I was an early baker for Palia a long time ago and had real hopes for the title. Once I got into beta I was a little confused as so little had been developed. There were only two zones and much of the game's mechanics were still in development. All this while already pushing a very expensive cash shop. In game assets were intentionally bland and boring with no opportunity to get better beyond paying large sums. While many try to say that cosmetics are not pay to win, in a game with no raids, no gear to farm or vertical progression to measure, cosmetics is all there is. It is the 'end game' of a social sim so yes, their cash shop was very expensive and lack luster and most of their options were simple color palette swaps.
Now after all this time and I am reading somewhere between 30 to 50 million dollars... there are still only two zones and almost nothing to show for development beyond a couple temples and more cash shop. My Time at Portia was a more fleshed out and interesting game made for a fraction of the costs. I made it through all the game's content in a couple weeks and even stuck around for a couple holiday events but I can absolutely see why the game did not do well and is not sustaining whatever the heck they were doing to blow through millions of dollars. I am sorry for all the developers who lost their jobs that most likely had zero to do with this game's horrible project management but I am in no way surprised at its fate.
Palia has a lack of content problem. You very quickly reach end-game and get stuck in the daily grind mode and it just becomes a chore. It still can be a lot of fun if you wanna burn some time, its a free game after all.
For me to stay interested, they need to add more zones and a few group dungeons or puzzle type things. So many other games are coming out that Palia will quickly be benched until new content is released at a steady pace.
I still like the game, I've put hundreds of hours into it playing alone. I just hope S6 will be around to improve upon the world of Palia.
While many try to say that cosmetics are not pay to win, in a game with no raids, no gear to farm or vertical progression to measure, cosmetics is all there is. It is the 'end game' of a social sim...
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I very much agree with this. I like to try and make this point in "p2w" discussions about selling gear, perks, or some sort of advantage.
The economy in Fallout 76, which has a player cap (in game gold) limit, has shifted from rare high performance weapons being the most costly and sought after items, to very rare apparel. Because of the cap limit "elite" traders have long used rare items as a low weight barter currency. Rare apparel has now become the default meta currency and the most expensive items sought after.
Bethesda likes it this way, not that they can really prevent it either, because it also drives people to the cash shop to buy nice looking options.
Palia failed because:
1. It was woke, with their androgynous gender choice.
2. Lack of content
3. Possibly pocketed, or blew, most of the money instead of investing properly
4. Kept the fact it was in beta hidden from Steam and other places.
5. Made a cash shop that didn't appeal to people enough.
I think they would have done better if they finished the game first, released it with multiplayer options and cross play. That way you can invite friends, or host a server; or play solo. Charged $30-40 for a finished game. It had potential to be a 3D Stardew Valley.
Yup, Palia will be shut down soon. Another to the pile just like the joke of a game Wayfinder. And you can add Monsters and Memories to the list soon too after it "releases"
I remember when people were legitimately excited for Palia, back when the elevator pitch was: 'A Life Sim MMORPG' ; you know, the Sims but in a massive multiplayer world.
Also
What the hell is a Extraction game in the context of a Hardcore Fantasy RPG? Is it Fantasy Warframe? Fantasy PUBG?
To me Extraction games are the LEAST rpg a rpg can get, unless it's a rpg rocket launcher, then yes, rpg rocket launcher.
Fishing on Gilgamesh since 2013 Fishing on Bronzebeard since 2005 Fishing in RL since 1992 Born with a fishing rod in my hand in 1979
Yup, Palia will be shut down soon. Another to the pile just like the joke of a game Wayfinder. And you can add Monsters and Memories to the list soon too after it "releases"
huh..... You must be a psychic like Miss Raven..... MnM is in proof of concept stage, not an alpha/beta and taking money for product. Check the roadmap that MnM has, Join us for the stress tests
I remember when people were legitimately excited for Palia, back when the elevator pitch was: 'A Life Sim MMORPG' ; you know, the Sims but in a massive multiplayer world.
Also
What the hell is a Extraction game in the context of a Hardcore Fantasy RPG? Is it Fantasy Warframe? Fantasy PUBG?
To me Extraction games are the LEAST rpg a rpg can get, unless it's a rpg rocket launcher, then yes, rpg rocket launcher.
Palia also released during a market flood for cozy life sim farm games. I'm not sure if it being an MMO is enough to differentiate from the other games to its more casual playerbase demographic. Perhaps it put itself in a weird position where it is trying to compete with not only the cozy farm life sim classics, the current market flood, but also vying for attention from standard MMO players as well as the younger general online game crowds.
I think Minions and Monsters has the potential to fare better considering the type of game it is will breed a more hardcore playerbase and it'll likely at the very least garner a small cult following to keep it afloat financially. Palia on the otherhand caters to casuals who have less incentive to do things like play daily or spend money ingame.
Hey, Ravensdawn: Instead of clinging to the unrealistic "threat" system that has always existed and has always created a lot of stupid design problems for MMOs ever since EQ1, maybe take a more modern approach?
The traditional tank's "taunt" ability is just another form of crowd control. That's all it has ever been, and that's all your "threat" system is now. Instead of pretending every armored idiot with a sword has the magical ability to manipulate his enemies' minds, maybe instead just give your tanks ACTUAL crowd control abilities?
If the tank can immobilize, stun, disorient, confuse, incapacitate, and otherwise disable the enemies, there's no need for an artificial "taunt" mechanism. Enemies stuck near the tank will attack the tank. Enemies that see someone locking down all the other baddies will realistically try to take out that source of crowd control.
Similarly, you can give so-called "squishies" better defensive options so that they don't fold quite so quickly if one or two enemies come their way. This is, in fact, the way it works in D&D, the inspiration behind nearly all MMOs everywhere, and it's extremely dumb that the video game industry has moved so far from its roots in this regard.
Tanks do have disorient and stun in City of Heroes they also have various ways to draw fire to themselves. Yes they also have the taunt but a lot of games give tanks other ways too like consecration on the Paladin in WoW.
The thing is these things are additional to taunt but taunt has been king in a lot of games. I think taunt should just be one of the many ways to draw the enemies' attention to the tank. You can also use vines to grab them or grapple them or pull them to you in some ways or other annoying things that can do real damage if ignored.
I think taunt should just be one of the many ways to draw the enemies' attention to the tank.
I think this is an unexamined opinion that has very little basis in fiction or reality. It might make sense as a way to make the initial pull, but most enemies are not going to change targets just because you yell at them.
I have never actually gotten into a fight in the street (thank god) but from shows the one who speaks loudest or says something provocative gets walloped. That seems to be the general idea and understanding of how provoke and taunt works. They keep hitting that person until they stop talking. Works in real life so....
I have never actually gotten into a fight in the street (thank god) but from shows the one who speaks loudest or says something provocative gets walloped. That seems to be the general idea and understanding of how provoke and taunt works. They keep hitting that person until they stop talking. Works in real life so....
Okay, let's pick that apart a little bit.
You see your friend in an alleyway confronted by two shady characters. One shady character has a big mouth and brass knuckles, and the other has a gun pointed at your friend. The guy with the big mouth is saying horrible things about your mother (for some reason). You are behind the shady characters, they haven't noticed you yet, and you happen to have a taser. Who do you hit with the taser?
Walk the other way. Gun versus taser... it was nice knowing you my friend.
So the taunt didn't work in real life -- not even as a tool for pulling.
In real life there is no magic. I would have freezed the guy with the gun and then killed the taunter. Who's to say he won't get a shot off before a taser. Real life does not work I guess.
I just feel a lot of games use taunt for tanks because almost all of then design their tanks to have low damage. Which is exactly why City of Heroes have great tanking. They can do a lot of damage too if they have the right powers. City of Heroes where the Trinity goes to die because an all Defender group is a thing of beauty to watch.
Comments
Now after all this time and I am reading somewhere between 30 to 50 million dollars... there are still only two zones and almost nothing to show for development beyond a couple temples and more cash shop. My Time at Portia was a more fleshed out and interesting game made for a fraction of the costs. I made it through all the game's content in a couple weeks and even stuck around for a couple holiday events but I can absolutely see why the game did not do well and is not sustaining whatever the heck they were doing to blow through millions of dollars. I am sorry for all the developers who lost their jobs that most likely had zero to do with this game's horrible project management but I am in no way surprised at its fate.
For me to stay interested, they need to add more zones and a few group dungeons or puzzle type things. So many other games are coming out that Palia will quickly be benched until new content is released at a steady pace.
I still like the game, I've put hundreds of hours into it playing alone. I just hope S6 will be around to improve upon the world of Palia.
1. It was woke, with their androgynous gender choice.
2. Lack of content
3. Possibly pocketed, or blew, most of the money instead of investing properly
4. Kept the fact it was in beta hidden from Steam and other places.
5. Made a cash shop that didn't appeal to people enough.
I think they would have done better if they finished the game first, released it with multiplayer options and cross play. That way you can invite friends, or host a server; or play solo. Charged $30-40 for a finished game. It had potential to be a 3D Stardew Valley.
Also What the hell is a Extraction game in the context of a Hardcore Fantasy RPG? Is it Fantasy Warframe? Fantasy PUBG?
To me Extraction games are the LEAST rpg a rpg can get, unless it's a rpg rocket launcher, then yes, rpg rocket launcher.
Fishing on Gilgamesh since 2013
Fishing on Bronzebeard since 2005
Fishing in RL since 1992
Born with a fishing rod in my hand in 1979
huh..... You must be a psychic like Miss Raven..... MnM is in proof of concept stage, not an alpha/beta and taking money for product. Check the roadmap that MnM has, Join us for the stress tests
WoW is totally woke and people love it. ¯\_(ツ)_/¯
I think Minions and Monsters has the potential to fare better considering the type of game it is will breed a more hardcore playerbase and it'll likely at the very least garner a small cult following to keep it afloat financially. Palia on the otherhand caters to casuals who have less incentive to do things like play daily or spend money ingame.
The traditional tank's "taunt" ability is just another form of crowd control. That's all it has ever been, and that's all your "threat" system is now. Instead of pretending every armored idiot with a sword has the magical ability to manipulate his enemies' minds, maybe instead just give your tanks ACTUAL crowd control abilities?
If the tank can immobilize, stun, disorient, confuse, incapacitate, and otherwise disable the enemies, there's no need for an artificial "taunt" mechanism. Enemies stuck near the tank will attack the tank. Enemies that see someone locking down all the other baddies will realistically try to take out that source of crowd control.
Similarly, you can give so-called "squishies" better defensive options so that they don't fold quite so quickly if one or two enemies come their way. This is, in fact, the way it works in D&D, the inspiration behind nearly all MMOs everywhere, and it's extremely dumb that the video game industry has moved so far from its roots in this regard.
The thing is these things are additional to taunt but taunt has been king in a lot of games. I think taunt should just be one of the many ways to draw the enemies' attention to the tank. You can also use vines to grab them or grapple them or pull them to you in some ways or other annoying things that can do real damage if ignored.
So the taunt didn't work in real life -- not even as a tool for pulling.
I just feel a lot of games use taunt for tanks because almost all of then design their tanks to have low damage. Which is exactly why City of Heroes have great tanking. They can do a lot of damage too if they have the right powers. City of Heroes where the Trinity goes to die because an all Defender group is a thing of beauty to watch.