CoE reads like me dream list of features in a fantasy MMORPG, but because of this I think it's important to look at the probability that the game will launch with/include later the features they are touting now. Something always comes up with the engine or with unexpected consequences and features get cut. Also there is the terrible track record of Kickstarter/Crowdfunding.
I backed the game with an amount of money I don't mind flying into the pisser, but what I am more concerned about is the investment of enthusiasm. We get good ideas when we have games that are funded by players, but the end result seems to be devs who are in a prison of time, limited funding, dwindling personal commitment, and endless problems of trying to shoehorn in great features.
What features of the ones promised do you think are likely to not make it to the game should it release?
Because I love it so much, I am thinking that Player Made Dungeons are probably going to get the "couldn't make it work," result. I see the map portion as being problematic as well as getting bodyguards/creatures to work.
Some other features/potential problems:
-Identity Based Contract Enforcement
-Meta Guild Monopoly
-Rare Magic (Talent) instead of making it a skill so anyone who wants it has it
It will be an amazing game if it launches with intended features functioning well, but I worry that it's just too good to be true. What is your personal take on how you will monitor the game, and what do you predict will happen? Mainly looking for opinion of those who are pro-game and ok with crowdfunding/kickstarter. I realize that many people won't go near a game funded by the public, so I acknowledge you, but your protests are well noted elsewhere.
MMORPG players are often like Hobbits: They don't like Adventures
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But I believe that they CAN do it.
Will they?
I am hoping so.
Player made dungeons are really only dungeons that players make just like a house. The "boss" of the dungeon is the player either in opc mode or online. I believe the "monsters" will just be npc guards hired by said boss.
Saying that due to the migration system (if it's included at release), then abandoned mines will also become dungeons are these player made?
I think a lot of these features they are promising are going to be hard to implement but seeing as that's pretty much all they have to do (Ie they don't have to do raids/tons of Voice overs and the animation for them) that does free up some resources/time.
I think we can look at some of the later kickstarter features to see what won't make it at launch. As for the things actually in-game. We know some form of fighting is in. "Parkour" of sorts is in, I hope the alignment system is in (sounds like a major part of it).
My guess would be whatever is most likely to be least needed/used, like gods/religion are probably out. As for complicated stuff? I suspect the crime/punishment/disguise system to have problems. Not to mention the multilayer looting is likely to cause issues.
Help me Bioware, you're my only hope.
Is ToR going to be good? Dude it's Bioware making a freaking star wars game, all signs point to awesome. -G4tv MMo report.
Will be interesting to see how well they deliver against the lofty expectations some have for it.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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If CoE is going to deliver on their promises, they will need a publisher. In the meantime, they should focus on the obtainable goals like combat systems, player and creature modeling, world building, reputation system, and siege mechanics.
The rest of the innovative features are so problematic, even attempting to complete them with their limited resources will likely drain them financially.
The rest of the promised features then dribble in at an ever decreasing rate as the player numbers tank...
As for the quests you know they are all player made using the contract system
They have actually talked about dynamically generated (non-repeatable) quests and events. The story engine is said to create your personal destiny. That is what generates events and content for you to do each day. If that isn't going to feel totally generic, it will take writers (not to mention serious scripting/coding).
I just think it seems lofty. I mean, beyond EQ Next storybricks levels of pie in the sky.
And according to the devs it is finished and I'm more inclined to believe them than agree with you when you have no basis for what you are saying.
Yes there will be quests as you state but they are part of the story and not just random quests found like in normal mmorpgs
*edit*
By this I mean the story could be tested out of game with them running the story with a simple interface with a set of outcomes that may result from player choice. Have the outcomes chosen by an algorithm and then run it numerous times and test how it runs
*edit*
Yes there is always the unexpected but they have mentioned at that point they would have to step in as developers and move the maib story on. I'm not sure what they plan personal storied though but they may have limited outcomes where one will always be "completed".
"I need some Iron for my Blacksmithing."
"OK, I will take up your contract to supply 100 Iron ore for 10 Gold."
Story started...
Mundane isn't story.
"I need a petal from an Iron Star Flower for my Blacksmithing"
"You realize Iron Star Flowers supposedly only grow in the High Swamps of Thundermaug and that has never been confirmed?"
Yes I do, but I need it for my masterpiece"
"I can't guarantee my group will be successful in finding or even surviving, but it is going to cost you, a lot."
"I completely understand."
Story started...
Story is story...unless you want to keep adding qualifiers....
i.e. your story isn't a story because you didn't add names...or eye colours....or mood settings....
My favorite fantasy book starts with "The storm had broken."
Story started....
So I'd expect many (most ?) of the quests to be related to "normal life" in the game world. A request to provide a blacksmith with iron would be right in line with that. Perhaps it would sometimes be a quest for very high quality iron that can only be obtained from a certain Master Smelter in a village high in the mountains, but I doubt that you will be asked to fetch legendary items on a daily basis...
It would also depend on how it's delivered. By that I mean, is it something you're spending 100's of hours doing, or is it simply something you open up at different stages of progression ( think TOR's class quests, or ESO's main story line, where you're only getting a new quest every 10 levels or so. In a classless game such could be handled through reaching some other milestone).. The latter doesn't truly require that much actual storytelling... Nor that many variables.
The hard part in actually doing the story in that type of system is a matter of making sure there are no cracks in the branches, causing it all to come to a screeching halt and sending the user back to desktop, or bugs similar to what we saw in ESO's release with broken story progression, causing everything associated to not work.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
As far as I know, the founder of Soulbound studio spent most of the past 10 years working on different things: project manager (genealogical company), instructor, software developer (Microsoft), etc.
Saying that he spent the past 10 years planning and coding this "engine" seems inaccurate imo. During his free time maybe.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
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Oh yeah!........