Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
(OP could probably post a popular PvE-based opinion somewhere to get back into the "likes" game.)
It's not taking forever. It's only been just over 5 years since the Kickstarter launched. You would struggle to complete a Masters Degree in that time. I personally think that if it takes a person around 9 years from start to becoming a qualified Architect, for example. Then I'd expect the creation of a huge MMORPG to take at least as long.
That's 1 person lol. Without skill. What is this comparison.
Most tools are already provided by Unreal. Animation & Modelling tools are often very streamlined and people that aren't green tend to produce high quality animations/ models relatively quickly.
Given that there were 17 employees 5 or so years ago and it's only been growing (according to Sharif) it is suspicious. There are even tools in Unreal to get an MMO running day 1; this can't be used on launch but is fine for getting playtesting going.
You don't need more than 1 netcode guy unless you're constantly fiddling with stuff and creating unique mechanics near launch. Or you hired the wrong person lol. Maybe they need an assistant; not sure; but that's 1 netcode guy that's great at what he does and 1 intern/assistant college student that will learn a hell of a lot and work for "free" [knowledge/training].
Everything suggests inexperience from this company so I guess you're right about the college parallel lol. You are right that Sharif was completely unprepared and who knows who he is hiring or why.
Copying over some backpack stuff I posted in relation to Hotkeys:
Take off physical backpack or open Easy Access menu.
How?
Tap F -> easy access container menu opens with locations on the screen different based on what container it is; belt type stuff is at the bottom, side bags are at the side.
Hold F -> cursor appears and you can click on something.
Hold Shift + Tap F ->Takes the main bag off and puts it in your hand or in front of you; this can take variable time to take off based on relative backpack weight/size ->
Large and heavy is 2 seconds to take off, 1.5 seconds for medium, .75 second for light. When in combat this decreases by .25 seconds for each.
If you're holding a light or medium pack and have an open hand, you hold the bag in your hand and can hold left/right click to open and hold left/right click then press E to drop or Hold E to throw.
Tap E interacts. Hold E to steal or Hold Left/Right Click [left/right hand] then Tap E to drop or Hold E to throw.
Do me next!
There needs to be more ways to interact with the world.
Sure, but none of them should be bad ways. This is a bad way.
Elaborate. Carrying things has 0 weight to it except maximum inventory space; which is pennies given you can stack things to obscene amounts and have 40 or more spaces. A piece of paper and 20 ore (which makes about 2 pieces of armor) take up the same space.
You can't just take off and move a bag because everything is a token of an item rather than an actual item.
There is no physical interaction between the world and its resources once it reaches your bag; then it's GM tier where you can summon from your bag or banish the item to Deletion at whim.
This isn't my argument it's an introduction to a different kind of gameplay and dynamic.
There is a difference between possible, interesting, likeable and playable. A lot of things get tested and make it in the game or get scrapped. Instead of bitching about that for the most part, maybe you can try constructive critisim, and enjoy that there is so much testing of new possibilities. You could say... oh I do not like this, but then you should say - I would like it better this way BECAUSE....
If you want immersion on a level that will beat any computer game any time, at least for the time being, play tabletop RPGs. With a group of friends. At home. Or with a virtual Tabletop. There you can have all what you want at a level that you want.
BR
A lot of things get tested and scrapped out of inability to fidget it into something good or figure out what's missing.
What is this about possibilities and constructive criticism I'm missing; when all I've done is suggest some constructive changes that permit for more possibilities? You are veiling your bitching about my post very thinly.
Tabletop RPGs are not great immersion. The only 'immersion' is that you can simply write/speak something into existance. This is fine and developing a game [mechanics] is immersive; playing one is less so immersive for anyone that is "mechanically inclined".
Maybe you can grind some XP on your mobile game? Farmville perhaps?
I don't like Tabletop RPGs. I like mechanics. Real things. Things that do something on their own because they exist.
The way it is it seems like Tabletop RPGs are more your thing.
Two-faced rat
Your argument has less to do with dynamic and more to do with a realistic feel and a hard limit to gameplay. MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay. You have to factor in the whole of a games design, and ashes is being made to have players go out and gather mass amounts of materials for large endeavors
If you want realism, go play a game that focuses on that. This is a fantasy mmorpg. If nothing else, just roleplay that you have a bag of holding or something, problem solved.
I have done nothing but factor in the whole of it and you're giving me rehearsed platitudes ffs. Respond to shit I say instead of monologuing.
Haven't you been reading my messages? I'm pretty sure I've seen you posting in similar threads for a couple days.
Well I guess not. I'll go ahead and try to keep it brief then:
It's a game resting partially on resource management. Requiring 10, 000 ore to make a set of gear is not intelligent or fun design. If I suggested the addition of tedious shit then yeah that would be bad.
But many of the characters are physical classes with above average or monsterous strength that can carry a shit ton; there are animals with packs; there are caravans that transport goods; and this 'world' "Verra" is about as big as a suburban neighborhood.
There's no point to Caravans if your character carries enough ore or whatever resources for 10 whole sets of armor, weapons, enough wood for 3 houses, et cetera et cetera.
The game already has plans to limit your carry amount and to have you lose shit on death.
You clearly needed an explanation since you obviously don't play or know much about mmo's. Your bag idea sounds like an awful game mechanic because it doesn't fit in an mmorpg, and it would be a waste of development resources on a pointless hindrance in an effort to appease an escape from tarkov player who is clearly lost.
I wasn't aware you were discussing anything. Rather just getting angry at people disagreeing with you.
I did contribute. You just weren't happy that it wasn't what you wanted to hear. Your idea is bad for the mmorpg as it is designed. It is better suited for.a game like tarkov or some battle royale. Maybe conan exiles.
I admit that in this specific thread you gave the most constructive input out of all of the ones you replied to me in.
Your characterization of a limit to inventory is:
"MMOs are heavy grinds and tend to require an unrealistic amount of inventory space which progresses over the course of leveling up. There are limits. But limiting yourself to a couple of pieces of ore, a stick, and a piece of armor is bland gameplay"
Which is simply dishonest and not what I suggested. I suggested limits. You said there are limits. I haven't suggested a limit of a couple pieces of ore, a stick, and a piece of armor; it isn't very relevant. I suggested very large packs for stronger characters and smaller ones for lighter characters, and less tedious resource requirements for simple gear.
Then you just start feuding ->
"You clearly needed an explanation since you obviously don't play or know much about mmo's. Your bag idea sounds like an awful game mechanic because it doesn't fit in an mmorpg, and it would be a waste of development resources on a pointless hindrance in an effort to appease an escape from tarkov player who is clearly lost. "
So no you can't discuss jack shit. You drop your rehearsed opinion then start feuding.
Did I start the fueding? Pretty sure I wasn't the one who started out being disrespectful.
Adding an arbitrary backpack system with less bag space is just an unneeded addition adding friction for no reason and I'd argue going off your other posts you are just trying to add survival game systems to an MMO, my friend you need to understand the genre you are in.
Catch people trying to steal your stuff. Hide your gold somewhere in a hole. Stronger people can carry more. Carry stuff in a cart from one place to another"
Sounds like you want to play homeless simulator
What is "less bag space" to you.
The genre is massively multiplayer online role-play game.
I doubt you honestly believe that but to be clear: you did.
That sounds very UN-quality of life
Bag space would be similar enough; other than that it would amount to some unique interactions between stuff, players and world.
Cooperative players experience greater benefit from said cooperation.
I imagine Nodes have protected storage [besides if a siege succeeds] so it should be fine.
Creates demand for strong guilds & mayors as well, which is neat.
:,(
Some sort of improvement to how bag items are displayed and fill the space would be great though. If anyone has ideas let everyone else know. Or anything tangentially related to that.