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The Once and Future Camelot: returning to familiar hearths in dark and desperate times.

Long ago, upon returning to America after years abroad, I settled down and lived for a few years in a place called Albion. Briefly, a veil was lifted and a whole world lay within the reach of my hands and my mind's eye opened to an epic everlasting dream.

Author: Kuldebar

A couple of thoughts: Darkness Falls Unchained and Combat Targeting!

Posted by Kuldebar Thursday February 14 2013 at 6:23PM
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Darkness Falls in a non-PvE World

I think it's very important to have a Darkness Falls style dungeon in CU and that it be as close in spirit to the original as possible. Not so much the layout or map, but in the way each realm interfaces and accesses such a darkly menacing dungeon space.

The mechanics of acquiring access to Darkness Falls would remain very close to the original methods in DAoC. Also, ensuring that overlapping periods of ownership would add that much desired spice to the situation when the tides of war ebbed and flowed through the abyssal caverns.

The key is to keep an ongoing and perpetual tug of war between any two of the three realms at any given time.

Since PvE is not on the CU table of offerings, and MJ is not at hawker of  tokens or NPC loot supplied items, another reason must be offered to fuel the drive and desire for possesion of Darkness Falls for one's realm faction.

To me the obvious method is to place a resource monopoly within the dungeon caverns.

Specifically a resource that would grant the player the ability to enchant his or her armor and weapons.

The "catch" or, more approriately, the hook, would be that such enchants as well as the mined or gathered resource would have a half life, perhaps only of a couple of days before they expired. Thus, ensuring that a fresh application would be needed.

One could not hoard the resource because of its inherently volatile nature, so a constant need to possess the dungeon would be born out of that reality. The reapplication of the enchant would be fairly easy, with no specific crafting skill required only timely access to the resource would be a necessity.

Combat Targeting

Instead of cross-hair/reticle based or tab targeting, let's have both options availbale for players to choose.  I can adapt to either method, but my fear is that lag can impact reticle based targeting more than tab based, so in a game centered around MMO battles, I think it wise not to put all the targeting eggs in one basket for that reason alone. The other reason to allow for choice is that you make both camps happy.

 

 

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