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Topic: Chronicles of Spellborn - [RELEASED...kinda] (Read 41031 times)
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Draegan
Terracotta Army
Posts: 10043
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I also heard they're redoing the whole newbie experience as well.
Leveling takes forever in this game as well. It's shitty.
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UnSub
Contributor
Posts: 8064
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Threash
Terracotta Army
Posts: 9171
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Dropping like flies lately.
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I am the .00000001428%
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Shatter
Terracotta Army
Posts: 1407
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Knew this would happen when I beta'd this thing, surprised it took this long actually
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NiX
Wiki Admin
Posts: 7770
Locomotive Pandamonium
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Dropping like flies lately.
Sucks people are losing their jobs (I assume), but I think it's for the better.
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UnSub
Contributor
Posts: 8064
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Zzulo
Terracotta Army
Posts: 290
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Can't say I'm surprised 
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Malakili
Terracotta Army
Posts: 10596
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This is why people keep making WoW clones.
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UnSub
Contributor
Posts: 8064
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Reading through some stuff reminded me that Acclaim had started Project: Top Secret - trying to fund / develop a MMO based on fan contributions. Guess that ended as well as expected.
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statisticalfool
Terracotta Army
Posts: 159
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This is why people keep making WoW clones.
This has nothing to do with that. They released something untuned, buggy, with large chunks of the game missing and with a confused/changing business model. To think this had anything to do with somehow being too ambitious, or not relying enough on the WoW template seems kind of off.
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Mrbloodworth
Terracotta Army
Posts: 15148
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So, something new, untried, and unique did not benefit from using the tried true and tested template and business model, say it isn't so!
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NiX
Wiki Admin
Posts: 7770
Locomotive Pandamonium
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So, something new, untried, and unique did not benefit from using the tried true and tested template and business model, say it isn't so!
I don't think you can pin any one thing for this. It didn't benefit from any of the post launch decisions or pre for that matter.
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Mrbloodworth
Terracotta Army
Posts: 15148
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Wasn't trying to. However I think Malakili point was going off the beaten patch is rough. From design, to development, to testing, to balance, to launch and beyond. The whole package needs to be considered, but you also have to consider that things like "bugs" can also come from that uniqueness.
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« Last Edit: August 30, 2010, 09:17:49 AM by Mrbloodworth »
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statisticalfool
Terracotta Army
Posts: 159
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The only things that are even reasonably "off the beaten path" here are: 1) The skill deck 2) Active targeting using a crosshair
But none of the comments here are based on: "Oh, at the high levels, the skill deck breaks down." The part of their game that was unique actually seemed to work pretty okay.
They tried to release a box + sub fantasy game without meaningful PvP, with little to nonexistent content, little help, that was a quest-a-thon with poor writing and no tracker. Add in a botched release for kicks.
This isn't a story about not being rewarded for experimentation. It's about somebody going: "Let's make a WoW game, but with rocks on the ceiling, and with this cool idea to make skill selection more dynamic." and then forgetting that no matter how cool your skill selection system is the age of people paying box + sub for a game which is mostly crap is over.
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« Last Edit: August 30, 2010, 10:50:30 AM by tastyhat »
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Mrbloodworth
Terracotta Army
Posts: 15148
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Your 1 and 2 are rather large diversions that open a whole host of issues for development.
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Dark_MadMax
Terracotta Army
Posts: 405
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I remember only one thing - it was god awful grind. I was thinking are they insane introducing korean like grind for no good reason? . Lineage2 and Aion still are doing allright though. CoS was not much worse game than either of them as far as I could tell :/
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Draegan
Terracotta Army
Posts: 10043
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I really liked playing the game. I liked the mechanics and the control, even the graphics were kinda fun. There was just zero content and the stuff that was there took way too long to get through. Too grindy.
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patience
Terracotta Army
Posts: 429
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I remember only one thing - it was god awful grind. I was thinking are they insane introducing korean like grind for no good reason? . Lineage2 and Aion still are doing allright though. CoS was not much worse game than either of them as far as I could tell :/
*raises eyebrow* Korean grind? You obviously never played a Korean game where XP gains are made for killing mobs. For a long time the dev team were resistant to player insistence that mobs not offering XP was a bad idea. They eventually relented during beta by offering a little XP. They did this primarily because the mobs were far above the intelligence of mobs of other MMOs that they knew if too much XP came from mobs people would be turned off by how challenging the PvE combat was. The grind with Spellborn came from too many Fed Ex style quests. It became a running joke in the community we were less heros and more postal delivery men.
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OP is assuming its somewhat of a design-goal of eve to make players happy. this is however not the case.
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Dark_MadMax
Terracotta Army
Posts: 405
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*raises eyebrow* Korean grind? You obviously never played a Korean game where XP gains are made for killing mobs. For a long time the dev team were resistant to player insistence that mobs not offering XP was a bad idea. They eventually relented during beta by offering a little XP. [/quote ]
I meant the slow pace , not the method of leveling
[quote ] They did this primarily because the mobs were far above the intelligence of mobs of other MMOs that they knew if too much XP came from mobs people would be turned off by how challenging the PvE combat was. [/quote ]
Hmm didnt notice anything good about AI. It was more EQish (high aggro and swarm radius, high damage/hp ratio -generally tougher mobs by stats , but not any AI to speak of)
[quote ] The grind with Spellborn came from too many Fed Ex style quests. It became a running joke in the community we were less heros and more postal delivery men.
Yeah thats what I mean by grind .Repetitive dumb quest for very slow leveling. I mean when pure quest leveling was a novelty (WoW ) it was much more fun than camp grind. Plus content in wow was higher quality than CoS
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