Hellgate: London
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bigdady92




Posts: 73

PostPosted: Wed, 26th Sep 2007 21:01    Post subject:
Nakitu wrote:
@bigdady92 i cant remebar last time i saw such a good reivew on this site. Its full of facts and without fanboy crap like Omg this game is sooo great look how he walks and shoots. I now understand much bettar what this game is all about.



I may be a low post count person but that's just cause I read what y'all have to say and don't comment unless I have something worth saying.

Y'all do a find job on telling me the ins and out on how to beat the system on the games and with all the background on whats the best thing to use to defeat the DRM. Least I can do is let y'all know the skinny on something many of us have been looking forward to.
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Thu, 27th Sep 2007 02:58    Post subject:
Well... at least there is a new build forthcoming.
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chiablo




Posts: 15

PostPosted: Tue, 2nd Oct 2007 06:11    Post subject:
If anyone is in the beta but is not going to play it, I'd be interested in acquiring your beta account from you.

I've applied for one, but I guess they put a complete halt on anybody getting in for a while. No explanation was given by the developers.
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|IcedFreon|




Posts: 3700
Location: World 8-3
PostPosted: Tue, 2nd Oct 2007 07:07    Post subject:
this game looks so shit. not anywhere near what the trailers led it to be


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SpykeZ




Posts: 23710

PostPosted: Tue, 2nd Oct 2007 07:09    Post subject:
|IcedFreon| wrote:
this game looks so shit. not anywhere near what the trailers led it to be


That's why I stopped following it :\ I've pretty much lost faith in any RPG rather it be massively open ended or some hack n slash. Two Worlds had me all excited and it turned out to be lame as hell.


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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Tue, 2nd Oct 2007 07:32    Post subject:
It has a few bugs but other than that I enjoy the beta albeit the somewhat weird dialogue can be difficult to understand.
(Hard to give a good example but you'll understand when you play it.)

Nice classes as well, began as a Templar guardian and am currently playing as a Hunter marksman after the recent update.

Though some of the quests relate to the above dialogue such as findings "Wart's prosthetic leg" and get the old leg he is using as a club weapon.
(Actually I find most NPC dialogue strange but I guess it's the humour of the game such as the flirting Techsmith 101 giving lewd suggestions to both male and female player characters depending on class or the random mumbling of the traders.)
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chiablo




Posts: 15

PostPosted: Tue, 2nd Oct 2007 08:01    Post subject:
Graphics do not necessarily make the game...

Otherwise Crysis would be the greatest game ever made, and World of Warcraft would be terrible.


Ok... maybe graphics do matter...
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Trolldeg




Posts: 508
Location: Sweden
PostPosted: Tue, 2nd Oct 2007 20:47    Post subject:
Well, the beta is in a pretty bad shape. Lots of gamebreaking bugs and stuff but I really enjoy it anyways. Really good when it actually works for more than 20 minutes. Wink

Such a shame that it will be released in a month though. It could need another few months in developement. It really has a lot of potenial.
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Ace170780




Posts: 472

PostPosted: Tue, 2nd Oct 2007 23:38    Post subject:
The core gameplay of this game is solid. It needs reworks of the skill system & iron the bugs & give more importance to quest then the tipical mmo formula & add in more voice acting. The game is sweet looking in DX10 but needs some more optimizing. Latest patch has made the game alot smoother overall with less problems. So its not like there sitting on there ass doing nothing. I think some of you are just to harsh for a non final product that is being tested.
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Summonerx




Posts: 155

PostPosted: Sat, 6th Oct 2007 12:15    Post subject:
Anyone see the review in the newest PC Gamer? They said subscribers should be getting it a couple days ago. I'm still waiting for mine.
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 6th Oct 2007 13:06    Post subject:
You also get this little bonus from the PC Gamer magazine though I have no idea how pets work in hellgate but he (it?) could be usefull I'd suppose.

http://www.hellgatelondon.com/underground/love-your-pets

EDIT: Beta has a ton of bugs though but I noticed in the last few days the client has gone from 1.0.3 to 1.0.5 and now it's already at version 1.0.6 so it's good to see the developers are actively working to fix any remaining bugs.
(Though as I said there's alot of them ranging from crashes to BSOD errors when traveling between areas as well as general gameplay and balancing issues.)

Hope they get it in a playable state before the release date but we will probably see alot of updates and patches as well though alot of them will probably add new content and such.

EDIT: Three new dye kits are also available but they seem to be for asian countries.
http://www.hellgatelondon.com/underground/iah-pre-order
(Kit depends on store and location, I got the wasp one and judging from the screens it looks quite good.)

EDIT: Oh and there won't be a collectors edition in Europe based on the most recent news on the above official website but one could always import a copy as they suggest.
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jack9911




Posts: 47

PostPosted: Sat, 6th Oct 2007 13:26    Post subject:
pfff, still no beta invite here Crying or Very sad
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Ace170780




Posts: 472

PostPosted: Sat, 6th Oct 2007 14:27    Post subject:
JBeckman I was having issues as well untill I unistalled the game installed with client 1.0.5 & patched. Has not crashed since & everything is smooth. I know befor hand though I was getting BSOD's & shit.
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Big_Gun




Posts: 3017
Location: My mother's womb originally. . .
PostPosted: Sun, 7th Oct 2007 16:23    Post subject:
Thought some might find this interesting:


"Once again, TVG sits down with Flagship's Bill Roper to discuss the forthcoming release of Hellgate: London...


With a European release scheduled for November 2nd, the wait for Flagship Studios' Hellgate: London is finally drawing to a close. TVG recently had the chance to chat with Flagship's CEO Bill Roper on a number of matters

Expectedly, the man had a lot to say so we've had to split this feature into two parts; the first of which looks at issues stemming from the current beta test, whilst the second part focuses upon the subscription model employed by the game.


TVG: We've been fortunate enough to play the beta for the last week and really enjoyed what we've experienced; however, recently there's been a number of issues relating to player's unable to log-in, update the client, and teleport problems. Could you firstly provide a comment on the situation and with the release only a few weeks away, whether you're confident of nailing out these bugs and glitches?

Sure, well that's why it's called a beta and not release, bugs happen. We're still a month out, we know what those bugs are, they're all being fixed. We probably expect another beta push sometime later this week or this weekend. There's nothing of any real concern to us, and so there's really not anything we're freaking out about. I think a lot of time players get one they go 'Oh my God there's a problem, how could they possibly release this'. They just assume that what they're playing is the most recent code when it can be weeks behind what we actually have.

Our concern is getting everything on the disc that has to be correct, because we don't have anymore time to work on that before it's sent for manufacturing and be published. Whereas we can continue to work on the multiplayer part, as we get to patch it the first day that you log-on. You can't play online until you go through our servers, so if there's some tweak or some fix, it's really nice we can keep getting the balance, making those little changes right up to the last minute.

Multiplayer issues that people are experiencing are because again we're still testing, we haven't pushed all the fixes we've done, and the fact that we know we do get the chance to patch them on the very first day.

So no worries for people, no stress.

TVG: Following on from that, what are your thoughts and Flagship's about the beta so far?

Yep, it's really been going fantastic, the feedback's been excellent, we've had a lot of changes that have happened with the balance of the game and the flow of the game specifically based on the fact we've had really good test data that has come in. It has been a really excellent group of people that we've had playing, a lot of awesome feedback, and we're very excited about what we've been able to get in, the changes we've been able to make and what we're still able to do over the next month.

TVG: There's some concerns that the skill-trees of the different classes possibly won't offer enough diversity; what are your thoughts on this?

Well we talk about that a lot in the office and look at that, and we disagree. The reason we disagree, is because in comparison Diablo 2 is such a mature game, a lot of players say 'well Diablo 2 just has so much more to do', whereas there is no more skill to Diablo 2, to be honest a lot of the skills in Diablo 2 were pretty crappy in comparison to what we're doing now. I just look back at it and think 'skills didn't grow with your character,' so you could easily outstrip skills, which made them pretty useless and we had skills that just weren't that great, that really weren't that useful at all, but the difference is that players have had 7 years of Diablo 2 to fine tune. We made a big change recently to the skill system, which I believe has been pushed to beta but maybe not quite yet, is the increase from 6 to 10 points per skill cap, we re-arranged some of the skill-tree flow, we've also made it so you can put points into spells earlier, it does broaden the base.

But the really big thing is that player's haven't necessarily started to find good builds for different character ideas. Tyler Thompson, whose one of our technical directors and really big on the skill system came by the other day, we were talking about this a few days ago and he came in and I'm playing a Guardian through the game right now and he was looking at my character and thinking 'that's interesting you chose that'. My concept for the Guardian is hack 'n' slash concept, so I race into the middle of combat, use my Shield Charge to get right into the centre, stun the main guy that I'm attacking, then I'll hit my prayer that dazes everyone, then I hit my Shield Turn so I do damage for the round as well. The point is I have this pattern which sets me out as pack fighter, but it's all very shield based because I like the fact that the Guardian has a shield, so I try to base it around getting my character into combat extremely fast and then as quickly as possible dazing and stunning as many opponents as I can, and Tyler went "that's really cool" because he plays very different .

The builds are out there but they are found as you play. We think it might be a good idea to put some testers in and say 'here's some builds we play with internally, here's the Guardian build that Tyler played, here's a Guardian build that Bill plays', because I think it really is a misnomer when people look at it say, 'well the skill system isn't as deep as you think, because it's deeper but it also so early'. We did the same thing when Starcraft came out, we got initial reviews and people from the beta were saying 'this is a pretty good RTS,' and 'it's alright,' and then we would see these six month updates after people had a lot of time playing it and people said 'oh my god the game is so deep', because those things take a while, especially when it's in beta.

We understand that especially when it's in beta testing, the latest code isn't there, because we put the code out we get feedback we can incorporate that feedback. Right now that we're pushing towards our gold master so we don't have this luxury of an immediate turnaround, so we're not only playing with bug-fixes but balance changes internally first to make sure they work before we push them out to the public. The next beta push we do addresses balance and those types of things, so people will be happier. It's a constant back-and-forth, but unfortunately testers are... well fortunately testers are voracious, and unfortunately if they're not...

TVG: They're a hard bunch to please...

... A lot of the times it's hard to remember that this isn't the most recent code, this isn't the way the game is shipping. You'll see these changes and we take these things seriously, and we think people will be pleased with not only the diversity of each class, but the things you can do differently in each class.

TVG: Linked to Diablo can you talk a little about the complexity of generating the random 3D levels featured in Hellgate: London, it must be an all-together much more difficult task than before?

Yeah it definitely is. That was really the biggest thing, that randomisation and those dynamically generated levels were the biggest motivators to creating our own 3D engine. Initially when we started the company that was one of the things we looked at was the engines to see if we could get a jump start, but there really wasn't anything out that could handle that, and there really still isn't. There's a lot of complexity in there.

One of the main reasons that 3D engines can look so beautiful is that they pre-build the level, in terms of lights, pre-calculations, etc. With us we have no idea what the level is going to be, there are certain things we can do, but the vast majority of things are done on the fly, we don't know the colour of the lights, we don't know what's going to be in front of it, etc. So that was a big hurdle especially with the fact we've never done a 3D game before with this team, because Diablo 2 was the last thing a lot of the team did, they were working on other projects but nothing that got out, so we had to work from the ground up . That was a huge challenge for us on all levels, certainly on a technology side not only the complexities of building a randomly generated world but also then we had to build all the technology for it."
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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Sun, 7th Oct 2007 18:29    Post subject:
JBeckman wrote:
You also get this little bonus from the PC Gamer magazine though I have no idea how pets work in hellgate but he (it?) could be usefull I'd suppose.

http://www.hellgatelondon.com/underground/love-your-pets

EDIT: Beta has a ton of bugs though but I noticed in the last few days the client has gone from 1.0.3 to 1.0.5 and now it's already at version 1.0.6 so it's good to see the developers are actively working to fix any remaining bugs.
(Though as I said there's alot of them ranging from crashes to BSOD errors when traveling between areas as well as general gameplay and balancing issues.)

Hope they get it in a playable state before the release date but we will probably see alot of updates and patches as well though alot of them will probably add new content and such.

EDIT: Three new dye kits are also available but they seem to be for asian countries.
http://www.hellgatelondon.com/underground/iah-pre-order
(Kit depends on store and location, I got the wasp one and judging from the screens it looks quite good.)

EDIT: Oh and there won't be a collectors edition in Europe based on the most recent news on the above official website but one could always import a copy as they suggest.


!.0.6 is pretty stable. Ive had no problems with it yet. As long as they keep the patch server fixed, Im okay with them.


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Trolldeg




Posts: 508
Location: Sweden
PostPosted: Sun, 7th Oct 2007 18:49    Post subject:
Ashmolly wrote:

!.0.6 is pretty stable. Ive had no problems with it yet. As long as they keep the patch server fixed, Im okay with them.


I´ve had a few BSODs in this patch. But besides that things feel alot better in this patch.
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sun, 7th Oct 2007 19:04    Post subject:
Yeah the game has improved quite a bit after the latest updates and based on the article posted above the final game will be much better since we aren't testing the latest build and most of the major bugs and issues are already corrected.
(Wonder when us testers move from the alpha server to the beta servers or perhaps those will remain closed and only be used for internal testing by the developers.)
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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Sun, 7th Oct 2007 20:05    Post subject:
JBeckman wrote:
Yeah the game has improved quite a bit after the latest updates and based on the article posted above the final game will be much better since we aren't testing the latest build and most of the major bugs and issues are already corrected.
(Wonder when us testers move from the alpha server to the beta servers or perhaps those will remain closed and only be used for internal testing by the developers.)


Not sure, would love to see what they have in store for us, but I dont wanna see to much. Dont want to spoil the game.


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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Mon, 8th Oct 2007 04:42    Post subject:
I doubt they would spoil the game seeing as the current beta is limited to level 20 and the beta supposedly ends somewhere after a station called Templar by not allowing players to progress further.
(Unsure but from what I've read max level is 50 and some skills require level 30)

The main problem being that Templar station wich comes somewhere after Charing cross station is currently bugged and can't be accessed without crashing the game, rendering characters whom reach the station unplayable though this is a known issue and will most likely be fixed in the next update. Smile
(Similar to the previous BSOD issues with Charing cross station that many had prior to the 1.05 and 1.06 patches though now that station causes huge memory leaks wich crash the game for those staying in it too long.)
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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Mon, 8th Oct 2007 05:39    Post subject:
You mean temple station? I have a summoner there at temple station at the moment. Couple things are blocked off (probably the extra content that isnt added yet, but its a great place to go to farm for some really awesome Unique items.


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SpykeZ




Posts: 23710

PostPosted: Mon, 8th Oct 2007 05:47    Post subject:
so for you beta boys, how's the item finding and trading compared to DII, rare, sets magical uniques? different quality of the same item? able to trade armor (pissed about guild wars armor being unique to players), uniques have good rare stats? screenshots of em?


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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Mon, 8th Oct 2007 05:48    Post subject:
Also I've been running this on Vista x64 Ultimate. Runs very very smooth in DX9 all the settings turned up. DX10 however. I dont think my hardware likes DX10. God I want my Q6600 back Sad


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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Mon, 8th Oct 2007 07:16    Post subject:
I ran it fine on DX10 but this new hardware can handle nearly anything, game looks quite good but even the DX9 mode looks decent albeit the memory leaks usually lowers model and texture quality while you are in the stations.
(Game is instanced aside from a hub wich is generally a station with some NPC's like a trader, quest givers and machines used to enchant armor or imbue it with modifications.)

I had a templar guardian at first but after the recent wipe I currently play as a hunter marksman and the game is quite a bit easier as I don't have to get as close to most enemies.
(Haven't tried the evoker classes yet but their items look quite interesting.)

Speaking of items all classes can only use items ment for them such as guns for the hunters, focus items for the evoker and blades for the templar with matching armor but there's alot of different items and some items can be used as sidearms such as the revolver and grappler for the templars or certain rifles for the evokers.

Most of the time you find common stuff without any special property but you can choose to decompile them for parts used to upgrade your current gear instead of just selling them, you also find alot of rare and enchanted items with a small chance of finding legendary gear on high level monsters like Shulgoth wich acts as a early mini-boss.
(Heard talk about people finding five-star items wich are the real uniques but haven't found any of them myself.)

You also see alot of people selling random items or trading it for other items and the chat can get quite cluttered with people shouting out what they buy or sell.

You can trade anything you find albeit as I said most items are restricted to specific classes.

From what I've understood the item classes are as follow.

Unrated - (White and no stars with a normal name.) - These are common items.
Enchanted - (Blue and one star with a name that describes it's property - Lesser magical item.
Rare - (Green and two stars with a longer name due to more item properties.) - Greater magical item
Legendary - (Orange with three stars and a long name describing it.) - Epic magic item
Set - (Unknown colour with four stars according to what I've heard) - As expected part of a special set.
Unique - (Gold, five stars and yellow colour with a special name from what I've heard.) - High level items, hard to find and probably only dropped by real bosses like named monsters.

Speaking of named monsters you can also find monsters with a blue colour and name wich means they are tougher and stronger or a orange colour and name wich means they are epic and drops even greater stuff once killed. (These usually have special abilities a swell.)

There's also named monsters wich act as semi-bosses such as the fat zombie named "Tubby bastard" as well as unique bosses such as the above mentioned Shulgoth.

Hope that explains the game somewhat, haven't experimented much with skills yet and all classes feel different and require a different playstyle to be fully effective. Smile

EDIT: All modifications also show up on the gun, made me laugh a little as my sniper rifle had two scopes when it was fully upgraded.
(Currently using a sort of electric machinegun, quite alot of items to choose from ranging from one handed machine or rocket pistols wich can even be dual wielded to automatic rifles, snipers and rocketlaunchers.)
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CaptainCox
VIP Member



Posts: 6823
Location: A Swede in Germany (FaM)
PostPosted: Mon, 8th Oct 2007 07:51    Post subject:
SpykeZ wrote:
|IcedFreon| wrote:
this game looks so shit. not anywhere near what the trailers led it to be


That's why I stopped following it :\ I've pretty much lost faith in any RPG rather it be massively open ended or some hack n slash. Two Worlds had me all excited and it turned out to be lame as hell.
I felt like that the whole time, never understood the hype!
A bit like Supreme Commander, huge hype but when the game came, only a small core of fan boys actually played it.
Some companies have better marketing/advertisement then others


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SpykeZ




Posts: 23710

PostPosted: Mon, 8th Oct 2007 08:37    Post subject:
JBeckman wrote:

Post edited because it was a book long.


Nice, thanks for the 4-1-1 Smile One more question...is the gold actually worth the collection like in guild wars where it holds value or is it the items that hold the dominating value.


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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Mon, 8th Oct 2007 14:35    Post subject:
You do need gold so finding more of it by breaking barrels (Or other breakable objects wich often gives minor stuff like gold or boosters like health items.) or killing monsters is always a good idea since it can take a lot of time and exploring before you find truly valuable items.

While a high level player might be able to find a rare rocket or scope or relic by killing tough monsters (these are modifications for the various items but the same can be said about most ingame items.) a lower level player might choose to buy a standard item and use the "nanoforge" or "deluxe o matic" to enhance a existing item with either upgrades by decompiling lesser items for parts to upgrade the damage or armor rating of the main equipment or invest a sum of gold to enchant the same item with either a blue (enchanted, cheap), green(rare, somewhat expensive) or orange(legendary, really expensive) property to further boost the items usability.
(Using these tactics I boosted my normal 50 damage sniper rifle to a 110 damage rare sniper rifle with a few modifications like the above two scopes, sold it later for a nice amount of cash though as the slow rate of fire was a big disadvantage in smaller cramped areas with alot of high damage monsters.)
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bigdady92




Posts: 73

PostPosted: Mon, 8th Oct 2007 15:22    Post subject:
SpykeZ wrote:
so for you beta boys, how's the item finding and trading compared to DII, rare, sets magical uniques? different quality of the same item? able to trade armor (pissed about guild wars armor being unique to players), uniques have good rare stats? screenshots of em?


Item trading is cake. Open up a trade give it to someone, that's it.

As for Sets? None exist, everything is unique and there are not 'set bonus' as it may.

Drops are totally random, you really never know what you are going to get. Boss' drop one 'good' drop for you class first time you kill them, then random greens and maybe a blue the next time you farm them. It's not hat hard to go in and blow them away as the AI is just dumb as hell.

The best part is to find a good weapon and upgrade the hell out it with enchants, you can stack legendary after legendary on a white weapon (not your starting weapon I tried cause I was bored) and turn it into a powerhouse.

Quote:

Nice, thanks for the 4-1-1 Smile One more question...is the gold actually worth the collection like in guild wars where it holds value or is it the items that hold the dominating value.


Only thing I spend cash on is identifier devices. I was stuck at 10k worth of cash on the first round of beta with nothing to spend it on.
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Ashmolly




Posts: 1075
Location: Trump's Merica
PostPosted: Mon, 8th Oct 2007 17:19    Post subject:
I wish there was some kind of in game mail service, but trading is alright. Item linking would help the trading process a little more, but you pretty much have to explain what you are trying to give away. Armor is pretty confusing the first time you look at it.

For example, you find a nice legendary cabalist item as a summoner. It may or may not be for you but youll be able to wear it. Items are kinda class specific.


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bigdady92




Posts: 73

PostPosted: Mon, 8th Oct 2007 20:09    Post subject:
Ashmolly wrote:
I wish there was some kind of in game mail service, but trading is alright. Item linking would help the trading process a little more, but you pretty much have to explain what you are trying to give away. Armor is pretty confusing the first time you look at it.

For example, you find a nice legendary cabalist item as a summoner. It may or may not be for you but youll be able to wear it. Items are kinda class specific.


and mail service, I believe so don't quote me, might only be for the Subscribing player and not joe schmo.

I just melt everything down when I get it (best move they ever made) and can't use it. I ended up with so much crap I couldn't upgrade my gear anymore and just gave it to the first lowbie I saw running around.
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Ace170780




Posts: 472

PostPosted: Mon, 8th Oct 2007 22:11    Post subject:
yeah me & my budy were grouped & we got a unique sniper rifle it was leet. Arashi's Spider Shot is what it was called. had 5 mod slots.
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