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tikovoo 2/04/08 8:44:48 PM
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Apprentice Member
Joined: 4/02/07 |
Originally posted by Whiskeyjack1 But with AoC its all player made therefore I think it will have more meaning. You hold your city/keep for as long as you can, its not detirmined by a timer, it detirmined by strength and tactics. In warhammer there wil ultimately be a timer on everything, whatever the outcome the whole thing magically resets. You can't craft building, you probably will be able to craft siege weapons (from feedback). Everything else though is static, the buildings are in the same place each time, the lay of the land the same each time. I think its going to be different from Daoc in a few ways. It sounds more like an Alliance Battle in Guild Wars, but on a larger map, with quests in there and some control points on the map and a timer. ther difference being just a few cities/maps. People will play this game and not give a shit about the lore you know, they will just see two sides, simple as that. People will also make WoW comparisons for years to come thats something your going to have to get used to whether you like it or not. look im still going to play war, its just you seem to have been brainwashed into making out the game is something its not. its not complicated it doesnt need to be dumbed down. |
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Rhoklaw 2/04/08 9:04:52 PM
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Hard Core Member
Joined: 1/12/04
Warhammer Online: |
I guess the best way to describe how the RvR works in WAR is basically like WW2 Online. I've never had a problem with WW2 Online in that regard at all. Basically, this kind of game design prevents a certain realm from being in a constant win status which is far more stagnant then getting a map reset. AoC is more like Shadowbane, where players could build cities pretty much anywhere and had to defend them 24/7. Granted, sieges in Shadowbane had certain time restraints set by the city owners, such as it couldn't be sieged except for the 2-3 hour window the city owner set it at. I'm not entirely sure how AoC is setup, but if it's a constant FFA, then it's going to have some serious requirements from the players to keep their cities from being destroyed. I prefer a game where I can actually sleep without worrying about my city being destroyed, if you know what I mean. I may try AoC just to see what it's all about, but I'm pretty sure the combat system alone will be enough to convince me not to stick with it. |
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Gurkz 2/04/08 9:23:37 PM
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Novice Member
Joined: 6/21/07 |
Originally posted by airstrike
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Whiskeyjack1 2/04/08 9:49:54 PM
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Hard Core Member
Joined: 12/23/07
"WTF y''all looking at?" |
Originally posted by tikovoo Meaning doesn't come from how the building is put in place or if the location move. How rebuilding in a slightly different location after being defeated not a "Reset Timer"? . Players will care because they will lose time and resources from the destroyed city . Nothing to do with having more meaning.
Players will care in WAR because of faction/race pride ( much more powerful than a guild one imo) . Losing a capital city have detrimental effects on your whole race. Victory gives you loot , buffs , unlocking of dungeons/misc stuffs . i can only imagine the feeling , finally winning a capital after 2-3 months of fighting to get there.You don't just do the whole faction war content in a week , then reset and repeat. Did you even read about this game? Winning in AoC give Blood money to buy pvp gear, amazing BG/Arena concept. Great sinkhole of time and money to keep people playing I guess. Always losing and rebuilding will keep players busy grinding for mats and money. If it's too easy and cheap to reconstruct , losing it have no meaning. I don't see any similarities between that and guild wars alliance battle at all. Even the scenario instance i've played at gamesday had bigger scope than any fight i've had in GW. Nothing to do with being brainswashed. I just know what I am talking about , unlike you it seems. Anyways , hopefully you'll drift to AoC. Since you seem to think that WAR is a very simple game with no substance. |
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swainiac 2/04/08 9:58:32 PM
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Novice Member
Joined: 1/04/08 |
Originally posted by altairzqDeath penalty is not something that everyone thinks makes PvP meaningful. PvP is meaningful if it impacts the reason you play It leads to realm success or failure It opens up new possibilities in gameplay It leads to bigger battles that yield rewards in terms of land (cities) and gear (not important to me) It allows you to level up without "questing" It is tied into the lore and quests Death penalty is only one factor |
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Orthedos 2/04/08 10:02:00 PM
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Hard Core Member
Joined: 3/29/07 |
NDA is still ruling, we are still restricted on the amount of information available/shareable. On the other hand, the game is still being shaped. It might be a bit too early to drawn fast conclusions. There is one major difference when talking about RvR (not just PvP) in WAR. The game is the RVR, its not an add on, a minor side issue. RVR is the game. RVR is far bigger than PVP. Its a Realm against another, not just a duel between 2 persons. People criticize about the lacking in death penalty. That is not the way the game is supposed to be played. Penalty is not on the player, its on the REALM. Losing the fight means little to any single player personally, but the realm may be suffering. In the old DAoC days, if you lose in the frontiers you lose relics, you lose combat effectiveness as a realm and you lose access to good dungeons like DF. If you only focus on yourself in the game, and measures everything by how much you can loot after killing a single enemy, or the death penalty suffered by yourself (or how far you can grief one single enemy) or how well you can win a duel ..., if all you care for is yourself, maybe you would not enjoy the game as much as it was supposed to be. WAR is a realm game, feel the realm to feel the game. |
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Pheace 2/05/08 1:47:59 AM
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Elite Member
Joined: 12/17/03
You can either agree with me or be wrong! |
Originally posted by Whiskeyjack1
Ow I'm just another AoC Fanboy then? I think I saw one video of that game with the horse once. I don't follow AoC, I was going off random thoughts.
My points stand about what I thought would make this game a better thing and nothing you said beyond that point makes any difference to that. |
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impulsebooks 2/05/08 4:16:09 AM
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