![]() Mark is more interested in forming a cult of personality than he is in making a game or an engine. They blew threw a few hundred thousand trying to make a single mobile game, but CSE's cofounders of Mark Jacobs and Andrew Meggs weren't able to make a single mobile game in 3 years before they decided to make an MMO instead. He's spent literal days arguing in the comments of a recent article on Massively OP about how everything is moving faster than they could have possibly hoped, and people are being unrealistic expecting CU to be further along.Īlso keep this in mind about City State Entertainment:Ĭity State Entertainment was originally formed in 2009 to make mobile games. He was banned from Reddit for a week for it. He's doxxed a backer and posted their dox to Reddit. Circle of Power (Modal) Immobilizes the caster, and grants increased power to fire magic abilities based on the current amount of Pyroclastic Overcharge. What else has Mark Jacobs done in that time? This week CityState Games brought quite the curveball in their 10 week class archetype reveal series for PvP Sandbox MMORPG, Camelot Unchained.After archers, and heavy fighters brought the iconic MMORPG classes to the forefront, this week’s Shapeshifters take a sharp Bat Shit Crazy turn from the norm. A large, slow-moving, arcing projectile with a long activation time that explodes on impact and deals bonus damage to structures and deployable objects. 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)
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