Neranja
<Bronze Donator>
- 2,659
- 4,282
I have to ask: Why would you allow GM privileges to be tied to the client and not the logged in account?getting ahold of a GM client
I have to ask: Why would you allow GM privileges to be tied to the client and not the logged in account?getting ahold of a GM client
Was questioning that myself honestly. You would think it would it be a server side flag on the account. Doesn't matter now though.I have to ask: Why would you allow GM privileges to be tied to the client and not the logged in account?
What i'm saying is, the game is and will be great,
Didn't pay a dime, I got in via f&f alpha invite as I am friends with a developer. be more specific plz on what u want to know.
Edit: Fuck it i'll just break it shit down. I've already stated you shouldnt have this game on your near future radar.
Client - Under developed; sound channels aren't separated, can't change some keybinds, etc.
UI - Nope.p
Combat - basic bitch implementation atm. At lower levels you will push a couple of buttons and then it your Q, combat doesn't evolve past this, there are some movement abilities. but otherwise There's no point in even talking about it. There's no combo point system, no rage, no build up, no anything no class mechanics. HOwever bosses do have cool abilities right now.
Character development - Nope. You gain skill points as you level to distribute between passive/active abilities currently.
Character creation - no. fuck off. Few races, 3 classes. Dwarves roll when they jump. What the fuck ever nothing to see really.
Game systems - very bare bones
Zero point in any tester commenting on anything number related, its all a mess atm
Spell effect system is truly awesome, just not enough variety yet
World - gathering is not satisfying
World - this game world is wild to see in person on high settings for an MMO. Feels amazing to be in, larger than life, love running around it. 10/10
World - Draw distance. god fucking damn.
World - No day/night cycle yet though
World - monstr variety and design is great.
World - Node system is really fucking cool. The system is in place and works, players fully influence the world around you. It's cool shit.
World - Unreal engine in action, fucking love it. Get wreckt WoW, FF14, ESo.
I believe they've spent the majority of dev. on world building and player interaction with the world and it shows. I'll simply say your observations are correct. I don't really align with the world size seeming small though; current MMO worlds are small in scale and make the player feel normal, in aoc you feel small in a large world, it gave me Everquest feelings to be out exploring something huge. The finished world will be huge especially with no fast travel until certain land nodes progress to extremely high tiers.Thanks for taking the time to summarize your thoughts on that.
Out of curiosity - what are your thoughts on the server performance/networking? I skimmed some threads and what I read indicates it is 1) has improved over time, 2) was decent on Alpha1 but still had some lag/rubberbanding.
Related, I had the following observations -
1) their Alpha1 schedule update specifically mentioned server performance & networking as an area of focus
2) the world is very very low npc density (also seems low density on things PCs can interact with - ie objects)
3) NPC AI (combat & roaming, etc) seems the most basic imaginable - even with agro, npc assist radius, levels, etc
4) testers commented that, even though only 1/8th or so was in, that even the eventual world size seemed a bit small
Do you have any thoughts on the accuracy of those impressions I got? They do collectively suggest server performance & the networking stack could be having some severe limitations. Also related - the complete combat revamp (backend & all) started in March - seems like it might be related too. I mean, Alpha1 is exactly the right time to be working on improving that, so it's not a huge deal, but is definitely something many MMOs have never really gotten right and their progress on it will be something to watch closely.
I am a bit worried that all the EQ2 people involved in it means the combat wont ever be improved to an acceptable state.
The "action combat" thing seems DOA and they probably should just ditch it and incorporate the elements they want into tab target. Also, promote the environment design guy and put him in charge of the UI
What's some good combat that you might expect from this game? Is there an example of an mmo with good combat? What's the best?
I really struggle to understand combat that is social, not boring, and not button-mash-all-the-time syndrome.
Are there examples? Do you want to adopt from non-mmo?