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8/25/09 7:18:31 PM#21
Originally posted by HolaPaco
How are they going stop players from doing this? What if your skill leveling doesn't impact your skills in the way you would expect. What if your damage was primarilly determined by how well crafted your weapon is, and your use of that weapon? I'm not saying that that's how it will work, but if you've read about what some of the skills effect then it's not a long shot. Using a sword doesn't neccesarilly mean you get more damage out if it. You get better understanding of the weapon. How heavy it is, what it's made of, the amount of damage it can do, etc. etc. Skills are supposed to work like this across the board, the better you get at something, the better your understanding and use of that skill is. I do expect that getting better at using a sword will effect your damage output, but I've got a feeling that it's not going to be the primary reason to level the skill. I will say that not knowing anything about the weapon you hold becomes a huge incentive to increase the skill in that weapon. Not knowing how much damage it's able to do, how much it weighs and such is actually a pain in the ass. You take those sorts of things for granted in most games. You already know what it's stats are as soon as you get it. What if you could only wear so much stuff. Not just carry, but the weight of what you wear? There would be incentive to know just how much that piece of armor weighs. To know how much damage it will mitigate. What if your right side was better then your left? That kind of information could mean the dif. between winning a fight or losing one. If your right side has better armor then the left you might know not to leave the left side exposed and try to take blow on the right instead. That's not to say people won't macro in MO. People will. Also, I'm just speculating.
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8/26/09 1:32:01 PM#22
Originally posted by Fariic
How are they going stop players from doing this? What if your skill leveling doesn't impact your skills in the way you would expect. What if your damage was primarilly determined by how well crafted your weapon is, and your use of that weapon? I'm not saying that that's how it will work, but if you've read about what some of the skills effect then it's not a long shot. Using a sword doesn't neccesarilly mean you get more damage out if it. You get better understanding of the weapon. How heavy it is, what it's made of, the amount of damage it can do, etc. etc. Skills are supposed to work like this across the board, the better you get at something, the better your understanding and use of that skill is. I do expect that getting better at using a sword will effect your damage output, but I've got a feeling that it's not going to be the primary reason to level the skill. I will say that not knowing anything about the weapon you hold becomes a huge incentive to increase the skill in that weapon. Not knowing how much damage it's able to do, how much it weighs and such is actually a pain in the ass. You take those sorts of things for granted in most games. You already know what it's stats are as soon as you get it. What if you could only wear so much stuff. Not just carry, but the weight of what you wear? There would be incentive to know just how much that piece of armor weighs. To know how much damage it will mitigate. What if your right side was better then your left? That kind of information could mean the dif. between winning a fight or losing one. If your right side has better armor then the left you might know not to leave the left side exposed and try to take blow on the right instead. That's not to say people won't macro in MO. People will. Also, I'm just speculating.
Thanks for the info. |
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8/26/09 3:38:26 PM#23
Originally posted by HolaPaco What if your skill leveling doesn't impact your skills in the way you would expect. What if your damage was primarilly determined by how well crafted your weapon is, and your use of that weapon? I'm not saying that that's how it will work, but if you've read about what some of the skills effect then it's not a long shot. Using a sword doesn't neccesarilly mean you get more damage out if it. You get better understanding of the weapon. How heavy it is, what it's made of, the amount of damage it can do, etc. etc. Skills are supposed to work like this across the board, the better you get at something, the better your understanding and use of that skill is. I do expect that getting better at using a sword will effect your damage output, but I've got a feeling that it's not going to be the primary reason to level the skill. I will say that not knowing anything about the weapon you hold becomes a huge incentive to increase the skill in that weapon. Not knowing how much damage it's able to do, how much it weighs and such is actually a pain in the ass. You take those sorts of things for granted in most games. You already know what it's stats are as soon as you get it. What if you could only wear so much stuff. Not just carry, but the weight of what you wear? There would be incentive to know just how much that piece of armor weighs. To know how much damage it will mitigate. What if your right side was better then your left? That kind of information could mean the dif. between winning a fight or losing one. If your right side has better armor then the left you might know not to leave the left side exposed and try to take blow on the right instead. That's not to say people won't macro in MO. People will. Also, I'm just speculating.
Thanks for the info.
Welcome. Just keep in mind that much of that is speculation based on how skills are supposed to work. Can I say that a keyboard doesn't work? |
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8/29/09 10:11:57 AM#24
Originally posted by DAS1337
This is a troll post if I've ever seen one. The only things that are similar is that they are first person. Might as well say CS is trying to be EQ without the massive world and round based combat. See how idiotic that sounds? Or even better. EQ is trying to be a DOOM clone with a massive persistant world. I could continue, but I'm sure you understand now how dumb that was.
I think you misunderstood. The OP thinks that alot of players are reading FFA PVP with FPV and they think it is some sort of MMO counter strike. He is not saying the games are similar, he is saying alot of people will think they are similar. He is just voicing a concern over the potential player base. |
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8/31/09 5:24:35 AM#25
Originally posted by Galadourn Think you are wrong. Many waited DF and sees its what you say. I'm happy that MO is pointing to absolutely different direction: PvP around PvE and crafting, so its more likely to turn into PvE game than CS PvP fest. |
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8/31/09 7:50:24 AM#26
Oh really?
Do you mind telling me how MO will pursue PVP based around PVE and crafting? |
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8/31/09 6:25:19 PM#27
Originally posted by Einstein-DF
i'll answer that one for him. did you ever read that old quest example the mortal devs posted? it's a nice blend of pve, pvp, and crafting.
· There’s an ancient, sealed gate hidden in the mountainside.
Monsters or other beings involved in epic quests can be played by GMs. |
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9/01/09 7:10:19 AM#28
I am glad to hear that they are adressing macroing, that pretty much destroyed any real skill to the pvp in DF.
I just hope MO has an open pvp system that has a certain level of consequence for attacking random people in order to prevent a total cluster **** with no sense or reason, making pvp pointless and unsatisfying. Lazer towers are not enough, towns need guards who are tough, ranged, will give chase and have mechanics that prevent abuse (i.e. 1 guy pulling the entire city guard and training them away to let attackers get in incredibly easily).
And please for the love of god don't let people massively exploit mobs on day 1 and do NOTHING about it.
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