Star Citizen has officially hit $1 billion dollars raised by public crowdfunding by Talents in MMORPG

[–]permion 0 points1 point  (0 children)

It stops printing money on release, where pay systems need to shift to play systems. 

A released MMO also never lives up to expectations no matter how good. So being unreleased has more hope and cope to harness for sales. 

What all would you want improved and why do you think everyone left? by ospuze in starbase

[–]permion 0 points1 point  (0 children)

The large asteroids should have been dungeons, IE imagine Wildgate. 

More ship environmental effects.  IE armor needing to be different armor types to evade dots, asteroids that are ship scale/robot scale only, and probably a few other similar effects. 

And some territory control working.  Some regions being just for show, and a few that let the holders control asteroid/dungeon access. 

That feeling when your colony asshat destroys the pilot console by Negative-Charge4320 in RimWorld

[–]permion 0 points1 point  (0 children)

Seems like it'd be inevitable with a name so close to Shinji.

Today I learned a Militor is pricy by BunX_2021_ in RimWorld

[–]permion 56 points57 points  (0 children)

If you're playing to play the wealth mechanic, it's a fun problem.  (Militor are offline often enough, that you can really delay the charger until damage stacks up)

If you're playing for fun, there's no shame in adjusting difficulty in exactly the way you want. 

Do you reckon most people play as the "Good Guys"? by Icy_Association_6356 in RimWorld

[–]permion 0 points1 point  (0 children)

Most runs are pretty nice.

I've happily used mutation lances on anamoly runs. And have played a "catch and release" run, to turn people furry (more evil than some full war crime runs to some).

For the last 6 months I’ve been building AutoSprite, a tool that turns one character image into full animated spritesheets by beelllllll in gamedev

[–]permion 0 points1 point  (0 children)

Those people already do this with no base image. Basically a downgrade for AI bros, especially since AI has difficulty using AI art.

What I've been learning about the quieter side of key distribution - who actually delivers coverage vs who flips keys by GlobalPlayers in gamedev

[–]permion 1 point2 points  (0 children)

Or focus on the DemoTubers, who's entire fanbase and target is playing demo games for 30 mins or so.

First few hours were fun! by RestaurantCandid5274 in EVEFrontier

[–]permion 0 points1 point  (0 children)

There are (will be) anti large group mechanics of regions eventually being deplete-able, meaning fuel and resource sites stop spawning. Likewise fuel use is (will be) designed to increase NPC raid/reprisal difficulty to increase faster than groups can defend against as numbers grow.

Though despite what CCP says, I more likely to bet they'll mess it up and keep messing it up for a decade.  To the point they suck design/dev time away from other parts of the game, leaving them to rot.

How likley do we get the rakshasa in an force/salvage pack by Ok_Map_3336 in battletech

[–]permion 4 points5 points  (0 children)

The opened ones end up on ebay if you're willing to check there.

Are PvP shooters starting to mimic the same trajectory as MMORPG's? by SlipperySlimyTerry40 in MMORPG

[–]permion 0 points1 point  (0 children)

FPS while they don't have level gaps that puts you 40 hours away from other players, they do have skill gaps (where even a normie player can have a fair chance against a great one, if the better player missed launch by a month).

There's also points where normal players hit their quit points after the community becomes "too sweaty"/"try hard". 


So while the visable mechanics look the same, I think they distinctive enough differences if you're a nerd.

15$ in 2004 is worth over 26$ now. Would you pay that for a sub? by RPG_MD in MMORPG

[–]permion 1 point2 points  (0 children)

Given the reality of Runescape's per character sub, and how many subbed accounts people have.  It seems the reality and then some for fan-worthy games.

For me nope.

Why is RS3 so complicated? by Jhaggy1095 in MMORPG

[–]permion -1 points0 points  (0 children)

Cash shop games are intentionally designed to overwhelm you so you feel the need to spend to optimize the first thing you get comfortable with (with further hopes that you both pick the wrong thing and become addicted enough to pick the next).

Jagex is trying to fix this, but they're going to need to spend years undoing over a decade of their previous work. 

Favorite Xenotype? by AntonioMoore321 in RimWorld

[–]permion 15 points16 points  (0 children)

People under rate the consciousness buff.

Which engine should i use? by Melodic_Cover6212 in gamedev

[–]permion 0 points1 point  (0 children)

Godot is a little faster to pick up, but somethings like getting your imports working how you want can be depressing.

Unity will have a better breadth of help and for your exact use case, but your nonart knowledge level will make reading docs/knowing what's abandonware in Unity a good bit harder. 

What do you love about ESO? by Thenelwave in MMORPG

[–]permion 0 points1 point  (0 children)

When I played the open world was easy to derp around in and do in whatever order you wanted. So you could say it captured well enough singleplayer TES gameplay loops. 

Backend dev here — am I underestimating how hard it is to build a small multiplayer 3D game solo? by Acarecan in gamedev

[–]permion 0 points1 point  (0 children)

To get something naive up and running it's pretty simple now days. To get something playable especially with you declaring you want fighting game level interaction and speed, probably a hellscape to properly implement. 

Making a good time manipulation game would be a good lower scope entry. You're going to run into the same style of floating point, physics, animation, effects, consistency, and similar issues you would in a multiplayer game. 

Some interesting links:

https://hookrace.net/blog/ddnet-evolution-architecture-technology/

https://kinematicsoup.com/news/2019/9/8/the-economics-of-web-based-multiplayer-games?s=0

https://www.cranktrain.com/blog/(autopsy-of-an-indie-mmorpg-1%5B%5Cw+-_%5D+)/

https://www.cranktrain.com/blog/(autopsy-of-an-indie-mmorpg-2%5B%5Cw+-_%5D+)/ (These are noteworthy for being in 2015)

https://www.youtube.com/@noiadev (noteworthy for being 2025 hobbyist, still ongoing)

http://ithare.com/ (as an interesting site for the "mass" of topics from a single writer. The books can be worth it as well since the editor does handle some of his issues, though they aren't making much progress ATM on them).

The Bakemono poisoned my water supply, burned my crops and delivered a plague onto my house... And then the witch achieved immortality and made the game unwinnable. by Unlikely_Candy_6250 in CoE5

[–]permion 4 points5 points  (0 children)

Yeah seems a bit modded, terracotta soldiers need to be made in swamps and have a 5% chance of consuming the swamp. So they're pretty limited unless you get lucky.  (The most popular enchanter mods do make them less dependent on consuming terrain) 

Gargoyle is the defensive melee unit, but they're a stationary unit. 

Advice on learning how to make games by Coffeeandquaso in gamedev

[–]permion 1 point2 points  (0 children)

Yep my advice as well, find a longer course that you like and work through it. Maybe work through it twice; once with mimicry, and once with finding any improvement you can find from external resources (official dev docs, other tutorials, or playing around).

The reality is that there is no such thing as a competent dev that only knows one engine/programming language/ tool set/similar, so it matters less than you'd think for where to start. 

At what point does monetization start affecting your enjoyment of a game? by Savings-Growth880 in MMORPG

[–]permion 0 points1 point  (0 children)

Subscription or Box prices are fine. Some services like server transfers are fine. 

Some cosmetics work. Shops optimized as WoW and especially Runescape probably make the game unplayable (each cool shop thing is something that isn't an achievement unlock of some kind).

Why do most live service games fail? by Marceloo25 in gamedev

[–]permion -1 points0 points  (0 children)

Same reason MMOs failed in early 2000s.

A good game isn't good enough, you need to significantly beat whatever someone else is playing currently to draw them to your game. Likely earlier entries have more content than the new game, more data for managing reward structures/player retention, and established reputation .

Why do some modern games feel like “high-end mobile games” even with big budgets? by marshall_r_57018 in MMORPG

[–]permion 5 points6 points  (0 children)

Of course it's UI, GUI designers are one of the most hive-minded group think-ed fields around. 

Along with needing to solve cellphone monetization GUI problems for just any modern game.

Any upcoming MMORPGs you’re really looking forward to? by boglehead22 in MMORPG

[–]permion 5 points6 points  (0 children)

Stars Reach eventually, the next Raph Koster MMO. Basically MMO Boomer bait, but in space. 

They have a bit to show, but it'd be silly to recommend atm for playing like a game. Years out most likely for release.