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Made in ca
Fresh-Faced New User




Guys, stop talking about us on the 3rd person. :-) We are HERE reading your comments. The team and I will answer all your questions in the upcoming weeks. Regarding Sisters of Battle, they are one of the favorite from your dev team but we had to choose 4 to start and our plan is to add many more but we need to finish the game first. What I said about them was for Mass Market interview and NOT for the hardcore fan. They are very playable but we feel like the Necron that the Sisters deserve time from us to built them well and we wont have time before launch. We are a no BS studio and I allow ALL the dev team to talk to you with NO firewall between us. So if you want a cool game please tell us what you like and what you dont on the info we gave you. Remember that I am an EXEC. Yes I know the IP well and I am a hardcore player but I will not be the one making your game. The dev team will and all the next interviews will be done by them so expect more meat. I am the container but your dev team is the content.

This said, this openness will have his negative. I will make mistake in communication sometimes (already did many during E3 that my dev have corrected) so hopefully you prefer openness with corrections vs marketing and communication perfection.

I have decided on this very transparent approach, not to ''control'' the marketing messages to you but instead bring you onboard the dev of your Game.

BTW, I dont hate F2P... I hate Pay to Win.

Hope you like it!

Victory needs no explanation; Defeat allows none

Miguel
Your Behaviour Online studio head


Automatically Appended Next Post:
Solardin and Melissa, thanks for your post. Yes we have Twitter and Facebook accounts:

Website: http://bhvr.com/eternalcrusade/
Twitter: https://twitter.com/40kcrusade
Facebook: https://www.facebook.com/40kcrusade

and feel free to connect on all the dev personal accounts as well since I told you that I did not put any firewall between you and your game dev..... As an Exec, I am still scared to death about my decision but after 2 try made by other studio on the 40K licence I still think that THIS game has to be YOURS to work.

Melissa, I really love Trolls since they have to have a real interest in our game to be negative. I never though you were one! :-)

With Time, they will understand that we are listening. If not.... I'll see them on the battlefield.

Victory needs no explanation; Defeat allows none

This message was edited 1 time. Last update was at 2013/06/18 01:12:32


 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Miguel, my favorite faction is orks. If i pay for the game, do i still have to serve time on the punching bag faction and level through ork boy until i'm past officer while everyone else who paid and played space marines gets to be five times as powerful as me? Or do paying ork players skip the boy stage and go straight into nob/mekboy/specializations?

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in ca
Fixture of Dakka




Kamloops, BC

miguelcaron wrote:
Melissa, I really love Trolls since they have to have a real interest in our game to be negative. I never though you were one! :-)


Um, what? Trolls aren't always sincere about their negativity because the whole point of a troll is to cause inflammatory reactions that doesn't mean they're well informed or even honest about their remarks, that being said are you saying Mel is a troll? As I'm pretty sure she's giving her true

feelings and isn't trying to inflame.

This message was edited 1 time. Last update was at 2013/06/18 01:25:56


 
   
Made in gb
Preacher of the Emperor






 Cheesecat wrote:
miguelcaron wrote:
Melissa, I really love Trolls since they have to have a real interest in our game to be negative. I never though you were one! :-)


that being said are you saying Mel is a troll?

He said that he never thought she was one.

Order of the Righteous Armour - 542 points so far. 
   
Made in ca
Fixture of Dakka




Kamloops, BC

 Troike wrote:
 Cheesecat wrote:
miguelcaron wrote:
Melissa, I really love Trolls since they have to have a real interest in our game to be negative. I never though you were one! :-)


that being said are you saying Mel is a troll?

He said that he never thought she was one.


I can't tell if he's being sarcastic, although it's unlikely cause what company is sarcastic with potential customers?

This message was edited 1 time. Last update was at 2013/06/18 01:31:53


 
   
Made in ca
Fresh-Faced New User




Not at all Melissa's feedback is very to the point and we love it. Fans on 40K are humbling to us. Here is what a Fan Heretic Saint sent us regarding Sisters..... I think he married one!! This type of feedback is SOOO usefull for us. It makes us make a better game..... and for cheaper! :-)
__________________________________

Since you've given me the chance, I've compiled a "short" list of GW sources that should provide further inspiration on the Sisters of Battle, starting with a few links, then followed by titles of GW books that (I think) you should be able to request for free review from your partners at Games Workshop, as I heard they offer this service to the freelance writers of their Black Library novel division:

Web Links (archived homepages once maintained by Games Workshop, no longer available under their original address)
http://web.archive.org/web/20021004212519/http://www.armageddon3.com/English/Campaign/Troops/shroud.html
http://web.archive.org/web/20021004205717/http://www.armageddon3.com/English/Campaign/Troops/lady.html
http://web.archive.org/web/20021005050337/http://www.armageddon3.com/English/Campaign/Troops/ftearers.html
--- material on the Sororitas' participation on Armageddon from GW's campaign website, including letters from and about one of their leaders
http://web.archive.org/web/20071026021921/http://es.games-workshop.com/especialista/inquisitor/bestiario/sororitas.html
http://web.archive.org/web/20071218114030/es.games-workshop.com/especialista/inquisitor/bestiario/repentia.html
--- information on Battle Sisters and Repentia from GW's Inquisitor RPG, including a very cool short story of one Sister Anastasia
http://web.archive.org/web/20080411104905/uk.games-workshop.com/witchhunters/villainy-infamy/2/
--- some background on fugitive Battle Sister Ephrael Stern, also sheds some more light on where the Sororitas come from

Codex Material (primary sources)
2nd edition Codex Imperialis (contains one of the very few mentions of the Sisters of Battle maintaining their own starships)
2nd edition Codex: Sisters of Battle (also contains extensive background on their organisation, including numbers for the six Major Orders)
3rd edition Codex: Witch Hunters (adds alliance to the Inquisition and confirms that their wargear is equal to that of the Space Marines)
5th edition Codex: Sisters of Battle (as part of White Dwarf #380/381)

Rulebook References (usually just small mentions, but may be nice to know)
1st edition Rulebook, page 268: first mention of the Adepta Sororitas ever, talks a bit about purity control sweeps
3rd edition Rulebook, page 112: very cool/creepy short story about the Sisters' fanatism in regards to flagellantism and self-mortification
5th edition Rulebook, page 120: small mention of the Sisters of Battle and their role for the Imperium
6th edition Rulebook, page 195: very basic but good overview of the Sisters of Battle as an army/faction

Magazine Issues (note: all issue numbers are UK)
White Dwarf #211 - rules to field individual Sister squads as an add-on to Marine and Guard armies, as well as a Codex preview
White Dward #212 - special feature accompanying the release of the 2E Codex, some additional info on the Church Militant
White Dwarf #281 - info bits on the Sororitas Orders active in the 13th Black Crusade on page 47
White Dwarf #292 - Designer's Notes on Codex: Witch Hunters, contains some very interesting developer insight into the faction
White Dwarf #293 - multi-page article "Liber Sororitas", very deep and rare insights into the Adepta Sororitas, very recommended!
White Dwarf #380 - Sisters of Battle 5th edition Codex, part 1
White Dwarf #381 - Sisters of Battle 5th edition Codex, part 2
White Dwarf #382 - Ecclesiarchy missions, accompanied by some nice background on the faction's goals and motivations
White Dwarf #383 - Battle Sister painting guide; page 101 introduced new background on unique characteristics of the different Orders
White Dwarf #384 - two SoB Apocalypse formations: the Repentant Host and Purge Squadrons, on pages 62 and 63
Citadel Journal #49 - article and rules from Andy Hoare about a special Sororitas task force assigned to purge rogue Space Marines Chapters

Whew, that's about it! If you get around starting work on the Sisters of Battle as a playable faction, I hope the above is of some small help. As I said, the 40k background has become very extensive over the years, and details can easily get lost and sink into obscurity, so thanks for giving me the chance of dragging some of it back up for you.



Automatically Appended Next Post:
BTW, I dont remember if I told you but THANKS Heretic Saint for all your info and feedback!

Whilst we draw breath, we stand. Whilst we stand, we fight. Whilst we fight, we prevail


Automatically Appended Next Post:
I dont do sarcastic. I am french, but only french canadian!! LOL

David your Creative Director.... He is real French!! ;-) and both your leads Gameplay and Level are Americain!

This message was edited 2 times. Last update was at 2013/06/18 01:36:58


 
   
Made in nl
Decrepit Dakkanaut






Oh god.. the French.. we are all DOOOOMED.

Kidding aside. I do love this transparent approach and it requires some balls to do this in the current industry you work in.

I think if there is one thing we all want more info on, it would be the F2P model you have made some (rather vague) statements on.

Also, even though they aren't a stand alone faction in the tabletop, will you be looking at the Adeptus Mechanicum as playable in future updates?
   
Made in ie
Hallowed Canoness




Ireland

miguelcaron wrote:This said, this openness will have his negative. I will make mistake in communication sometimes (already did many during E3 that my dev have corrected) so hopefully you prefer openness with corrections vs marketing and communication perfection.
I for one certainly do! It saddens me how many studios have "lost touch" with their playerbase by not talking to them directly, and from experience the marketing angle is often fairly nondescript. I much prefer to hear enthusiastic devs talk about their own ideas, and I'm sure I am not the only one who likes to see that their suggestions or feedback are at least heard.

Do you have any plans on how character progression will work so far? For example, how players will be able to attain new classes - will they pick one from the start, or will it branch out? Assuming of course that there are specific classes.
Melissia mentioned an interesting idea concerning "sidegrades" (a la Planetside 2), and though I personally don't think that a heavy bolter should be a sidegrade to a boltgun (with its damage output and rate of fire it just feels like something for a special class or a general upgrade), there could instead be slightly different boltgun patterns, not to mention various upgrades such as targeters, drum magazines, or limited special ammunition. I have a feeling players would love having a degree of customization available not only for their character, but also their wargear.

Also, how will you handle the different Chapters, Warbands, etc? On one hand, it might look odd if there are so many players all in different livery and colors, yet on the other there are many fans who look forward to play a very specific sub-faction, so to say. For example, I would expect that the Imperial Guard, when/if it eventually becomes playable, will be Cadians due to their prominence .. yet I find the Valhallans to be more interesting. This problem would surely exist across all factions.
Or are you looking to solve this via the cash shop, in that the predefined appearance would likely be more numerous due to not everyone buying additional customization, yet purchaseable "costume packs" basically representing reinforcements, or something like that? Or would you try to offer a smaller selection of sub-factions to keep things more uniform?

miguelcaron wrote:BTW, I dont remember if I told you but THANKS Heretic Saint for all your info and feedback!
You certainly did! I hope it'll be useful once the time comes. I have a feeling not even your contacts at GW remember some of those little gems anymore - unless they have a reaaaally good index.

Ave Imperator!

This message was edited 1 time. Last update was at 2013/06/18 03:34:53


 
   
Made in us
Consigned to the Grim Darkness





USA

 Soladrin wrote:
And back when I played it (like said, at least a year ago, which was pretty much at day 1) I know I bought something with real money and even that was timed. I immediately tossed the game after I discovered that.
No offense, but that was your fault, considering that permanent purchases were available from pretty much day one.
miguelcaron wrote:
What I said about them was for Mass Market interview and NOT for the hardcore fan.
It might seem harsh ,but I actually consider it WORSE that you are misleading the mass public about it than just talking trash among the fans.

That said, I know your reasonings behind the choice of marines, orks, and eldar as the three factions (no, I don't consider CSMs a separate faciton, they're just space marines with spikes and an "I hate my dad" complex), but that doesn't make me a single iota less dissatisfied with it. Especially given that apparently my comments weren't taken seriously by a certain dev-- I don't care about "bringing the sexy", and if your company thinks that this is the only reason that anyone would ever play a female character, that says a lot of sad things about the company (and the gaming industry in general).

I have no desire to roleplay as a guy for hundreds of hours of my life, never mind a generic screaming old bald guy like some variety of Space Marine. I'm at the point in my life where I have to be picky on what games I can invest money in (I'll be perpetually low on funds for the foreseeable future), and if the game wants to convince me to invest money in it, it needs to accommodate my desire to play a female character, preferably one NOT pigeonholed in to some random niche while male characters get to play EVERY kind of character.

People have called this petty in the past, but meh, I'm not rich enough to be able to buy every single out there, so I'm picky with what I buy.

And to avoid dragging the thread off topic, I'm gonna PM some additional stuff.

This message was edited 2 times. Last update was at 2013/06/18 06:49:00


The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Slaanesh Havoc with Blastmaster





 Lynata wrote:

Also, how will you handle the different Chapters, Warbands, etc? On one hand, it might look odd if there are so many players all in different livery and colors, yet on the other there are many fans who look forward to play a very specific sub-faction, so to say. For example, I would expect that the Imperial Guard, when/if it eventually becomes playable, will be Cadians due to their prominence .. yet I find the Valhallans to be more interesting. This problem would surely exist across all factions.
Or are you looking to solve this via the cash shop, in that the predefined appearance would likely be more numerous due to not everyone buying additional customization, yet purchaseable "costume packs" basically representing reinforcements, or something like that? Or would you try to offer a smaller selection of sub-factions to keep things more uniform?


I would like to know this as well. Maybe different "guilds" will have their "warbands" colors.

Sua Sponte 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Migeul Caron, like it or not, I'm your new best friend on the internet.

Welcome to the greatest community of loyalists this side of m.41.

There was once a website called Warp Watchers, an entire site dedicated to DMO that went by the wayside with the game. We were as sad to see it go as we were to see Vigil Studios disintegrate. It must be therefore said that we wish you the best of luck and trust in you but perhaps timidly after our last breakup.

To break the Ice and unleash this pent up dam we all know exists, I'm just going to lay out everything I worked on when I was on Warp Watchers. Take what you will from it, I'm doing this from memory unfortunately, there were pages of suggestions and hopes there that will likely never see the light of day.

Speaking from the veterans of Warp Watchers:

GAME MECHANICS, CLASSES, AND BALANCE

First the simple stuff:

Third person is great for this type of game, especially if melee is a component (which it should be!!). Switching to first person is really useful for sniping. Customization of HUD's, key bindings, and controls is a must. Destructible scenery would be great, as well as also being able to manipulate it - digging trenches as the IG, fortifying/orkifying buildings, taint, Tyraniforming, ect.

We, DEMAND use of vehicles, especially tanks!! *raises fist... remembers place... slowly drops fist and clears throat awkwardly.*

We want all the races represented. We want to play as them all (eventually) if at all possible. We want the SISTERS OF BATTLE, SM's, Inquisition, Deathwatch, ADEPTUS FREAKIN' MECHANICUS, IG (please don't just do Cadian's, we want to see Krieg, Elysia, Vostroya, and even your own, or even our own creations - see customization, pg 19), Orks, Eldar, Dark Eldar, CSM, Traitor Guard, Dark Mechanicus, Demons of all the Gods, the Tau, Necrons, and Tyranids.

Each race should have an omniscient AI that commands NPC's to battle against each other even when players are offline. The game shouldn't even need players to function. Each AI draws battle lines and pushes them in a great game of chess, players can either exploit, dive within, or drive into chaos if they so choose.

Within each playable race we want classes and specializations that make sense and help balance the game. A Sister of Battle can become more than the equal of a SM when granted the reward of her Faith, and the value and lore of a SM must be honored. One on his own should be fully capable of doing the damage of Relic's Captain Titus could do on the battlefield, and only utilized in as dire situations. Relic's assault marine's are incredibly fun, and the rock paper scissors dynamic between Tactical, Devastator, and Assault Marines is well balanced. A class system balanced like this would be acceptable, but we would prefer even more specialization in a next gen game.

FACTIONS, PVP and PVE

FFA is the best option. Thank you so much for not doing a two faction system.

PvP should be mixed into PvE, as well as being mixed into instance and open world. Above all, it should never feel like a grind. A mix between Exterminatus mode and an instanced story-mode campaign would make for fantastic Dungeon crawling. As would mini Dota style arenas instanced on the front lines where players gain additional temporary skills the longer they participate. (I will elaborate further in another post). Cringe if you will by copying the spirit of a game like SMITE, Dota, or LoL, but I like to think of it more like WoW's old school Alterac Valley, a battle that did not end until a commander was killed, and I was a proud patron of playing 8 hour long matches of brutal attrition. As I understand it, the Tyranids are the main divers of the PvE experience, which I applaud, it's a sound choice. However, to mesh the experience of PvE and PvP into a seamless environment, definitely consider the positives of what WAR online attempted. RvR was a great idea. It would have been a lot better in a fully open environment like Planetside. NPC's shouldn't be mindless automatons wondering around for no reason other than to guard our "Quest Location 172" to complete "Quest 172: Collect 12 Tyranid Gonads".

We should never again see a WoW style instance of "pull, fight, rinse, repeat." Please don't be tempted to go that route. Even I will not buy it.

Instead, experiment with "reaction based instances", where NPC's are alerted of an intrusion based upon how braisen players are in their assault. For example, players (more than likely Orks, SM's, SoB, Well equipped IG, and CSM) who simply blow down the front doors and slog their way through an instance, should come to expect the instance to react by throwing everything it possibly can back at them all at once. Without the proper preparations and battlefield tactics, they would be overwhelmed. On the other hand, players can find more tactical ways of exploring an instance. Blowing open a sewer channel, gav-chuting or teleporting into a key location, or finding an alternative way in may be more fruitful than simply marching up to the Black Gates and demanding justice.

This applies to player held "Capitals" and even the Tyranid hive mind in the open world. Attack even a single organism, and the whole Hive Mind is alerted to an attack on it's sovereignty, pushing further into their territory and killing more should get a larger response. Fail to hold the line as the response gets more difficult to handle, and the Tyranids wont just stop at their borders, but will launch an all out counterattack (against everything!) until they are contained once again. The same is true with every other race, but will largely depend on players themselves, not supporting NPC's.

Seems logical, smash a hornet's nest, get stung.

Keep this in mind as we discuss RVR next.

CUSTOMIZATION, CRAFTING, and RVR

Customization*: As mentioned above, it's become an iconic expectation that Warhammer 40k needs massive capabilities for customization. A simple army painter isn't just what we want anymore. We want about as much freedom as you can possibly give us. I am totally ecstatic that you have given us this in to help be part of this game and I believe that we can help you continually improve the game with a world editor of sorts for each faction. More specifically, give us different levels of freedom in "building" our factions with different levels of independence.

1. Give us complete control over the look of our character's armor in the form of crafting to design our own masterpieces. For example: we get an upgrade to our armor and we decide that we may not be satisfied with the new look, or not be comfortable with forfeiting the look of our old armor. Using a streamlined system (with boundaries limited to the look of the class and race), we could manipulate a basic Space Marine shoulder pad into a howling skull, perhaps with blood dripping from it's mouth, or a simple tattered loincloth into a chained belt with trophies dangling down instead. Perhaps, if I had gained a skull trophy from combat, I could even attach it. This editor (STC templates) could be the driver of the in game economy, with higher level players getting greater ranges of customization, equipment and weapons the more they play.

2. Give us a wide degree of control over Guild construction (guild housing, guild outposts/bases, ect.). Relax. Customization of the looks here isn't as important as character development, but allowing us to actually design a base with resources and watch it being built before our eyes would be enormously satisfying and a greater incentive to defend it with our friends that put in effort to help raise it.

3. Give us ways to help the strategy of our Faction's AI. Give rewards to players who go out of their way to dig trenches or erect fortifications for NPC's to guard. To the Eldar, who may not utilize a static strategy, give rewards to players who help erect Warpgates and help keep the Eldar mobile.

4. Allow us to influence the world in ways other games have yet to do. Destructible scenery is just as important as being able to construct or influence it. In a four faction system, SEEING each race become visibly tougher as the long war rages on, and evolve into a game that has each race rise and fall as an Empire would be a rare treat. Crafting can definitely extend to large world projects, supported by the faction AI itself. For example, the Imperium AI wants an orbital cannon built. It donates a set amount of resources based on those who have skills in crafting and says "spend them here, and be rewarded." Instantly, the world has a great event that spurs RvR, PvP, crafting, and the economy. An ever changing environment will provide for a fan-base that will be die hard converts that will be loyal to the game for as long or longer than World of Warcraft (who themselves changed the environment for the players).

I'm sure that's an overload, but I hope my enthusiasm carries at least a bit of weight. I know my friends from Warp Watchers would both be proud and be yelling that I didn't cover enough ground.

Thank you for taking the time to read this, and thank you again for taking our idea's seriously. I will be happy to post more when time allows.

Notes for the future:

*Resources
*All crafting economy
*PvP Instance buff
*Racial stat/perks
*Naming Weapons

This message was edited 2 times. Last update was at 2013/06/19 04:48:25


 
   
Made in sg
Quick-fingered Warlord Moderatus





Lost in the Warp

Let me just make it clear that I am very impressed by Miguel Caron's decision to come onto Dakka to post. The 40k IP is a tough one to work with, with a very demanding fanbase that will probably form the core of the playerbase. A lot of game-dev companies don't talk to their fans anymore, the only two I can think of off the top of my head who still do are CCP (Eve Online) and Relic Entertainment (DoW, CoH, etc.)

I do believe that by taking in our feedback and discussions, they essentially have a free market focus group to work with and help develop the game to make sure that they hit the right spots. Also, very different approach from GW, so thumbs up!

Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius

 
   
Made in us
Consigned to the Grim Darkness





USA

I likewise appreciate the chance to talk to the devs.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Hallowed Canoness





The Void

This is pretty cool! I'd also like to express support for Mel's ideas. She keeps stealing all the good ones.

I beg of you sarge let me lead the charge when the battle lines are drawn
Lemme at least leave a good hoof beat they'll remember loud and long


SoB, IG, SM, SW, Nec, Cus, Tau, FoW Germans, Team Yankee Marines, Battletech Clan Wolf, Mercs
DR:90-SG+M+B+I+Pw40k12+ID+++A+++/are/WD-R+++T(S)DM+ 
   
Made in us
Consigned to the Grim Darkness





USA

Well to be fair, my ideas regarding weapons were pulled heavily from Blacklight: Retribution, but I think it could work very well in this game as well. It's very fun to customize your weapon, and 40k has TONS of flavor regarding its various weapons.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Hallowed Canoness





The Void

This is very true.

I beg of you sarge let me lead the charge when the battle lines are drawn
Lemme at least leave a good hoof beat they'll remember loud and long


SoB, IG, SM, SW, Nec, Cus, Tau, FoW Germans, Team Yankee Marines, Battletech Clan Wolf, Mercs
DR:90-SG+M+B+I+Pw40k12+ID+++A+++/are/WD-R+++T(S)DM+ 
   
Made in sg
Quick-fingered Warlord Moderatus





Lost in the Warp

For those criticizing the history of this dev studio (including myself), I found this little snippet from MMORPG.com which allayed some of my fears:

This one caught us all off guard when just a day before E3, we were setting up appointments with Behaviour Interactive for an unannounced MMORPG... little did we know that Behaviour’s Massive team had been built and put together by none other than Miguel Caron (who many MMO gamers might remember from time on Anarchy Online and Age of Conan at Funcom). In fact, many of the team on Eternal Crusade are directly from Funcom’s Montreal studio, and their plans are nothing short of incredible for the third-person action MMORPG with a heavy slant on PVP and sandbox warfare. You can read a great overview on the game right here, but stay-tuned in the coming weeks for more info as Eternal Crusade is only 18 months from Open Beta, and Behaviour has a ton of plans to keep us all informed leading up to that momentous occasion.


Emphasis added. Team is consisted of MMO veterans from Anarchy Online and Age of Conan. Makes sense, as Funcom laid off a lot of staff in January from their Montreal studio.

This message was edited 2 times. Last update was at 2013/06/18 08:05:04


Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius

 
   
Made in nl
Decrepit Dakkanaut






Yeah, I already heard that behaviour picked up a lot of talented people from all the recent layoffs. Good to know they got their hands on some veterans.

This message was edited 1 time. Last update was at 2013/06/18 08:48:24


 
   
Made in de
Camouflaged Zero






Screaming Exec and Devs:

Please brainstorm some more about your F2P model. I am not sure if confining the (initially) free loading players to the roll of cannon fodder as lowly orkboyz will entice them to stick around for the actual game after they've paid for it. Allow them to see more of the game, especially as it changes quite dramatically with the player based order system. As a free player without any chance to advance there's really no incentive to follow orders at all (and that makes it also quite pointless to play as a paying ork "officer").

Two less important wishes:
Please include friendly fire and please no endless click one button melee combat (try Drakan 1 on the PC to see how it should be done).
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

If you manage to make IG a playable faction, can you add the option to have a female IG character?

I would also like to see the current business model replaced with something a little more balanced.

What exactly will the game play be like? Will it use a power bar, a la WoW, or will it be a straight TPS, like in Space Marine?

This message was edited 2 times. Last update was at 2013/06/18 10:46:16


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 Melissia wrote:
Well to be fair, my ideas regarding weapons were pulled heavily from Blacklight: Retribution, but I think it could work very well in this game as well. It's very fun to customize your weapon, and 40k has TONS of flavor regarding its various weapons.

To be fair BL:R's customisation is stalled flat because many players build the same guns - high damage. And to be frank, 40k's customisation only really extends to scopes, minor tweaks and ammo packs. So really gun parts I don't think would work so well. But we should get the full-blown arsenal because there will be days when an Ork must break out a Burna and go roastin'. So I would recommend we have a large amount of weapons to choose from.

Aside from that I wish Miguel and Co the best of luck for this project and hope something good comes out



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I agree, weapon variety is far more important than customization. There are so many different weapons already represented on the tabletop and in the fluff that there's no shortage to draw from, and having more weapons available means more roles that can be filled on the battlefield.

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Perhaps then a compromise could be met between a high volume of weapons that come standard with 40k, and then huge degrees of variance for each weapon. They would retain the same stats and fulfill a specific role on the battlefield, but could look incredibly different from each other.

For example: All Lasguns would have the same stats as each other, but no two would be the same in visual appearance.

 
   
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I think you could keep true to the fluff and still have high levels of parts customization. I'm in the process of building my own AR-15 rifle from parts IRL for example. The number of parts to chose from for my build is staggering beyond belief ranging from the very cosmetic (matching furniture and a specific muzzle brake), to the extremely functional (ambidextrous safeties, extended bolt releases, etc) to the base features of the weapon itself from type and quality of bolt, features of the upper receiver. The length, steel type, and twist ratio of the barrel (along with a dozen other small features). I mean I'm not saying we need that kind of detail in modifying the in game weapons I'm just thinking Mel's idea has merit while keeping true to your play style, I'm thinking the armor and weapons mods of Mass Effect now, little variances in look, style, and benefits that come together to make you unique. Throw that in with purely cosmetic modifications and upgrades (for an extra X in game currency get the Gilded Edition pauldrons that have angry cyber eagles nesting on them!) THEN release 40k players on it. The most fluff obsessed fan base in the known nerdly universe with that level of customization? Sure some WAAC players will make it less fun for everyone whether you're new to the Grimdark or not, but that's every MMO.

Further expansion of the above, you're an Ork and you're in a "Watch the world burn kinda mood" you can grab your burna and some cheap cigars from your locker and go for it stock, or you can swap out nozzles that increase dispersion of your flame shot, or up your range but narrow your stream of burning promethium vengeance. The former gives you better area damage, the latter boosts damage to individual targets. Or pull a Chesty Puller and mount a bayonet on it so you're really ready for CQC

This message was edited 1 time. Last update was at 2013/06/18 13:03:29


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 DemetriDominov wrote:
Perhaps then a compromise could be met between a high volume of weapons that come standard with 40k, and then huge degrees of variance for each weapon. They would retain the same stats and fulfill a specific role on the battlefield, but could look incredibly different from each other.

For example: All Lasguns would have the same stats as each other, but no two would be the same in visual appearance.


Yes, this. Similar to what the DoW games did. E.g. once Necrons are introduced (which I take as a given when we're discussing including Sisters!), your Overlord could be able to individualize its staff, cloak or head design. Those designs do not grant any in-game bonuses of course.

   
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miguel, would it be possible to answer some questions on the Clan/Chapter/Guild features of the game?

Thanks

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Hey guys, Im behind this game 100% and I look forward to your updates. My only request is to offer multiple chapters. The only chapter on an actual "Eternal Crusade" are the Black Templars, and in order to keep the title accurate you might alienate some marine players.

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 Juvieus Kaine wrote:
 Melissia wrote:
Well to be fair, my ideas regarding weapons were pulled heavily from Blacklight: Retribution, but I think it could work very well in this game as well. It's very fun to customize your weapon, and 40k has TONS of flavor regarding its various weapons.

To be fair BL:R's customisation is stalled flat because many players build the same guns - high damage. And to be frank, 40k's customisation only really extends to scopes, minor tweaks and ammo packs. So really gun parts I don't think would work so well. But we should get the full-blown arsenal because there will be days when an Ork must break out a Burna and go roastin'. So I would recommend we have a large amount of weapons to choose from.

Aside from that I wish Miguel and Co the best of luck for this project and hope something good comes out
Not enitrely. For example, I've seen several people with TSMGs like mine-- practically no recoil and spread, using rapid fire and toxic/incendiary rounds to deal large mounts of damage. They also nerfed the high-damage stuff, balancing it out by reducing range and increasing spread/recoil, so that instant-kill BARs (for example) actually have spread, unlike other BARs.

This message was edited 2 times. Last update was at 2013/06/18 15:26:14


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 d3m01iti0n wrote:
Hey guys, Im behind this game 100% and I look forward to your updates. My only request is to offer multiple chapters. The only chapter on an actual "Eternal Crusade" are the Black Templars, and in order to keep the title accurate you might alienate some marine players.


If anything I think having Deathwatch might work, 75% of the Space Marines enemies are Xenos - plus it gives people a chance to play as their favorite Chapter and doesn't kill the lore to much.

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 d3m01iti0n wrote:
Hey guys, Im behind this game 100% and I look forward to your updates. My only request is to offer multiple chapters. The only chapter on an actual "Eternal Crusade" are the Black Templars, and in order to keep the title accurate you might alienate some marine players.


Black Templars refuse to share the field of battle with psykers (librarians), this might alienate some marine players.

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