continue to make improvements to many aspects of the game but it still doesn't have any life. The comments made earlier about the questing/grouping issues are spot on btw. (9pm EST last night, even with the new patch the beta server had 117 people logged in) The one design analagy that comes to mind (probably because it is lunch time): Sigil wanted to make pizza to feed a million. So they decided to make one gigantic pie but the problem is they just don't have what they need to make it: the crust is too big, the sauce is too thin and the toppings are too spread out. If they had taken a different design approach - making a lot of smaller pizzas - they could have perfected them one by one and satisfied a good number of people in the process. Even if they ran out of time/money/whatever they still have a number of great *finished* pizzas to offer. They did not choose that route and instead they have one gigantic raw pizza, long on crust and short on focused flavor, that won't satisfy anyone. | |
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| | #149 (permalink) | ||
| Registered User Join Date: Sep 2003
Posts: 817
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When Vanguard comes out, it will jump out of the gates to maybe 400K subscribers in the first 3 months or so, and then will likely settle to a steady 250-300K subscribers. This will be, in Utnayan's opinion, an unmitigated disaster, regardless of whether those 250-300K people think the game is in fact Christ reincarnated. Then we will get to hear Vanbois arguing (ONCE AGAIN!) that WoW's subscription numbers are skewed and that everyone knows it only has millions of players because of its established Blizzard fanbase, and not because the game is, you know, fun. We'll get to hear a whole new round of analogies of Wow to McDonald's, WoW to Brittney Spears, WoW to AOL, . . . you get the idea. Good times ahead for this board, fellas. Yep, good times. P.S. To Etad's point about longing for the days of non-instanced dungeons and "community hub" zones -- I fondly remember sitting at the zone in in Sebilis shouting out for a group every 3-5 minutes, waiting sometimes an entire evening without getting a group. Oh yeah, those are good times that we ought and should return to P.P.S. And as for Holymight's argument that EQ2 currently has non-instanced dungeons without those problems . . . look at how itemization is done in EQ2 and you might understand why people aren't camping one dungeon non-stop for the "ubah" Froglok Bonecasters Robe, the RBG, etc.
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| | #150 (permalink) |
| <insert funny comment here> Join Date: Mar 2002
Posts: 1,996
| Brad McQuaid reminds me of a cook. He followed his recipe, he used only the finest ingredients, he cooked them with love and when he finally presented his wonderful meal, it simply didn't taste well. Maybe he forgot the salt or maybe he shouldn't have used the steam-cooker, I don't know.
__________________ All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident. - Arthur Schopenhauer |
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