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Reader Comments (37)

Posted: Jul 28th 2011 9:26AM EndDream said

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Cool concepts and I think that the graphics are pretty neat also.

I just don't trust Indie developers to make a MMO that works anymore.

Posted: Jul 28th 2011 10:13AM Plantenbak said

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@EndDream

I was also triggered by the graphics and the features. After reading some topics on the official forums though it seems the game is far from finished.

Quote from the forum:
"There are so many things that need to be addressed before it is release ready, I hardly know where to start.

1. Mounts: With the travel time by foot taking so long in this game, some people will get bored VERY quickly having to run around places without having a faster travel option. Sure, there are boats to travel, but for large continents, they aren’t well suited. Moreover, mounts are available in almost every mainstream MMO – in addition to fast travel. When any players from those games come into Dawntide and realize it takes 20 minutes to run somewhere, with no way to improve travel times across land, they might leave. Not to mention if they die somewhere far from a spawning point…

2. Player cities: This was voted the most important aspect of the game to players, and yet there still needs to be many improvements made to the system/bugs fixed. Warehouse access needs to be fixed. Permission to build on faction territory needs to be fixed/added. Deleting objects on faction territory needs to be added along with more buildings and structures (docks, anyone?). Mining shacks need to be fixed.

3. Game bugs: Most if not all of the current bugs need to be fixed before release. And there are a lot of them. There are a lot of things that do not even work yet, either, e.g. some sorcery spells.

4. Combat System: A working and polished combat system is absolutely necessary, especially if it will be a full-loot open world PvP setting. As soon as people start losing gear or resources to combat bugs or imbalances, they WILL leave.

5. Ship Combat: This is one feature that very few MMO’s have, and if done well, can be a huge selling point to all those players that want to be ARRRR PIRATES.

6. Game Engine: The game engine needs optimization. When people try out the game and realize they get 8 fps in the starter town on their supped up computers, they’ll leave. Not to mention all of the crashing.

7. Connection Lag: I am not sure how many people their servers can hold, but if they get overloaded and it produces a lot of lag, nobody will play. Lag full loot PvP (or PVE) death = they will leave. The servers need stress testing before a release.

8. Monsters: Let’s face it, the world right now is pretty barren (West Vynn especially). There is really nothing to do in this game except collect resources and craft items. Mobs are what keep people interested as a lot of people are only interested in combat; moreover, “boss runs” gives something for factions to do together. As such areas like the wind tunnels need to be complete and tested, and then West Vynn populated, and other areas populated and tested. This takes a lot of time (I feel it would take one month of work alone to get the wind caves working properly)."
http://www.dawntide.net/forum/topic/1007021

Curious to see how it will develop, the features are interesting at least.
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Posted: Jul 28th 2011 9:30AM Tom in VA said

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The "rife with open PvP" was pretty much the nail in the coffin for me.

Posted: Jul 28th 2011 9:42AM (Unverified) said

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@Tom in VA

Haha my thoughts exactly. Still waiting for a well done PvE sandbox style game that isn't vaporware.
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Posted: Jul 28th 2011 10:03AM Halldorr said

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@Tom in VA I'm not disagreeing with you here but I'm curious what everyone wants in a PVE sandbox...like what makes the PVE sandbox attractive or worth it to continue to build?
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Posted: Jul 28th 2011 11:06AM Old Tom said

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Re PVE Sandbox .. Wurm.

While the graphics may not qualify as "well done." The game play is fantastic. Even an option for an Open PvP server. And to be honest, the open pvp server isn't that difficult since the world is so massive. Its easy to hide away in either your own faction kingdom or out in the wild.
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Posted: Jul 28th 2011 11:19AM Gaugamela said

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@Halldorr

Ever heard of Minecraft?
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Posted: Jul 28th 2011 12:05PM Vanpry said

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@Tom in VA

Completely agree.
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Posted: Jul 28th 2011 1:04PM Pingles said

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@Tom in VA

Or just one without FFA - Everywhere -PvP.

I actually enjoy PvP but not PvP systems that require everyone to be babysat by higher levels.
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Posted: Jul 28th 2011 1:09PM (Unverified) said

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@Gaugamela

Ironically, Wurm was worked on by Notch who ended up making Minecraft.

Minecraft is far from an MMO btw.
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Posted: Jul 28th 2011 1:32PM Vazzaroth said

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@Halldorr

It's mostly the not dying constantly while all you're doing is trying to raise your carpentry skill.
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Posted: Jul 28th 2011 8:40PM mmogaddict said

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@(Unverified)

Ummm not that far, and depends on your defintion:

http://www.youtube.com/watch?v=QhksNvUwaRc

Skip to 27 min mark for Rivendell and then after that Moria.
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Posted: Jul 29th 2011 12:22AM Halldorr said

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@Gaugamela Yes, not a fan...and is it an MMO? I am not that familiar.
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Posted: Jul 29th 2011 2:57AM pcgneurotic said

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@Halldorr

Being able to sandbox (creation) without having to worry about PvP (destruction).
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Posted: Jul 29th 2011 5:26AM Rhazes said

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@Halldorr

One can only take so much pvp sandbox. Armies of level 1's running around ganking people with gear on. They risk nothing and get your stuff and then log out and on another level 1. No risk but huge rewards for them.
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Posted: Jul 29th 2011 11:04AM Djinn said

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@Pingles "Or just one without FFA - Everywhere -PvP.

I actually enjoy PvP but not PvP systems that require everyone to be babysat by higher levels."

I completely agree with this thread. I don't mind PvP if its my choice and they can't loot anything really good. (I prefer no looting at all but I could live with losing a small amount of cash or crafting mats or non-"green" items.) I especially wouldn't want open PvP in the "wilderness" as the point of a sandbox is to explore and that would discourage my exploration.
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Posted: Jul 28th 2011 9:58AM MMOaddict said

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This isn't going to be good. Combat is slow and clunky, the game engine harkens back to DaoC days, I'll give it a shot one more time on October 1, but I don't see myself buying it.

For comparison, look at the video here and then go watch the video for the eastern game Age of Wulin that Massively posted yesterday. Extreme difference in sheer size, delivery, combat is fast furious and visceral, TONS of new ideas with character progression. And that game isn't even in open beta yet. AND it's going to be FTP.

These Indy sandbox developers need to take a page from the east's playbook and deliver the same thing to succeed in this market.

Posted: Jul 28th 2011 10:10AM Resurge said

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@MMOaddict while i don't really agree that every game needs "fast furious and visceral" combat to compete (really, some of us just want to relax and enjoy game - too much of that stuff in an MMO just makes me exausted after a night of play), i do agree that this game looks like a DAOC clone ..right down to the graphics and animations. DAOC is 10 years old. This is not a compliment. I loved DAOC, but a game made in 2011 should not look so similar to it.
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Posted: Jul 28th 2011 10:30AM MMOaddict said

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@Resurge
Fair enough, but ANY combat you do in the game, wouldn't you want it to "feel" smooth and flow? I know I do. Even FFXI had a more laid back combat style but it still flowed right and I always felt the hits when they landed. This one, it's like it's out of sync or something.
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Posted: Jul 28th 2011 10:04AM Resurge said

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I gotta hand it to them, they have brass ones of a very large size to release a sub-based game this fall, with Swtor coming, and GW2 getting closer. Not to mention other, smaller games which will be releasing in the next 6 months or so.

This game hasn't really been on my radar, but it sounds fun ..will check it out for the free trial maybe, but it would take a LOT to get me to sub up to an indie game, with so many AAA and similar games coming out this holiday season or around that time. I think Rift did it right by releasing in February with little to no fresh competition. Gives people a reason to sub, and maybe a chance to get involved enough in the game to stick around before the next new shiny shows up.

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