He was banned from Reddit for a week for it. He's doxxed a backer and posted their dox to Reddit. What else has Mark Jacobs done in that time? Mark Jacobs will sometimes come up with new """"innovative"""" systems to design so he can get Massively OP to talk to him again, but he'll refuse to field any question that is even remotely difficult to answer. It's a bad sign when you're hiring "specialists" for pathfinding in the first place.Įxtremely rudimentary AI (think solo dev on an indie project making a proof-of-concept to work on later tier) despite having multiple "specialists" working on different areas of AI development.Īs for the game of Camelot Unchained itself: It has been a problem for 6 months, and they've went through multiple "specialists" at this point. Has a lighting "fade" effect that MJ claimed (in December) was "incorrectly configured and would only take a few minutes to fix" that hasn't been fixed yet.ĪI that get stuck constantly (and permanently) on terrain. Has a lighting system that looks like it was made for EverQuest 2. Has LOD pop-in that would be offensive on a mobile game. Has a render distance that looks like it was made for a mobile game. ![]() Has shader quality you'd expect from a game from 2007. It feels like you're playing through TeamViewer or another RDP software. Takes ~60ms to process input on a good day. Well, their current excuse is they can't even get a full 20 people to log in on the weekends to test it even though it is a mandatory playtest for their company of 38 people. There's a reason they stopped showing footage of the game at 300+ players, and it isn't because the performance was good. The game is borderline unplayable at 300, and it is 100% unplayable at 600. Anybody telling you it is performant at 1,000+ is lying to you. It looked like playing on a server with 500+ ms constantly.īorders on unplayable when it gets to 300. According to MJ, the engine was running the Ragnarok demo as well as they could expect even for launch, and players and NPCs were constantly warping around. Lags at 10 in "normal" gameplay situations. Rubber bands at 1 player (Verdant Forest) ![]() Taking Darkness Falls MUD and essentially adding a graphical interface to it in under 2 years. DAoC was an amazing idea put together extremely quickly. Not until there is something tangible in front of you that you enjoy. Personally I would never give MJ sponsored projects any thought, time, or money. Lots of love crafted into the zones/art, but MJ was always over promising and difficult to work with. Instead we got a failed project that was canceled. The Battle Royale concept was a fever dream at that time, so large scale zones to fight over persistent territory with some form of resets and persistent rewards (Like their push/pull PvP between the factions Capital Cities) would have been perfect as a standalone game. I had many friends work at Mythic and saw the mismanagement first hand. MOBAs were the hotness that EA wanted them to get into and MJ was a smooth salesman that rarely delivered. When Warhammer Online was making a MOBA, I was begging them on their forums and privately to my friends that worked there to just make a game of instanced keep fights that were well balanced instead. ![]() What's equally frustrating is consumers have little power in this regard other than chargebacks and lawsuits. Taking some one's money for funding, then deciding to do something else with it usually doesn't go over well. They gave money/headcount for CoH 2, but saw they were using it to fund other projects that they weren't onboard with. This exact scenario is the alleged reason why NCSoft pulled funding and shut down City of Heroes.
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