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5/12/05 7:51:16 AM#21
More questions from Tactica Masters: (submitted by Silicor) (submitted by Silicor) (submitted by Majidah) (submitted by Silicor)
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5/14/05 12:13:29 AM#22
I'm wondering how the faction battles will influence the Story as a whole...There would have to be some kind of balencing factor to prevent one side from dominating while still giving winners a sence of making progress. I'm also concerned that there will be no AI battles...I am slight worried that having battles require another real player might limit your ability to play when you want esp since this is a slightly new game concept....perhaps you could have some kind of practice mode or area to try out new tactics and combos against AI oppenents.
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5/14/05 6:09:51 AM#23
Im concerned with some of the inherent technological issues. |
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6/02/05 12:37:31 AM#24
Are the Offical Forums coming up sometime in June? I was told May, but I'm hoping that you guys are still somewhat on your timetable and are planning on getting them up this month....
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6/24/05 3:46:40 AM#25
On the overview page: "Building and refining the capabilities of your team is an important element of Tactica Online, similar to designing a deck in a collectible card game. "
I hope this will not mean that the expansions are distributed like collectible card games. Where you have to buy more packs to be competitive on a high level. |
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6/25/05 2:27:23 AM#26
A quick thanks to Luke for answering my question about balance...It would be shame to see Post-Gold Nerfs
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6/29/05 4:46:19 PM#27
Many online games use the pursuit of better loot and character development as ways to keep players interested in playing for the long-term. Since these don't apply to Tactica Online in the traditional sense, what are some of the hooks built into the design to make players addicted to the game and keep coming back for more?
Silicor |
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6/30/05 10:01:15 AM#28
What degree of transparency are you planning for the game? Will players be able to reliably tell at a glance how effective a skill will be? Or will it be a guessing game? |
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9/21/05 4:45:04 PM#29
It has been mentioned that through guilds, players can "share" experience, equipment, and characters. Some seem to think this means trading in the traditional MMORPG sense (which, within a guild, is commonly just giving rather than trading), while others believe that sharing may be something temporary. Could you elaborate on what is exactly meant by "sharing"? "Be who you are and say what you feel because those who mind don't matter and those who matter don't mind." -Dr. Seuss |
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