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Thread: No Longer Envisioned

  1. #1

    No Longer Envisioned

    Please use this thread to reply to and discuss the new article "No Longer Envisioned".
    Earn free game time and play with your friends[/b]

    Anarchy Online Community Representative

  2. #2

    Unhappy

    Kinda sad, but the article was scarier than the list..I was expecting something far worse.. anyway, improve tradeskills to make them all worthwhile and keep adding tradeskill only items..that might help people who don't want to fight for a living.

    The other stuff won't be missed, except maybe the linux conversion for the *nix heads out there. Just give us some of the stuff on the envisioned list soon

    --

    The philosopher Didactylos has summed up an alternative hypothesis as "Things just happen. What the hell."

  3. #3
    groan. I want my linux port once the client is stable!

  4. #4

    Umm

    I can live with that .

    But what will be on the next patch and when will it be . Is the 23'rd still on for the patch. I mean come you guys have been slient.

  5. #5
    Other than the non-fighting missions, I don't have a problem with most of the list.

    While the team will strive to find alternatives to advancing without the need to kill things, this promise might never become realised.
    This doesn't mean tradeskills is dead either.

    War zones in the slums - The idea of slum war zones was replaced with Arenas.
    I like the Arenas, easier to get to.

    Stealing from other players.
    I'm already angry when a player ganks me coming back from a mission. I'm certainly glad that this won't happen.

    The subway system - This was replaced with the Grid.
    In my mind the subway sounds cool, and the 'teaser' movies certainly made me think it would be a nice thing; but the grid is in more ways better. Having a fixer with you to zone you into the grid after a mission is over is simply awesome.

    No Linux port - Not enough users to support the addition.
    If Linux becomes even more popular, that decision might change, I'm sure. But Microsoft is still the 800 pound gorilla.

  6. #6

    Cool at least your honest ;)

    I'm really not going to miss any of those things, but uh...

    Back to that ugly word: Reality.
    what's so ugly about that word ?

  7. #7
    Any possibility that you will address the question of whether you still envision letting players join the "NPC" clans such as the Sentinels and Knights?

    Scorus

  8. #8

    Thumbs up

    Well. As far as the no-fighting missions are conserned: Too bad.

    The list of things "to come" overwhelms this list of "not to come". Keep up the good work on the tradeskills and make em worth the effort.

    Appart from that, the game is getting better and better.
    Heksa - Former Assignments Coordinator of Inter-Act & member of South RubiKa Society
    k_heksa@yahoo.co.uk

  9. #9

    Cool

    Missions with little of no fighting..

    Considering that Im a lvl 113 Doctor, and can not even solo a QL 90 mission, and as you have stated, that there is no chance of developing a 'non-fighting mission' ... in my opinion, why bother to menton this at all ?

    As for all of the other *issues* that was in the list, I have no problems with them.. and can give you 2 (two) thumbs up and the non ability to steal from another player.

    Rosey

  10. #10
    In truth none of that stuff matters to me. I am just happy to hear from Funcom again. Its like you fell of the face of the planet. Three weeks without a real update or patch info seems like forever. I miss the old days where info was on a constant flow. At least tell us when the next patch is coming and what is expected in it. Makes the long nights in Brokens Shores bearable knowing that new stuff is in the works.

    Kepp us informed Funcom........................

  11. #11

    Arrow

    "Any possibility that you will address the question of whether you still envision letting players join the "NPC" clans such as the Sentinels and Knights?

    Scorus"

    I'm not official but i can give you that answer. Yes

  12. #12
    Originally posted by killahsin
    "Any possibility that you will address the question of whether you still envision letting players join the "NPC" clans such as the Sentinels and Knights?

    Scorus"

    I'm not official but i can give you that answer. Yes
    Ah, great to hear! Who are you?

    Scorus

  13. #13

    Re: at least your honest ;)

    Originally posted by reality

    what's so ugly about that word ?

    It's the meaning of the word.. reality isn't always as nice.
    Well, advancing without killing anything can't happen. I knew that a long time ago and if you want co change it you need a new game.

  14. #14
    Originally posted by Scorus
    Any possibility that you will address the question of whether you still envision letting players join the "NPC" clans such as the Sentinels and Knights?

    Scorus
    Scorus, I've been meaning to get back to you in that other thread (No, I haven't forgotten. Just gathering as many answers as I can).

    We hope (emphasis) to give players the opportunity to join in-game NPC clans and factions within the first quarter of this year. More information will come as I drag it out of people.

    I'll reply to the rest of your questions in that other thread.

    Now, to your regularly scheduled thread....
    Earn free game time and play with your friends[/b]

    Anarchy Online Community Representative

  15. #15

    Unhappy Sigh

    Well, if that's all, that won't make it, we (I) might have no major problems, wont we (I)... .

    So long,

    Max(imilian)

    P.S. Anyone seen a Khemo-Tech higher than ql125?
    100% curious

  16. #16
    Originally posted by Cosmik

    We hope (emphasis) to give players the opportunity to join in-game NPC clans and factions within the first quarter of this year. More information will come as I drag it out of people.
    Praise the Lord and Pass the Ammunition!

    Scorus

  17. #17

    Unhappy Reading between the lines

    Hmmm .. that's interesting...

    Well, the content of the first part of the article was more disturbing than the items that are no longer 'envisioned'. These are not major issues, and I kinda felt like they were holding back. I can't believe that the list is not longer. So what was the real purpose of the article?

    Call me cynical, but this seems like a PR move focused on achieving two goals: reducing expectations for new features, and ensuring us that AO will actually live in the marketplace for the full duration of the story (and longer, apparently).

    As I hope you know .. I love this game. Not for what it is, but for what it has the potential to become, and for the wonderful friends I have made in the game. I want the game to survive and improve.

    But sometimes, Funcom just makes me shake my head. Why do they offer us discouragement by telling us that we should not expect these obscure features, or that the game will last beyond four years when most people I know worry that the game will not survive the year.

    Funcom -- I and my fellow 'subscribers' have endured quite a lot of hardship and drudgery within your world, and yet we persist because we hold hope and faith that you will improve this game. But rather than support that hope, you offer us these discouraging comments. We do appreciate your being forthright with us, but at the same time .. could you please offer us some hope in the form of a comment about efforts that will benefit your players in the near term.

    What is so obviously missing right now is some comment about what positive things to look forward to. There is no official statement about the next patch. The official answers thread has been discontinued. There are rumors about a patch on the 23rd of January from a thread about backpacks, but can not be confirmed. Comments by players in the official forums seem to be falling on deaf ears.

    In the infamous 12.6 patch debacle, I thought you had learned that communication with players can go a long way in keeping your 'subscribers' happy. How quickly this lesson was unlearned.

    - Szentasha / Unity of the Rose / 'subscriber'
    Last edited by Szentasha; Jan 10th, 2002 at 17:47:14.

  18. #18
    Mission without fighting.

    Well I have suggested it before, but a courier mission doesn’t seem to hard to code. You have to deliver an item to another location, either directly or though a series of check points. The item is highly unstable and will be destroyed if it is flown, gridded, or taken through a wampa. As a security measure the item is DNA locked to the carrier so that if it passes to another player it is also destroyed. If you really want to make it more difficult, have the item impose a limit on the players max speed too. That way even Fixers would have to worry, cause they simple could not outrun every thing. (That seems a bit harsh though because you are taking away the one real advantage a Fixer has).

    This is a nice little mission that rewards you for roaming around the beautiful world of Rubi-Ka. The risk is of course all the nasty mobs you will have to AVOID along the way. A good knowledge of the world helps. For example if you know a really tough mob likes to hang out in your path, a detour might be advisable.

    One radioactive isotope needs delivery for Rome to Omni-1. Any takers?

  19. #19
    Except the only way to have any risk for flying characters is to situate the drop in a dungeon and then it becomes a Radar mission. Never mind seeing where the missions tend to be, saving there, and terminating back from the booth.

  20. #20
    I agree with what some others have expressed that the foreboding message was much more ominous than the content of the "not gonna do it" list.

    Missions -- The balance is unreasonably skewed toward team play for solo missions. Insanity is oft defined as performing the same action and expecting different results. Nix the ability to share solo missions, fix the balance of solo missions, and make team missions a reality.

    War zones -- I didn't know this was even conceptualized... My perception skill must be very low.

    The penal system -- Nice thought but minimal impact.

    Stealing -- Bleh...why do we need players to steal from us when crashes, bugs, and other horrid "realities" are much more daunting to our inventory management.

    Subway system -- I think this is just simple Funcom laziness. Implementing an effective "subway" system with a monetary base cost x level for common destinations would not IMHO be difficult to make production. This is a simple boon to newbie players that want to travel and get a larger exposure to the world that most intermediate and advanced players take for granted. Make the base price low but the scale very costly. Variety of landscape (people, places, and things) is one of the factors that keep my friends and I interested.

    Linux port -- Well I only have Micro$oft products to facilitate my gamer crack habit. Would be nice to have a Linux port but the economics are apparently prohibitive.

    Four Years -- I must agree with a previous post...Who cares about four years from now when the primary concern is will the game exist four months from now?

    I also feel that this was a "soft porn" version of the hardcore truth. Understandably, every player, advocate, advisor, and developer has his or her own list of priorities of what is important in the game, what is broken, what is outstanding, and what works the last raw nerve. Nothing on this "not gonna do it" list touched upon any of those for me. The topic of missions in general is a hot one...but as presented in this forum...Bleh.

    -=Just My Two Credits=-

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