Brad McQuaid @AraduneMost Kickstarters I've seen have some tech video, someone running around a forest or something. If they've already got video up to show that isn't 100% embarrassing, I'll be impressed.
The game had neither of those things. I am not sure what you were playing.Sadly it was dropped some time around Beta 2So was a lot of stuff. They had a slow tactical almost turn based combat system that got cut too
Yeah the screenshots are hard to find unfortunately :/ Seen a few writups that survive though.Yeah, that's what I'm referring to. There were some clips on IGN or something waaaaay back in the day.
Question for Fozz and everyone else too. - Page 3 - Silky Venomfozzik on silky venom_sl said:Combat in Vanguard may seem slow from the perspective of the uninvolved viewer
It is a bit like chess. Action and reaction, moves, countermoves.
the level of attention and decision making required will very much raise the bar on player skill
Players will enter the game world with the most basic of abilities. Actually, it's what Sigil refers to as "traditional MMO combat" - type abilities.
As the character gains skill and perception, the number of things to pay attention to and decide on during a single round will increase. By mid level, the three or four seconds "between swings" will be spent taking in many different cues from the user interface and game world, and making a decision from among multiple possible actions or reactions.
opponent's group window, very much like your own group window, which can show you all of the mobs, their status, and even what they are casting or attacking with.
You'll be able to see opposing melee chains begin, or coordinated spells being started. This type of information allows you to make much more informed decisions during each combat round...instead of reacting to a single mob you can watch and counter the whole group, breaking chain attacks as they begin. You'll be making tactical decisions about which spells to counter, or which mob to focus on, in each and every round of combat.
your own "friendly" group window will also show spells being cast, and whether they succeed or fail.
You'll now be able to see exactly what is cast, when it is cast. This aspect of the group window should also be very useful in coordinating attacks.
there will also be an ever-increasing number of possible skills, abilities, or spells that you will be able to choose from during each round of combat. Various conditions...moment to moment...will open up additional attacks for melee classes. Maybe even multiple possible attacks in the same round, requiring you to choose the best. Add to that the fact that defensive moves and skills will also be available... the option to choose a block or parry instead of an attack in a given round depending on circumstances.
I imagine it'll go beyond him just fielding questions. It'll likely be interwoven with art and assets, things of that nature. No doubt that it'll be in an extremely early phase, but there will be more than just a dude in a chair answering questions.Brad McQuaid @Aradune
Kickstarter video will be an interview w/ me. We want to include questions from all of you, so this will be a good format.
I hope there is more but that doesn't sound hopeful.
It sounds cool but it was a miserable failure, which is why it was mostly cut. There was no dumbing down or WoWing up of the combat system to please "noobs", it was removing something that wasn't even remotely fun, a good internal decision. This is why developers don't or shouldn't talk about mechanics they aren't sure about, because they get spun up in people's imaginations and when something that doesn't work is taken out you don't hear the end of it.Sounds to me like it could have been a really cool game if only SGO had the backbone to really go straight for that target audience they had originally. But by giving in to the naysayers and noobing it down to take some of the WoW pie, they ruined the whole thing. That's more or less what gives me hope this time, because fool brad once... shame on you... fool brad twice? Then maybe its time to walk away. But I hope he will nail it this second time.
Hogwash. This is what people say who never even gave it a chance. Its STILL a great game. It failed on its reputation, which is to say the horrible word of mouth. It failed because MMO players are very involved, and you don't fire an entire staff in the parking lot. We remember this shit. It failed because of its glitchy engine. It failed because it was rushed out the door a year early, but mostly, it failed because no one ever gave it a chance. You can have the greatest game ever made, but if you log in and there's only a dozen people logged in on the server, who is there to group up with? Everyone who tried to give it a chance ran in to this. Its a game dependent on grouping but not enough people online to even form a group. The launch killed the game before it had a chance. It was NEVER unplayable. EVER. And I got in on beta 2, I think. It was an early beta but I wasn't there for the first round of invites so I know the state of the game since before launch. It was rough as hell, but still playable. I was there for launch. It was rough, but still playable. The main reason I left was, there wasn't enough people to play with. And credit where credit is due. Sony made a ton of improvements to make it even better. Then they cut the staff down to, what was it, two devs? Then one, then it was flat out ignored for over a year. Its still a fun game and you can see the potential. But Sony will never revive it. Shame.Are you trying to say Vanguard failed because it was a WoW clone? It's a stretch to even claim it failed based on any game design decisions.
It failed because it was unplayable... Lol.
It felt old as a brand new game. That's a feat!
Aside from hitching in the major cities it ran fine on my system. Granted, I built a new system just to play Vanguard but it wasn't a super machine or nothing. It was just a good, not great system. I would guess I had around half a dozen CTD total. The only real crapper was the hitching and that wasn't a factor once you got out into the world.Vanguard failed because it ran like dogshit. It could have the best ideas and gameplay in the world, but if you can't get it to run even halfway decent on powerful machines at launch, people are not even going to stick around to experience those features.
Not only that but people were paying every month for very little improvement. It was fun to see SOE care so much to have just two devs so why would I keep paying if they don't give a shit? When they went FTP but neutered the options so badly that no new players would even try it. This was a buggy mess and from start to finish. If this game was so awesome right now...more people would be playing it. The industry is in a dormant time where people have spare time to try other games. Yet, people still aren't playing this game. Pretty damning indictment.I guess my experience with the game was the exception then. For me, it was so broken that I literally couldn't play it. Latency, server instability, crashes, graphical glitches, etc.
However, I'll assume that the reason it got such a bad reputation was because my experience wasn't the exception, but rather, the rule.
I agree that I can't do it any more either, but I also resign myself to the fact that a certain game "may not be fore me" and would still like to see those games get made.Games started failing for me when my time got a lot more valuable . LFG for long time periods , corpse runs , xp loss and other things that were tolerated in earlier mmo's simply do not and will not work for my available play times.