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Huge amount of BS. LiF MMO was a very weak engine, I played it before the MMO and on the MMO and the amount of workarounds they used to just have it minimally work is gg, like animals and water, climbing walls by clipping placeables, etc.. .etc.. Ridiculous exploits such as when some people found an easy way that the devs were aware of but didn't fix, to delete an entire massive alliance from the US MMO server lol. Lots of shenanigans.rodarin said:LMAO LIF has the best engine ever made WTF are you talking about? There isnt an engine anywhere that lets you do what that one does. Your fascination with engines is awesome especially since you dont know WTF youre talking about half the time and cling to the worst engine ever made for MMOS and your prophet Chris Roberts continuing to try and make it work for his disaster of a project. Disaster only in terms of actually making a playable game not in term of milking players. Which you also ironically love to mention all the time. And cite said engine again here with Amazons failure waiting to release project.
LiF MMO had the open everything goes full loot system PvP window and that is why most people didnt want anything to do with it. Who wants to spend the hours it takes in that game grinding only to lose stuff during their magic hour or two or whatever it was? Also if you died you lost hours of progression on your character as well. On the private servers in the Your Own version thousands of people were playing it until it got old and stale due to them not developing that portion anymore to focus on the MMO. All anyone has to do is look at every single game there is like ARK and LiF and whatever other 'survival' type games that allow server hosting and looking at the populations on PvP one and PvE ones. And the more harsh the PvP setting the lower the population across every game like that with no exceptions. But the irony is those games need some sort of PvP, but not full on full loot forced PvP.
The dying genre is not related to PvP or PvE, it is related to lack of ambitious game developers and a formula that has been over-milked and people are tired of.rodarin said:Its not being a carebear its watching a dying genre continue to strangle itself completely out of existence by trying to force PvP (and open world full loot PvP to boot) on people.
There has never ever been (and they have certainly tried) a PvP centric let alone a full on PvP gankfest full loot campers delight game even be close to viable let alone popular. How many PvP games have there been? A half a dozen at least, and just as many still in development now. They dont work they wont work and they never will work.
It shows a special kind of stupid for these people for continually trying to ram it down our throats. I suspect they think because a bunch of sociopaths love these battle royal type games its a green light that a PvP focused MMO still has a chance. That basically shows how completely out of touch they are with reality.
If your favorite game ever was even close to the point where their gameplay choices were worth debating then they would be just the next example of complete disconnect with reality.
ANY game, I dont care what it is that has a full fledged open world (not specific zones but every area of the map) where PvP is allowed it has ZERO ZERO ZERO chance of being any sort of profitable title. Unless of course they do what youre guys are doing, stay in perpetual development rip 500 million from 'backers' and spend 50 million on something and call it a game.
I know that but that still is irrelevant.Wikkyd said:This is simply NOT true and I keep pointing this out to people. They see the name of the dev team and assume it is a different company, for example your mention of Snail Games. It is a fact that Snail Games BOUGHT Wildcard studios in 2015. It is NOT a different company. It is the same company with different dev teams.I think more than anything that is why these companies get away this sort of cash grab crap. People just lap it up and think these dev teams are independent. They're not!
There's reasons why MMO's are known more expensive and taking longer to make, that open persistent MP aspect on large-scale is always forcing cuts, and is why we see such weak physics and simulation and more scripted "make-believe" mechanics to ease up on server resources. There are many tricks to cut down, on BDO for example very noticeable one is the AI it only simulates so much and once farming you notice groups don't move until you've killed enough active AI, it's many things like that MMO's have to use to cope with costs of their world and MP scale.Perhaps if MMOs weren't coded down to run toasters and consoles there would be less issue with performance?
LMAO now you've done it! :POh well, some feel if we had to land men on the moon again we couldn't do it anymore.
It's rather simple for who understands the technical side of things. Games of today are far more complex, more simulation, more physics, higher visual quality, etc... While technology had boosted up a lot on some areas, in terms of massive multiplayer technology it still is a core bottleneck.Facinating that technology available since the 90s (large scale multiplayer servers / worlds) seems to be impossible for so many devs today to accomplish.