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All Posts by Vargur

All Posts by Vargur

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141 posts found

I still play TSW, but then I don't have that much time to play these days, so it is nice to pop in for a limited time..

Kingsmouth area was excellent, but while I see what they tried to do with Egypt it wasn't my cup of tea. Transylvania was better, but I think they overreached with combining Soviet-era research with vampires. Still not a terrible zone.

Combat system is decent, but most people tend to stay with certain weapons. Tanks has to be melee, and most run Blades. DPS usually must run Shotgun. Melee actually seem to have a bit more options, but still are limited to leech or fists. I found combat fair, but the challenge level wasn't really there during level up. Nightmares was fun, but once you learn the dungeons they become repetitive. If they added much more randomness to the Nightmare dungeons so that every run became a new experience, then it would be a lot more fun.

Originally posted by mCalvert
Originally posted by cstrouts
Originally posted by udon
Originally posted by mCalvert

I just picked it up the other day and have mixed feelings about it so far. I like that its partially open ended in how you play and has a unique setting. I don't like that its utterly confusing in some cases, what to do, how to play and do things, and there doesn't seem to be much social interaction with other players. Combat is probably the worse aspect of the game, being a very boring mix of unrealistic actions and repetition. Plus you die a lot, partially because enemies are very thick, dangerous and respawn quickly. But Ill keep at it.

TSW has IMO hands down the most complicated skill synergy system of any MMO out there.  if you love that kind of thing you can spend countless hours theory crafting builds based on specific themes.

The problem I have with the game is that once you hit that first attack it kind of all falls flat in a hurry.  It's a gave where the act of picking what skills to put on your hot bar is much more interesting and engaging than actually using them.

Not to say it's not a good game just that the act of actual combat is probably it's weakest part.  If you can look past that and at the deep character skill system, great lore, and well designed zones it's a really good game.

 

Theory crafting is definitely fun in this game.  When fighting the more boring trash mobs, the fight is more interesting if you use the time to analyze your build performance.  Do you have a passive skill that procs off a blocked hit?  Well how often do you see it proc in a fight?  Maybe you need to look for ways to increase your frequency of blocks.  Maybe you need a new glyph on your gear, or another passive will synergize to increase blocks.  Try something new, and test it out in the next fight.  That's what the boring fights are really for - refining your builds. 

Dungeons are a whole different story though.  The fights here aren't at all boring.  You have to move constantly, and staying alive requires concentration.

For routine combat though, I can certainly understand the boredom, especially if theory crafting is not your thing.  Currently, you have to use your builder skill 5 times to get the biggest hits from your 2 consumer skills.  I would like to see more ways to reduce the use of the builder skill.  There could be passives that increase the resource generation of the builder, or kill streaks that fill all 5 resources at once.

Definetly not my thing. If I was doing PVP it might be more fun to have to come up with ways to beat people, but AI mobs are so dumb, you don't really need to do much to out think them. Nothing outleveling/grouping/more dps cant handle. I prefer twitch combat, not tab targeting button mashing, no offense to those who do. Anyhoo, Ive gotten my $15 worth, so whatever.

If you stick it out until Nightmare levels (which will be a hard thing to do if you dislike the game), you'll experience a different game. I agree that most of the game is too solo friendly, and few reasons are given for grouping, but Nightmare dungeons are definitely a challenge (for me, at least).

I return to LotRO for every expansion, and I probably will for this one as well.

What I never understood about the combat system was the huge amount of skills. My hunter used only a few skills, and combat tended to get stale with the press 1, press 2, press 3, press 1 if recycled if not press 4 sequences.

I want skills that require positioning and reactions like blocks, parry, evade. I know the guardian has some, but not nearly enough.

Yet, I will continue the path towards Mordor when the time comes. The storyline is just too good to let it be.

Kingsmouth is probably the best area I have encountered in any MMO. The American Gothic theme with inspiration from H.P. Lovecraft and his kind is perfect. great place to run around and kill zombies.

The Egypt area is not so much to my liking, and a let-down after Kingsmouth. I recognize the Indiana Jones/biblical theme they try to create, but for me it doesn't fit as well. I stopped playing about a year ago and only recently returned to make another run, so there might be more information in the updates that brings the story along.

The Transylvania area with Vlad the Impaler and vampires are pretty cool, but the fusing of Soviet-era experiments makes it a bit more confusing. Hopefully will the updates shed more light to the story.

 

Overall, a great game, and I am glad I invested in a lifetime sub. I can see this as a game I return to regularly, but might not play every evening for the next five years. Stopping by from time to time is definitely going to happen.

I loved the New England/American Horror setting. It was just perfect. I saw what they tried to do with the Egypt/biblical part, but it wasn't quite spot on. The Transylvania part seemed cool on paper, but mixing Dracula and Soviet era radioactive experiments didn't work for me.

Original PvP system was just horrible.

Might actually go back and play through the Innsmouth part with a new character these day, just to see what they have added.

DAoC's melee sustem is the best I have played to date. Granted, I haven't played many of the newest releases, but DAoC reigns supreme compared to LoTRO, AoC, TSW, and GW2. There was some balancing issues, and hopefully CU will avoid the early reactional problems due to different swing speeds, but all in all good news.
Originally posted by Axxar
I backed through Amazon no problem. I'm in Europe.

No problems here either.

Originally posted by Raagnarz

IMO, some of the problems with stealth, from both a designer's and a player’s perspective are:

  • 1) A lot of potential stealthers, most likely the vast majority, want long duration stealth, but most victims hate it.
  • Most games design stealthers as glass cannons (like casters with more armor, slightly more hitpoints, but less utility/dps). Giving such classes limited stealth or on timers can easily make them victims of more powerful classes. A stealther's strength comes from being able to dictate when and if a fight takes place.
  • 2) Most stealthers hate moving slowly in stealth mode, while the victims love it.
  • Most stealthers I have played with accept slow movement speed as a drawback of being stealthed. None I know hate it. Slow movement speed do give the potential victims better chances of avoiding getting attacked.
  • 3) Some stealthers, like any other class, do want to be OP, but many welcome the challenge of a more difficult system that rewards smart play and skill, not just patience and stunlock (which is hated by the majority of victims because it removes their ability to actually fight back) and/or extremely powerful opening attacks.
  • Some players of ALL classes wants to be OP, hence the FOTM term. Most career stealthers don't care about OP, but they do want to be competitive. Stunlock was more of a problem with Hib-casters than stealthers, but I see the argument.
  • 4) Some stealthers don’t want to be part of keep sieges or mass RvR, but others really want to be involved and help out in more ways than simply picking off lone players (wounded or not). 
  • This applies to all types of players, not just stealthers. Assassins usually avoid sieges/mass RvR because the way their class is designed does not make them competitive in such an environment. Close-range glass cannons rarely lasts long in fights that becomes prolonged.
  • 5) Most people dislike being killed by a stealther, but almost everyone hates being killed by multiple stealthers acting in concert.
  • This statement can be changed to include everyone: Most people dislike being killed by another player, but almost every soloer hates being killed by multiple players grouped together.
  • 6) “Easy on” stealth is widely despised by the victims and laughed at by some stealthers, and is usually a bit of a disconnect from most games' physical laws.
  • Playing fantasy settings where people hurl fireballs around should allow for some escape from physical laws. To most, I think game design trumphs adherence to laws.
  • 7) Some stealthers really want to play the role of a scout, while for others, the role of an assassin fits them best.
  • True, yet most want to be competitive and feel they make a difference in the war.
 
I must admit I still am not sure how The Veil works, but the ideas sounds interesting. All comes down to game design and how stealth becomes implemented. By the sound of it, archers seems to have a different stealth system or no-stealth, so I am not sure how this will affect my playing style.

The issue that rises if stealth is depending upon terrain/weather/daylight/etc. is that the zones has to be designed with this in mind. Having large, open areas like OF Emain aka golf course would render assassins ineffective in most larger battles. Archers can to a certain degree shoot "from the tree line" and remain somewhat effective, but assassins would have no way to close on their targets. This will probably reduce the stealthers to a shadow war of their own, separate from RvR, and I don't think many stealthers prefer that.

Giving a camoflage skill to all classes will have to impact the dps of casters who employs it, or complaints will be the same that were launched against archers in DAoC.

A third alternative is for everyone to run around in first-person-view which could give assassins the opportunity to sneak into the rear of the enemy, but I doubt people want that scenario.

 

My take is that this discussion would be much more fruitful if people present their views on stealth in a more complete way. If you think that invisibility is bad, offer alterntives for how stealthers can remain competitive and fun to play. If you think a leap/charge ability would be a good substitute, present your case.

Just saying you don't like something isn't productive, backing it up with some alternatives could be.

I think having some shallow waters for people to ford, as well as bridges that works as chokepoints, could make for some interesting scenarios. Tactically, it could also make people have to account for it.

I think water should be divided into fordable and unfordable areas. Some rivers are too deep or flows too fast to be forded, and people need to cross at bridges. Rivers that are fordable should impose movement speed restrictions based upon how difficult it is to cross.

Other areas like swamps could also have some speed restrictions.

Primary game is LotRO, but I struggle a bit with finding the drive to log on lately.

Tried GW2 over Easter, but lost interest quickly. Got a lifetime subscription to TSW, but doesn't have time to log on as often as I'd like to.

Games on the horizon that might catch my interest is Neverwinter and CU, and Neverwinter is the dark horse in that race.

Yes, I'll back a second KS easily because a tri-realm world is what I have been waiting for since I left DAoC when they changed archery. It wouldn't have mattered if it was a Roman/Greek/Egyptian MMO, but as a Norweigan I just got to jump at the chance of playing a viking once more.

Originally posted by Tumblebutz

I am looking for the following things from the environment:

-Interactive.  MJ has hinted as much that this would be in the game.  Terrains which slow travel, impede vision, and otherwise provide dynamic affects to the gameplay rather than just providing scenery.

-Immersive. Graphics which make me shiver with the cold of the Viking lands, breathe in the fog of Arthurian moors and feel the sting of the Tautha mists. 

-Unique.  I want each land to have its own look and feel.  I want to KNOW when I'm in the Viking lands, not because I have an axe buried in my skull, but because the lands look like Vikings would live there!  I don't want deserts or tropical rain forests or high sierra or dusty praries... I want the lands to be cold, harsh and rugged with glimpses of warm sunlight that makes you feel like Danu herself has smiled upon the earth before Odin unzips his trousers on you.

I agree with everything. The question remains of how large the homelands needs to be since there is no PvE-leveling, and there is no need for large areas of mobs of various levels.

Another thought, I don't know if it is a great idea to have roads/paths that give a speed bonus. Part of me says it would be good since makes sense from a physical aspect, but I am uneasy about the exploitability.

It would make sense to have trees break LoS, which was not in DAoC. Took me a while to figure out that I did not have to make myself visible to use my bow effectively, and it was a feature I did not particularly care for.

As much as I loved the OF Midgard frontier, I did think it was wrong since the Anglo-Saxons and Celts never sailed to Scandinavia. DAoC circumvented that by implementing the portals which sort of worked.

For a history nerd like myself, I would like to see a Viking main encampment in York/Jorvik/Eoferwic which was a Viking stronghold for long periods of time. If the Arthurians were located in Wessex/Southern England, we could see the Celts cross the Irish sea and the main RvR area could be located in Mercia.

The environments and terrains of CU should be diverse. Some open areas and some hills and forests. As others have mentioned, DAoC did a great job of giving OF Yggdra a feeling of freezing temperatures and strong winds. As for structures, I hope they take the designs of OF, but add the ability to destroy wall sections like NF. However, destroyed sections should not magically rebuild upon killing the keep lord, but had to be rebuilt manually.

Originally posted by MasahikoKobe
Originally posted by botrytis
Originally posted by MasahikoKobe

For the people that are on the fence about this. May i ask whats holding you back? Is it because the game is mostly an idea with some art ? Is it the fact that theres only PvP in the game? Is it because of MJ himself?

I ask because we are early enough that there can be a discussion about things going forward. Mark has said in a few posts that he loved Darkness Falls. Maybe it wont work the same way in terms of drops and the like but it could be something where theres crafter nodes in there that have some value. What if a DF style area had a forge for making items from the matierls inside. People would have to fight over it to get to that area to make the items, perhaps making the items takes some time so now it becomes something that needs to be held. The other realms dont want you to have it so it becomes a fight wheil you try to protect your crafters.

While it does not include the pve mobs of the past the value is still there for players to attack and hold this area. So i ask what would you want to see/hear to make you change your mind.

I am on the fence because this game is just a concept. Nothing solid is done. There is no playable demo, etc. Why support something that MAY OR MAY NOT EVER EXSIST? VAPOURWARE is just that VAPOUR. Until there is something concrete, I will reserve my support or judgement.

 

Also, just having PvP is a turn off to most people and that is a fact.

May i ask if you supported other kickstarters ?

 

I also agree that pvp only is a turn off to a majority of people.

The reason most people dislike PvP is because it is done poorly.

Even DAoC had its share of problems with balancing, but it was a game founded on historical myths and legends, and was designed specifically towards RvR.

Originally posted by Saevel

I don't like the style.

 

Too cartoony and colourful for me. Very WoW-ish.

 

I also don't like the way the antlers look, or the body shape. They don't look right.

 

That said, good to see some art! Not being pessimistic or anything, just voicing my honest opinion.

Got to agree to a certain degree. I like the antlers and continuation of The Wild Hunt, but the body shapes seem a bit pumped for me. Tone down the muscle mass a notch or two and it will be perfect.

I'll keep repeating myself: A good game design will retain players more easily than fancy graphics. People who have fun will continue playing, and PvE has that nasty problem of running out of things to do. Repeating instances to grind for gear gets boring, but fun RvR lasts eternal.

The key, as I see it, to good RvR is well designed zones. AoC did many things right, but PvP was not one of them. I recall fighting in Kashetta (or what that zone was called) and it was basically a slugfest where the winner stood near the entrance while the losers respawned 100 meters away. Once the losing side had rebuffed they charged, rinse and repeat. None of the tactical movement and hunt for the enemy. No scouting needed. And the siege system where people had to sign up to siege and the attackers scored points for destroying sections of the keep was just a travesty. DAoC RvR was superior in every way.

I have no clue as to how far a $5mill budget will last, but with a good game design there will be little/no need for fluff. Also, a solid development plan for what features that should be included and what are stretchgoals are important.

MJ and his team has done a wonderful job scetching out their vision for the game which makes it easier to dream. Hopefully, they are able to pick the best features from other games (despite their overall shortcomings, many games has some great features that should be incorporated), add a few innovations of their own, and make a great game.

I don't see any reason for there not to be any archers in the game. The design of the archer class is what most people are discussing. Should archers have stealth, and should they have powerful openers? The only reason I can see for not designing an archer that can be more similar to a caster is that it can be difficult to give abilities to arrows that spells have. Having stun/mezz/root arrows feels just weird compared to spells.

The other weaknesses of casters; cloth armor, low hitpoints, no stealth, can be incorprated into the class. There is no universal law saying that archers must have leather armor and decent melee.

I still hope archers make it into the game, and hopefully they have the tools to serve a purpose.

Originally posted by Bordog
Originally posted by Athilea

Alright, so it has been stated that if we want a server specifically dedicated to rp that will be -heavily- enforced then the backers need to state that it's something they want. So please, I want any backer that is interested in having an awesome rp server to post here! We can only make it a reality if we band together and make it known that this is what we want.

I'm sure there are many of us out here, many of us that are backing the project, that want to see an rp dedicated server. I'm sure there are many of us that have played games like WoW that have 'dedicated' servers for rp that are poorly enforced, where complaints from the community are largely ignored. Let's make sure that this isn't something that happens in CU. Let's make sure that we don't have to 'claim' a server for ourselves.

Thank you!

 

 

Edit:

Please be respectful of those of us that do wish to see an rp server. If it isn't something that you are interested in, then that's fine. Please do not try to spoil this for those of us that are, though.

 

Another Edit:

Role players are already so interested in this game that a website has been created in support of rp. Here's the link: http://camelot-rp.enjin.com/home

 

Yet another edit:

Many people that have posted on MMORPG have stated that they are willing to pay a little more to get the enforcement that we want on an rp dedicated server. I would be okay with that as well.

YES. I roleplay (D&D and World of Darkness) on a regular basis, but I've never been able to get too into RP online. You have my vote though. But what does enforced mean? I probably wont be RPing all the time, but maybe it wont be that difficult for me since I plan on playing a crafter. Regardless, I would go to a RP server just for the more mature crowd as has been stated.

Usually enforced RP means character and guild names must be in-character. That means you don't get to be named IpwnU, member of Pwn Stars guild. Another way to get banned is to clutter chat channels with real life issues. Discussing the Super Bowl or baseball games in General chat is a no-no. Groups and guilds might be more relaxed in their chat channels, but public channels should be in-character, or at least not game-breaking.

Originally posted by winter

  The facts as we currently know them.

 

   CU is a low budget game being developed by a indie developer. Its main selling points is its a rip off of DAoC, and has Mark Jacobs on its team.

Low budget doesn't necessarily mean low quality. To me, many of the big games place too much focus upon flashy, shiny things, and not enough on game play. Make a game that is fun to play and you will find success, most games seems to settle for shiny graphics, voice overs and fancy cutscenes.

 

  its Cons.

   Low budget which has not actually yet been met.

   Inexperienced team being lead by MJ the guy that made Warhammer (if you love warhammer and are still playing it consider it a positive, but then if thats true why are you here? :) ), and the same guy that put the nail in DAoC's coffin with TOA

We all make mistakes, hopefully we learn from them and make sure history repeat itself. I cringe when I look back on some of the lines I threw at girls when I was younger, and know better today.

 Game itself is not actually in developement yet. Threy are currently showing off the software and tools that they are working on to develop the game.

This is a brand new situation to me since I have never gotten involved in a game this early, but CSE appears open to listen to its fanbase's suggestions.

  Many elements that made DAoC grrat will not be in CU. No PVE means no dungeons, no, monsters and no Darkness falls type dungeons to fight over. In theory if you log in on a slow night there will be no one to fight.

I believe MJ mentioned that he wanted to include a DF-type dungeon. As for the No-PvE remarks, I believe they are meant to mean that we don't have to do PvE to level our characters, not that there will not be any PvE at all. Also, no PvE means that the world doesn't have to be cluttered with monsters for players to be killed. Instead, if someone decides to go bear hunting they might actually have to search for the beast, not just run to nearest cluster of trees.

 

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