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  #1  
Vechi 02 februarie 2011, 23:44
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Implicit World of Darkness Online

Il fac aia de la CCP (EVE Online)
Tocmai s-au confirmat:
-bazat pe Vampire: the Masquerade (old WoD),momentan doar vampiri
-modern urban setting

Trailer:
http://www.youtube.com/watch?v=K1v3r...eature=related
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  #2  
Vechi 03 februarie 2011, 00:09
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Niiiiiiiice, nice indeed!
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PLAY WARMAHORDES!!!
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  #3  
Vechi 03 februarie 2011, 20:04
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CCP mai lucreaza si la propriul fps legat de eve... Dust 514...

Vad ca nu stau deloc degeaba Abea astept sa mai apara ceva informatii.
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  #4  
Vechi 06 februarie 2011, 21:42
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DONT WORRY BRO, I GOTCHA YA BACK, HELL YYYEAH ISHA BOI UP IN DIS MUHFUGGA.



Video de la o conferinta WW/CCP - http://www.youtube.com/watch?v=8tVlI...ayer_embedded#

Bajetzii de la Gamebreaker au reusit sa vorbeasca cu unul dintre developeri (random basement dweller genius ABOARD) - http://www.justin.tv/gamebreakertv/b/271519118

2012 ar putea sa fie cu data de lansare.....cica - http://www.g4tv.com/thefeed/blog/pos...#ixzz1BQJG7s5r

GOOD NEWS EVERYONE!

Va merge pe Masquerade. Politica, intriga, culisele si emfaza pe interactiuni sociale va fi la baza. Vom juca doar cu Vampiri....momentan.

All in all, Tzimisce Fleshcrafter? Why....DAMN STRAIGHT CUZ.

Last edited by Dabigbom; 07 februarie 2011 at 02:24.
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  #5  
Vechi 06 februarie 2011, 23:00
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Implicit

Citat:
Original a fost postat de Dabigbom Vezi Post
All in all, Tzimisce Fleshcrafter? Why....DAMN STRAIGHT CUZ.
Et tu,Brute?

Asta presupunand ca ne lasa cu clanuri din Sabbat.Si eu as vrea cu Tzimisce..daca nu,atunci Gangrel sau Malkavian.Oricum, exact cele 2 chestii pe care le vroiam s-au confirmat: modern setting si oWoD.Perfect.
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  #6  
Vechi 07 februarie 2011, 02:26
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Ar fi stupid, WoD is all about freedom. O lume politică nu ar fi completă fără puțin of that ultra-violent.

Sabbat face parte din WoD, cum Hugh Laurie face parte din House M.D

So....yeah....Sabbat.
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  #7  
Vechi 16 februarie 2011, 14:29
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Observ totusi ca jocul este bazat pe versiunea veche de World of Darkness. Probabil sa fie consistent cu jocurile deja scoase pe licenta WoD. Zic asta pentru ca apar bloodlines de genul Tzimisce fata de Daeva (primul bloodline in oWoD, al doilea in nWoD). Chestie care e destul de cul, pentru ca mie mi-a placut sa joc cu Tremere .
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  #8  
Vechi 20 mai 2011, 05:40
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Implicit

Update - character models cu cateva chestii interesante dpdv al graficii/tehnologiei:
-par cu motor fizic pentru coliziuni (gen cu umerii,hainele si animatiile mainilor)
-shading si simulare realistica a hainelor
-si simulare realistica a interactiunii dintre materiale soft (haine) si mediu
Sursa: http://www.youtube.com/watch?v=Tr_KVNrxtRI

Din ce in ce mai bine,doamne de-abia astept.Daca injecteaza la fel de multa atentie in gameplay si story ca in detalii de genul asta,o sa fie perfect.<fingers crossed>

More stuff (source: http://www.wodnews.net/Wiki.aspx )
Confirmed information:

- The game has been in full development since March 2009. Pre-production started in 2006.
- This has been slowed by keeping up with eve
- Treparing to develop 'carbon technology' aka Incarna framework for what should provide state-of-the-art character customizations, unlike any seen in any game before, for the mmo.
- They are particularly psyched about the customization framework. they claim they have in fact, hired a fashion consultant, to help make the system more realistic and stylish.
- Another 1.5 years has been spent preparing the actual gameplay
- They have increased their staff by 6 times the previous head count
- They've put 629k man-hours into this MMO as of Sept 2010 -- so far.
- In a 2009 public financial project outlook CCP document the following 2 quotes were taken from it as they directly relate to the WoD project:
"Given the World of Darkness legacy, its large fan base, and proven appeal to both genders, we estimate the subscriber potential of this product to be two to three times that of EVE Online, without competing head on with CCP's existing products thus enabling wider total appeal."

"This engine will manage the full-body representation of humans, creatures, and other non-player-characters
(NPC) for both indoor and outdoor game environment settings. Ambulation includes R&D in Artificial Intelligence,
Animation Systems, Advanced Character Rendering Technology, Crowd Simulation, Navigation,
and Pathfinding for agents in indoor environments. Ambulation will be used to deliver the new EVE Online
feature “Walking in Stations”, and will be the technology foundation for the World of Darkness character
system."

<end quote>
Ok,partea cu research&dev pt AI special construit pentru locomotia si comportamentul NPCurilor suna foarte bine,ca si crowd simulationul (e vorba totusi de medii urbane,desi mi-e groaza de cerintele de sistem at this point..)Ce mama naibii o fii insa "Walking in Stations"??

Last edited by Shinobi; 20 mai 2011 at 05:51.
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  #9  
Vechi 20 mai 2011, 06:01
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Regarding coffee house, sandbox and theme parks style of play that we've discussed on the forum, burgermeister writes; "from what they said, these three spheres should be closely tied and interconnected together, essentially running the economy of blood in the game. "

The four overall themes they intended to have in the game are:
- Mystery
- Romance
- Power
- Danger


Good,suna a un mediu de joc si interactiune complex,cu destule posibilitati (si perfect pentru RPeri)

"For concrete facts, we learned that the game will be ready, by earliest, 2012. the game will be based on vampire: the masquerade. specifically, in the initial release of the game, there will only be vampires as supernatural, playable characters. There will however, be elements from werewolf, changeling, etc., likely in the form of environmental content, and npcs."
Yeeey.Gief Tzimisce pls.Cel mai devreme 2012.

They confirmed that the game will not be combat intensive (unless you choose as such). Knowing, influencing the correct people is arguable more important than being the biggest brawler.

Hehe,polish them byzantine power games and scheming skills

They will not be catering to immaturity in the game, however, they would like to see these types of offenses policed by players, rather than in-game mechanics.


Deci,comportament care strica imersiunea,gen "1337 Brujah ubertank PvPer LFG to pwn n00bs",pedepsibil de catre playeri,intr-un fel de user-enforced Masquerade laws of conduct? Sweet Jeebus this is awesome.

I personally offered up one of the board's suggestions of permanent death as a solution to controlling an otherwise glut of kindred population within any one area. This was one of the suggestions that got applause from the audience. i also couldn't help but notice two of the content developers smirking -- I think permanent death is a serious possibility in the mmo. a lot of other fans made the same or similar suggestions. this remark also drew out a comment from the panel, suggesting that the game world would consist of one server rather than multiple servers, after someone else suggested that some servers offer this permanent death option while others did not. (his response "servers? what servers?") "

Perma-death.Shit just got real.

-They confirmed that factions and territories will almost certainly be a big part of the game.
GTA San Andreas-like?
-They confirmed that the game will definitely contains gay clubs. This is an excellent angle to cater to the gay and lesbian audience.
....in before Twilight jokes...
-They again, did confirm, that starting off there would only be vampires, but one of the other developers also confirmed that there would be playable human classes -- although nothing specific. I only can assume he means the likes of ghouls and hunters.
FUCKING hunters!!! The Inquisition has arrived./hoping for Technocracy/Mages.
-The game will be fully PvP, i.e. There may be elysium areas, but nothing like the flagging system, as seen in PvE wow servers.

Last edited by Shinobi; 20 mai 2011 at 06:13.
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  #10  
Vechi 20 mai 2011, 06:10
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Implicit

More stuff (aka tl;dr big wall of text crit):
<VERY important parts highlighted>

* Not a lot of quests. Org versus org. Player-driven faction content and conflict.
* Not a WOW clone. Repetitive quests are boring and unfulfilling.
* Concerns over how mental or social influence powers are handled. How to do this well and meaningfully? Players uncomfortable with a loss of control over avatar.
* Players want to control other characters, however.
* Territory control. An adult-only play space. Roleplayers want a space where the integrity of the setting colors the conversation. Don't want to suffer through Chuck Norris jokes and other immersion-breaking chatter.
* Content that reinforces themes that are the cornerstones of the WoD. "Shivers up the spine."
* An exploration of who a new character is, so that he's not just dropped tabula rasa into the world. Random backgrounds, connections to the world, hooks into world participation.
* Powers that cleave closely to the powers that exist in the game, but also expand into new directions for appropriate Disciplines. Making them work in tandem with the system, so that they make sense in the world.
* Finite numbers of the supernatural critter types.
* Permadeath. Server type preference?
* Allow social powers to be socially versatile. A character can be successful socially; not all advancement is tied to combat or traditional "leveling."
* Factional control of regions or assets. Benefits to controlling key areas or establishments.
* Live team events built upon a foundation of existing world lore. Real-time events, historical Masquerade characters, GM NPCs who can be interacted with or pull players into stories.
* Influences, boons, hallmarks of the social origins of vampires.
* Accessible to casual players. Low-intensity tasks to just pick up and do so players don't have to sit there idly.
* Playable Sabbat. TZIMISCE...LASOMBRA
* Creation, building visible things that can be added to game. Ex. Toreador art, Nosferatu caverns. Some kind of crafting system.
* One big world with a dynamic power system that allows different factions to thrive.
* Stay true to the adult content. Blood, gore, darkness, tits.
* Present the themes of the World of Darkness as playable elements. Let the players participate in the things that make Vampire what it is.
* Allow players to participate meaningfully as casual and part-time players.
* Image and customization consultation -- players helping other players create their looks.
* Playable neonate-ancilla-elder model with meaningful play, all with impact on the in-world vitae economy. -poate cineva sa imi traduca chestia asta?
* Status system -- how to represent and elder concept. Players that can participate as setting, a piece of the environment.
* Unique and empowering via rarity.
* Rarity of combat unless it's a character's focus.
* Severity and fearsomeness of combat.
* World that responds to the actions of the characters. Dynamic, changing, adapting to how players use the world.
* A system to allow players to form groups of their own design as opposed to just sharing commonalities like clan and Disciplines.
* GLBT friendly content. and the Torreadors rejoiced...
* Rewards for advancement tied to tiered mastery of ability or chance rolls.
* Final Death.
* Bloodline characters. Seeing the effects of actions the players have taken in character selection.
* Use relationships with fan organizations to allow players to play their LARP characters and vice versa.
* Crafting +1 but not materials farming.
* Immersion as a priority. Reward the long-time player who's been into Vampire as opposed to the sillier players who are aggravating elements in other MMOs. Jumping goofball players break the mood.
* Non-unique names as a matter of character identity.
* Other WoD critters. The whole panoply of supernatural creature types.
* Cherry pick the strong parts of Requiem.
* Mortals, participate in the Embrace, etc. X2 X3
* Embrace. X2
* Diablerie.
* Ability to flag self for PvP allowability.
* Communication needs. Make communication happen in a way that's not as as intrusive as "global chat UI". in game phones,email and telepathy?
* Politics outside clan and sect. City politics, for example. Domains and territories?
* A sense of history imparted to elder characters. Flashback sequences, historical instances, etc.
* Narrative that's not wholly reliant on players to facilitate the content.
* Control the rate of character progression and provide content so that casual and time-constrained players can still participate meaningfully.
* Personal spaces like havens. Ability to damage or conspire against havens. Or help cultivate them.
* Torpor as a clone-type mechanic as a backup.
* Casual player rewards and impetus.
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