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Eternal Crusade (WH40K MMO)

Metro

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I'm sure it'll last as long as vanilla Warhammer Online.
 

Cyberarmy

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Divinity: Original Sin 2
Hımmm, either something like Planetside 2 or Defiance it seems.
I don't want to get hyped but it is a bit hard for me when it comes to Warhammmer. Also stayed away from MMORPGS mostly nowadays and my addiction is starting to kick in... 2015 is far(yet close thanks to kickstarter :))
 

Dr Tomo

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I'm sure it'll last as long as vanilla Warhammer Online.

Actually it might not even make it to alpha and could go the way of 38 Studios when they try to implement design mechanics from the lead creators vast knowledge of tactics/strategy. If they do make it to alpha it is going to be amusing when they try to spin it positive of how 64 players on a server is a good thing.
 

Space Satan

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Space Satan

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Hello Crusaders!

Last month was quite busy for the team, with a couple of achievements and some great news.

Our first priority was the first playable prototype, proving our experience and game play. We are really happy with the result and even if the game is still rough (at this point to be expected) it is definitely fun. We regularly capture our prototype outpost- and Aquila Strongpoint- from the Black Legion or defend it against the Dark Angels. The capture mechanic is critical, and this early prototype is giving us some good ideas of how the massive warfare is going to play out.

content1.jpg

Figure 1: Leaked Objective Screen from the prototype.

Interested but want to see more?

Well, as Miguel promised a couple of months ago, we should be able to release a gameplay video during November. Even if the team is a little resistant to release something so early (you know designers are protective with their work until it is “Done”) Miguel is pushing us to share even pre-alpha prototypes with our active community. As he says: “We have to make a great game but nevertheless we also have to show to our friends out there how awesome it is”. So don’t worry, we have a community champion in the team, and you know what? He is the Boss...

About our visit to Games Workshop’s HQ, at the end of September, there is a lot to say but we can summarize it in three main points:



First GAMESDAY!

In the middle of thousands of fans sharing our love for the IP, we were able to admire the talent of professional painters and amateurs alike. My favorite part of the event was the “armies on parade” competition and my preference went to “Tau in the Jungle”, number 138. (Number 80, the Chaos Daemon city was also awesome.)

Please feel free to share your picture and stories about Gamesday on our newly available forums: http://forum.eternalcrusade.com/

Second the STORY!

We had the pleasure to talk face to face with two of our new team members, who may be familiar to some of you: Graham McNeill and Anthony Reynolds. I can tell you that the story they’re collaborating on is worthy of your expectations, digging deeply into the 41st millennium lore. Keep in mind we are talking about a multiplayer narrative, which is a new kind of story telling experience I am sure you will love. Stay tuned more on the story soon.


Finally, this newsletter is about Chaos: the Archenemy. - To be more precise about Chaos Space Marines. Whether Black Legion or another of the fallen Legions, they have broken their chains and are now free to do fully what they have been made for: WAR. Lost souls of mankind, corrupted traitors of the Imperium, they are the living the proof that the powers of Chaos can only win, bringing destruction and despair everywhere they go.

On the ETERNAL CRUSADE site, you will find another concept art from Hardy Fowler featuring the lost legions available at launch: Black Legion, Iron Warriors, Word Bearers and Night Lords. Yes! Chosen, Havocs, Raptors and Terminators will be among the classes available at launch.

Like for Space Marines and Orks a fifth Chaos Space Marine warband will be selected by the community.

The next newsletter will be written by Steven Lumpkin your Lead Level Designer. He will talk more about level design in the game and... about his passion for the Eldar and Dark Eldar races (I believe he is more interested by female Eldar but let’s give him the benefit of the doubt). If you guys have done Eldar cosplay or fan artworks, please send us your images and I will ask him to select the best ones and name a prize.

Until next time, stay away from Nurgle’s miasmas (the team here is fighting hard to keep them at bay)!

David Ghozland

Creative Director, Warhammer 40,000: Eternal Crusade
 

Caim

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I expected as much that they were going with the Undivided guys. It allows growth into the Chaos-aligned classes.
 

Space Satan

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Huge compilation of info from devs:
At launch:
- "We'll be investigating whether or not we can get PvE fights against Tyranids into the open world, but that's a technical challenge- no promises!"
- All PvP will be open world
- No instanced PvP
- Instanced PvE
- No match-made instanced "battlegrounds"
- Combat is №1 dev team priority.
- Close combat closer to Space Marine but with more options for offence and defense.
- Moving backwards is slower.
- Devs considering using blocking each other in battle areas as a tactical feature.
- The game will run on DirectX11 and 64bit systems
- Eternal Crusade will be using the PikkoServer, a technology created by the studio MuchDifferent capable of hosting hundreds of players simultaneously. The game will be able to support battles with more than 1000 players (exact number unknown for now)
- The downed system is much more like War of the Roses or Left 4 Dead than Guild Wars 2. I guess they're pretty similar, but the GW2 system is a lot more complicated.
- The plan for now is that a melta gun will vaporize most infantry. Of course, it might take a little while to warm up before firing.
- Everyone will be on the same server.
- Dungeons (called “Underworlds”) will be procedurally generated and filled with waves and waves of Tyranids. Players will be able to find relics there which will boost their character.
- Progression will be handled via experience points. This will allow you to unlock more classes in each faction but also progress through each class own skill tree. Players that listen to their leaders will get bonus XP and rewards
- Players that successfully overtake an enemy territory will get all the resources that come with it. Resources are necessary to make armors, weapons, ships, and fortress armaments needed to defend your faction’s stake in the world
- There will be several types of campaigns (primary campaigns and secondary campaigns with secondary objectives). Each campaign will last between two weeks and three months, and then a winner will be declared by overall territorial control and dominance.
- For now, there’s only going to be one planet with many continents, and each one is split between all of the different factions at the start of a campaign. However, each of these faction areas is surrounded by Tyranid territory.
- There will probably be loading between continents but currently, players should be able walk from one end of a continent to the other
- Eternal Crusade will feature destructible environments. Note that there will be very specific points of destructibility such as static guns, sections of walls or gates and accesses, but the majority of the world will not be destructible
- Environmental hazards (lava, toxic wastes, etc) might be added to the game
- Players will also be able to equip their ship with artillery pieces in order to call an orbital bombardment on the planet. However, a single player won’t be able to do that and at least one hundred people would have to gather the resources necessary for a strike like this.
- All of the major 40K vehicles will be playable. There will also be many different artillery pieces
- Anyone will be able to spawn a vehicle if they can afford it and have access to it. You'll choose your vehicle, pay for it with vehicle points and it will be delivered to you in a lore-compatible fashion! This isn't class limited, but your available resources and territory control may affect it
- There will be a dynamic weather system that is going to be very different on each continent. It can affect the gameplay so players will have to adapt their strategy.
- There will be many ways to help your faction instead of just fighting hundreds of people, for example by exploring the world, finding new resources, building outposts to extract them, going through the enemy lines to sabotage your enemy’s logistics, etc.
- Some parts of a stronghold can be destroyed in order to facilitate an assault but the main objective will be to capture it and not destroy it. Then, players will be able to repair it, add upgrades, etc if they have enough resources
- There will probably be NPC defenders at each stronghold or outpost, but armies will be composed of players
- Players may need to hold multiple points simultaneously to capture large bases. For small bases, this may be a matter of holding a single point
- There will be deployables (no more info available for now) like tarantula Sentry
- Players will be able to have a bolt pistol in the left hand and a chainsword in the right hand, but their accuracy will be less precise and their melee will be less powerful (however, they’ll be able to hit their opponent with their chainsword and then shoot him in the head with their bol pistol to finish him). A player that uses both hands to carry a bolter will be a lot more precise, and if he uses two hands to use a chainsword, he’ll have a lot more power
- When your life drops to 0, you don’t die immediately. You’re hurt on the ground and cannot move until one of your friends comes and heals you. However, you have a chance to be executed by the enemy as well
- Insta-death - You'll die instantly if a hit does enough damage to take you below the death threshold
- Death penalty will have a greater impact on the whole team rather than on a player alone
- There will be many race-specific executions for free but there will also be hundreds of different microtransaction-based executions
- Psychic powers will be available and players should be careful to avoid the perils of the Warp when using them
- Ammo will be limited. So once you run out of ammo, you’ll need to charge and use you melee weapons
- There will be friendly-fire but with reduced damage. The player who shoots another ally will get some kind of penalty depending on his level
- There won’t be naval combat. However, the dev team is investigating aerial combat
- Players will be able to use turrets
- There will be sniper-type weapons
- The game will feature directional armor
- Players that perform an execution will be rewarded with a little XP
- Ranged weapons executions will be included in the game
- Both executions and rescue actions take time and can be interrupted
- Dual weapons will probably be in the game for launch, especially lightning claws
- Combi-weapons (Bolter/Plasma Gun for example) will be available
- Players won’t lose their weapons when they die
- Melta weapons will do more damage the closer they are
- There will be sponsons on tanks
- The dev team is looking into overheating mechanics. However, this will not be entirely random. If your weapon "explodes" (which may be the penalty for overheating), it will do damage to you but it will most probably not permanently destroy your gun
- Some classes will be more sensitive to ranged attacks while some will be more sensitive to melee
- All classes will have the option to damage tanks, but heavy classes will be better at this job
- “Healers” such as Apothecaries will have functions beyond fighting and rezzing
- Powerful “hero” units such as Librarians or Chaplains will be available in the game but will cost a lot of resources, so players will have to use them wisely.
- The factions are going to be pretty different. Obviously there will be some similarities (especially between Space Marines and Chaos Space Marines) but the dev team is aiming for an asymmetric balance while preserving the feel of each race
- Each faction will have one jump/jet unit
- SM: Available units: Tactical Marine, Devastator, Assault Marine, Apothecary, Chaplain, Librarian, Terminator/Assault Terminator
- SM: Techmarines may not be available at launch, but players can expect the most iconic things to be represented, like the Thunderfire Cannon
- SM: Scouts are unlikely for launch, but the Sniper Rifle/Stalker Bolter will be included
- SM: Available weapons: bolt pistol, bolter, stalker bolter, heavy bolter, plasma pistol, plasma gun, plasma canon, meltagun, stormbolter, rocket launcher, chainsword, power sword/axe/fist, lightning claw, storm shield, thunder hammer
- CSM Units available: Chosen, Havoc, Raptor, Terminator
- Mutations and gifts for CSM will likely be earned on the battlefield. They'll also be available to all Chaos classes
- Daemonic summoning won’t be available at launch, but might be added later to the game
- If a single Ork has the skill, he should be able to take out a Space Marine 1vs1
- Gretchins most likely will be in the game but they won’t be playable at launch. A Grot hero class might also be included in the future
- Available units: Ork Boy, Nob, Mega Nob, Stormboy, Loota, Mekboy, Weirdboy
- Eldar players will have the option to choose a male or a female character but Space Marines and Chaos Space Marines will all be male
- Players will be able to upgrade their weapons, but probably won't be able to change a weapon into a different one (for example, if you want to shoot farther, you would attach an upgrade to your barrel)
- Augmentations (think of Cybork Bitz or Mechadendrites for example) will be either accessories or properties of a class
- You will be able to customize the HUD in order to have the level of info needed for your class/role (scaling of HUD elements with some layout options/adjustments, turning individual elements On and Off). The dev team plan is also to strike a good balance between an in-helmet feel and a minimalist look (curvy/tilted elements and augmented reality-style markers, plus some effects like noise/static, etc)
- There will be some kind of trading but it’ll be limited (no trading between Space Marines and Chaos Space Marines for example)
- Eternal Crusade will feature a craft system which will allow you to enhance your gear with new technologies
- The world will be bigger than Skyrim or Planetside 2
- There will be some important NPCs communicating with the factions (though they won't give any “quest”)
- There will be achievements (achievements for exploration will also be present) and they'll unlock various accessories, weapons or hero classes
- There will be a night/day cycle
- An integrated voice chat may be implemented in the game, but there will be quick voice commands for sure
- There will be no queue to get on the servers or to get into a fight thanks to the PikkoServer technology
- There won’t be playable Titans at launch (note that Titans may not appear at all for all we know)
- Each faction should have a distinct UI
- The dev team is taking a UI for the color blind into consideration
 

Caim

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Very nice, though I'm afraid that a percentage of the players are stuck in the NO FUN zone fighting Tyranids all goddamn day to make sure the Terminator Master Race can have its fun fighting PvP.
 

Cyberarmy

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Very nice, though I'm afraid that a percentage of the players are stuck in the NO FUN zone fighting Tyranids all goddamn day to make sure the Terminator Master Race can have its fun fighting PvP.


Actually if we can 'nids fight in open world areas which also are PvP zones that'll be a blast. Chaos at its finest!

I really don't want to get hyped for this game and you aren't helping at all Space Satan...
 

Dr Tomo

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Vaporware. They promise too many good things.

Basically this. Project is most likely burn through their $ and release to soon in what many people will call pre alpha. I am still waiting for them to release info about their engine that supposedly can handle hundred of players unlike PS2.
 

Space Satan

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We'll see after their first game look announcement. They could royally screw up but even a chance that at last there could be a decent warhammer 40k game is a good indication.
 

Space Satan

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Sorry for the delay, this week has been crazy busy with jump pack refinements, implementing new melee features like guarding and a lot of talk on Michael Chan's progression systems. I'll jump in here and answer some questions, but I wanted to let you know that we're also working on a much more exhaustive version of the official FAQ that can be pointed to rather than having to direct people to all sorts of different threads. Much appreciation for those that have done compilation of what we've said - we've used those to make sure the new doc addresses as many topics as possible.
Questions!
Blocking
We're working on it this week! Deep PvP melee systems are really tricky and there are only a few games that have done it right in an open context. And very few of them have jump packs and tanks to deal with! So right now we're trying out a block/counter-block system - it's going well so far but I can't say yet if it's the ultimate system we'll go with. There's a lot of testing still ahead of us!

Stealth systems
These are still a way out - we want them, especially as a way to hide temporarily, but we're aware of the pitfalls of full-on invisible snipers and the like so we're being cautious.

Progression
This is huge, one of the core pillars of the game. I will direct you to our Progression & Economy designer, Michael Chan, for details... in another thread! Call it something like "Hey Michael, tell us about progression and/or economy" and I bet he'll show. Especially if you find pictures of him from the internet. ;)

Melee animations
I think what you're asking for is executions, in which case... yes! They are already in the game.

Zerg
Our ability to test this is still wayyyyy out, but we're hoping to counter degenerate zerg behaviour with multiple capture points on major objectives (to force breaking up the clump) and campaign systems that focus conflict and feature genuinely high stakes (more on this as production develops). Of course, reward systems factor into this significantly as well - you can't get everything in Eternal Crusade with XP so just grinding away in a zombie-like horde won't make you into the best player or get you all the coolest toys, you need to accomplish things and try to hold on to your gains.

Artillery
Static guns are in the plan at the moment, but for launch we're holding off on non-vehicle artillery you can move around.

And just to comment a bit on swapping around classes - we are trying to make classes with very specific roles and give players the ability to spend a lot of their time in order to get very good at a given class, due to their skill, the way they spend their XP, and the choices they make with their weapons and upgrades (the latter of which are itemized and therefore must be hunted down one way or another). However, because we want these specializations to be very meaningful, they cannot always be useful in every situation. In case those special skills are not needed in a given encounter, you have the option of progressing and switching to different roles as the situation requires.

Changing roles still requires a respawn, and you will then still have to find a way to insert yourself into the right position for maximum effectiveness, something that may be easy (with a jetpack) or difficult (in terminator armour).

Character identity is something that's very important to us, so that's why we're trying to make it feel like most of your time is spent playing the same character. This is both to help build a sense of attachment with your character, and also to craft an identity amongst your friends/squadmates/factionmates/etc. To this end we are looking at giving your character a name, face, voice and opportunities to walk around without a helmet in social settings.

In addition, we're trying to craft the class system so that most of the time it makes sense that it's still the same character just swapping his loadout. And when it's not, we're making it clear that it's a different character. In some cases we may fudge it a bit, but it generally it works quite well. For example, the current plan for hero classes is to present them as different characters that you are calling upon.
 

Space Satan

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They shoved Graham McNeil and Anthony Reynolds into EC

McNeil
In case you missed it last week…and thanks to Mike (Cosmic Engine) at the Astronomican for the shout out!

Together with Anthony Reynolds, I’m going to be working on Behaviour Interactive’s new game, Eternal Crusade. This is kind of a dream project for me, as it’s tapping into three of my favourite things; working with a good friend whose work I admire and respect, working with a background and lore I love, and producing a kick-ass story for a videogame. It’s early days yet, but Ant and I have batted around a lot of ideas that seem to be getting a lot of folk very excited, so I’m thinking that’s a good sign.
Anthony Reynolds
Ok, so I have a few things I really need to share here on the blog, but today I thought I’d focus on one thing that is pretty cool that I’ve been working on lately and haven’t been able to talk about until now. Namely… Warhammer 40,000: Eternal Crusade.


Black Legion, Iron Warriors, Word Bearers or Night Lords. Hmm…

Together with the good mate Graham McNeill, I’ve been hired on to help out Behaviour Interactive with creating the background and storyline for the upcoming 40K mass combat RPG, Eternal Crusade.

Graham and I were able to catch up with the guys from Behaviour Interactive when I was recently over in the UK (they are based in Montreal, Canada, but were over in the UK to meet up with GW and check out Games Day). They’re a great bunch of guys and gals, all incredibly enthusiastic, very talented, and massive fans of 40K. It’s already been great fun working on this project, and after getting to see some of the early gameplay I can’t freakin’ wait to play it. The size and scope of the game is gonna be pretty epic, and I’m really excited to be a part of it.

The official forums for the game have recently opened up. Check ‘em out here. The devs are very active on those forums, so there is already a wealth of info on the game in there.

Cool, eh?
Reynolds wrote a Word Bearers series, Dark Disciple, Dark Creed and Dark Apostle. So, gGiven how both authors love Legions they wrote about - already mentioned Word Bearers and Iron Warriors I guess Chaos would see some love.
 

Space Satan

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so what we are thinking about doing is something similar to Aions target marking, but probably easier, and with an option for areas.
The idea is that the squad can mark targets for themselves, which are not seen by other squads. StrikeForce leaders can add targets for the whole Strike Force, and War Council members can set objectives/missions.
all those targets/objectives will have some sort of augmented reality markers (one possibility) and/or markers on the map.
Marking-situation.jpg

we have not finalized this and all your input from this thread will be considered - at this stage we have only ideas and not much more.
the thing is that we want to have this sort of communication there, to encourage players to have squads with different languages. and since symbols are not language bound, this is a great way to communicate for players.
 

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