Took much longer than expected due to being sick, but we're here! Got in contact with the Quinfall developers over the past week and was able to get a few answers on some of the inner workings of the MMORPG. Here's the full list of the questions I asked below (and a few extras that I forgot to ask but will likely ask in future ones) Timestamps: Intro - 00:00 Welcome to Quinfall - 00:10 Questions I Asked The Developers - 00:31 First Topic: The Taming System - 01:43 Second Topic: World Building - 02:13 Third and Fourth Topic: Gear System - 03:06 Fifth Topic: NPC Interaction - 03:51 Sixth Topic: The Mystery - 04:28 Seventh Topic: Networking - 04:45 Eigth Topic: Guild System - 05:35 Dynamic Events: Last Question - 06:31 Ninth and Tenth Topic: NPC Companions and PVP - 06:42 The End - 07:15 Questions for Quinfall - Would you be able to explain more about the process behind taming? How can we start this process, will there be a skill associated with it, will there be a progression system associated with them and gear we can equip them with? The world of Quinfall was stated to be around 2016km(2) which is a huge amount of land. Did you employ tools of procedural generation to help with the world building, or is the majority of it built manually/with Unity based tools? For the gear system of Quinfall, is it planned to follow a more vertical progression like some traditional MMORPGs would employ, or will we see horizontal progression? (Different gear sets with various bonuses, resistances, being able to obtain rare/endgame items even in low level areas). To add on to the above question, very often in MMORPGs excessive grind and in some cases poor monetization practices can be associated with gear enhancement systems. Does Quinfall plan to employ gear enhancing, and if so, will there be a possibility of gear destruction on failure? Or will Quinfall's gear provide static/dynamic bonuses that remain the same? As far as content goes, what kind can we expect to see? On the PVP side will we see content such as battlegrounds and hellgates (portals we can spawn into that enable PVP inside), and on the PVE side, will we see player dungeons, and raids? Additionally, how important will questing be when it comes to progression, will it be possible to level up in multiple ways (including farming monsters)? While watching the gameplay showcase, I noticed NPCs wandering throughout the cities and that we can interact with them. How much interaction will we have with the NPCs of Quinfall? Will we have secret quests we can obtain through dialogue or extra bits of lore/story we can get by talking to them? I noticed from the gameplay trailer that we will be capable of finding secret passages, solving puzzles, swimming underwater, and deciphering codes. Can you talk more about what kinds of mysteries and secrets will we be able to uncover? Will we be capable of finding secret gear and equipment, items, and potentially even skills and abilities or hidden NPCs and bosses? One thing I'm extremely curious about is the networking and expected player capacity. Does Quinfall plan to employ systems such as Node lines in place of loading screens, or grids similar to games like Atlas and Life is Feudal MMO, or instances/channels to split the amount of players on one server? Does Quinfall have plans to incorporate mega-servers per regions or will it be individual servers that players can join? Can you provide more insight into how the guild system might work? Will it be possible to control territories or have a guild taxation system that members can feed into? Guild bank systems, player limits on guilds, and if guild war declarations/keep building will be possible? For the PVP-PVE experience, how will Quinfall handle that system? Will open world PVP be tied more to Opt In Toggle PVP (Like warmode from WoW) or PVP through factions? Or will it be open PVP that can be forced? Additionally, will there be any partial loot drop or full loot drop system, or will there be no danger of losing your gear? In the trailer I heard about a worker system that we can employ for professions. Will there also be NPCs we can have follow us around for combat purposes? Could you talk more about what kind of Dynamic Events we might come across in Quinfall? Will it be possible to see dynamic events that spawn vast amounts of NPCs that are already fighting each other? Or dynamic events in which the NPCs attack our cities or spawn caravans that we need to defend? Questions I forgot to ask - Would you be able to confirm how big the Vawraek Technology Inc. development team is? Will there be a raid system (40 players in one group) and what will be the maximium size for parties? How many weapons are currently available?
Good q's on the gear. I think any developer knows that Black Deserts method of gearing has kept away a huge volume of players that are smart enough to understand a system that conditions you to accept gambling. Its part of the reason why S Korea has such a high suicide rate. That and gambling crates, like ESO has, should not be in games, it should be illegal like it is in some countries. The other thing is forced PVP, that is a very sure way to limit the player capacity to the same toxic group that came from the last toxic game that died due to low player count. Its good that pvp will be by choice.
I still have some hesitation to trust that all the ambition will be fruitful, but I'm still skeptically interested in this "More Western Black Desert Online" kind of game. Hope to see more in the future for sure.
Thank you for doing the footwork, I was certainly not expecting any solid follow up. Color me still skeptical about the project. But if Beta doesn't cost, maybe I could learn something I can apply elsewhere.
This game looked like one giant asset flip to me. I had more confidence in the Pax Dei announcement, but between the two, I think this one has a much better chance of releasing this year.
i wasnt gonna speak on the asset flip when the whole trailer is based on it. I would assume they would recreate there own world eventually. Thats my plan
I am cautiously excited. 3 reasons. This MMO has only been developed in 3 years, 2 we have never gotten an announcement until like what 2 months ago? And number 1 it's being made by a small team with ai development coding. It's a little suspicious as we delt with cash grabs before. I hope this isn't a scam and hope this lives up to the hype.
I always enjoy your videos but I have to critique the subtitles. I couldnt watch the video without my eyes always snapping to the subtitles whenever they change. They sometimes block almost 1/4 of the vertical view space. I would really appreciate it if you could add the script to the built-in subtitles where everyone can change them to their liking if they need them.
Glad to see some more info about this game. But I don't know what it is about it that is still throwing up big red flags for me. Something about it just seems off. I'd love to be wrong though. The MMO space can use some new high quality games.
I would love to see more about the territory system and how that plays out. I think 2 years on Unity is more believable than 2 years on Unreal. The tools it has from what I've heard allow developers to really speed through their processes.
Unity and mmo do not mix, as soon as you get 50 players or more in an area the game goes to shit. At least with unreal they have the tech within to help.
Albion Online is made on the Unity engine and does just fine. But that's the only one I can think of and its isometric. Might've been a different story if it was 3D
This looks like another million dollar idea that will turn into a ten cent try, no one is asking the one question if they want no money for nothing how the hell are they going to run servers.
Very skeptical of this. It would be nice but it's very sus. Closed beta in only 2 years of dev time. Hmmmmm. You asked questions yes but it's easy to just lie if your not putting a face to those questions. I have more faith in Pax Dai then this. Atleast Pax Dai we got to see some of the devs. Unless I'm wrong we haven't even seen Quinnfall Devs. Give us an in person interview/video and I'll gain a little trust. Until then it's a scam.
pve and pvp channels? im not sure why open world pvp is such an interest to folks. sea of thieves, rust, new world, atlas. every mmo catering to open world pve in the last 10 years has become a toxic mess. yeah they last for a couple of years but when you go mmo its been proven that success is based more on catering to BOTH pvp and pve, not mixing them together. look at wow, mmo thats closing on 20 years of existence with millions of players. and, according to what information you can find online, between half a million and 3 million players a day. sea of thieves.. 26k logins a day, sea of thieves 19k a day, new world 14k a day.. rust.. 11k a day. the proof is in the numbers. mixing the two together is a mistake, allowing transfers back and forth willy nilly will let that open world pvp toxicity bleed into the pve side and damage the general helpful nature of the pve community.
The game heavily uses store bought assets. The same assets Chronicles of Elyria, Dreamworld and some others use or used, because they stop development. If developers use store bought assets, to me it shows that they don't put time into making their own things. How do you expect them to make a game as good as they say, when almost all of the things you see in game were not made by them? Even Ashes of Creation used assets some years into development, I could see them in their videos. Now I don't think they do and I hope they don't after all the money they have received. (Posted this in Asmon's comment section too)
I never really believed in buying assets equaling a bad game. I think it's more about what you do with it that counts. If you have a good concept and decent coders to stitch it all together, it could be a stick-figure MMORPG for all I care and I'd still play it. From an artistic side, I can only imagine that drawing and designing all that stuff from scratch would be super taxing. Saying that as someone who can't draw to save their life.
@@sermedieval So far most of the games that used store bought assets have been massive dissapointments and scams, forgot to add Mortal Online 2 as one of the most known ones. Store bought coding is also a thing, which at that point how would you feel if you played a game with things that ANYONE can buy and if they saw some videos on RUclips could recreate themselves and ask for money. I really can't see why people say they don't mind, when they themselves with some funding and marketing can get funds out of people, disapear and then people will be like "Oh, who knew...". This is really what game dev has come to be. EDIT: As someone who has been in the indie game dev space as aLevel Designer, 3D modeler and illustrator, I have seen these things first hand.
@@AmazingDoodle I think Mortal Online 2 suffers for a different reason. It runs on Unreal 4 instead of Unity but most people tend to gravitate away from Open World PVP Sandbox MMOs especially when full loot is involved. I don't think the first Mortal Online ever went past a few thousand logins at once and I "believe" they designed that version mostly from scratch on Unreal 3. For the store-bought portion, I guess I never really minded that much because I never really cared where the assets came from as long as they weren't stolen. If someone managed to develop a great game even with stock assets, my first concern is going to be if I'm having fun or not. How it looks or if they made the monster I'm fighting from scratch would be secondary. Even if it was all pre-built coding, if they can take that and make a good game from it, I'd be willing to pay for it and play it. If they're charging 80$ for it, that's a different story, but I'm not going to mind as much for a 10-15$ game. Especially if I get a good deal on the hours played to amount paid ratio. I think if we looked under a microscope at a lot of the games people consider good or popular, it'd probably surprise us to know how many either use store-bought assets as a baseline or outright use their assets in their game. The most recent example I can think of is V Rising which for a little while there managed to garner a lot of popularity in the survival sandbox community. A lot of the assets in that game come from their previous title Battlerite but what surprised me was finding an asset pack on the Unity store that had identical spell/ability icons to the ones they use in V Rising. I think a lot of the item icons were in there too. Who knows what else they used from the store or if they used store-bought coding in some parts. The game still turned out to be good for what it was.
@@sermedieval How would you feel if the next God of War used store bought assets? Except if we are only talking about indies. (Not talking about God of War now) I guess having some assets to save up on cost might be okay in my book, but when most of the footage I am seeing as someone who they themselves have used these store bought assets, it really just kills the whole thing for me. Also, some assets are inspired by games, there is a survival system* identical to Rust's, but I myself don't know which came first. I think game developers should ALWAYS say that their game contains store bought assets. EDIT: *in the Unity Asset store, don't know if it is in any other marketplace,
@@AmazingDoodle A lot of games do use bought assets it's just there they buy them from is not an open marketplace. Like Fallout 3 and Halo 3 both use the same shot gun firing sound, and a ton of AAA games reuse assets (and code) from prior games and other titles by the same developer. Indie's buying assets off the store is just leveling the playing field when competing against 100+ dev studios who've been making games for decades.
Took much longer than expected due to being sick, but we're here! Got in contact with the Quinfall developers over the past week and was able to get a few answers
on some of the inner workings of the MMORPG. Here's the full list of the questions I asked below (and a few extras that I forgot to ask but will likely ask in future ones)
Timestamps:
Intro - 00:00
Welcome to Quinfall - 00:10
Questions I Asked The Developers - 00:31
First Topic: The Taming System - 01:43
Second Topic: World Building - 02:13
Third and Fourth Topic: Gear System - 03:06
Fifth Topic: NPC Interaction - 03:51
Sixth Topic: The Mystery - 04:28
Seventh Topic: Networking - 04:45
Eigth Topic: Guild System - 05:35
Dynamic Events: Last Question - 06:31
Ninth and Tenth Topic: NPC Companions and PVP - 06:42
The End - 07:15
Questions for Quinfall -
Would you be able to explain more about the process behind taming? How can we start this process, will there be a skill associated with it, will there be a progression
system associated with them and gear we can equip them with?
The world of Quinfall was stated to be around 2016km(2) which is a huge amount of land. Did you employ tools of procedural generation to help with the world building,
or is the majority of it built manually/with Unity based tools?
For the gear system of Quinfall, is it planned to follow a more vertical progression like some traditional MMORPGs would employ, or will we see horizontal progression?
(Different gear sets with various bonuses, resistances, being able to obtain rare/endgame items even in low level areas).
To add on to the above question, very often in MMORPGs excessive grind and in some cases poor monetization practices can be associated with gear enhancement systems.
Does Quinfall plan to employ gear enhancing, and if so, will there be a possibility of gear destruction on failure? Or will
Quinfall's gear provide static/dynamic bonuses that remain the same?
As far as content goes, what kind can we expect to see? On the PVP side will we see content such as battlegrounds and hellgates (portals we can spawn into that enable PVP inside),
and on the PVE side, will we see player dungeons, and raids? Additionally, how important will questing be when
it comes to progression, will it be possible to level up in multiple ways (including farming monsters)?
While watching the gameplay showcase, I noticed NPCs wandering throughout the cities and that we can interact with them. How much interaction will we have with
the NPCs of Quinfall? Will we have secret quests we can obtain through dialogue or extra bits of lore/story we can get by talking
to them?
I noticed from the gameplay trailer that we will be capable of finding secret passages, solving puzzles, swimming underwater, and deciphering codes. Can you talk more
about what kinds of mysteries and secrets will we be able to uncover? Will we be capable of finding secret gear and equipment, items, and potentially even skills
and abilities or hidden NPCs and bosses?
One thing I'm extremely curious about is the networking and expected player capacity. Does Quinfall plan to employ systems such as Node lines in place of loading screens, or
grids similar to games like Atlas and Life is Feudal MMO, or instances/channels to split the amount of players on one server? Does Quinfall have plans to incorporate
mega-servers per regions or will it be individual servers that players can join?
Can you provide more insight into how the guild system might work? Will it be possible to control territories or have a guild taxation system that members can feed into? Guild bank systems, player limits on guilds, and if guild war declarations/keep building will be possible?
For the PVP-PVE experience, how will Quinfall handle that system? Will open world PVP be tied more to Opt In Toggle PVP (Like warmode from WoW) or PVP through factions?
Or will it be open PVP that can be forced? Additionally, will there be any partial loot drop or full loot drop system, or will there be no danger of losing your gear?
In the trailer I heard about a worker system that we can employ for professions. Will there also be NPCs we can have follow us around for combat purposes?
Could you talk more about what kind of Dynamic Events we might come across in Quinfall? Will it be possible to see dynamic events that spawn vast amounts of NPCs that are already fighting each other? Or dynamic events in which the NPCs attack our cities or spawn caravans that we need to defend?
Questions I forgot to ask -
Would you be able to confirm how big the Vawraek Technology Inc. development team is?
Will there be a raid system (40 players in one group) and what will be the maximium size for parties?
How many weapons are currently available?
Nice summary, thank-you Ser! Hope you're feeling better!
Good q's on the gear. I think any developer knows that Black Deserts method of gearing has kept away a huge volume of players that are smart enough to understand a system that conditions you to accept gambling. Its part of the reason why S Korea has such a high suicide rate. That and gambling crates, like ESO has, should not be in games, it should be illegal like it is in some countries. The other thing is forced PVP, that is a very sure way to limit the player capacity to the same toxic group that came from the last toxic game that died due to low player count. Its good that pvp will be by choice.
The no UI thing always puts me on guard. Their next developer diary or w/e needs to have that.
You have my interest peaked. Gave you a sub to what follows. Wish you and the team the best of luck.
Good to hear you're feeling better :3
It's got PVP and Action Combat so that's enough for me to be invested. Plus they aren't asking for any money yet.
I still have some hesitation to trust that all the ambition will be fruitful, but I'm still skeptically interested in this "More Western Black Desert Online" kind of game. Hope to see more in the future for sure.
Thank you for doing the footwork, I was certainly not expecting any solid follow up.
Color me still skeptical about the project. But if Beta doesn't cost, maybe I could learn something I can apply elsewhere.
Amazing MMO! I hope they can deliver
This game looked like one giant asset flip to me. I had more confidence in the Pax Dei announcement, but between the two,
I think this one has a much better chance of releasing this year.
If this is what asset flips look like these days then there are some really pretty asset packs now and they know how to pick them.
i wasnt gonna speak on the asset flip when the whole trailer is based on it. I would assume they would recreate there own world eventually. Thats my plan
Ashes of Creation, Pax Dei, Quinfall. One of these HAS to be legit, for the love of god please let one of these be legit.
Ditto man, so much has been thrown at the wall. Something's gotta stick.
The combat looks amazing.
I checked out the moment I heard time traveling in that trailer. Like what?!
Looks amazing an very very interesting although can't help but question how they've put the game together in such little time.
Omg its actually a dragon at the end :D
nice progress update
Looks insane for 2 years of effort. Will see how it pans out...
I am cautiously excited. 3 reasons. This MMO has only been developed in 3 years, 2 we have never gotten an announcement until like what 2 months ago? And number 1 it's being made by a small team with ai development coding. It's a little suspicious as we delt with cash grabs before. I hope this isn't a scam and hope this lives up to the hype.
I’ll check it out
talk about pax dei seems a very interesting game also
Good vid ty
I hope you add PvP activities like Castle Wars, Battlegrounds, Arenas.
Do we have first person view as well? I don't mind third but first would be nice.
DOA just like every other indie MMO. Gotta love that pop in as well.
I always enjoy your videos but I have to critique the subtitles. I couldnt watch the video without my eyes always snapping to the subtitles whenever they change.
They sometimes block almost 1/4 of the vertical view space. I would really appreciate it if you could add the script to the built-in subtitles where everyone can change them to their liking if they need them.
Glad to see some more info about this game. But I don't know what it is about it that is still throwing up big red flags for me. Something about it just seems off. I'd love to be wrong though. The MMO space can use some new high quality games.
Archeage inspired for sure
I love how everyone completely forgot about Ashes of Creation.
This will be better than Gloria Victis at least. Now let's see if they can deliver beta.
Works for me as long as it's actually real.
this is gonna be the skyrim update we all needed XD
Beta when!!
Don't be a Hater, be.a Beta '28er!
@@antondovydaitis2261 haha
I would like to know how many people are working on it
I would love to see more about the territory system and how that plays out. I think 2 years on Unity is more believable than 2 years on Unreal. The tools it has
from what I've heard allow developers to really speed through their processes.
I heard these developers were on the Unity forums a few years ago. Game might work, might not
For the algorithm
I have a ton of skepticism, but if you can deliver this you will have my money.
I'd be interested in seeing the progression system, hopefully it isn't a quest-based one.
Pax Dei is the real deal...
Swear it came out that they were just buying pre-made assets ?
Only 2 years will less than 200 people? X to doubt.
A no loot pvp system? ..... I'm out haha. I was hoping for a somewhat Darkfall experience.
The game was only officially announced in 2021, dev for longer.
Do you know a nft game Mir4? can you make a review for it? I am willing to borrow my account so you can skip the tutorials
Hopefully they succeed but I am not holding my breath.
This orange glow on hit and selection is a disaster
and there is not enough wildlife, animals there or cats in cities
This will never come out, like this.
Devs have been playing BDO haven't they.
Definitely has some BDO vibes
Cap. I don’t believe anything they say until it’s out and approved from the people.
Unity and mmo do not mix, as soon as you get 50 players or more in an area the game goes to shit. At least with unreal they have the tech within to help.
Albion Online is made on the Unity engine and does just fine. But that's the only one I can think of and its isometric. Might've been a different story if it was 3D
way too ambitious after two years of development. I mean trains??
I'm 90% this will be...bad. But that doesn't mean it will be.
This looks like another million dollar idea that will turn into a ten cent try, no one is asking the one question if they want no money for nothing how the hell are they going to run servers.
Very skeptical of this. It would be nice but it's very sus. Closed beta in only 2 years of dev time. Hmmmmm. You asked questions yes but it's easy to just lie if your not putting a face to those questions. I have more faith in Pax Dai then this. Atleast Pax Dai we got to see some of the devs. Unless I'm wrong we haven't even seen Quinnfall Devs. Give us an in person interview/video and I'll gain a little trust. Until then it's a scam.
pve and pvp channels? im not sure why open world pvp is such an interest to folks. sea of thieves, rust, new world, atlas. every mmo catering to open world pve in the last 10 years has become a toxic mess. yeah they last for a couple of years but when you go mmo its been proven that success is based more on catering to BOTH pvp and pve, not mixing them together. look at wow, mmo thats closing on 20 years of existence with millions of players. and, according to what information you can find online, between half a million and 3 million players a day. sea of thieves.. 26k logins a day, sea of thieves 19k a day, new world 14k a day.. rust.. 11k a day. the proof is in the numbers. mixing the two together is a mistake, allowing transfers back and forth willy nilly will let that open world pvp toxicity bleed into the pve side and damage the general helpful nature of the pve community.
nahhh
The game heavily uses store bought assets. The same assets Chronicles of Elyria, Dreamworld and some others use or used, because they stop development. If developers use store bought assets, to me it shows that they don't put time into making their own things. How do you expect them to make a game as good as they say, when almost all of the things you see in game were not made by them? Even Ashes of Creation used assets some years into development, I could see them in their videos. Now I don't think they do and I hope they don't after all the money they have received. (Posted this in Asmon's comment section too)
I never really believed in buying assets equaling a bad game. I think it's more about what you do with it that counts. If you
have a good concept and decent coders to stitch it all together, it could be a stick-figure MMORPG for all I care and I'd still
play it. From an artistic side, I can only imagine that drawing and designing all that stuff from scratch would be super taxing.
Saying that as someone who can't draw to save their life.
@@sermedieval So far most of the games that used store bought assets have been massive dissapointments and scams, forgot to add Mortal Online 2 as one of the most known ones. Store bought coding is also a thing, which at that point how would you feel if you played a game with things that ANYONE can buy and if they saw some videos on RUclips could recreate themselves and ask for money. I really can't see why people say they don't mind, when they themselves with some funding and marketing can get funds out of people, disapear and then people will be like "Oh, who knew...". This is really what game dev has come to be.
EDIT: As someone who has been in the indie game dev space as aLevel Designer, 3D modeler and illustrator, I have seen these things first hand.
@@AmazingDoodle I think Mortal Online 2 suffers for a different reason. It runs on Unreal 4 instead of Unity but most
people tend to gravitate away from Open World PVP Sandbox MMOs especially when full loot is involved. I don't
think the first Mortal Online ever went past a few thousand logins at once and I "believe" they designed that
version mostly from scratch on Unreal 3.
For the store-bought portion, I guess I never really minded that much because I never really cared where the
assets came from as long as they weren't stolen. If someone managed to develop a great game even with
stock assets, my first concern is going to be if I'm having fun or not. How it looks or if they made the monster
I'm fighting from scratch would be secondary. Even if it was all pre-built coding, if they can take that and make
a good game from it, I'd be willing to pay for it and play it. If they're charging 80$ for it, that's a different story,
but I'm not going to mind as much for a 10-15$ game. Especially if I get a good deal on the hours played to
amount paid ratio.
I think if we looked under a microscope at a lot of the games people consider good or popular, it'd probably
surprise us to know how many either use store-bought assets as a baseline or outright use their assets in
their game. The most recent example I can think of is V Rising which for a little while there managed to garner
a lot of popularity in the survival sandbox community.
A lot of the assets in that game come from their previous title Battlerite but what surprised me was finding
an asset pack on the Unity store that had identical spell/ability icons to the ones they use in V Rising.
I think a lot of the item icons were in there too. Who knows what else they used from the store or if they
used store-bought coding in some parts. The game still turned out to be good for what it was.
@@sermedieval How would you feel if the next God of War used store bought assets? Except if we are only talking about indies. (Not talking about God of War now) I guess having some assets to save up on cost might be okay in my book, but when most of the footage I am seeing as someone who they themselves have used these store bought assets, it really just kills the whole thing for me. Also, some assets are inspired by games, there is a survival system* identical to Rust's, but I myself don't know which came first. I think game developers should ALWAYS say that their game contains store bought assets.
EDIT: *in the Unity Asset store, don't know if it is in any other marketplace,
@@AmazingDoodle A lot of games do use bought assets it's just there they buy them from is not an open marketplace. Like Fallout 3 and Halo 3 both use the same shot gun firing sound, and a ton of AAA games reuse assets (and code) from prior games and other titles by the same developer. Indie's buying assets off the store is just leveling the playing field when competing against 100+ dev studios who've been making games for decades.
sandbox game pvp based on events and guild wars f-off and change your game title
THIS LOOKS FAKE AND NOT EVEN THEAT GOOD !!!!!
It will be garbage