Other > Other FOnline projects

List of other FOnline engine based games

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T-888:

--- Quote from: Shangalar on January 15, 2013, 03:52:12 pm ---we don't believe that any issue can be fixed at all if it's related to the most main design points.

--- End quote ---

Not sure what even that means, main design points, I guess you have improper judgement on where you stand at all.

Shangalar:
By main design points I mean the choice of the worldmap size, the number of cities, cities' maps, whole TC system, whole faction system etc.

Kilgore:
Rotfl, I don't think where does that "community will split zomg disaster" shit comes from, but it's really funny.

More servers = more possibilities. You don't like one server, you switch to another, well, nobody says you have to play on *only* one server anyway. One is too harsh for you, try another, easier or more suiting your expectations.

What is the most likely behavior of a totally new player?
"Oh well there is FOnline: 2238, I'll try it! [...] Wtf, it's too difficult bla bla I can't do shit without a group of people [...] Any alternative? No, ragequit + DEL"

I'm not going to explain why starting on 2238 is very difficult for a fresh player (while reasonably easy for someone who played a bit), I'm sure you know why.

Stop thinking about fonline community as a constant number of players. It *could* have much more players if there were any alternatives, but there are none. Many people who aren't satisfied with what 2238 is, and failing to find an alternative, simply switch to other games.


--- Quote from: Lexx on January 15, 2013, 05:57:34 am ---I still don't get why everyone wants to make a huge online server. This will fail, I can guarantee this.

--- End quote ---
Thanks for a big piece of advice, I'm not buying it.

Good luck to you with your projects, I hope there will be something playable and enjoyable soon in the nearest future.

Lexx:

--- Quote from: Jenova on January 15, 2013, 06:24:25 am ---FOnline coop isn't much easier. It's still a hell of a work. But the people want to make their own huge projects to be better than others. They would, if they would work in great teams, and give it time. The best method to finish FOnline projects is good old step by step.

--- End quote ---

Do you know how much time we are spending on discussing what feature is too much absuary and what feature will never be a reality, because players will just bend the rules anyway? Or how many things are cool on paper, but when many players are inside it, it's turning into a big pile of shait.

Also like Mayck wrote, just look at how many FOnline server projects had been started and how many are still here with a reasonable amount of active players.

A coop game at least is something new and I do think that it is possible to make a *real* coop CRPG, unlike Jovanka says. I am pretty certain that it is possible to create a cool game in such an enviroment (which is not a simple hack&slay). I've discussed this already a few times in various places and I do have a ideas to solve the most important issues in a way that playing the game with more than one player doesn't become a great clusterfuck.

Jenova:
I know what I talk about, because I develop for years too, and also created Fallout 1 coop alpha stage, but don't mind me and keep on the discussion. ;)

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