| Username | breehoorn |
| Real Name | |
| Rank | Apprentice Member |
| Joined | February 11, 2008 |
| Gender | Male |
| Age | 30 |
| Location | amsterdam, Netherlands |
| Last Visit | November 22, 2008 |
| Post Count | 6 |
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| Quote |
Just like the OP I have had the same feeling about the game. Although it run well on my system (Vista X64, 8600 GTS, 2 Gb ram).
The main problem with the rift system is, it was introduced after the game was released (correct me if I'm wrong). So now you can jump all around the world in a sec, which I think isn't what the developers intended when making Vangaurd. Unfortunately due too the low population rifting is needed.
On several days around 20:30 GMT I searched for players to see how many were online on the Halgar server. Between 1-49 roughly 600 I found (and yes when it was above 40 I narrowed down the levels I searched for). 600 is way too low. To find a group was/is therefore very difficult and you rift from one place to the other. In a few days you have 40 quests and you start think by yourself, what am I doing here and were did I picked up this quest. Then when killing enemies, you get the message favor increased by 1 with faction X, lowered with faction Y. Who are those factions, why does they increase and decrease? I don't have clue and therefore I don't care.
Good side, the crafting and diplomacy is great. The main problem is that the world is too big. Which make you feel very lonely somehow. However when you play with a regular group well , then you have a good time, but that holds for every game.
Thanks for the response and all will be revealed in due time. Patience is great virtue. Nice to read that some issues has been tackled by the team. Great job.
The calculation wasn't that difficult and I agree that you don't take a higher gravity into account (if you would make a SF MMO well then it would be another case). I was just curious what the gravity constant would be and didn't want to keep the answer it for myself (it shows that giving a number is always dangerous).
Dying, death will always be a problem in MMO some way or the other. The main problem is with MMO's nowadays a heavy load high lvl players and no newcomers so empty starting area's. It's like a pyramid but then up side down. Or in business terms, only managers/directors but were is the labour force? What I have learned a pyramid upside down will not work. I wonder how the game will cope with this issue. Don't need to tell me anything, I will see it for myself in due time.
One thing which would be great, travelling across the land by means of Zeppelins or balloons and not only horses. Not to own one (hmm that would be nice), but like a means of transportation (public transport). I'm thinking like the trasportation system in Durdane (written by Jack Vance).
Well enough said, seems the team has analysed present and past MMO's well enough and pointed out the weak points and tackled them.
I have watched the forum more or less from the start and here are some thiughts I have about the game. Maybe someone else already mentioned then. If that's the case my apologies and put me straight.
Planet and moons:
For Mike's list I saw that the world surface is 900.000.000 km2 (think it is but it can also be only land mass). Assuming the world is a sphere, this means it's radius will be 8400 km. Earth radius is 6300 km. Assuming the same average density for the world as Earth, it's easily calculated the gravity constant will be 13 m/s2, which is ca. 30% larger then Earth. Will this effect how life has been evolved or how far arrows will fly, etc?
Will there be moons and which rotate around the world and as result tides. I would love to have tides. Thinking about quests in which you must enter caves under water and can only be entered at low tide otherwise you drown.
Deities:
Can you worship deities and if so will they have an influence. I mean let's assume you worship one of the moons or other gods based upon planets. When the moon is full your skills are stronger but with a new moon your skills are weaker. Or you worship the sun, during daylight you get a bonus in the night that bonus is away, etc.
If possible there should also be deities which are present but can't be worshipped but show themselves on random occasions. An example. You enter a village, the mayor complains there isn't enough bread because there isn't enough flour. The miller complains there is no wind to mill the wheat but he knows a sorcerer who may help. You go to the sorcerer and he gives you a windbag which will catch some wind. You do that and you go back to the miller. He then opens the back and releases the wind. The windmill start working (which of course you will see I hope) and there is flour. You get the XP and everybody is happy except the wind deity. It would be fun that later in the game you will be blown to the ground or something will fall from the sky on your head and you hear the wind deity say don't ever steal my winds again or you will regret it.
Death and beyond:
The main problem I have with MMO's is that the characters, and everything else for that matter, is immortally. Ok you can die but it only an nuisance, it cost some money, you get temporarily penalty but that's it. Unfortunate I don't have a solution for that, mortal would be the best but I know nobody likes that. So I would like to see as well that when you don't die you get a bonus, that bonus is permanent and will grow the longer you stay alive (if you die you loss that bonus). Coupled with that it would be great that there is a kind of "end" quest you can do only at a certain bonus and you need that bonus because it will be impossible to do without.
Dying to many times:
Would it be interested that when you die too often (and it accumulates no reset) you can't be resurrected any more (but all the time i have put into my character I hear you thinking) and you will become a ghost. You enter thus a new type of game where you are a ghost. To survive, this ghost needs energy and will drop to zero if you dont start killing living creatures or players. When you kill enough creatures and very fast after each other then you level up to become a spectre or something else. More powerful but also more energy hungry. This can continue to even more powerful beings.But if energy is zero that's really the end.
Environment:
Some other annoying things in MMO's. How can I wear the same clothes on top of mountains covered with snow and in the dessert. Depending on where you are you must wear clothes which suites the environment best. Also fighting in the dessert at mid day is more though then at in the morning in normal climate area's. Will CoS take that into account? Also casting a fire spell under water is useless but a water spell will be more powerful for example.
If swimming is an option does this effect my fighting when coming at of the water or am I dry the moment I step out of it. And if I swim, where will my horse be?
Seasons:
Do CoS have seasons and will it effect the game. For example, in the winter mountains can't be passed because of the snow and there will actually lay snow on the mountain pass. So a quest which need to be done on the other side can only be done in the summer. When it rains will we see roads become dirty. In the summer will rivers be small or even dry and in the autumn or spring the will be bigger due to rain fall or melting of snow. You may even couple quests around seasons, saving a village because the water in the river rises to high or drought in the summer.
Well it's a bit longer then I expected and not completely finished but this is the end. I wonder if someone have read it all. If so thanks for reading it.
Let me see if I understand it right and maybe come up with a solution.
Let assume the group contains 3 players and are looking for one more. The group contains the following players with the following abilities:
Player 1, 2, 3
20, 20, 0 % Magic
60, 5, 10 % Hero
15, 50, 40% Spirit
5, 10, 40 % Shadow
0, 15, 10% Marksman
So groups total is:
40 % Magic
75 % Hero
105 % Spirit
75 %Shadow
25 % Marksman
2 players offer to join, A and B:
player A, B group total with A or B
10, 30 50, 70 % Magic
5, 5 80, 80 % Hero
25, 5 130, 110 % Spirit
30, 5 % 105, 80 % Shadow
30, 55% 55, 80 % Marksman
The group with player B looks more balanced so player B gets a green dot behind the name and player A orange, or B gets 1 and A gets say 3 behind the name (the lower the better fit). The ranking can then be done by the program, with 1 showing at the top. You can even do this on Echelons. So suppose you have to players like player B on abillity level. The program can rank them on Echelon level calculating which Echelons would be the most beneficial for the group.
Hope this helped.
How many players does an MMO need to be considered a success in today's market?