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http://[URL="http://www.youtube.com/watch?feature=player_detailpage&v=trq9FsjevYE"[/URL] Great Video. TSW takes it back to rpg fundamentals. So much customization. This will keep me busy for a long. |
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5/22/12 4:22:13 PM#2
"Deep Combat" says the guy with 1 post
=P
[edit] Link is broken The way mmo's were: Community, Exploration, Character Development, Conquest.
The way mmo's are now : Cut-Scenes,Cut-Scenes, Linear Story, Cut-Scenes...
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5/22/12 4:26:49 PM#4
And what fundamentals of RPG are these? TSW provides nothing all that new that others haven't delivered countless of times. New atmosphere and a breath of fresh air but nothing innovate or really different than any other themepark MMO thats been released. |
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Originally posted by Ambros123 Customization. No two characters should be a like. |
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5/22/12 4:30:18 PM#6
The theory is sound, but in practice the combat leaves much to be desired. Spam 1 button to generate combo points. Ugh. Look, TSW has a lot of strengths, combat is not one of them. The lore, the environment, some of the puzzle quests, the main storyline, all terrific. The constant annoying clumps of mobs detract rather than add to the experience. "Loading screens" are not "instances". |
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5/22/12 4:32:02 PM#7
I can't think of a themepark with no classes
Or with the minecraft style crafting So that's two things. The quest system is more like old mmos, not wow like, in that there's no hubs. There's a few other things that make it non wow clone for me. The combat, free moving, collision detection, being able to break los. 3 factions too I guess, although that seems to be the latest mmo craze. |
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5/22/12 4:32:51 PM#8
Oh the inverse leveling curve and inverse gear curve also.
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5/22/12 4:36:59 PM#9
Originally posted by ShakyMo They don't have classes, but they added "decks" which obviously you don't have to use, but I suspect that they may be optimized builds. And at some point theorycrafters will publish "ideal" specs, though again you don't have to use these. I thought, initially, that the 3 factions were incredibly cool and would at times be working together, and at times be working to sabotage one another. Apparently, there is no diffference in gameplay, abilities, quests, or anything of the sort between the factions and that they are simply there for "flavor". I found this incredibly disappointing. "Loading screens" are not "instances". |
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5/22/12 4:37:25 PM#10
Originally posted by Chopsticks Hey..i like the game but customization thus far is seriously lacking. As far as physical features there should be considerably more options. It's workable but I seriously hope it gets better before launch. At least different realistic body types. People come in all shapes and sizes,,except so far in the beta I've played. |
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5/22/12 4:40:49 PM#11
Originally posted by Chopsticks Actually I think a lot of characters will be alike. You see, its not full on skill picking. You select a focus and there are way less than 500 focuses in the game. With that said, there is still going to be a lot of options. Just not as many as I thought there could be when they say 500 skills. |
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5/22/12 4:41:54 PM#12
Originally posted by ShakyMo The game definately has its own feel in some regards. That's why I believe it might keep a pretty good niche crowd. |
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Originally posted by Charlizzard Nope decks are for new people who think the system is too overwhelming. They are guides. That's why they were added.
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Originally posted by Kuppa 7 active 7 passive. Unlock then pick and choose as you please. |
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5/22/12 4:50:49 PM#15
Originally posted by BarCrow He is probably talking about abilties/combat, since the thread is about combat. There are plenty of other threads to discuss the character creation that's currently in the beta.
Personally, I love the abilitysystem in TSW. Select two weapons, get 7 active skills for those two weapons. Get 7 passives from any weapon and you have a build. Regarding the post about combo points and one builder. What about getting a second melee weapon with that build? Melee weapons start out with 5 combopoints and regenerate new ones. So, you can start the fight with a melee "finisher", use some abilties that aren't finishers and don't use combopoints, use a ranged builder 2-3 times which adds combo points for both weapons, use a semi-finisher with the ranged weapon using those combo points and in the mean time you have regenerated up to 5 combo points with the melee weapon so you can use a finisher there too. Total time spent using a semi-low damage builder 1.5 - 3 seconds. In addition you have used two melee finishers with maxed out combo points and a ranged semi-finisher and a couple of abilities that don't consume combo points. It sometimes sounds like people are judging the game after the first few hours. Just think back to the first time you played WoW and the first hours there. How many abilities did you have then? Not many and it wasn't exactly rocket since either. Anyway I can understand why MMO-veterans are a bit bored by the first few hours, but really, that's put in there to let people not accustomed to MMO's get the hang of it. |
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Originally posted by Blackbrrd The inner wheel is designed so that new players don't gimp themselves each weapon has 2 builders and 2 finishers. That's 4 out of the 14 (or 16 can't remember) abilities for 1 weapon inner wheel. The outer wheel has another 6 or 7 sections for each weapon that has 7 or 8 abilities in each section. The amount of customization takes me back to the day of rpgs, table top that is. |
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5/22/12 6:02:52 PM#17
Originally posted by Chopsticks Yeah..skills look like they can be very diverse. Technically I guess everyone can end up with every skill but imagine how long that will take. Then all the combos or actives and passives you can set up on the toolbar.More likely I see people investing only in certain wheel segments up to a point..maybe to get a valuable passive skill or cool looking finisher. I don't think I'd ever be that person who has every skill on the wheel.lol. In the early part of the game you will see many similar skilled characters. Once the deeper segments are unlocked ..though..that's a different story. It will be fun mixing and matching for sure. |
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5/22/12 7:19:58 PM#18
I guess I'm in the minority here but I love pvp systems designed with hard counters. This game is full of them. The nice part is that you can have any and all skills unlocked to mix and match as you please. So instead of having to balance a bunch of classes, they just made counters to everything and its up to the players to decide how they want to outfit their characters. Flavor of the Month builds will be more like flavor of the day because once a build gets popular, someone will make a hard counter build that owns it. Then someone makes a counter to that and so on. Pretty soon, you have groups of players running specific builds and there will be counter builds to that group etc. I think it will end up being a very diverse and deep pvp system. |
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5/22/12 7:24:55 PM#19
Really?! Deep combat? |
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5/22/12 7:30:52 PM#20
Deep combat? Really? |
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