May 2009
- MUD-based Articles for Hartford Gaming Lifestyle Examiner Michael Tresca
- opensim and muds in general bristle2008@yahoo.com
- [NEWS] mischief & opensim Bristle Mischief
- Since when has MUD-DEV become MUD-MARKETING Jeffrey Kesselman
- Since when has MUD-DEV become MUD-MARKETING Caliban Darklock
- Since when has MUD-DEV become MUD-MARKETING Sean Howard
- Since when has MUD-DEV become MUD-MARKETING Nathan Yospe
- Since when has MUD-DEV become MUD-MARKETING Nabil Maynard
- Since when has MUD-DEV become MUD-MARKETING Threshold
- Since when has MUD-DEV become MUD-MARKETING bristle2008@yahoo.com
- Getting the word out about your game Threshold
- Getting the word out about your game Ilia Malkovitch
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Benjamin Tolputt
- [Technology] Lend your ears to science! Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Matt Owen
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John A. Bertoglio
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Damion Schubert
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Richard A. Bartle
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- Fallen Earth John A. Bertoglio
- Fallen Earth Threshold
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Amanda Walker
- Fallen Earth Vincent Archer
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Benjamin Tolputt
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Aurel
- Fallen Earth Damion Schubert
- Fallen Earth Sean Howard
- Fallen Earth Jeffrey Kesselman
- Fallen Earth Threshold
- Fallen Earth Aurel
- Fallen Earth John A. Bertoglio
- Fallen Earth Dana V. Baldwin
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Siege)
- Fallen Earth Tess Snider
- Comparing Worlds (was: Fallen Earth) Christopher Lloyd
- Fallen Earth Jeffrey Kesselman
- Fallen Earth John A. Bertoglio
They have done a lot with server-side logic. All hit determination is made
on the server. It does not use the sort of P-to-P logic that makes true FPS
games like CounterStrike so vunerable to cheats (and much more precise, of
course).
The game is a hybrid...more of a MMO with FPS elements. Time will tell if
cheating becomes an issue. Not one yet but official launch in not until Sept
22, 2009.
John Bertoglio
503.330.6713
Consultant
jb@co-laboratory.com
www.co-laboratory.com
im: jbertoglio@gmail.com
> -----Original Message-----
> From: mud-dev2-bounces@lists.mud-dev.com [mailto:mud-dev2-
> bounces@lists.mud-dev.com] On Behalf Of Jeffrey Kesselman
> Sent: Wednesday, September 16, 2009 7:28 PM
> To: mud-dev2@lists.mud-dev.com
> Subject: Re: [MUD-Dev2] Fallen Earth
>
> I havent played it but IO have friends who have tried it and liked it.
> The
> heavy crafting focus turns me off though a thats not my thing.
>
> Im also rather concerned about cheatability. Im told this game has FPS
> style combat and thats VERY hard to do without significant client side
> game
> logic.
>
> On Sat, Sep 12, 2009 at 11:56 PM, Damion Schubert
> <dschubert@gmail.com>wrote:
>
> > On Mon, Aug 24, 2009 at 4:39 PM, Mike Sellers <mike@onlinealchemy.com
> > >wrote:
> >
> > > Okay, the first easy question:
> > >
> > > If I'm already playing WoW, or have played it in the past, why would I
> > play
> > > Fallen Earth instead?
> > >
> > > And if I played WoW and didn't like, why would I play this game?
> > >
> > > MMOs have their 800 pound gorilla and it is (still) WoW. I've been
> > amazed
> > > at the number of MMO pitches that have no answer for this question,
> and
> > > don't even consider it worth asking to themselves.
> > >
> >
> > How different does an MMO have to be before it's *different enough*?
> Are
> > MMOs
> > the only game genre where the existence of one market leader means that
> no
> > one else should ever do any features that are at all similar?
> >
> > Not to say that every game should be a WoW clone, but I've seen way too
> > many
> > MMOs come on the market with way too much half-formed wild-assed
> > experimentation
> > that turned out to be broken, unbalanced, not well thought out or just
> > plain
> > not fun.
> > Too many people designing features because they'll provide 'interesting
> > social
> > dynamics', and not focusing enough on whether the game provides a
> cohesive
> > experience on its own.
> >
> > The fact that FPSes and RTSes tend to be similar is not a bad thing. If
> > you've played
> > Quake or Starcraft, you pretty much know how to play Unreal and Command
> and
> > Conquer. This is a good thing - it dramatically reduces the learning
> > curve,
> > and the
> > learning curve on MMOs is a monstrously huge beast that scares off many
> a
> > noob.
> >
> >
> > (Anyway, to answer your question, Michael, I haven't played FE, but the
> > game
> > has
> > a post-apocalyptic setting, classless advancement, FPS-like combat
> > requiring
> >
> > some level of twitch skill, and an integrated, 6-sided PvP faction
> system.
> > So its
> > pretty unlike WoW. Whether it succeeds will probably depend on whether
> or
> > not
> > it's controls are FPS-like enough that new players can immediately grok
> the
> > game).
> >
> > --d
> >
>
>
>
> --
> ~~ Microsoft help desk says: reply hazy, ask again later. ~~
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Matt Owen
- Fallen Earth Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Vincent Archer
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Aurel
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Amanda Walker
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Jeffrey Kesselman
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John Buehler
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Bristle Mischief
- [Design] is home-base networks not possible? Bristle Mischief
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Siege)
- [Design] is home-base networks not possible? Nuno Silva
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Jeffrey Kesselman