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#2
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![]() Anyone know if the $250 stand-alone's previous tiers includes the non-stand-alone $250 tier?
I just want to be sure before I dump $250...because I would take the $1 a year sub over super early access. Brad did let me down for Vanguard, but I have some damn hope that's he's straightened himself out and can deliver a game that is a close, spiritual successor to EQ. PS Someone in China please remake EQ in a modern graphics engine, k thanks. | ||
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#3
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![]() At this time the pre alpha tier doesn't include the lifetime sub. They are suppose to clarify a lot of tier stuff this week so i don't know if it will continue to be that way.
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#4
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![]() new guild tier with pre-alpha for everyone. where are all these super p99 guilds?
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#5
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![]() Out poop socking?
I backed $250 because: nostalgia. Brad still claims he was the fall guy for Vanguard because his name was tied to it. Professes his innocence and being forcibly required to release six months too early.
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#6
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Was pretty interesting. MS screwed him on funding. SoE bailed him out but pushed for early release. Brad made mistakes in the dev and admitted as such but releasing early wasnt one of his. | |||
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#7
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![]() meh, he has since pulled them down... can not find them. Were 4 parts
http://www.bradmcquaid.com/Brad_McQu...em_Part_1.html | ||
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#8
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I think these're the most important things to make an mmorpg popular: 1) Solo-play to max level for all classes with no penalty to experience versus group-play 2) Balance quest and combat experience to favor quests 3) Hand holding everywhere - in-game map/radar, glowing paths, hovering icons, quest markers, etc 4) No downtime or punishment for failure (failure, as in dying) 5) No exclusive content or locked content - all content can be completed on easy/hard 6) Fast travel and fast pickup groups for grouping games 7) Instanced content to reduce or eliminate competition for spawns and to tailor it to the player 8) Less crowd control and more action - crowd control is associated with downtime 9) Semi-dynamic content and sandbox features - becoming more popular 10) Battlegrounds-style PvP - NO open world PvP 11) Eliminate technical bloat - like excessive inventory management Those're some things off top of my head that're more important than what you brought up. It does look to me like Brad is probably going to fudge many of those trying to make a more niche sort of game. Besides, most games with static classes have deep classes, so players are occupied with learning them. I think the inclination with dynamic classes games is the classes will lose their depth and thus their distinctiveness. In the end, the developers will spend just as much developing it. It's just a different set of clothes. Ideally developers would spend MORE time allowing for static classes to be dynamic, but that's not how it will be. They'll actually cut back on the class depth to make room for making them dynamic. The question is not whether this game can get people playing, but whether it can get enough playing to pay for its planned budget. That to me is the most important part of all this. If Brad sets his expectations too high and the playerbase doesn't meet those expectations then he'll hit bottom and sell out. My opinion is the kickstarter will fail. Brad will have to find another way or give up trying to revitalize EQ in the modern market. Maybe he should give up developing mmorpgs altogether, if he can't change. EDIT: Tell ya what, I'll agree dynamic classes are better IF they spent extra time making the individual classes dynamic or combinable rather than cutting back on the classes to make time for it.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 01-20-2014 at 12:58 PM..
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#9
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#10
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