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Much like Rift, this game is sounding more and more like World of Warcraft with a slightly different set of instanced features tacked onto it.
http://www.gamebreaker.tv/mmorpg/wildstar-arkship-answers-community-questions/ |
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2/25/13 10:58:40 AM#2
WOW did not have housing or dyed armor
and none of the questions asked about what players can do at endgame EQNext press http://EQ3Wire.com EQ2: Freeport server |
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2/25/13 11:01:20 AM#3
Originally posted by Rthuth434
Nope not at all. Does the game sound like an MMO? Yep. Does it have a very different combat system than any current MMO? Yep. Does it have its own feel and style? Yep (well kind of a rip off of ratchat and clank but...). Does it have tab targeting? Nope. Player housing? Yep (will have to see if its house instance or area instance)
Sounds like it could stand out. I don't think 40 man raids is a good idea, hated it back in classic wow and will hate it now. But the combat looks very interesting |
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2/25/13 11:03:05 AM#4
WOW first mmo!
Wait...what? Seriously the horse is stone dead, I mean it ain't getting up. Can't even make a burger out of it. Flies even avoid it.
So stop beating it allready!! |
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2/25/13 11:07:40 AM#5
Hmm
HousingQ: Is housing instanced? And exactly how are there house battle zones going to work? A: Housing is instanced. The War Plot system is the “housing” battle system. Q: Is housing mobile? Will it be like UO where certain spots were coveted for being near good mining? A: Housing is instanced. Q: Can I attack someone else’s house? A: Not currently. Q: What kinda of stuff can we add to our houses ? A: All the things – even functional items.
Kind of disappointing. The housing trailer made it look like housing would be un-instanced, on floating islands, where you could visit and inspect others property - even friends if you knew their address / coordinates in the 3D sky.
That would have made the game interesting for me, despite me not liking the hand holding combat system.
The trailer did have weaponized islands though, so I guess that is the future plans of attacking another house. Very odd that a potentially cool system isn't being talked about, just a snippy "not currently." I guess house vs house (HvH? lol) is going to be instanced also in some kind of arena battleground .. disappointing.
Want a nice understanding of life? Try Spirit Science: "The Human History" |
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2/25/13 11:08:29 AM#6
OH MAH GAH' WoW CLONE!!!!
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2/25/13 11:17:36 AM#7
Originally posted by Karteli How is it hand holding combat? I would think that tab targeting was hand holding, not this combat were all abilites are skill shots. Telagraphing the attacks could be a good thing or a bad thing. It really depends on how diffiuilt it gets. |
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Originally posted by Nadia "...with different instanced features tacked onto it"
endgame = 20/40 man raids, long since confirmed.
game = pve questing, dungeons and battlegrounds structured exactly like WoW's. endgame = raiding. lots of phasing and instancing used. |
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2/25/13 11:19:09 AM#9
Nobody should be surprised.....they will never make housing public..let alone let you attack/raze others houses. People would cry hard if they had their houses destroyed by people and games these days just don't include that type of element...very few anyway. Just my opinion on that.
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Zap-Robo
Hard Core Member
Joined: 11/26/03
"Jesus Saves, Allah Preserves, and Cthulhu thinks you''d make a good sandwich!" |
2/25/13 11:38:09 AM#10
Leaving aside GameBreaker.tv's lack of attribution to or permission from WSC (where we collated the community questions, had them answered at Arkship and then published them on our site [and not GBTV]) to use our content, these questions were all generated by the community. There were some answeres that were still under NDA and Carbine requested we not publish, and some features that were just not demo'd. Edit: GBTV have pulled their article, you can see the original here: http://wildstar-central.com/index.php?threads/arkship-2013-community-questions-answered.1371/ -- |
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2/25/13 11:44:46 AM#11
No.
Longer answer. No. We’ll stop to sleep when the game is the best possible game we think it can be. We’ve seen the population of the game steadily rising lately and we’re not going to sit on our butts and congratulate one another, we’re going to try and build on that momentum and make the game even better. -Colin johanson on GW2 |
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2/25/13 11:49:08 AM#12
Originally posted by TheYear1500 Well if you think that a mechanism telling you exactly where not to stand so no damage will be taken is not hand holding, then I'd hate to actually see your definition of hand holding.
Seriously, would you rather watch and learn from a mobs animations and different attack types to become immersed, or would you rather just stare at the ground and play a jumping game to not stand in the red stuff, while mindlessly spamming a rotation.
I imagine it does get difficult, but it becomes less about a RPG and more about Frogger with it's current design. Frogger got challenging too, but it was still always the same. Stuff in Wildstar may change, but I'm just going off of gameplay videos - and it looks very uhh simple. It's less about each fight being different, and more about just mastering how to monitor changing, though repetitive red patterns on the ground between you and a mob. Want a nice understanding of life? Try Spirit Science: "The Human History" |
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2/25/13 11:58:48 AM#13
Originally posted by Karteli On the other hand, the alternative is hard tab-targeting where it doesn't matter where you stand, if you move, or what you do because the RNG is going to decide if you dodged, blocked, parried, or evaded an attack. I've played lots of different combat styled games from traditional tab-target to action and telegraphing actions doesn't equate to hand-holding. TSW telegraphs and that can be one of the most brutal games. This sort of combat has a lot of potential for growth and evolution. At its simplest it could telegraph the attack. A more advanced incarnation of this sort of system could rely on combat knowledge checks to determine the accuracy and timing of the telegraph. If you have little combat knowledge the telegraph might not even show, it might not show it's area accurately, and you might not have as much time to respond where a more experienced combat fighter would have a more accurate image of the telegraphs with more time to execute a response. I also think some people are confusing "wow clone" with themepark. WoW owns the themepark market, not its entire design spectrum. Updating my journal. |
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2/25/13 12:46:13 PM#14
I hate the term WoW-clone to the point that I almost immediately discredit anyone who uses it. It's thrown around so arbitrarily that it means nothing any more. The only thing about WS that remind me of WoW is the choice of bright/cartoony art style. Some people will think every game is a WoW clone, no matter what. |
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2/25/13 3:11:03 PM#15
Originally posted by Karteli Because any MMO that does have visual telagraph attacks is hard? LOL. Oh and i said what i thought was hand hold combat or did you not bother to read my post? Tera -easy, GW2-easy. By adding indicators on the ground they add the options of mobs having random effects, that attacks could be different, each time they are done. This is of corse if they do that. Oh and it is not possible to watch the animation of every single char on the screen. By adding indicatores on the ground they can do much more complicated events. |
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2/25/13 3:21:07 PM#16
Originally posted by TheYear1500 You are very emotional about this. I was only relaying what I observed from exterior gameplay videos. I think telegraphing is a really lame MMO mechanic. I don't like Tera of GW2, so involving them is neither here nor there.
The attakcs on the ground might be different. OK normall they are red circles or cones, but sometimes they might be orange?
I'd rather see nothing on the ground, and be able to visually cue what is going on with what is currently happening. Relying on the ground queues just to know what is going on is pretty lame. Sorry. Lame. Want a nice understanding of life? Try Spirit Science: "The Human History" |
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2/25/13 4:49:38 PM#17
Originally posted by Karteli Not emotional about it at all. Not sure why you would need to say something like that anyway, as it has nothing to do about the subject at hand. All it does is show how childish you are. Oh well.
And that is your opinion. I gave examples of games that have visual cues and they are easy and "lame". I would rather they make complex fights and attacks knowing that the player will have to react to everything that is happening and not just what they can see. This lets the Dev create fights that you just can't when the player has to see every "tell". Also since this combat is all "skill shots" and not tab targetting at all it makes for a much more complex combat. It could be very fun heal or tank again when you have to aim all your abilities. For example they show a mob that disappers and charges in multiple different areas. You could not have a visual cue for that as the mob is moving too fast and disapears to do it. But with this combat you can do it. Not only that but you can make it faster, hit harder, and even random if you so wish. With ground cues it is possible to make attack much more random, makeing it so that you have to know their abilities more than just mimorizing a fight like most MMO's do.
Now will the combat be complex or even good? No idea, that will be up to the Dev. |
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2/25/13 4:52:32 PM#18
Originally posted by Nadia Yeah, cause having dyed armor totally makes something not a WoW clone. Just like Rift isn't a WoW clone because it has Rifts, right? |
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2/25/13 5:04:14 PM#19
Originally posted by DavisFlight I think the problem is that people don't understand what "clone" means. Rift is not a clone, it has a lot in common with wow (and many other MMO's that came out before WoW) but on the other hand it also does some very cool things that wow does not due. SWtOR on the other hand was a direct copy of wow, hell most of the abilities are the exact same before they changed them. Every time some one calls a game a WoW clone i will call WoW and EQ clone. Just so you know WoW was not the first MMO. |
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2/25/13 5:10:54 PM#20
It's a standard themepark, folks. If you grown beyond themeparks like a lot of us have, then it's probably not going to be your game. There's a market for it, I guess, but I'm not it. I demand more player driven and emergent gameplay.
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