I agree with the sentiments of the previous two posts.
If you aren't completely sold, yet still wish the game to succeed, even pledging the minimum amount goes a long way to helping it get publicity. Support doesn't have to equal $1,000.
Everything outside permadeath looks great, I don't mind a harsh death penalty but permadeath just kills it for me. If they were to change that I would help fund it on kickstarter in a heartbeat
Originally posted by therdre Everything outside permadeath looks great, I don't mind a harsh death penalty but permadeath just kills it for me. If they were to change that I would help fund it on kickstarter in a heartbeat
Same! I feel like perma-death is sort of going away. There is definitely still a niche market for it, but I don't think it's large enough to support a subscription-based game.
Also, does perma-death mean that they dial down the difficulty of things like PvE content? Certainly it can't be as difficult as some content where death is assured. I just see perma-death as a way to further limit what people will do in a game. If they want to make it a social game where everyone hangs out in hub cities, then awesome! Because the whole crafting and innovation system sounds great.
Originally posted by liva98989 Originally posted by cheeseheadsOriginally posted by LoktofeitOriginally posted by monochrome19Why are people so scared of permadeath? It makes it exciting.
Why do you assume they are scared of it? I prefer Rocky Roads Ice Cream over Green Tea Ice Cream. That doesn't mean I am afraid of green tea; I just don't care for it. this 1000x. just cause a person doesnt like what you like does not mean they are afraid or scared. we all like different things just deal with itYea, but there are many people that ARE scared of permadeath, so deal with that. (He didn't say that every person going against permadeath are scared of it, he just said that there were a lot, and there are.
So deal with that ):>!
Great way to promote your game, take an offensive stance towards people that are just expressing their opinions.
Most of the people I play with support perma-death and I am one of them, if implemented properly. You have to control griefers, and situations that will allow griefing. Other wise you are just wasting your time trying to get into the game as a new person. In my experience pvp is seldom implemented properly, and I have yet to see it in any type of open world, done properly.
Most games that tout 'hardcore' pvp mean: hard core gank fest, and we support killing lowbies over and again. My opinion of course, but this mentality attracts a certain type of player, and I prefer to not be around them. You seem to support that attitude, again, not the best way to bring a players base to the game you are advertising.
The other side of sports is, while I might give this game a go eventually, I am just sick and burned out on the whole fantasy setting right now.
So while the game may have potential, in my opinion (which only matters to me)I don't see this game going much farther than a niche. I could be wrong, but I would be hard pressed to care at this time.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
I can understand the sentiment of not liking permadeath. I myself do not mind it since 100 lives seems like a lot to me. I have not died that many times in any MMO, at least yet. I know I didn't in EQ for 2 years or WoW for 1 year (when we had a lot of open PvP in the world around SS, etc.). Maybe I didn't take enough chances or engage in enough PvP in those games, I don't know. Anyway, by the time I get to 100 I might just be sick of my char anyway and want to play another one. Hopefully this game gets funded so I can see how long it takes me to get to 100.
10% funded with 18 days remaining, almost half way into the funding period.
If (and when) they don't meet the goal, I hope they either realize there aren't enough of those "hardcore PvP" players who are willing to support such project to make it viable, or find other sort of funding to polish their game/concept for a year or more before trying again.
Let them re-launch the project without PermaDeath. Then they might get my support.
Harsh death penalty is fine, but I just can't support a game that would have me dump hours upon hours into it only to have me restart from scratch if I die.
Let them re-launch the project without PermaDeath. Then they might get my support.
Harsh death penalty is fine, but I just can't support a game that would have me dump hours upon hours into it only to have me restart from scratch if I die.
If you look at it as having a level 85 character, die and start back at level 1 then this would be a valid argument. But in ToA, this is not entirely true because there are NO levels and the difference in your stats between starting at day 1 to month 12 is negligible.
Originally posted by tom_gore 10% funded with 18 days remaining, almost half way into the funding period.If (and when) they don't meet the goal, I hope they either realize there aren't enough of those "hardcore PvP" players who are willing to support such project to make it viable, or find other sort of funding to polish their game/concept for a year or more before trying again.
It doesn't seem likely that they'll make their goal, but it's not necessarily because of the type of game. Their Kickstarter page doesn't talk much about the developer, how much experience they have and how likely it is that they are capable of producing an actual game. The successful Kickstarters I've seen have been fronted by people who have experience in the industry and some sort of decent demo to get started. It's more like people are contributing to something that's already started rather than something that doesn't yet exist.
ToA probably just triggers warning bells in peoples' heads, even if they are fans of hard core sandbox games.
I can not remember winning or losing a single debate on the internet.
10% funded with 18 days remaining, almost half way into the funding period.
If (and when) they don't meet the goal, I hope they either realize there aren't enough of those "hardcore PvP" players who are willing to support such project to make it viable, or find other sort of funding to polish their game/concept for a year or more before trying again.
I disagree. There are plenty of hardcore mmorpg players out there and there are A LOT of people who are sick and tired of the BS hand-holding that is the current mmo-market. The problem we see with ToA is publicity. Not enough people know about it and the people who come across the kickstarter page aren't impressed with what they see. There isn't enough of the game made to really show it simply because THAT'S what the kickstarter money is for.
We can talk about how they went about this wrong but as for the market/need, it's definitely there.
Comments
I agree with the sentiments of the previous two posts.
If you aren't completely sold, yet still wish the game to succeed, even pledging the minimum amount goes a long way to helping it get publicity. Support doesn't have to equal $1,000.
Same! I feel like perma-death is sort of going away. There is definitely still a niche market for it, but I don't think it's large enough to support a subscription-based game.
Also, does perma-death mean that they dial down the difficulty of things like PvE content? Certainly it can't be as difficult as some content where death is assured. I just see perma-death as a way to further limit what people will do in a game. If they want to make it a social game where everyone hangs out in hub cities, then awesome! Because the whole crafting and innovation system sounds great.
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
----------------
this 1000x. just cause a person doesnt like what you like does not mean they are afraid or scared. we all like different things just deal with it
Yea, but there are many people that ARE scared of permadeath, so deal with that. (He didn't say that every person going against permadeath are scared of it, he just said that there were a lot, and there are.
So deal with that ):>!
Great way to promote your game, take an offensive stance towards people that are just expressing their opinions.
Most of the people I play with support perma-death and I am one of them, if implemented properly. You have to control griefers, and situations that will allow griefing. Other wise you are just wasting your time trying to get into the game as a new person. In my experience pvp is seldom implemented properly, and I have yet to see it in any type of open world, done properly.
Most games that tout 'hardcore' pvp mean: hard core gank fest, and we support killing lowbies over and again. My opinion of course, but this mentality attracts a certain type of player, and I prefer to not be around them. You seem to support that attitude, again, not the best way to bring a players base to the game you are advertising.
The other side of sports is, while I might give this game a go eventually, I am just sick and burned out on the whole fantasy setting right now.
So while the game may have potential, in my opinion (which only matters to me)I don't see this game going much farther than a niche. I could be wrong, but I would be hard pressed to care at this time.
If you want a new idea, go read an old book.
In order to be insulted, I must first value your opinion.
AKA - Bruxail
10% funded with 18 days remaining, almost half way into the funding period.
If (and when) they don't meet the goal, I hope they either realize there aren't enough of those "hardcore PvP" players who are willing to support such project to make it viable, or find other sort of funding to polish their game/concept for a year or more before trying again.
Let them re-launch the project without PermaDeath. Then they might get my support.
Harsh death penalty is fine, but I just can't support a game that would have me dump hours upon hours into it only to have me restart from scratch if I die.
If you look at it as having a level 85 character, die and start back at level 1 then this would be a valid argument. But in ToA, this is not entirely true because there are NO levels and the difference in your stats between starting at day 1 to month 12 is negligible.
It's highly unlikely due to fear, but rather a preference for gameplay that is neither irritating nor frustrating.
It doesn't seem likely that they'll make their goal, but it's not necessarily because of the type of game. Their Kickstarter page doesn't talk much about the developer, how much experience they have and how likely it is that they are capable of producing an actual game. The successful Kickstarters I've seen have been fronted by people who have experience in the industry and some sort of decent demo to get started. It's more like people are contributing to something that's already started rather than something that doesn't yet exist.
ToA probably just triggers warning bells in peoples' heads, even if they are fans of hard core sandbox games.
I can not remember winning or losing a single debate on the internet.
I disagree. There are plenty of hardcore mmorpg players out there and there are A LOT of people who are sick and tired of the BS hand-holding that is the current mmo-market. The problem we see with ToA is publicity. Not enough people know about it and the people who come across the kickstarter page aren't impressed with what they see. There isn't enough of the game made to really show it simply because THAT'S what the kickstarter money is for.
We can talk about how they went about this wrong but as for the market/need, it's definitely there.