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4/08/11 9:50:49 PM#101
Originally posted by xephonics Good point actually. And it's funny that a lot of the systems we see now were innovated with Anarchy, but in the simplest of terms possible. AO was ahead of its time. Played it for a long bit and not sure what distracte... Oh wait, yeah, I recall. Still not any of the game mechanic's fault.
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4/08/11 10:17:13 PM#102
The only problem I see with AO's system is that it's unfriendly towards newer players. This is probably why the purely talent based system is so popular. I mean, I would love to see AO's system used more, but I know that a lot of companies don't really want to risk money and effort on a system that will be hard to streamline or update. The talent based progression is probably much easier to balance and program than having to balance 80 or so skills individually and then trying to explain to players that Troopers need to focus in guns, while a consular needs to focus in Force powers on their giant skill list. Not saying it's impossible, but it's unlikely that AO's system will ever be used again, unless Funcom pulls off a Miracle and remakes AO from the ground up, updating the games look and features in a way that can only be described as orgasmic. But we're more likely to get hit by a Gamma ray burst from a distant exploding star than to see something like that happening. A man can dream. -,- But, I digress. The system Bioware used is not surprising - It works, it's probably easy to program, and not only do most people like it, but most people are used to it, and many people new to the MMO genre can easily pick it up. This is why the whole Talent thing has kind of become a standard in MMORPGs. Hell, WoW isn't even the first game to have this. But I will say, the veriety of class roles in this game surprises me, and it seems much more lenient than wow's. It's pretty easy to tell what class roles are for each class in wow. A warrior can tank or DPS, a Rogue can DPS, a Priest can heal or DPS, and they only have 2 real hybrid classes (Druid and Paladin) that can explore all three aspects. With the Old Republic, I was surprised to hear the Troopers were getting a healing spec, and now the Consular's are getting a tank spec. I had it in mind that Knights and Troopers were going to be THE tanks, but it seems like They're going to allow for a little more flexibility. At the very least, each class can become proficient in something that isn't just DPS. I find that to be a good thing. Groovy. |
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4/08/11 10:38:14 PM#103
Originally posted by theratmonkey The learning curve and customization/option was what made it good. Soldiers could you pistols, submachine guns, or assault rifles and still be viable (for those of you who have not played, those guns all required different skills). You were not stuck in a box with only 1-2 paths. Or a soldier could choose to be evasion based w/ low hp, or go high hp and be a pseudo tank, or he could just push insane dps. It is one of the reasons I like Rift, I can choose to be different things within one "calling". But, alas, Rift's progression vastly pales in comparison to AO's. If AO still had a good population, and an active dev team (promises and half ass screenshots do not count), I would never leave that game. Me and my wife had 4 active accounts, and hell I'd gladly pay 20-25 a month per account if it was brought back to life lol. My god has horns.... nah, I don't think he is real either. |
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4/08/11 11:01:00 PM#104
Originally posted by Axton
"Cash farm"? <rolls eyes> Of course they are "cash farming". Thats one of the major reasons for investment and development in this industry. ^^ But if you are attempting to compare Bioware with Blizzard, you will need much more evidence than some vague hand waving. Not to mention, Blizzard is doing VERY well for itself in terms of "cash farming". I suspect that most new companies would REALLY love to have even 10% of Blizzards sustained player base. ^^ Shall we wait for more hard evidence backed by some personal experience, before we declare that its time for pitch forks and torches? |
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4/09/11 12:32:36 AM#105
Originally posted by sinjin Erm the AOC mechanic IS the WOW mechanic the only difference is where the talents are. Also TORs skill tree is nowhere near as deep as AOCs and much more linear like WOWs thats obvious from looking at it. TOR, WOW, AOC, LOTR, WAR some old same old. Besides I dont know why this is news to him anyway, the skill trees have been common knowledge for a long time now. |
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4/09/11 12:49:52 AM#106
Why is it that every news bit from BW makes SWTOR more and more like WoW in space? Actually without space and now it seems without swimming also. SWTOR seems to be as much innovative as RIFT that I currently play and do not want to start all over again under another name... |
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4/09/11 3:38:00 AM#107
Originally posted by Timukas I think it is because people are fixated on WoW and have become so allergic - or burnt out - towards MMO game mechanics that resemble WoW style / themepark MMO mechanics that even the slightest resemblance to it causes a fierce allergic reaction. Aion, LotrO and AoC have lots of themepark features on a sortlike manner in common with WoW, LotrO even maybe the most, but I can't recall people being so nonstop allergic towards those features, calling 'WoW clone' or 'WoW with wings' or 'WoW with hobbits' or 'WoW with tits' all the time. Maybe a number of MMO gamers weren't as burnt out towards MMO features yet back then, or I wasn't visiting this site yet back then, or maybe this is the gathering place of every MMO gamer who has become frustrated, burnt out, jaded or dissatisfied with MMO's. It seems other sites have it far less than this site.
As for SWTOR and 'every news making it more WoW in space': I think it all depends what you want to see or choose to ignore: - I see talent trees that are seen in more themepark MMO's that SWTOR has in common with them, but to me, how the system works reminds me more of AoC than of WoW. 2 class-specific trees and 1 that you share with other classes of the same class type? That's typical of AoC. - I see a far larger hybridisation and multi-role classes than in WoW, in this it also reminds me of AoC that had more focus on hybrid classes. Plus I read the last news and I see classes in SWTOR that can be tank and healer, which is pretty unique among themepark MMO's. I don't see priest be the main tank in WoW, neither sortlike classes in other themepark MMO's. - the manner in which you start with a generic class and then opt for your specialised class after reaching a certain level, that's typical EQ2. Don't see that in WoW. - ranged tank, a class you'll encounter in SWTOR, don't see that in most themepark MMO's including WoW. - exploration incentives, like hard-to-reach places all over the worlds where special rewards await you if you manage to find and reach them, don't find that in most current AAA themepark MMO's. - it has no swimming, that's definitely not like WoW, LotrO or AoC, but it does have that in common with Aion - the crafting/harvesting is definitely not as seen in other MMO's, its more encompassing Crew Skills system is I think better than the crafting other (themepark) MMO's have. - the cover system, certainly not something seen in other MMO's like WoW. - synchronised combat animation, not seen in other MMO's. - Companions that fight with you, craft for you, take part in quest cinematics and dialogues and change their stance towards you based upon the quest decisions you make, and that can compensate in dungeons when you're a man or class short, definitely not seen in WoW or any other MMORPG. - branching questlines, where the decisions that you make can lead to fully different questlines to the extent that when you'd choose consistently the darkest decisions or consistently the most lightside decisions or consistently somewhere in the middle, then your class story experience will be very different in each of those 3 cases. AoC had cinematic cutscenes in part of its quests, but it didn't have that different decisions lead to different outcomes and different follow-up quests, even maybe 30 hours later in your questing. - a playerhouse in the form of your playership that's more than fluff like in most other MMO's like LotrO or EQ2, it's the base of your command, where crafting is done and from where you travel to other planets and places in the galaxy. Certainly not like WoW where you don't even have player houses.
I can understand that if you're looking for sandbox features that SWTOR will disappoint you, and sure, SWTOR doesn't have the flashbang revolutionary innovations some might crave for, especially if those people don't care for companions or crafting or an improvement upon questing. That doesn't mean though that the decision-bases story questing, companions in combat, classes that can be healer and tank, a crew skills system with its EVE/SWG like offline crafting and that continues even while you're doing other things ingame, the cover system and player ships don't make it different from other AAA MMO's including WoW.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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4/09/11 3:59:22 AM#108
Originally posted by martieboy Are you saying not having talent trees will make the players fat?! |
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4/09/11 4:16:41 AM#109
Originally posted by King_Kumquat Yes on paper its great. Raise the skills that you want so you can create the character you want. But in practice this means that you probably gimp yourself the first few times, because not all skills turn out to be that great as the description makes you believe. Add to that the many overhauls in that game and your build will be crap somewhere down the road. Which leads to a select few proven builds and of course most players dont want to gimp their toon and look up the better builds. This already happened in the old days. The moment guides pop up, most ppl flock to these pages. The players that actually try weird combinations of skills are few. Especially if respec is a pain in such a game. |
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4/09/11 4:44:15 AM#110
Anarchy online had an ok system. However, like with most systems, you were still tied with your choices, if you wanted to be most effective with your character. AO skills trees were nice during the levellng phase, but very limiting during the end-game. Your class choice also limited your skills choices and classes seldom had more than 1-2 viable end-game builds, just like most MMOs. It was supposed to be a skill-based MMO, but moved away from that after Notum Wars. "The person who experiences greatness must have a feeling for the myth he is in." |
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4/09/11 5:11:17 AM#111
I'm actually pleasantly surprised. I mean let's be honest. If you didn't know that this was going to be a themepark in the style of, for example, WoW then you're deluding yourself. Bioware is taking what works for the general public and adding their own unique signature to it, story. If you want innovation inside the themepark genre then GW2 could fill your needs. If you want innovation outside the themepark genre then ArcheAge might be promising. I've not seen Bioware claim to revolutionise the industry in anything other then it's story and voice-overs. Now what did pleasantly surprise me is the Force Crush skill. It's a scaling slow that starts as a 90% slow and then decreases to a 10% slow over 5 seconds. Besides that it does some decent damage, with some extra damage at the end. Now we'll have to see how it plays out in-game but it sounds like a very balanced form of crowd control to me. It doesn't take away any of your character control so you won't feel totally helpless. You can still react. One of your reactions, running away, is simply greatly reduced in effectiveness. It's got an 18s CD so it won't be up all the time. This to me sounds like a really well designed ability. It's got some really cool effects like the degrading slow and the finishing damage that make it feel much more active instead of just comparing your gear scors to your enemies gear scores. It doesn't sound overpowered in anyway but it still sounds mighty usefull. If other skills are designed much like this then I think we can see some pretty fun PvP in this game. It will still be mostly BG PvP and such but it will be good at that. So this actually increases my hope. SWToR won't be the ultimate innovation in the industry, we already knew that. But it does sound like the devs are putting some good thoughts into things. We are the bunny. |
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4/09/11 5:29:09 AM#112
Yeah, I saw some neat ideas and class combo roles. I kinda liked these skills:
AoE skills that you can steer the direction of even after you have activated them is always a nice thought. The ACTUAL size of MMORPG worlds: a comparison list between MMO's |
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4/09/11 5:34:49 AM#113
Originally posted by Axton Their innovation is in the story telling and full voice overs, that's all. Everything else will be copy/pasted from WoW or other successful MMOs... Actually the whole companion mechanics seem quite original too. That's already 3 major features that are unseen anywhere else - pretty damn adventurous from EA if you ask me. Nobody's asking for an entirely new gaming experience - that's not how entertainment works. All we're (I'm) asking for is that they don't copy everything from 2 games without adding a single original feature - like Rift did. |
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4/09/11 5:46:11 AM#114
Originally posted by gobla Not really original. They just took the Death Knight Chains of Ice from WoW, added some damage and a CD. But then again you weren't claiming it was original... |
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4/09/11 6:01:01 AM#115
Originally posted by MMO.Maverick Nope I do not care about sandboxes. To be honest one game in development that I'm really looking forward to is TSW (concept, story, almost everything really). Also I played WoW a few years ago for a couple of months only to see what everyone is talking about. Still I think that BW copies WoW too much and BW devs themselves have made comparisons to The Big Evil :) They want to create a money milking machine and they will get enough to cover the costs, I'm sure about that, but everything they have shown so far is just...bland. |
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4/09/11 7:19:32 AM#116
I don't care if they rip off the game mechanics of another game that works. I'm still waiting for someone to see the brilliance of the UO percentile skills system and copy that. I also don't understand why everyone expects innovation in mmos, WoW copied elements of EQ and DAoC and since then all mmos have borrowed elements that work. Mmos that have tried to go down a totally new path have failed miserably... Chronicles of Spellborn anyone? In fact I'd like something familiar in a game, helps me get straight in and start playing. Setting, classes, community and gameplay mean more to be than game mechanics. Whatever the mechanics, if the gameplay is good I don't care. It's a well used phrased but "If it broke, rip it off!" |
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4/09/11 7:30:42 AM#117
Originally posted by Axton How the heck can you say it "Feels the same"? You haven't even played the dang game lol. Looks are one thing mechanics are another.....this site drives me nuts with how much people whine or troll forums, just wait till it comes out and play it then make a comment on your feel of it or ask someone that is actually beta testing. |
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4/09/11 8:12:43 AM#118
11 pages... a post made by someone who most likely did not read thoroughly through the Advanced Classes article or if he did he failed to grasp the mechanics behind it reached 11 pages full of fruitless debate. Bioware was very straightforward about what TOR would be from day one. It's not like they promised one thing and are materializing another. There are people who like this approach and people who don't, that's how it is with every game MMO or not. Whining on these boards about the "so much hope" you had for TOR being something BW clearly stated it wouldn't is just hypocritical.
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maskedweasel
Tipster
Joined: 9/24/07
"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane." |
4/09/11 9:03:57 AM#119
Originally posted by King_Kumquat Such as? |
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4/09/11 10:20:50 AM#120
Originally posted by Timukas I don't remember Rift having decent quests with moral decisions,companions,huge worlds,voice over for quests ,interesting combat.I remember Rift being a 0.5 wow ,a step back even compared to wow. |
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