Love

ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
edited September 2009 in Off-Topic
<div class="IPBDescription">The MMO, made by a guy.</div><a href="http://iloapp.quelsolaar.com/blog/news?Home&post=56" target="_blank">Love</a>, the indie MMO by Quelsolaar, has gone into pseudo-alpha. You can download the client and sit at the logon screen while pretty stuff swirls about in the background. Real alpha is imminent!

This game looks like it totally disregards the established way of doing things. Could be interesting.

--Scythe--
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Comments

  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Ooh cool! I remember you posting about this game earlier. Thanks for the follow up because I wouldn't have done it myself but it is definitely an interesting idea. I'm looking forward to trying the pre-alpha after work.
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Synopsis/Summary? The blog format isn't very conducive to getting a quick idea of what he's been doing.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    Scythe mentioned there is a redme in with the download, however:
    <a href="http://www.quelsolaar.com/love/" target="_blank">LOVE</a>
    really, watch the videos, lots of good info.
  • KhazeKhaze Join Date: 2006-12-12 Member: 59031Members
    Ohh I remember watching videos about this ages ago. Definately going to download the alpha.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    Yeah I've been quietly watching this for awhile, pretty interesting in how it turns out.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    LOOOOOOOOOVE BOAT


    This'll be fun, I think
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Amazing. I'm not sure how the post-processing sits with me... seems he could get away with less of that. But otherwise I'm amazed at it. The infrastructure stuff is very interesting and the tools... there are no words for those tools.
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    Is this using voxels?
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    <!--quoteo(post=1728698:date=Sep 24 2009, 02:00 PM:name=Rob)--><div class='quotetop'>QUOTE (Rob @ Sep 24 2009, 02:00 PM) <a href="index.php?act=findpost&pid=1728698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this using voxels?<!--QuoteEnd--></div><!--QuoteEEnd-->
    No clue.

    Try watching his Tools and Development video, might have some info.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    I really hope you post again when we actually get to play.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I can't really figure out what this is supposed to be about.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1728737:date=Sep 24 2009, 04:52 PM:name=lolfighter)--><div class='quotetop'>QUOTE (lolfighter @ Sep 24 2009, 04:52 PM) <a href="index.php?act=findpost&pid=1728737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't really figure out what this is supposed to be about.<!--QuoteEnd--></div><!--QuoteEEnd-->
    You shape the world through attacking and building outposts and bases and stuff, cooperating with other players to take on monsters, make your own cities, and so on.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    edited September 2009
    I say we form an NS2 Community in the game when it's launched!! :)
    EDIT:
    OMG! Watching the gameplay video... I'm in LOVE! And that is no pun.
    Do want game nao! >.<

    EDIT 2:
    Looks like it will be pay 2 play.

    <!--QuoteBegin-http://news.quelsolaar.com/#post50+--><div class='quotetop'>QUOTE (http://news.quelsolaar.com/#post50)</div><div class='quotemain'><!--QuoteEBegin-->I'm making a game that will cost about 10 euro per month, </snip><!--QuoteEnd--></div><!--QuoteEEnd-->
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    I wonder if there will be some sort of trial thingy so we can give it ago without committing to anything
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    <!--quoteo(post=1728711:date=Sep 24 2009, 03:50 PM:name=Thansal)--><div class='quotetop'>QUOTE (Thansal @ Sep 24 2009, 03:50 PM) <a href="index.php?act=findpost&pid=1728711"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No clue.

    Try watching his Tools and Development video, might have some info.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I watched the gameplay intro video... maybe I should watch the Development one. That seems like a sound suggestion.

    I think it would be great fun to build a fortress and see if other players can take out your defenses. It's like desktop tower defense but much more granderer.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    I will be the pessimist and say this looks really neat and open-ended, but when it's released I bet the min-maxers will figure out like the one best building combination within a month and then everyone will build the same things.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I just figured out why a lot of people aren't so hot on the truth.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    Interesting concept, but the ultra-low contrast, über bloom graphics really annoy me.
    And that UI better be a placeholder.

    Also, 10€ per month?
    Who's going to pay that much for an indie-MMO?
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    edited September 2009
    If it's good enough... I don't really see exactly how "indie" this can stay. MMO infrastructure isn't exactly lightweight stuff.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    woah this game is crazy lol
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1728870:date=Sep 26 2009, 08:37 AM:name=DiscoZombie)--><div class='quotetop'>QUOTE (DiscoZombie @ Sep 26 2009, 08:37 AM) <a href="index.php?act=findpost&pid=1728870"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I will be the pessimist and say this looks really neat and open-ended, but when it's released I bet the min-maxers will figure out like the one best building combination within a month and then everyone will build the same things.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You inspired me to compose an email to Eskil:

    <!--QuoteBegin-My Email+--><div class='quotetop'>QUOTE (My Email)</div><div class='quotemain'><!--QuoteEBegin-->Hi Eskil,

    First of all let me say that your project is pretty damn ambitious. It's refreshing to see someone ignoring the classical model and striking out on their own.

    There are a lot of MMOs on the market these days. They're all different, some moreso than others, but over a long enough time span they always turn out the same: Obsession over incremental improvements to the mathematically optimal way of playing. Most often they turn into a precisely calculated quest for the next infinitesimal upgrade. No matter how pretty the box art, how deep the story or how complex the game mechanics, they always devolve into what is essentially an interactive spreadsheet.

    While (to my understanding) Love does not feature many (any?) of the trappings of the traditional MMO, there will still be an "most effective" way to play it. Suppose a certain build order of structures, or combination of items. This will cause a general tend towards homogeneity over time. This is not really the point of the game. Games should reward strategic and innovative thinking, rather than consulting an online tutorial.

    What I suggest is a dynamic variation of the fundamental parameters of the game at distinct points in the game. These would unbalance the seat of power from a particular strategy or build order, and cause the game to wobble wildly around until a new equilibrium is reached. This period of "wild wobbling" is oftentimes the most fun in MMOs, after a big patch fundamentally changes the game and everyone adjusts.

    Now I might be entirely off with this; but I read something somewhere that stated that games of Love only last a finite period of time. There is a start and an end, separated by a time period measured in months, after which the world is reset. I don't know if this is actually the case, but this would be the ideal point to vary the parameters and establish a new balance.

    Good luck, count me as one of your beta testers,
    Scythe.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thoughts on my idea?

    --Scythe--
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    edited September 2009
    I don't think it'll be as big an issue as with most MMOs. The reason is the complexity of building combinations modified by location. The world is procedural and modifiable by the players, meaning that strategies that work in one place will not work in another. (ie, a line of bombs tied to a pressure trigger will work great in a canyon but not so great in an open field)

    As time goes on, general rules of thumb will probably emerge, like in all militaries around the world, but the min-maxers will have a tough time with this game, I think.

    [edit]Things like build order of resources might fall into min-max categories, but I think that's a good thing. The fun part of the game is trying to make and break defenses, no producing resources. Logistics of how to get resources to the sites they are needed, how to defend resources, and how to take them, those are the interesting things.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1729572:date=Sep 29 2009, 01:09 PM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Sep 29 2009, 01:09 PM) <a href="index.php?act=findpost&pid=1729572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thoughts on my idea?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If it does, as you say, reset every few months then I quite like it. Every iteration would be like an experiment in the best way to function in a new universe.
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    <!--quoteo(post=1729573:date=Sep 29 2009, 11:16 PM:name=Rob)--><div class='quotetop'>QUOTE (Rob @ Sep 29 2009, 11:16 PM) <a href="index.php?act=findpost&pid=1729573"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The fun part of the game is trying to make and break defenses, no producing resources. Logistics of how to get resources to the sites they are needed, how to defend resources, and how to take them, those are the interesting things.<!--QuoteEnd--></div><!--QuoteEEnd-->

    For you, perhaps, for most people, probably, but for a sufficient subset there's more than enough fun in working out the best way to obtain resources in a given situation to entertain them. Not everyone can be the architect of a city, not everyone can wield a weapon on the front line. There should be a niche for everyone, and I think the "mining engineer" niche is big enough to warrant being catered to.

    --Scythe--
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    So did anyone buy into the alpha/beta? I'm not excited enough about it to pay to find bugs, but did anyone here make the plunge?
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I have always liked Guild Wars' model of balance in this case. Guild Wars is essentially a highly complex game of rock-paper-scissors. If somebody finds a particularly strong build (we'll label that one "rock"), people start to emulate it. However, as people play rock more and more, another build (paper) which is overall weak but is very strong against rock becomes increasingly attractive because the likelyhood of running into a rock player becomes greater and greater. This leads to a shift towards paper, but also towards scissors, which in turn marginalises paper and either allows rock to resurface or leads to the discovery and proliferation of a new build that can beat both rock and paper or scissors.

    Getting this balance just right is pretty hard, although the constraints of GW's skill bar (huge set of available skills, but you can only bring a small selection to any fight) are certainly a good place to start. And even so, Arenanet has sometimes had to step in and nerf a build that became too dominant with no solid counters (or counters that were far too specialised to be viable).

    Variations over time are a good idea, but I think it's better to allow these variations to originate with the players. It feels far less unfair to be beaten with a build that could have been created at any point in the past than to be beaten because the developers or the "AI director" suddenly adjusted the parameters of the game in your opponent's favour.
  • RobRob Unknown Enemy Join Date: 2002-01-24 Member: 25Members, NS1 Playtester
    If you're talking about balance, I think it should always start with a rock-paper-scissors scenario. That game can be played with five types with any one type beating two others, or seven types with any one beating three. It means that what can be done by the player is well defined.

    Love seems to be a sandbox. Much harder, if not for all intents impossible, to balance in such a way. But, I don't think that's a reason to write it off. I still love Love. Even resource gathering can be made dependent on the environment: the wind on a hill is not as effective for power generation as that inside of a valley where it's channeled in one direction, or a nice east-to-west exposure makes for good solar power.

    The rules change based on where you are, but you can expect them to be predictable knowing your environment. It's less about min-maxing and more about creating doctrine.
  • DiscoZombieDiscoZombie Join Date: 2003-08-05 Member: 18951Members
    <!--quoteo(post=1729572:date=Sep 29 2009, 08:09 AM:name=Scythe)--><div class='quotetop'>QUOTE (Scythe @ Sep 29 2009, 08:09 AM) <a href="index.php?act=findpost&pid=1729572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thoughts on my idea?

    --Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
    good ideas - maybe (hopefully) parameters like this will be built into the game already, like maybe some levels will be sunnier than others, leading towards solar generators, etc. and maybe the rock-paper-scissors thing will come into play too, depending on what the AI builds, you'll have to build certain things to counter it... I just hope it doesn't get boring fast is all :)
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Wait, this is a single-player or coop game against the computer? In that case the rock-paper-scissors approach becomes a LOT more difficult because computer opponents tend to have exceedingly poor adaption skills compared to human players. There's pretty much no way of avoiding "optimal build" strategies in that case.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    <!--quoteo(post=1729582:date=Sep 30 2009, 12:17 AM:name=locallyunscene)--><div class='quotetop'>QUOTE (locallyunscene @ Sep 30 2009, 12:17 AM) <a href="index.php?act=findpost&pid=1729582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So did anyone buy into the alpha/beta? I'm not excited enough about it to pay to find bugs, but did anyone here make the plunge?<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can buy into it? *must have missed that*
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