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Messages - The "Fifth" Entity
1
« on: April 05, 2015, 11:09:12 am »
As i see it, in a nutshell the game is - - it's code (first of all, the custom code to tweak the engine, to a lesser degree the scripts and algorithms for things like mob AI, skillsystem, microtransactions that make up the economy, etc) - artwork (3D models, animations, level designs), and - playerbase.
Well, playerbase is as good as gone. What's left can be easily dragged over to any similar new game. Engine customizations are unfinished as it is and for any new engine totally useless anyway... Doubt selling artwork piece by piece would raise any significant money either. It all has quite specific style to it that "works" well if used as a package but if u take it apart and try to use the separate elements in a different environment the magic is lost. There also might be some format conversion problems between different engines.
For a bystander it's pretty hard to imagine what the hopes of making any significant money from whats left are based upon. Well, obviously there is a missing piece to this puzzle somewhere that we don't know about. If there's indeed something going on behind the scenes, it might take time before the dust settles.
2
« on: March 24, 2015, 11:15:28 am »
Omg, is that really you Cayden? It has to be you cause nobody else can write like this. Well yeah, Bank is gone for good and the rest of the dev team has given up the project as well. You might even get back the SNI's, but... then the next question rises, what's the point? Oh well, but your "Absent SNI's Note" was an enjoyable reading nevertheless, reminded me another timeless gem - an irish folk song called "Paddy's Sick Note" which goes like this: Dear sir I write this note to you to tell me of me plight, And at the time of writing, I am not a pretty sight.Me body is all black and blue, me face a deathly gray.And I write this note to say, why Paddy's not at work today.
While working on the fourteenth floor some bricks I had to clear.Now to throw them down from such a height, was not a good idea.The foreman wasn't very pleased, he being an awkward sod.He said I'd have to carry them down the ladders in me hod.
Now, clearing all these bricks by hand, it was so very slow.So I hoisted up a barrel, and secured the rope below.But in me haste to do the job, I was too blind to see;That a barrel full of building bricks was heavier than me.
So when I untied the rope, the barrel fell like lead.And clinging tightly to the rope I started up instead.While I shot up like a rocket, to my dismay I found,That halfway up, I met the bloody barrel coming down.
Well, the barrel broke my shoulders as to the ground it sped,And when I reached the top, I banged the pulley with me head.Well I clung on tight though numb and shock from this almighty blow,And the barrel spilled out half the bricks fourteen floors below.
Now, when these bricks had fallen from the barrel to the floor,I then outweighed the barrel, and so started down once more.Still clinging tightly to the rope, I sped towards the ground.And I landed on the broken bricks that were all scattered 'round.
While I lay their groaning on the ground I thought I passed the worst,When the barrel hit the pulley wheel, and then the bottom burst.Well a shower of bricks rained down on me - I hadn't got a hope.As I lay there moaning on the ground: I let go of the bloody rope.
The barrel then being heavier it started down once more,And landed right across me as I lay across the floor.Well it broke three ribs, and my left arm, and I can only say;That I hope you'll understand why Paddy's not at work today. Bottomline, never worry the fun hasn't left the world. I'm sure we'll meet again somewhere somehow someday
3
« on: March 07, 2015, 11:51:56 am »
New engine again? First thing that comes into mind is - C'mon u must be kidding. The engine switch was what killed the project in the 1st place! Then again, desperate times despereate measures... Sometimes the most absurd ideas prove to be the most brilliant. Worth considering at least. Basicly, that would mean we build a completely new game, starting from scratch. OK, suppose we're on the new engine and have only the very basic functions that work out of the box. Let's see what else we have? We have 1. The basic game concept: - MMORPG
- microtransaction economy based on a two-way freely convertible ingame currency (AWD <-> $/€)
- extensive skillsystem with extremely slow avatar development progress (we're talking about years, not months)
- above ground mining (picking) as the only source of ammunition
- underground mining based on skills, gear and intuitive use of tools on the virtual landscape
- intricate/complex crafting system; all ingame items are craftable
- interface that supports extensive multi-level social structures: team/society/corporation
- exploration-style gameplay based on a huge map and relatively slow/restrictive means of transportation
- PvP gameplay based on RL skills, ingame skills, gear and superiority in numbers; all 4 have about equal weight
2. The code, provided it's published on some public code repository. Althou port to a different engine might prove problematic, certain blocks of code could at least serve as a rough example as to how to implement a certain feature or function.3. The artwork: 3D objects and level/landscape designs. I know, most ppl don't care about art or aesthetic values. Still, those assets could be converted to a new engine, provided the copyright issues will be solved. What Vik did on a relatively primitive engine would look astonishing on any modern engine. There's too many good games out there with a crappy design and artwork, it would be waste to lose those designs that easily compare to the best 3D art in the world. 4. The fan- and playerbase: both actual and potential. Virtual environment based on RCE principles but cheaper to play than PE/EU. This concept, if implemented right, can easily draw in tens of thousands. The dissatisfaction with too expensive game(s) on the one hand and the constant game-hopping that comes with short lifespan of the average blockbuster mainstream MMOs on the other hand is very powerful. To tap into this power u only need to build an environment that aims to - is meant to - last for decades, BUT what u can afford to play and live in, without selling your kidney. _________ PS: Feel free to use any resources linked to my footer. Ready to produce more if needed for the project.
4
« on: March 05, 2015, 09:22:09 pm »
The miracle begins when you and Thief are back together in Alpha skilling your asses off. Or when we decide to test our power against one another again. Fifi here. Well, your confidence in us is a honour ofc...  but i'm afraid we have lost Thief for AW for good. Have to agree, the downfall for AW began with the new engine. However, i don't think bank would agree to resume work on the Alpha, cuz ... it's a one way street, nofuture. Best we could achieve with Alpha is just the old game brought online again as is, and that's it. It could achieve something, but in the long run... not much. Only realistic scenario is to resume work on Survival. Like, if there's a buyer, or if it's going open source. Both only possible if new lead programmer is found who can manage Torque. Sometimes a project has to fall hard, the old team to break up, give it up and dissolve - in order to make it possible for the new start. In this case it's looong shot, but not entirely impossible. After reading Life's post i realized that (althou the problems with the engine were the main cause), the final hit was brought upon AW by Andy. I mean, it's not very helpful if u shut down all RCE elements before you can provide any alternative. To be completely fair Andy also prolonged the lifespan of AWS for over a year, so he was like blessing in disquise, or maybe in hindsight, a curse in disquise... but it's hard to tell unless u know all the details. Whatever, doesn't matter either way now. The important thing is, when the project hits the rock bottom like this, a new team might emerge - a team who understands what Pay to Win means for RCE-style genre. As far as i can see, that's the only thing that could keep this project alive. As opposed to switching the genre.
5
« on: March 03, 2015, 11:03:18 am »
And so the miracle begins...
6
« on: February 26, 2015, 10:16:40 am »
Just one small miracle, a new start for AW. Even if i would have give up all my skills and gear and start it all over again. It's such a terrible waste if something so unique would simply vanish forever... edit: heh didn't notice that the last sentence went to minimal font size. fixed now. maybe it was a sign, a very small miracle?
7
« on: February 19, 2015, 11:52:14 am »
There was a very special feeling to the AfterWorld. It was very faint but always there--behind all the forms, lights and colors around you.
It was hard to put a finger on it and not everyone dig it. Some people among those who could feel it didn't appreciate it much, because...
It was the pure existential sadness.
It's like somewhere deep down there's this painful memory of the Paradise we've lost, mixed with the ancient Byzantine belief that all our attempts to (re)create the Paradise on Earth are ultimately destined to fail. The only option left is to admit this bitter truth and try to face it with courage and dignity.
8
« on: February 17, 2015, 12:06:23 pm »
Nobody is as blind as the man who doesn't want to see.
There's been several different ways how to build up game economy, decisions had been made about features (like: should the game have new avatars first or rather concentrate on the basic features, etc etc)
However, as i understand it, the current problems are on the completely different level. It is the engine itsellf and it's very basic systems/functions. It's the foundations of everything that is collapsing. How to solve this problem? It takes a very talented (lead) programmer and lots of work from a dedicated team to work out those issues. There was such a talented programmer, but then something happened along the way, and he decided there's no other way than give it up, and leave. We don't know all the facts all the exact reasons and probably never will know. Well, it doesn't matter anyhow. Without the working engine and no viable way to fix it there is no future, no way forward.
Another problem we, the playerbase don't want to admit is about us. There is not enough players for the RCE genre. Therefore even the best game would always balance on the edge of abyss. This is the bitter truth.
I truly believe there will be a time when RCE-style game worlds will be much more popular than today, but it will probably take many years and major technological breakthroughs in the gaming industry before the mainstream playerbase will grow and mature to the level to appreciate entertainment like this.
Until then we can only wait for a miracle. Like, the project will go open source and a new ingenious programmer will be found who can solve the monumental problems the AWR team is facing today. I wouldn't hold my breath.
9
« on: February 16, 2015, 09:14:53 pm »
Now we only have to wait when EU goes belly up and then there's absolutely nothing worth playing (more than for 2 weeks).
Well, it was fun as long as it lasted, fun and really unique. Maybe someday we'll have something similar again... but never Afterworld. The King Is Dead, Long Live The King!
10
« on: September 19, 2014, 06:19:45 am »
umm yeah, this is the dmg I like to do ...sometimes ^^ C'mon Hult, didn't we agree to save those nukes for the Xmas fireworks!
12
« on: September 18, 2014, 05:51:00 am »
13
« on: September 09, 2014, 05:52:34 am »
Requirements to get 25 skills to lvl 1 and 1 skill to lvl 10 were added all at the same time. Some clever guys started to make hundreds of alts and it had to be stopped. I have never seen the warning message but i doubt it doesn't say exactly that - 25 x 1 and 1 x 10.
About the gains and sense of achievement, should the game constantly pat on your shoulder and say "Oh your so wonderful"? While actually all you did was 2 clicks with a mouse that anyone can do? What's this achievement worth, do u even remember it after 5 min? It's not some mainstream WoW-style MMO where u can rush up to lvl 50 in a few days... and i'm glad that it isn't. This is a completely different philosophy here, a virtual world that lasts for years.
14
« on: August 30, 2014, 08:39:21 am »
No new cities, no new avatars and most importantly, no FPS gameplay and new combat balance. Equals, no big exodus from EU (or whatever ppl are busy with currently) to AW. Looks like this will be postponed until the end of 2014 (or maybe beginning of 2015). It's OK, i'm not complaining. I believe the dev team is working hard and doing what they possibly can. Take your time, we can wait a little longer. If it's a good fun exciting game world we'll get in the end, it's worth much more than few months of waiting. Ready when you are!
15
« on: August 22, 2014, 08:36:44 am »
but then again i dont mind beeing underestimated.
Right, Sun Tzu would sing and dance.  Speaking about underestimated, i think Alpha is the best example. We're talking about the offensive capabilities in the end of AWA and Alpha is in the end of the list, 11th. I might sound a little arrogant but imo everyone who thinks Alpha was not at least in top 3 is a bit... what's the right word? Deranged?  Too bad we never had a chance to test it out in practice... but would be interesting what would be the opinion of the majority of the playerbase of that point in time? While risking to sound even more arrogant i'd predict over 90% of players would place Alpha on absolute #1 position. Just saying...
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