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#2
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It's hard to earn respect, but easy to lose it. Heard this before? More non-answers. To VGs credit, Brad admitted that most people quit VG in the first couple levels of play. There're only a few things that can cause someone to quit so promptly. Whatever the reason was, it was not because of a thorough review of the game. This hints that maybe there IS an answer. But, I don't think it's obvious. It's like this game. I'm having fun, but it's tough. I die several times it seems every day or two. It's brutal. I am wise enough to know that this kind of game would never work in the mainstream market. It would fall deader than dinosaur bones. You have to realize a niche idea when you see it and you have to know how to target it. If you don't get it, then you're in for a world of pain. I don't know for sure if that's what VG did wrong, but it did something wrong. If it hadn't, I doubt it would have lost so many people in its first year. It failed spectacularly. If it was performance, then why did people not leave everquest in 1999? I remember probably experiencing 5-10fps in the cities. It was better outside them, but even upgrading my computer didn't eliminate stutter-ness. I don't remember any serious bugs, though. I usually overlook graphics if I like a game. Seeing how high penalty as a feature of the rpg genre is niche, it's interesting that I didn't judge this game based on how difficult it was when I played it in 1999. (I'm subtly saying that high penalty is similar to high difficulty, but lets just assume for the sake of simplicity that high penalty and high difficulty are interchangeable terms.) Back then I didn't have anything to compare it to (i hadn't played anything). But now that the market has established itself, a tough game is necessarily a niche not belonging to the mainstream. I don't think VG is on the same difficulty curve that project1999 is, but that's my own opinion. I can't imagine much in the mainstream market that's as tough as i've had it on project1999. If I hadn't experienced this in 1999 I might very well avoid it, but having experienced it I'm more accepting. It's hard for me to accept that people playing VG would quit within the first few levels just because they thought it was somehow too tough. Gauging difficulty is not easy and takes time. I'm open to this idea, but I don't think it's solid enough. My bet is bugs and ... polish. Compared to WoW at that time VG must have been a real mess. I bet people tried VG and saw how it was a mess and then just went back to the previous games they were playing that were, at least compared to it, far more playable and enjoyable for them. Why have they not retried VG to find that it's so much better and playable? Well, my bet is some people just forgot about VG or they never get over their first impressions. Remember that first impressions can last a lifetime. And perhaps VG really hasn't got a lot better than it was initially. Also look at how SOE hasn't given it the funds it needs to really improve on itself. Perhaps the initial loss of players when people decided VG wasn't good enough was all it took to kill it later on because there wasn't enough money to recover. So all this time VG has been trying to survive on too little profit and first impressions are proving prophetic in this case even though it doesn't give VG any justice.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 12-04-2010 at 04:14 PM..
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#3
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I played VG for a few months about two years ago. I really enjoyed the game play, the only problem was the low player base. I really liked how they implemented the classes, IMO the classes in that game were the best of any MMO I have played.
The blood mage, paladin, bard, and shadowknight were the classes I really read up on and/or played. The way you could "write" a song that provided several effects was really cool. It was kind of unique not really twisting or the melody thing EQ ended up doing. I played a paladin and the combat chains were really cool, plus the reatice combat system where you could intervene for a group mate was neat. I thought the game was very polished from that aspect. | ||
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#4
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I loved vanguard at first [You must be logged in to view images. Log in or Register.] wish they had released raid content faster tho was first 50 halfling warrior on my server if not the game can't remember the server name like doomfire or something I think too many games, too many servers haha my name was Deranged Lunatic tho.....are they expansions in? I wouldn't mind playing again if they had released some better content but it got boring at 50
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#5
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Too bad the emulated version never made it to the surface.
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I've been retired from P99-EQ & Uthgard-DAOC for quite a long while now, but if you ever seek advice with either one, don't hesitate to ask.
DAOC: Uthgard Revamp v2.0 (P99 thread for Hibernia) Uthgard v2.0 Getting Started DAOC Class Descriptions by Crith (for all 3 realms, with some comparisons to EQ classes) DAOC: Uthgard Revamp (old thread with some useful info) "Sometimes a Majority means, that most fools are on the same side" | ||
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#6
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I beta tested this game and never made it to launch transition. I reported multiple bugs and exploits and even had a few pow-wows with the GMs about them, but none of them were ever fixed.
Heck one was so bad that you could stand on a bridge over the river/dam in one spot and cast on anything around and kill it without it ever pathing to you. Was still there when they shut down beta. | ||
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#7
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Vanguard was the best worst game ever.
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Last edited by Rahnza; 12-07-2010 at 10:31 PM..
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#8
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I remember exploring maybe a DOZEN islands with my guild (high lvl areas) and only ONE of the was itemized. Each island had a large temple on hit, and inside there were some AMAZING boss fights - none of which dropped any items lol. Sure the exploration was fun though...really felt like old-school EQ. | |||
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#9
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My friend and I were some of the last stubborn fools on Woefeather trying to finish the level grind. We logged in and saw in the patch notes that his monk's DPS was now nerfed and so was my cleric's. We log in at the camp we were duoing fine the day before, and we do so little combined damage that we can't outdamage the mob's HP regen. This mob was fucking trivial yesterday - we can stand here getting hit for an hour and I can keep up with heals, but we can't kill it today. We log out disgusted.
The next day we log in and see his monk has been buffed. Today he is overpowered beyond anything reasonable, and we race 3 levels to the cap overnight in a duo (after taking 2-3 days per level prior) by AOEing raid-mob strength trash in what looks like it could be a raid zone someday. The next day he is nerfed back to where he was a week prior, but who cares? We finally made it. There is no guild to join. There is one stupid alien-looking mob at the bottom of a pit to raid, but his pool of 3-4 items were ours before we hit level cap. We can't kill him anymore anyway. We stayed because the community of idiots trying to hit level cap was a lot of fun, but now we're the only ones left. The last 10 levels were spent in empty, unitemized, drab desert, and that setting really does fit the finale of that game. That fucking game. | ||
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#10
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I played a goblin warrior named Grench. Level'd him up all the way to 50...and he was a level 50 blacksmith too...DEAR LORD the grind for blacksmithing was a beating...sad the game has died out. Had some potential. My little green gobbie looked so cool on his Shadowhound mount!
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