I got to say the mission by email system has me intrigued. The first time I read it I thought it was gonna be like AO's mission termainal thing but missions mailled to you from NPC in the area your in..astounding lol
No matter how cynical you become, its never enough to keep up - Lily Tomlin
Originally posted by Onomas This, but also its a sandbox. Sandbox = player created items, crafting, player based economy, etc....
F2P = i can have as many accounts as i want. Thus i can make multiple characters. Will/could either:
1) Flood the market with items and resources driving prices down or up.
2) Not allow dedicated go to crafters.
3) Since everyone can do the same thing and craft the same items, there wont be a need to have player interaction/selling. Example in SWG a DE needed items from a weaponsmith and a artisan and would need to buy/sell/trade for those items in order to make his/her item. If everyone can have multiple accounts this is taken out of the equation. Severly hurts the economy and need for others.
4) If a player exploits, chears, uses dubs most companies dont IP ban, allowing that person back in within minutes.
5) F2P = no money for this company. Cosmetic items? Who needs those? If the company doesnt make money = no support, no expansions, no new content, etc... Eventualy most games that are F2P start adding items that arent "cosmetic" to the mix to make more money ( boosts, mounts, weapons, etc...) It could happen, and that would be a shame.
6) The game company seems to have a solid game here. They are selling themselves short by jumping onto the F2P band wagon right off the bat. They could do 5 or even 10 dollar per month subs.
F2P brings a lot of other issues to the table and just feel any successful sandbox wont thrive on this system. Perhaps i will be wrong, but i have never played a F2P game that was free and didnt have a ruined economy.
Yes you can make 20 accounts if you want. But those 20 accounts are of no more use to you than 1 account (botting/exploitation aside).
You can do anything and everything on one toon. To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken.
And on that same line, you have no idea how long it will take to be a master of everything. I honestly couldn't even tell you how long because the skill list isn't finalized. We recently added a skill that isn't on the website yet afaik. This isn't Wow where people max out in 6 hours. In 6 dedicated hours of skilling up you're barely going to scratch the surface.
We are implimenting tools that will allow us to find, track, and effectively deal with exploiters/botters/etc. I can't really elaborate on it, not my area of expertise, but it is something we are working on.
The developers have no interest in creating a pay2win system. They don't like them and they don't want it in Repop. I have faith that they will stick to their guns on this. People spend a lot more than you think on cosmetic items, btw, especially in a game where they otherwise are not required to spend money.
Repop was designed as a F2P game. We aren't jumping on any bandwagon, we are utilizing a particular method to open this game to the greatest possible audience. There are memberships that provide bonuses/perks that are the equivalent of a box fee, but we're giving everyone the oppertunity to not just take a quick peek at the game but dive in and experience it all and then decide if it's worth your money or not. We're counting on delivering a product that the players will pay for, not because they're forced, but because they value it highly enough to want to spend money here.
Originally posted by apocoluster I got to say the mission by email system has me intrigued. The first time I read it I thought it was gonna be like AO's mission termainal thing but missions mailled to you from NPC in the area your in..astounding lol
Yeap. The story behind it is that you have a PDA while you're wandering around (really it's built into the game, you just pull that up as like you're mission log or you're friends list that kind of thing).
You get into a place and the game may trigger things for you to do, it goes to your PDA. Also some things aren't available in some places only in others, kind of giving you an incentive to roam around a bit.
This is a game I'm definitely interested in playing.
Actually now that I think of it, I think I supported them on Kickstarter so I could get some sort of early on beta access. Any idea on when that might start?
In my mind there is always room for more competition and innovation in the MMORPG genre.
I'm also looking forward to Embers of Caerus, though I didn't do that ones kickstarter, because it seems a very long ways off compared to this one.
This is a game I'm definitely interested in playing.
Actually now that I think of it, I think I supported them on Kickstarter so I could get some sort of early on beta access. Any idea on when that might start?
In my mind there is always room for more competition and innovation in the MMORPG genre.
I'm also looking forward to Embers of Caerus, though I didn't do that ones kickstarter, because it seems a very long ways off compared to this one.
The Beta hasn't been given a date yet. We're all looking forward to it. If you're not on the mailing list for the notifications, I'm pretty sure you'll see info on the beta once a date has been set either here or on The Repopulation website.
Originally posted by Zeppelin4 If everyone can make endless characters to cover all crafting then the game is not for me. If one character can cover all crafting the game is not for me. I will keep a eye on it and see where it goes though I don't have much hope it will be what I have been looking for.
Yes everyone can do everything, including crafting skills, but this is a quote I pulled off of Repop's forum from JC (one of the devs):
"It will take you a very long while to get to that point. I don't think I can stress that enough. If you gained 2 skill ups a minute and played for 12 hours a day/7 days a week, it would take you about a year to master all of these skills by my quick math. That's without taking into account things like the advanced skill lines (which will be a major time sink), masteries or other collections that you will need. This isn't designed as a game where everyone is going to do that. If someone wants to play that hardcore and dedicate their lives to doing that, then imo they have earned those passive bonuses or the ability to switch to those roles."
You won't get 2 skill ups a minute, except (maybe) at the very bottom tiers, so even if you do the math:
75 Skill lines @ 5000 (this isn't an accurate number, it's actually higher) skill up each = 375,000 skill ups. There are 525,600 minutes in an entire year. And you will not (and I know this for an absolute fact) get a skill up each minute as you get into the higher tiers, and certainly not 2 a minute.
Your concern about everyone doing everything is unfounded. It just isn't going to happen.
Originally posted by Onomas This, but also its a sandbox. Sandbox = player created items, crafting, player based economy, etc....
F2P = i can have as many accounts as i want. Thus i can make multiple characters. Will/could either:
1) Flood the market with items and resources driving prices down or up.
2) Not allow dedicated go to crafters.
3) Since everyone can do the same thing and craft the same items, there wont be a need to have player interaction/selling. Example in SWG a DE needed items from a weaponsmith and a artisan and would need to buy/sell/trade for those items in order to make his/her item. If everyone can have multiple accounts this is taken out of the equation. Severly hurts the economy and need for others.
4) If a player exploits, chears, uses dubs most companies dont IP ban, allowing that person back in within minutes.
5) F2P = no money for this company. Cosmetic items? Who needs those? If the company doesnt make money = no support, no expansions, no new content, etc... Eventualy most games that are F2P start adding items that arent "cosmetic" to the mix to make more money ( boosts, mounts, weapons, etc...) It could happen, and that would be a shame.
6) The game company seems to have a solid game here. They are selling themselves short by jumping onto the F2P band wagon right off the bat. They could do 5 or even 10 dollar per month subs.
F2P brings a lot of other issues to the table and just feel any successful sandbox wont thrive on this system. Perhaps i will be wrong, but i have never played a F2P game that was free and didnt have a ruined economy.
Yes you can make 20 accounts if you want. But those 20 accounts are of no more use to you than 1 account (botting/exploitation aside).
You can do anything and everything on one toon. To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken.
And on that same line, you have no idea how long it will take to be a master of everything. I honestly couldn't even tell you how long because the skill list isn't finalized. We recently added a skill that isn't on the website yet afaik. This isn't Wow where people max out in 6 hours. In 6 dedicated hours of skilling up you're barely going to scratch the surface.
We are implimenting tools that will allow us to find, track, and effectively deal with exploiters/botters/etc. I can't really elaborate on it, not my area of expertise, but it is something we are working on.
The developers have no interest in creating a pay2win system. They don't like them and they don't want it in Repop. I have faith that they will stick to their guns on this. People spend a lot more than you think on cosmetic items, btw, especially in a game where they otherwise are not required to spend money.
Repop was designed as a F2P game. We aren't jumping on any bandwagon, we are utilizing a particular method to open this game to the greatest possible audience. There are memberships that provide bonuses/perks that are the equivalent of a box fee, but we're giving everyone the oppertunity to not just take a quick peek at the game but dive in and experience it all and then decide if it's worth your money or not. We're counting on delivering a product that the players will pay for, not because they're forced, but because they value it highly enough to want to spend money here.
Whats this "we" stuff? Are you part of the dev team making the repopulation?
Because most the stuff you claim "we" are doing others have claimed in other games and they failed, horribly.
For a big one:
"You can do anything and everything on one toon"
That right there means a dead economy. Dont care how many times people say it doesnt, ive played tons of mmo's and majority being sandboxes and that has always ruined the crafting/player economy in every single one. It wont be any different here because the devs cant control how players spend their time.
There is a lot you state here that do not go well with sandboxes. And majority of F2P games are filled with hyper active 12 year olds and ruins the mojo. Look at all these other games F2P, pathetic in almost every aspect.
And sandboxes dont have limits, F2P with cash shop = limits.
"To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken."
Been done ^^^^ already in other games. SWG as an example, the economy was ruined by this exact thing. With one account i could cross server trade lots and have fields of harversters and mass produce all kinds of resources. Its how i kept my 5 crafters rolling. Could flood the market easily with the 5-10 million units of resources i could gather.
And by your statement it sounds as if the game wont last years down the road. Another bad sign. Think long term not short term. Its the hardcore dedicated players and your loyal fan base that always get hurt the hardest. A year down the road i wont need a single thing from any player you are basicaly saying, again hurts the player based economy.
Unless this game will be designed to be a loot based economy like themeparks, then on that note any crafting or player absed economy is dead already.
Yes im voiceful on these subjects, many a good games/sandboxes have been ruined by neglecting the truth and the past. Nothing against you, but tired of good games getting hammered for poor execution or foresight.
how is a game not even released yet.. or in a actual more finalized playable build.. considered the best sandbox?? O_o thats like saying a loaf of bread with a brick of cheese next to it uncut is the best grilled cheese sandwich...
game looks good, the dev vids come out enough to promote it and generate hype. overall the game seems like if it fullfills its production goals will be a pretty solid game. that being said i have never played anything of it. and its not really in an open state for public access SO... calling it the best of anything is kinda pointless
Originally posted by Zeppelin4 If everyone can make endless characters to cover all crafting then the game is not for me. If one character can cover all crafting the game is not for me. I will keep a eye on it and see where it goes though I don't have much hope it will be what I have been looking for.
Yes everyone can do everything, including crafting skills, but this is a quote I pulled off of Repop's forum from JC (one of the devs):
"It will take you a very long while to get to that point. I don't think I can stress that enough. If you gained 2 skill ups a minute and played for 12 hours a day/7 days a week, it would take you about a year to master all of these skills by my quick math. That's without taking into account things like the advanced skill lines (which will be a major time sink), masteries or other collections that you will need. This isn't designed as a game where everyone is going to do that. If someone wants to play that hardcore and dedicate their lives to doing that, then imo they have earned those passive bonuses or the ability to switch to those roles."
You won't get 2 skill ups a minute, except (maybe) at the very bottom tiers, so even if you do the math:
75 Skill lines @ 5000 (this isn't an accurate number, it's actually higher) skill up each = 375,000 skill ups. There are 525,600 minutes in an entire year. And you will not (and I know this for an absolute fact) get a skill up each minute as you get into the higher tiers, and certainly not 2 a minute.
Your concern about everyone doing everything is unfounded. It just isn't going to happen.
Just want to quote this to make sure no one misses it!
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
Originally posted by Zeppelin4 If everyone can make endless characters to cover all crafting then the game is not for me. If one character can cover all crafting the game is not for me. I will keep a eye on it and see where it goes though I don't have much hope it will be what I have been looking for.
Yes everyone can do everything, including crafting skills, but this is a quote I pulled off of Repop's forum from JC (one of the devs):
"It will take you a very long while to get to that point. I don't think I can stress that enough. If you gained 2 skill ups a minute and played for 12 hours a day/7 days a week, it would take you about a year to master all of these skills by my quick math. That's without taking into account things like the advanced skill lines (which will be a major time sink), masteries or other collections that you will need. This isn't designed as a game where everyone is going to do that. If someone wants to play that hardcore and dedicate their lives to doing that, then imo they have earned those passive bonuses or the ability to switch to those roles."
You won't get 2 skill ups a minute, except (maybe) at the very bottom tiers, so even if you do the math:
75 Skill lines @ 5000 (this isn't an accurate number, it's actually higher) skill up each = 375,000 skill ups. There are 525,600 minutes in an entire year. And you will not (and I know this for an absolute fact) get a skill up each minute as you get into the higher tiers, and certainly not 2 a minute.
Your concern about everyone doing everything is unfounded. It just isn't going to happen.
Just want to quote this to make sure no one misses it!
Some people actualy do play 12 hrs a day 7 days a week lol. I cant as an adult with family and bills, but as a youngster it wasnt uncommon
It dos look promising. I wish it would be a sub game, but in these days, if you want to have lots of ppl in a game you got to make it F2P or have a hype machine that promeses the blue out of the sky.
how is a game not even released yet.. or in a actual more finalized playable build.. considered the best sandbox?? O_o thats like saying a loaf of bread with a brick of cheese next to it uncut is the best grilled cheese sandwich...
game looks good, the dev vids come out enough to promote it and generate hype. overall the game seems like if it fullfills its production goals will be a pretty solid game. that being said i have never played anything of it. and its not really in an open state for public access SO... calling it the best of anything is kinda pointless
I'm going to highlight a few key words here. "Why the Repopulation WILL BE one of the best MMOs." "Will be" is not the same as "is".
Using your analogy that the loaf of bread and uncut brick of cheese can't be called the best grilled cheese, I can say that I think it will be. That is what we call a prediction and opinion.
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
Originally posted by Onomas This, but also its a sandbox. Sandbox = player created items, crafting, player based economy, etc....
F2P = i can have as many accounts as i want. Thus i can make multiple characters. Will/could either:
1) Flood the market with items and resources driving prices down or up.
2) Not allow dedicated go to crafters.
3) Since everyone can do the same thing and craft the same items, there wont be a need to have player interaction/selling. Example in SWG a DE needed items from a weaponsmith and a artisan and would need to buy/sell/trade for those items in order to make his/her item. If everyone can have multiple accounts this is taken out of the equation. Severly hurts the economy and need for others.
4) If a player exploits, chears, uses dubs most companies dont IP ban, allowing that person back in within minutes.
5) F2P = no money for this company. Cosmetic items? Who needs those? If the company doesnt make money = no support, no expansions, no new content, etc... Eventualy most games that are F2P start adding items that arent "cosmetic" to the mix to make more money ( boosts, mounts, weapons, etc...) It could happen, and that would be a shame.
6) The game company seems to have a solid game here. They are selling themselves short by jumping onto the F2P band wagon right off the bat. They could do 5 or even 10 dollar per month subs.
F2P brings a lot of other issues to the table and just feel any successful sandbox wont thrive on this system. Perhaps i will be wrong, but i have never played a F2P game that was free and didnt have a ruined economy.
Yes you can make 20 accounts if you want. But those 20 accounts are of no more use to you than 1 account (botting/exploitation aside).
You can do anything and everything on one toon. To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken.
And on that same line, you have no idea how long it will take to be a master of everything. I honestly couldn't even tell you how long because the skill list isn't finalized. We recently added a skill that isn't on the website yet afaik. This isn't Wow where people max out in 6 hours. In 6 dedicated hours of skilling up you're barely going to scratch the surface.
We are implimenting tools that will allow us to find, track, and effectively deal with exploiters/botters/etc. I can't really elaborate on it, not my area of expertise, but it is something we are working on.
The developers have no interest in creating a pay2win system. They don't like them and they don't want it in Repop. I have faith that they will stick to their guns on this. People spend a lot more than you think on cosmetic items, btw, especially in a game where they otherwise are not required to spend money.
Repop was designed as a F2P game. We aren't jumping on any bandwagon, we are utilizing a particular method to open this game to the greatest possible audience. There are memberships that provide bonuses/perks that are the equivalent of a box fee, but we're giving everyone the oppertunity to not just take a quick peek at the game but dive in and experience it all and then decide if it's worth your money or not. We're counting on delivering a product that the players will pay for, not because they're forced, but because they value it highly enough to want to spend money here.
Whats this "we" stuff? Are you part of the dev team making the repopulation?
Because most the stuff you claim "we" are doing others have claimed in other games and they failed, horribly.
For a big one:
"You can do anything and everything on one toon"
That right there means a dead economy. Dont care how many times people say it doesnt, ive played tons of mmo's and majority being sandboxes and that has always ruined the crafting/player economy in every single one. It wont be any different here because the devs cant control how players spend their time.
There is a lot you state here that do not go well with sandboxes. And majority of F2P games are filled with hyper active 12 year olds and ruins the mojo. Look at all these other games F2P, pathetic in almost every aspect.
And sandboxes dont have limits, F2P with cash shop = limits.
"To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken."
Been done ^^^^ already in other games. SWG as an example, the economy was ruined by this exact thing. With one account i could cross server trade lots and have fields of harversters and mass produce all kinds of resources. Its how i kept my 5 crafters rolling. Could flood the market easily with the 5-10 million units of resources i could gather.
And by your statement it sounds as if the game wont last years down the road. Another bad sign. Think long term not short term. Its the hardcore dedicated players and your loyal fan base that always get hurt the hardest. A year down the road i wont need a single thing from any player you are basicaly saying, again hurts the player based economy.
Unless this game will be designed to be a loot based economy like themeparks, then on that note any crafting or player absed economy is dead already.
Yes im voiceful on these subjects, many a good games/sandboxes have been ruined by neglecting the truth and the past. Nothing against you, but tired of good games getting hammered for poor execution or foresight.
In EVE Online a player technically can do everything on one toon. There is no limitation to what you can and cannot skill up in the game. The only thing is that it takes years to do so, and most people choose to focus on specific elements of the game.
EVE has a thriving player based economy. While yes it is a sub game, players can earn enough credits in game to buy game time with in game currency. They may not spend real world money on a sub for the game. This is not a drain on the economy though as that cash goes into the pockets of people who sold them the game sub, they turn around and invest it into the game.
Also, harversters are not something The Repopulation wants to implement in the game.
That means players will have to log in and manually harvest the 5-10 million units of Ore.
They will have to run the materials through hostile territory more than likely, as a lot of the safer zones will likely be over harvested. If you want the good stuff, you have to work for it.
Secondly, I'm thinking that you're looking at The Repopulation crafting and thinking that a person is going to be able to pop a ton of ore into their bags, queue up 10 chest pieces, then throw those on the auction house.
If you take a look at the Alpha crafting video, you can see there's a little more to crafting than having the mats in your bag and clicking one button repeatedly. Crafters are going to have to perform quality control on what they are crafting to ensure that they recieve good end results. They have to make sure that they have all of the items they need to ensure that they recieve good end results. They also have to make that item a few times before they get the best results possible.
It is a step by step process and a rather detailed one. If someone is going to spend the time to refine that 5-10 million units of ore, using their 12 hours a day game time to do it, more power to them. They're going to need all the right materials to make sure that they have a viable end product and they're going to have to skill up their refining abilities to get the best quality product.
They put that on the market, and crafters who don't have 12 hours per day to play the game can buy the ore. The crafters will probably get a very good buy if, as you're implying, there will be an army of harvesters traversing the landscape harvesting everything and anything they find.
It's all in the details.
The hardcore and longterm players, just as in a game like EVE Online, are going to be the players who will recieve the most return on their time invested in game. Through the social connections made in the game and through their own character advancement.
The example you gave and the things you mentioned about SWG are a non issue. We aren't SWG Redux, our systems are not analogous to theirs, regardless of what many people who have never touched the game keep saying. People hear similar features and sci-fi and go "Omg it's the spiritual successor to SWG", but we're not and we're not trying to be that. You won't harvest millions of resources, and if you spend the time to feed 5 crafting lines all by your self, you won't be doing much, if anything, else. Last word was we aren't giving players santioned bots (aka harvesters), so again, non-issue.
We are looking at the good, bad, broken, and nonsensical things many MMOs, SWG certainly but not exclusively, have done in the past, but we're not following any particular games path in the creation of Repop. The team is comprised of people from all different MMO backgrounds, and we're all drawing on that to ensure that Repop is going to be a good game. I have no doubt that we'll make our own mistakes, but we won't be making SWGs or Darkfalls or anyone elses mistakes.
The economy won't be dead, the few people who will do everything won't have enough power to affect the player driven economy on a large scale. There is no difference between one character mastering every skill line and a whole account full of character each mastering a few things, which together encompass the whole set of skill lines. But even if you do master everything, you can't use it all at once. Without help you won't craft in every trade skill because you won't have time. Some of these skills have 5+ dependencies, so to do one completely by yourself you'd have to do 6. If you really want to skill up 6 trade skills at once, you can, but you won't be doing anything else becaue it will be a huge time sink. So basically you can do everything, but doing everything at once makes you ineffective.
I never once said, or even implied, that in a year you won't need anything from anyone. I did say, "If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken." And I stand by that. I outlined the basic math behind how long it could take, using numbers far too generous, and playing every minute of every day for 9+ months, if you got a skill up a minute you could master everything. Except you can't get a skill up every minute as you progress into higher tiers. It's more like a skill up every 3-10 minutes.
The community picking things out, asking questions, and challenging our perspective will make Repop a better game. But don't assume we're going to walk right into the blunders of other MMOs. The devs are vocal on the forums, they understand the mistakes other games have made, and they are realistic. Keep doing what you're doing, but remember we aren't SWG2.
The OP c&ped that from a blog. It has some incorrect information in it, but the person who wrote it was obviously an SWG fan who was excited at finding a sci-fi sandbox with similar features. If by obvious plant you mean enthused fan, then you'd be right, otherwise, had we actually planted it, it would at least contain completely correct information. Also, there's the fact that we aren't SWG2 or its "spiritual successor", and that's something the devs have repeatedly said. If we really wanted to plant something, it wouldn't have been the OP.
I think this was already posted in another thread here (as a link to a blog), don't think the OP was the original author, just reposting it. That having been said, if your suggesteing that one of our staff posted that, not likely. This was also posted on our forums, and we were quick to point out a few things about it.
Mainly, we don't want players expecting an SWG clone, because Repop is not an SWG clone. It does have many of the features that made SWG popular among sandbox fans, but our implementations of most of those features are very different.
To bad its by a first time poster and an obvious plant.
I am starting to get embarrased i was on the kickstarter for this...
If you took the time to be a part of the comunity at therepopulation.com You would know if they wanted to plant something here, JC, Josh or Kayletta would post it. So far, The Devs for this game have been one of the most transperant and informative dev teams I've ever seen. Thats one of the reasons I backed them.
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
The game failed, completely and utterly, the first time it launched. I see no real reason why it will succeed where it failed the first time.
It's Xsyon all over again, IMO. A year from now we'll be seeing this on Kickstarter begging for money to complete the game they promised people in the first place.
As with most MMOs these days, I'm going with "I'll believe it when I see it". Until people are actually playing it/it's in a playable state, it's almost not even worth debating over anything it may or may not be.
I am holding out hope that Turbine's sudden re-opening of Asherons Call 2 is a sign that thier new project is Asherons Call 3, Asheron Call 1's gameplay with modern graphics...sandbox heaven.
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
The game failed, completely and utterly, the first time it launched. I see no real reason why it will succeed where it failed the first time.
It's Xsyon all over again, IMO. A year from now we'll be seeing this on Kickstarter begging for money to complete the game they promised people in the first place.
This game is very different than Xsyon.. Nice try though.
"You are all going to poop yourselves." BillMurphy
"Laugh and the world laughs with you. Weep and you weep alone."
Comments
No matter how cynical you become, its never enough to keep up - Lily Tomlin
Yes you can make 20 accounts if you want. But those 20 accounts are of no more use to you than 1 account (botting/exploitation aside).
You can do anything and everything on one toon. To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken.
And on that same line, you have no idea how long it will take to be a master of everything. I honestly couldn't even tell you how long because the skill list isn't finalized. We recently added a skill that isn't on the website yet afaik. This isn't Wow where people max out in 6 hours. In 6 dedicated hours of skilling up you're barely going to scratch the surface.
We are implimenting tools that will allow us to find, track, and effectively deal with exploiters/botters/etc. I can't really elaborate on it, not my area of expertise, but it is something we are working on.
The developers have no interest in creating a pay2win system. They don't like them and they don't want it in Repop. I have faith that they will stick to their guns on this. People spend a lot more than you think on cosmetic items, btw, especially in a game where they otherwise are not required to spend money.
Repop was designed as a F2P game. We aren't jumping on any bandwagon, we are utilizing a particular method to open this game to the greatest possible audience. There are memberships that provide bonuses/perks that are the equivalent of a box fee, but we're giving everyone the oppertunity to not just take a quick peek at the game but dive in and experience it all and then decide if it's worth your money or not. We're counting on delivering a product that the players will pay for, not because they're forced, but because they value it highly enough to want to spend money here.
Yeap. The story behind it is that you have a PDA while you're wandering around (really it's built into the game, you just pull that up as like you're mission log or you're friends list that kind of thing).
You get into a place and the game may trigger things for you to do, it goes to your PDA. Also some things aren't available in some places only in others, kind of giving you an incentive to roam around a bit.
This is a game I'm definitely interested in playing.
Actually now that I think of it, I think I supported them on Kickstarter so I could get some sort of early on beta access. Any idea on when that might start?
In my mind there is always room for more competition and innovation in the MMORPG genre.
I'm also looking forward to Embers of Caerus, though I didn't do that ones kickstarter, because it seems a very long ways off compared to this one.
The Beta hasn't been given a date yet. We're all looking forward to it. If you're not on the mailing list for the notifications, I'm pretty sure you'll see info on the beta once a date has been set either here or on The Repopulation website.
Yes everyone can do everything, including crafting skills, but this is a quote I pulled off of Repop's forum from JC (one of the devs):
"It will take you a very long while to get to that point. I don't think I can stress that enough. If you gained 2 skill ups a minute and played for 12 hours a day/7 days a week, it would take you about a year to master all of these skills by my quick math. That's without taking into account things like the advanced skill lines (which will be a major time sink), masteries or other collections that you will need. This isn't designed as a game where everyone is going to do that. If someone wants to play that hardcore and dedicate their lives to doing that, then imo they have earned those passive bonuses or the ability to switch to those roles."
You won't get 2 skill ups a minute, except (maybe) at the very bottom tiers, so even if you do the math:
75 Skill lines @ 5000 (this isn't an accurate number, it's actually higher) skill up each = 375,000 skill ups. There are 525,600 minutes in an entire year. And you will not (and I know this for an absolute fact) get a skill up each minute as you get into the higher tiers, and certainly not 2 a minute.
Your concern about everyone doing everything is unfounded. It just isn't going to happen.
Whats this "we" stuff? Are you part of the dev team making the repopulation?
Because most the stuff you claim "we" are doing others have claimed in other games and they failed, horribly.
For a big one:
"You can do anything and everything on one toon"
That right there means a dead economy. Dont care how many times people say it doesnt, ive played tons of mmo's and majority being sandboxes and that has always ruined the crafting/player economy in every single one. It wont be any different here because the devs cant control how players spend their time.
There is a lot you state here that do not go well with sandboxes. And majority of F2P games are filled with hyper active 12 year olds and ruins the mojo. Look at all these other games F2P, pathetic in almost every aspect.
And sandboxes dont have limits, F2P with cash shop = limits.
" To flood the market with resources, or deprive it of resources, you don't need 20 accounts. This also isn't a micro economy - you're going to have a helluva time affecting the overall economy for any peroid of time regardless of what you do. Don't sell to crafters, undercut them, whatever, but your actions will be a single drop (whether accomplished on 20 toons or on 1) in a huge bucket. If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken."
Been done ^^^^ already in other games. SWG as an example, the economy was ruined by this exact thing. With one account i could cross server trade lots and have fields of harversters and mass produce all kinds of resources. Its how i kept my 5 crafters rolling. Could flood the market easily with the 5-10 million units of resources i could gather.
And by your statement it sounds as if the game wont last years down the road. Another bad sign. Think long term not short term. Its the hardcore dedicated players and your loyal fan base that always get hurt the hardest. A year down the road i wont need a single thing from any player you are basicaly saying, again hurts the player based economy.
Unless this game will be designed to be a loot based economy like themeparks, then on that note any crafting or player absed economy is dead already.
Yes im voiceful on these subjects, many a good games/sandboxes have been ruined by neglecting the truth and the past. Nothing against you, but tired of good games getting hammered for poor execution or foresight.
how is a game not even released yet.. or in a actual more finalized playable build.. considered the best sandbox?? O_o thats like saying a loaf of bread with a brick of cheese next to it uncut is the best grilled cheese sandwich...
game looks good, the dev vids come out enough to promote it and generate hype. overall the game seems like if it fullfills its production goals will be a pretty solid game. that being said i have never played anything of it. and its not really in an open state for public access SO... calling it the best of anything is kinda pointless
Just want to quote this to make sure no one misses it!
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
Some people actualy do play 12 hrs a day 7 days a week lol. I cant as an adult with family and bills, but as a youngster it wasnt uncommon
It dos look promising. I wish it would be a sub game, but in these days, if you want to have lots of ppl in a game you got to make it F2P or have a hype machine that promeses the blue out of the sky.
-Massive-Industries- Heavy Duty
I'm going to highlight a few key words here. "Why the Repopulation WILL BE one of the best MMOs." "Will be" is not the same as "is".
Using your analogy that the loaf of bread and uncut brick of cheese can't be called the best grilled cheese, I can say that I think it will be. That is what we call a prediction and opinion.
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
In EVE Online a player technically can do everything on one toon. There is no limitation to what you can and cannot skill up in the game. The only thing is that it takes years to do so, and most people choose to focus on specific elements of the game.
EVE has a thriving player based economy. While yes it is a sub game, players can earn enough credits in game to buy game time with in game currency. They may not spend real world money on a sub for the game. This is not a drain on the economy though as that cash goes into the pockets of people who sold them the game sub, they turn around and invest it into the game.
Also, harversters are not something The Repopulation wants to implement in the game.
Secondly, I'm thinking that you're looking at The Repopulation crafting and thinking that a person is going to be able to pop a ton of ore into their bags, queue up 10 chest pieces, then throw those on the auction house.
If you take a look at the Alpha crafting video, you can see there's a little more to crafting than having the mats in your bag and clicking one button repeatedly. Crafters are going to have to perform quality control on what they are crafting to ensure that they recieve good end results. They have to make sure that they have all of the items they need to ensure that they recieve good end results. They also have to make that item a few times before they get the best results possible.
It is a step by step process and a rather detailed one. If someone is going to spend the time to refine that 5-10 million units of ore, using their 12 hours a day game time to do it, more power to them. They're going to need all the right materials to make sure that they have a viable end product and they're going to have to skill up their refining abilities to get the best quality product.
They put that on the market, and crafters who don't have 12 hours per day to play the game can buy the ore. The crafters will probably get a very good buy if, as you're implying, there will be an army of harvesters traversing the landscape harvesting everything and anything they find.
It's all in the details.
The hardcore and longterm players, just as in a game like EVE Online, are going to be the players who will recieve the most return on their time invested in game. Through the social connections made in the game and through their own character advancement.
Nice writeup.
To bad its by a first time poster and an obvious plant.
I am starting to get embarrased i was on the kickstarter for this...
@Onomas
The example you gave and the things you mentioned about SWG are a non issue. We aren't SWG Redux, our systems are not analogous to theirs, regardless of what many people who have never touched the game keep saying. People hear similar features and sci-fi and go "Omg it's the spiritual successor to SWG", but we're not and we're not trying to be that. You won't harvest millions of resources, and if you spend the time to feed 5 crafting lines all by your self, you won't be doing much, if anything, else. Last word was we aren't giving players santioned bots (aka harvesters), so again, non-issue.
We are looking at the good, bad, broken, and nonsensical things many MMOs, SWG certainly but not exclusively, have done in the past, but we're not following any particular games path in the creation of Repop. The team is comprised of people from all different MMO backgrounds, and we're all drawing on that to ensure that Repop is going to be a good game. I have no doubt that we'll make our own mistakes, but we won't be making SWGs or Darkfalls or anyone elses mistakes.
The economy won't be dead, the few people who will do everything won't have enough power to affect the player driven economy on a large scale. There is no difference between one character mastering every skill line and a whole account full of character each mastering a few things, which together encompass the whole set of skill lines. But even if you do master everything, you can't use it all at once. Without help you won't craft in every trade skill because you won't have time. Some of these skills have 5+ dependencies, so to do one completely by yourself you'd have to do 6. If you really want to skill up 6 trade skills at once, you can, but you won't be doing anything else becaue it will be a huge time sink. So basically you can do everything, but doing everything at once makes you ineffective.
I never once said, or even implied, that in a year you won't need anything from anyone. I did say, "If you think the few people who will spend years to master everything in the game will ruin the overall economy, you're mistaken." And I stand by that. I outlined the basic math behind how long it could take, using numbers far too generous, and playing every minute of every day for 9+ months, if you got a skill up a minute you could master everything. Except you can't get a skill up every minute as you progress into higher tiers. It's more like a skill up every 3-10 minutes.
The community picking things out, asking questions, and challenging our perspective will make Repop a better game. But don't assume we're going to walk right into the blunders of other MMOs. The devs are vocal on the forums, they understand the mistakes other games have made, and they are realistic. Keep doing what you're doing, but remember we aren't SWG2.
@hfzzt
The OP c&ped that from a blog. It has some incorrect information in it, but the person who wrote it was obviously an SWG fan who was excited at finding a sci-fi sandbox with similar features. If by obvious plant you mean enthused fan, then you'd be right, otherwise, had we actually planted it, it would at least contain completely correct information. Also, there's the fact that we aren't SWG2 or its "spiritual successor", and that's something the devs have repeatedly said. If we really wanted to plant something, it wouldn't have been the OP.
I think this was already posted in another thread here (as a link to a blog), don't think the OP was the original author, just reposting it. That having been said, if your suggesteing that one of our staff posted that, not likely. This was also posted on our forums, and we were quick to point out a few things about it.
Mainly, we don't want players expecting an SWG clone, because Repop is not an SWG clone. It does have many of the features that made SWG popular among sandbox fans, but our implementations of most of those features are very different.
https://www.therepopulation.com - Sci Fi Sandbox.
If you took the time to be a part of the comunity at therepopulation.com You would know if they wanted to plant something here, JC, Josh or Kayletta would post it. So far, The Devs for this game have been one of the most transperant and informative dev teams I've ever seen. Thats one of the reasons I backed them.
All I heard was... "Well aren't you just a little lolly pop triple dipped in psycho."
This thread was made as a 'reply thread' for one I made. Basically why The Repop will fail.........
I, and many of my guildmates, stand by our collective analysis and feel this game will not be able to even
remotely be succesful. Again, it has to many 'negatives' going against it........../shrug
Actually actually actually!
The game failed, completely and utterly, the first time it launched. I see no real reason why it will succeed where it failed the first time.
It's Xsyon all over again, IMO. A year from now we'll be seeing this on Kickstarter begging for money to complete the game they promised people in the first place.
I think you're overestimating your effect on the community. This post was made to highlight a blog that someone wrote.
And for someone who has decided that this game will suck and that it will fail, you're hanging around an awful lot.
You may be thinking of another game, as this one has never launched.
https://www.therepopulation.com - Sci Fi Sandbox.
I am holding out hope that Turbine's sudden re-opening of Asherons Call 2 is a sign that thier new project is Asherons Call 3, Asheron Call 1's gameplay with modern graphics...sandbox heaven.
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
This game is very different than Xsyon.. Nice try though.
"You are all going to poop yourselves." BillMurphy
"Laugh and the world laughs with you. Weep and you weep alone."