Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by cemya

  1. cemya

    SB lorematers

    From the thread below: http://community.crowfall.com/index.php?/topic/2523-people-of-the-dragon-a-shadowclan-history/
  2. We are mixing apples and oranges here. As I noted, griefing isn't really an issue in Crowfall. If someone thinks there will be griefing in Crowfall, they misunderstand the design of the game. I was talking about MMO's in general. Griefing has had a profound impact over the direction of MMO design in general. The devil is in the details. It is easy for you or I to say "...let populations police themselves with minimum oversight." But what will those policing mechanisms be? And what do we consider minimum oversight? Reasonable people will disagree. A lot depends on how you expect people to behave when you remove the consequences for their actions. By the way, Chronicles of Elyria is attempting an intriguing take on this. They want to revive the old dream of a full PVP world co-existing with all these PVE and RP features. You might want to give it a look.
  3. I'd have to disagree. The term griefing isn't something invented by its victims - it has been mainstreamed as a business concern. Griefing reduces customer population. It is common sense really. If you are running a corner store, and someone stands inside defecating on the floor and hurling obscenities at anyone that comes in, driving down traffic, would you as store owner say that would-be customers just need to "toughen up?" That said, in general I favor as much freedom as possible. I would agree that, in some cases, what is called "griefing" is just competitive play. There was very little of what you'd call "griefing" in Shadowbane, since everyone knew it was survival of the fittest. Hence, the issue for developers is to lay out clearly, from the outset, what they consider "in-bounds" and what isn't, so people know what to expect. So far, I think Crowfall's design is brilliant, in that they basically make griefing non-existent while still providing tons of PVP freedom. To wit: - someone wants to kill? Have fun in the campaign worlds! No whining about griefing - if you go there expect to fight. There is no n00b farming since there won't be n00b zones.. - someone wants to run a RP event? You are absolute masters of the environment in your EK. You set the rules and can banish miscreants yourself. People who live for crashing MMO weddings and slaying the bride and groom will be disappointed... - someone is sending hate tells? Put them on /ignore. If they are being idiots in the Campaign world - kill or be killed. If they are being idiots in your EK - ban them I really don't see "social" type griefing being an issue in Crowfall. What would be left are exploits and such, which are their own category of wrongdoing. But griefing does exist. And savvy developers know it. It is why early UO (RIP) became Trammel. That's why in most games, Crowfall included, walls get thrown up at some point. Even games like EVE have high sec. For lovers of the Old Twilight Zone series, whenever I hear from people that griefing is just carebears not being tough enough, I want to magically teleport people who believe that to a universe where they are the developers and owners of an MMO. An MMO they have sunk their life funds into and are financially dependent upon for success. Then I want them to experience a stream of people entering their creation and doing everything in their power to drive out their customers. The last scene of this imaginary Twilight Zone episode would be the MMO creator, tears streaming down his face, watching his game servers empty and his company go under, to the sound of laughter and demands that he just "toughen up!"
  4. You are awaited in Valhalla!
  5. I couldn't find where he said it, but I recall the founder saying that he used the large amount of money he and his wife had saved for their dream home in France to instead do the preliminary work to make this happen. He also said a close friend gave him money. The smallish team they have apparently are taking a lower than industry level salary but getting some sort of compensation depending on the success of the venture. Doing something on that basis - I can't imagine the pressure, even if it is a labor of love.
  6. I don't disagree with anyone's well-founded skepticism. We have all seen numerous great ideas vanish into vapor. For the founder's sake, I hope they succeed, since I believe this is a sincere labor of love. Something like that is very hard to pull off without big investors, but the problem is that those investors will often demand the product get morphed into another cloned cash-shop driven cash grab and pushed out before it is ready. I think though the success of both the Crowfall and COE KS campaigns shows there is a hunger for better than what we have been served. The question is whether the market is perceived to be just a niche audience. In that case, these will end up as boutique hamburger joints but McDonald's will still rule (sorry to pick on McDonald's - I was just looking for a metaphor).
  7. Thanks. Nice article. The other thing that stuck out for me was this: "Considering the survival genre and its current history, I am well aware that griefers and hackers will descend on Elyria as soon as possible, probably far too late for Soulbound to properly address them." Crowfall has decided to deal with this by creating the EKs, which are basically permanent player-controlled refuges from their time-limited campaign worlds. Chronicles of Elyria, determined to shoot once more for the original UO dream of an open world that can be both immersive and FFA/PVP is going to once again tilt at the windmill of letting murder penalties and player controlled justice handle matters. The author of the Massively article poses the problem in an elegant way. If you have player housing, if you make player houses too easy to break into, everyone gets looted dry. If you make places too hard to get into, they become safe havens for griefers. If you have a bounty system, griefers just use their friends to clear the bounties. COE, to me, seems to also be placing its faith in another aspect of their design - their realism and survival game elements. Due to players having to eat food that they or other players must hunt or harvest and also access water, due to their intention to have realistic environmental and physics concerns (you can get injured/die from falling, drowning, heat exhaustion, etc.), realistic time/space issues (no portals, you have to walk/run everywhere and that goes for moving items for trade since there will be no auction house or mail system other than what players create) and a general system that will put a premium on those able to cooperate with a larger group - these will combine to make it harder to simply log in and grief people. There won't be an Uncle Bob problem because it would take tremendous energy to simply run a larger kingdom, much less take over an entire world that, due to the distributed server approach, will be a single world with hundreds of thousands of players. Yes, there will be bandits, murderers and robber guilds. But the game will attract enough cooperative minded players to counteract their presence. Crowfall decided the challenge was one they would not try and meet. COE seems to want to give it a shot. It will be fascinating to see these two theories play out (assuming both games, as we hope, make it to production).
  8. They just made this huge announcement they are partnering with Improbable to use their SpatialOS technology: http://www.develop-online.net/news/soulbound-studios-using-improbable-s-spatialos-for-new-mmo/0221130 Can someone more tech savvy than I explain the implications of this? I understand the general message, but the fact this is a "partnership" - does this mean it is much more likely they can achieve their ambitious goals? A partnership seems to mean more than just a licensing agreement - it sounds like the new partner really increases the chances of success.
  9. I know the Kelly Gang when I see it!
  10. Are we looking at the same picture? I see a disturbing abomination, rabid and ready to leap...it probably killed Pacman.
  11. Who are these people anyway and where are they at present? Back in ye golden era of pre-Trammel UO (just saying that makes me feel so old) were some of the original guilds. But it has been nigh 20 years now, and I expect many, if they still play MMOs, are at a different stage in life (families, work, etc.). Plus, for many the fingers just don't dance across the keyboard/mouse like they did when they had kool-aid lips. Who are the "elite" PVP people in 2016? Are they in the MOBA's? In Eve Online? In Wizard 101? (OK that last was for fun).
  12. I suppose they also have their animation for the critical hit dagger attack from behind
  13. It's impossible to have a heavy armor wearing dual sword wielder? Maybe I misunderstand that graphic...
  14. Back when Crowfall was teeing up their Kickstarter, they mentioned they were planning to use any eventual success to lure investors. Not sure if that eventually happened or not. I would guess CoE has similar ideas, although I don't recall if the founder has discussed this.
  15. As of this moment, they seem off to a good start. 250k of their 900k goal and not even out of their first day. I am not an expert on Kickstarters, but this seems promising for them.
  16. That seems key. If Crowfall can pull off mass combat without it becoming a slideshow, it will be a major coup.
  17. In honor of Cinco de Mayo, ACE participants must pledge to take a shot anytime someone says "Shadowbane."
  18. Assuming taming is in as a crafting skill, why not let tamed creatures join the siege fun?
  • Create New...