This game will not kill WoW, nor does it intend to. Its intend is to deliver a massive sandbox mmo with the features that many promised but failed to deliver. The world I've been searching for since I got tired of Ultima Online. A world where you can be and do whatever you desire, a world with consequences.
I truely hope that EoC will be that game for me and every other person looking for the same thing.
What no "finally a ray of sunshine" or "this game will kill wow" threads?
God i hate people who make those threads...dont do it they are marks of death for any game in development.
Seriosuly though...2016 is so far away...people are going to be preoccupied on their hover boards and going to vaction on the moon to be botherd with mmorpgs...
2016 was set because we always aim to under-promise and over-deliver. We would much rather give a date that is well past the time we believe the game will launch and release "early" than the other way around.
That said, think of 2016 as a placeholder - we're hoping to beat that by a long shot.
Additionally, our purpose when we set out to make this game was never to kill wow; instead it was to make a game that so many others have tried and for various reasons not completely delivered what gamers wanted/anticipated. We're breaking free from a lot of molds, we're bending rules, and we're trying new and unique ideas to solve old problems all in an effort to make EoC a great game for people who have been waiting for this type of game.
We don't expect everyone in the world to love EoC, as it's quite literally impossible to please everyone. Instead, we're sticking to our vision and goals that we set because of the gaming communities we've been a part of for so long ourselves.
I found a video of an engine test. LINK (pardon if this is a dupe, I didn't read the whole thread)
The environment and rendering look rather sophisticated. Projected shadows even from detailed objects, precipitation, god rays, medium resolution textures on interiors (maybe parallax or relief mapped, can't tell for sure), and snow accumulation (I wonder if this could be setup for full season changes). Whatever the technology behind it, it's either high end or has been modded with high end features.
I saw one glitch where an optimization killed a shadow projector too early, but overall it's very well done.
edit: Followed the YouTube link to the channel and found a dungeon video. Very sweet work.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
That engine test was created just 6 weeks into work with the engine, and was actually us just seeing how things worked, and if the engine was going to be capable of what we were after. The engines we had considered previously hadn't been able to live up to expectations.
While playing around with the engine, we thought it would be a nice opportunity to show our (then) small following of fans what we were up to, so we made a video of it.
That said, none of it is optimized, a lot of the graphics have been improved or utterly replaced, and things like the shadow glitch will be fixed well before we ever get into a beta stage.
Thank you again for the kind words. You should definitely check out our newly revamped website, features list and lore of the world. Also feel fre to stop by our forums and introduce yourself to the community - they love new people!
I found a video of an engine test. LINK (pardon if this is a dupe, I didn't read the whole thread)
The environment and rendering look rather sophisticated. Projected shadows even from detailed objects, precipitation, god rays, medium resolution textures on interiors (maybe parallax or relief mapped, can't tell for sure), and snow accumulation (I wonder if this could be setup for full season changes). Whatever the technology behind it, it's either high end or has been modded with high end features.
I saw one glitch where an optimization killed a shadow projector too early, but overall it's very well done.
edit: Followed the YouTube link to the channel and found a dungeon video. Very sweet work.
We are using the Havok Vision engine, which is indeed a fantastic high end technology. And yes, teh snow accumulation etc will be set up for full seasons. We have already planned the day/night, and full seasonal cycle. Some continents (like Aaldnarech) will only vary from bloody cold, to even colder. Others, like Valedonia, will have four distinct seasons.
Full loot pvp and FPV only will be the downfall of this title. The majority of players want choices. If a player doesn't have the choice to go in and out of pvp status when they choose and to a lesser degree be able to zoom in or out between FPV and third person, it just will cut the amount of people that will even try the game out. Everything else that i read about the game seems like a dream come true for a sandbox player. I would hate to see another great sandbox game become so niche, when all that is needed is just making sure the players have the choice on those two features.
What no "finally a ray of sunshine" or "this game will kill wow" threads?
God i hate people who make those threads...dont do it they are marks of death for any game in development.
Seriosuly though...2016 is so far away...people are going to be preoccupied on their hover boards and going to vaction on the moon to be botherd with mmorpgs...
Who stomped on your puppy?
I realize 2016 is far away. That is why I plan to play GW2, then ArcheAge, and then EoC.
That does not nullify the fact that I am excited about the possibilities of this game.
I am sorry that you are a pessimist. Bad attitudes lead to shorter life spans. Lighten up.
Full loot pvp and FPV only will be the downfall of this title.
I will quote RSteele:
"It is impossible to be flexible enough to cater to each and every individual in the world, particularly so when speaking of gamers. We are well aware that some people do not care for first person view, just as I am sure that CCP was well aware that some people would prefer to be in the cockpit or bridge of their ship rather than viewing it from afar. The simple fact is it's just not feasible to please everyone at once, there are far too many opinions. (which everyone is entitled to have) Instead of trying, and failing to cater to everyone, we have set our goals according to what we and a large portion of the communities we are familiar with wanted to see, and we are adhering to them as strictly as possible. The simple act of attempting to cater to those who disagree with something, or prefer things a different way will only water down, if not out right destroy, the game for everyone involved.
. . .
Offering any other camera view, especially on the fly, would provide an unfair advantage to those who use a 3rd person view over those in a FPV, likely forcing all but the most die hard FPV fans to switch to 3rd person to be on an even playing field.
As for FFA PvP w/ Full Loot. There is a choice. The whole game is based upon choices that you can make. Everyone has a fair and equal opportunity to become what you wish to be. It is up to you to decide how you do it.
it just will cut the amount of people that will even try the game out.
So be it. This would not be the game for them. Why try and pander to everyone and please no one? The devs know exactly who they are pandering to, and they know that they are making a niche game, and that is what they set out to do int the first place! If it gets bigger, that is bonus, but they are not striving for greatness or to be the next WoW-killer. All they are doing is making a game that they (and other like minded individuals) would like to play.
I happen to agree with the devs on this issue as well. Too many devs and companies are chasing the cash cow around the pasture, instead of building something that they themselves want to play.
We are using the Havok Vision engine, which is indeed a fantastic high end technology.
Cool information. Thanks. I'll look that one up. Not one I recognize.
I'm impressed with test zones only a few weeks in. At that time I was still fighting with engine crashes and trying to get the sound system at least half working. :-) Even at a year in I was still chasing bugs and broken features.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
We are using the Havok Vision engine, which is indeed a fantastic high end technology.
Cool information. Thanks. I'll look that one up. Not one I recognize.
I'm impressed with test zones only a few weeks in. At that time I was still fighting with engine crashes and trying to get the sound system at least half working. :-) Even at a year in I was still chasing bugs and broken features.
If it helps, it was formerly the Trinigy Vision 8 engine, before Trinigy got bought by Havok. Now it gets the additional benefit of full integration into all of the Havok products (physics, AI, animation, cloth, destruction, behaviour etc...).
For titles that you may know which have used the engine:
Stronghold 3
Arcania: Gothic 4
The Settlers 7: Paths to a Kingdom
Orcs must die
And a number of other titles.
It really is a fantastic engine, and Havok are also brilliant to work with. We couldn't hope for a better partnership
It really is a fantastic engine, and Havok are also brilliant to work with. We couldn't hope for a better partnership
Found it: "On August 8, 2011, Havok (a wholly owned subsidiary of Intel) announced that the company acquired Trinigy for an undisclosed amount."
Now it rings a bell. Congratulations on a wise move.
Ken Fisher - Semi retired old fart Network Administrator, now working in Network Security. I don't Forum PVP. If you feel I've attacked you, it was probably by accident. When I don't understand, I ask. Such is not intended as criticism.
This type of games, in my opinion, are fun in the beginning, until major guilds grind and grind and grind their way up, destroying others, then the game world ends with 2 or 3 najor guilds, and the land becomes a total barren with gankers here and there waiting for the first new player(aka n00b) to show online because they are bored to tears. This is not a game for casual players doesn't matter how the designer is sugar-coating it. One thing for sure is that casual players don't like the grind and the last thing that would want is to be ganked over and over when he/she only has 30 minutes to play in a session. But of course, it's just the designer's Vision and there is a need for inve$tor$ at this time. By the time EoC releases, Darkfall and Mortal Online will be dust. Archage probably will have a solid fanbase (nich) and EoC may follow the legacy of failed sandbox MMOs.
This type of games, in my opinion, are fun in the beginning, until major guilds grind and grind and grind their way up, destroying others, then the game world ends with 2 or 3 najor guilds, and the land becomes a total barren with gankers here and there waiting for the first new player(aka n00b) to show online because they are bored to tears. This is not a game for casual players doesn't matter how the designer is sugar-coating it. One thing for sure is that casual players don't like the grind and the last thing that would want is to be ganked over and over when he/she only has 30 minutes to play in a session. But of course, it's just the designer's Vision and there is a need for inve$tor$ at this time. By the time EoC releases, Darkfall and Mortal Online will be dust. Archage probably will have a solid fanbase (nich) and EoC may follow the legacy of failed sandbox MMOs.
That's a pretty harsh view, even for someone who is clearly not a fan of open pvp.
Have you ever played EvE? EvE is open pvp, and has been since its release, and yet it still has plenty of opportunities for players who don't belong to the 2 or 3 biggest corps/alliances.
Unfortunately, a lot of people see/hear open pvp and immediately their mind travels to games that have left a bad taste in their mouth. Where open pvp became more of a FFA, where it was constantly nothing but gankers and griefing. That's terribly sad, and something we aim to change.
While the possibility is there to attack anyone you wish, there are consequences for your actions. We're not just making a wide open world and letting people run amuck. There will be laws, standings, reputations, guards, and even faction soldiers, all of which can be influenced by the players.
If you don't care to look over your shoulder for a player who is a murderous bandit out to steal your loot, then try sticking to the more heavily civilized and guarded areas where that is much less likely.
It really is a shame that so many people feel this way about a game type that is only misunderstood because of bad examples.
Regardless, thank you for sharing your opinion, and I do hope that you will give EoC a chance to show you what fun an open pvp world can truly be!
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
It really is a shame that so many people feel this way about a game type that is only misunderstood because of bad examples.
Well when bad examples are the only examples it's inevitable. What Goonswarm is doing in EVE now exposes it's weaknesses. You'll have to demonstrate otherwise before people will believe open full loot PvP can be managed successfully.
Having played Shadowbane for three years, I completely understand the concerns people have over FFA PVP leading to an Overlord Zerg that crushes the server. This happened to a number of Shadowbane servers. However there are ways out and I hope EoC considers this with world size and travel distances. If they make the world massive enough and make travel meaningful, e.g. not have tons of insta-porting mechanisms, then geography and distance will mitigate the formation of mega-zergs. If you make it so hundreds of players in a zerg can be instantly porting around the game world, then yes you have given the zerg a ticket to wipe out everyone else quickly and easily.
Our world is on course to be one of the biggest MMORPG worlds in existance, with roughly 44,000 sq km in total size, and there are no methods of instant transportation. All storage is localized, meaning that you can't magically (and safely) transport tons of goods instantly across the world.
This all combined with characters needs, such as food, water, and shelter, as well as needs for war such as siege equipment and resources means that it becomes exponentially more difficult to move long distances with the more people you're trying to support.
That doesn't mean it's impossible for some massive coalition to mount up some super offensive and carve a bloody swath across an entire continent.... but who's defending their borders while they're hours away? Who's defending their supply lines?
These kinds of things will help limit the effectiveness of the zerg mentality.
It really is a shame that so many people feel this way about a game type that is only misunderstood because of bad examples.
Well when bad examples are the only examples it's inevitable. What Goonswarm is doing in EVE now exposes it's weaknesses. You'll have to demonstrate otherwise before people will believe open full loot PvP can be managed successfully.
That's a fair statement I suppose. But I like to think that there have been examples of these things working in the past, and currently.
GoonSwarm might hold a significant chunk of the EvE universe (last I checked) but they don't have a choke hold on the entire game world. People can still play the game as they see fit for the most part, create their corporations, alliances, etc and have fun. They don't have to constantly worry that the second they undock they're going to be blown to pieces by some endless zerg, unless of course they happen to be in a particular area which that zerg is currently occupying. But then, that's the point of having a massive world (one of the points at least.) It makes it that much more difficult for a group completely dominate to the point that no one else stands a chance and can't enjoy the game.
Meridian59 is another game that comes to mind. While not a massive game by todays standards, it was one of the very first 3d mmorpgs, with hundreds of players living together in a open pvp full loot environment on each server. I don't remember exactly how many each server had during the games prime, but I know it was a fair number given the age of the game. I remember plenty of guilds trying to take control of certain areas, particularly around their guild halls, but those claims never lasted for long, even when those guilds were the oldest or most powerful. Simply because the rest of the server was able to rise up together and fight them if the need arose. That coupled with limited areas to aquire specific materials and items meant there was always a lot of conflict, and that was just with materials being mostly used for magic spell reagents.
At any rate, I understand the point, and I completely get the concern and doubt. I also understand no amount of me talking about it will prove to people that it can be done - that will just have to wait until we release the game and show you guys.
Have you ever played EvE? EvE is open pvp, and has been since its release, and yet it still has plenty of opportunities for players who don't belong to the 2 or 3 biggest corps/alliances.
The game whose fans are considered a special class of nerds? If you are comparing something to EVE, you definitely lost the casuals. Maybe you don't want any casuals. I'm just disappointed that yet another sandbox and we're doing this again. And again. And again.
While the possibility is there to attack anyone you wish, there are consequences for your actions. We're not just making a wide open world and letting people run amuck. There will be laws, standings, reputations, guards, and even faction soldiers, all of which can be influenced by the players.
That is good, but that's the thing. When one says FFA PvP, we specifically mean uncontrolled, unlawful PvP that drives the game (despite EVE's highsec, PvP drives the game). You do that, the game is for griefers.
I have not seen lawful PvP implemented yet. I do believe it's possible to make a functioning world with FFA PvP where continual ganking won't happen. But that needs to be better advertised.
If you don't care to look over your shoulder for a player who is a murderous bandit out to steal your loot, then try sticking to the more heavily civilized and guarded areas where that is much less likely.
In EVE that means missing out on most of the game. It's not viable. If your content is concentrated in areas surrounded by murderous bandits and there's little way to defend from them without having a very specific ship with very specific mods, well, screw that.
You want to try to change how people look at this, that's commendable. But this is a very serious issue for casual players and you have to understand that. EVE and Pepertuum are NOT our games.
Glad it's realized that this isn't meant to be a game for everyone then. Which has been stated time and time again. That's what waters down and dumbs down games. Trying to make everyone happy, it makes for a -very- bland experience of cheap thrills to keep the player moving from one acheivement to the next.
Glad it's realized that this isn't meant to be a game for everyone then. Which has been stated time and time again. That's what waters down and dumbs down games. Trying to make everyone happy, it makes for a -very- bland experience of cheap thrills to keep the player moving from one acheivement to the next.
Exactly. We all (I think) like the idea of a sandbox game here. However, this particular one will have some certain features which not everyone will like. Maybe most people won't like them. BUT, there are other features which most people do want, that they can't wait for. So they just wish they could change those few features they don't like to make what they believe will be the best game for them.
Comments
This game will not kill WoW, nor does it intend to. Its intend is to deliver a massive sandbox mmo with the features that many promised but failed to deliver. The world I've been searching for since I got tired of Ultima Online. A world where you can be and do whatever you desire, a world with consequences.
I truely hope that EoC will be that game for me and every other person looking for the same thing.
Kind regards,
Nadraxes
Legend Gaming Website | Join Us
Nadraxes
2016 was set because we always aim to under-promise and over-deliver. We would much rather give a date that is well past the time we believe the game will launch and release "early" than the other way around.
That said, think of 2016 as a placeholder - we're hoping to beat that by a long shot.
Additionally, our purpose when we set out to make this game was never to kill wow; instead it was to make a game that so many others have tried and for various reasons not completely delivered what gamers wanted/anticipated. We're breaking free from a lot of molds, we're bending rules, and we're trying new and unique ideas to solve old problems all in an effort to make EoC a great game for people who have been waiting for this type of game.
We don't expect everyone in the world to love EoC, as it's quite literally impossible to please everyone. Instead, we're sticking to our vision and goals that we set because of the gaming communities we've been a part of for so long ourselves.
I found a video of an engine test. LINK (pardon if this is a dupe, I didn't read the whole thread)
The environment and rendering look rather sophisticated. Projected shadows even from detailed objects, precipitation, god rays, medium resolution textures on interiors (maybe parallax or relief mapped, can't tell for sure), and snow accumulation (I wonder if this could be setup for full season changes). Whatever the technology behind it, it's either high end or has been modded with high end features.
I saw one glitch where an optimization killed a shadow projector too early, but overall it's very well done.
edit: Followed the YouTube link to the channel and found a dungeon video. Very sweet work.
Thank you for the compliments.
That engine test was created just 6 weeks into work with the engine, and was actually us just seeing how things worked, and if the engine was going to be capable of what we were after. The engines we had considered previously hadn't been able to live up to expectations.
While playing around with the engine, we thought it would be a nice opportunity to show our (then) small following of fans what we were up to, so we made a video of it.
That said, none of it is optimized, a lot of the graphics have been improved or utterly replaced, and things like the shadow glitch will be fixed well before we ever get into a beta stage.
Thank you again for the kind words. You should definitely check out our newly revamped website, features list and lore of the world. Also feel fre to stop by our forums and introduce yourself to the community - they love new people!
http://www.embersofcaerus.com/content.php
We are using the Havok Vision engine, which is indeed a fantastic high end technology. And yes, teh snow accumulation etc will be set up for full seasons. We have already planned the day/night, and full seasonal cycle. Some continents (like Aaldnarech) will only vary from bloody cold, to even colder. Others, like Valedonia, will have four distinct seasons.
But yes, thank you for the kind words
Full loot pvp and FPV only will be the downfall of this title. The majority of players want choices. If a player doesn't have the choice to go in and out of pvp status when they choose and to a lesser degree be able to zoom in or out between FPV and third person, it just will cut the amount of people that will even try the game out. Everything else that i read about the game seems like a dream come true for a sandbox player. I would hate to see another great sandbox game become so niche, when all that is needed is just making sure the players have the choice on those two features.
Who stomped on your puppy?
I realize 2016 is far away. That is why I plan to play GW2, then ArcheAge, and then EoC.
That does not nullify the fact that I am excited about the possibilities of this game.
I am sorry that you are a pessimist. Bad attitudes lead to shorter life spans. Lighten up.
Cool information. Thanks. I'll look that one up. Not one I recognize.
I'm impressed with test zones only a few weeks in. At that time I was still fighting with engine crashes and trying to get the sound system at least half working. :-) Even at a year in I was still chasing bugs and broken features.
dynamic ecology - that sounds really interesting.
If it helps, it was formerly the Trinigy Vision 8 engine, before Trinigy got bought by Havok. Now it gets the additional benefit of full integration into all of the Havok products (physics, AI, animation, cloth, destruction, behaviour etc...).
For titles that you may know which have used the engine:
Found it: "On August 8, 2011, Havok (a wholly owned subsidiary of Intel) announced that the company acquired Trinigy for an undisclosed amount."
Now it rings a bell. Congratulations on a wise move.
http://www.embersofcaerus.com/attachment.php?attachmentid=200&d=1337430865
This game will without a doubt become one (if not the only) of the best sandbox titles out there!
for sure!
According to the Creative Director, "You will not be playing a game that is built around combat, where the entire point and purpose of playing is to either battle or support battles, and endless or pointless wars." Yet, the game is designed with full loot PvP, and we know what happens when you allow gankers to ruin the gameplay for others.
This type of games, in my opinion, are fun in the beginning, until major guilds grind and grind and grind their way up, destroying others, then the game world ends with 2 or 3 najor guilds, and the land becomes a total barren with gankers here and there waiting for the first new player(aka n00b) to show online because they are bored to tears. This is not a game for casual players doesn't matter how the designer is sugar-coating it. One thing for sure is that casual players don't like the grind and the last thing that would want is to be ganked over and over when he/she only has 30 minutes to play in a session. But of course, it's just the designer's Vision and there is a need for inve$tor$ at this time. By the time EoC releases, Darkfall and Mortal Online will be dust. Archage probably will have a solid fanbase (nich) and EoC may follow the legacy of failed sandbox MMOs.
That's a pretty harsh view, even for someone who is clearly not a fan of open pvp.
Have you ever played EvE? EvE is open pvp, and has been since its release, and yet it still has plenty of opportunities for players who don't belong to the 2 or 3 biggest corps/alliances.
Unfortunately, a lot of people see/hear open pvp and immediately their mind travels to games that have left a bad taste in their mouth. Where open pvp became more of a FFA, where it was constantly nothing but gankers and griefing. That's terribly sad, and something we aim to change.
While the possibility is there to attack anyone you wish, there are consequences for your actions. We're not just making a wide open world and letting people run amuck. There will be laws, standings, reputations, guards, and even faction soldiers, all of which can be influenced by the players.
If you don't care to look over your shoulder for a player who is a murderous bandit out to steal your loot, then try sticking to the more heavily civilized and guarded areas where that is much less likely.
It really is a shame that so many people feel this way about a game type that is only misunderstood because of bad examples.
Regardless, thank you for sharing your opinion, and I do hope that you will give EoC a chance to show you what fun an open pvp world can truly be!
Sounds like strike one to me.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Am I the only one who thinks their concept art was drawn by a 16 year old?
Having played Shadowbane for three years, I completely understand the concerns people have over FFA PVP leading to an Overlord Zerg that crushes the server. This happened to a number of Shadowbane servers. However there are ways out and I hope EoC considers this with world size and travel distances. If they make the world massive enough and make travel meaningful, e.g. not have tons of insta-porting mechanisms, then geography and distance will mitigate the formation of mega-zergs. If you make it so hundreds of players in a zerg can be instantly porting around the game world, then yes you have given the zerg a ticket to wipe out everyone else quickly and easily.
Our world is on course to be one of the biggest MMORPG worlds in existance, with roughly 44,000 sq km in total size, and there are no methods of instant transportation. All storage is localized, meaning that you can't magically (and safely) transport tons of goods instantly across the world.
This all combined with characters needs, such as food, water, and shelter, as well as needs for war such as siege equipment and resources means that it becomes exponentially more difficult to move long distances with the more people you're trying to support.
That doesn't mean it's impossible for some massive coalition to mount up some super offensive and carve a bloody swath across an entire continent.... but who's defending their borders while they're hours away? Who's defending their supply lines?
These kinds of things will help limit the effectiveness of the zerg mentality.
That's a fair statement I suppose. But I like to think that there have been examples of these things working in the past, and currently.
GoonSwarm might hold a significant chunk of the EvE universe (last I checked) but they don't have a choke hold on the entire game world. People can still play the game as they see fit for the most part, create their corporations, alliances, etc and have fun. They don't have to constantly worry that the second they undock they're going to be blown to pieces by some endless zerg, unless of course they happen to be in a particular area which that zerg is currently occupying. But then, that's the point of having a massive world (one of the points at least.) It makes it that much more difficult for a group completely dominate to the point that no one else stands a chance and can't enjoy the game.
Meridian59 is another game that comes to mind. While not a massive game by todays standards, it was one of the very first 3d mmorpgs, with hundreds of players living together in a open pvp full loot environment on each server. I don't remember exactly how many each server had during the games prime, but I know it was a fair number given the age of the game. I remember plenty of guilds trying to take control of certain areas, particularly around their guild halls, but those claims never lasted for long, even when those guilds were the oldest or most powerful. Simply because the rest of the server was able to rise up together and fight them if the need arose. That coupled with limited areas to aquire specific materials and items meant there was always a lot of conflict, and that was just with materials being mostly used for magic spell reagents.
At any rate, I understand the point, and I completely get the concern and doubt. I also understand no amount of me talking about it will prove to people that it can be done - that will just have to wait until we release the game and show you guys.
FFA PvP with fulldrop, is it?
I'm outta here.
You want to try to change how people look at this, that's commendable. But this is a very serious issue for casual players and you have to understand that. EVE and Pepertuum are NOT our games.
Glad it's realized that this isn't meant to be a game for everyone then. Which has been stated time and time again. That's what waters down and dumbs down games. Trying to make everyone happy, it makes for a -very- bland experience of cheap thrills to keep the player moving from one acheivement to the next.
Exactly. We all (I think) like the idea of a sandbox game here. However, this particular one will have some certain features which not everyone will like. Maybe most people won't like them. BUT, there are other features which most people do want, that they can't wait for. So they just wish they could change those few features they don't like to make what they believe will be the best game for them.