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What I feel would improve your game!


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#21 lester

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Posted 03 June 2014 - 17:52

The information we've gathered about the game indicates that a LOT of people leave the game very early because 1) They struggle with getting Java to work and have performance issues right off the bat and 2) They are put off by the restricted camera angle and graphics. The hardware renderer and downloadable client are therefore essential to fixing this early drop off, getting more people into the game and engaged, which will help to fill out the community and benefit everybody. This is why it's a priority for us. We don't have all of our coders tied up working on them, but those that are will not be moving onto other things until these are done - which will not be long now.

 

I agree that most players leave because they can't run the game, but better quality graphics is the least of our concerns,I think I speak for the people when I say that we started playing this game because it had the old nostalgic  MMORPG  feel to it.

I suggest to make something worthwhile to record and put up to advertise on main stream sites like You Tube.I still feel like polishing PvP, since I can guarantee that this is what going to hook in potential players , not graphics take a look at Minecraft.


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#22 zargon

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Posted 03 June 2014 - 19:06

fantastic post +1.

 

 If you really want to make the game successful, I agree with have people from HCS actually playing the game and be out there with the rest of us. Bieeeest is can be very animate but like the rest of us, we care about this game and really want to see it work.

 

HCS, I beg you. Please be more in touch with what the community sees as issues and what they suggest to make the game better. Priortizing based on the real issues we are having. This post says it.


Edited by zargon, 03 June 2014 - 19:07.


#23 huhbum

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Posted 04 June 2014 - 04:10

I really liked some of the points in the main post of this thread as well as some of the responses. I want to highlight one point, though:

 

This is a tricky one. We DO play the game, and while none of us have made it to top level on the life server, we have our own client and server which we use to test higher level content as best we can. However, the fact is we just do not have the time to play every single aspect of the game as thoroughly as we'd like, and players will always find new ways to approach things that we don't think of. Being a top level, dedicated MMORPG player is practically a full time job in itself and we all already work full-time (and then some).

 

It is absolutely essential(not recommended, not a nice thing that might be useful, but essential) to have at least one member of your development team that knows the ins and outs of the game as well as the top players do. I absolutely love HCS for how communicative, responsive and community-oriented they have been in the past, but I also notice that as your development cycles lengthen, the team's overall understanding of game mechanics and gameplay issues tends to fall by the wayside.

 

This is a crucial error of a lot of smaller game companies: the longer a game world exists, the less the developers have time to play it, therefore become less knowledgeable about the gameplay itself, and then players and developers alike become frustrated because the actions and reactions of each side make less and less sense to the other side.

 

I truly appreciate how hard you all work on making this game great. However, there are of course going to be things between developers and players that get lost in translation simply because the way players see the game and the way developers see the game do not necessarily mesh well. The way this communication gap is bridged is by having either a dedicated playtesting team(which your company is probably too small for) or by having someone play the hell out of Eldevin and become a real pro at it, so they can communicate via first-hand experience some of the issues players are having and how they might be fixed.

 

You're absolutely right that it takes an incredible amount of time to be as dedicated to MMOs as some of the hardcore MMO gamers, but unfortunately there's no substitute for game experience and putting in the time. How you manage to find that kind of time when you guys are this busy, though, well, there's the hard part.

 

Developer livestream for collecting live player feedback once the new client is released sounds like a good start though! Hint, hint.



#24 PhurieDae

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Posted 06 June 2014 - 09:39

Question: Do you maybe have any idea why Worldbosses lagg so badly btw? Is it just the many people in small area or is it some coding who ain't keeping up with input (player input like spells movement/attaks etc)

 

 

It's a mixture of so many players on screen at one time, plus the large effects we use which tend to use a lot of alpha. Oldish machines seem to struggle more too (that's a fairly obvious one). It's something we're hoping to get sorted with the hardware rendering and we'll be working on it over the next few weeks.

 

Developer livestream for collecting live player feedback once the new client is released sounds like a good start though! Hint, hint.

 

We were thinking about regular dev events where we run through content on Twitch/livestream, and maybe run a question & answer session over all our social media channels at the same time. So arena runs, ToC, dungeons, etc.


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#25 xpwaste

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Posted 06 June 2014 - 10:37

It's a mixture of so many players on screen at one time, plus the large effects we use which tend to use a lot of alpha. Oldish machines seem to struggle more too (that's a fairly obvious one). It's something we're hoping to get sorted with the hardware rendering and we'll be working on it over the next few weeks.

About this , was wondering if there could be put an option that would not anyone else spell effects?

Like you only see your spell effect and animations and rest are not shown? That would reduce the lag?


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PVP is what i like. make it worthwhile!


#26 xpwaste

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Posted 06 June 2014 - 10:50

We were thinking about regular dev events where we run through content on Twitch/livestream, and maybe run a question & answer session over all our social media channels at the same time. So arena runs, ToC, dungeons, etc.

Would love this  +1


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previously:

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#27 HuMoR

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Posted 06 June 2014 - 11:38

 

Developer livestream for collecting live player feedback once the new client is released sounds like a good start though! Hint, hint.

I suggested this a while back :(


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#28 Alteration

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Posted 06 June 2014 - 13:34

About this , was wondering if there could be put an option that would not anyone else spell effects?

Like you only see your spell effect and animations and rest are not shown? That would reduce the lag?

+1

I used to play a game where the spell effects and animations cause massive lag, but could be turned off.  It really helped a lot, and kept me playing.  The biggest cause of these are dragonbreath/erupt/benediction/snowfall, which is why I don't like running with mages in groups too :P




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