new content preview

Discussion in 'Planet Calypso' started by RAZER, Sep 22, 2010.

  1. RAZER

    RAZER Custom title ... uh ...

    Well PCF seems to be working a bit and some people are there already. They do have some problems still I guess with the way it looks and the lay out of things and some colors. But Hanne did post a nice screenshot as a preview of the next VU and I didn't wanna hold that from you guys.

    [​IMG]

    must say it looks pretty good :)
     
  2. Sam

    Sam

    Looks really cool! Wonder if those buildings will serve a greater purpose?
     
  3. RAZER

    RAZER Custom title ... uh ...

    would be nice to have an apartment in Port Atlantis
     
  4. Norbert

    Norbert Cartoon Head

    Wow really nice :), looking forward to the swamp being back also. :)
     
  5. Judging by the fact that they have no windows, i'd guess not. But it's a really welcome change to the scenery, slowly bringing character back to different city's and settlements at calypso - instead of just the usual service center right next to the teleporter...
     
  6. I like it. Cities as useful places and not just nice eye candy would be a wonderful change. Apartments in PA is a start, if it happens. Quest hubs being in cities involving the different corporations would take it further. Imagine being able to make the choice to pick a side between the various corporations or staying out of the conflict entirely. Any choice could change your game experience and make it unique. Now imagine being able to affiliate your entire society with a corporation.... the consequences of doing so shaping your relationships with every NPC and society ingame.
     
  7. Tass

    Tass Administrator

    This image says we will get boats ;)
     
  8. GeorgeSkywalker

    GeorgeSkywalker Explorer

    Exactly my thoughts :)

    The buildings could be stylized versions of existing ones like malls, event centre etc Although they do look a bit like high rise apartments. So perhaps we'll be able to buy apartments there ...
     
  9. Love this new screenshot but how will it affect people computers, many people have trouble to run EU as it is today how will that be dealt with?

    Oh and yay for boats :D


    It is big glass panels no individual windows that why you dont see it so clear ;)

    This I dont like, dont make EU a storyline game because that will bring in changes further down the road that perhaps make us better at this or that depending on the line you took.
    If not whats the idea behind a storyline game, or following your corporation :/
     
  10. Nobatti

    Nobatti Guest

    Sorry to be going negative on this, and the city does look nice and all, but cities just don't seem to work here. There is a huge crater for a reason
     
    • Like Like x 1
  11. RAZER

    RAZER Custom title ... uh ...

    true, but I really hope FPC has more plans with it than just a nice looking city. So much is possible with a city. Apartments, shops, hub for the missions, a new event thingy. I'd say make a building be an event thing so we can hunt each other down inside a building, with no way out of there. I see big open lobbies with bridges across, big office floors with desk we can hide behind, smaller offices with glass walls so we can see each other but cant shoot each other, a televator to the roof a staircase we can use if someone disables the televator, maybe even some ventilation shafts. So much can be done with a building. Anyway, some parking lot will be nice to so I can park my car there and of course a dock so I can put my boat into the water. Make some stuff only available in the cities.

    If I can think of these things I am sure FPC can to and if they are not I am happy to let them use my ideas
     
  12. EU is a storyline game.

    Planet Calypso - The History of Planet Calypso

    The current robot invasion is part of that story. The ability to select different paths to follow within that story only adds to player immersion. It doesnt change EU into a theme park. Instead it adds reasons to engage in specific actions, offenses, etc other than simply to farm for globals.
     

  13. On this, we agree. Some of the old paper 'n dice RPGs used "nuggets" in their scenario designs. These could be discovered by the players in nearly any order and would result in one or several planned outcome, but left the players free to choose courses of action that would lead to the planned finale. This type of design gives the players the ability to move about the environment quite freely compaired to tightly regimented RPG scenarios.
     
  14. I think you know I didn't mean it that way, please dont misunderstand me on purpose. the robot thing should be obvious to all now is part of the story.
    Next post describe what I ment, sry for not explaining in detail what I ment...

    But everywhere you can take different paths is very close to bringing in different percs or nerfs depending on action(possibility of becoming a slippery slope very fast(not native english speaker so this might nt be the correct term here but you get what I mean i hope)) and thats something that would make me leave for sure as I think alot of other would too...

    if you like to farm for globals whats wrong with that? if you like to run around without any goal whats wrong with that? if you want a story, make a society and write your own in game storylines for your fellow socmated to do and they do it for you...

    Basic point keep EU open sandbox with as little as possible control from the "government"...
     
  15. I think its clear we both support sandbox game styles, and both want as much freedom as possible within our game. I'm very interested in taking part in the story of Calypso though. I suppose this is what draws me to the boards. Right now the players are the story. The world is merely a setting, one you can choose to be familiar with or not be. This is fine for a particular style of gaming, and works well. I think however MA has noted that certain gamers do not tread this same path.

    MA has begun to introduce the quest system to respond to this. The Quest system already introduces perks into the game as it exists right now. Those who do them derive different benefits depending on when, the consequences of finishing quest lines early in your character development as opposed to later are painfully clear to older players, but not so clear to new players. A player isn't required to do the quests, but doing them offers benefits. I think it is inevitable that this trend continues within EU. MA sees providing small objectives as a way of retaining customers who are objective driven.

    What I'm suggesting here is that quest lines can be deeper than "Kill 5000 merps." Involving world lore, doing non-specific detective work in an area until a sought after item is found that offers a clue to your next quest objective is what I'm shooting for. Do I want epic loots for it? No. That would turn this game into WOW. Might I enjoy talking with a Chikara representative, and through a series of quest chains earn the ability to interact with Chikara, and through that interaction begin to produce items with their particular brand? Or perhaps board a Chikara ship to a new location that Chikara and Omegaton both lay claim to, engaging in conflict on behalf of Chikara? Sure. And I would ask that this interaction comes at a price. Competing brand items being taxed as contraband could be one. Suffering penalties for using non brand items could be another. Or perhaps social penalties as the storyline progresses.

    It doesn't matter. The point is suddenly there are more alternatives within the game, not less. And each path comes with its own set of restrictions and penalties that ultimately add diversity and flavor to the game. The sandbox nature is not changed. Instead more toys are added to it. I understand your fear of the slippery slope, small items leading to greater items, etc. This isn't your typical MMO though. MA is very concerned about preserving value here. Things as a result move very slowly and very deliberately. If it were to happen I'm sure it the benefits would be small, you would have to work alot for them, and their overall monetary impact on your personal account would be +- 0 PED or less.

    Anyhow I'm not a world designer. I'm just a guy who plays games as a hobby who may or may not have a BFA in creative writing and see potential here for a great storyline to develop over time. :-) Please don't take my word as law. Its just the opinion of one person. You're free to agree or disagree with it.
     
  16. Tass

    Tass Administrator

    EU should cater both.

    I think elaborated stories (missions) with different paths, factions, and all the drama... would attract more new players and keep many old players interested.

    And the same time it should no problem to maintain the actual style of gaming.
     
  17. Exactly. And maintaining neutrality can have its own set of perks. So nobody loses.
     
  18. Thanks for the in depth explanation and to much I could agree, but I still dont wanna see a mission objective where you get percs or nerfs depending on your path. (but enough about that, agree to disagree)

    And what I think of the current missions in a whole is an entirely different discussion so lets leave it at that. (PM if you want my opinion on that, but as you I'm just a person with an opinion)
     
  19. Two parts here -

    * Complex storylines with choises - this is slowly being played out with the Genesis Star / Mr Lyndon, and my impression is that peopels actual response is lukewarm and everybody want teh option to go back and worth with decisions without actual repercussions. People not being able to click genesis labeled blueprints / buy chikara refiners from TT because of mission choice is no something I have seen anybody ask, and as a result I guess the scope and impact of such missions would be limited. The Genesis star mission chain ending with "into the volcano" can be take as a prestory for hydra though, and hopefully there is a continuation.

    * Missions and attributes - I have not really seen any concrete proof that it actually matters when you do the missions and get the attributes - on the contrary, the higher boosted attribute values do not appear to be slowing down progress. So if you are at agility X now and want to get to agility Y, it does not matter if you take the mission first and then skill the rest of the way or vice versa. The amount of effort will be the same.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.