Sigil Developer Tracker
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The dev tracker is no longer actively scanning, however you may continue to browse the archives collected over the past several years here.
Please remember that these developer posts
are taken out of context, so beware of any silky venom being spewed forth.
Color Key:
Green - Sigil Games Online Employee
Pink - Sony Online Entertainment
Gray - Microsoft Game Studios Employee
Orange - Community Member
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Quote:
Originally Posted by tad10 I have issues with VG but repetitive architecture isn't one of them: Stronghold, Tsang, CIS, Pantheon, Vault of the Hidden, Karrus Hakrel, Caverns of Reflection and etc. are hardly similiar. In fact that comment is about 180 degrees remeoved from reality -- the one thing that VG does have is a lot of really interesting looking dungeons.
Now I will agree that the problem with the dungeons are (a) itemization (the where is the EQ1 loot issue), (b) too many easy bosses (the where are the interesting boss problem) -- the actual problem isn't that nameds are rare but that they are pretty fucking common and only a few (e.g. Hruk) drop anything resembling interesting loot and of course (c) the lack of storyline lore (the where the fuck is my Kojan Emperer raid, precursor to CIS, Xenn, etc. problem).
I pretty much agree with Nairbog and its one of the reasons why Thestra should have been shelved prior to launch.
In any event.
Here's an open offer to Smed, Cylus, Tec & the rest of the Sigil crew. You want to fix Vanguard? Just invite Kcxiv, Nairbog, myself and a few others current and former players who post here and on SV and we'll be happy to tell you. Of course it wouldn't be anything that hasn't already been said on this board by the aforementioned folks and others-- but maybe you'll feel better about the advice if you pay us for it :-) | That's a generous offer. Unfortunately, it's infinitely more difficult to fix things than you would thing. I couldn't even tolerate the game myself for over 2 years in development and yet I still couldn't get through to the powers that be. I worked 12 hour days, at home on nights and weekends, and I could still only affect such a small amount of the game. I'd like to think what my team and I put forward had a positive impact, areas like Tanvu, Lord Tsang, Xennumet, River Valley, etc. but it was so small in the overall scheme of things.
It's not just a matter of making a few design decisions, it's about having the time, and resources to do so. It's about having the coders capable of making the fixes, having the designers who understand/know what's wrong about the game. Very few designers, if any that i know of, actually play the game at this point.
I'm not on the Vanguard team anymore, but often times I wonder if I was put in charge could I turn the game around. I'd like to think so, but so much of it extends beyond the control of one person at this point. I wouldn't wish that task on anyone and I don't think that even the most capable person in the world, let alone someone incapable, could make a difference at this point.
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Find all posts by Teclisen.
Find all posts in "Vanguard Server Consolidation".
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Quote:
Originally Posted by tad10 The Unreal engine sucks for an MMO. And yes it would help the gameplay to switch. And yes they could switch to a new engine. And yes it'd be a bitch and three/halfs. And No they're not going to fix classes let alone put in a new engine. So no fucking point in continuing this discussion.
Edit: And I'm a former UNIX sys admin whose used to support fairly complex system programming so I have some fucking clue about what I'm talking about and what they could do. You just build a fucking tool for the art, quest and mob imports. Automation it's whats for dinner. The middleware should provide its own tools for recreating your classes and etc. This leaves recoding Boss encounters and etc. It's still a bitch and a half but it isn't like the fucking moon program that you seem to be making it into. | The unreal engine does not suck for MMOs.
The reason Vanguard became so unworkable was because of someone-I-won't -names ego demanded that no line of code from Epic exist in the final release.
Yes it's difficult rewriting the network code, yes it's difficult removing unreal script, but it is not unworkable and it's a highly advanced engine that really has no comparison.
No matter what people outside of the industry think, Epic's engine is on its own level far above anything else you can purchase. It really does stand alone. Except any engine will preform like Vanguard when amateur and inexperienced egotistical coders are involved and decide that everything should be rewritten from scratch. There's so many features that to this day have not been put back into Vanguard that came straight out of the box with the base unreal engine.
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Find all posts by Teclisen.
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Originally Posted by Angry Amadeus But advanced AI is always part of development (supposedly), so therefore it's nothing /new/. It will constantly be evolving.
However, with my motion-sensing idea, you wouldn't flick your fucking wand around like an imbecile, but rather you would gently caress it and maneuver it in necessary patterns to cast a spell - imagine having a complex tracing requirement for wand maneuverability which required you to hit 10, or 15 points with different motions in order to fire off a spell. Circling your wand around and touching those key points in the necessary order would require true dexterity, not just regular visits to lolitampegs.com. | Wow, what a terrible idea. Weren't you the one who tried to tell me MMO's shouldn't look to consoles for inspiration?
On the AI - it's not a matter of making some technological improvements it's about shifting fundamental game mechanics. You'd be amazed how AI in a game can provide a variety of interesting/unique encounters when your combat system doesn't have the constraints of, "player must take X damage every Y seconds."
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Find all posts by Teclisen.
Find all posts in "The Next Great MMORPG: Open Discussion".
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Things like "episodic content," fancy ways of dropping NPCs in the world, zones that are affected by seasons, or trees that grow over time are all just gimmicks. They ultimately are meaningless in the scope of whether or not a game is fun.
The next step in the genre is to take combat in a completely different direction than it has been going in for what seems like an eternity. Any game that immediately just adopts the EQ model, from WoW to LOTR, or even tries to disguise it as an FPS (Tabula Rasa) in my eyes has missed any chance of being the next big game or taking the genre one step further.
It's like most developers immediately glaze over what it's like to actually PLAY the game, and then try to figure out ways to do exactly the same thing you do in every other game (Auto attack, click x ability, wait for mob to kill you) only in a different setting, universe, theme; against a player, group of players, boar, or Illidan; as a hobbit, dwarf, alien, or car; while trying to quest, instance, grind, or battleground it up.
MMO developers need to be looking at the console genre; find out what's popular and capitalize on it. Console games have had thousands of titles to ship and be evaluated by the gaming public, ironing out what types of game play players enjoy most. Capcom has it down to a science. Console games are almost always on a mass appeal level easily comparable to WoW and dwarfs any other MMO on the market. Console games focus on game play and player enjoyment, are almost never social experiments and demand a level of refinement almost unheard of in the MMO business.
The comparisons between WoW and successful console titles are very apparent and by no means coincidental. Mark my words: the next big MMO that will even come close to challenging WoW will be available on the 360, PS3 and PC, and will be played by both the same people currently addicted to WoW and the 3 million people who are going to purchase Halo 3 in September.
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Find all posts in "Green Monster Games (Curt Schilling)".
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Quote:
Originally Posted by Senen We completed Xennumette tonight, great zone most fun my static grps had yet. Most of the loot up to the All Father was great some nice heroics etc in here. The end fight was nothing less then total chaos with the respawn managing the adds and the All Father along with getting used to the Mech Suits took us around 25 mins. The puzzle/problem solving for each seperate boss area for the keying and suit upgrading was pretty nice. A few issues with the zone first we got a yellow from the All Father that was it. I know the end reward is a heroic but aside from that once you go back to kill him a yellow would totaly be out of place for a such a long difficult fight. Only other issues I can see is multiple groups doing this zone due to the respawn timers of the events it could get realy nasty. Also it seems once you Destroy Xennumette the zone doesnt reset like you might expect with the count down timer. The lower area where you enter with the key is still blazing and your unable to start the event again because of the portal placemen't to evac out which is total chaos since the npcs are also raceing out of the instance. Over all one of the best zones in game defently one that will be remembered. | It looks like the final loot additions to all father didnt make it before patch. He's supposed to have multiple items + a silver sphere to get the upgrades, + one of the heroic schematics from outside. I'll see what's up.
How was the actual fight? We timed it a few times internally, but generally we knew what to do and had been working with the suits for a while. Did you guys end up getting the power ups? Was there a problem dying/ressing while in there? Was using the suits + abilities easy/difficult/frustrating to figure out?
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Find all posts in "This could turn it around for Vanguard".
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Originally Posted by tad10 So far, so good. The new Xenn quest line is pretty kicking. The last quest of the initial key quest was a little ho-hum -- but that's because Drill is something of a pussy. The start of the dungeon quests are interesting -- sadly had to stop. Using the power suit is a little tricky right now (haven't figure it out). | The power suit requires a component only accessible in the last room of the underground dungeon, which you cant access until you "upgrade" the suit with all the necessary weaponry. The quest text might be unclear about using the suit, will double check that.
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Find all posts by Teclisen.
Find all posts in "This could turn it around for Vanguard".
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