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During PAX East 2012, the fine folks of Perfect World Entertainment give us a live demo of the upcoming open world Action-MMO, Raiderz. Find out how wielding body parts that fall from enemies can change your class and skills on the fly.
Read Bill Murphy's Raiderz: PAX East Developer Preview.
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Lobotomist
Elite Member
Joined: 5/20/07
I got so much |
4/19/12 8:17:04 AM#2
I was really impressed with the game in Alpha. Definetly one to look for |
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4/19/12 8:21:44 AM#3
"No animation lock" yet in the video all i see is pure 100% animation lock combat .. ...derp?
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4/19/12 8:51:00 AM#4
Yea, not really sure what he was smoking. CLEAR animation locks in that video. Then again, it may just LOOK like animation locks because the person playing is, as per usual, a horrible player.
Seriously guys, you need to invest into a HARDCORE gamer. These gamers usually can pickup a new game from scratch within minutes and not look like they're a 70yr old trying to play a Playstation 3 game for their first time ever.
Aside from that, saying "Truly Classless" is misdirecting. IF it were TRULY "Classless" you wouldn't have starting classes at all unless they took the SWG route where they force you into a "starter mold" that you can go back and reset at any, relatively, given time.
~2cents The Theory of Conservative Conservation of Ignorant Stupidity: |
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Lobotomist
Elite Member
Joined: 5/20/07
I got so much |
4/19/12 9:11:22 AM#5
Animation lock ... Oh man... young players. You seriously do not get the concept of "gameplay design" Well let me explain it to you...
Some times game designers invent clever ways to make gameplay more balanced,challenging (or whatever else is needed) Let say I wish to make a shooter where you have to reserve bullets , and be very vounerable when you reload. In that case i would make you have animation lock while you are reloading. So you cant strife away from danger.
Now i am sure that some kiddies that dont recognize added gameplay chellenge will scream " Animation lock ! WTF ! " But they just dont understand, dont they.
So when you see gameplay element, like animation lock in let say TERA. There is gameplay reason behind that. Not every game wants to be Modern Warfare.
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4/19/12 9:37:18 AM#6
Eh... What animation locks? Are you guys expecting to be able to cancel your attacks in any point during the animation and dodge away? Which action games have you guys been playing? o_O |
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4/19/12 9:41:45 AM#7
No the contrary. I fully understand that there is a balancing purpose behind animation locks and casts which root you into place.It's just that most people compare this to other action based games and scream how more fast it is and it does not has "animation lock". ->DERP I like the William Murphy article here, don't get me wrong, i'm hoping to read more once you get your hands on :) |
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4/19/12 9:44:39 AM#8
OK thanks, now can you explain that to every TERA basher that comes up with the same b.s.? "My character is stuck doing his animation, boohoo." If RaiderZ has it too then it's just like Lobo and others above said but I doubt many of the whiners would "get it".
I'm sick (others too) of having to try to explain it every time so they stop spreading b.s. L2P TERA combat: http://youtu.be/k_ZTX31fGtk |
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4/19/12 10:06:14 AM#9
There is no animation lock, at least not in the Cleric tree, which is all I played in the Alpha. Being able to heal/immobilize while on the run is what allowed me to kite bosses in the Garden while waiting for my other teamates to respawn. They were all melee however, and they seemed to die a hell of a lot more often than me. Either they couldn't dodge, or there is some animation lock in the skills they were using. I didn't try the other trees so I can't really confirm anything. As for classes, there are no pre-made classes. They appear as options in the character creation menu and determine your starting weapons and your starting stats, but you can use whatever skills from whatever tree you like. I admit though, that having the class you choose determine your starting stats sort of devalues being able to select from any tree, but there's still a lot of freedom there. I guess it's supposed to be like a "focus" for your character. Anyway, I was extremely impressed with the Alpha, that was easily the most fun I've had in a game in over a year, and I've had my foot in literally everything out there. It was difficult, brutal and ~very~ tactical, mostly because heals will NOT save you (they're just top-offs, basically) and if you can't dodge you're going to die in a few hits. It's very true to the original Monster Hunter theme. I can't wait for this to hit OB, I like it enough that I don't want to burn out, but I miss it already. "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions." |
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4/19/12 10:08:07 AM#10
^^ carry on. L2P TERA combat: http://youtu.be/k_ZTX31fGtk |
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4/19/12 10:14:51 AM#11
I'll take it out of mine then :) feel free to modify your quote of our conversation. I'm sure someone else will bring it up eventually but the longer it stays out the better chance this topic has to stay on topic. "Forums aren't for intelligent discussion; they're for blow-hards with unwavering opinions." |
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4/19/12 10:30:31 AM#12
This game was really fun in alpha, but I did notice that dodging seemed harder than in TERA. Smile |
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4/19/12 10:45:15 AM#13
Also I wonder if they realize this video has no sound... Smile |
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4/19/12 11:15:30 AM#14
Yes, Alpha was awesome. A few bugs here and there, nothing too big. Can't waite till CB and OB. Party of two people can do dungeons if you strategically fight the elite mobs and bosses.
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Um... I'm listening to Mike from PWE right now on it. Speakers borked? |
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4/19/12 12:22:50 PM#16
I played alpha for a few days and all I can say is: I don't get it. It felt like I was playing a 5 year old game with rather sloppy combat. My cleric owned everything in the starting levels because I was never close enough to the "bosses" to get hit so I could whittle them down with ease. At the same time I'd see melee classes (in the first levels there is no option for multi-classing) getting smoked by the same foes because they had to be close and the dodge mechanic didn't work terribly well. I watched videos of high level bosses and it looked nothing like the combat Tera has achieved. Tanks were tanking. Close range dps were standing behind the monsters. Long range dps and healers were standing in their spots spamming. And everyone moved only when they needed to get out of the way of the green stuff on the ground. It looked pretty much like WoW combat. What I'm basically saying is that I disagree with everything positive I've seen about this game. I'm a little baffled to see PWE marketing this along-side Neverwinter because I don't see RaiderZ doing anything other than hurting Neverwinter's prospects in terms of anticipation. That said - this was just the alpha and I'm not sure what all will be improved/fixed. Anyone who knows me has probably seen some of my videos. I had intended to do one for RaiderZ but I just had nothing nice to say about it and Momma tought me well. GW2 video review!! |
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4/19/12 1:35:34 PM#17
This looks a lot like a FTP Tera. |
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4/19/12 8:42:00 PM#18
FTP Tera with chocoba, a standard wow/eq interface, and GW2 type/style weapon drops.
the multi-class system seems IMBA and strange. you don't become a battle wizzard but a warrior with low level wizard switching. i admire the art, but there wasn't any mechanic flavoring to give the game a sense of identity beyond the games it draws from. don't release alpha footage unless you want more funding and are pitching selling points to investors, or the audience just writes off the game. also if you are doing a press release, have a copy of fraps on one of the computers. the video quality would have been better with a seperate descrete audio recording, and it does effect perception of your product. |
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4/19/12 9:15:31 PM#19
This looks really interesting to me. I love monster/mob hunting. It's what I spend the majority of my adventure time doing. I like action combat but am not a super fan of most animation lock systems. It depends on how they work. For example, RIFT has an action combat type of system (although it's tab targeted) where the player must stay still for induction and channeled skills but can cancel them via movement. It gives a really free feel to the system. You're not effective as an induction caster unless you stay still, but you can move if you need to. Christine I would like a Closed Beta Invite please!! hehehe Hey, the narrator said talk to Christine for a beta invite. =) |
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4/19/12 9:55:23 PM#20
Looks pretty good, though I'm growing a bit tired of the same ol' "monsters standing around in a field picking daisies" aspect of enemy AI. |
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