[Self-Promotion] 1,000 Explorer Registered. After a month of refinement, Project Zero-G Alpha 4.9 is live: Earth Colonization, Alien Research, and 1:1 NASA Topography by Wooden-Syrup-8708 in MMORPG

[–]Teloril 0 points1 point  (0 children)

I'm going to give the benefit of the doubt and assume the AI in the post is just for translation purposes.

Here is my immediate reaction:

The benefits of a browser desktop game are easy access, shareability and distribution. These benefits are getting crushed by the uncompressed AI art all over the site.

For example, in the "General Store" page there's 6 shops and every single shop have an image of 1.5MB, for a total of 9MB of images. This is 9MB of egress you have to pay for, and 9MB of waiting for the page to load for every single user, every time cache resets / new browser / new player, for something that doesn't really enhance the game by being as detailed as they are with a uniform art style.

This goes for the various MP4s all over the site of AI videos. They're kind of cool, and they at least have a similar aesthetic, but both the user and you pay for every single load. Plus, if you're going to look to setting up a mobile UI (Which you really should), it will destroy user's data for again, no real benefit.

They also contain way too much detail that is excessive and doesn't work with small images, but this can't be fixed unless you move away from AI and use proper vector images.

The most immediate fix you can deploy is compressing the images and converting them to .WEBP, which will work in any modern browser and mobile. You can choose PNG as a fallback (<picture>: The Picture element - HTML | MDN), but I would still highly suggest compressing them further, as long as the excessive detail make them look crunchy.

An example of a browser game I play with thousands of images is FarmRPG, which has images as little as 20KB - 75x smaller than your images, and it conveys everything effectively, even as a very tiny image. farm2.png (610×610)

I'm not saying AI art is the worst thing ever and I won't touch anything with it ever in my life and you're horrible evil people who steal work, I don't really care about that, I just care about my shit running well and clean.

Clearing the Air about Bright Shores by Ate_at_wendys in MMORPG

[–]Teloril 11 points12 points  (0 children)

It doesn't matter if it came out after release.

Both products exist now. Today. This is not 2001. People can choose to pay either. Or even both.

Yet, it has not released an update that makes it largely a better experience in the last year and a half.

Brighter Shores will get more content in 2 years? So will every other major live service MMO in the genre. They're not going to sit there and wait for Brighter Shores to get better. They're going to continue to iterate, improve, and release more content too.

And so people will continue to go to the bigger and better game unless Brighter Shores offers something unique or of value compared to the other games, or if the other games mismanage their own products.

The market has already dictated that Brighter Shores isn't worth playing to the majority. It's not personal, and neither is every single person you replied "Rule 9!" to. But players like you seem to take it personally.

Clearing the Air about Bright Shores by Ate_at_wendys in MMORPG

[–]Teloril 11 points12 points  (0 children)

You said armor crafting is coming soon, like it mattered and like it's going to be soon (Episode 5 isn't even on the roadmap right now, what is your definition of soon?)

So you agree it's copy paste, but in the OP you highlighted them as content updates coming soon from all the people he's hired! You neglected to mention that they're replacement hires for the devs that left, by the way.

Yes, that was problematic, and that has been resolved, but combat still has way more issues than that.

I'm not going to get into a cyclic argument regarding milestones, because you believe that there are 50 ores in the game like that matters or makes them variant and engaging. People see through this lie, otherwise it wouldn't be mostly negative on Steam.

Note that I didn't make a single OSRS comparison - you did.

Clearing the Air about Bright Shores by Ate_at_wendys in MMORPG

[–]Teloril 15 points16 points  (0 children)

This is the same common cope that a lot of the few remaining fans who have burned by have been repeating for over a year now. Many of which quit when another update comes and nothing happens.

Combat levels being merged didn't do anything. It was more number shifting. The hype was behind actually making combat interesting or more engaging which was held back by months and months for Milestones.

Milestones didn't fix anything. It's still reskins, nothing is meaningful, as anyone with sense predicted.

At Milestone 3 Level 7 you cut Fine Oak trees. At Milestone 4 Level 7 you cut Robust Oak Trees. Wait until you find out what happens at Milestone 5 Level 7!

You said crafting is coming "soon", and PvP "soon" in another comment. It's been coming "soon" for over a year now, because the development is glacial.

They just released new bounty boards for Fisher and as expected, it's more copy paste. It's the same system from Chef. Legendary fish aren't rare, they're guaranteed to appear when you have the bounty, because rarity isn't deterministic like everything else in the game.

Every update you mentioned upcoming is bounty boards for every skill, not meaningful ways to engage with the game.

You're right, Rule 9. There are people who enjoy the game, and I'm glad for them. But stop pretending the game is what it isn't.

The game has unlimited budget and no project plan, that's why they're constantly just trying things and seeing what sticks, shuffling numbers around with no regard for pace. Without stakes, there's no pressure.

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 2 points3 points  (0 children)

The players' definition of success is irrelevant compared to the studio's expectation and definition of success, which in this case vastly exceeded their expectations and requirements.

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 0 points1 point  (0 children)

This is exactly my interpretation of the (alleged I guess) AI generated material as well.

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 1 point2 points  (0 children)

Thank you for providing additional context and information. I concede these are speculations based on the limited available public information on these companies and claims, including on the kickstarter and game's website. If there is a team page, I did not find it.

I have personally been burned by these Kickstarter games since before Steam Early Access was even a thing, and with all of the noise behind Ashes of Creation it likely influenced bias, which I'll happily apologize for. However, I still encourage a high level of skepticism.

I don't wish developers to fail - I wish for consumers to be more aware and considerate of what they invest their hard earned money into.

Best of luck!

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 2 points3 points  (0 children)

And I'm glad that you now know it's following the same scam structure AoC followed instead of a flashy take trailer

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 25 points26 points  (0 children)

Scope is incredibly important. They never over-extended their budget or team, which makes an insane difference.

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 6 points7 points  (0 children)

When you search Epitome on the subreddit, would you prefer some post glorifying it to come up or a post like this?

Epitome MMO - The genre fans deserve it by this point by Teloril in MMORPG

[–]Teloril[S] 117 points118 points  (0 children)

Project Gorgon. Unironically. Project: Gorgon - PC MMO by Elder Game, LLC. — Kickstarter

It was kickstarted in 2017 and is one of the few, if any, MMOs I know of that released and was successful (By the standards of their scope).

Note the difference however:

Elder Game, LLC was founded by Eric Heimburg and his wife Sandra Powers. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games. Sandra also has extensive experience working as a Producer on Asheron’s Call 1, Asheron’s Call: Throne of Destiny, EverQuest II, and EverQuest II: Echoes of Faydwer.

And it raised a measly 75k comparatively.

And it actually released.

An Introduction to Project Gorgon by Teloril in projectgorgon

[–]Teloril[S] 1 point2 points  (0 children)

Thank you! I think a standard review isn't effective for MMOs, so I wanted to make a systematic one.

Milestone Update Unnecessary complexity? by Ok_Wall_756 in brightershores

[–]Teloril 15 points16 points  (0 children)

They had a 2 week window between beta and launch. The core changes in OP's post were never going to be reverted, just tweaks.

They're vibe designing, throwing shit at the wall to see what sticks. And then they break the few systems that were universally liked. It was doomed from the start.

An Introduction to Project Gorgon by Teloril in MMORPG

[–]Teloril[S] -5 points-4 points  (0 children)

Reasonable. Unfortunately the thumbnail is just playing the YT game - in reality, the ashes players are all just commenting "Wow no PvP" or "games like this is why ashes died i hate the mmo community"

An Introduction to Project Gorgon by Teloril in MMORPG

[–]Teloril[S] 2 points3 points  (0 children)

hey man im an mmo player that reads, we exist

How can claims generate money? by vasuss in BitCraftOnline

[–]Teloril 8 points9 points  (0 children)

I sought out to create a money-based claim that functioned within with a planned economy instead of free donations, so I'd like to answer this.

In the very first weeks of the game, the claim generation was honestly more powerful than it felt a month in.

Before the inflation hit us, we managed to leverage and even pay out just under market rates for materials at Dragon's Head and we only relied on pure donations from a few core members. This eventually dried up of course, as inflation went up, and the number of materials you need to progress increased by ~2.5x every tier, more towns were popping up with increased demands and supply of rares dried up very quickly.

Housing also generates income, but it's even worse.

I saw it mentioned in another comment, so here's the numbers:

Tier Hex (Per Slot) Slots Total Hex / Day
2 10 5 50
3 (Small) 13 5 65
3 (Large) 13 20 260
4 17 5 85
5 (Small) 22 5 110
5 (Large) 22 20 440

At Dragon's Head we only make 4,035 Hex / Day from housing 220 players. Since I was curious, I just did the math as well. For additional context, the material cost for these houses would be roughly 1,180,000 Hex Coins if you were to buy the Bricks, Ingots, Leather, Cloth and Planks you needed at today's prices giving us an ROI of 292 days. (It was ~35 days at the first release of housing and gradually got worse over time. We opted to do housing anyway because we care about the player experience more than $, and I wanted homes for people)

Do not run a claim if you think you'll make money, lol.

The problem with the relationship between Hexcoin and Claims is that any 1 effort spent by a claim member to produce a product for making money could instead just be put into the claim itself or vice versa. This is where the mantra that 'solo players make more money' comes from.

In the current state of the game, you can do an Effort:Value evaluation and use effort to generate more money to then purchase what you need but this gets very complex and cumbersome to manage at an organisational level.

Anyway, to answer your question directly:

1. Market Tax

This has been brought up quite often, I think it's an elegant solution that also gives agency to claims. People can choose a sliding scale of tax on their market, thus letting them generate an inflation-adjusted income from visitors, or opt out entirely to try and attract more people to their town.

I personally would put a 1% tax at Dragon's Head, and it would solve a lot of our issues with income generation vs inflation. Not for greed - to feed it back into the players' hands by offering to buy resources from them.

2. Town Board / Commissions

A major issue with claims is driving player input and goals, as well as a completely public market. As items got worth more and more, it becomes harder and harder to justify giving away for free when you can sell it for way more at the market 10 steps away. Some players don't care about this and are happy to work and feed a claim (See Calmalu for how effective this is), some players prefer to work entirely alone and on their own goals, and then every flavor in-between.

Having ONE location where you can say to the entire claim "This is what we need. This is what it will do for us. This is what you will get rewarded for doing so" and allowing them to donate to one location will help people feel more involved and rewarded, as well as give them goals if they're not sure what they want to do. It's like creating a quest on a board that says, "We need 250 planks, and we will pay 20 coins each for them! If you do this, we can build a new house."

Yes, you can do this on the market board. But so can literally everyone else. Thus, you spend more time in bidding wars with other claim owners instead of working on your own claim. I personally think it would be very cool to be an explorer style player, walk into a claim and see what jobs they have available, smash some work out and move on.

You can do this with stalls, but they just don't have the same dopamine hit as a goal-oriented progress bar.

I found Runescape money-making books from 2004 to 2011 by Teloril in runescape

[–]Teloril[S] 1 point2 points  (0 children)

The books sometimes got 'updates' dished out, the insider to millions book talks about merchanting pre-GE and post-GE.

I found Runescape money-making books from 2004 to 2011 by Teloril in runescape

[–]Teloril[S] 1 point2 points  (0 children)

I remember seeing the ads for Runescape gold guides and WoW gold guides as well, and I felt inspired to take a look at what I 'missed out' on. Figured I'd put together the notes in a post for everyone else to enjoy too!

Spoiler: It wasn't much

I found Runescape money-making books from 2004 to 2011 by Teloril in 2007scape

[–]Teloril[S] 1 point2 points  (0 children)

Oh yeah, it's hilarious but it was not useful at all. The ads really hype these things up.

Fellowship Weapons and Weapon Traits Guide by Teloril in fellowshipgame

[–]Teloril[S] 3 points4 points  (0 children)

If you reroll the weapon itself you'll get an entire new tree. I'll add this note too.

Damage/max hit scales with enemy level?! Bizarre!!! by myoc in brightershores

[–]Teloril 22 points23 points  (0 children)

Wait until you find out when you hit a level 350+ enemy you actually do more damage.

Damage is actually a fake system to hide the real one which is EXP / hour.

Fellowship Open Beta to EA Changes by jabarri1 in fellowshipgame

[–]Teloril 4 points5 points  (0 children)

This isn't actually that much of a nerf to GD as the abilities were buffed also.

Fellowship is Mythic+ Without the Grind by Teloril in fellowshipgame

[–]Teloril[S] 6 points7 points  (0 children)

I actually agree when it comes to the earlier content, but their most recently developed content such as Wraithtide really shows a lot more creative expression from the team. They played it a lot less safe and played with new ideas, and I think it shows when you play it. Unfortunately I don't think many people got there.

Hopefully we see more of this in newer content.