View Full Version : New throwback MMO: The Repopulation?
sox7d
02-15-2015, 08:34 PM
Apparently this game is trying to stay in the spirit of old SWG and Ultima Online. Has anyone had any experience with it? Could it be another sanctuary of the old days, or is it really just a by-the-numbers MMO?
Uteunayr
02-15-2015, 09:16 PM
I tried it for like 30 minutes when I had some time. It is not a current style MMO from what I saw. I have meant to go back and play more, but I just haven't had time.
The game does need work, though. So if you go onto that game, be prepared for that.
radditsu
02-15-2015, 09:35 PM
Ffs just produce a game where people have real freedom instead of the illusion of it.
Eq is good because the freedom to break it.
stormlord
02-16-2015, 01:49 AM
Apparently this game is trying to stay in the spirit of old SWG and Ultima Online. Has anyone had any experience with it? Could it be another sanctuary of the old days, or is it really just a by-the-numbers MMO?
It wouldn't be alone. I think Wurm Online is a throwback too. I've posted many times it reminds me of a Ultima Online/Everquest hybrid with better graphics and more sandbox than RPG - whatever RPG is left in MMO's. Mortal Online is another game which might be in the same category of "throwback".
I think where these games really feel like a "throwback" is in the aspect they don't hold you by the hand as much. When I first played Wurm Online in 2012, all it gave me was a homemade tutorial and then it shoved me past the gates into the world out there. I'm not shy to say it was the best experience I've ever had in an MMO and maybe will ever have in an MMO. I'll just say again (and again) it was soooo immersive for me. I remember when I first started playing Everquest and how immerisve first person was. Wurm Online just amplifies everything.
I'll admit Wurm Online is feeling less and less like I want it to be. It seems with more development time it just becomes more bloated. I think a lot of it stems from trying to please everybody and losing track of its identity. Games age, they get old like people. I think there're technical things too. Maybe they dominate.
stormlord
02-16-2015, 02:05 AM
Ffs just produce a game where people have real freedom instead of the illusion of it.
Eq is good because the freedom to break it.
The freedom to fall off cliffs. The freedom to take a wrong turn and tumble into a crowd of high level nasty creatures. The freedom to wander at night in the dark without a light because you didn't have one. The freedom to get lost. The freedom to die and lose all your items. The freedom to lose almost everything. The freedom to get hurt. Isn't that what this is really about. Modern game design has neutered this out of games. The only possible way you can get hurt in most modern gaming is if you intentionally harm yourself.
Intentionally harm yourself? Doesn't read well, does it? It's not morbid, believe me. Maybe I'm a masochist deep down, but I think it just narrows down to me wanting tension (or C&C) in games.
The reason it doesn't work is it's a labor. For example, want to plunge into some high level creatures. First, shut off your in-game radar. Second, find some high level creatures and attack them. (This might require you actually SEARCHING for it because the game is designed so that higher level creatures are further away) If the game shows a popup "Are you sure?" then click Yes. After doing other things, FINALLY you can get hurt. If you die, don't accept any easy rezzes. Don't use your special abilities. When you friends ask what's taking so long, tell em you're trying to make the game fun. They won't understand, and you'll get bored. Bored? Why? Because you literally have to make the game fun by figuring out what you need to do to get hurt.
As a minor note: I don't like getting hurt in RL, but a game is not RL. Someone reading this post might think I got spikes in my room and maybe a dungeon somewhere. Not true. And they might also think I can't play a game without being killed very half minute and punished until I scream. Not true. I can't explain it exactly. YOu'd have to be me to know, I guess. The way I said it before works best: I like to feel like my choices have weight. For them to feel like they have weight there needs to be negative consequences. /shrug
I am confident I failed to not read like a homicidal or otherwise neurotic basket case. Yet I'm equally confident in saying there're many others out there like myself which could be just as bad as it's good. Peace out.
radditsu
02-16-2015, 09:01 AM
The freedom to fall off cliffs. The freedom to take a wrong turn and tumble into a crowd of high level nasty creatures. The freedom to wander at night in the dark without a light because you didn't have one. The freedom to get lost. The freedom to die and lose all your items. The freedom to lose almost everything. The freedom to get hurt. Isn't that what this is really about. Modern game design has neutered this out of games. The only possible way you can get hurt in most modern gaming is if you intentionally harm yourself.
Intentionally harm yourself? Doesn't read well, does it? It's not morbid, believe me. Maybe I'm a masochist deep down, but I think it just narrows down to me wanting tension (or C&C) in games.
The reason it doesn't work is it's a labor. For example, want to plunge into some high level creatures. First, shut off your in-game radar. Second, find some high level creatures and attack them. (This might require you actually SEARCHING for it because the game is designed so that higher level creatures are further away) If the game shows a popup "Are you sure?" then click Yes. After doing other things, FINALLY you can get hurt. If you die, don't accept any easy rezzes. Don't use your special abilities. When you friends ask what's taking so long, tell em you're trying to make the game fun. They won't understand, and you'll get bored. Bored? Why? Because you literally have to make the game fun by figuring out what you need to do to get hurt.
As a minor note: I don't like getting hurt in RL, but a game is not RL. Someone reading this post might think I got spikes in my room and maybe a dungeon somewhere. Not true. And they might also think I can't play a game without being killed very half minute and punished until I scream. Not true. I can't explain it exactly. YOu'd have to be me to know, I guess. The way I said it before works best: I like to feel like my choices have weight. For them to feel like they have weight there needs to be negative consequences. /shrug
I am confident I failed to not read like a homicidal or otherwise neurotic basket case. Yet I'm equally confident in saying there're many others out there like myself which could be just as bad as it's good. Peace out.
You made this weird.
Mandalore93
02-16-2015, 09:06 AM
Is it out of alpha now? Been a long time since I looked into it but it looked really cool.
citizen1080
02-16-2015, 03:11 PM
The lead dev on this was in my Archeage Guild. Super nice guy.
Mandalore93
02-18-2015, 05:33 AM
Bought silver membership. Seems really cool although I only two hours in it. Kind of crashes on me every 30 minutes or so even though my FPS is pretty good (stable 60). But it's alpha/early access so there's that.
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