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  #141  
Old 05-27-2012, 07:02 PM
LeeDot LeeDot is offline
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Hi guys, I'll make a more thorough post later but I wanted to duck in quickly and let you know that we have located the primary cause of the disconnect bug and will be submitting a new client to Apple later this week that will include that and a host of other fixes. In addition to this we're in the process of setting up an automated system to handle bringing the servers back up immediately in the event of a crash.

On a more general note we are aware that there's a lot that can stand to be improved and we've had some major game breaking bugs (like push notifications and battle reports). All of those issues will be addressed and we will continue to improve the game beyond that.

While I don't want to come off like I'm making excuses I will say that not being able to recruit more than 100 testers due to restrictions beyond our control really hurt our ability to test Empire as thoroughly as we would have liked.

Regardless we're confident that we'll be able to get the game to where you guys expect it to be by the end of the month, and if not we'll make sure no one gets screwed.
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  #142  
Old 05-28-2012, 10:47 AM
Phaserlight Phaserlight is offline
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Quote:
Originally Posted by Cromwell View Post
Ok, maybe call me crazy, but it is just an idea which came into my mind when I was thinking about and searching for a little bit less complex alternative to EVE.There is NONE right now!
Maybe Vendetta Online, but that is not complex enough for me.
Vendetta has lots of complexity, underneath overlying simplicity. The complexity of combat lies in the chaotic randomness caused by human reaction, the applied knowledge of weaponry and equipment, as well as spatial awareness married to smooth reflexes.

The complexity of the market is due to oscillating prices caused by selling goods at various stations, as well as supply chains leading to epic manufacturing efforts.

The history of the Vendetta Universe is complex, spanning over 2,000 years and including an entirely original pictographic and phonetic writing system. Much of this lore is used in player designed missions, such as the project I have been working on for the past year which will include over 36 interconnected missions.

Vendetta is a deep, complex game.
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  #143  
Old 05-28-2012, 03:09 PM
DaviddesJ DaviddesJ is offline
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Quote:
Originally Posted by Phaserlight View Post
Vendetta is a deep, complex game.
But with a style of combat that many people find unappealing.
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  #144  
Old 05-28-2012, 03:18 PM
Drakeer Melkhor Drakeer Melkhor is offline
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I don't really know some things, like why some planets seems to have common ore but later if you enter in the info screen they show 0 !

Also I can't play any longer with the explorer gameplay of the probe ships, just too much tap in the screen and waste of my time. It really stressful too !
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  #145  
Old 05-28-2012, 09:56 PM
Phaserlight Phaserlight is offline
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Quote:
Originally Posted by DaviddesJ View Post
But with a style of combat that many people find unappealing.
That's funny, the combat is one of the things I love about VO. I would say there are many styles of combat, just as a martial art may have multiple styles.
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  #146  
Old 05-28-2012, 10:01 PM
DaviddesJ DaviddesJ is offline
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Quote:
Originally Posted by Phaserlight View Post
That's funny, the combat is one of the things I love about VO.
Yes, that's exactly my point. By identifying itself so much with a particular (twitch/3d) model for combat, VO deepens its attraction to enthusiasts, but reduces the breadth of its appeal.
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  #147  
Old 05-29-2012, 06:59 PM
Stefx73 Stefx73 is offline
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Interesting, but I'll wait for the iPad version.
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  #148  
Old 05-29-2012, 08:35 PM
Ayjona Ayjona is offline
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Quote:
Originally Posted by LeeDot View Post
While I don't want to come off like I'm making excuses I will say that not being able to recruit more than 100 testers due to restrictions beyond our control really hurt our ability to test Empire as thoroughly as we would have liked.

Regardless we're confident that we'll be able to get the game to where you guys expect it to be by the end of the month, and if not we'll make sure no one gets screwed.
To me, the free month you offered us all proves beyond most words that you fellas are dedicated to ensuring a good experience, compensating us should that not always hold true, and to continue building one of the most unique (which in this case actually does equal fun ) MMO/competitive online experiences for any platform.

I'm having lots of fun already, and I've had surprisingly few disconnects and bugs. I wonder... once enough bugs have been sent packing and some probably essential interface elements and conveniences have been added, are there plans to expand the actual depth and mechanisms of EotE?

My musings are bringing me happy images of the EotE take on an expanded building system with detailed planet surface building construction, traditional 4X workforce assignment (appointing researchers, industrial workers, farmers, etc), espionage, great leaders, culture mechanisms, expanded tech trees and greater scope in the effects of technologies, and Starbase Orion-like ship customization. Basically, all the trappings of the 4X genre, in glorious realtime MMO style

Quote:
Originally Posted by Phaserlight View Post
Phaserlight wrote: all the best reasons to go VO
And, to pile on the promise of complexity to levels even EVE will not venture into, VO also offers you:
  • Dynamic enemy forces that expand and seize territory, and might grow to control large portions of the known universe if left unchecked by player resistance.
  • Mission that spawn as a result of player actions, and player actions that actually have an impact on the gaming universe (only if ever so fleeting), such as the resolution of border conflicts, and the availability of particular technologies and equipment.
  • Missions with random components, such as objectives, destinations and possible resistance, to avoid the repeat heroism syndrome.
As a long-time VO and EVE player, I must say that in terms of sophistication and depth, the two give each other quite a good run. The difference is that EVE puts most of the sophistication up front (and in a very polished way at that ), while VO just dumps you in the tiniest cabin of your shuttlecraft, boots you from the station, and laughs at your plummeting backside as you set out to discover all the hidden layers and mechanics for yourself. Most would probably prefer the former, but I'd take the VO way any day.

Together with Darkwind Online, they just might represent some of the, if not the, most advanced virtual worlds that still fall within most sane definitions of "gaming" (With Haven & Hearth and Wurm Online and the likes teetering very precariously on the safety fence before the abyss of absolutely fascinating real-world simulation mechanics and very dubious fun )

Quote:
Originally Posted by Phaserlight View Post
Vendetta is a deep, complex game.
And Phaserlight is not who I expected to run into at TouchArcade At the risk of doing LeeDot and EotE a disfavour and hijacking the thread, how is VO doing?

Quote:
Originally Posted by DaviddesJ View Post
Yes, that's exactly my point. By identifying itself so much with a particular (twitch/3d) model for combat, VO deepens its attraction to enthusiasts, but reduces the breadth of its appeal.
Of course. I'm surprised it needs to be pointed out, as it is one of the basic tenets of MMO design

It is also, to the great joy of those of us who enjoy what VO offers, is the express purpose and intent of the developers.
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  #149  
Old 05-29-2012, 08:44 PM
DaviddesJ DaviddesJ is offline
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Quote:
Originally Posted by Ayjona View Post
Of course. I'm surprised it needs to be pointed out, as it is one of the basic tenets of MMO design
One of the basic tenets of MMO design is to narrow your appeal by choosing a niche mechanism and making your game heavily dependent on it? I'm not sure many publishers would agree with that. A lot of games want to engage players who are attracted to the theme or the community and make the mechanisms relatively generic so that more people will be interested. I do agree there is a place for niche games designed to appeal to particular types of players, but I wouldn't call that a basic tenet of how all games should be designed. You might want to pick one thing that distinguishes your game and draws people into it, but there are lots of other possibilities than to base it on a relatively specific combat mechanism.
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  #150  
Old 05-29-2012, 09:04 PM
Ayjona Ayjona is offline
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Quote:
Originally Posted by DaviddesJ View Post
One of the basic tenets of MMO design is to narrow your appeal by choosing a niche mechanism and making your game heavily dependent on it?
No. One of the basic tenets is that niche mechanisms such as twitch combat limits the mainstream appeal of MMOs, and should be avoided if a broad scope of players is the target audience.

Hence my "of course" to your "VO deepens its attraction to enthusiasts, but reduces the breadth of its appeal".

Ah, the twisted webs that rampant lust for polemic lures the argumentative forumite into...
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