Full-loot PvP MMORPG Profane postpones end-of-year testing, now counts 43 staff

    
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Full-loot PvP MMORPG Profane postpones end-of-year testing, now counts 43 staff

At the top of 2020, we covered a new MMO called Profane, one that sparked a lot of discussion over its full-loot, open PvP sandbox style of design. Since then, it’s pushed out a ton of info on everything from its development process and procedural maps to its combat system and factions and even its free-to-play business model. The most recent updates cover its death and rebirth mechanics and lairs.

But what’s going on with the plan to run a test at end of this year or early next year? According to the developer’s messages on Discord, it’s been postponed.

“[A]s we said a while ago, we plan to make a spoiler of Profane Alpha for you in September. This spoiler’s primary goal is to reveal the new art of the game, including some scenes already on Unity, new models, new concepts, a new logo, and a new website. We had a minor delay with the website, and because of that, we will need a few more days to share this new material with you all, but we must say that it’s all coming out very cool! We also want to take this opportunity to officialize that the tests we planned for the end of 2020 will be postponed to 2021, unfortunately. We don’t want to hurry, as this will be a crucial phase to determine fundamental systems! It’s important to point out that the first tests will consist of testing isolated mechanics such as character creation, movement, combat, etc. This way, we can collect feedback and quickly adapt or change each of these mechanics. A lot is being developed, but some tests can only be done when all the pieces are put together. This way, the evaluation can occur in a multiplayer environment within the world’s rules, so we can truly savor the experience with you! As new content comes out and enters this stage, we will be adding to the tests, making them closer to the full experience! To think that we started Profane’s development with a team of 15 people, and today we are a team of 43, working hard exclusively on Profane!”

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kajidourden
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kajidourden

Full loot = DOA

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Frank White

Yeah, just no from me. I enjoy pvp, but not full-loot. I know there’s a certain hardcore group of players who claim to love it because it raises the stakes, but in the end, for me, it’s just tedious. Constantly having to replace items, especially if it involves crafting, or having to store them somewhere safe before you venture out to pvp, just becomes more busy-work after a while.

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Jeremy Barnes

I’m shocked they can afford that many staff on such a niche market. Another “pvp MMO” game dying in..3..2..1..

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Kickstarter Donor
Richard de Leon III

Hopefully they can get enough sheep cuz this is one player thats avoiding that pitfall, rofl

Leo
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Leo

Maybe my memory is totally failing me now, but it feels like there are a lot of games going for this PVP style MMOs in development. I do wonder how much they can compete for players.

Like in the MMO golden years there wasn’t the huge flood of online games for people to play and on top of that plenty of PVP style online games like the Battle Royal craze. So just curious if that’s the PVP direction is best business decision or just many people that have nostalgia from those old days are the ones wanting to make the game they wished the had.

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Arktouros

As a long time PvP player we’ve had a bit of a roller coaster ride.

We started out with PvP Valhalla with UO FFA full loot PvP and it’s was a bumpy decline since then. EQ was special servers, only one item loot. Asheron’s Call had single server and death items. DAoC had PvP areas and factions with coin only drop. By time WOW came around it was faction servers but zero consequences to dying. Then it was mostly PvE games after WOW’s success in the WOW clone decade.

A few games like Shadowbane, Darkfall and others have tried to pull off PvP over that time but they’re usually done by tiny studios with bad ideas, poor scope and horrendous game protection. Shadowbane I knew someone who literally hacked the servers and made GM accounts for people. Darkfall tried to hide a bunch of content from beta so no one had an advantage which lead to beyond broken hacked out content for it’s release for people to exploit.

In the kickstarter age games are looking for something that sets them apart from the WOW clone generation of games. That usually means something sandboxy, PvP related or both. However again many of these studios are small and sometimes their products are just bad. Games like World’s Adrift of Legends of Aria flip flop on the PvP/PvE topic which just drives everyone away. Games with extremely long development cycles like Crowfall or Camelot fatigue players out.

However the success story of Albion Online shows there’s a robust and large market for competitive based games as they regularly boast smashing user numbers that any game title would love to have. People forget that competitive based titles out there boast some huge numbers and people are always looking for something new. I’m fond of saying PvP players have never gotten our “WOW” style game that we always go back to. Game success isn’t really easy to predict, and we’ll likely end up going through a lot of PvP titles before someone eventually comes up with that magic mix.

Strykerx88
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Strykerx88

The reason that so many developers are going full loot PVP is because in games like that (gankboxes too), the players are the content and the devs have to code way less. It takes a ton of time and effort to script encounters, rewards, gear, etc in a traditional MMO, so many devs today are just opting out of that and making other players the content.

It sucks.

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Arktouros

This is a common falsehood spread quite often.

While certainly developers don’t need to dedicate additional development time towards scripting PvE encounters and PvE content as the primary focus of their end game it generally doesn’t mean they need to do less. Most PvP gankboxes still have some form of PvE end game and additional content updates require additional coding regardless.

For example in Profane’s case they literally have a video here showing the dynamic PvE content system where if you wipe out a “Gnoll Cave” it can spawn as say a “Dwarven Mine Cave” instead. That all requires coding and development to accomplish, as well as future updates are required to add new kinds of randomized content to keep things fresh and new.

You also see live examples of this with games like Albion Online which is a great example of a successful gankbox PvP game. Not only does it update it’s PvE content regularly with new raids and encounters, but it also constantly has to tweak PvP mechanics from class balance to PvP based mechanics like hideouts, war zones, conquerable territory and much more.

So it’s not really less work, it’s just less work focused on a particular game aspect in favor of other game aspects such as PvP and otherwise.

Alyn
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Alyn

Noping outta pvp. Just about every mmo rpg battle royale tiddly winks walking the dog, you name it have some sort of person killing. Full loot, did that back in 2004 with Lineage 2 been there did that lost my stuff, spent I don’t know how many hours either sh%t talking people or running around trying too find one PKer for hours on end. WOOT funsville. Ten hours on the operating table having my cancer removed, is about the same amount of “fun”comment image

Strykerx88
Reader
Strykerx88

Full loot PV-

See ya.

Reader
Ironwu

Talk is cheap. Unless you are a ‘backer’. Then this talk is mighty expensive, I think.