Saga of Lucimia - Group based MMO.

Sorce

Molten Core Raider
58
24
"Without even one of them the entire party could die."

I too hold out hope for an in-depth MMORPG that I can be emerged in and feel like a part of that world. But like the rest, I have tried just about every game that even peaked my interest a little and none of them has scratched that itch. I might get a month or two of enjoyment out of it but then I move on because I no longer care about advancing my character. I certainly don't have the ability nor do I have a solution, I just hope games like this do actually deliver and can make a long run of it off of a very niche group of gamers., me being one of them.

As for the quote above, that is what caught my attention the most from your post. Characters dying in an MMORPG has not been anything other than a minor nuisance, be it running back to their body or something similar. Early EQ1 was the last game where I actually cared if I died, depending on where I was at the time. That being said, I have not kept up with this game since I first started reading about it so maybe the death mechanic is something you will have to worry about while out there exploring and/or escorting.
 
1,678
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EQ seemed to do ok with making content to keep up with the players. It took a million expansions but at least fans kept getting more stuff to do. My problem with EQ was the content of the expansions not the quantity. Also I think eventually some game will nail content generation by the public. There are already some games I play that succeeded at this. Arma2/3 for example, the base game isn't that special but it has really good tools so the players create lots of new stuff themselves, new missions, new entire modes, etc. I think that MMo Neverwinter had some content creation stuff, it just takes someone doing a good job of that and there could be an MMO with endless content. Landmark + EQ Next could have done it, if only SOE weren't fumbling retards.
 
So I googled who Peter Molyneux is... I definitely have played Dungeon Keeper 1 and 2 (though never finished them personally). I've played a few of the Fables all the way through and played with the first Black and White game. Though to be honestly I couldn't even name the guy from ID software who made Doom. To be brutality honest, I just played the games I don't pay attention or care who made them. Very similar to how I hear a song and say oh I like that song and have no idea who it is playing/singing.

"Without even one of them the entire party could die."

I too hold out hope for an in-depth MMORPG that I can be emerged in and feel like a part of that world. But like the rest, I have tried just about every game that even peaked my interest a little and none of them has scratched that itch. I might get a month or two of enjoyment out of it but then I move on because I no longer care about advancing my character. I certainly don't have the ability nor do I have a solution, I just hope games like this do actually deliver and can make a long run of it off of a very niche group of gamers., me being one of them.

As for the quote above, that is what caught my attention the most from your post. Characters dying in an MMORPG has not been anything other than a minor nuisance, be it running back to their body or something similar. Early EQ1 was the last game where I actually cared if I died, depending on where I was at the time. That being said, I have not kept up with this game since I first started reading about it so maybe the death mechanic is something you will have to worry about while out there exploring and/or escorting.

Hoping one of the two can do that for my wife and I. The two being Saga of Lucimia and Pantheon Rise of the Fallen. The rest of the MMORPGs are shitfest single player games with a chat room. Heck one of the latest ones I played was Black Desert, there you could auto run almost anywhere without fear of death and you couldn't even trade shit with your friends. Not even sure who thought that was a good idea...

EQ seemed to do ok with making content to keep up with the players. It took a million expansions but at least fans kept getting more stuff to do. My problem with EQ was the content of the expansions not the quantity. Also I think eventually some game will nail content generation by the public. There are already some games I play that succeeded at this. Arma2/3 for example, the base game isn't that special but it has really good tools so the players create lots of new stuff themselves, new missions, new entire modes, etc. I think that MMo Neverwinter had some content creation stuff, it just takes someone doing a good job of that and there could be an MMO with endless content. Landmark + EQ Next could have done it, if only SOE weren't fumbling retards.

It's crazy how long the game has being going on. I personally lost interest in EQ after POP and the teleporting around everywhere. The greatest/scariest times of my gaming life have been running from one major city to the next... knowing that I could die and potentially lose hours of my life running back to it. It kept you on your toes because it mattered. I just saw on my FB feed today that they are releasing the 28th expansion... just nuts! I think it was in 2015 or maybe even 2014 I tried it out again and they had mercs you could hire and I thought that was the best idea, if you wanted to destroy your community. The whole point of the game most of the time was working together to accomplish a goal or hanging out with friends because that's what the muds and mmos were all about in the beginning.

I personally think that new expansions should try to focus around a story and change the world we already know to keep old content alive instead of creating new continents, planets, moons or dimensions. This would keep the old stuff new and fresh and people wouldn't be spread so far out.
 
1,678
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I personally think that new expansions should try to focus around a story and change the world we already know to keep old content alive instead of creating new continents, planets, moons or dimensions. This would keep the old stuff new and fresh and people wouldn't be spread so far out.
I agree.
 

Renfail

Molten Core Raider
9
7
I personally think that new expansions should try to focus around a story and change the world we already know to keep old content alive instead of creating new continents, planets, moons or dimensions. This would keep the old stuff new and fresh and people wouldn't be spread so far out.

Yep.

One of the things we're working against is the fact that Volumes I - IV are finite: there is a beginning and an end, and unless someone comes up with something brilliant far later on down the road, the knowledge that we'll more than likely sunset this game after we've finished those first four volumes has been part of our core design since the start of this project. I expect an eight year run if things go according to plan: two years per volume (we've spoken on this during a few interviews/podcasts/vodcasts as well).

With that comes the fact that Volumes I and II are all set on the same continent, and it will merely be the world changing around the story. There will be some new areas to explore in Volume II, but most of that transition is about bringing magic back to the world, the invasion of the Sunarians, and re-discovering the Elder Races as they come out of hiding. So at least the first four years (estimated) of the game will be set on the same continent, with the content changing based on world events.

That also means that much of Volume I in terms of storyline and quests will go away once the world changes; the world moves on, regardless of how many hours per week a person invests into the game world. The current plans don't really allow for going back and doing Volume I storylines six expansions down the road when it's trivial content, though we've toyed with the idea of a "legacy" server should the game prove successful beyond our estimations, allowing the slower, more casual players to continue to work on the Volume I storyline in their own time frame (completely unknown if we'll do this; would depend on demand).

Volumes III and IV do have new land masses to add (The Island Nations and then Sunaria), because the story moves towards "let's take the fight to them". There will be more changes to the existing land masses to reflect this fact, but I can't give too much of that away right now :)
 

Renfail

Molten Core Raider
9
7
"Without even one of them the entire party could die."

I too hold out hope for an in-depth MMORPG that I can be emerged in and feel like a part of that world. But like the rest, I have tried just about every game that even peaked my interest a little and none of them has scratched that itch. I might get a month or two of enjoyment out of it but then I move on because I no longer care about advancing my character. I certainly don't have the ability nor do I have a solution, I just hope games like this do actually deliver and can make a long run of it off of a very niche group of gamers., me being one of them.

As for the quote above, that is what caught my attention the most from your post. Characters dying in an MMORPG has not been anything other than a minor nuisance, be it running back to their body or something similar. Early EQ1 was the last game where I actually cared if I died, depending on where I was at the time. That being said, I have not kept up with this game since I first started reading about it so maybe the death mechanic is something you will have to worry about while out there exploring and/or escorting.

If you didn't get a chance to slog through the latest Tavern Talk we did with the Dungeon Crawler Network (it's around 1.5 hours), there was a good chunk of that talk dedicated to our death mechanics, which players saw the first iteration of in our most recent Early Access build. Things evolved a bit during our recent get-together in Austin back in June, and we were pretty excited to see the earliest stages in-game, though there is a lot of work still ahead. Suffice to say, failure will sting, but you can avoid corpse runs by playing intelligently, with friends, and keeping your wits about you (as well as having good gear and keeping your skills up-to-date and on-par with the content). We're currently working on tying it more into the lore of the world (no gods, no current magic, etc).

Your underlined part is SO important; our basis is far more oriented towards tabletop games (since this all started as a D&D campaign in the first place) and the immersion into a virtual world as opposed to MMO mechanics, though we obviously have to give credit to all of the RPGs and MMORPGs that have inspired us along the way.
 

Convo

Ahn'Qiraj Raider
8,761
613
Any of those races in game yet? Haven't been following but noticed months ago you had a person for models. Was just curious how they turned out.
 

Renfail

Molten Core Raider
9
7
Any of those races in game yet? Haven't been following but noticed months ago you had a person for models. Was just curious how they turned out.

Nope. Volume I is entirely humans as far as playable characters go.

You won't see any character models for the Elenhi, Eldeni, or the Dwearhe for a long time yet. They may make an appearance at the end of Volume I for storyline purposes, but that's about it. They will be playable in Volume II.
 

Renfail

Molten Core Raider
9
7
Gotcha. Did you do any in house models yet?

Folks can get an idea of where we're heading for housing with what they've seen so far in the Early Access (interiors/exteriors). It's heavily medieval in its influence as far as visuals go. We're shooting for an EQ2 style of housing at this point in time as far as mechanics are concerned; instanced versions of specific buildings set aside for housing. We may expand to individual plots of land and individual houses in Volume II, but that's advanced housing/crafting and is NOT on the table for Volume I.

The art team started delivering first-stage Elenhi assets this month, then they are working on Dwearhe assets starting in January, and after that they'll be working on adding new assets to our existing collection for the human/medieval styles (sometime next Spring according to current estimates) for some new taverns, houses, castles, and the like.
 

Convo

Ahn'Qiraj Raider
8,761
613
i meant just unique models created by your 3d artist, not actual housing:) I wouldn't normally ask but I saw you had the people on the team so wanted to see their work.
 

Renfail

Molten Core Raider
9
7
i meant just unique models created by your 3d artist, not actual housing:) I wouldn't normally ask but I saw you had the people on the team so wanted to see their work.

Our social media channels + newsletter + media page at the website have everything we've shared publicly to-date.
 

Convo

Ahn'Qiraj Raider
8,761
613
Ah.. I didn't realize those character models were created by your team. Thought they were unity stuff to get you guys up and running to test.
 

Convo

Ahn'Qiraj Raider
8,761
613
Honestly, kind of feel like he was being evasive with me over the art. IDC if they don't have models in, but when I see 2 people on the team that are listed as 3D folks and ask about it but get no real answer it makes me wonder.