Dune Awakening

Cybsled

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Think he said there's an open beta coming out around May 10th (?) through May 13th which is good. I think a lot more people are interested after watching streamers play and they can get in and see if it's worth paying for or not. The one issue is that the PVP server unlock stuff seems to be pretty deep so I'm not sure 3 days is long enough, but it's also good for not having min max zerg fests cheezedick strat early for launch to cockblock everyone else out of stuff.

Though there's a 90% chance they've already done that in closed beta. We'll see.

Keeping PVP initially in deep desert and not day 1 is fine - The Rust/Ark dipshits fucking your base up while you sleep/work is ass design and so is mandatory forced PVP as a default. Once Human has Chinese devs and you can tell they thought their playerbase would be Rust/Ark PVP focused, but barely anyone played their forced PVP mode servers and the game showed exactly why (bugs and shit balance resulting in people being griefed or murdered). I'm sure there will be enough trolling with sandworms to PK people to satisfy that.

My concern is whether these devs realize that or not. PVP can be a viable form of content, but if the PVP is bad because of game issues or people lose hours of work because of cheese, that will be a fast trip to dead game town. In the west anyways it feels like the primary audience for these types of games is PVE with a bit of PVP "curious"
 

Kirun

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He's being an idiot and so are you thinking getting access to yet another Funcom server-capped survival MMO with Dune lore paint is gonna get eventually good. It's Funcom, characters move like they're Boston Dynamics robots, combat gameplay is an offense to GTAIII and game systems (lol dude just harvest stuff) feel so foul you'd rather automate anything.
Such an odd take.

If anything, it's a testament to how fucking good Funcom games are, that they're still fun as fuck despite the massive jank.
 

Cinge

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He's being an idiot and so are you thinking getting access to yet another Funcom server-capped survival MMO with Dune lore paint is gonna get eventually good. It's Funcom, characters move like they're Boston Dynamics robots, combat gameplay is an offense to GTAIII and game systems (lol dude just harvest stuff) feel so foul you'd rather automate anything.

Whatever helps you sleep at night bub. I will play it and very likely have fun and get my money's worth. Surprisingly without affecting you at all! It's magic!
 

Izo

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Fight Fight Fighting GIF by Zypto
 
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Dr.Retarded

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That's a strange take, because Funcom games are fucking fun as shit. The problem with them is always the jank they start with, that sometimes takes years to fix.

But Anarchy Online? Secret World? Conan? They were all fantastic games and etched into my mind as some of the best I've ever played. They just had...issues.
Secret World is still my favorite MMO. It was just so goddamn different, and the skill wheel was probably the most innovative character progression, class system in any game I've ever played. The fact that you get unlock everything and mix and match was just so much fun. Plus the damn story and setting was just amazing. Tell the dungeons were fantastic because you weren't having to clear out stupid trash to get to a boss, and some of them are pretty challenging.

Still breaks my soul that they screwed it up with the new version. I think that happened after Ragnar Tornquist left the company, but if I recall it was supposed to be a real passion project for him, the original version. The guy is a pretty innovative developer.
 
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mkopec

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Anarchy and SW were really innovative for their time...

Anarchy was the first mmo with instanced content, first which had dngeons spawn new instances when full. First to have linked items in chat. First to have random generated mission content. First to have chat integration with chat bots. You could literally run your entire guild with the bots, including tracking per player participation times. There was more but I dont even remember. The game was janky at times, but damn it was fun. Me and my buds played the shit out of that game.
 
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Dr.Retarded

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Anarchy and SW were really innovative for their time...

Anarchy was the first mmo with instanced content, first which had dngeons spawn new instances when full. First to have linked items in chat. First to have random generated mission content. First to have chat integration with chat bots. You could literally run your entire guild with the bots, including tracking per player participation times. There was more but I dont even remember. The game was janky at times, but damn it was fun. Me and my buds played the shit out of that game.
I never played anarchy online, but I know a lot of you guys have spoken very highly of it and I guess I missed the boat on that one. I think I knew one dude who played it back in college right after it came out but he complained about it being kind of buggy or something. I just remember looking back to read about it, and I was shocked at the crazy variety of classes available.

I'm so tired of sword and sorcery, and when we got get newer offerings like anarchy or secret world, it's definitely a breath of fresh air. Probably why I liked City of Heroes and DCUO as much as I did because it was just something radically different.
 

Gravel

Mr. Poopybutthole
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I just remember trying to fit in implants and it was a giant puzzle of swapping shit and getting buffs, but if you figured it out, you'd become a god.

It also had the one class, fixer I think, which made Spirit of Wolf look like a joke as you just zoomed around the map. Plus that matrix-style portal thing.
 

mkopec

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I just remember trying to fit in implants and it was a giant puzzle of swapping shit and getting buffs, but if you figured it out, you'd become a god.

It also had the one class, fixer I think, which made Spirit of Wolf look like a joke as you just zoomed around the map. Plus that matrix-style portal thing.
Yeah the pet class, you could get a lv 200 robot at like lv 120 if you did your implants right. All the other classes could equip lv200 weapons the same way. I remember you had to have stepping implants so you could equip the next set of better ones. You had to math all that shit out.
 
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Fucker

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I just remember trying to fit in implants and it was a giant puzzle of swapping shit and getting buffs, but if you figured it out, you'd become a god.

It also had the one class, fixer I think, which made Spirit of Wolf look like a joke as you just zoomed around the map. Plus that matrix-style portal thing.
Buffing to equip gear was an art. And the insane XP required to level towards the end. Level 180-200 took as much xp as 1-180. 200-220 took as much xp as 1-200. I took a year off, and some gal in the guild only got a handful of levels in her pursuit to hit 220.
 

mkopec

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Didnt really matter though. I didnt play a lot of the shadowlands expansion, but in the base game once you had lv200 shit equipped your level didnt matter anymore. You were essentially lv200 at that point.
 

Kuro

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AO also figured out tanks only want one thing and it's disgusting

+% Model Size let's go
 
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Cybsled

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I never played anarchy online, but I know a lot of you guys have spoken very highly of it and I guess I missed the boat on that one. I think I knew one dude who played it back in college right after it came out but he complained about it being kind of buggy or something. I just remember looking back to read about it, and I was shocked at the crazy variety of classes available.

It was ultra buggy at launch, which sort of killed any long term success it may have had. Early 2000s were an interesting mix of MMO experiments - while a lot failed, many had really unique concepts that future games have tried to copy. And also a lot of devs seem to be unaware these games existed and seeing them repeat the same mistakes is bonkers. Like the proposed "if you city gets killed in a war, you lose most of your shit" in Ashes of Creation, probably one of the main reasons Shadowbane died (when a city got destroyed, probably 90% of those players from the losing city just flat out quit the game)
 
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Cybsled

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Found some videos that went into more depth on base building. You start with 1 land claim block but can get up to 3 eventually. Basic blocks are tax free. Advanced(larger) claim blocks cost tax to maintain.

All bases need a generator keep shields up. No shields = base decay. Fully fueled generator can keep shields up for 20 days. If you don’t pay taxes on advanced claims, your shields are deactivated. Abandoned bases and their contents can be looted or claimed by other players

You can make a blueprint of your base, but you need mats to make the structure still. Blueprints are physical items which can be sold or traded. Market hubs have secure player storage, so if you plan to take a long break from the game, you can store the hard to get shit there. During building you can also build the base as a hologram to see a preview of how it looks, then use materials to make the structure solid

Deep desert bases aren’t meant to be permanent, more like logistics/respawn hubs. Those get wiped once a week
 

Xerge

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Yall smoking serious copium to call this an mmo tho. If this is an MMO then so is Escape from Tarkov, Last Epoch, Path of Exiles 2, etc. anything with a shared game wide economy is an MMO now.. Fuck it. hell lets just go with single player games and MMOs, nothing in between.
 
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