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All Posts by Nitth

All Posts by Nitth

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3549 posts found


Originally posted by Lord.Bachus
I loved all and everything about the game, yet i never could get into the combat....

 

not so much the execution, but with only 7 abbilities it felt way to much like hack and slash witouth tactical and strategical depth... Way to repetitive with repetition of the same buttons time after time..  Espescially when compared to GW2 or even neverwinter combat it fell short by miles


I was only thinking about this the other day, gw2 actually has a worse system than tsw.

In gw2 you have auto attack, interupts and combos as the main features of their combat system. where as TSW has a very complex system if you actually look underneath the builder/consumer system.

Take for example elemental force and short fuse:

how do you maximize your damage for the duration of short fuse?
do you just spam untill you get ef or do you use other abilities to build your resources faster so you can get more consumers in said timeframe?

How do i survive a 3 round wave of 6-10 mobs solo?
There are many ways to solve this problem which is why tsw is the best intems of character development choice.
Do you burst damage? leetch? stun? cround control? aoe vs dd?

The depth is there in the combat system if you look / get to the stage where you NEED to look.

Also, TSW has 8 active, 8 passive abilities.


my question is, how much did the combat improve?

You may not be aware of the Augment and AEGIS additions to tsw's combat and character development...

Augments allow you to modify abilities with an aditional effect, ie fire burns longer, heals also applies a HoT.
AEGIS allows you to engage evolved filth creatures by shielding against, and applying 3 new damage types.



Originally posted by TheScavenger
Seems AI aggro radius not working may have been a bug or something. After the recent patch its back to normal.

 

Before the patch, I'd be almost touching them and they just ignored me. I thought that may have been part of the game, because they were doing that for days (ever since I bought TSW on first day of newbie sale). I'd be so close and they ignored me.

 

But after the patch, now I can be across the street from them and they'll run and attack. So I guess it was a huge bug or something.

 

Much more fun and better now :D


The aggro radius in kingsmouth used to be huge before the new player experience. Now its more tame but shouldnt be as "easy" as what you described in your origonal post.


Originally posted by nolf
I can't help but ask myself what I'm leveling at this rate to get to...other than level cap lol.those days are clearly long gone.

Thats how i feel about all theme parks now.

As for wow in particular, if you dont want to raid at "endgame" then there is no point.

Played for a bit last night was Ok fun...

At least 40 people would rock up to one of those world bosses (but i bet there were many more that i could not see) and the FPS would take a huge dive down to 5-10fps lol.

Even with that it reminds me of how mmorpgs used to be / supposed to be.

intel Core i7-5820K, Socket-LGA2011-3 = $525AUD
Motherboard: ASUS X99-A, Socket 2011-3 = $329AUD
ASUS GeForce GTX TITAN Z 12GB = $1294AUD
Kingston HyperX 3K SSD 240GB 2.5" = $138AUD
Ripjaws RED 32G Kit 2133 (8Gx4)= $599AUD

Priced up the big ticket items with equivalents.. total comes to $2885AUD. or 2249.55US.



Originally posted by DrunkWolf
dont worry its not just MMOs, I dare gamers from todays generation to go beat battletoads.

This guy, while over the top does set the example for why a particular set of people hate "hardcore" games and opt for dumbing down.

btw Im a huge battle toads fan. :)


Originally posted by Kopogero
Problem is also that casual gamers preventing me from playing the game whenever I feel playing it and the dailies, weeklies, monthly events with double exp or some other non realistic mechanics like endgame raiding that only happen 1-3 times through the week for 30 min to 2-3 hours.

^ This.

They are like facebook games now, You run out of energy and you cannot continue to play.

However there are games with exceptions to this thank god.

Is there a concept image?


Originally posted by Azaron_Nightblade

Originally posted by Siris23 Can you even get to Tokyo yet without grinding Issue #8 tokens or paying a million PAX?
Yeah, they made some changes to make it easier to go there. Can't recall what exactly though, since I haven't played for a while. (But I read about it a while ago)

It only costs 1 token now.


Originally posted by VengeSunsoar
Many many many cultures do hunt their own food make their own clothes and build their homes fro n scratch.The notion that no one has ever done anything by themselves is patently absurd.

Those cultures are also very community driven and interdependent on the skills of others..


Originally posted by Gildenlore
Like I said, Linux lacks support from hardware manufacturers, but that doesn't mean it isn't better than Windows.
 

And you will find that the community will pan 1st party drivers because it isn't open source.

Its not just the manufactures responsibility to provide drivers, the community needs a change in thinking.

"Classical high-fantasy game setting that places emphasis on realism"

lol. :)

 


Originally posted by Velqor
Another mmorpg using Unity asset store models? Awkward

What is the big deal about that?

If you were to sub-contract graphic designers that would be different?


Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by Ecoces You see this all the time in ARPGs like Diablo and Path of exile and even back in the day City of Heroes/Villains had it. where as you can go into a dungeon solo or with a full group and the dungeon would scale to the amount of people you have.
  Why would you do a dungeon with 10 people when it can be done with 5? logic says: the reward should be greater. But then you would have some extremely overpowered lvl 10 players wouldn't you?
A ten dollar dungeon is still only a ten dollar dungeon with 5 people.  It is too easy to exploit the system with your risk reward idea because the exploiters have mathed the numbers.   So there isn't a "real" risk now is there?  Nice try.
  huh?
If your target is worth X that is all you get.  Just because you 5 man a 10 man instance doesn't mean you get some extra f#$%ing reward for that.  You call it more risk.  I say it wasn't more risk. Stupid metagaming BS.

 


That's not what i meant. What i'm saying is:

what is the incentive to scale players and difficulty if there is no carrot? (withholding just for fun).

If you were to use a gear advantage then you could possibly unbalance that level bracket.

I'm not arguing for or against risk vs reward, im just pointing out a development issue that would need to be addressed.


Originally posted by waynejr2

Originally posted by Nitth  

Originally posted by Ecoces You see this all the time in ARPGs like Diablo and Path of exile and even back in the day City of Heroes/Villains had it. where as you can go into a dungeon solo or with a full group and the dungeon would scale to the amount of people you have.
  Why would you do a dungeon with 10 people when it can be done with 5? logic says: the reward should be greater. But then you would have some extremely overpowered lvl 10 players wouldn't you?
A ten dollar dungeon is still only a ten dollar dungeon with 5 people.  It is too easy to exploit the system with your risk reward idea because the exploiters have mathed the numbers.   So there isn't a "real" risk now is there?  Nice try.

huh?


Originally posted by azzamasin

Originally posted by CrazKanuk So they're saying it could be a 100GB client? Does anyone know of anything larger?    Therefore, it means it will be better, right? Bigger == Better?
They better offer free DvD downloads.  Cause at 100gb it would take my 5mbps internet a month to install.

LOL. that would require 10-20 dvd's to load.

Brings back memories of loading windows 95 on 25 floppy disks. :)


Originally posted by JWW8767
I'm probably overlooking something obvious, so bear with me ...

Every time I see a triple-A MMO that is losing subs or struggling with relative popularity, and they are Windows-only, I can't help but wonder why they don't port to OS X.

Wildstar may or may not be floundering, struggling, losing subs, etc., but they spring to mind when I think of a game that has stumbled.  I'm sure they are still making plenty of money, but they could be making more by appealing to the Mac crowd (not all of us care to bother with Bootcamp). 

Of course there was a time when a Mac version of anything was an expensive gamble, but nowadays that's obviously not the case.    So it seems like a no-brainer: not doing a Mac version of your MMO is tantamount to ignoring revenue that wants to throw itself into your wallet.

Not sure if this has a point -- might just be a public rant -- but am I wrong here?  (I'm sure y'all will tell me if I am.)


Directx binds games to windows.
And the reason is because directx is arguably more robust and developer friendly.

In a perfect world (no pun) Everyone would use OpenGl for superior cross compatibility
but that's not gona happen anytime soon with opengl's design and Microsoft partner kickbacks to developers.


Originally posted by MikeB
I am getting rid of it in the new forums.

:(


Originally posted by Ecoces
You see this all the time in ARPGs like Diablo and Path of exile and even back in the day City of Heroes/Villains had it. where as you can go into a dungeon solo or with a full group and the dungeon would scale to the amount of people you have.

Why would you do a dungeon with 10 people when it can be done with 5?

logic says: the reward should be greater.

But then you would have some extremely overpowered lvl 10 players wouldn't you?

Ive had some great memorable pugs as well as horrible i wish i could forget ones.

The problem is not everyone can be superstars, So it requires some introspection from the player to "help" such people.

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