The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

Scare

BdW-Rekrut
als ich bissl auf buffed gestörbert habe, bin ich auf einen "kommende mmo´s" auflistung gestossen.
hier habe ich das game "The Repopulation" gesehen

in meinem schlechten englisch hab ich mir das ganze mal bissl angeschaut. es ist auf meinem 1. blick sehr darkfall 1 ähnlich. (oder ein earthrise in richtig *g*)

bin wirklich auf eure Meinungen gespannt.
hier die seite:

https://www.therepopulation.com/

https://www.youtube.com/user/therepopulation/feed YouTube channel mit einigen vids.

ich kopiere mal das allgemeine game overview mit den main Features:


nations.jpg


  • Unique three faction PvP system where the third faction allows characters to create their own independent Rogue Nations.

  • Player created city system allows players to form and design their own cities, structures and homes.

  • Nations can own multiple cities, and even besiege the cities of their enemies.

  • Mayors can be assigned to oversee a city and manage it using strategies. Keeping your citizens happy is important.

  • Military advancement system which rewards players with unique titles, abilities and items.

  • Set your reaction 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.


missions.jpg


  • 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.

  • 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 talk about things that have happened to them to other players and NPCs.

  • Your actions will be remembered by NPCs, and they may exploit your tendencies if you let them.

  • 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, and other non-combat variations available.

  • Completing missions in a group will generate bonus rewards and automatically split them among your group.


skills.jpg


  • No Levels

  • Skills based gameplay which features 75 unique skills, and 14 tiers within each skill line.

  • Players are not forced into combat roles. Crafting, harvesting,
    diplomatic or other non-combat oriented skills can operate and progress
    independently of combat.

  • Skills increase automatically through use. Abilities are earned and not given automatically.

  • Skill Imprinting system allows you to imprint knowledge of skills into
    yourself, to make up for time lost while doing activities such as
    missions.


fittings.jpg


  • Fitting system allows players to customize their appearance and stats to their playstyle.

  • Most of the equipable items in The Repopulation are cosmetic shells
    which set the category of armor or weapon in that slot. The bulk of
    their stats come from their five fitting slots.

  • Fittings are similar to sockets or augmentations in some other games,
    but are available on most armor and weapon items from the very beginning
    of the game.


engagements.jpg


  • 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 engagements.

  • 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.


pets.jpg


  • Three unique types of pets: Tamed, Genetically Engineered and Robotic. Each has their own systems and benefits.

  • 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.

  • Robotic pets can serve a variety of different combat and non-combat roles.


crafting.jpg


  • Advanced Crafting systems which allows players to create thousands of
    variations of items through a total of 23 different trade skills.

  • Harvesting system allows players to harvest their resources in both
    combat and non-combat related fashions. Over-harvested areas will run
    dry of resources and recover slowly, rewarding players for discovering
    more remote locations.

  • Event system will require players to make decisions during the crafting process which will influence their result.

  • Each of the game’s recipe has its own mastery level which can be increased to produce higher quality items.

  • Access the Auction Network from anyplace in the world using your in-game PDA.


combat.jpg


  • 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,
    abilities make use of openings created by other abilities allowing for
    players to exploit those openings.

  • Vehicles can serve in combat roles.
 

Azgard

BdW-Rekrut
AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

Das hatte ich ja beinahe wieder vergessen!
Ja das Spiel habe ich schon mal im Netz gesehen als es frisch angekündigt wurde. Klingt natürlich sehr interessant. Ich weis nur nicht ob es für mich eine gute Werbung wäre wenn mir einer sagt: "Ist wie Darkfall 1" ^^
Das Spiel hat Darkfall schon mal eine Sache vorraus: ES HAT QUESTS / MISSIONEN / AUFGABEN oder wie man es nennen möchte. Was ich noch nicht weis ist, ob das Spiel full loot hat oder nicht. Ob das PvP so ist die in DF, dass jeder jeden immer umknüppeln kann weis ich auch nicht. Es gibt einfach Spaßbremsen für mich welche so ein Spiel schnell ausscheiden lassen in meiner Interessenswahl.
 

DerHug

BdW-Veteran
AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

schau ich mir definitv an wenn es soweit is, nur die großen hoffnungen setz i da auch net rein...liest sich viel zu gut und vorallem umfangreich *g* DF is ja nicht umsonst nit das was es sein könnte...das kriegt man halt auch nit so leicht hin :)
 

Scare

BdW-Rekrut
AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

also man kann sagen es ist eine mischung aus vielen alten bekannten sanbox mmo
ich sehe auch inhalte, die ich aus swg kannte.

es gibt nur eine sache was mich persönlich an dem game stört -> es wird f2p :(
 

Tadian

BdW-Rekrut
AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

[video=youtube;bOvmzd6bGHU]https://www.youtube.com/watch?v=bOvmzd6bGHU[/video]
 

Scare

BdW-Rekrut
AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

wenn man sich das steam greenlight vid ansieht, dann erinnert mich das immer mehr an SWG
was mich bei dem vid am meisten nervt ... die stimme des sprechers :)
 

Altaya

BdW-Veteran
AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

Highlights für mich beim überfliegen der Feature-Liste

- Ressourcen können ausgehen

- Items unterscheiden haupts im Aussehen => Vielleicht nur optische Gimmicks verkaufen im Shop wie bei PoE, DAS wäre für mich ein Highlight

- Craftsystem scheint umfangreich

- Building-Placement ist cool, scheint wirklich frei zu sein.

- Das mit den Offenen Quests ist wohl so ähnlich wie bei GW 2, was mir auch gefällt

- Das Setting (Robots etc) wäre wohl etwas gewöhnungsbedürftig für mich

- Ob man das Pet-System wirklich braucht ? Muss man JEDES Feature mal ankündigen ;) ?

- Hier die URL zur Greenlight-Seite. Unterstützten kann ja ma auch einfach mal durch voten dort, kostet ja nix. http://steamcommunity.com/sharedfiles/filedetails/?id=205309274&searchtext=repopulation


Der Sprecher hört sich an, wie wenn jemand das Tape nachträglich schlecht gemixt hätte. Diese Herzschlag-Beatmusik zu laut und der Sprecher leicht wie unter Wasser und wellenförmig laut/leise.

Hab mal kommentiert über die Quali des Videos und gevotet, anschauen werd ichs mir auf jeden Fall :)

PS: Hier der Link zum Kickstarter, kein Vergleich zu Star Citizen, aber die haben schon viel vorzuweisen, wenn man sich die Videos so anschaut ;)

http://www.kickstarter.com/projects/therepopulation/the-repopulation-a-sandbox-mmorpg
 
Zuletzt bearbeitet:

Iverior

BdW-Veteran
Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristisch)

PS: Hier der Link zum Kickstarter, kein Vergleich zu Star Citizen, aber die haben schon viel vorzuweisen, wenn man sich die Videos so anschaut ;)
Die basteln da auch schon ein Weilchen dran ;) Zugegeben, die letzte Kickstarter-Kampagne hatte auch schon bewegte Bilder.



Edit: Und ich glaub ich unterstreich zukünftig manuell alle geposteten Links, wenn die sonst übersehen werden (2 Posts drüber :P)
 

Altaya

BdW-Veteran
AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futuristi

Blöd ist nur, dass du bei Kickstarter nur mit Kreditkarte zahlen kannst :/

10 Dollar hätt ich ja sonst fast gegeben ;)

Wie ist das eigentlich, man hat ja eventuell dann zwei Accounts, ein Kickstarter, einen auf der Gameseite. Kriegt man dann bei backen irgendwo ein Fenster wo man seine Game-Seiten-Daten einträgt oder wie funzt das?

Ich muss wohl auf irgendeine andere Zahlungsmöglichkeit warten und sei es dann early acces bei Steam oder so ...
 

Iverior

BdW-Veteran
Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur futur

Das läuft je nach Projekt unterschiedlich. Einmal pro Kampagne kann der Kampagnenbetreiber nachträglich ein Survey an jeden Backer schicken, da wird dann schon mal abgefragt, wie denn der Accountname / Email auf der Seite des Projekts ist. Andere wiederum lassen dich deine Kickstarter-Mailadresse auf der eigenen Seite eintragen und über nen Bestätigungslink verknüpfst du die.

Bei The Repopulation wurde im November erst das Pledge-System überarbeitet, sodass man auch sieht welches Pledge Level man hat. Sie bieten also auch die Möglichkeit über "Bump Ups" nachträglich noch mehr zu pledgen. Der "Early Adopter"-Shop, über den man ebenfalls pledgen konnte ($25/$50/$100), ist seit Anfang Dezember und dem Ende von Crowdfunding-Runde 2 deaktiviert, ich weiß aber nicht welche Zahlungsmöglichkeiten es dort gab. Bevor das Ziel auf Kickstarter erreicht ist, wird da auch nichts mehr live gehen. Ob's danach noch $10-Pledges gibt, wissen nur die Jungs selbst ;)
 

Kitara

BdW-Administrator
AW: Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur f

Kann man da nicht über Amazon bezahlen? Dann müsste doch eigentlich zumindest Lastschrift gehen.
 

Scare

BdW-Rekrut
AW: Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur f

es wird 2 servertypen geben, einer davon -> hardcore server

ca8987c7-2381-451e-ffbb-4d21d207f579.jpg

The Repopulation has been built around the notion of including two ruleset servers. The standard ruleset utilizes an Active and Reserve military system. All players begin their careers as Reservists. This means that they can only attack enemy players in Contested territories. Both factions have roughly 64 kilometers of protected territory where they are protected from attack. You reach contested territory when you move outside of the protected regions. You will receive a warning when this occurs, notifying you that can attack or be attacked by any hostile player while in these regions. If players wish to PvP in protected areas they can enable their Active Military flag, which can be later toggled off after a five minute delay period. Both players need to be Active Military and hostile for attacks to be allowed. There is no player looting in this ruleset. PvP is an optional, but encouraged activity. Nations will be able to build cities in contested regions, and to besiege the cities of their enemies. Contested areas include a high percentage of PvP oriented activities such as engagements and missions which pit the factions against one another.
The standard ruleset should be suitable for most types of players. You have a full compliment of resources and PvE tiers available in protected areas. If you wish to partake in PvP activities you can venture into contested territories. Players can also create Rogue Nations which work as their own faction, allowing them to ally or war with nations from each of the other factions. The nation vs. nation warfare system creates player driven gameplay without harshly punishing players for participating.
This style of gameplay is a little too softcore though for many players who are coming from some other sandbox titles though. And that’s where the “Hardcore” ruleset comes in. It would have been easy to just add full looting, make a few minor changes, and call it a day. But we felt that approach would ultimately sink the server like an anchor shortly afterwards. Many elements needed to be examined to give the appropriate level of risk vs reward, and we’ve spent months collecting feedback and polls from larger PvP oriented guilds to try to find the right balance for this server. And we are now prepared to unveil the rules of this server.
Looting and safety is a core design element in any PvP oriented design, and finding the right balance is difficult at best. New Players need some semblance of safety to get a foothold in the game, but there still needs to risk if you are not careful or paying attention. The economic advantage has to be given to players who are willing to take the risk, and even more so in a more PvP oriented design. In order to accomplish this task, we decided to introduce a varying degree of security on the hardcore server. If you are familiar with the security setup of EvE it works in a similar fashion, but with a few wrinkles.
Players will have a reasonable amount of safety in High Security areas (mostly major cities and encampments) and a varying level of reduced safety from there. Players committing infractions will be dealt with by eradication bots keeping the order. As the security levels drop, so do the penalties. Low Security areas will simply result in faction loss, in an attempt to discourage players from killing friendly faction members. Contested regions are mostly lawless except a few camps. Players can optionally enable Free For All Mode and openly target their own faction if needed, but doing it in a security zone will quickly lead to a faction hit.
Balancing the economy is crucial. Resource allocation and expenditure is an important aspect. Upon death players will have a percentage of their gear destroyed, the surviving gear will be degraded as well. Players can use crafted biolocks to make it more difficult for other players to loot their items upon death. The hacking skill can be used to attempt to remove these. Lower tier biolocks will simply destroy the item on failed attempts, but higher tiers will prevent the item from being looted. Top quality biolocks offer improved protection against destruction and degraded on death. Crafted Salvage bots will be available to retrieve corpses after a short period of time, but players can deploy jammers to confuse the bots or simply destroy them.
The hardcore server will feature global auctions, but with local delivery. It will also feature local banking, as opposed to the global banking of the standard ruleset. Transportations of goods is important and if the buyer/seller are not in the same location the goods will need to be transported. The teleportation option back to the main city of each faction is still available, but will obliterate your equipment and inventory in the process. Quick travel options are not fully finalized, but will either be disabled or restricted, to prevent easy movement of goods in what would normally be a very safe and quick option.
Bear in mind that all of this information is subject to change. There is currently a conversation thread about the ruleset, on our web site if you are interested in giving your opinion. Below is the proposed list of rules on this server:
[h=3]Looting[/h] We decided to implement something similar to security zones in EvE with a few other twists. There will be four security ranges in the game.

  • High Security - This is mostly reserved for starting cities and encampments. Committing any infraction will lead to eradication bots showing up and obliterating you. All items on your person (corpse/inventory) will instantly be destroyed. There is a very little chance of your being able to kill your target before this occurs. Bounties cannot be executed on other players in High Security areas. Retaliatory behavior is prohibited as well. Major and Moderate infractions will lead to faction hits (see next section for what those are), with a minor hit for Minor infractions.
  • Moderate Security - Reserved for locations near the starting areas and some faction controlled encampments. Minor infractions (attacking a player/vehicle/pet) will be ignored, Moderate infractions (looting or destroying a corpse) and major infractions (killing a player or deploying a jammer) will result in eradication bots showing up shortly to eradicate you. The bots may not save the victim from death, but they will assist.
  • Minimum Security - Major infractions will result in a faction hit and increase the number of guards in the region. All other activities result in no faction change. Minimum security areas will be comprised primarily of what use to be protected regions on standard ruleset servers, but ones that are further away from starting cities. It is possible for these to exist in contested areas as well, if they are controlled by either faction.
  • Lawless - Contested areas that aren't held under control by either faction will fall into this category. Player created cities will be able to control guard responses in their cities, and faction aligned cities can also enable faction losses for breaking the rules in faction aligned cities (OWON/FPR only).
Now on the the Looting wrinkles themselves.

  • NPC or PC death will result in random chance of everything on your character of being destroyed. All remaining objects will be added to your corpse. NPC death is subject to changes and open for discussion. All remaining objects take a full subgrade hit if they survive (A5->A4). If any items slips below 0 it will be destroyed.
  • The Hardcore server will feature crafted objects called biolocks. Biolocks serve a few purposes. First, they increase the chance that it will survive the death process and make it to your corpse. Second, they will make it harder to loot the object. Lower tier locks will simply blow up if you fail to hack it. Higher tier ones will just lock out the object if failed. The top tier ones could also potentially reduce the grade reduction on death. Biolocks are consumed after the object is looted from the corpse and would need to be reapplied.
  • Shells will remain on your character after death.
  • Players will be able to deploy salvage bots after their death. These bots can be deployed to retrieve your corpse for a short period of time after you die. The time it takes to retrieve your items is based on the quality of the bot. Players can deploy jammers in Low Security and Lawless areas to prevent the bots from doing their jobs, or they can destroy them when they show up. Jamming or destroying salvage bots is considered a Major infraction.
  • No corpse ownership. Looting corpses in High/Moderate Security zones will result in a faction hit. Players will be able to give permissions to others to loot their corpse safely, but it is the responsibility of the looter then to give the goods back to the player. Beyond that, corpses are fair game to anyone.
[h=3]Friendly Fire/FFA[/h]
  • Splash/AOE damage will hit anything in range regardless of faction anywhere in the game.
  • FFA requires active flagging for any single target attack to fire (AoE will hit anything in its distance as mentioned).
[h=3]Player Collision[/h]
  • We are in support of this, but are still examining the mechanics behind it to prevent exploitation in Higher Security areas. Crouching through people was an option, but will have to explore this one further. In the lawless zones this shouldn't matter much as you can just shoot them to death.
[h=3]Account Limitations[/h]
  • You will not be able to do transfers from Normal to Hardcore servers. You will be able to switch factions, though there will be severe penalties for doing so.
[h=3]Banking/Auction/Markets[/h]
  • Auctions are globally searchable, but have limited delivery options. They will need to be delivered or picked up if you aren't in the same city/outpost where the item was placed for auction at.
  • Local banking is used for items, meaning you will retrieve items from the bank which you left them at. Credits can be retrieved globally, however.
  • Transport requests can be placed to move a package for a fee. The player declares the worth of the package and then must place a transport fee that is a minimum of 10% of the declared worth. The person transporting the package must then pay the full worth to transport the package. Upon delivery the fee will be paid and the "deposit" returned. Some higher risk options might be added as well.
  • We may consider adding an NPC transport service that costs more and is much slower in the future. This is currently being discussed on our forums.
[h=3]Housing[/h]
  • Instanced Housing will not be available on the Hardcore server. We are trying to figure out what to do with the "PvE" plots in the faction regions.
[h=3]Thievery[/h]
  • We’re open to any good ideas here, in past discussions the risk/reward on this one is typically slanted either way. Let us know what how you feel.
[h=3]Transport[/h] Fast travel between player cities is also still open for discussion. The options are:

  • Remove it.
  • Restrict players to bringing only their equipment and fittings on them. Any inventory on the player will be removed if they use fast travel.
[h=3]Skill Gain/Skill Memory[/h]
  • Skill chances will be increased in Low Security and Lawless zones.
  • There is no skill loss on death under either ruleset.
[h=3]Resource Quality/Quantity[/h]
  • You will receive a higher quality and quantity of resources in Minimal Security and Lawless areas.
 

Noraya

BdW-Administrator
AW: Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur f

Viele gute Ideen dabei ...
 

Fonrin

BdW-Veteran
AW: Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur f

êrrinert mich vom setting und style her an earthrise
 

Altaya

BdW-Veteran
AW: Re: AW: Re: AW: Re: AW: The Repopulation (scheinbar ähnlich wie Darkfall 1, nur f

Grade gesehen auf Greenlight:
This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

:)

Dann kann ich auf den Early Acces Kaufoption warten, vielleicht um Ostern ;)

Über Kickstarter komme ich nur auf Amazon.com und da kann ich nicht mit Lastschrift zahlen.
 

Ban Tier

BdW-Veteran
Da SWG und EvE neben Darkfall und Wurm meine Lieblingsspiele waren und sind, ist TR natürlich auf meiner Platte gelandet. Habe noch zu wenig Spielzeit um wirklich was fundiertes zu sagen, aber mein erster Eindruck lautet wie folgt:
Erstaunlich viele Feature aus deren Liste sind tatsächlich implementiert. Aber die Benutzeroberfläche ist die Schlimmste, die ich seit langem gesehen habe. Hier merkt man dem Spiel an, dass es echt mit einem low Budget erstellt wurde. Auch die AI ist noch ziemlich buggy, selten soviele NPCs gesehen, die in der Landschaft feststecken. Technisch scheint es aber stabil zu laufen, wobei die Spielderdichte noch echt überschaubar ist. Auch grafisch ist das Game echt kein Hingucker, aber für einen echten Sandbox Fan kommt meiner Meinung nach die Funktionalität ja vor der Grafik und wenn die Funktionen mal alle gut laufen kann man ja die Grafik und Benutzeroberfläche mal nachbessern.

Ich zocke das Game mal ordentlich an und berichte später gerne nochmal. Wenn noch wer da utnerwegs ist, bitte melden, teste auch immer gerne die Gruppenfunktionen im Game.
 
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