I can let the eye candy slide if the gameplay is good. But I cant let gameplay slide just to look at eyecandy. its why i still play ps2..I do not like the candy color scheme..but i play cause the game is fun. Ill do the dame with this..if its fun.
I hope they are not biting off more than they can chew there is alot going into this game' I really like the guild vs guild pvp (nation vs Nation) Guilds making Official alliances in game. City building and defense. The Player vs Player hardcore ruleset is really hardcore. ..Im looking forward to something more challenging and has more depth than what im playing now. PS2 GW2 and Rift. guess im getting bored with them and hoping for something good to come along.
The Repopulation is a Massively Multiplayer Online Role Playing Game in a science fiction setting. In many ways it is a throwback to the social aspects and sandbox driven gameplay that made titles like Star Wars Galaxies and Ultima Online successful. But it also integrates more recent innovations and introduces an array of its own unique wrinkles. The driving force behind this game is choice to play the game in the way that you want to play it. The choice to play the game like an RPG or a first/third person shooter. To advance your character through combat or peaceful means. The freedom to craft and harvest without being forced into combat. To act as a hero or a villain. A thief, diplomat, home builder, tamer, crafter, or an entertainer. To participate in Player vs. Player combat or to avoid it altogether. Nations Unique three faction PvP system, where the third faction is allowed to set its alliances on a nation by nation basis. Featuring both a Standard and a Hardcore rule set for PvP on separate servers. Standard rules include large protected regions where players can avoid PvP completely if they wish, and no player looting is allowed. Build cities in the open world or besiege the cities of your enemies. The city management system allows Mayors to micromanage a city’s resources and happiness levels. Military advancement system which rewards players with special abilities, titles, and gear. Set your alliances to other nations to one of five different levels ranging from Ally to Nemesis. Create up to 99 ranks for your nation, each with their own customizable names and settings. Engagements Engagements are similar to public quests which can mutate and spread throughout an area, changing its appearance or content. How players respond to an engagement will affect how it progresses or spreads. Engagements are intended to get players working together from the early stages of the game or encourage exploration. There are both combat and non-combat oriented tasks in engagements. Many engagements have long-term and far reaching effects. Settlements can turn into dungeons and towns can be overrun. Allowing this to happen can seriously alter the content available in an area. Player vs. Player engagements are similar to Open World battlegrounds. Inquire with NPCs to find out which engagements are available in different areas throughout the world. Auto-grouping options allow you to instantly group up with nearby participants, or disable it to play a more solo style. Missions An Advanced Generated Mission system allows us to create complex multi-stage missions which are tailored specifically for your character. Missions can have branching outcomes based on a player’s actions and choices. Generated missions are mailed to your character as job offers and are accessible from anywhere in the game using your in-game PDA system. NPCs can speak about things that have happened to them. You can inquire of them to ask questions about many things, revealing hidden bits of knowledge or even special missions. Your actions will be remembered by NPCs, and they may attempt to exploit your tendencies. One Time Missions spawn in random locations throughout the wilderness to encourage exploration. Players can filter which types of missions they wish to receive so only those missions are generated for them. Missions are not all combat oriented. There are crafting, harvesting, diplomatic, theft related, taming, and other non-combat variations available. Completing missions in a group will generate bonus rewards and automatically split them among your group. Skills Skills based gameplay which features over 75 unique skills, and 12 tiers within each skill line. Players are not forced into combat roles. Crafting, harvesting, diplomatic, trapping, taming, entertainment, and other non-combat oriented skills can operate and progress independently of combat. Skills increase automatically through use. Abilities are earned and not given automatically. Multiple hidden skills waiting to be unlocked by true achievers. Skill Imprinting system allows you to imprint knowledge of skills into yourself, to make up for time spent doing other activities such as missions or engagements. Crafting Advanced Crafting systems which allows players to create thousands of variations of items through a total of 24 different trade skills. Three distinct harvesting methods: Harvester, Manual or Extracted. Harvesters allow you to place harvesters on nodes and then return to collect the resources later. Manual harvesting utilizes tools and requires player interaction with each node. Or you can extract resources such as hides, meat, tissue or DNA from corpses. Over-harvested areas will run dry of resources and recover slowly, rewarding players for discovering more remote locations. The crafting event system will require players to make decisions during the crafting process which will influence their result. Each of the game’s recipes has its own mastery level which can be increased to produce higher quality items. Extensive customization through the refinement process and fitting systems. Access the Auction Network from anyplace in the world using your in-game PDA. Place work orders as well requesting a certain resource at a requested grade. Combat Two distinct modes of combat: Action Mode and RPG Mode. RPG Mode works like traditional RPG combat. Action Mode allows players to control the game in ways similar to a First Person Shooter. You can toggle between these modes at any time. Several twists to make combat more interesting including Momentum, Limb Targeting, Species Mastery, Energy Shields, Cover, and Postures. Generated special abilities system for bosses will force groups or raids to adjust on the fly when fighting bosses, rather than simply looking up spoiler information on the internet. Encourages grouping with a slew of social features such as skill gain bonuses and treasure bonuses while grouped. Along with those bonuses, combat abilities make use of openings created by other player’s abilities allowing for players to exploit those openings. Jump into combat in a vehicle, mech, or manned turret. Dive, roll and attack on the move. Customize your playing style with the fitting system. Weapons and armor come in cosmetic shells with the same stats and can be further modified via fittings that are placed in the shells like a socket or augmentation Non Combat Entertain others through music, dance, or storytelling. Utilize your diplomacy or intimidation skills and inquiries to manipulate NPCs, revealing hidden opportunities. Survival skills include trapping, tracking, and the ability to set up camps or scrounge for materials. Rogue skills including thievery, stealth, hacking, and acrobatics. Tame animals when they are young, then have them slowly grow into fully matured pets if they receive proper care and feeding. Genetically engineer species and hybrids by splicing DNA and Tissue from different species. Customize your vehicles and robotic pets. Build your home or player city and showcase it to other players. POPULAR DISCUSSIONS View All (2) 2 2 minutes ago
I don't know what footage you guys saw as the video is now restricted but.... this does not look bad at all for early alpha content. We have many people anticipating games that look horribly dated compared to this game's graphics. I mean it doesn't quite reach Planetside 2's old Alpha footage in quality and animations seem at a very rough stage, but it isn't like it is far off. I find the proposed content and features pretty intriguing enough that I'd keep an eye on it at least. These are the videos I saw today while peaking around.
Im looking forward to this more than any other game. There are others ill play,but this is the type of mmo I love best. this and Black Desert.
Okay, the town/base/city building looks pretty neat. And the recent videos look much better than the first ones I saw. That feature list sounds pretty good, too, if they can deliver. It seems to play a lot like Tabula Rasa, which I actually enjoyed despite its massive flaws. Consider my interests piqued.
http://www.kickstarter.com/projects/therepopulation/the-repopulation-a-sandbox-mmorpg there is a 21 min vid of the complex crafting there
On New Years Eve co-lead developer Joshua Halls did a 2 hour Q&A on Twitch over weapon and armor types as well as many other questions pertaining to other aspects of the game. http://www.twitch.tv/deadpoolyplays/b/491692387
Not to be too off topic but I recently started looking at some of the into about BDO, mainly the 4 part steparu.com articles on closed beta (which had lots of good footage too). The game has a lot of interesting features going for it. Do you know if they are going for a western release version?
here is owaiins thread about BD http://www.xoohq.com/threads/36356.Black-Desert-Online&highlight=black+desert
Looks and sounds pretty good. The developers have done a stellar job letting everyone know exactly how the game will pan out. Doubt it will get any support going for it with ArcheAge & Black Desert but I figured I would show off some features anyway. https://www.therepopulation.com/index.php/game-features/game-overview Just a few of the highlights I picked up on: - 3 Faction PvP System - The 3rd faction is comprised of independent rogue nations - Nations can own multiple cities & can be raided - Player created cities, structures, and homes - Mission Generator System creates custom missions - Missions can have different outcomes based on player reactions - Your actions will be remembered by NPCs, and they may exploit your tendencies - Players can filter missions - One time generated missions spawn randomly throughout the world to encourage exloration - No levels - Skills based gameplay with 75 unique skills & 14 tiers within each skill line - Skills increase upon useage - Most gear is appreance only with stats coming from 5 socket slots - Public Questing - Player interaction affects the spread of the public quest and it's progress - Settlements can turn into dungeons and towns can be overrun. - Open World PvP Battlegrounds - Pets (Taming, genetically Engineered, and Robotic) - 23 Crafting Trade Skills - Limb taregting, momentum, energy shields, cover, and posture effect comabt - Randomly generated abilities for bosses will ensure fun fights - Vehicles can serve as combat roles