My suggestion as far as translating that into a fun and engaging experience for us was to split the campaign into two phases: Skirmishes and battles. During skirmishes, the whole map is open for resource gathering, encouraging smaller groups of players to spread out and establish map control in whatever way they feel like. Then when one side gathered enough resources, they could launch an assault on a major strategic point (keeps for warhammer online, could be a production facility or whatever other strategic location you feel like) which forced a larger scale battle with clear victory conditions for both sides. That way, no one group feels shut out of the game, and we're not stuck doing the same thing in every campaign.
Again, apologies for my idea plugging.
i dont really get it :O
what would stop the players to gether to a large group and attack the enemy direktly at the start of a new planet?
and how do the leaders launch the assault?
and in the interview miguel said that there will be place for all types of player:
small groups who can try to break enemy supply lines
single players who can do PvE or other jobs where you dont need a group
big groups who can take over enemy bases or something like that
i dont think that a big mob of players would be that effectiv couse in a shooter there are ways to stop large groups or to just kill em with massiv explosions
the problem might be that your target dont die directly and has a chance to get "revived", hopefully they implement an overkill, that the target dies instant if you do much more dmg then he has HP (or moral ) left
I answear that: why not happen the first rush? lack of reasource, and hopefully there are npc guards who defend the starting area(not unbeatable but gives a very hard time defeat them or something), anyway it would be fun when we have to hotdrop from orbit recapture our main base.
But i am more qurious about death, how it will be in game? i mean, ok can be recover in battlefield, but what happend when someone die?(have to made new character or possibly got in dreadnought/wraithguard?or back to the main base recover xx time?)
As for suggestion: make sure after the first campain ended and have the winner, capture/seduce/captivate a good writer, i want to read the story in books, and i am sure most of us who play the game enjoy redading when once part of it like "yeah, i am there" or "yes, i always wanted to know how we lose that battle"...etc. on the other hand always good to read w40k story
My suggestion as far as translating that into a fun and engaging experience for us was to split the campaign into two phases: Skirmishes and battles. During skirmishes, the whole map is open for resource gathering, encouraging smaller groups of players to spread out and establish map control in whatever way they feel like. Then when one side gathered enough resources, they could launch an assault on a major strategic point (keeps for warhammer online, could be a production facility or whatever other strategic location you feel like) which forced a larger scale battle with clear victory conditions for both sides. That way, no one group feels shut out of the game, and we're not stuck doing the same thing in every campaign.
Again, apologies for my idea plugging.
i dont really get it :O
what would stop the players to gether to a large group and attack the enemy direktly at the start of a new planet?
and how do the leaders launch the assault?
and in the interview miguel said that there will be place for all types of player:
small groups who can try to break enemy supply lines
single players who can do PvE or other jobs where you dont need a group
big groups who can take over enemy bases or something like that
i dont think that a big mob of players would be that effectiv couse in a shooter there are ways to stop large groups or to just kill em with massiv explosions
the problem might be that your target dont die directly and has a chance to get "revived", hopefully they implement an overkill, that the target dies instant if you do much more dmg then he has HP (or moral ) left
Hi Savij & StMichael, Miguel asked me to jump in and answer some questions!
To address your topic, when it comes to the structure of campaigns and things like territory control, we're trying to create the feeling of a planetary sandbox of war. So rather than really try to limit & control the size or course of conflicts with very strict game mechanics, we're aiming to create logical takeover & disruption sequences as well as motivations for different sizes (or specialties) of groups to tackle different things. Thus while you technically could attack, say, a small resource-producing outpost with a massive army, most of the time that size of a force would be better directed elsewhere. This sort of thing is still under development of course.
Even in situations where a giant force is warranted, however, we're looking at ways to break up the blob. Making big gains will require a faction to make concerted efforts on multiple fronts and in addition we have a strong focus on the "squad"-sized unit so your elite group of specialists still have meaning within the larger army. As a possible example, if a large force convenes on a fortress they're going to want to open up the gates and that might mean you and your friends who've all spec'd out as jump infantry have a specific role to play in getting behind the wall and cracking things from within.
I was stoked about a real Warhammer MMO coming out but...man I am really torn about Caron and the other former Funcom people being in charge of it.
Will take a long look at it after its released due to that, just plain have no faith in them and the have to prove they can actually make a decent MMO first.
I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson
Thanks for the reply Brent. I can appreciate the desire for a more open ended sandbox-y campaign structure, and I look forward to seeing how you guys execute it. Considering there will be multiple sides to the campaign along with the AI controlled tyranids, it remains to be seen how an underdog faction will be able to fight back. Speaking from my experience in Warhammer Online, battles over keeps nearly always fit into two categories, one sided slaughter or prolonged (and boring) stalemate.
Of course, translating that into useful feedback not knowing anything about the execution of the game's campaign is pretty tough to say the least. Closed beta testing any time soon?
My question is why the Dark Angels? They were kind of a niche army. I would have expected a codex chapter, or picking the chapter you want. Orks ain't no thang, they can be customized and kitted out every which way. Finding out what clan/tribe they come from is low priority. Just saying, some Space Marine and Eldar players are fiercly loyal to their chapters (Space Wolves and Black Templars for life, son.)
Just... gah! So many questions to ask! So many things to know!
Art style? More towards Space Marine or Dark Millenium? Somwhere between? Do you guys have any art assets to share? Has any coding/programming started?
What classes? How many vehicles? Airships ala Thunderhawks/Valkyries? Bikes? Are specialized classes, IE Warp Spiders, Chaplains, Destroyers, etc. going to be available?
How is the server setups going to work? Hundreds of servers or just a few? Is *all* PVE against nids? Are Space Hulks confirmed? Will Tau/Necrons/Imperium forces be represented as NPC's or can we expect that later?
Your website, can we expect that to be updated and have its own forum/info drop?
Also, one last thing - 18 month open beta, 2 year turnaround. That seems, for a project of this scale, such an insanely quick development time, how are you fitting it all in there?
Also, where is your studio located? I am working on my degree in 3d modeling/animation, and would like to kick a resume towards you guys when I graduate
Needing is Wanting... Wanting is Coveting... Coveting is Sinning... I am SO going to Hell.
I was stoked about a real Warhammer MMO coming out but...man I am really torn about Caron and the other former Funcom people being in charge of it.
Will take a long look at it after its released due to that, just plain have no faith in them and the have to prove they can actually make a decent MMO first.
I totally understand your skepticism - we're proud of what our teams accomplished at Funcom, but we're doing things VERY differently on this project! We hope to be able to prove ourselves to the community over time.
My question is why the Dark Angels? They were kind of a niche army. I would have expected a codex chapter, or picking the chapter you want. Orks ain't no thang, they can be customized and kitted out every which way. Finding out what clan/tribe they come from is low priority. Just saying, some Space Marine and Eldar players are fiercly loyal to their chapters (Space Wolves and Black Templars for life, son.)
Just... gah! So many questions to ask! So many things to know!
Art style? More towards Space Marine or Dark Millenium? Somwhere between? Do you guys have any art assets to share? Has any coding/programming started?
What classes? How many vehicles? Airships ala Thunderhawks/Valkyries? Bikes? Are specialized classes, IE Warp Spiders, Chaplains, Destroyers, etc. going to be available?
How is the server setups going to work? Hundreds of servers or just a few? Is *all* PVE against nids? Are Space Hulks confirmed? Will Tau/Necrons/Imperium forces be represented as NPC's or can we expect that later?
Your website, can we expect that to be updated and have its own forum/info drop?
Also, one last thing - 18 month open beta, 2 year turnaround. That seems, for a project of this scale, such an insanely quick development time, how are you fitting it all in there?
Also, where is your studio located? I am working on my degree in 3d modeling/animation, and would like to kick a resume towards you guys when I graduate
We think the Dark Angels are pretty awesome, but they're not the only Space Marine chapter in the game. Expect more details on that part (as well as "classes") very soon. Also, although we think the Dark Millennium art was pretty great, we're establishing our own direction in that regard.
I can't say too much else on the rest of your questions at this time, but the website is getting some updates shortly and we'll be sending out a newsletter even before that.
So glad to see both the dev team, specifically Miguel and Brent, taking a personal approach to this its a mark of true IP ownership and pride. IMO I think that your willing to put your names on the line with the very harsh MMO community, speaks volumes
As an 40k fan, and MMO enthusiast so you will have my definitely support and the 40k gaming clan I am in, Vigilia Mortis, which is rallying around Eternal Crusade.
Even though they are a Space Marine (DeathWatch) themed clan you dont have to support the Imperium of Man, you can be a heretic of xeno too! For those Eternal Crusade and 40k fans interested in joining Vigilia Mortis check out http://www.battle-brothers.net
Originally posted by MindTrigger Not sure I liked his answer about it being massive PvP where no one matters. I got that feeling in PS2 on a much smaller scale, and it was boring as hell. I guess we will have to wait and see what it looks like, but if it's just "thousand of players" spamming weapons and killing people in broad swaths, I'll be bored with the game inside of a week.
It also said that smarter players could try and bypass the main zones of conflict to wreak havoc on supply lines, outposts, etc.
"Mass World" zerg-bash-rawr PVP needs to be included, as some people seem to really enjoy it (but as MT points out, it's often not much of a "thinking man's" game).
Without reaching for Instances. Hmmm. That actually is some serious food for thought--how to encourage small groups in Open combat. Non-trivial problem.
well the quick and dirty solution is timing. Sure one group can kick butt but if there are many objectives that need to be taken quickly you will have to split up.
Make killing a means to an end. Make other things the purpose of the battle such as destroying bridges, taking objectives, etc. Don't make simple point systems where simple trading back and forth of keeps earns both side points. Have a battle field with 100 objectives worth 100 points each. We take one objective and gain 100 points while the other team loses that 100 points.
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?"
hello again...i just got a wierd question, but maybe too early for answear that, here it is:
What about enviroment change? i mean, there is a forest, "we dont need it, let the artillery do the clean or send some hellhounds"...or "we need covers on that damn plain, do some barage there, and tell them use the crates"...etc.
I also wanted to know what your ideas on urban areas would be. Will fighting take place in Imperium/Tau Cities, with civilian populations? For some morbid reason, playing as a Chaos Marine and just doing wholesale slaughter of Imperial civilians just sounds so... enticing!
Needing is Wanting... Wanting is Coveting... Coveting is Sinning... I am SO going to Hell.
Great to see the dev team talking to the community this early- really nice touch guy
As I have played AoC and WAR from the start and continue to do so, I feel this game could be something really special in terms of pvp - really looking forward to hear about how MDPS will play out in more detail. Time to theory craft!
To think I was not going to read this thread! Amazing to see the Brent and Miguel on here already!
Not implying anything about the game, but this takes me back to my days of forum posting on AoC official forums. The devs were very receptive about community ideas in the early days and hope Brent, Miguel and the rest of the WH40k EC team can foster the great discussions I once participated in!
Currently waiting for the MMO industry to put out something good.
I keep tossing out more questions then I have any right to. But hey, they're here so I 'm gonna do it.
How is character item/weapon enhancement handeled? Will ammunition factor in? How do we upgrade armaments? Go guilds have to purchase then assign weapons/equipment such as tanks and speeders?
Needing is Wanting... Wanting is Coveting... Coveting is Sinning... I am SO going to Hell.
My question is why the Dark Angels? They were kind of a niche army. I would have expected a codex chapter, or picking the chapter you want. Orks ain't no thang, they can be customized and kitted out every which way. Finding out what clan/tribe they come from is low priority. Just saying, some Space Marine and Eldar players are fiercly loyal to their chapters (Space Wolves and Black Templars for life, son.)
Just... gah! So many questions to ask! So many things to know!
Art style? More towards Space Marine or Dark Millenium? Somwhere between? Do you guys have any art assets to share? Has any coding/programming started?
What classes? How many vehicles? Airships ala Thunderhawks/Valkyries? Bikes? Are specialized classes, IE Warp Spiders, Chaplains, Destroyers, etc. going to be available?
How is the server setups going to work? Hundreds of servers or just a few? Is *all* PVE against nids? Are Space Hulks confirmed? Will Tau/Necrons/Imperium forces be represented as NPC's or can we expect that later?
Your website, can we expect that to be updated and have its own forum/info drop?
Also, one last thing - 18 month open beta, 2 year turnaround. That seems, for a project of this scale, such an insanely quick development time, how are you fitting it all in there?
Also, where is your studio located? I am working on my degree in 3d modeling/animation, and would like to kick a resume towards you guys when I graduate
We think the Dark Angels are pretty awesome, but they're not the only Space Marine chapter in the game. Expect more details on that part (as well as "classes") very soon. Also, although we think the Dark Millennium art was pretty great, we're establishing our own direction in that regard.
I can't say too much else on the rest of your questions at this time, but the website is getting some updates shortly and we'll be sending out a newsletter even before that.
BTW, Behaviour is in sunny Montreal, Canada!
-Brent, Lead Designer
For someone who wants to play sneakily and go behind enemy lines like you said in the article...
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE FOR THE LOVE OF GOD LET ME BE RAVEN GUARD IF IM GOING BEHIND ENEMY LINES
Originally posted by MindTrigger Not sure I liked his answer about it being massive PvP where no one matters. I got that feeling in PS2 on a much smaller scale, and it was boring as hell. I guess we will have to wait and see what it looks like, but if it's just "thousand of players" spamming weapons and killing people in broad swaths, I'll be bored with the game inside of a week.
PS2 can be extremely epic with its large scale. I think if you log on and follow a noob blob into zerging an empty tech lab, your gonna have a boring time. But when your outnumbered and your outfit is doing everything to defend the point and people are yelling orders out, it can get to be a really great experience. They also referenced DAOC which was a whole other beast of its time.
Anyway, I'm highly looking forward to this game. I'm all for PvP, and 40k lore, so bring it on.
Edit: Really like seeing the devs communicate to us also, being left in the dark is never good.
I was stoked about a real Warhammer MMO coming out but...man I am really torn about Caron and the other former Funcom people being in charge of it.
Will take a long look at it after its released due to that, just plain have no faith in them and the have to prove they can actually make a decent MMO first.
I totally understand your skepticism - we're proud of what our teams accomplished at Funcom, but we're doing things VERY differently on this project! We hope to be able to prove ourselves to the community over time.
-Brent, Lead Designer
If they had any involvement with The Secret World, they should be very proud.
As much as I appreciate all the info that the team is giving us I'm kinda scared that they're going to promise everything, releasing very little. How many exactly are working on the game right now?
Plus I'm also kinda curious if the team have the finances to go through with this. An MMO on this scale sounds like it will cost a fortune, to say the least. I guess using a third-party engine cuts both development in terms of costs (need less programmers to crack the engine codes and so on) and time, but still. Any plans on a Kickstarter?
Any plans on an official forum?
Any ideas (maybe I've missed this part in any of the interviews) on how much blood and such there will be in it, considering the rating systems (ESRB/PEGI and so on) out there.
Anyway! I really hope this game follows through. Nothing would make me happier than bash in the skulls of humies and eldars as a big Ork Warboss.
As much as I appreciate all the info that the team is giving us I'm kinda scared that they're going to promise everything, releasing very little. How many exactly are working on the game right now?
Plus I'm also kinda curious if the team have the finances to go through with this. An MMO on this scale sounds like it will cost a fortune, to say the least. I guess using a third-party engine cuts both development in terms of costs (need less programmers to crack the engine codes and so on) and time, but still. Any plans on a Kickstarter?
Any plans on an official forum?
Any ideas (maybe I've missed this part in any of the interviews) on how much blood and such there will be in it, considering the rating systems (ESRB/PEGI and so on) out there.
Anyway! I really hope this game follows through. Nothing would make me happier than bash in the skulls of humies and eldars as a big Ork Warboss.
As much as I appreciate all the info that the team is giving us I'm kinda scared that they're going to promise everything, releasing very little. How many exactly are working on the game right now?
Plus I'm also kinda curious if the team have the finances to go through with this. An MMO on this scale sounds like it will cost a fortune, to say the least. I guess using a third-party engine cuts both development in terms of costs (need less programmers to crack the engine codes and so on) and time, but still. Any plans on a Kickstarter?
Any plans on an official forum?
Any ideas (maybe I've missed this part in any of the interviews) on how much blood and such there will be in it, considering the rating systems (ESRB/PEGI and so on) out there.
Anyway! I really hope this game follows through. Nothing would make me happier than bash in the skulls of humies and eldars as a big Ork Warboss.
Comments
i dont really get it :O
what would stop the players to gether to a large group and attack the enemy direktly at the start of a new planet?
and how do the leaders launch the assault?
and in the interview miguel said that there will be place for all types of player:
small groups who can try to break enemy supply lines
single players who can do PvE or other jobs where you dont need a group
big groups who can take over enemy bases or something like that
i dont think that a big mob of players would be that effectiv couse in a shooter there are ways to stop large groups or to just kill em with massiv explosions
the problem might be that your target dont die directly and has a chance to get "revived", hopefully they implement an overkill, that the target dies instant if you do much more dmg then he has HP (or moral ) left
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
I answear that: why not happen the first rush? lack of reasource, and hopefully there are npc guards who defend the starting area(not unbeatable but gives a very hard time defeat them or something), anyway it would be fun when we have to hotdrop from orbit recapture our main base.
But i am more qurious about death, how it will be in game? i mean, ok can be recover in battlefield, but what happend when someone die?(have to made new character or possibly got in dreadnought/wraithguard?or back to the main base recover xx time?)
As for suggestion: make sure after the first campain ended and have the winner, capture/seduce/captivate a good writer, i want to read the story in books, and i am sure most of us who play the game enjoy redading when once part of it like "yeah, i am there" or "yes, i always wanted to know how we lose that battle"...etc. on the other hand always good to read w40k story
Hope Games Workshop partner on this.
What eldar i want, my avatar say everything
This is actually getting me excited, sort of, it sounds pretty good atleast, and I really like the idea with free players playing Ork.
Will certainly be looking forward to see some gameplay atleast
Hi Savij & StMichael, Miguel asked me to jump in and answer some questions!
To address your topic, when it comes to the structure of campaigns and things like territory control, we're trying to create the feeling of a planetary sandbox of war. So rather than really try to limit & control the size or course of conflicts with very strict game mechanics, we're aiming to create logical takeover & disruption sequences as well as motivations for different sizes (or specialties) of groups to tackle different things. Thus while you technically could attack, say, a small resource-producing outpost with a massive army, most of the time that size of a force would be better directed elsewhere. This sort of thing is still under development of course.
Even in situations where a giant force is warranted, however, we're looking at ways to break up the blob. Making big gains will require a faction to make concerted efforts on multiple fronts and in addition we have a strong focus on the "squad"-sized unit so your elite group of specialists still have meaning within the larger army. As a possible example, if a large force convenes on a fortress they're going to want to open up the gates and that might mean you and your friends who've all spec'd out as jump infantry have a specific role to play in getting behind the wall and cracking things from within.
More on this to come!
-Brent, Lead Designer
I was stoked about a real Warhammer MMO coming out but...man I am really torn about Caron and the other former Funcom people being in charge of it.
Will take a long look at it after its released due to that, just plain have no faith in them and the have to prove they can actually make a decent MMO first.
I hope we shall crush...in its birth the aristocracy of our moneyed corporations, which dare already to challenge our government to a trial of strength and bid defiance to the laws of our country." ~Thomes Jefferson
Thanks for the reply Brent. I can appreciate the desire for a more open ended sandbox-y campaign structure, and I look forward to seeing how you guys execute it. Considering there will be multiple sides to the campaign along with the AI controlled tyranids, it remains to be seen how an underdog faction will be able to fight back. Speaking from my experience in Warhammer Online, battles over keeps nearly always fit into two categories, one sided slaughter or prolonged (and boring) stalemate.
Of course, translating that into useful feedback not knowing anything about the execution of the game's campaign is pretty tough to say the least. Closed beta testing any time soon?
My question is why the Dark Angels? They were kind of a niche army. I would have expected a codex chapter, or picking the chapter you want. Orks ain't no thang, they can be customized and kitted out every which way. Finding out what clan/tribe they come from is low priority. Just saying, some Space Marine and Eldar players are fiercly loyal to their chapters (Space Wolves and Black Templars for life, son.)
Just... gah! So many questions to ask! So many things to know!
Art style? More towards Space Marine or Dark Millenium? Somwhere between? Do you guys have any art assets to share? Has any coding/programming started?
What classes? How many vehicles? Airships ala Thunderhawks/Valkyries? Bikes? Are specialized classes, IE Warp Spiders, Chaplains, Destroyers, etc. going to be available?
How is the server setups going to work? Hundreds of servers or just a few? Is *all* PVE against nids? Are Space Hulks confirmed? Will Tau/Necrons/Imperium forces be represented as NPC's or can we expect that later?
Your website, can we expect that to be updated and have its own forum/info drop?
Also, one last thing - 18 month open beta, 2 year turnaround. That seems, for a project of this scale, such an insanely quick development time, how are you fitting it all in there?
Also, where is your studio located? I am working on my degree in 3d modeling/animation, and would like to kick a resume towards you guys when I graduate
Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.
I totally understand your skepticism - we're proud of what our teams accomplished at Funcom, but we're doing things VERY differently on this project! We hope to be able to prove ourselves to the community over time.
-Brent, Lead Designer
We think the Dark Angels are pretty awesome, but they're not the only Space Marine chapter in the game. Expect more details on that part (as well as "classes") very soon. Also, although we think the Dark Millennium art was pretty great, we're establishing our own direction in that regard.
I can't say too much else on the rest of your questions at this time, but the website is getting some updates shortly and we'll be sending out a newsletter even before that.
BTW, Behaviour is in sunny Montreal, Canada!
-Brent, Lead Designer
So glad to see both the dev team, specifically Miguel and Brent, taking a personal approach to this its a mark of true IP ownership and pride. IMO I think that your willing to put your names on the line with the very harsh MMO community, speaks volumes
As an 40k fan, and MMO enthusiast so you will have my definitely support and the 40k gaming clan I am in, Vigilia Mortis, which is rallying around Eternal Crusade.
Even though they are a Space Marine (DeathWatch) themed clan you dont have to support the Imperium of Man, you can be a heretic of xeno too! For those Eternal Crusade and 40k fans interested in joining Vigilia Mortis check out http://www.battle-brothers.net
well the quick and dirty solution is timing. Sure one group can kick butt but if there are many objectives that need to be taken quickly you will have to split up.
Make killing a means to an end. Make other things the purpose of the battle such as destroying bridges, taking objectives, etc. Don't make simple point systems where simple trading back and forth of keeps earns both side points. Have a battle field with 100 objectives worth 100 points each. We take one objective and gain 100 points while the other team loses that 100 points.
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?"
hello again...i just got a wierd question, but maybe too early for answear that, here it is:
What about enviroment change? i mean, there is a forest, "we dont need it, let the artillery do the clean or send some hellhounds"...or "we need covers on that damn plain, do some barage there, and tell them use the crates"...etc.
Thanks for the response Brent
I also wanted to know what your ideas on urban areas would be. Will fighting take place in Imperium/Tau Cities, with civilian populations? For some morbid reason, playing as a Chaos Marine and just doing wholesale slaughter of Imperial civilians just sounds so... enticing!
Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.
Great to see the dev team talking to the community this early- really nice touch guy
As I have played AoC and WAR from the start and continue to do so, I feel this game could be something really special in terms of pvp - really looking forward to hear about how MDPS will play out in more detail. Time to theory craft!
i noticed that in other forums all flame about free 2 play orcs that this wouldnt be balanced and blabla
maybe the producers shall call it trial version from now on to give them no food to flame about
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
I was nodding along and smiling as I read that interview. Then I got to the part that mentioned a $1 teabagging option.
Even though I realize that was just an example, it turned my smile into... well...
"You'll never win an argument with an idiot because he is too stupid to recognize his own defeat." ~Anonymous
Honestly that part sounded really genius to me.
Attract those kind of players and then give them what they want... while doing it perfectly In Lore so basically changing the trolls into ROLEPLAYERS?
Frakking Brilliant!
"If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"
To think I was not going to read this thread! Amazing to see the Brent and Miguel on here already!
Not implying anything about the game, but this takes me back to my days of forum posting on AoC official forums. The devs were very receptive about community ideas in the early days and hope Brent, Miguel and the rest of the WH40k EC team can foster the great discussions I once participated in!
I keep tossing out more questions then I have any right to. But hey, they're here so I 'm gonna do it.
How is character item/weapon enhancement handeled? Will ammunition factor in? How do we upgrade armaments? Go guilds have to purchase then assign weapons/equipment such as tanks and speeders?
Needing is Wanting...
Wanting is Coveting...
Coveting is Sinning...
I am SO going to Hell.
For someone who wants to play sneakily and go behind enemy lines like you said in the article...
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE USE RAVEN GUARD
PLEASE FOR THE LOVE OF GOD LET ME BE RAVEN GUARD IF IM GOING BEHIND ENEMY LINES
TGAEDGAGTDEG5353TGASGFA
I WILL BE YOUR ETERNAL SLAVE
PS2 can be extremely epic with its large scale. I think if you log on and follow a noob blob into zerging an empty tech lab, your gonna have a boring time. But when your outnumbered and your outfit is doing everything to defend the point and people are yelling orders out, it can get to be a really great experience. They also referenced DAOC which was a whole other beast of its time.
Anyway, I'm highly looking forward to this game. I'm all for PvP, and 40k lore, so bring it on.
Edit: Really like seeing the devs communicate to us also, being left in the dark is never good.
Played-Everything
Playing-LoL
If they had any involvement with The Secret World, they should be very proud.
As much as I appreciate all the info that the team is giving us I'm kinda scared that they're going to promise everything, releasing very little. How many exactly are working on the game right now?
Plus I'm also kinda curious if the team have the finances to go through with this. An MMO on this scale sounds like it will cost a fortune, to say the least. I guess using a third-party engine cuts both development in terms of costs (need less programmers to crack the engine codes and so on) and time, but still. Any plans on a Kickstarter?
Any plans on an official forum?
Any ideas (maybe I've missed this part in any of the interviews) on how much blood and such there will be in it, considering the rating systems (ESRB/PEGI and so on) out there.
Anyway! I really hope this game follows through. Nothing would make me happier than bash in the skulls of humies and eldars as a big Ork Warboss.
many questions you have are answerd here
http://www.mmorpg.com/gamelist.cfm/game/954/view/forums/thread/388217/New-interview-with-Miguel-Caron.html
its kinda funny to watch miguel in this interview
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
Crap cannot watch Youtube from work. Will watch it once I get home in a few hours. Thanks!