Title: Imperator First Look Post by: WayAbvPar on October 22, 2004, 11:39:17 AM Link ruthlessly stolen from Lum's blog (http://pc.gamespy.com/pc/imperator/558621p1.html)
I am going to need more info before I make a decision, but for now, it sounds kind of silly to me. I also can't believe that with all the various factions written into the backstory that there is no PvP. Title: Imperator First Look Post by: schild on October 22, 2004, 11:43:37 AM Quote ...a non-PvP-based MMORPG that's basically about futuristic Romans fighting Mayan robots, in space... Right, so lemme get this straight. Nero, wearing the standard issue futuristic v-neck silver jumpsuit will fiddle while the Biodome burns? I'll look at it again in a year. It's way to early to even pretend it exists. Title: Catasstastic! Post by: AlteredOne on October 22, 2004, 11:50:06 AM Roman orgies with Amazon warrior chicks! The only way this will fly, is if Mythic hires some experts on '70s camp (maybe including John Waters), feeds them a lot of shrooms, and turns Imperator into a cross between Leisure Suit Caesar and Anarchy Online. The world's first X-rated space MMO might gain a certain niche audience.
Title: Imperator First Look Post by: kaid on October 22, 2004, 11:59:37 AM Okay thats just fucking weird. I think I will hold off thinking about this game at all until it is alot farther down the pipeline than it is.
kaid Title: Imperator First Look Post by: Lanei on October 22, 2004, 12:14:22 PM Quote It's a beautiful future, mainly because you don't exist. To the gamespy writer: Your misanthropy is showing. Title: Imperator First Look Post by: HaemishM on October 22, 2004, 12:22:52 PM Hmmm, sci-fi, with romans, and 3 of the 4 typical MMOG archetypes.
Let me know when there's something new on the horizon. Title: Imperator First Look Post by: schild on October 22, 2004, 12:27:09 PM Just like every other MMOG (including Horizons), someone at Mythic is thinking "Jesus fuck, these people don't realize how cool our pve is. It's going to totally take them by surprise [when they realize that the autoattack is tied to the tilde]."
Title: Imperator First Look Post by: Shannow on October 22, 2004, 12:31:57 PM coughcoughearth&beyondcoughcough
Bring on the spaceworms! Title: Imperator First Look Post by: Slayerik on October 22, 2004, 01:20:39 PM I read up to the part where he starts talking about Mayans being in this. I feel like I'm in a bad dream involving my years of history classes and Total War games.
Title: Amen Post by: AlteredOne on October 22, 2004, 01:26:25 PM As a guy with a history degree, this sort of thing makes me very uncomfortable. Next think you know, Mel Gibson will buy a controlling interest in an MMO, and we'll be treated to "evil redcoats in space" (notice all of his villains are British, or speak with a Brit accent), featuring quests where our women are raped and killed by Lord Fondleroy, forcing us to seek revenge.
But I guess Romans and Mayans are sufficiently ancient, to avoid any current political associations. Title: Imperator First Look Post by: SurfD on October 22, 2004, 01:40:12 PM I dont know, Myans and Azetcs in space fighting the Romans COULD work in an alternate history telling.
After all, if the Roman Republic never fell, AND gave up their expansionist tendancies after conquering most of Europe, then the Conquistadors would never have existed, and therefore would probably never have wiped out the natives with their unintended viral warefare. As to the Myans being evil as fuck, i have no idea what they are basing that off of, except perhaps their history of ritual sacrifice (or was that the Aztecs? I am a little bit fuzzy on how much mixing of the two different groups is going on here). Title: Imperator First Look Post by: kaid on October 22, 2004, 01:50:43 PM It just strikes me as a game concept thought up after a marathon all night session of watching the history channel while drinking heavily. I don't know what they expect their target market is but I just don't see a whole lot of interest for something like this.
kaid Title: Imperator First Look Post by: Reg on October 22, 2004, 02:02:07 PM Actually the Roman/Aztec alternate history thing has been done. I read a science fiction book with that premise years ago. I don't remember the author or title though.
Title: Imperator First Look Post by: NewGuy on October 22, 2004, 04:26:11 PM I'm really sorry. Lum is cool and everything and Mythic has proven they can deliver. But the whole idea of Imperator make me cringe.
Mayans - IN SPACE! Right. Marc Jacobs must have been smoking something heavy. Developing your own IP is a noble (and profitable) goal, but that hinges on the IP in question not beeing downright silly. The success of DAOC has nothing to do with the Arthurian IP and everything to do with that it is enough of generic fantasy setting to suit many people. Please please kill this freak quickly and go develop something worthwhile. Title: Imperator First Look Post by: UnSub on October 22, 2004, 05:38:26 PM I'll give you that the IP is a weird mix of both space opera and fantasy elements, but how often does a backstory really matter in a mmog? It'll still be full of people going "Lvl 7 Cestus lfg" and "where's teh spawn?". And it's alternate history - alternate history is almost always a bit stupid.
It'll be the gameplay that actually counts. Wait until beta before summarily dismissing the game. Title: Imperator First Look Post by: Shannow on October 22, 2004, 06:06:33 PM Yeah um how geeky do you look debating the merits of an alternative timeline with Mayans in space.
Im sure we will get to rip this game later for its absolutely uninspired gameplay. Title: The Combat System Post by: Viin on June 02, 2005, 09:39:05 AM Taken from MMORPG.COM (http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/119/gameID/165):
Quote Mythic aims to redefine the way you look at combat The downside of E3 is that everyone has so much to see that they cannot usually get more than a cursory glance at each title. MMORPG.com was in a unique position when it came to Mythic’s second major release Imperator. We had just been down to Fairfax to see the game and released this preview. With scarcely more than a month between the two viewings, we decided not to waste your time with the basics we had already told you. Instead, I had a long chat with Mike Lescault, one of the designers behind Imperator, about one of the most important aspects of the game: combat. Today, in our first in-depth look at an aspect of the game, we hone in on combat and how Mythic hopes to perfect the mechanic that has always been such a hot-button topic in MMORPGs. Imperator is set in a sci-fi alternate earth reality where Rome never fell and the republic is locked in an inter-stellar war with the Mayans – who left Terra (Earth) years before, leaving a plague in their wake. This setting immediately differentiates the game from most others. It is not fantasy in any way. The characters look realistic; there are no wizards or magicians – only people. Although some games obviously leap into a similar setting – namely Star Wars Galaxies – this change alone provides them with comparatively uncharted waters to explore and create something new in. The first thing players notice in Imperator is that there is no auto-combat. If you wish to attack an enemy, you need to select an attack. As you fight, you lose energy and gain focus based on what feats you choose. The various combat moves work off one, or both of these things. This combination ensures players need to pay attention and strategize their combat. For example, do they wish to work the whole fight and build up to one giant pay off move that zaps all their focus or would they prefer to play it safe, and use more, but smaller moves that use only a portion of their hard-earned focus? Another goal of the development team is to do away with the artificial nature of MMORPG combat where you are told what happened, and thus what to do next. They have augmented text spew like “your target is hamstrung” with the visual animation of a limping enemy. This client-to-player feedback is key. First, it keeps your attention on the battle instead of a chat box, and second it draws you into the experience in a special way. When a player has to watch their opponent to decide what to do next, it makes the player feel as if they are actually fighting rather than simply playing a game. This system, made possible through their use of animation blending (for the limping walk, or other indicators) promises to provide Imperator with greatly immersive combat experience. One buzzword I heard a lot at E3 this year was “state-based combat”. Of all the incarnations on display, Imperator’s take on this concept intrigued me most. A state is short for the state-of-being that a character or monster is in. For example, a monster can be stunned, knocked down, hamstrung, etc. In Imperator, you cannot simply jump to the end – a knock down – but rather must push the creature along the scale through teamwork. A good group in Imperator will utilize the strengths of each member to drive an enemy further along a scale of states, and then capitalize on their outcome. In a theoretical example, a trooper could knock the enemy into a stunned state where they keep fighting, but are a bit off-kilter. This provides the gunner with the chance to blind him, at which point he stops fighting entirely. Perhaps then, the trooper can drive him to fear, where he runs around willy-nilly, before the gunner again hits him and knocks him off his feat. At this point, the entire group is able to jump in, kick and stomp to inflict a lot of damage on the prone enemy. Another interesting aspect of the combat system is how it makes groups actually behave like groups. Some players will have feats that key off states that they alone cannot drive the monster into. This in no way diminishes the viability of solo play, but rather enhances group play. First and foremost, Imperator has been designed to be friendly to solo players. This system merely ads an extra layer of spice for those that do team up. Good coordination is key. The best groups in Imperator promise to be those that talk and plan, rather than just those who can inflict the maximum DPS in a mindless flurry of button mashing. We also discussed how they hope to make each class in Imperator feel different in combat. The difference between a light tank and a heavy tank is far too often simply mathematical. The light tank stands still, hits fast and takes more damage. The heavy tank also stands still, hits slow, and takes less damage. While these basic concepts remain in Imperator, the necessity of different play styles for different classes augments them. The heavy tank will remain the damage sponge, as he endeavors to keep the attention of the monster squarely on him. Yet, the light tank type class has feats that make them move around. For example, they might begin with an in close blast, followed by a semi-far away shotgun shot, etc. This creates a sort of pinball class that plays and feels a lot different from their heavier brothers. For once, the choice of class has a direct impact on the style of play. This promises to enhance reliability, as it turns each class into their own unique play experience. It also means that while the game is still an RPG, there are definitely elements of player skill to consider. As with every discussion of game mechanics of a game that has not yet hit beta - this is all subject to change. However, it does sound like a deep and exciting system that should entertain the masses and hopefully put the focus on the game, rather than the mechanics that support it. Generally, I was quite impressed by what I heard. Overall, the most impressive aspect of Imperator – and the reason it was runner-up in our E3 Awards for Best of Show – is that they employed no E3 smokescreen. Their game was available in their booth for people to play. There was no contrived E3 demo, just the game standing on its own two feet. Obviously, we did not have a chance to play eight hours, advance our character and see the combat system from all sides, but the basics of it were definitely there. The game also appeared infinitely more polished than it had just a month before. The animations were smooth, the combat fluid and the controls crisp. I was shocked at the rate of change – and only in a month. If they continue to excel at such a pace over the next year of development, Mythic has another hit on their hands. Discuss. Title: Re: Imperator First Look Post by: Pococurante on June 02, 2005, 09:57:36 AM Sounds like a lot of what gamers ask for and few customers can actually do... :-) It sounds interesting.
And props to Mythic for actually showing a product. Title: Re: Imperator First Look Post by: Nija on June 02, 2005, 10:03:13 AM Incredible, another PVE only EQ clone. I'm can't fucking contain my excitement. :roll:
Title: Re: Imperator First Look Post by: Viin on June 02, 2005, 10:11:53 AM One of the other articles talked about being able to fight other players in the Colosseum .. what that entails: I donno. (Heck, if you could be a gladiator and win money/stuff from that, that alone might be fun).
Title: Re: Imperator First Look Post by: Pococurante on June 02, 2005, 10:27:33 AM I like chained special attacks as long as they're not too special-purpose. I'm too slow/lazy to chain four attacks each of which is predicated on minute percentage chance to proc.
Still though as someone who's ratio of solo to group play is at least 3 to 1 I'm a bit leery about how solo-friendly a Mythic product will actually be. CoH and WoW skirtch my itch in that department just fine and I'm absolutely delighted the "MOG overachievers" (sheesh was an oxymoron) are trickling out of WoW while their sub numbers continue to rocket upwards. No mention of crafts. Will crafting as a playstyle in Imperator will be just as uninspired and the domain of guild mules as it was in DAOC? Ok strong words perhaps, but will it be more in the spirit of UO? I really dislike a system where everyone can be a fully self-sufficient crafter. Title: Re: Imperator First Look Post by: raydeen on June 02, 2005, 11:12:36 AM Romans vs. Mayans?
I liked it better when it was Incas vs. Spaniards! http://www.vintage-sierra.com/other/incav1.html Not a MMOG, but a weird and cool game. One of the few I ever actually completed. Title: Re: Imperator First Look Post by: Paelos on June 02, 2005, 11:28:25 AM Is it twitch? No? Then it's not revolutionary. I pass.
Title: Re: Imperator First Look Post by: Viin on June 02, 2005, 11:31:52 AM No mention of crafts. Will crafting as a playstyle in Imperator will be just as uninspired and the domain of guild mules as it was in DAOC? Ok strong words perhaps, but will it be more in the spirit of UO? I really dislike a system where everyone can be a fully self-sufficient crafter. MMORPG.com had another article previous (http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/89/gameID/165) to this, which I will quote some select sections here.. (note, the article is easier to read and includes some screenshots) Quote Economy & Crafting The game promises a player-based economy, and a world where money exists, but they do not emphasize it. This seems a touch paradoxical. Players are expected to get that next big item, not by mindless bashing of mobs for money, but through the completion of Life Events and other quests. This then raises the question of where, or even if, crafting fits into Imperator Online. It does. Anyone can be a crafter if that is his or her choice. Raw materials are gathered through combat – there shall be no mining or lumberjacking – and used in a system where not much has been revealed. Yay? Sounds like the self-sufficient model you are talking about. But maybe they will restrict the number of crafting abilities you can have on a single character. Graphics: Quote Mythic built Imperator Online off the Dark Age of Camelot engine. That may sound scary to some, but it essentially means that DAoC and the years that the tools of the game had to develop were the launching point for Imperator. In fact, rather than holding Imperator back, it should actually accelerate both its development and that of Dark Age of Camelot. In talking to Matt Shaw, their Director of Technology, he was quite excited about two major changes. The first is EmotionFX, an animation system used in Imperator Online. During the section on combat, I pointed out that a player would limp if his leg were hurt. EmotionFX allows that. It takes as many as fifteen animations (a cap, but not a real limit that will ever be used) and blends them into one. What does this mean? A limping run, your head turning as a player walks by, etc. All of this makes the game look and feel more varied and alive. The second is that Imperator also features extremely realistic lighting. The entire system has been overhauled to provide Imperator with realistic and attractive lighting. A new material system has ensured that each object in the world takes light correctly. Shaders will decorate everything in Imperator, as opposed to only basic things like water in DAoC. There is also far more use of specular and normal maps. PvP and the End Game: Quote The End-Games Mythic aims to create multiple end game choices for players. They will not reveal all the details, but did state their desire for several dramatically different forms of high-end content. A political career was the one concrete example provided. They would not discuss how this works, but did explain that they are aware of potential abuses and problems inherent in any political system. A gladiatorial system is another possibility. Mark Jacobs did point out one very neat point when discussing this and PvP in general. What is the number one complaint people have with Dark Age of Camelot? It is often the balance issues. The reason? It is very hard to make things work in PvE that also work in PvP. The solution? Create a totally independent system for PvP, from PvE. They did not elaborate further, but did state that if PvP is part of Imperator Online it will operate and be balanced as a separate system, with no reliance or impact on the rest of the game. The multi-pronged approach to end-games follows Mythic's general philosophy with Imperator to provide a very focused, but option-filled game experience. As mentioned, Imperator Online is not an open-ended sandbox game. It is very content driven, and to an extent, Mythic will define the play experience. The trick for them will be to ensure there are enough options to entertain the masses. With what they have discussed, it seems like there will be. And on skills and advancement and classes: Quote Imperator Online has taken a rather unique approach to character progression in terms of mechanics. The game is both level and skill based, with a cap of one-hundred, and fans of Dark Age of Camelot should be familiar with the concept of five base choices that branch out as you advance, in this case at level ten. Each base class has two or three classes that you can choose to evolve into. All information in this section is still under discussion at Mythic and may well change. Originally, I was presented with four base classes, and since the trip that has changed to five. Here is what we know as of today: * Technical Class: Uses technology to help others in their group. * Biomed Class: They are the healer/cleric types. * Ranged Class: The ranged class uses guns and other projectiles to engage enemies from afar. * Melee Class: The tanks, they uses hand-to-hand weapons. * Unspecified Other Class: The fifth class was quite hush-hush, but we did learn that it would be based heavily on research into quantum physics and be more akin to a "magic" class. Although, it should be noted, there is no "magic" in Imperator Online. Beyond this, each one branches into two or three additonal class choices at level ten. These are as follows (again, the names are unconfirmed): * Technical Class: o Engineer: This is a form of pet class. Their technological creations help their allies. One example is that you can deploy a generator to help everyone recharge. o Robotisist: This is a pet and nuking class. They build things like a robot with a turret that will shoot enemies * Biomed Class: o The names of the two cleric-type classes that branch off this are unknown. What is known is that one is skewed towards offense and the other defense. * Ranged Class: o Sniper: These people wear light armor and are slow-moving, but do high damage. They also have traps and other toys. o Commando: This is more a hybrid class that has some elements of melee and some of range. o Grenadier: This is the heavy tank from afar. His description immediately makes me think of the heavy-suit in Tribes. They are largely stationary when in combat. * Melee Class: o Skirmisher: These are position melee reliant, fast, black-ops type people. Typically, in combat, you will play this character darting all over the place to inflict maximum damage. o Shock Trooper: This person does high damage, extended melee attacks and tends to be a little less close than other melee classes. Instead, he is at his best when he is just a bit away from the enemy. o Protector: The traditional tank. This person has a special shield that blocks extremely well head on. He is your damage-sponge. * Quantum Theory Class: o There are no details to be gleaned here yet, save the previously mentioned fact that they will be heavily based in quantum physics research. The most interesting aspect of their system is how they weave a skill and class system together. Essentially, you need to reach a level to "unlock" a skill. Once unlocked, it is usage-based advancement. This combines the guided and balanced game play of a class system with the logical evolution of a skill system. The entire concept sounds very nice. Looks like the Quantum Theory class will be the nano guys from AO. And races: Quote * Human: This is the stock jack-of-all-trades human race. Customization will be full, and should let you make a character of any real human race. * Ingenii: No concept art is yet available for these, but they are a highly beautiful, intelligent race. They are an ideal. * Artificial: Yes, you can play a robot. This race is made in their own image, but clearly not human. They are mechanical. I hope this much text doesn't give anyone a brain tumor. If so, I apologize in advance ... I know this really nice brain surgeon .. Title: Re: Imperator First Look Post by: Viin on June 02, 2005, 11:33:34 AM Is it twitch? No? Then it's not revolutionary. I pass. I don't think it needs to be twitch to be revolutionary. Heck, I'd like to see the gameplay that Full Spectrum Warrior provides be integrated into an MMO. That's not twitch but it certainly takes tactical skill. Also, "revolutionary" != "fun". "Fun" = "fun". Title: Re: Imperator First Look Post by: HaemishM on June 02, 2005, 11:45:07 AM I don't know, it sounds like a mish-mash of SWG special attacks and CoH no-auto attack combat, with some of Guild Wars and CoH's state animations. I think this is fine, but the state animation thing doesn't really do much for me if the combat is as fast-paced as say Guild Wars or most other MMOG's. This is one instance where slowing down combat would be better, because the state-based animation gets really unnoticeable in large fights in GW especially if there are lots of magical particle effects being tossed around.
The possibility of PVP being added is nice, but it sounds like it'll be at the end of a long series of PVE things, so can't really be touted as a feature, only a side benefit. Nothing in there tells me I HAVE TO PLAY THIS GAME. Title: Re: Imperator First Look Post by: WindupAtheist on June 02, 2005, 11:45:44 AM Gayass.
Title: Re: Imperator First Look Post by: Furiously on June 02, 2005, 12:16:46 PM I don't know, it sounds like a mish-mash of SWG special attacks and CoH no-auto attack combat, with some of Guild Wars and CoH's state animations. I think this is fine, but the state animation thing doesn't really do much for me if the combat is as fast-paced as say Guild Wars or most other MMOG's. This is one instance where slowing down combat would be better, because the state-based animation gets really unnoticeable in large fights in GW especially if there are lots of magical particle effects being tossed around. The possibility of PVP being added is nice, but it sounds like it'll be at the end of a long series of PVE things, so can't really be touted as a feature, only a side benefit. Nothing in there tells me I HAVE TO PLAY THIS GAME. Lum demands it - therefor I will. Even though the bastard didn't return my phonecall when I offered to take him out for a drink when he visited Seattle last year. Title: Re: Imperator First Look Post by: eldaec on June 02, 2005, 12:44:24 PM Quantum people would have to be cc.
If only because Mythic still believe collision detection is superstitious nonsense, and if you can't block, surely you need cc. Title: Re: Imperator First Look Post by: AOFanboi on June 02, 2005, 12:52:37 PM Quote * Ingenii: No concept art is yet available for these, but they are a highly beautiful, intelligent race. They are an ideal. So, elves in space it is, then. *sigh* *Goes back to rubber-banding between mission locations* Title: Re: Imperator First Look Post by: Daydreamer on June 02, 2005, 01:38:16 PM Quote Mythic doesn't have much experience in PvE gameplay. ROFL. And everything in DAoC leading up to RvR is what then? Title: Re: Imperator First Look Post by: Rasix on June 02, 2005, 01:47:19 PM Quote Mythic doesn't have much experience in PvE gameplay. ROFL. And everything in DAoC leading up to RvR is what then? Spriggarn flavored Excel. Title: Re: Imperator First Look Post by: Nija on June 02, 2005, 01:55:52 PM Quote Mythic doesn't have much experience in PvE gameplay. ROFL. And everything in DAoC leading up to RvR is what then? Awful? Title: Re: Imperator First Look Post by: Yegolev on June 02, 2005, 03:01:32 PM (http://morepumaman.freehomepage.com/images/Hurt1.jpg)
Yes, I know. But funny. Title: Re: Imperator First Look Post by: Trippy on June 02, 2005, 09:01:57 PM I didn't read anyting in the GameSpy (which didn't have much gameplay content) and MMORPG.com articles (which I hate as a site since they require cookies but I made an exception this time) that got me excited about the game, though I admit I'm kind of prejudice against MUD-combat based Sci-Fi MMORPGs since the whole concept of standing still and firing a shot off in between picking your nose is a turn off. I can handle this sort of thing in games with swords but when guns are involved I get really annoyed.
Quote from: GameSpy The specifics will sound familiar to you. There will be a fighter type, which will encompass various roles: melee attacker, tank, and ranged damage-dealer; also, a scout type, who specializes in stealth technology, and various forms of infiltration; a healer, of course, who keeps the other characters buffed, and in fighting condition; and finally, a "weird" type, who's privy to the myriad (meta)physical forces that compose the universe. Yes it sounds way too familiar. In fact, why have classes, or at least D&D-derived classes, at all? Here was a perfect opportunity to differentiate the game from the others out there now and will be coming out in 2006 and Mythic failed to do so.Quote from: MMORPG.com One buzzword I heard a lot at E3 this year was “state-based combat”. Of all the incarnations on display, Imperator’s take on this concept intrigued me most. A state is short for the state-of-being that a character or monster is in. For example, a monster can be stunned, knocked down, hamstrung, etc. In Imperator, you cannot simply jump to the end – a knock down – but rather must push the creature along the scale through teamwork. A good group in Imperator will utilize the strengths of each member to drive an enemy further along a scale of states, and then capitalize on their outcome. In a theoretical example, a trooper could knock the enemy into a stunned state where they keep fighting, but are a bit off-kilter. This provides the gunner with the chance to blind him, at which point he stops fighting entirely. Perhaps then, the trooper can drive him to fear, where he runs around willy-nilly, before the gunner again hits him and knocks him off his feat. At this point, the entire group is able to jump in, kick and stomp to inflict a lot of damage on the prone enemy. This sounds like a more immersive version of FF XI's skill chains and EQ II's Heroic Opportunities. Same basic priniciple -- chain together a distinct set of attacks to do maximum damage (and apparently some status conditions) but at least this one makes more sense compared to EQ II's seemingly arbitrary system (FF XI's sort of makes sense if you understand how the elements are linked together).Quote from: MMORPG.com Another interesting aspect of the combat system is how it makes groups actually behave like groups. Some players will have feats that key off states that they alone cannot drive the monster into. This in no way diminishes the viability of solo play, but rather enhances group play. How nice, just like FF XI and EQ II.Quote from: MMORPG.com The first thing players notice in Imperator is that there is no auto-combat. If you wish to attack an enemy, you need to select an attack. As you fight, you lose energy and gain focus based on what feats you choose. The various combat moves work off one, or both of these things. This combination ensures players need to pay attention and strategize their combat. For example, do they wish to work the whole fight and build up to one giant pay off move that zaps all their focus or would they prefer to play it safe, and use more, but smaller moves that use only a portion of their hard-earned focus? Except that the number crunchers will very quickly figure out what the optimum strategy is for a given set of skills.Quote from: MMORPG.com The most interesting aspect of their system is how they weave a skill and class system together. Essentially, you need to reach a level to "unlock" a skill. Once unlocked, it is usage-based advancement. This combines the guided and balanced game play of a class system with the logical evolution of a skill system. The entire concept sounds very nice. If the effectiveness of the skills are capped by your level then this is no different than the CoH system. If the usage is not capped by level then that's a little more interesting though of course UO had that as well (and no fixed classes either).Quote from: MMORPG.com Mythic built Imperator Online off the Dark Age of Camelot engine. That may sound scary to some, but it essentially means that DAoC and the years that the tools of the game had to develop were the launching point for Imperator. In fact, rather than holding Imperator back, it should actually accelerate both its development and that of Dark Age of Camelot. Mythic needs to come out with a new trailer. The one on GameSpy is from 2004 and the graphics in there are very blah.Edit: fixed typo Title: Re: Imperator First Look Post by: Alkiera on June 02, 2005, 09:38:55 PM Quote The most interesting aspect of their system is how they weave a skill and class system together. Essentially, you need to reach a level to "unlock" a skill. Once unlocked, it is usage-based advancement. This combines the guided and balanced game play of a class system with the logical evolution of a skill system. The entire concept sounds very nice. That's really innovative... as of 1998. EQ1 did that, too. You'd have a warrior, say, and at level 5 you'd get the skill 'kick', with an appropriate button to mash to kick things. It starts at a very low skill level(iirc, = to your current level, in this example, 5), but the cap on the skill was typically level x 5, to you were 20 points behind the cap. You had to use the skill, by kicking things, to get better at it. Every skill in EQ1 worked this way. In fact, most skills in EQ2 work this way too. If Imperator does away with the level cap, I suppose that could be somewhat new... by it's not something the article actually says. Some of the info linked did interest me... the lack of auto-attack is a big one, the only MMO I can still stand to play is CoH. The sequence of states mentioned in the 'state-based combat' section was a little odd, made it sound like you had to do things in a certain sequence(like DAoC's style chains) to get the result of him falling down, and that having the thing fall down was advantagous enough to go thru the trouble of doing it. The capability to have mob states and have them affect combat equations is nice... but I want more 'why' than the 'how'. How is pointless if I don't know why we're waiting on this gun guy to shoot several times before we all join in. This statement.. Quote based heavily on research into quantum physics and be more akin to a "magic" class. Although, it should be noted, there is no "magic" in Imperator Online. is laughable. Surely Mr. Jacobs has heard that any sufficiently advanced technology is indistinguishable from magic? What if there was magic in Imperator, and it was all about learning to manipulate quantum energies, just learned from dusty tomes written by people ages ago, rather than experimented with by physicists in the modern day? And if it was... how would it be different from this quantum physics researcher class?The branching level system is a turn-off. I didn't care for it in DAoC, and especially not in EQ2. Heck, I'd rather start as a Z, even if my first few abilities are more or less identical to classes X and Y for the few levels, than start as a W, level a few times, then pick X, Y, or Z. It's a nice idea, but just isn't a good one. Quote * Ingenii: No concept art is yet available for these, but they are a highly beautiful, intelligent race. They are an ideal. Do the Ingenii have pointy ears? If so, they WILL be called elves by your playerbase. No reason to not just call them that officially.* Artificial: Yes, you can play a robot. This race is made in their own image, but clearly not human. They are mechanical. Is being a robot significantly different from being a human or Ingenii? Can medics still heal you when you're damaged, or do you need a mechanic? The one-liner implies that they are humanoid(i.e. bipedal, walks upright). Are they just re-textured versions of the human model, or are they really different? Inquiring minds want to know... Alkiera Title: Re: Imperator First Look Post by: schild on June 02, 2005, 09:41:04 PM * Ingenii: No concept art is yet available for these, but they are a highly beautiful, intelligent race. They are an ideal. Shit, even if they don't have pointy ears, they'll still be called elves. Why? The name will never be pronounced correctly. Elves is easier. Title: Re: The Combat System Post by: Xilren's Twin on June 02, 2005, 10:29:33 PM Quote Mythic aims to redefine the way you look at combat ... Imperator is set in a sci-fi alternate earth reality where Rome never fell and the republic is locked in an inter-stellar war with the Mayans – who left Terra (Earth) years before, leaving a plague in their wake. This setting immediately differentiates the game from most others. It is not fantasy in any way. The characters look realistic; there are no wizards or magicians – only people. Although some games obviously leap into a similar setting – namely Star Wars Galaxies – this change alone provides them with comparatively uncharted waters to explore and create something new in. Not to be painfully blunt about it, but while you would think the setting would give them uncharted waters to explore, nothing i've read in this thread today actually sounds new to the genre. Not the combat, the races and classes, the levels and skilsl hybrid. None of that is new. Quote A state is short for the state-of-being that a character or monster is in. For example, a monster can be stunned, knocked down, hamstrung, etc. In Imperator, you cannot simply jump to the end – a knock down – but rather must push the creature along the scale through teamwork. A good group in Imperator will utilize the strengths of each member to drive an enemy further along a scale of states, and then capitalize on their outcome. In a theoretical example, a trooper could knock the enemy into a stunned state where they keep fighting, but are a bit off-kilter. This provides the gunner with the chance to blind him, at which point he stops fighting entirely. Perhaps then, the trooper can drive him to fear, where he runs around willy-nilly, before the gunner again hits him and knocks him off his feat. At this point, the entire group is able to jump in, kick and stomp to inflict a lot of damage on the prone enemy. This is the thing about any future sci fi game that drives me nuts. Any game that is set in the furture had better have some damn compelling reason why ANYONE would ever choose to engae in melee or hand held weapons combat. It be like designing a modem day combat game where you have to thow 5 grenades at someone to have any chance to kill them or empty a whole clip from a machine gun into a person to stop them. It just throws the best part about the whole setting straight the window when the space travelling folk of the future can't seem to advance beyond "beat monster to death with blunt object" as a good combat choice. Technological advances in weaponry got stuck in 1200 AD did they? That sort of description above just leads my thoughts straight to the same gut reaction AO got...EQ in SPACE! Which is exactly where the whole "Romans, in Space!" stems from; we've seen this road before. (and if Im not mistaken, didn't Lum himself help spear that particular knock on AO? Somewhat ironic he's complaning about Imperator getting the same sort of casual dismissal now ain't it? Feel free to correct me if I'm wrong). Renaming a bow to a laser and a sword to a vibroblade doesn't make it a futuristic sci fi game. It's a wasted opportunity to do something actually different with combat. The skill chains/state based stuff isnt actually different, neither are the class roles, to wit... Quote ... While these basic concepts remain in Imperator, the necessity of different play styles for different classes augments them. The heavy tank will remain the damage sponge, as he endeavors to keep the attention of the monster squarely on him. Yet, the light tank type class has feats that make them move around. For example, they might begin with an in close blast, followed by a semi-far away shotgun shot, etc. This creates a sort of pinball class that plays and feels a lot different from their heavier brothers. For once, the choice of class has a direct impact on the style of play. This promises to enhance reliability, as it turns each class into their own unique play experience. It also means that while the game is still an RPG, there are definitely elements of player skill to consider. Will this by chance, be another sci-fi space age game where everything still takes place on the ground? Yes, it's still early, yes, everything is still subject to change, but in the limited info presented thus far, what's to make people NOT casually dismiss this title? What are the top 5 bullet points that make this game more appealing/interesting/different than say Tabula Rosa (which is now taking a futuristic FPS+RPG gun combat approach), Auto Assault (futuristic car combat with destructible environments) or the next random fantasy mmorpg? Xilren Title: Re: Imperator First Look Post by: gimpyone on June 02, 2005, 11:41:05 PM I think that Mythic has one thing going for them at this point. They can and have had great launches. It's just down the line that they screw up and usually in vey bad ways. I wish the team the best of luck although I wish they had put their talents towards something different.
Title: Re: Imperator First Look Post by: sinij on June 03, 2005, 01:02:25 AM I'm making groud breaking Blandquest PvE mmorpg where you can play new and improved healer, fighter, mage or rogue classes fighting evil forces of Foozle1, Foozle2 and Foozle3. Year after it ships I will release expansion pack Blandquest:Simpletons where I reskin Foozle3 and introduce mounts.
Title: Re: Imperator First Look Post by: Daydreamer on June 03, 2005, 01:33:17 AM I think that Mythic has one thing going for them at this point. They can and have had great launches. It's just down the line that they screw up and usually in vey bad ways. I wish the team the best of luck although I wish they had put their talents towards something different. Seconded. I'm undecided until I see more of the skill/class system and the world size, but odds are it will be a second round of DAoC/EQish for me at least. Buy at launch, catass 80% of the game and leave, return and max out at XP1, leave at the insane reqs for XP2. WoW is on track to join the list, or at least would be if they would get to work on adding Northrend already O_o. Title: Re: Imperator First Look Post by: Strazos on June 03, 2005, 03:19:14 AM I don't care, I'm still buying Imperator.
For the record, I'll also end up buying TA and AA. Title: Re: Imperator First Look Post by: Daydreamer on June 03, 2005, 04:52:30 AM TA? What game is that?
Title: Re: Imperator First Look Post by: Trippy on June 03, 2005, 05:11:34 AM TA? What game is that? Tabula Rasa (http://www.playtr.com/) is what I think he meant.Title: Re: Amen Post by: Murgos on June 03, 2005, 06:09:55 AM Next think you know, Mel Gibson will buy a controlling interest in an MMO, and we'll be treated to "evil redcoats in space" (notice all of his villains are British, or speak with a Brit accent), featuring quests where our women are raped and killed by Lord Fondleroy, forcing us to seek revenge. Does anyone else find this statement startlingly incongruent? Trying to figure out what the hell it is doing in this thread is going to make my brain hurt until I head to the bar tonight. Title: Re: Imperator First Look Post by: Signe on June 03, 2005, 06:20:16 AM I think by "Brit" he means English and "Fondleroy" might be a polite way of saying "Fondle boy"... it must be about English politicians and their penchant for rent boys. I don't know what it's doing in the middle of a thread about Shadowbane, either.
I hope this hasn't been hurting your head since October. Title: Re: Imperator First Look Post by: AlteredOne on June 03, 2005, 06:30:22 AM I think by "Brit" he means English and "Fondleroy" might be a polite way of saying "Fondle boy"... it must be about English politicians and their penchant for rent boys. I don't know what it's doing in the middle of a thread about Shadowbane, either. LOL umm, where to start. A) This thread is about Imperator, not about Shadowbane B) I thought I did a decent job of pointing out the absurdity of projecting historical cultures into futuristic MMO games, along with all the associated political baggage I guess with all the new pirate-themed MMO games on the horizon, we'll have another good example, although I guess none of them involve pirates in a post-apocalyptic/futuristic world. Title: Re: Imperator First Look Post by: shiznitz on June 03, 2005, 06:35:21 AM Fondleroy is a pedophilic play on "Little Lord Fauntleroy" by Frances Hodgson Burnett. 5 stars for incredibly obscure referenece. My Dad read the book to me 25+ years ago.
Title: Re: Imperator First Look Post by: Signe on June 03, 2005, 06:38:41 AM Damn. I thought I was on to something.
Title: Re: Imperator First Look Post by: AlteredOne on June 03, 2005, 06:38:52 AM Fondleroy is a pedophilic play on "Little Lord Fauntleroy" by Frances Hodgson Burnett. 5 stars for incredibly obscure referenece. My Dad read the book to me 25+ years ago. Haha thanks, indeed you identified my reference correctly, forgot to explain that :mrgreen: Title: Re: Imperator First Look Post by: sidereal on June 03, 2005, 11:02:08 AM Quote from: GameSpy The specifics will sound familiar to you. There will be a fighter type, which will encompass various roles: melee attacker, tank, and ranged damage-dealer; also, a scout type, who specializes in stealth technology, and various forms of infiltration; a healer, of course, who keeps the other characters buffed, and in fighting condition; and finally, a "weird" type, who's privy to the myriad (meta)physical forces that compose the universe. Zzzzzzz.. phsssheewww.. zzzzz *snort* . . oh, excuse me. Must have nodded off there. What year is it again? The MMOG industry is a parody of itself. Title: Re: Imperator First Look Post by: shiznitz on June 03, 2005, 11:37:36 AM A futuristic game should seriously avoid the tank-healer-nuker situation, as has been said. Planetside actually turned that on its head. The physically weakest setup was the type that engaged in melee - stealthed melee. The next weakest was the pilot/driver. The "tank" (MAX suit) needed lots of support to survive for long because he became an instant bullseye for the enemy while in fantasy PvP everyone goes for the healer/mezzer first.
The core dynamic that keeps pulling devs into the DikuMUD model is the theory of increasing HPs. Give every character the same HPs forever and combat can be balanced much more easily since the damage tables don't have to spiral out of control. Title: Re: Imperator First Look Post by: Shockeye on June 03, 2005, 11:47:12 AM The core dynamic that keeps pulling devs into the DikuMUD model is the theory of increasing HPs. Give every character the same HPs forever and combat can be balanced much more easily since the damage tables don't have to spiral out of control. Doesn't Guild Wars have fairly equal hit points across all builds? Title: Re: Imperator First Look Post by: Krakrok on June 03, 2005, 11:52:48 AM Doesn't Guild Wars have fairly equal hit points across all builds? I noticed last night that Guild Wars HPs seemed to be capped at 480. Or at least it is for my PvP Monk/El. A +45 HP item I have on the character won't take it past 480. Title: Re: Imperator First Look Post by: Xilren's Twin on June 03, 2005, 03:05:13 PM Doesn't Guild Wars have fairly equal hit points across all builds? I noticed last night that Guild Wars HPs seemed to be capped at 480. Or at least it is for my PvP Monk/El. A +45 HP item I have on the character won't take it past 480. It's close; i think my W/Mo is at 510 but have a plus health item I believe. Other nice thing about the GW take on hit points is the rune trade offs; increase you skill at a cost of lowering your HP. That and the many skills which can have additional effets based on if you or your target are above/below 50% health, or the warrior skill that does extra damage if your just have more HP than your target.... Nuff said; Imp doesn't seem to have broken the mold yet. Xilren Title: Re: Imperator First Look Post by: Strazos on June 03, 2005, 03:46:35 PM Doesn't Guild Wars have fairly equal hit points across all builds? I noticed last night that Guild Wars HPs seemed to be capped at 480. Or at least it is for my PvP Monk/El. A +45 HP item I have on the character won't take it past 480. It's not capped; Everyone is on the same base HP table, which is directly linked to level, and modified by buffs/equipment runes. My PvP warrior has nearly 600hp unbuffed. Title: Re: Imperator First Look Post by: ajax34i on June 03, 2005, 07:30:08 PM I have a few problems with the lore, and, unfortunately for me, the details haven't all been released so I don't know if I'm right or wrong. But...
1. Part of what invites people to poke fun is the claim that there will actually be Romans and Mayans in the game. Both words definitely have distinct historic timeline connotations associated with them, specifically there haven't been any Romans or Mayans in existence for a while. I would have accepted more easily a lore that did what EVE did: You have the Gallente, the descendants of the old French, the word "Gallente" is one step removed from reality already... Gallenteans in space I can accept. France in space makes me immediately visualize the French now, and thus the current space technology now, because the words "France" and "French" have a timeline associated with them. 2. What religion are these Romans? Are we going to see giant statues of Apollo, Minerva, etc. everywhere? Did they progress technologically (sciences, medicine, quantum physics) but keep a religion that requires sacrifice to please whimsical gods? 3. Slavery, the Romans had no qualms with it. The US never happened, so abolitionism didn't either. 4. Races... Considering the area the Roman Empire covered, they had a mixture of races in the Empire at its height. Not sure that they were all considered equal... Roman procedure was to conquer and impose their civilization, not absorb and incorporate others. But anyway, the game separates Mayans on their continent, Asians in their own nation there, etc., so I guess we have a bunch of Arian nations at war, one race per each of these empires, going at it. 5. Science. Let's see, I suppose we could add CXVII and DIX easily enough, but logarithms, sinusoidals, and the higher math functions? A successful culture will impose its number system on the nations it absorbs (we still haven't switched to metric fully yet), and the Roman one was just cumbersome. 6. How did the Mayans get into space? If they're the bad guys, on that continent, and the Romans are the good guys, on this other continent, wouldn't they cross the Atlantic before they EACH start going to Mars? And since Mayans are bad and Romans are good, or whatever, wouldn't the war be to extinction? Imagine a scenario with the US and the USSR, because it's the closest thing I can bring up... the point was to keep up with the other guy and NEVER let him disappear off to Mars so he can develop technology better than yours without you knowing about it. Title: Re: Imperator First Look Post by: Samwise on June 03, 2005, 07:38:42 PM Ajax, I haven't read the lore at all, but it sounds to me like you're making the slightly bizarre assumption that the Romans and Mayans have developed space technology but not changed in any other significant ways. For example, the United States initially had legal slavery, but that changed after less than 100 years. Doesn't it make sense that the Romans might undergo a similar change at some point, either due to revolts by slaves or increased industrialization?
The only way that I can really see "Romans/Mayans in space" working out would be positing an alternate timeline in which the ancient empires never fell and continued far beyond the present day. They'd probably undergo a lot of changes during all that time. Title: Re: Imperator First Look Post by: ajax34i on June 03, 2005, 07:44:42 PM Ajax, ... it sounds to me like you're making the slightly bizarre assumption that the Romans and Mayans have ... not changed in any other significant ways. That's correct, because when you say "Romans" I imagine the Romans as they were, and the Mayans as they were, pyramids and all. Any detail not specifically described, I fill in with how they were at the time. The information they released about the game describes that they advanced technologically, so I changed that detail and filled in everything else with how they were in the RL at the time when they still existed. Downside of using the word "Romans" and the word "Mayans." Title: Re: Imperator First Look Post by: Samwise on June 03, 2005, 07:54:07 PM Ajax, ... it sounds to me like you're making the slightly bizarre assumption that the Romans and Mayans have ... not changed in any other significant ways. That's correct, because when you say "Romans" I imagine the Romans as they were, and the Mayans as they were, pyramids and all. Any detail not specifically described, I fill in with how they were at the time. The information they released about the game describes that they advanced technologically, so I changed that detail and filled in everything else with how they were in the RL at the time when they still existed. So if I told you I was making a game about "space pirates" would you imagine a Spanish galleon with rockets on the back? Title: Re: Imperator First Look Post by: AlteredOne on June 03, 2005, 08:00:42 PM I have a few problems with the lore, and, unfortunately for me, the details haven't all been released so I don't know if I'm right or wrong. But... 1. Part of what invites people to poke fun is the claim that there will actually be Romans and Mayans in the game. Both words definitely have distinct historic timeline connotations associated with them, specifically there haven't been any Romans or Mayans in existence for a while Very thought-provoking. There are some strong historical arguments that Roman civilization was antithetical to scientific and technological advancement, largely because of the heavy reliance on slave labor. Why design efficient labor-saving machines, when cheap slave labor is abundant? Just look at the American South vs. the North in the Civil War, for a more recent example. Rome was great at organizing large numbers of humans toward a common goal, whether in military or construction efforts. But Romans lagged in developing new technologies, even digressing as they lost or forgot many Greek inventions. Few people realize that the "Dark Ages" following the fall of Rome saw a technological Renaissance in much of Northern Europe, once many ex-Romans were left to their own devices. See http://en.wikipedia.org/wiki/Medieval_technology for a nice list of medieval post-Roman technologies, including ploughs, harnesses, stirrups, soap, and horseshoes. All of the horse-related technology makes it pretty obvious that Europeans placed a much greater reliance on animal instead of slave labor, likewise they developed tools such as stirrups allowing the use of heavily armored troops with lances, otherwise known as knights. Once again, armor was effectively a military labor-saving device, allowing a few heavily equipped men to dominate badly equipped opponents. Since the Romans never even properly mastered the use of horses, it seems a wee bit of a stretch to picture them in space. Hell, they couldn't even wash themselves with soap. Title: Re: Imperator First Look Post by: Samwise on June 03, 2005, 08:09:56 PM The thing I'm curious about is where the lore of the game world diverges from real history. If slavery was the thing holding the Roman Empire back, maybe that's where it diverges - the Spartacan revolts, for example, might have been more successful, forcing the Romans to lessen and eventually eliminate their dependence on slaves. That might have led to rapider technological development, which would in turn have strengthened the empire and perhaps been enough to hold the barbarian hordes at bay.
Title: Re: Imperator First Look Post by: Lum on June 03, 2005, 08:21:25 PM <delurk>
At the risk of people assuming I can comment more than I can (among other reasons, I'm not on the Imperator dev team); Quote The thing I'm curious about is where the lore of the game world diverges from real history. http://www.imperatoronline.com/devdiary/cruxpointsandyou.php The timeline diverges before the Empire is established in our world, so the Rome of Imperator is, after a brief detour, (still) a Republic. Since in this timeline there wasn't a 1000 year technological time-out (the Dark Ages) in the west, the level of tech in the game is certainly feasible. There's been quite a lot of development given to the game's alternate history; while I'm sure some will find issue with it, most of the issues raised here have been at least touched on. Interestingly, there's plenty of places in history where a different decision would have extended the Roman or Byzantine Empires much longer than historically, all the way to Manzikert in 1071. http://en.wikipedia.org/wiki/Battle_of_Manzikert The Battle of Adrianople, in particular, if won, would most probably have prevented the fall of the West, and the Justininan conquest 2 centuries later would have certainly re-established the Empire of Hadrian (its original intent) instead of burning out on absorbing Italy. http://en.wikipedia.org/wiki/Battle_of_Adrianople Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. </delurk> Title: Re: Imperator First Look Post by: WayAbvPar on June 03, 2005, 09:07:28 PM Quote <delurk> OMG teh R0masn have cloaking devices!!! STOOOPID. I kid. :-D :-D Although I understand ajax's point, I am still chuckling at the idea of a space traveling civ that hadn't progressed past Roman numerals. Title: Re: Imperator First Look Post by: Samwise on June 03, 2005, 09:18:41 PM Thanks, Lum! Cool to see that so much thought has been put into the backstory, though the Latin geek in me is mildly bummed that the years are being measured AE rather than AUC (that's ab urbe condita or "since the city was founded" for you barbarians who didn't take Latin). :wink:
Quote I am still chuckling at the idea of a space traveling civ that hadn't progressed past Roman numerals. Perhaps at some point the Romans started using the decimal (maybe even octal or hexadecimal) for tricky calculations but continued using old-style numerals for day-to-day stuff, a bit like Americans use the English measurement system in daily life but generally use metric for scientific calculations. Once you've got machines that do math for you, it ceases to matter anyway, so by the "present day" the decimal/whatever system might have vanished again, made obsolete by computers. Mmm... alternate reality... Title: Re: Imperator First Look Post by: Trippy on June 03, 2005, 09:21:16 PM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DTitle: Re: Imperator First Look Post by: ajax34i on June 03, 2005, 10:19:37 PM So if I told you I was making a game about "space pirates" would you imagine a Spanish galleon with rockets on the back? No, but if you said "Conquistadores in space", I would. In any case, I guess the "alternate reality" genre is subject to people picking apart the lore looking for faults in the logic. It's like a pastime, at least for me. I don't like the crux point theory. Because there's not just one crux point, there are many of them, and once you stop having reality (history) there to back your arguments up, I may agree with the new version of the missed crux point, but I may not agree with the other crux points that are added after it to complete the history. Let me see if I can guess some of this stuff, Roman civilization survives, and there are no dark ages either because they're a big stabilizing force in the area. Kudos to Mythic for making a "What if there was no Dark Ages period" game, and for coming up with a reason why the Dark Ages didn't happen. Anyway, feudalism (the agrarian society) moves ahead by about 1000 years, progress is made faster, Romans cross the Atlantic in 500 AD (uh, are we using the Roman calendar or are we still going with Ano Domini?), find the Mayans there, fight them like the Conquistadores did, but (crux point 2) the Mayans repel them. Inter-Atlantic wars keep happening with neither side winning, finally they switch from actual wars to a Cold War / Arms Race which doesn't end in 1990 - 1000 = 990 and evolves into a Space Race for military purposes. 1200 AD, military bases on other planets, 1500 AD, terraforming, and then, 1700 AD, the last big war happens on Earth and the Romans drive the Mayans off the North American AND South American continents, and the Mayans are OK with that because they can live in space or on Mars. Or a few survive the genocide and repopulate themselves or something. Nothing's heard from them for a while, the Romans don't follow them wherever they went, don't keep tabs on their technology, and more importantly neither side decides to launch nukes (the threat of winds blowing the radioactive fallout back to your own continent isn't a deterrent anymore, but hey, nevermind) at the other planet, but then suddenly, present day, 2005 AD, the Mayans return in force and want Earth back, and that's where the game starts. But in this scenario, why do the Mayans win during the initial contact when the Romans sail over the Atlantic? I don't agree with crux point 2, the Mayans wouldn't be a match for the Romans' technology, which was like that of the conquistadores, only 1000 years earlier. Unless the argument is that the Mayans had mellowed out by the time the Conquistadores came, but had they come 1000 years earlier (in the form of Romans), the Mayans would have been at the height of their bloodlust and savagery, before they actually mutilated and cannibalized each other out, and thus would have had greater numbers to repel the Romans with. Title: Re: Imperator First Look Post by: chinslim on June 03, 2005, 10:30:14 PM The timeline diverges before the Empire is established in our world, so the Rome of Imperator is, after a brief detour, (still) a Republic. Since in this timeline there wasn't a 1000 year technological time-out (the Dark Ages) in the west, the level of tech in the game is certainly feasible. There's been quite a lot of development given to the game's alternate history; while I'm sure some will find issue with it, most of the issues raised here have been at least touched on. I find Roman history very interesting, and the idea of alternate timelines intrigueing...but to push it out that far in the future? The game's already been tagged derisively with "Romans in Space" and that kind of buzz has already made the whole project a flop from conception. Why not stop in the 1400's or 1600's, so you can still have an alternate history with a rich backstory and alot more plausibility? Then you wouldn't have to deal with the silliness of laser weapons and spaceships vs monster AI that always rushes up and tries to smack you. You can have expansion packs in the New World! Would you have dared develop an alternate timeline in Asia of continued Mongol rule and then pit the Romans vs the Golden Horde, instead of Mayan robots? Of course, you wouldn't have let politically-correct pretensions stop you from developing a possibly better storyline. Title: Re: Imperator First Look Post by: Samwise on June 03, 2005, 10:42:39 PM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DGod, would that be awesome. Don't toy with my emotions like that. Title: Re: Imperator First Look Post by: Der Helm on June 04, 2005, 03:20:11 AM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DGod, would that be awesome. Don't toy with my emotions like that. quidquid latine dictum sit, audit viditur ... Title: Re: Imperator First Look Post by: gimpyone on June 04, 2005, 03:35:29 AM I always found latin intresting, it'd be cool to learn some of it.
Title: Re: Imperator First Look Post by: Shockeye on June 04, 2005, 10:22:22 AM Ajax, ... it sounds to me like you're making the slightly bizarre assumption that the Romans and Mayans have ... not changed in any other significant ways. That's correct, because when you say "Romans" I imagine the Romans as they were, and the Mayans as they were, pyramids and all. Any detail not specifically described, I fill in with how they were at the time. The information they released about the game describes that they advanced technologically, so I changed that detail and filled in everything else with how they were in the RL at the time when they still existed. So if I told you I was making a game about "space pirates" would you imagine a Spanish galleon with rockets on the back? No, I'd assume Robert Urich was invovled somehow. Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 12:51:18 PM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DGod, would that be awesome. Don't toy with my emotions like that. quidquid latine dictum sit, audit viditur ... Scio cur summae inter se dissentiant! Numeris Romanis utor! Title: Re: Imperator First Look Post by: Shockeye on June 04, 2005, 12:59:42 PM quidquid latine dictum sit, audit viditur ... Scio cur summae inter se dissentiant! Numeris Romanis utor! Iway avehay onay ideaway atwhay anyway ofway ouyay areway ayingsay. Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 01:10:20 PM quidquid latine dictum sit, audit viditur ... Scio cur summae inter se dissentiant! Numeris Romanis utor! Iway avehay onay ideaway atwhay anyway ofway ouyay areway ayingsay. Well played, Trebek... Title: Re: Imperator First Look Post by: Der Helm on June 04, 2005, 02:46:06 PM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DGod, would that be awesome. Don't toy with my emotions like that. quidquid latine dictum sit, audit viditur ... Scio cur summae inter se dissentiant! Numeris Romanis utor! Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 04:13:29 PM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. It might be kind of fun to make Latin an integral part of the game, though. You could turn Latin into the "l33t" speak of the 21st Century! :-DGod, would that be awesome. Don't toy with my emotions like that. quidquid latine dictum sit, audit viditur ... Scio cur summae inter se dissentiant! Numeris Romanis utor! Quid dixisti de matre mea??? Title: Re: Imperator First Look Post by: Signe on June 04, 2005, 04:21:59 PM This is silly even for you lot! You are nesting all over the place, too!
Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 05:10:05 PM (http://www.wildlife-pictures-online.com/image-files/weaver01.jpg) What?
Title: Re: Imperator First Look Post by: Daydreamer on June 04, 2005, 05:23:20 PM Anyone know of some good Latin-English, English-Latin software or websites? I have a feeling we're gonna need it as Imperator draws near.
Title: Re: Imperator First Look Post by: schild on June 04, 2005, 06:34:22 PM http://www.google.com/translate_t
Edit: That doesn't do latin, but it's all the help I can give. Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 06:37:40 PM As far as I know, there is no automatic Latin translation software anywhere. There are some decent dictionaries, though, and that's really all that anyone with a few years of Latin under their belt needs. I'm fond of Words (http://www.archives.nd.edu/cgi-bin/words.exe).
Title: Re: Imperator First Look Post by: Daydreamer on June 04, 2005, 07:19:54 PM As far as I know, there is no automatic Latin translation software anywhere. There are some decent dictionaries, though, and that's really all that anyone with a few years of Latin under their belt needs. I'm fond of Words (http://www.archives.nd.edu/cgi-bin/words.exe). Yes well, it sort of sucks for those of us who spent nearly a decade learning a language that hasn't been dead for over a millenia O_o. Title: Re: Imperator First Look Post by: Samwise on June 04, 2005, 08:55:40 PM The state of American education today is truly appalling.
Title: Re: Imperator First Look Post by: Daydreamer on June 04, 2005, 09:10:52 PM Come again? after nearly a decade of French I was able to help my parents plan a trip to Paris for their wedding aniversary and communicate, albeit haltingly with the numerous French and french speaking Lebonese transfer students on campus at our International House. My fellow students who took Spanish were able to communicate more effectively with the Mexican immigrant help in the Kitchen I worked in. It may not be the best in the world, but I hardly call that appalling, and certainly more useful than learning Latin for an equivalent period of time.
Title: Re: Imperator First Look Post by: Samwise on June 05, 2005, 12:13:11 AM Yes, but someday when we both travel back in time to ancient Rome, I'm going to be the only one who knows how to ask where the crapper is. Who'll be laughing THEN?
Title: Re: Imperator First Look Post by: Daydreamer on June 05, 2005, 03:43:11 AM Touche
Title: Re: Imperator First Look Post by: ajax34i on June 05, 2005, 09:42:08 AM The state of American education today is truly appalling. It's a dead language. Honestly, optional. I don't know it, couldn't care less. I missed out on classical music, world history, the intricacies of political systems, and world geography too. Can't hold a conversation in polite society; wouldn't know what to talk about, not even sports, I couldn't care less about sports. It's the social grooming that's appalling, not education. And only for me. The American education system... how would you rate an education system that teaches advanced sciences earlier (example, calculus in high school), requires 2 foreign language electives from the 8th grade up, and has a strong world history/geography curriculum, but is corrupt and there's an expectation that the parents must bribe the teachers every semester or more, else you don't pass? Or, for some teachers, there's no bribe, there's just whim. Title: Re: Imperator First Look Post by: Samwise on June 05, 2005, 11:13:37 AM Refer to above statement about inadequate preparation for time travel.
Title: Re: Imperator First Look Post by: HaemishM on June 06, 2005, 09:58:03 AM Religion isn't touched on in Imperator, because it's the third rail of angering people in RL. Same reason Albion has no holy symbols beyond a grail in DAOC. Yes, because having to pick a god to worship in EQ really hurt that game's sales. I have to diagree with this, especially when you start talking about the Roman civilization. The influence of non-Roman religions (which was pretty much most of what the Romans followed) was so integral to the history of the Empire. First, it was co-opting and Romanizing the Greek gods, then co-opting and Romanizing the early Christian Church. In the timeline, does Jesus Christ exist? Or did God just decide not to help save humanity? So much of what happened in Roman history past the Republic was so linked in with Christianity, both good for the Empire and bad. I don't see how having religions would really hurt an MMOG, because 99% of the people won't give a shit, even when they are forced to choose a religion at character creation. However, NOT having religion be a big part of the world, especially when you are talking about a civilization that has a long history of being influenced by religions, is a huge lore mistake. Title: Re: Imperator First Look Post by: Samwise on June 06, 2005, 10:02:37 AM Using real-life religions is kinda iffy, though. The old Greek/Roman gods you could probably get away with, but introduce Christianity into a game and you'll get it from the kooks on all sides. Non-Christians will be upset that Christianity is getting airtime, and Christians will be upset that it's being made part of a game.
Title: Re: Imperator First Look Post by: shiznitz on June 06, 2005, 11:44:37 AM Carpe diem, canicula!!!1111!!!111!!!!!111
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