Only an idiot would think about making and mmo without PvP now a days.
I don't agree. There is a huge crowd that would comfortably play a PvE only MMO. The problem is that SotA failed to create a compelling PvE experience. I bought a package because on paper the PvE looked good, but as soon as I logged in I realized that this game had no charm, no vision and no direction. In short SotA PvE is just not fun.
They spent more time creating (and selling) Houses and Properties than making the game itself (like Star Citizen) and the result is a big mess.
Yes, that there is a steep learning curve. The systems for skill decks is seldom understood before players quit - they need to do a better job at explaining it if they want mainstream-level players that won't wiki controls and mechanics for hours on end.
The problem is that once you understand the deck system you don't want it. The deck system has to many issues with it to work in a PvE or PvP system. The random drawing of cards and stacking for more power or combos is strange and will be the balance for combat so if you don't play with a unlocked deck you will be a second class player. Or the fact if your a healer and need your heals to target someone across the room and someone else runs in front of you then you heal goes to them, or you don't have your range heal skill on your bar at the time. These are issues with both the combat system targeting and random deck combat.
Card combat doesn't work in live action MMOs as people like having muscle memory on how to do something not looking at cards to see what they can combo or stack or use. Because if your looking at the hot bar your not looking at the combat and might be standing in an AOE or you might not notice someone getting low on life if your a healer cause your looking to stack up your heals. They said they wanted to do minimal interface when they started this project now when your in combat your forced to look at your hot bar all the time, this is why they can't have cool fights where you have to jump on things and move around.
This game started long time ago. People have been looking at it for years now. Myself included. I went back to it 4 times trying to find something appealing. Sadly nothing could keep me playing it for longer than a day or two each time.
No fate but what we make, so make me a ham sandwich please.
Only an idiot would think about making and mmo without PvP now a days.
Shroud has PVP.
Shroud has glorified dueling, nothing that resembles PvP acceptable to most gamers.
So what. I'm tired of pvp'rs thinking that everyone should cater to them. How about no? If the only thing that interests you about the game is loot and killing people, then maybe you need another hobby.
I'm a low-cost backer. Trust me when I say, don't waste your money on this one. It's an empty husk of a game. Lord British lost his magic touch years ago, sadly.
Not only his magic, Lord British also lost his blood, a lot.
When you don't want the truth, you will make up your own truth.
Yes, that there is a steep learning curve. The systems for skill decks is seldom understood before players quit - they need to do a better job at explaining it if they want mainstream-level players that won't wiki controls and mechanics for hours on end.
The problem is that once you understand the deck system you don't want it. The deck system has to many issues with it to work in a PvE or PvP system. The random drawing of cards and stacking for more power or combos is strange and will be the balance for combat so if you don't play with a unlocked deck you will be a second class player. Or the fact if your a healer and need your heals to target someone across the room and someone else runs in front of you then you heal goes to them, or you don't have your range heal skill on your bar at the time. These are issues with both the combat system targeting and random deck combat.
Card combat doesn't work in live action MMOs as people like having muscle memory on how to do something not looking at cards to see what they can combo or stack or use. Because if your looking at the hot bar your not looking at the combat and might be standing in an AOE or you might not notice someone getting low on life if your a healer cause your looking to stack up your heals. They said they wanted to do minimal interface when they started this project now when your in combat your forced to look at your hot bar all the time, this is why they can't have cool fights where you have to jump on things and move around.
Wow, that's made me think the combat might be really cool. You have to consider a ton of stuff to work things out. No by rote 1-2-3 keyboard-mouse, or up-left-down-right controller combos.
If you are holding out for the perfect game, the only game you play will be the waiting one.
What is it with NPC conversations being displayed in the chat frame?
I don't know much about that game...too little to be even called a hater, but this is as lazy as it gets.
That's what you can expect from this game. Laziness. It's never had focused development, it's been
mismanaged from the start, it's never been about quality, and they continue to do what
they did for the kickstarter, with throwing cheap bought unity assets into the game, while
sprucing those assets they bought up a bit and reselling
them on the add on store.
This video tells you everything you need to know about how they've been developing since kickstarter, its the same mess, buy cheap assets, do as little as possible make a paycheck, sell touched up assets on add on store, beg for money in telethons, ban people for having a problem with all these things, pretend its all great, rinse repeat.
32:00 – Richard talks about Portalarium’s failure to chase the social media and mobile gaming trend.
41:00 – Richard mentions Portalarium’s foray into social and mobile
gaming was a disaster and talks about Portalarium having only enough
funds to operate for another 3 months just before the Shroud of the
Avatar Kickstarter was launched. He mentions receiving advice from Cloud
Imperium Games (Chris Roberts / Star Citizen) about what it would take
to do a Kickstarter, and then goes on to say that they started from
literally nothing and put together the Shroud of the Avatar Kickstarter
in 45 days.
43:00 – Richard mentions they took their art almost exclusively from the Unity Asset Store and wrote a bare minimum of code.
44:40 – Richard admits the $1M fundraising target in their
Kickstarter was an amount they decided would allow them to “get out of
this pickle” and not necessarily finish the product (which of course
would entail fulfilling the promises made in the Kickstarter).
As someone that spent a lot of money on pledges, played for years, and seen how this game has developed over the years (if you can call it that), I can say to anyone that's thinking about buying this game, DON'T. It's not worth paying for, if you want to try it later on after it flops and it will, try it when it goes free-to-play before they have to shut it down.
Do not give them any more money. The game is already live with no more wipes since July last year, so it's released as far as I'm concerned, what you see is what you get. They're in the last phase to polish things up, and its an awful mixup of terrible UI, story, ugly and boring character creation, an absolute mess of combat system, tiny scenes, abysmal gameplay, and a very small community of snobs. There are a handful of nice people like Mata and Majoria and a few others, the rest think nothing of going to steam, making accounts to try and boost it's ratings to fool potential buyers into buying Sota.
Only an idiot would think about making and mmo without PvP now a days.
While I would agree, in a way, I would add to this that only an idiot would make an MMO without hassle-free PvE. I know that the current trend is to inject PvP into the main part of the game but let's see the impact a year or two from now. Every metric/poll shows that in the realm of MMORPGs PvE is preferred to PvP.
I like a lot about SotA but the things I don't, at it's current iteration, are deal breakers. One of the main issues is just being boring. The artstyle, music, and combat are just dull and those are major parts of the game. I don't necessarily like the small zones but I could deal with that if the game seemed more exciting.
One thing to note is the deck and stat allocation systems are fantastic. In an alternate universe these systems would fit into other tab target titles just right.
Only an idiot would think about making and mmo without PvP now a days.
Shroud has PVP.
Shroud has glorified dueling, nothing that resembles PvP acceptable to most gamers.
So what. I'm tired of pvp'rs thinking that everyone should cater to them. How about no? If the only thing that interests you about the game is loot and killing people, then maybe you need another hobby.
No one asked to be catered to, but don't call what amounts to dueling PvP. You would think Richard would know better, but nope.
I guess he finally figured out that the power of money is the same, regardless of whether you earn it or scam it.
The whole PvP thing is just more proof that they have no clue as to how to develop a game. Problems with the game include:
The combat sucks
The story is half baked at best with a very rails/guide/linear feel to it
PvP has no place in the world(no systems outside of flag or don't)
Towns have no reason to shop in them or sell in them other then a few that give better prices for buying junk from mobs
PvE is endless grind with no cap which causes issues for fair/balances/fun PvP system
Random Crafting procs/system
Devs forcing PvP onto players, if a major zone has players forced PvP then its forced if I ever visit the zone, I wouldn't consider capture flag/battle ground/king of hill style maps to be major zones but when you build a town outside a dungeon then yes its forced to be able to explore that dungeon to PvP.
Devs ignoring feedback and ideas then 3 months later dropping the main thing
Devs not planning out anything more then a roadmap that always losses half of the items on it
Devs having no plan to launch
Devs not telling what will be in launch
Devs partnering with a RMT person who has run/sold botting software
Devs trying to say they launched countless number of PvE only items in game, name 1 item that is PvE only(besides collars) that you can't use in PvP
When your last major good game was 20+ years ago and your trying to "live" off that you really should look in the mirror. The thing to remember is nobody on this current team was "designer" of UO, they didn't design it RG was producer and people have said he came in after the base design/idea was already in place and they used Ultima lore once the core was done in order to get it going. So to give RG credit for UO is a push.
Just like his last project (Tabula Rasa) Garriot just made a game that his quirky self wanted to play. This is the same guy that spent 30mil to ride on a Russian space rocket and then paid like 100k for some space junk on Mars just so he could say that he owned something on another planet.
He is just more proof that these guys who had some great ideas decades ago don't have a clue what they are doing now. The Ultima series was great and Ultima Online paved the way for MMORPG's but that was 20 years ago. People need to stop throwing money at these people because of name recognition and nostalgia. At best this was never going to be more than a niche game with a small player base, but it doesn't look like it will even be that at this point. File it in the trash can next to all the other garbage crowd funded MMORPG's. RIP.
The reviews are brutal. Not with complaints about the lack of PvP but just the game mechanics being terrible and sometimes those who spent a lot of money on the game being elitist. Yep, sounds like an alpha but a bad alpha.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Comments
There is a huge crowd that would comfortably play a PvE only MMO.
The problem is that SotA failed to create a compelling PvE experience.
I bought a package because on paper the PvE looked good, but as soon as I logged in I realized that this game had no charm, no vision and no direction.
In short SotA PvE is just not fun.
They spent more time creating (and selling) Houses and Properties than making the game itself (like Star Citizen) and the result is a big mess.
Card combat doesn't work in live action MMOs as people like having muscle memory on how to do something not looking at cards to see what they can combo or stack or use. Because if your looking at the hot bar your not looking at the combat and might be standing in an AOE or you might not notice someone getting low on life if your a healer cause your looking to stack up your heals. They said they wanted to do minimal interface when they started this project now when your in combat your forced to look at your hot bar all the time, this is why they can't have cool fights where you have to jump on things and move around.
No fate but what we make, so make me a ham sandwich please.
When you don't want the truth, you will make up your own truth.
When you don't want the truth, you will make up your own truth.
Wow, that's made me think the combat might be really cool. You have to consider a ton of stuff to work things out. No by rote 1-2-3 keyboard-mouse, or up-left-down-right controller combos.
If you are holding out for the perfect game, the only game you play will be the waiting one.
I don't know much about that game...too little to be even called a hater, but this is as lazy as it gets.
This video tells you everything you need to know about how they've been developing since kickstarter, its the same mess, buy cheap assets, do as little as possible make a paycheck, sell touched up assets on add on store, beg for money in telethons, ban people for having a problem with all these things, pretend its all great, rinse repeat.
Do not give them any more money. The game is already live with no more wipes since July last year, so it's released as far as I'm concerned, what you see is what you get. They're in the last phase to polish things up, and its an awful mixup of terrible UI, story, ugly and boring character creation, an absolute mess of combat system, tiny scenes, abysmal gameplay, and a very small community of snobs. There are a handful of nice people like Mata and Majoria and a few others, the rest think nothing of going to steam, making accounts to try and boost it's ratings to fool potential buyers into buying Sota.
What happens when you log off your characters????.....
http://www.youtube.com/watch?v=GFQhfhnjYMk
Dark Age of Camelot
While I would agree, in a way, I would add to this that only an idiot would make an MMO without hassle-free PvE. I know that the current trend is to inject PvP into the main part of the game but let's see the impact a year or two from now. Every metric/poll shows that in the realm of MMORPGs PvE is preferred to PvP.
I like a lot about SotA but the things I don't, at it's current iteration, are deal breakers. One of the main issues is just being boring. The artstyle, music, and combat are just dull and those are major parts of the game. I don't necessarily like the small zones but I could deal with that if the game seemed more exciting.
One thing to note is the deck and stat allocation systems are fantastic. In an alternate universe these systems would fit into other tab target titles just right.
I guess he finally figured out that the power of money is the same, regardless of whether you earn it or scam it.
~~ postlarval ~~
Problems with the game include:
- The combat sucks
- The story is half baked at best with a very rails/guide/linear feel to it
- PvP has no place in the world(no systems outside of flag or don't)
- Towns have no reason to shop in them or sell in them other then a few that give better prices for buying junk from mobs
- PvE is endless grind with no cap which causes issues for fair/balances/fun PvP system
- Random Crafting procs/system
- Devs forcing PvP onto players, if a major zone has players forced PvP then its forced if I ever visit the zone, I wouldn't consider capture flag/battle ground/king of hill style maps to be major zones but when you build a town outside a dungeon then yes its forced to be able to explore that dungeon to PvP.
- Devs ignoring feedback and ideas then 3 months later dropping the main thing
- Devs not planning out anything more then a roadmap that always losses half of the items on it
- Devs having no plan to launch
- Devs not telling what will be in launch
- Devs partnering with a RMT person who has run/sold botting software
- Devs trying to say they launched countless number of PvE only items in game, name 1 item that is PvE only(besides collars) that you can't use in PvP
When your last major good game was 20+ years ago and your trying to "live" off that you really should look in the mirror. The thing to remember is nobody on this current team was "designer" of UO, they didn't design it RG was producer and people have said he came in after the base design/idea was already in place and they used Ultima lore once the core was done in order to get it going. So to give RG credit for UO is a push.He is just more proof that these guys who had some great ideas decades ago don't have a clue what they are doing now. The Ultima series was great and Ultima Online paved the way for MMORPG's but that was 20 years ago. People need to stop throwing money at these people because of name recognition and nostalgia. At best this was never going to be more than a niche game with a small player base, but it doesn't look like it will even be that at this point. File it in the trash can next to all the other garbage crowd funded MMORPG's. RIP.
"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
Shame on me.. Do not buy this game. DO NOT.
― George Carlin