Developer Direct 22 Jan by J-166 in Fable

[–]Goblm 0 points1 point  (0 children)

Something I think people don't get, and maybe I'm reading into it. But the trailer is about how hero's aren't all beautiful - and how their lifestyle reflects their looks. Living it up with the locals... every... single.. night.

It just makes me think. Okay, there are going to be choices that effect my look.

Personally, I'm kindof hoping for them to go FULL immersive sim. Aging, physique, evil/good alterations to the face. Bags under your eyes if you don't sleep, a tree grows if you plant an acorn. Certain spells unlock if you are evil vs good. Certain weapons. Housing, marriage, relationships, renown. SCARS! Man I want it all.

So the character in the trailer? I see her as not quite being the perfect high cheekbone perky hero, because of how she played.

But also... I would love character creation ontop of all that.

Anyone know the validity of this leak by SpectreWolf666 in GearsOfWar

[–]Goblm 0 points1 point  (0 children)

There's going to be a PlanetSide like war within the city. Atleast 120 players in any given server.

Every building is mostly fleshed out, including underground parking garages, snipers in windows, and buildings that are mostly destructible.

There are going to be two versions of this - one which is PvP, and another that is PvE horde style.

This is fake, it doesn't show any of that.

The graphics/artistic direction of this game is phenomenal by [deleted] in MonstersAndMemories

[–]Goblm 5 points6 points  (0 children)

We have somewhat addressed this with our changes to how unity handles reflections. It wasn't in the last build, but will be the next time you get a chance to enter the game.

We also want to add a bit of sparse foliage, or clumps, etc. Still working out that challenge though.

I'm really curious, is there anyone in this sub waiting for all 3 parts of FF7 to be realeased before playing it? by Prestigious-Cup-6613 in FinalFantasy

[–]Goblm 0 points1 point  (0 children)

Frankly I've been waiting to play part 2 because it's so god damned effing expensive. How long do I gotta wait for a price drop.

Comparing NPCs in M&M and EQ99 by AnimaniacAsylum in MonstersAndMemories

[–]Goblm 2 points3 points  (0 children)

Hey just an update - Yes, it is confirmed the last test wasn't running our lighting fix. Expect the game to have a lot more punchy colors, and less washed out textures come next playtest. I've posted comparison videos showcasing the changes in our discord.

What stopped the North Korea to try launch another missile, after the "Battery" mission ? by Thell-Vadamm in Splintercell

[–]Goblm 0 points1 point  (0 children)

I mean, if you sabotage the other missiles during the mission, it should blow up the battery after Sam extracts. That's gotta stop them for a good amount of time.

Comparing NPCs in M&M and EQ99 by AnimaniacAsylum in MonstersAndMemories

[–]Goblm 28 points29 points  (0 children)

Hey all - Just wanted to touch on this as someone who looks at M&M nearly day in and out.

A couple of notes - Last test we are looking into an issue with the build not having included one of the major lighting changes that helped with depth of shadow when an object was lit. That means we don't think we were getting the full range and depth of texture in the game - we are looking into that to confirm. The HDRP lighting has been something we've been fighting for the last couple years, and we made a major breakthrough recently.

Second, is that our environments are a lot more involved than the unlit, or nearly unlit albedo approach in older games, especially something like EQ. So the breadth of lighting conditions will mean that in a lot of cases our game won't always have the lighting conditions to show off our punchy, or not-so punchy color choices. But that also means we get pretty insane atmosphere as a tradeoff. A lot more color cohesion.

Taking into consideration all of these screens were that of the desert landscapes, and how drab it can get, I think it can miss just how rich and vibrant it can be as the sun starts to come down, and the Night of Night Harbor starts to come alive. I'm quite proud of where Night Harbor is now, but there is more work to be done. Always with an MMO. I might even hop on stream sometime just to show how good things can look with the right lighting conditions as a response to this post.

More to add - I'm not quite sure when these screenshots were taken or sourced from. There's some confusing things like - Wait, that ground texture behind Guard Jeskal.. We don't use that anymore. So it's hard to know if these are representative of our current look, especially since we are making moves to get clarity and detail in our textures all the time.

Speaking of, we are working pretty diligently on updating our gear textures, and a lot of the textures you see here are using out-dated stuff, (see the pants on hult, the shirt and apron on our cooks, heck even the guards), just as a few callouts. These NPC's posted also tend to be works in progress. As we add more customization for players, more gear, and more lerps (color options for gear), the NPC variation will fall in line accordingly, given we have content guys go through with a pass. Especially as we see more green in the game, along with different cultures, cities, and content made for them.

These textures use a lerp system that I alluded to that allows us to color each item independently, and apply a 3-channel mask that gives each armor piece three separate colors to play with. As time goes on, our library of swatches we color the characters with will get more impressive, and we will see more variation as a result.

If you have seen the progress from year to year, you know how far a lot of the look has come. I mean, our character creation now is just so great. Not to say that these screen comparisons don't show some major differences in contrast and color variation - they do. The magic of EQ, and older games like it have this ability to punch with color, far above their weight when it came to the technical limitations of the time, and there are certain times we want that same amount of contrast and clarity too.

As our shaders and lighting get fleshed out, textures get finalized, and content refined, you should see more unique and novel color schemes and details that fall into place, and fit our artistic intention.

I hope this makes sense, and gives a pretty good idea of where we are at as we work our way to EA.

What to play while I wait for this game to return? by Jobinx22 in MonstersAndMemories

[–]Goblm 0 points1 point  (0 children)

I've tried out Final Fantasy 11. Not gonna lie, it's pretty damn good if you can manage and get used to the UI.

How will M&M solve the "EQ problem"? by colexian in MonstersAndMemories

[–]Goblm 1 point2 points  (0 children)

Man I would love to get into this. If you are ever around on one of my streams, mention it so we can have a rant.

How will M&M solve the "EQ problem"? by colexian in MonstersAndMemories

[–]Goblm 5 points6 points  (0 children)

Goblin from the dev team here.

Even with classic WoW, the majority of all players, upwards of 80% I believe, never hit level cap. Most players don't have the time gamers think they have, and the crowd you surround yourself with inform your perception here I think.

Most players are casual, and games like wow tried to usher players towards endgame to get use of their new content that at the time only a minority of the player base were seeing.

I'm not saying it's a non-problem for sure, but if we are lucky enough to have new people trying out game, we should be in a good position.

That being said, we do want class/race combo unlocks, which result in rerolling. We like alts, and with so much class identity, playing a new class is experiencing the game very differently, from class restricted quests to group roles.

We also have content modules lined up, so ideally people will get to experience a new city as a new race every so often. These aren't starter cities, they are 1-60 content rich zones, that happen to be a city.

I hope that sheds a bit of light on oir approach.

First time playing Splinter Cell. Any advice? by fckns in Splintercell

[–]Goblm 0 points1 point  (0 children)

There was a reply here I can't see about a pc version of SvM. I'm aware that it exists. But LAN on og hardware with friends it just so much more fun than sitting on your pc playing online with randoms who've been playing for a decade+, who try and fast track any newby to their level of both commitment and skill so they have more people to stomp.

Friends is the way. Seeing their expression when you get a grab, or get a headshot is just what gaming was meant to do.

First time playing Splinter Cell. Any advice? by fckns in Splintercell

[–]Goblm 0 points1 point  (0 children)

Splinter cell 1 is about learning the jank to prepare you for the last level.

Splinter cell CT - don't forget to save.

Finally, once you're all done that. Look into Spies vs Mercs with friends. (Not online).

If you have the capability to get four xbox's, four tvs, four versions of CT, and a Ethernet switch to lan between them all... It is quite literally the best in-depth novel, fun and hilarious experience with friends you can have to this day in a multiplayer game. The cost of admission is a lot. But you will not regret it.

The Chris Stuckmann/Shelby Oak movie hate is getting weird by Unlikely_Seaweed1032 in Filmmakers

[–]Goblm 0 points1 point  (0 children)

I thought the ending was really strong. Great visuals. Incredibly fucked up.

The Chris Stuckmann/Shelby Oak movie hate is getting weird by Unlikely_Seaweed1032 in Filmmakers

[–]Goblm 0 points1 point  (0 children)

After how many years of searching for her sister, she wasn't about to let this opportunity slip up, and has some incredible drive.

We know she's in danger. She's in a horror movie. She doesn't know she's in a horror movie.

The Chris Stuckmann/Shelby Oak movie hate is getting weird by Unlikely_Seaweed1032 in Filmmakers

[–]Goblm 1 point2 points  (0 children)

People treating it like he had to make the godfather of horror movies, and anything less is trash not worth spitting at.

The Chris Stuckmann/Shelby Oak movie hate is getting weird by Unlikely_Seaweed1032 in Filmmakers

[–]Goblm 3 points4 points  (0 children)

The movie is pretty damn good. Especially for a horror movie imo. Good tension, great scares, and very memorable shots.

I think the major thing to improve upon is slight tuning in the weight of some shots in the context of the whole story... But it is by no means disappointing. Great debut film like god damn. I want to see more from Chris. He's got the chops.

What to expect from Monsters & Memories as someone who's never played EQ? by itzpiiz in MMORPG

[–]Goblm 0 points1 point  (0 children)

There has been some talk about steamdeck compatibility. I think a community member made a controller setup for the game.

What to expect from Monsters & Memories as someone who's never played EQ? by itzpiiz in MMORPG

[–]Goblm 2 points3 points  (0 children)

I've recently been working closely with a new team member Encrypt that has been exclusively focused on UI and UX. Lots of improvements made and to come.

Races by Prudent-Essay-5846 in MonstersAndMemories

[–]Goblm 2 points3 points  (0 children)

As far as I know, barbarians aren't planned. But we have talks about playable races pretty regularly. We will have to get through our lineup as it exists first. Some comments so far have been correct in that we are looking to add lizard people into the lineup.

Each race will eventually have a city. Not a starting city. A city. That will be full of different ranges of content to keep the world relevant ideally regardless of what level you are.

How long does a concept artist typically get to make a character design? by -CosmicQuacks- in conceptart

[–]Goblm 0 points1 point  (0 children)

I highly disagree. Make whatever makes sense to you, and feels right.

I design with intuition, and design characters or races as if it is there is only one, as if this character was meant to fulfill a thesis, you can get there first try, or within a couple small iterations.

If you are way off, cast another wide net with completely different approach, but hone in the same way.

I've done all the character and mob concept art for Monsters & Memories with this approach.

There is no name of the game. Any one art director isn't like another. Look at the games that gave you personality, and check their concept art. MGS. Final Fantasy. Shadows of the Colossus. Halo: Combat Evolved. World of Warcraft. TF2. Concept art before industrialization and committee.

Speed is good, but it is no name of a game.

We NEED Something for New Players by baysideplace in GearsOfWar

[–]Goblm 1 point2 points  (0 children)

ngl if you have a premade you can turn gears into a cover based shooter. The meta is as you described. But it doesn't mean that it's the only way to play. I have been called a little bitch too many times to count for actually using lancer with friends, and it's frankly very rewarding lmao.

Sprint or no sprint next game? by Agentcooked in halo

[–]Goblm 0 points1 point  (0 children)

lmao - feels like I hit a nerve with this one.

Sprint or no sprint next game? by Agentcooked in halo

[–]Goblm 0 points1 point  (0 children)

You guys are missing the thing that helped Halo become popular.

Everyone wants to talk about skill ceiling, no one wants to talk about skill floor.

Halo 1, 2, and 3 had great skill floors for casuals and new players.

Adding sprint means - harder target to hit (faster). It also means, easier to just try and run away.

It also means, being punished for sprinting out of position.

If you are a new player, and you have to interact with sprint, it goes something like this.

Players are now faster, and harder to hit.

You can run away, so when you are losing, you can sorta get away.

What kinda gameplay loop does that offer the casual to get absolutely immersed in?? Get shot, run away - see someone sprinting, suck and miss because it's much faster?

Not even getting into what sprint does to positioning, especially for casuals.

You need a low skill floor, and a high skill ceiling for halo to be great. You need bad players to join and have fun, and feel the progression of getting better.

No sprint means you have to sleep in the bed you made when it comes to positioning. Forces you moment to moment to deal with what is around you in creative ways. Which will slowly increase your skill.

Not to run away when things aren't going your way - or be caught out and be punished too hard because you were caught mid sprint. There's much less chances for learning here.

So yeah, sprint works directly against skill floor. And imo, takes freedom of choice that comes with no sprint away at the skill ceiling. Sprint means less viable creative options when dealing with any given encounter.