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7/19/12 2:49:32 PM#81
Originally posted by BigRock411 Ok really simple... FFXI
Do I get a cookie? |
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7/19/12 3:03:02 PM#82
I can give you lonely as I don't think the game is all that cooperative.
But slow and painful advancement. No. Not really. I suppose if you were talking about grinding signets out or something maybe. But you can get a rather nice and broad survey of active/passive abilities and skill sets without trying really.
I basically have enough SP right now for 3 QL10 weapons and all QL10 talismans and I have only done 5% of transylvania at best. I have reached the outer ring in 4 weapons and invest invested to a mid point in about 5 outer ring sets and modestly in another 5 outer ring sets.
All in all the advancement seems fine. I will say many abilities are redundant or useless or just plain inferior to another analog. So that does make some of the advancement meh, but all in all the points awarded and being able to get enough for both decent power and versatility is pretty fine.
However for people who do not want to do any analysis or thinking about their builds I guess I could see a problem. I have spent multiple 30 minute spans staring at the my guy's ability wheel and just thinking about things. Especially when I see a novel nightmare buff/debuff interaction variation.
Anyway you gotta think about builds. That is a major point of this game and it is an RPG so that shouldn't a problem its part of the genre. There are no fast and easy rules like "Don't make a build based on Hinder". Yes alot of hard things are immune to hinder but some nightmare guys are also vulnerable to it. There is really one build rule: Don't rely on one build.
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7/19/12 3:09:08 PM#83
Originally posted by Stx11 A game does not need to be non-soloable to be cooperative. Just look at many of the design philosophies going into GW2.
I am sure the various forced grouping advocates will attempt to dispute this as they always. There is of course only one way and that is tyranny and anal retentive control of people playstyles after all.
However that being said a number of mechanics in TSW simply do not lend themselves to playing with other people. I personally do not like to do investigation quest with other people. I also don't really like to do sabotage missions with other people. The kill quests are ok to do with people. Obviously dungeons are meant to be done with other people. Also there is the typical competing with other players who are not explicitly in your group non-cooperative issue. I appreicate that at least boss mobs get you credit if you hit the mob and someone else "tagged" it. But most the kill mission mechanics are awkward to group with as well and having other players around you while you do them can work against in multiple ways. |
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
7/19/12 3:09:37 PM#84
Grouping is pretty damn easy in the game actually. Rarely am I not at least duoing with someone I met while we happened to be on teh same quest and then just stayed group for the quests. I haven't tried pvp yet. So alone? no. It's up to you. There is no need to group, but do it because you like to, not because you need to. And when in groups you skills just kind of synergize, much more fun IMO. Too fast, not really. Too slow, not really. I wish I was getting SP faster but getting loads of AP. Feels ok to me. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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7/19/12 3:12:20 PM#85
Originally posted by Then That pretty much covers it. |
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7/19/12 3:15:24 PM#86
Originally posted by gestalt11 Oh I'm totally with you on all points. I was just responding to a specific post that seemed to take the position that there weren't any games with mandatory grouping and story development and that is simply false ;) One pet peeve of mine is how people think "Co-Op" is somehow an insult. I think both TSW and SWTOR would be fantastic Solo/Co-Op games - much better than they are as MMOs, and that the Solo/Co-Op format is inherently much better suited to strong storytelling gameplay elements. |
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7/19/12 3:30:20 PM#87
Originally posted by Robsolf This is one of the things I like about questing to relax and why I don't feel lonely when I play. People often run by and throw you heals when you need and help you finish off mobs. It's really nice when you do a bad pull and it looks like you are going down, and someone comes along and helps out.
In contrast, when I played SWTOR, I always tried to buff others I saw out pve-ing. But it was a very rare occassion when they reciprocated. I don't know why. Even WoW players were more forthcoming with buffs. And those buffs -- which each class has in SWTOR -- can help a lot. Maybe that community was not famiiar with mmorpg play? I don't know. So that felt really bad for me as a player. I sometimes sent tells to people saying, hey can I have a buff? Only worked about half the time. I was really confused by that. There was nobody else around, we were the same faction, wtf...
So maybe it is game design, maybe it is the way people play, but I find it much more easier to meet people of whatever faction in TSW. You send a tell to someone and thank them for help, they respond, you can ask about a quest, you can work together, you can RP even (on my server).
That's another thing that I think facilitiates interaction -- the modern setting. I think it lowers the barrier to entry for RP since it doesn't feel silly to be an elf or something. You can naturally transition into a role if you like and it's pretty new and I think accessible to people who haven't RP-ed before and maybe to people who didn't even plan on it.
Recently, in Fushang, I asked Dragon, "where are we going next?" and someone responded, "when you understand chaos, the way will make itself clear." It was fun, it changed the mood, it opened up a new aspect of the game for me and made it more likely for me to interact with that person in future.
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7/19/12 3:34:35 PM#88
Originally posted by Unkillable Sorry to hear that you didnt like the game, my first 24 hours have been a huge blast. While I do agree and think one of the "bummer" aspects of the game is that it feels and plays a lot like a single player game most of the time (solo instances ?) But I have been to immersed in the story and setting to really let it bother me too much. I have also grouped up on several occasions, usually just random people helping out, or joining up for a boss mob. And there are instances too. The big plus is so far the community is very helpful and mature (unlike most MMO these days where you get flamed for asking anything) I do wish they would give more inventives to group, but they are there if you look for them and yeah I have been gathering quest rewards, disassembling them to make my own gear and enchants. A crafting system I actually like !
anyway which shard did you pick ? |
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7/19/12 3:41:54 PM#89
I do agree that FC probably should add more group-intended content. Forcing people to group is a completley bad idea, but putting stuff out there that require groups, by near endgame, for instance, or every now and then, on top of missions that send you to elite areas would be nice.
I want to see what thye have in store with their NY raid stuff (specially considering it probably is related to the main poster used for game marketing for years, and the cinematic with the iconic characters facing... Cthulhu's cousin ... in NY) But raids are not for everyone. i want to hear more about the Pvp dungeon they are also working for, and i expect them to consider the idea of making mixed PvP/PvE areas too. But for more word on some of this i have to wait till August.
monthly updates i am sure won't be big, but 7 new quests (most of them being investigation) is a good start considering they are still in the launch fix/complete/implement/balance state. |
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7/20/12 9:09:15 AM#90
Originally posted by 7star
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7/20/12 9:11:03 AM#91
Originally posted by Robsolf No unfortunately. Would be pretty badass if you could. 1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical. 2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself. 3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose. |
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7/20/12 9:56:49 AM#92
Originally posted by Wickedjelly Provided that any AoE abilities that a non-flagged player uses would have no effect on flagged players, sure. Seems like it would be far too easy to kill/die, though. |
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