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Topic: Black Prophecy - (Reakktor Media) debut trailer (Read 107950 times)
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Hawkbit
Terracotta Army
Posts: 5531
Like a Klansman in the ghetto.
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Hey, a little less than $3.00 gets me a goatee. Win.
The idea that failing a mod not only loses your time and materials, but also $13.00, is pretty shitty.
I have too much lag to play this anyways - prime time has been terrible for me, pretty hard to shoot stuff that is warping around.
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Dark_MadMax
Terracotta Army
Posts: 405
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The game is obviously very beta. On a plus side client is stable , graphics are pretty. On the downside - lag is horrendous with just a dozen players in one system- with twitch gameplay its not gonna work if they don't fix it ASAP. Tons of minor annoyances (like the pirates which spam voice and text chat incessantly ) .Story is actually better than average (probably one of the best I seen in MMOs) , dont know though if it will last beyond starting sector.
Also apparently clan wars and trade and... well basically everything else beyond instanced pew pew missions is not in, so as of now its quite short of "eve with combat which doesnt suck". Now if only eve could have flight and combat same as this (sans lag) it would be a dream game come true
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kildorn
Terracotta Army
Posts: 5014
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So yeah, I find this to be fun, but in a very "the shiny wears off quickly" way.
Mostly because looking through the upgrades, I still understand that I'm always flying essentially the same ship. Sure, I can mod it to hell and back, but it's like telling me the three hundred fittings I could use on my rifter = 300 ships. Great. Would be more fun if I could buy another ship, though.
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tmp
Terracotta Army
Posts: 4257
POW! Right in the Kisser!
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You start out in the neutral "Sapiens" ship, then get a ship from One or the other faction when you join them. There is a detailed customization system allows players the ability to customize both their pilot and their ship in a number of variations with different kinds of modules.
Yeah, i meant once you're done with the prologue and pick your side that's it -- you get your first and last ship you're ever going to see. Sure, you can put slightly different looking wings and weapons and engines on it, but you could do all that in STO too and they had multiple ships which could be customized in such way.
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Mrbloodworth
Terracotta Army
Posts: 15148
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Not disputing, just relaying what I know.
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Mrbloodworth
Terracotta Army
Posts: 15148
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Hey, a little less than $3.00 gets me a goatee. Win.
The idea that failing a mod not only loses your time and materials, but also $13.00, is pretty shitty.
I have too much lag to play this anyways - prime time has been terrible for me, pretty hard to shoot stuff that is warping around.
Yes, makes it a bit prohibitive with me. I did not have much lag at all other than the noob areas.
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Count Nerfedalot
Terracotta Army
Posts: 1041
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Wait, what? Your ship, which is essentially your one and only character in the game will randomly (ie as the developers need more cash) take damage as you upgrade it that will cost $13 to fix each time?  ? Damn, that's better than permadeath, it's perma-crippling! LOLOL As far as slimy and absolutely over-the-top greedy give-us-money-to-play-our-free-game tactics this ranks right up there with Allods where I think you had to buy items from the cash shop to breathe or move or something. *plonk* this one right into the ignore bin. Thanks for the heads up!
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Yes, I know I'm paranoid, but am I paranoid enough?
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UnSub
Contributor
Posts: 8064
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I'm not sure I'd be comfortable buying KK$. It's just a little too close. 
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Mavor
Terracotta Army
Posts: 58
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Ok seriously, what is so hard about putting out this sort of game?
Copy X3, make it multiplayer, write good server code that keeps latency down, profit. It's really as simple as that.
I've been looking at Infinity for a long time but it looks like they are going to just try to sell their engine and slowly make their game. Infinity has been in development for ages unfortunately.
How can you fail a game so hard like this? There are dozens of examples of good space games with good gameplay you can directly copy.... ugh.
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Mrbloodworth
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Posts: 15148
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Playing this game has made me feel the need for a more in depth Space shooter, as such, due to this and the commercials on hulu, I have investigated vendetta online again. I tried it years ago and it was a bit...slapdash in its construction. Now, its a really solid shooter. Its also indi, and cheep and compared to Black Prophecy, infinity more deep. The visuals lack a little in places, but I somewhat enjoy the arcade like look. Black Prophecy is to costly, and to shallow in its current form for me. However the run through the storyline was good fun, and the visuals are top notch. Vendetta online is like Eve without the boring.
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« Last Edit: April 05, 2011, 06:33:36 AM by Mrbloodworth »
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Dark_MadMax
Terracotta Army
Posts: 405
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Ok seriously, what is so hard about putting out this sort of game?
Copy X3, make it multiplayer, write good server code that keeps latency down, profit. It's really as simple as that.
I've been looking at Infinity for a long time but it looks like they are going to just try to sell their engine and slowly make their game. Infinity has been in development for ages unfortunately.
How can you fail a game so hard like this? There are dozens of examples of good space games with good gameplay you can directly copy.... ugh.
Well because making games is hard. "Writing good server code" requires experienced programmers investing tons of time in it. "Copying" X3 is not easy (and x3 is not perfect game either). Games are hard. MMOs are ^3 as hard.
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Lantyssa
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Posts: 20848
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X3 is pretty much the definitive modern space shooter at this point. It's close enough to perfect. There could be a lot of options with Black Prophecy, but it's very hard to be sure in the early game. Only a few weapons are commonly available, and without being able to reassign skills you're stuck with what might be a sub-optimal build for quite some time.
MMOs are not any harder than any other game to make. The problem is teams too wrapped up trying to make an 'MMO' and not trying hard enough to make a game. They're not shooting for fun and expecting that to make people stick around, they're trying to make treadmills which tickle a Pavlovian response.
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Hahahaha! I'm really good at this!
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Stormwaltz
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Posts: 2918
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X3 is pretty much the definitive modern space shooter at this point. It's close enough to perfect. X3 is not a pure space shooter - it has a lot of economic sim in it. And while it's no Battlecruiser, it does have a lot of fiddly bits that make it unfriendly to newbies. My opinion is that FreeSpace 2 still holds the title of definitive space sim in the tradition of fun, easy-to-pick-up games like TIE Fighter and Wing Commander. EDIT: Saying X3 is the definitive space shooter is like saying ARMA2 is the definitive FPS. It may be to the hardcore, but most people will think of Modern Warfare, Battlefield, etc. first.
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« Last Edit: April 05, 2011, 11:21:05 AM by Stormwaltz »
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Nothing in this post represents the views of my current or previous employers.
"Isn't that just like an elf? Brings a spell to a gun fight."
"Sci-Fi writers don't invent the future, they market it." - Henry Cobb
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Mrbloodworth
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Posts: 15148
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Going with Privateer or freelancer as the definitive space shooter game IMO.
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Lantyssa
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Posts: 20848
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I said modern. I still love Privateer, and Freelancer was okay, but they're kind of old now. I'm also considering the economic sim aspects. That's a hook to keep people coming back and provide alternate activities.
But then I want a space shooter within a thriving universe, not just a shooter. That gets boring quickly.
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Hahahaha! I'm really good at this!
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Venkman
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Posts: 11536
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My opinion is that FreeSpace 2 still holds the title of definitive space sim in the tradition of fun, easy-to-pick-up games like TIE Fighter and Wing Commander.
Yes. Man, glad I'm not the only one. That's the pinnacle space shooers achieved. Everything since has tried to be "bigger" in different ways and end up compromising the space combat in some way. imho anyway. Can't recall trying X3, though now will. I've already reloaded Freespace 2 and grabbed the updates from the Source Code Project. They screwed up something in today's patch. Massive disconnects, server full at 21 characters, controls are all fubar'd (now the joystick and mouse are now the same controller). I'll check back in a few days. As much as it's fun in short spurts, I can't see myself getting into the cashshop. I used up all my pay-for-crappy-decorations care back before it became a business model :) I can't help but think that they started this with dreams of subs but got scared or lacked retailer support or something, so went down the same path others did after the fact. This looks a bit too expensive for the usual MTX offering, and not being an Eastern game. Haven't followed it much though, no idea what their early plans were. Just a feeling.
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Lantyssa
Terracotta Army
Posts: 20848
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Well, remember the original Austin game studio closed and the German company picked up the assets quite a while after the fact. I don't think the original was limited to ship combat. I also have vague memories of space vampires.
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Hahahaha! I'm really good at this!
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Venkman
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Posts: 11536
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Wait, this was that game?
Heh, explains a few things for sure :)
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Lantyssa
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Posts: 20848
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I'm pretty sure it is. I could be mixing my games up.
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Hahahaha! I'm really good at this!
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Mrbloodworth
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Posts: 15148
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My opinion is that FreeSpace 2 still holds the title of definitive space sim in the tradition of fun, easy-to-pick-up games like TIE Fighter and Wing Commander.
Yes. Man, glad I'm not the only one. That's the pinnacle space shooers achieved. Everything since has tried to be "bigger" in different ways and end up compromising the space combat in some way. imho anyway. Can't recall trying X3, though now will. I've already reloaded Freespace 2 and grabbed the updates from the Source Code Project. They screwed up something in today's patch. Massive disconnects, server full at 21 characters, controls are all fubar'd (now the joystick and mouse are now the same controller). I'll check back in a few days. As much as it's fun in short spurts, I can't see myself getting into the cashshop. I used up all my pay-for-crappy-decorations care back before it became a business model :) I can't help but think that they started this with dreams of subs but got scared or lacked retailer support or something, so went down the same path others did after the fact. This looks a bit too expensive for the usual MTX offering, and not being an Eastern game. Haven't followed it much though, no idea what their early plans were. Just a feeling. Seriously, try Vendetta online. Currently, I feel they are more worthy of 10$ than Black Prophecy is. Also, for those that care, X3 has had a MMO in the works for like....years now, and its indefinitely on hold due to funding. There is even an old, not updated website.
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Stormwaltz
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Posts: 2918
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Well, remember the original Austin game studio closed and the German company picked up the assets quite a while after the fact. I don't think the original was limited to ship combat. I also have vague memories of space vampires. I knew nothing of this. Can you point me to a place I could read more? What was the name of the studio?
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Nothing in this post represents the views of my current or previous employers.
"Isn't that just like an elf? Brings a spell to a gun fight."
"Sci-Fi writers don't invent the future, they market it." - Henry Cobb
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Lantyssa
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Posts: 20848
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I don't remember the studio name. I tried looking up the threads last night but didn't get any hits. I have trouble remembering a week ago though, so trying to remember details from three or free years ago doesn't work so well. (Which is why I said I might be confusing it with something else, but I can't think of any other failed space shooters.)
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Hahahaha! I'm really good at this!
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Hawkbit
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Posts: 5531
Like a Klansman in the ghetto.
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Also, for those that care, X3 has had a MMO in the works for like....years now, and its indefinitely on hold due to funding. There is even an old, not updated website.
They supposedly have an announcement on this later this month. They did say that they're done with the X series, though, so they have to be working on something a bit different. An online X game would be decent, in theory.
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Stormwaltz
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Posts: 2918
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(Which is why I said I might be confusing it with something else, but I can't think of any other failed space shooters.) There was Spacetime's Blackstar, which in the wake of Pocket Kingdom's success has been resurrected as a mobile game. I don't remember any talk of vampires in that one, though.
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Nothing in this post represents the views of my current or previous employers.
"Isn't that just like an elf? Brings a spell to a gun fight."
"Sci-Fi writers don't invent the future, they market it." - Henry Cobb
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Lantyssa
Terracotta Army
Posts: 20848
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Blackstar! That was it. I was confusing the two. (One look at the art confirmed it.) Oh well.
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Hahahaha! I'm really good at this!
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UnSub
Contributor
Posts: 8064
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Blackstar was cancelled by NCsoft, very possibly one of the victims of the Tabula Rasa EffectTM.
Black Prophecy was originally developed by 10tcle but they passed it on to Reakktor.
I know nothing of space vampires.
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Dark_MadMax
Terracotta Army
Posts: 405
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Man this game is addictive. Its has fun combat and pretty decent production values. I was nolifing it this weekend and run out of "concentration" - mission give u like 10 times xp less. Game is very well made -graphics , music, even missions. It feels though like mmo (or at least cash shop part) were slapped on it at last moment though. Almost like they took single player game and made a lobby for it.
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Venkman
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Posts: 11536
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Seriously, try Vendetta online. Currently, I feel they are more worthy of 10$ than Black Prophecy is. Yea. Tried this, err, two years ago I think? 2009 for sure. I remember enjoying it but not really being hooked by it. I think one of the Vendetta devs was hanging around here for a bit, or was a friend of a friend or something like that. Anyway, it was this game that made me reinstall Freespace 2 and grab the open source files to modernize it. Poking through the screenshots, I think it was the graphics that turned me off. I've been long spoiled by Eve's look :) Man this game is addictive. Its has fun combat and pretty decent production values. I was nolifing it this weekend and run out of "concentration" - mission give u like 10 times xp less. Game is very well made -graphics , music, even missions. It feels though like mmo (or at least cash shop part) were slapped on it at last moment though. Almost like they took single player game and made a lobby for it.
Kinda how I feel about it as well. It does have the nice random-encounter bit going. Can't remember (and too lazy) if there's a PvP toggle or if they just have Eve-style 0.0 space. So that's good for a diversion. I just wish they had respec, though at least you can skip the tutorial on subsequent characters.
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« Last Edit: April 11, 2011, 06:32:18 PM by Darniaq »
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Mavor
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Posts: 58
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Writing good server code is easier today then at any other time. There are tons of engines out there that have built in netcode, the capability to expand that code, and a massive volume of examples and developer support.
Copy X3, put in good server code, win. I stand by my opinion.
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Mrbloodworth
Terracotta Army
Posts: 15148
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X3 has server code?  When I was playing Black Prophecy, the server was fine. Except when I connected to the EU servers. But thats to be expected.
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Mavor
Terracotta Army
Posts: 58
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There was a game with... 24 vs 24? not sure about that... player space battles where you could buy frigates/cap ships, man turrets, and build bases and stuff about 14ish years ago. You would have one person as commander (voted in) who would set up stations and such... order people around and help out with abilities. Similar to natural selection but in space and a few years earlier. No latency problems and one of the best experiences I have ever had playing a space-based game. For the life of me can't remember the name... anyone remember it?
Anyways, it just points to the fact that, if 14 years ago a 24 vs 24 player fun multi-sector space game could be created with zero latency, why can't a PS-like 100 vs 100 or 200+vs 200+ persistant space game be created now?
It's just disheartening for an avid space shooter fan like me having pretty much zero options besides playing spreadsheets in space (EVE). Where have the privateers of the world gone? Why is the best space sim around some random game made by some random studio that most of the world has never heard of before (X3)?
There is a market out there... there are tons of star trek fans/star wars fans... many people who would have fun with a new, well put together space sim.
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Stormwaltz
Terracotta Army
Posts: 2918
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Nothing in this post represents the views of my current or previous employers.
"Isn't that just like an elf? Brings a spell to a gun fight."
"Sci-Fi writers don't invent the future, they market it." - Henry Cobb
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Dark_MadMax
Terracotta Army
Posts: 405
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Writing good server code is easier today then at any other time. There are tons of engines out there that have built in netcode, the capability to expand that code, and a massive volume of examples and developer support.
Its easier than before -true. Still does not make it easy. From a software engineering point of view MMOs are hard. Possibly one of the hardest things in software actually. Concurrency and latency alone are tough problems to solve.
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Mrbloodworth
Terracotta Army
Posts: 15148
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By Patrick Streppel, member of the executive board at gamigo AG
Three weeks have gone by since the release of Black Prophecy in Europe and we would like to present a brief update as well as some insight into what you can expect from Black Prophecy in the future.
The current state For an MMOG of Black Prophecy’s scale, the European launch went down very smoothly; no severe technical issues occurred and the servers were, and continue to be, stable. We were also able to start North American closed beta testing and are looking forward to giving the green light for release very soon (the current performance issues are hardware-related and solving them should not take long). The translation into French has begun and further language versions such as Spanish, Russian and even Chinese are already in discussion.
But, as with any MMOG, there can be difficulties with the performance of the starting sectors (the Open World Sectors), especially so soon after the game’s launch when many new players populate the same areas for the first time. These sectors have already been optimized during beta testing and the development team will continue to improve performance as time goes by. Please stay with us on this.
Upon the announcement of the game’s launch, certain voices in the community suggested that the game was not yet “finished” and that more development time was required. We take these concerns very seriously and are happy to discuss with you what you think is missing but ask you to keep the feedback constructive. I might be getting ahead of myself here but a lot of mission content, PvP elements and other features are already on the way to fulfill the promises we made.
Some have compared Black Prophecy with an unpolished diamond. This comparison gets closer to the heart of it. The decision to release Black Prophecy at this point in time was agreed upon by both Reakktor Media and gamigo. Many obstacles have been overcome in the past few years to get this far and we are extremely happy and proud of the result. No MMOG sees the light of day completely polished and perfectly working, but be assured that all involved parties are 100% dedicated not only to perfecting the current game but to bringing so much more to it.
So in a nutshell: Is Black Prophecy “finished”? Of course not, no MMOG ever is! But we believe we are ready to leave the dry dock now and will fix any remaining issues as well as add exciting new features and mission content as we go ahead. This is the challenge we have accepted together with Reakktor Media to make the game better and also better for you. With your dedicated support, we are convinced that we will succeed.
The immediate future While one part of the development team is responsible for the live operation and general maintenance of the game, the bigger part is busy developing planned add-ons and major game extensions. Current planning comprises a monthly update of the game that adds new content at a small scale. In the meantime minor updates will be applied to fix bugs and further optimize the balancing.
About every three months a big update (add-on) is planned that will raise the current level cap and also provide all new game content in the form of new story missions to advance the main plot, new hubs and open world sectors to explore, new missions to master and, of course, more items to equip.
For example, in the first add-on (currently scheduled for June) we have taken your feedback, ideas and suggestions into consideration for the selection of these features, which include:
New story missions to advance the main storyline Enzo's – the new mission hub for levels 41 to 50, complete with new NPCs and missions New Open World Sector set: Inferno at Tulima Superior (Level 41 to 50) with four sub-sectors New feature: Sector linking (players can fly to sub-sectors seamlessly) New dynamic missions A new weapon type A new ship module set for levels 41 to 50 Special skills, triggered by game items, that allow you to orientate yourself offensively, defensively or supportively during combat An e-mail system that allows the dispatch of items An improved user interface
Our long-term goals While the content described above is just what we have in store for the first add-on, we are already hard at work on future expansions. I am happy to share some of our plans here and now, but please keep in mind that some of this is subject to your feedback (together with the numbers that we analyze from the servers) and may be postponed or adapted accordingly:
Stronger focus on PvP and Faction vs. Faction: We have always envisioned Black Prophecy deriving a lot of its long-term motivation from a PvP system that lets Genides and Tyi fight over control of certain open world sectors. This system is currently being designed for implementation in the summer of 2011. Clan station fights: A long-planned feature is that clans can fight over their stations, meaning they can protect their station or attack a rival station. There are, however, many questions to be answered about the rules and consequences, which has caused some delay. However, clan station fights are high on our priority list and it will not be too long for them to appear in the game. More exploration elements: Black Prophecy was designed as a fast-paced combat game that could be enjoyed even in small doses. However, we have heard your cries for more exploration elements, and while the game will never be a fully free-roaming experience like in Elite, we will add more elements for you to explore - and exciting stuff to find in the vastness of space. The “Sector linking” feature for Tulima Superior described above is a small first step. New gameplay modes: While the focus of Black Prophecy will always be on space combat (and not, say, freight runs), we are thinking about other activities in the game. More about this in another letter – you’ll be surprised! Station walking: We know you’d love a social space in BP where you can get out of your ship, talk to the NPCs, chat with other pilots - or even compete with them in mini-games. This is why we are working on the “station walking” expansion for release next year. However, since this is almost like an entirely new game, it requires more time to develop than the features above. Then again: Think about the possibilities for enhancing this with more and more features over time…
I hope that I was able to give you a good glimpse at what you can expect from Black Prophecy in the upcoming weeks and months. Black Prophecy is the most important project of our two companies and very close to our hearts – believe us when we say that this is just the beginning of an exciting journey!
Thanks for your time and see you in the game. (Yes, I do play BP quite often in my free time!)
Yours,
Patrick Streppel Executive Board Member, gamigo AG
PS: We have been hearing feedback that you want more hidden elements to explore. Don’t worry - even now there are still a lot of secret things that are still undiscovered in the game.
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Cadaverine
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Posts: 1655
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I'd be a lot more excited about the game if the damned controls weren't such a turn-off. I play X3 every so often, played JtL, et all, and I'm no super ace pilot, but I do well enough. For some reason, the controls just feel too loose, or something. I have a hell of a time keeping the reticle on a target. The last time I played, during the intro, when you're manning the turret, one of the the npcs looked as if someone had taken control of it, and was just spinning their mouse in a circle really fast.
That said, have they increased the number of ships, or types of ships, available? For all it's flaws, at least Eve had a really wide range of ships you could potentially fly.
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Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.
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