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Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

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Huckleberry
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I've found the combat system

I've found the combat system in Dragon's Prophet to be the best I've played in recent years. Granted, that game is marketed mostly to the European market, but the transitions between powers is just so smooth. There's a rhythm you get in combat that I haven't found in any other game. Like FFXIV, it also uses a combo system, but FFXIV feels less fluid. If you have an opportunity to try it, I'd like to see what other perceptions there might be.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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is this the same game? https
Huckleberry
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Izzy wrote:
Izzy wrote:

is this the same game? https://youtu.be/pNhzY3FpFpU?t=14m47s

Yes, that's the same game, although I recommend watching a video from someone else who actually learned how to add skills beyond the basic attacks. Perhaps Kagekaze. While they advertise it as "action combat" as if it were the same as TERA, its more like a tab targeting game where they just did away with the tabbing. And while I mentioned the combos are like FFXIV, now that I've played Blade & Soul, I think they are more akin to the combos in B&S.

Its been about two years since I played it, but I still remember the combat fondly. If you harken back to your blaster days, try playing a sorcerer in this game for the feeling of being a true glass cannon.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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I think that the VO ppl are

I think that the VO ppl are doing absolutely nothing wrong in the way they have chosen to go as A successor to CoX... There are a lot of ppl who will enjoy a "Retro Style" SH game, and may even also play CoT... Myself included in at least trying out both games, and, I'm impatiently/eagerly waiting to see the betas... I think I might have spurred Champions Online into making the "Cosmic Keys" much more valuable/less a waste of money with some complaints I made in forums and/or in-game chat... I still think that @ $1.00 per 1 use key is way too expensive for me... I really appreciate the efforts of this genre-community to making these games more fun, and that of those seeking to follow up successors to CoH/CoV aka CoX... Thanks!!

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Garrilon wrote:
Garrilon wrote:

I still think that @ $1.00 per 1 use key is way too expensive for me...

Considering how frequently the boxes drop then yes that is a fairly large sum. Heck, if we could place them in the game world we could probably turn CO into a Minecraft clone.

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To me if still feels like the

To me if still feels like the VO people have no idea what they are doing.

You never hear great companies or a great collection of developers making excuses for themselves.

I regret to inform you all, the next news you hear of VO may be that it was unable to reach the goal of becoming a playable product.

I do not expect this game to reach any form of playabilty. Their KS failed and the donations are failing. Open your eyes people, this game is merely holding on because of fan inspiration. Realistically, VO will never amount to anything.

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Thanks for sharing your views

Thanks for sharing your views, sir.

Maybe now, we can go back to talking about CoT. However, if VO does manage to surprise you, I hope to see you in-game.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

if VO does manage to surprise you, I hope to see you in-game.
Be Well!
Fireheart

LOOOOOOOOOOOOL!!!!

Good one Fireheart.

"Soooooon"

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I'll say this, their concept

I'll say this, their concept is solid, their pre-alpha really is solid for what they are setting out to do.

I've seen so many projects Pre-Alpha that are SO much worse. The game needs polish sure, but your criticism about their direction are wack. They put alot of time testing out their ideas in Pre-Alpha and are moving into Alpha where those ideas are implimented. I really hope the project moves forward because they took a somewhat fresh take on the genre (West Coast future heroes) that I support.

Crowd Control Enthusiast

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JayBezz wrote:
JayBezz wrote:

I'll say this, their concept is solid, their pre-alpha really is solid for what they are setting out to do.
I've seen so many projects Pre-Alpha that are SO much worse.

Like what?

I want names because this is not true from my perspective.

Which games were worst?

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Dude cmon. Could you imagine

Dude cmon. Could you imagine seeing CoT's pre-alpha right now? They wisely chose to keep us out from under their hood too much. Let them get to alpha even, before we start attacking polish.

On another note, their power sets are severely lacking.


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Doctor Tyche
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All games are worse at one

All games are worse at one point or another.

Here's an example, a video clip showing how the game Uncharted 4's looks progressed:

Technical Director

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JayBezz wrote:
JayBezz wrote:

, but your criticism about their direction are wack.

"Soon" is wack

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desviper wrote:
desviper wrote:

Dude cmon. Could you imagine seeing CoT's pre-alpha right now? They wisely chose to keep us out from under their hood too much. Let them get to alpha even, before we start attacking polish.
On another note, their power sets are severely lacking.

Dude cmon, it is pre-alpha right now? Lets see their power-sets in action before we start attacking.

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Phararri
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Doctor Tyche wrote:
Doctor Tyche wrote:

All games are worse at one point or another.
Here's an example, a video clip showing how the game Uncharted 4's looks progressed:

So those are the pre-alpha shots? I think there was a pre-alpha video out that looked differently. according to them, this is pre-alpha.

http://mstarsnews.musictimes.com/articles/43864/20141208/watch-uncharted-4-thiefs-end-pre-alpha-ps4-gameplay-footage.htm

I have seen tons of pre-alpha's, but none as bad as this one.

I am not trying to be mean, but it was pretty bad.

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Doctor Tyche
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Phararri wrote:
Phararri wrote:

Doctor Tyche wrote:
All games are worse at one point or another.
Here's an example, a video clip showing how the game Uncharted 4's looks progressed:
So those are the pre-alpha shots? I think there was a pre-alpha video out that looked differently. according to them, this is pre-alpha.
http://mstarsnews.musictimes.com/articles/43864/20141208/watch-uncharted-4-thiefs-end-pre-alpha-ps4-gameplay-footage.htm
I have seen tons of pre-alpha's, but none as bad as this one.
I am not trying to be mean, but it was pretty bad.

pre-Alpha is more of a marketing term than a specific "thing" you realize. It covers, literally, *anything* done before the Alpha release. All three stages of that footage *are* pre-Alpha.

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All of the amazing video we

All of the amazing video we've seen for CoT has been pre-Alpha too! I'm excited by how far we've come and how far we might still go!

Be Well!
Fireheart

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Doctor Tyche wrote:
Doctor Tyche wrote:

Phararri wrote:
Doctor Tyche wrote:
All games are worse at one point or another.
Here's an example, a video clip showing how the game Uncharted 4's looks progressed:
So those are the pre-alpha shots? I think there was a pre-alpha video out that looked differently. according to them, this is pre-alpha.http://mstarsnews.musictimes.com/articles/43864/20141208/watch-uncharted...
I have seen tons of pre-alpha's, but none as bad as this one.
I am not trying to be mean, but it was pretty bad.
pre-Alpha is more of a marketing term than a specific "thing" you realize. It covers, literally, *anything* done before the Alpha release. All three stages of that footage *are* pre-Alpha.

The thing is, VO never had a stage like the video I shown, or the final frames of your video, but yet they are currently in alpha. If you all want, I could fire up some indie pre-alpha videos and we can really compare them. All work done before their alpha was poor.

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To define the stages of dev

To define the stages of dev

1) Concept - Ideas phase. What sounds good isn't always what can be coded easily and/or on budget
2) Pre Production - Testing the basis of concept to see if the ideas are feasible, fun, in the right direction
3) Pre-Alpha - Coding for Pre-Production is finalized in spec. The coding is complete enough to test in-game application
4) Alpha - Usually internal fine tuning of systems and application of base graphics (sans polish) MANY Games go back and forth before this stage to change design concepts or completely re-tool systems. Most people never see this work because promises are fragile.
5) Beta - The stage where the systems of the game are coded and the graphics have enough polish for the public to test the product premise - Alot of retooling happens here too
6) Pre Launch and Testing - Finding bugs, testing Computer specs, testing server specs *if applicable* and Polishing as many textures and lighting and graphics as possible along with patch documentation for final patch
7) Pre Release - When most consumers actually get to see the game for the first time and marketing happens for the actual release of the product
8) Release - When actual players get to test/play the game.

The idea that you're seeing things in Pre-Alpha and taking issue with it to me shows that 1) the industry has been privileged to see product before Pre-Release and the trend has not helped game studios and 2) Your understanding and undervaluing of the process seems apparent.

Everything's not for everybody but if you're going to offer critique, i think it's important to base it in perspective.

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Phararri
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JayBezz wrote:
JayBezz wrote:

To define the stages of dev
1) Concept - Ideas phase. What sounds good isn't always what can be coded easily and/or on budget
2) Pre Production - Testing the basis of concept to see if the ideas are feasible, fun, in the right direction
3) Pre-Alpha - Coding for Pre-Production is finalized in spec. The coding is complete enough to test in-game application
4) Alpha - Usually internal fine tuning of systems and application of base graphics (sans polish) MANY Games go back and forth before this stage to change design concepts or completely re-tool systems. Most people never see this work because promises are fragile.
5) Beta - The stage where the systems of the game are coded and the graphics have enough polish for the public to test the product premise - Alot of retooling happens here too
6) Pre Launch and Testing - Finding bugs, testing Computer specs, testing server specs *if applicable* and Polishing as many textures and lighting and graphics as possible along with patch documentation for final patch
7) Pre Release - When most consumers actually get to see the game for the first time and marketing happens for the actual release of the product
8) Release - When actual players get to test/play the game.
The idea that you're seeing things in Pre-Alpha and taking issue with it to me shows that 1) the industry has been privileged to see product before Pre-Release and the trend has not helped game studios and 2) Your understanding and undervaluing of the process seems apparent.
Everything's not for everybody but if you're going to offer critique, i think it's important to base it in perspective.

defend the game if you want, but do not try and question my acumen.

The pre-alpha is one of the worst I have seen , period.

Nobody has yet to show me a "Pre-alpha" product which resembles this.

defend the game, fine; but don't throw shade at me because the pre-alpha, donations, and KS are huge failures.

You can make it sound as complicated as you want, the pre-alpha was awful.

Period.

You would have a point if they did not knowingly acknowledge that the pre-alpha was over....

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Phararri
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JayBezz wrote:
JayBezz wrote:

To define the stages of dev
1) Concept - Ideas phase. What sounds good isn't always what can be coded easily and/or on budget
2) Pre Production - Testing the basis of concept to see if the ideas are feasible, fun, in the right direction
3) Pre-Alpha - Coding for Pre-Production is finalized in spec. The coding is complete enough to test in-game application
4) Alpha - Usually internal fine tuning of systems and application of base graphics (sans polish) MANY Games go back and forth before this stage to change design concepts or completely re-tool systems. Most people never see this work because promises are fragile.
5) Beta - The stage where the systems of the game are coded and the graphics have enough polish for the public to test the product premise - Alot of retooling happens here too
6) Pre Launch and Testing - Finding bugs, testing Computer specs, testing server specs *if applicable* and Polishing as many textures and lighting and graphics as possible along with patch documentation for final patch
7) Pre Release - When most consumers actually get to see the game for the first time and marketing happens for the actual release of the product
8) Release - When actual players get to test/play the game.
The idea that you're seeing things in Pre-Alpha and taking issue with it to me shows that 1) the industry has been privileged to see product before Pre-Release and the trend has not helped game studios and 2) Your understanding and undervaluing of the process seems apparent.
Everything's not for everybody but if you're going to offer critique, i think it's important to base it in perspective.

Btw, anyone can google this stuff, nice job of using your search engine.

You know waaaay more than me....

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Phararri wrote:
Phararri wrote:

JayBezz wrote:
To define the stages of dev
1) Concept - Ideas phase. What sounds good isn't always what can be coded easily and/or on budget
2) Pre Production - Testing the basis of concept to see if the ideas are feasible, fun, in the right direction
3) Pre-Alpha - Coding for Pre-Production is finalized in spec. The coding is complete enough to test in-game application
4) Alpha - Usually internal fine tuning of systems and application of base graphics (sans polish) MANY Games go back and forth before this stage to change design concepts or completely re-tool systems. Most people never see this work because promises are fragile.
5) Beta - The stage where the systems of the game are coded and the graphics have enough polish for the public to test the product premise - Alot of retooling happens here too
6) Pre Launch and Testing - Finding bugs, testing Computer specs, testing server specs *if applicable* and Polishing as many textures and lighting and graphics as possible along with patch documentation for final patch
7) Pre Release - When most consumers actually get to see the game for the first time and marketing happens for the actual release of the product
8) Release - When actual players get to test/play the game.
The idea that you're seeing things in Pre-Alpha and taking issue with it to me shows that 1) the industry has been privileged to see product before Pre-Release and the trend has not helped game studios and 2) Your understanding and undervaluing of the process seems apparent.
Everything's not for everybody but if you're going to offer critique, i think it's important to base it in perspective.

Btw, anyone can google this stuff, nice job of using your search engine.
You know waaaay more than me....

Regardless it's accurate. I know that the perceptions of Alpha/Beta/Pre-Alpha is now complete chaos thanks to marketing and Steam "pre-alpha's". What used to be beta is now being sold as "alpha" to let people think they are getting into games earlier than they area. Releases are being called beta. It gives games free excuses up to like a year into launch. But a true Pre-Alpha or Alpha is similar to what Camelot Unchained is doing. It's not pretty, it's not complete, you likely wouldn't even consider alot of it playable. But that's what Pre-Alpha and Alpha is. It's not until the very very end of Alpha that something really shapes up into a real game.

Perhaps you should be less insulting. Your opinion =/= fact as facts take no sides. But it's understandable that you are confused because of all the misleading marketing that has been done in the last many years. It's given people inaccurate and false expectations.

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Ralathar44 wrote:
Ralathar44 wrote:

Regardless it's accurate. I know that the perceptions of Alpha/Beta/Pre-Alpha is now complete chaos thanks to marketing and Steam "pre-alpha's". What used to be beta is now being sold as "alpha" to let people think they are getting into games earlier than they area. Releases are being called beta. It gives games free excuses up to like a year into launch. But a true Pre-Alpha or Alpha is similar to what Camelot Unchained is doing. It's not pretty, it's not complete, you likely wouldn't even consider alot of it playable. But that's what Pre-Alpha and Alpha is. It's not until the very very end of Alpha that something really shapes up into a real game.
Perhaps you should be less insulting. Your opinion =/= fact as facts take no sides. But it's understandable that you are confused because of all the misleading marketing that has been done in the last many years. It's given people inaccurate and false expectations.

We have games being in "beta" for years now (I'm looking at you War Thunder) and other games released which would not even rate as Beta (Assassins Creed Unity, I've not forgotten). It really is to the point that the terms are being horribly abused.

If people actually saw real, under development, games, they'd be shocked. I've shared this before, but here I am doing it again. For most of a video games development, we are looking at greyboxes. When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game

Technical Director

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Doctor Tyche wrote:
Doctor Tyche wrote:

< When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game

Which is exactly what worries me about a certain pretty looking effort that has just recently come to a degree of attention.

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mrultimate wrote:
mrultimate wrote:

Doctor Tyche wrote:
< When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game
Which is exactly what worries me about a certain pretty looking effort that has just recently come to a degree of attention.

That just came out of nowhere a couple months ago? Yeah - I'm eyeing that one suspiciously as well

Doctor Tyche
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mrultimate wrote:
mrultimate wrote:

Doctor Tyche wrote:
< When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game
Which is exactly what worries me about a certain pretty looking effort that has just recently come to a degree of attention.

That one I can actually understand. If going to a traditional video game funding route, rough demos and grey boxes are fine. Going to Kickstarter, you need to bring something that looks polished, even if your target date is 5 years out. That is because of the target audience.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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Doctor Tyche wrote:
Doctor Tyche wrote:

Ralathar44 wrote:
Regardless it's accurate. I know that the perceptions of Alpha/Beta/Pre-Alpha is now complete chaos thanks to marketing and Steam "pre-alpha's". What used to be beta is now being sold as "alpha" to let people think they are getting into games earlier than they area. Releases are being called beta. It gives games free excuses up to like a year into launch. But a true Pre-Alpha or Alpha is similar to what Camelot Unchained is doing. It's not pretty, it's not complete, you likely wouldn't even consider alot of it playable. But that's what Pre-Alpha and Alpha is. It's not until the very very end of Alpha that something really shapes up into a real game.
Perhaps you should be less insulting. Your opinion =/= fact as facts take no sides. But it's understandable that you are confused because of all the misleading marketing that has been done in the last many years. It's given people inaccurate and false expectations.
We have games being in "beta" for years now (I'm looking at you War Thunder) and other games released which would not even rate as Beta (Assassins Creed Unity, I've not forgotten). It really is to the point that the terms are being horribly abused.
If people actually saw real, under development, games, they'd be shocked. I've shared this before, but here I am doing it again. For most of a video games development, we are looking at greyboxes. When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game

Agree. If there is anything I've learned from MWM it's how much I DON'T know about the MMO making process. Couple that with essentially no budget and devs that have to work a full time job then whatever spare time goes to the MMO, I understand the delays VO is having especially if they want to release it with some polish on Steam. Yes, their animation, combat, sound/special fx need work but I've also seen progress on the UI, environment and costumes. I'm not going to berate them due to ignorance of the challenges they may be facing. The best thing they've done is changing their tune of giving dates to now responding "when it's done" while still showing incremental progress in the occasional screenshot. No doubt their communication could be better, more like MWM, but again I don't know their circumstances that would prevent this. If they had a AAA budget, yes, I would be more critical of them.

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Wow. If any of you have

Wow. If any of you had seen any of the Alpha testing going on in Camelot Unchained, it would make the Valiance Online pre-alpha testing look like a finished game. But of course, the folks over at City State Games have made it very clear that they are treating it as a true alpha and not a marketing ploy to look nice.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Ralathar44 wrote:
Ralathar44 wrote:

Phararri wrote:
JayBezz wrote:
To define the stages of dev
1) Concept - Ideas phase. What sounds good isn't always what can be coded easily and/or on budget
2) Pre Production - Testing the basis of concept to see if the ideas are feasible, fun, in the right direction
3) Pre-Alpha - Coding for Pre-Production is finalized in spec. The coding is complete enough to test in-game application
4) Alpha - Usually internal fine tuning of systems and application of base graphics (sans polish) MANY Games go back and forth before this stage to change design concepts or completely re-tool systems. Most people never see this work because promises are fragile.
5) Beta - The stage where the systems of the game are coded and the graphics have enough polish for the public to test the product premise - Alot of retooling happens here too
6) Pre Launch and Testing - Finding bugs, testing Computer specs, testing server specs *if applicable* and Polishing as many textures and lighting and graphics as possible along with patch documentation for final patch
7) Pre Release - When most consumers actually get to see the game for the first time and marketing happens for the actual release of the product
8) Release - When actual players get to test/play the game.
The idea that you're seeing things in Pre-Alpha and taking issue with it to me shows that 1) the industry has been privileged to see product before Pre-Release and the trend has not helped game studios and 2) Your understanding and undervaluing of the process seems apparent.
Everything's not for everybody but if you're going to offer critique, i think it's important to base it in perspective.
Btw, anyone can google this stuff, nice job of using your search engine.
You know waaaay more than me....
Regardless it's accurate. I know that the perceptions of Alpha/Beta/Pre-Alpha is now complete chaos thanks to marketing and Steam "pre-alpha's". What used to be beta is now being sold as "alpha" to let people think they are getting into games earlier than they area. Releases are being called beta. It gives games free excuses up to like a year into launch. But a true Pre-Alpha or Alpha is similar to what Camelot Unchained is doing. It's not pretty, it's not complete, you likely wouldn't even consider alot of it playable. But that's what Pre-Alpha and Alpha is. It's not until the very very end of Alpha that something really shapes up into a real game.
Perhaps you should be less insulting. Your opinion =/= fact as facts take no sides. But it's understandable that you are confused because of all the misleading marketing that has been done in the last many years. It's given people inaccurate and false expectations.

It is not confusing at all really, people trying to defend VO are making it more complicated than it really is.

using Steam as an example pretty much proves my point, because that is where VO is supposedly headed to deceive the masses.

Ark Survival evolved anyone?

Fine, VO is pre-pre-alpha, but it is still poor.

When I see something which resembles a product, I will give praise, but the pre-pre-alpha was bad, real bad.

I doubt VO will even reach Ark Survival Evolved levels, but we shall see.

If you want to use the argument that they released an super early version of the game, it further proves my point that they may be taking on more than want they can handle.

Why would you advertise such a product?

And as you stated, maybe companies are flaky with stages, and VO may be one of them, being a future Steam product.

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Some new screenshots.

Some new VO screenshots.

http://goo.gl/2pk7xn

Reward tactics as well as damage dealing.

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Just FYI

Just FYI

I didn't google nor copy anything. I actually have experience in the industry. I don't even think all of the industry uses these terms. This makes your attempt to nullify my argument saying that it's pulled off somewhere else is actually a compliment.

Also I'm not defending only Valiance Online. I'm simply trying to say that should you want to form an argument please make that argument based in proper perspective

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I remember back when the

I remember back when the difference between alpha and beta was that you only fixed bugs in beta. New features got pushed to a post-release update or the next major release.

Now, you're at the mercy of marketing.

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Oh, and if you're going to

Oh, and if you're going to accuse someone of copypastaing something found with Google, post a link to what you're claiming was copied. Jay's post read to me like someone reciting from memory, as if they were answering "What are the stages of software development? Be thorough." on a test.

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I'm rooting for Valiance

I'm rooting for Valiance Online, maybe partly because i feel Unity3D will pick up momentum, almost catching up with Unreal Engine 4's graphics in only a short number of years.

I have a feeling things will get much better for Unity3D developers and artists alike, and as a result, we could see even faster RAD coming from Unity. I myself am just in the midsts of making a UI framework of my own, and i'm really enjoying myself with Unity3D. I'm hoping to someday have companies use my UI when making enterprise applications that need to be deployed on a multitude of desktops, platforms, devices...

It's really fast to add new features with Unity... just look at what i made in 1 week(s) time:

As much as i want to see CoT succeed, I also want to see VO trailing CoT.. not Too Too far behind. ;)

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There are SO many fantasy

There are SO many fantasy genre MMO games.

I can't believe there wouldn't be room for, say, five or six? Superhero genre MMO games. I mean, it's not like the Superhero genre is THAT much less popular than Sword and Sorcery.

Less popular, probably, but not THAT much less.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I don't think the problem is

I don't think the problem is how many such games there are. I think it's more that there are a limited number of games a gamer can play and for a lot of people, like me, we stick to one at a time, whatever genre it might be. Since getting into GW2, my interest in Magic: the Gathering has waned somewhat, for example.

Beyond that, the other problem is the intellectual properties involved. In fantasy, nobody owns the rights to any really essential character. Every fantasy character is pretty much a rehash of Hercules or Gilgamesh, or whomever. Yes, there are unique twists, etc, but there is no essential fantasy property that you have to own to do fantasy games well. Sci-fi, in general is similar, you can do Sci-fi without it being in a long time ago in a galaxy far, far, away, you can do it such that in space, someone CAN hear you scream, and you can have a far future where there is only war, and like a billion other things to do besides. But "superheroes" as a genre is so closely tied to SPECFIC characters, in many people's minds, that it becomes more challenging to do superheroes well without doing Spiderman, Superman, or the X-Men than it would be to do fantasy well without using Frodo and Aragorn. They are people who like comics who don't love games so much, and there are people who like games who don't love comics, and there are people who like games and comics who would rather play AS Spiderman than make up their own character.

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Maybe you could explain what

Maybe you could explain what you made, Izzy? I see you recording the dragging of an icon, then playing it back, in each direction. What of this isn't shipped with the toolbox? How does this relate to a finished game?

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Maybe you could explain what you made, Izzy? I see you recording the dragging of an icon, then playing it back, in each direction. What of this isn't shipped with the toolbox? How does this relate to a finished game?

Lin, its only recording raw user input (mouse, keyboard, etc.. ), and when playing it back.. sends those raw user inputs to the screen. It's not a complete demo system. others would have to mold it further to create, say.. a step by step tutorial that would Play a prerecorded set of events (segment).

No, this isn't for Unity's UI, its for the one i'm making, kissUI for Unity3D. its not just for game UI's, but for developers that might want to use Unity's engine as a base to a 2D/3D Tool, like Blender, Maya, etc... where the UI can be themed independently of the Operating systems, on a number of platforms.

Valiance Once could use my UI someday, so.. heres hoping i can finish adding a few more features in the next few months. Fingers crossed! ;)

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Izzy wrote:
Izzy wrote:

Lin Chiao Feng wrote:
Maybe you could explain what you made, Izzy? I see you recording the dragging of an icon, then playing it back, in each direction. What of this isn't shipped with the toolbox? How does this relate to a finished game?
Lin, its only recording raw user input (mouse, keyboard, etc.. ), and when playing it back.. sends those raw user inputs to the screen. It's not a complete demo system. others would have to mold it further to create, say.. a step by step tutorial that would Play a prerecorded set of events (segment).
No, this isn't for Unity's UI, its for the one i'm making, kissUI for Unity3D. its not just for game UI's, but for developers that might want to use Unity's engine as a base to a 2D/3D Tool, like Blender, Maya, etc... where the UI can be themed independently of the Operating systems, on a number of platforms.
Valiance Once could use my UI someday, so.. heres hoping i can finish adding a few more features in the next few months. Fingers crossed! ;)

So lets me see if I got it right.

You're building an UI framework that presents fairly (very?) powerful capabilities in a simplified manner? Mainly so that others won't have to build their UI's from scratch?

Not sure how all that relates to VO's potential success (nor Unity's possibility of getting up on par or even overtaking UE4) but then again my knowledge of programming is on the server-admin scripting level.

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They may release a video soon

They may release a video soon, I expect it to be a disaster. Hopefully they prove me wrong, make me eat my words. Doubt it.

The screen shots are not impressive.

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Some videos of combat.

Some new videos of combat. Definitely alpha(duh!) and a lot of polish needed but I'm happy nonetheless. :)

https://www.youtube.com/watch?v=UpiE0WCUGGA
https://www.youtube.com/watch?v=giV9h5urZ-Q

and other videos that you can view under their youtube account or official site for the Alpha Test Videos forum thread. Makes me look forward to seeing CoT alpha footage someday soon.

Reward tactics as well as damage dealing.

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SavageFist wrote:
SavageFist wrote:

Some new videos of combat. Definitely alpha(duh!) and a lot of polish needed but I'm happy nonetheless. :)
https://www.youtube.com/watch?v=UpiE0WCUGGA
https://www.youtube.com/watch?v=giV9h5urZ-Q
and other videos that you can view under their youtube account or official site for the Alpha Test Videos forum thread. Makes me look forward to seeing CoT alpha footage someday soon.

Saw those, and there was two more as well released at the same time.

The problem I have with those is that it looks more like a "standard youtuber" doing it rather than them trying to put out some official videos, and the main reason it looks like that to me is that there is no organization/planning and no commentary. Heck, I've seen other youtubers looking more professional than this and if this is the level they want to present themselves on then I'm not sure they can attract enough players.

Don't get me wrong I do hope they get it together and give us a great game but I feel they have wasted too much resources on the open pre-alpha and the coming alpha phase.

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blacke4dawn wrote:
blacke4dawn wrote:

SavageFist wrote:
Some new videos of combat. Definitely alpha(duh!) and a lot of polish needed but I'm happy nonetheless. :)https://www.youtube.com/watch?v=UpiE0WCUGGAhttps://www.youtube.com/watch...
and other videos that you can view under their youtube account or official site for the Alpha Test Videos forum thread. Makes me look forward to seeing CoT alpha footage someday soon.
Saw those, and there was two more as well released at the same time.
The problem I have with those is that it looks more like a "standard youtuber" doing it rather than them trying to put out some official videos, and the main reason it looks like that to me is that there is no organization/planning and no commentary. Heck, I've seen other youtubers looking more professional than this and if this is the level they want to present themselves on then I'm not sure they can attract enough players.
Don't get me wrong I do hope they get it together and give us a great game but I feel they have wasted too much resources on the open pre-alpha and the coming alpha phase.

And if they had not, there would be the choir of voices echoing "vaporware"

It really is damned if you do and damned if you don't.

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Doctor Tyche wrote:
Doctor Tyche wrote:

blacke4dawn wrote:
SavageFist wrote:
Some new videos of combat. Definitely alpha(duh!) and a lot of polish needed but I'm happy nonetheless. :)https://www.youtube.com/watch?v=UpiE0WCUGGAhttps://www.youtube.com/watch...
and other videos that you can view under their youtube account or official site for the Alpha Test Videos forum thread. Makes me look forward to seeing CoT alpha footage someday soon.
Saw those, and there was two more as well released at the same time.
The problem I have with those is that it looks more like a "standard youtuber" doing it rather than them trying to put out some official videos, and the main reason it looks like that to me is that there is no organization/planning and no commentary. Heck, I've seen other youtubers looking more professional than this and if this is the level they want to present themselves on then I'm not sure they can attract enough players.
Don't get me wrong I do hope they get it together and give us a great game but I feel they have wasted too much resources on the open pre-alpha and the coming alpha phase.
And if they had not, there would be the choir of voices echoing "vaporware"
It really is damned if you do and damned if you don't.

Maybe but releasing half-arsed videos reeks more of desperation imo. Putting a bit more effort behind it than just "running around randomly" does go a long way so If they really wanted to show it off then I feel they should have at least put some commentary over it.

Besides videos are not the only way to show that you are still relevant. Posts about the tech, lore, general progress and such goes a looooong way in showing that you aren't vaporware.

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I applaud them for having the

I applaud them for having the guts to release an early video but something seems off with the combat. It is early but I am not really feeling it too much, I will wait a little longer before I jump on them. You guys may not believe this, but I was really hoping to be proven wrong. I want to play this one.

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Compared to the pre-alpha, it

Compared to the pre-alpha, it looked great. What I found annoying was the running animations. From behind they looked fine, but from the side they just seemed unnatural.

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Compared to the pre-alpha, it

Compared to the pre-alpha, it looked great. What I found annoying was the running animations. From behind they looked fine, but from the side they just seemed unnatural.

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Things should be better by

Things should be better by now, things should have been better back in pre-alpha. Posters view my comments as harsh but later down the line I suspect others will agree with me. We can excuse it because it is in the developmental stages, but VO will be the type of title that does not make it to beta. VO is a alpha project, that is the furthest it would/should get. The excuses for this game will run out.

Sorry guys. I wanted to re-frame from saying anything, because VO is just a bad product. I cannot lie, I am not going to lie. I have a strong feeling, two years from now people will be still making excuses for this game.

Those videos are cringe worthy for 2017.

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Quote:

Generalized:

Quote:

Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."
Devs: "OK, here's some footage. It's pre-alpha, and we're a long way from shipping, but…"
Users: "This isn't progress! I expected this to look like a finished product! Why are you showing us this?"
Devs: (mutter obscenities under their breath and get back to work)

2 months pass…

Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."

This exact same cycle of misunderstanding of the software development process was going on in the CO forums for months, using pretty much the exact same language as your post, Phararri. It was directed at City of Titans. And Valiance Online, but that's not really the point.

Every game you've ever played looked like that VO demo at some point, and possibly at a time closer to launch than VO is today. But because they weren't crowdfunded, those studios and publishers were under no obligation whatsoever to reveal anything to the public, even the game's existence, until they were ready. (And more often than not, the publisher is ready before the studio is. Read any game development post-mortem, and you'll probably find a moment of panic around a crunch to polish a demo for E3 or PAX. More often than not, the solution to the disruption to the project schedule was more crunch.)

This is one thing Kickstarter, Steam Greenlight, and other crowdfunding platforms don't explain nearly well enough: You're volunteering to watch the sausage get made, and you're paying for the privilege. There are simply too many parallel tasks in a software project as large as an MMORPG to be able to stop and cut an industry-conference-quality demo at an arbitrary point.

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SisterSilicon wrote:
SisterSilicon wrote:

Generalized:
Quote:
Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."
Devs: "OK, here's some footage. It's pre-alpha, and we're a long way from shipping, but…"
Users: "This isn't progress! I expected this to look like a finished product! Why are you showing us this?"
Devs: (mutter obscenities under their breath and get back to work)
2 months pass…
Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."
This exact same cycle of misunderstanding of the software development process was going on in the CO forums for months, using pretty much the exact same language as your post, Phararri. It was directed at City of Titans. And Valiance Online, but that's not really the point.
Every game you've ever played looked like that VO demo at some point, and possibly at a time closer to launch than VO is today. But because they weren't crowdfunded, those studios and publishers were under no obligation whatsoever to reveal anything to the public, even the game's existence, until they were ready. (And more often than not, the publisher is ready before the studio is. Read any game development post-mortem, and you'll probably find a moment of panic around a crunch to polish a demo for E3 or PAX. More often than not, the solution to the disruption to the project schedule was more crunch.)
This is one thing Kickstarter, Steam Greenlight, and other crowdfunding platforms don't explain nearly well enough: You're volunteering to watch the sausage get made, and you're paying for the privilege. There are simply too many parallel tasks in a software project as large as an MMORPG to be able to stop and cut an industry-conference-quality demo at an arbitrary point.

people keep trying to defend this product per google search engine, but no defense is logical, here is why. VO is going to Steam soon, maybe this year? So you are telling me that this product, from those videos will be a respectable Steam title sometime this year?

That is what I am gauging them on. This is their alpha, which will be on Steam soon, they stated their alpha will be on Steam, soon, that is what I am gauging them on. This product in this state will fail on Steam. They plan on releasing this to Steam soon? Huge mistake. This product is not Steam ready. This thing needs years of development before releasing any type of early access, not soon.

The CoT video was awesome btw. YouTube loved it, and they don't love anything but drama. They are contrarians.

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SisterSilicon wrote:
SisterSilicon wrote:

Generalized:
Quote:
Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."
Devs: "OK, here's some footage. It's pre-alpha, and we're a long way from shipping, but…"
Users: "This isn't progress! I expected this to look like a finished product! Why are you showing us this?"
Devs: (mutter obscenities under their breath and get back to work)
2 months pass…
Users: "You guys are vaporware. You took our money and we have no idea what you're doing with it."

^^^
This!

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Most software-dependent

Most software-dependent projects look like unmitigated disasters and disorganized messes up until about the 90% completion point. Then they become recognizable.

I remember Tom Clancy writing that about the development history of the AMRAAM almost two decades ago.

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Lin Chiao Feng wrote:
Lin Chiao Feng wrote:

Most software-dependent projects look like unmitigated disasters and disorganized messes up until about the 90% completion point. Then they become recognizable.
I remember Tom Clancy writing that about the development history of the AMRAAM almost two decades ago.

Having studied NASA programs, I can attest to this.

They didn't know the Shuttle would work until after it landed.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Lin Chiao Feng wrote:
Most software-dependent projects look like unmitigated disasters and disorganized messes up until about the 90% completion point. Then they become recognizable.
I remember Tom Clancy writing that about the development history of the AMRAAM almost two decades ago.
Having studied NASA programs, I can attest to this.
They didn't know the Shuttle would work until after it landed.

The extra spooky part was that an independent study done back in the 1970's had estimated that due to the overall complexity of the space shuttle system that there would be a catastrophic failure of a shuttle during roughly 1 of every 25 missions launched. The space shuttle Challenger was lost on the 25th shuttle mission. I always wondered what the authors of that study thought about the unfortunate accuracy of their prediction.

CoH player from April 25, 2004 to November 30, 2012

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Lothic wrote:
Lothic wrote:
Doctor Tyche wrote:

Lin Chiao Feng wrote:
Most software-dependent projects look like unmitigated disasters and disorganized messes up until about the 90% completion point. Then they become recognizable.
I remember Tom Clancy writing that about the development history of the AMRAAM almost two decades ago.
Having studied NASA programs, I can attest to this.
They didn't know the Shuttle would work until after it landed.

The extra spooky part was that an independent study done back in the 1970's had estimated that due to the overall complexity of the space shuttle system that there would be a catastrophic failure of a shuttle during roughly 1 of every 25 missions launched. The space shuttle Challenger was lost on the 25th shuttle mission. I always wondered what the authors of that study thought about the unfortunate accuracy of their prediction.

If you want the real horror, they predicted the exact failure of the Challenger... in 1973.

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So two catastrophic failures

So two catastrophic failures in 135 flights. Glad the estimate turned out to be wrong in the end, at least. It's surreal not to have shuttle missions anymore since they were constant the first three decades of my life and then just gone.

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Kassandros wrote:
Kassandros wrote:

So two catastrophic failures in 135 flights. Glad the estimate turned out to be wrong in the end, at least. It's surreal not to have shuttle missions anymore since they were constant the first three decades of my life and then just gone.

Yes and no. The shuttle which landed in 2010 and the shuttle which took off in 1980 were radically different craft. There were 5 major upgrades to the Shuttles. Only the aluminum frame remained intact.

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Kassandros wrote:
Kassandros wrote:

So two catastrophic failures in 135 flights. Glad the estimate turned out to be wrong in the end, at least. It's surreal not to have shuttle missions anymore since they were constant the first three decades of my life and then just gone.

I remember when they used to think that by the mid to late 80s there'd be shuttle launches perhaps once every 5 or 6 days. Sadly like the flying car things didn't quite turn out like that.

For what it's worth I'm also glad the shuttle fleet beat the 1:25 odds that were stacked against it by its very design. I happen to believe that was mostly due to the amazing skill and dedication of the people involved in shuttle program that literally defied those odds. Imagine if there was a reasonably significant chance that your car would blow up at least once every 25 times you drove it around - might make the average person better appreciate just how brave and selfless the people who were willing to keep our presence in space going during those years.

The shuttle had great intentions behind it but it was ridiculously too complex and costly to continue. Perhaps we really did have to wait for the commercial ventures (i.e. SpaceX) to finally make space travel affordable enough to be practical. Time will tell of course.

CoH player from April 25, 2004 to November 30, 2012

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Lothic wrote:
Lothic wrote:

Kassandros wrote:
So two catastrophic failures in 135 flights. Glad the estimate turned out to be wrong in the end, at least. It's surreal not to have shuttle missions anymore since they were constant the first three decades of my life and then just gone.
I remember when they used to think that by the mid to late 80s there'd be shuttle launches perhaps once every 5 or 6 days. Sadly like the flying car things didn't quite turn out like that.
For what it's worth I'm also glad the shuttle fleet beat the 1:25 odds that were stacked against it by its very design. I happen to believe that was mostly due to the amazing skill and dedication of the people involved in shuttle program that literally defied those odds. Imagine if there was a reasonably significant chance that your car would blow up at least once every 25 times you drove it around - might make the average person better appreciate just how brave and selfless the people who were willing to keep our presence in space going during those years.
The shuttle had great intentions behind it but it was ridiculously too complex and costly to continue. Perhaps we really did have to wait for the commercial ventures (i.e. SpaceX) to finally make space travel affordable enough to be practical. Time will tell of course.

Actually, at the end of its life, the Shuttle was surprisingly affordable. Most of its cost was in legacy overhead, and that was already a third of what it was only a decade prior. The Block revision program would have, within 5 years, eliminated half of what remained, and the actual cost to operate would have been reduced to being on par with SpaceX. Unfortunately, we never built enough Shuttles to take advantage of its pipeline. Had we built all 12 originally planned, even with the two lost, it would have met its original goals.

Interestingly enough, the Block 3 engines, which would have entered service in 2011, will now power the SLS. They reduced the cost to manufacture the main engines from $190 million each, to $40 million. Amazing what eliminating 98% of the manual labor can do for a 1970's engine.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Had we built all 12 originally planned, even with the two lost, it would have met its original goals.

I myself work on a program where at one point there were grandiose plans to have multiple brand new range instrumentation ships under our O&M. Those plans have devolved to only having the one ship of her type today. These things happen more often than most people realize. *shrugs*

CoH player from April 25, 2004 to November 30, 2012

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Doctor Tyche wrote:
Doctor Tyche wrote:

They didn't know the Shuttle would work until after it landed.

The second time.

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Doctor Tyche wrote:
Doctor Tyche wrote:

If people actually saw real, under development, games, they'd be shocked. I've shared this before, but here I am doing it again. For most of a video games development, we are looking at greyboxes. When you see an early game with highly polished results, that's when to be worried: https://waypoint.vice.com/en_us/article/why-its-so-hard-to-make-a-video-game

Very good article. Thank you for posting it.

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Was snooping around the tube

Was snooping around the tube and found some 2014 videos of VO.
https://www.youtube.com/watch?v=V_dW8pkwO80

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Phararri wrote:
Phararri wrote:

Was snooping around the tube and found some 2014 videos of VO.https://www.youtube.com/watch?v=V_dW8pkwO80

I don't know if I should be upset that you didn't grab my video of VO!

https://www.youtube.com/watch?v=k_rUrHxV9XA

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Doctor Tyche wrote:
Doctor Tyche wrote:

Phararri wrote:
Was snooping around the tube and found some 2014 videos of VO.https://www.youtube.com/watch?v=V_dW8pkwO80
I don't know if I should be upset that you didn't grab my video of VO!
https://www.youtube.com/watch?v=k_rUrHxV9XA

I never saw that one. Not bad actually. Summon deer had me rolling with laughter. Out if all the animals a deer? Liked that video not gonna lie to you.

So it appears that VO will have a diverse family of pets, what about CoT? Will there be deers? Or more importantly, is it too soon to speculate minion families? Marine animals, birds, dinosaurs

I found another interesting vid
https://www.youtube.com/watch?v=4nj1WF5eljI

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*chuckles* My lips are sealed

*chuckles* My lips are sealed.

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Doctor Tyche wrote:
Doctor Tyche wrote:

*chuckles* My lips are sealed.

hehe, fair enough

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No, seriously, you should

No, seriously, you should keep your mouth closed when chewing venison.

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SoH are going to pass these

SoH are going to pass these boys. I get a sense that SoH knows what they are doing. VO and Heroes and Villains are wishful thinking products. Both are in limbo and I do not see a sense of progress from these two. What are your alpha plans? How about a road map like SoH. Does anyone know anything about VO and HaV?

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Doctor Tyche wrote:
Doctor Tyche wrote:

*chuckles* My lips are sealed.

Seals are a confirmed pet! You heard it here first!

Phararri wrote:

Or more importantly, is it too soon to speculate minion families? Marine animals, birds, dinosaurs

Aquaman summons a dolphin.
Dolphin: Eee Eee EEK EEK
Wonder Woman looks at Aquaman: in disgust: What the hell is wrong with you?!?
Aquaman: What?
Wonder Woman: We're in the middle of the desert you imbecile!
Aquaman: I figured we could use it's sonar to find the bad guys base.
Dolphin: EEK EEK EEEEEEK
Wonder Woman picks up the dolphin up off the burning desert sand flies toward the ocean: Men...
Aquaman: Wait where did you park the invisible jet!
Wonder Woman disappears into the distance.
Aquaman: summons a seabass: Time for some lunch.
Seabass flops around on the burning sand, sizzling.
Aquaman pokes it with a stick.

My argument for not using marine animals as summonable creatures.

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You covered around 30% of the

You covered around 30% of the earth, what about the other 70%?

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I am beginning to think COT

I am beginning to think COT will be completed BEFORE Valiance Online.

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Grimfox wrote:
Grimfox wrote:

Doctor Tyche wrote:
*chuckles* My lips are sealed.
Seals are a confirmed pet! You heard it here first!
Phararri wrote:
Or more importantly, is it too soon to speculate minion families? Marine animals, birds, dinosaurs
Aquaman summons a dolphin.Dolphin: Eee Eee EEK EEKWonder Woman looks at Aquaman: in disgust: What the hell is wrong with you?!?Aquaman: What?Wonder Woman: We're in the middle of the desert you imbecile!Aquaman: I figured we could use it's sonar to find the bad guys base.Dolphin: EEK EEK EEEEEEKWonder Woman picks up the dolphin up off the burning desert sand flies toward the ocean: Men...Aquaman: Wait where did you park the invisible jet!Wonder Woman disappears into the distance.Aquaman: summons a seabass: Time for some lunch.Seabass flops around on the burning sand, sizzling.Aquaman pokes it with a stick.
My argument for not using marine animals as summonable creatures.

Actually, that would be a fun (if useless) temp power to purchase at the store. Rain of Fish. area effect centered on caster. Causes enemies to fall by stepping on slippery fish.

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Cyclops wrote:
Cyclops wrote:

Grimfox wrote:
Doctor Tyche wrote:
*chuckles* My lips are sealed.
Seals are a confirmed pet! You heard it here first!
Phararri wrote:
Or more importantly, is it too soon to speculate minion families? Marine animals, birds, dinosaurs
Aquaman summons a dolphin.Dolphin: Eee Eee EEK EEKWonder Woman looks at Aquaman: in disgust: What the hell is wrong with you?!?Aquaman: What?Wonder Woman: We're in the middle of the desert you imbecile!Aquaman: I figured we could use it's sonar to find the bad guys base.Dolphin: EEK EEK EEEEEEKWonder Woman picks up the dolphin up off the burning desert sand flies toward the ocean: Men...Aquaman: Wait where did you park the invisible jet!Wonder Woman disappears into the distance.Aquaman: summons a seabass: Time for some lunch.Seabass flops around on the burning sand, sizzling.Aquaman pokes it with a stick.
My argument for not using marine animals as summonable creatures.
Actually, that would be a fun (if useless) temp power to purchase at the store. Rain of Fish. area effect centered on caster. Causes enemies to fall by stepping on slippery fish.

Plus you get the classic mIRC-inspired emote, /me slaps $name around with a fresh trout!

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Grimfox wrote:
Grimfox wrote:

My argument for not using marine animals as summonable creatures.

My argument in favor of using marine animals as summonable creatures: https://xkcd.com/585/

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Cyclops wrote:
Cyclops wrote:

Actually, that would be a fun (if useless) temp power to purchase at the store. Rain of Fish. area effect centered on caster. Causes enemies to fall by stepping on slippery fish.

Just don't combine that with ice powers. People might get mad.

Potato-Girl wrote:

My argument in favor of using marine animals as summonable creatures

Seconded!

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Cobalt Azurean wrote:
Cobalt Azurean wrote:

Plus you get the classic mIRC-inspired emote, /me slaps $name around with a fresh trout!

....I got that reference >.> In fact, I used it the other night myself. Does that date me? That said, I think we should have as much customization on minions as they can possibly give us, even seemingly ridiculous stuff.

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Darkfaith wrote:
Darkfaith wrote:

Cobalt Azurean wrote:
Plus you get the classic mIRC-inspired emote, /me slaps $name around with a fresh trout!
....I got that reference >.> In fact, I used it the other night myself. Does that date me? That said, I think we should have as much customization on minions as they can possibly give us, even seemingly ridiculous stuff.

But did you ever send your $20 into Khaled Mardam-Bey?

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Doctor Tyche wrote:
Doctor Tyche wrote:

Darkfaith wrote:
Cobalt Azurean wrote:
Plus you get the classic mIRC-inspired emote, /me slaps $name around with a fresh trout!
....I got that reference >.> In fact, I used it the other night myself. Does that date me? That said, I think we should have as much customization on minions as they can possibly give us, even seemingly ridiculous stuff.
But did you ever send your $20 into Khaled Mardam-Bey?

>.> of course! *coughs* didn't everyone!

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Darkfaith wrote:
Darkfaith wrote:

Doctor Tyche wrote:
Darkfaith wrote:
Cobalt Azurean wrote:
Plus you get the classic mIRC-inspired emote, /me slaps $name around with a fresh trout!
....I got that reference >.> In fact, I used it the other night myself. Does that date me? That said, I think we should have as much customization on minions as they can possibly give us, even seemingly ridiculous stuff.
But did you ever send your $20 into Khaled Mardam-Bey?
>.> of course! *coughs* didn't everyone!

I think the last time I was regularly on mIRC was through Trillian (before I discovered Steam), before issues started to arise with how it connected and they started handing out G- and K-lines. I do remember being on there when I first started to play CoH in '05, and I even found some FFRPers that moved their game from mIRC to CoH (Grayland Academy, a X-Men knockoff). Good times, good times.

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SoHhttps://www.youtube.com

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ship of heroes looks further

ship of heroes looks further along than VO

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Cyclops wrote:
Cyclops wrote:

ship of heroes looks further along than VO

Looks can be deceiving however.

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Phararri wrote:
Phararri wrote:

SoHhttps://www.youtube.com/watch?v=3mnh8-Qs1Ys
VOhttps://www.youtube.com/watch?v=UpiE0WCUGGA
/end

Honestly those two videos don't look THAT far apart to my eyes. It helps if you see a VO video during the "day" - both look very similar. Like this: https://www.youtube.com/watch?v=0wCehf436KQ

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Cyclops wrote:
Cyclops wrote:

ship of heroes looks further along than VO

Dr. Tyche wrote:

Looks can be deceiving however.

Indeed. Plenty of good-looking but shallow (or broken) asset-flips on Steam. A shiny coat of paint does not indicate quality.

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Interdictor wrote:
Interdictor wrote:

Phararri wrote:
SoHhttps://www.youtube.com/watch?v=3mnh8-Qs1YsVOhttps://www.youtube.com/watch?v=UpiE0WCUGGA
/end
Honestly those two videos don't look THAT far apart to my eyes. It helps if you see a VO video during the "day" - both look very similar. Like this: https://www.youtube.com/watch?v=0wCehf436KQ

Liked the night version better, hid the awkward animations.

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Doctor Tyche wrote:
Doctor Tyche wrote:

Cyclops wrote:
ship of heroes looks further along than VO
Looks can be deceiving however.

I agree, looks can, but results are not.

As a result, the animations are solid.

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Potato-Girl wrote:
Potato-Girl wrote:

Grimfox wrote:
My argument for not using marine animals as summonable creatures.
My argument in favor of using marine animals as summonable creatures: https://xkcd.com/585/

Haha

I giggled, alot.

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While we were on the topic of

While we were on the topic of pets, if memory serves me, didn't VO promise Steamworkshop where players can create mods for the game? I wonder if someone would attempt to make pet families which may not be included in VO?

I gotta ask though, will there be wildlife? Can you enter a forest area and see Tigers and bears? CO had this, but there is not a sense of immersion. You can enter bodies of water, but there were no creatures. It would be neat if players can dive into the depths of the water and run into a megalodon high level creature, enter deep portions of a high level mountain and find a big foot, or land on a isolated island to find dinosaurs, similar to monster island in CO.

I would like to request consideration for wildlife. Maybe some areas would be based upon Africa with lions or rhinos, or maybe India with tigers and elephants. I don't know, wildlife just makes games appear more realistic instead of empty areas with trees and some humans.

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Phararri wrote:
Phararri wrote:

I would like to request consideration for wildlife. Maybe some areas would be based upon Africa with lions or rhinos, or maybe India with tigers and elephants. I don't know, wildlife just makes games appear more realistic instead of empty areas with trees and some humans.

I would like to see more natural wildlife, like squireelts in the forest, rats and stray cats in the city, racoons in the suburbs, and wolves, Coyotes and mountain predator cats in the more wilderness areas. That way, someone can play a summoning power that brings all the wildlife to bear on the target. I'm thinking of you, Squirrel Girl.

But it would be interesting if there was a summoning power that could bring insects, birds, reptiles or mammals to your aid in a swarm attack that does minor damage but distracts the opponent, slowing it down and preventing it from dodging or evading the player's next attack(s). The components of the swarm could be dependent upon the zone you are in.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.

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