What’s the goal?
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What’s the goal?
This question might have a simple and intuitive answer, but I’ll ask it anyway:
What’s the goal of this emu?
If Pantheon ever comes out, will development continue? Is the ultimate goal a finished Vanguard as similar as possible as it used to be? What then after that? I’m really hopeful that one day some emu comes close to replicating it, but I’m unsure just how much of a community there is out there.
What’s the goal of this emu?
If Pantheon ever comes out, will development continue? Is the ultimate goal a finished Vanguard as similar as possible as it used to be? What then after that? I’m really hopeful that one day some emu comes close to replicating it, but I’m unsure just how much of a community there is out there.
Re: What’s the goal?
The goal is to make Vanguard as it was at Sunset*.
*With some very unpopular changes rolled back to the way things used to be pre-F2P. (For example, at sunset they got rid of tombstones and they changed the buff system to one everyone hated).
Pantheon might slow down our development, but it won't stop. I'll continue to work on VGO anyway. I'm uncertain that Pantheon is really going to hold my attention like VG did.
After we're done remaking VGO (which could be 10 years down the road for all I know) we want to add some more content to it. I intend to add more diplo and crafting quests so players don't feel like they have to mindlessly grind 40 levels. We've had some talks about new raid mobs. We've found some dungeons that were untouched in live that would be fun to add content in.
We can't edit the client so we can't add anything like dungeons or new models, or new chunks. But we can make use of existing unused areas at least.
*With some very unpopular changes rolled back to the way things used to be pre-F2P. (For example, at sunset they got rid of tombstones and they changed the buff system to one everyone hated).
Pantheon might slow down our development, but it won't stop. I'll continue to work on VGO anyway. I'm uncertain that Pantheon is really going to hold my attention like VG did.
After we're done remaking VGO (which could be 10 years down the road for all I know) we want to add some more content to it. I intend to add more diplo and crafting quests so players don't feel like they have to mindlessly grind 40 levels. We've had some talks about new raid mobs. We've found some dungeons that were untouched in live that would be fun to add content in.
We can't edit the client so we can't add anything like dungeons or new models, or new chunks. But we can make use of existing unused areas at least.
Re: What’s the goal?
That’s awesome! Thanks for the reply. I think Vanguard is a tough one because deep down it was very flawed and had a lot of breaks... some of which are mitigated by modern PCs... but others that will just take time.
One other question: was there any effort to obtain the original source code or were you stonewalled? Is this basically being built from scraps of information from obscure databases dating back in the day and memory?
One other question: was there any effort to obtain the original source code or were you stonewalled? Is this basically being built from scraps of information from obscure databases dating back in the day and memory?
Re: What’s the goal?
The longer I've been on this team, the more I realized that VG wasn't really as bugged as everyone thinks. Or, people just assume that everything is bugged when they're doing the wrong thing.That’s awesome! Thanks for the reply. I think Vanguard is a tough one because deep down it was very flawed and had a lot of breaks... some of which are mitigated by modern PCs... but others that will just take time.
I'm not sure.
I played VG from Beta to Sunset. So I'm really familiar with it at least. It had it's issues, but anything that's not client related, that's something we can and have fixed. We're still far from finished and still trying to figure out how the client communicates with the server. So not everything is set up yet, and what is set up is mostly placeholder.
We get asked this a lot, so much so that I put it in our FAQ at the top of this post: viewtopic.php?f=5&t=3002One other question: was there any effort to obtain the original source code or were you stonewalled? Is this basically being built from scraps of information from obscure databases dating back in the day and memory?
The answer is, we've tried and tried to get anything from Daybreak Games, who currently own the IP. So far there's been no luck at all. Everything that is being built has been done with packet collections on the live version of the game, wikis, any information we can find, strat guides, and our memories.