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All Posts by Entinerint

All Posts by Entinerint

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381 posts found

Good lord this sounds EXACTLY like what I'm looking for, too bad its EU, I'm on the US West Coast so my ping would probably make me pretty ineffective...

Why are there no awesome clans like this on NA?!

Certainly "better" but not quite there yet.

Unlock those classes, unlock those factions and give us actual melee FPS combat (it's not scary Bill - it's how all TES games have ever been) and then we'll be talking.

They are clearly making strides toward that end, I just hope they make it all the way.

As it stands, it's still a "no" from me, but I will follow it and see if they come around finally.

Also, the art style looks much improved.

 
Originally posted by MercArcher

Left click is your "basic attack."

Hold right click to block.

Left click while blocking to interrupt.

Action reticule combat is in, but you can use hard traditional tab targeting.

Everyone can sneak, however it drains stamina.

No skills have cooldowns.

Getting hit in combat can stagger you.

Ultimate finess (the new resource) costs vary between different ultimates.

Weapon skills are the core abilities, and class skills are suplimental.

Some skills cost stamina instead of magicka.

Potions have cooldowns.

Class names are Sorcerer, Dragonknight, Templar, and Warden with more to come.

Dragonknight is your typical Warrior

Templar is your typical Paladin

Spell types are restricted to certain classes

5 primary attributes Health, Stamina, Magicka, Armor, Power

large number of secondary attributes (magicka resist, crit, ect...)

Characters must have a first and last name.

There is only a single "megaserver".

There are oblivion portals within the game

Dungeons are plentyful.

World phasing is present.

You can assign stat points when you level! (yay!)

Templar skills include Sunstrike(melee nuke), Sun Fire(ranged nuke), Rushed Ceremony(AoE heal), Reckless Attacks(Dmg based on stamina pool), and Focused Charge(ultimate, AoE cleave).

 

Will be updating as I find more.

Sounding much better.

Not quite TES yet, but close.  They are getting there.  Now for some hit detection and aiming, unlock those classes and factions, and we'll be good.

Originally posted by kaiser3282
No it is not like that. You can switch your role anytime as long as you are out of combat. Ive hear dmention there is a lockout timer, but no idea how long yet. Might just be a few minutes to prevent people quickly swapping back and forth.

Pretty awesome.

I wonder how they'll measure whether or not you're "in-combat" since there's no targeting, just if a player or NPC has given you damage in the past X minutes, or you've given damage?

I hope it isn't like people can keep switching during a siege, that'd negate the whole purpose of roles to begin with.

Also, I wonder if you retain your skill level in each role when you switch, or if you have to start from scratch each time.  The latter would be pretty hardcore, encouraging people to switch only when they wanted to really become something else.

Man, I wish there was something like this on NA.  All we have is huge ass zergs with no real organisation or purpose at all.

If I was in EU I would definitely sign up.

Originally posted by DavisFlight

If this game scared all publishers away from the genre, or at least convinced them to stop making WoW clones, then it was worth it.

 

What isn't worth it was the fact that Mythic was killed off to finish this game, and we'll never get DAoC 2 or an Origin server (both of which were in development before EA ruined Mythic). So with Mythic dead, maybe its not so bad that EA will never ruin the DAoC legacy.

We're already getting DAOC 2.  It's called "Elder Scrolls Online" but it's got more in common with DAOC than anything.

Pity DAOC was mediocre and the RvR got boring after about a month.  Why would anyone want a sequal to that?

Originally posted by busdriver

You have access to only 1/3 of the PvE content no matter which race you decide to play.

I fully expect each PvE area to be more or less a mirror of eachother, contentwise. They chose the easiest way with everything else, no reason to think that doesn't apply to PvE as well.

Pretty much, the game is entirely copy-paste design anyway, so I wouldn't doubt it.

Originally posted by marcust
As far as I know we have no info on this yet, I'm expecting it to be the latter though with some cost involved at an npc.

Gotcha, yeah my fingers are crossed.

I haven't been able to find an answer to this question.

Are "roles"  in DF:UW chosen in character creation like a more traditional RPG, where that character is stuck to that class for his or her entire existence, or are they chosen after character creation and can you change them in-game, as needed or desired?

I would certainly hope it is the latter.  I've always loved DF's one character per account aspect, and hopefully, they just allow you to change your role in game, with some kind of penalty and cooldown of course.

Anybody have any intel on this?

Wow, there are actual fans of this garbage?  This I have to see!
Originally posted by psykobilly
Originally posted by Entinerint

I'm a vet and I love the new approach, I got a bit bored with my super-alfar-god-king who no one could challenge after a while, but if the disparity between a maxxed out character and a newb is much less, and the grind is far reduced, the game will be a lot more fun imho and a lot more long-lasting.

You are probably right...

But you are not like the 'elite' vets I read on the df forums.

But for example, a mage will have in theory 19 spells at endgame (5 minor, 5 major, 5 primary, 4 secondary).  I had more buffs than 19 in df 1.  And then another 60+ spells.  The game is vastly simplified and I think maybe just a bit too much so.

 

I'm not a fan of the reduction of spells or anything, but the major problem with DF1 was that most vets like us could do everything on one character.

Skill caps or class limitations are going to make the game a lot more dynamic and strategic imo.

Honestly, I do wish they'd stuck with skills instead of roles so we could make hybrids: I honestly think Mortal Online's skill system is absolutely the best MMO progression system I've ever seen.  Too bad the rest of the game is pretty empty and bad.

Originally posted by psykobilly
Originally posted by skamper
Hopefully, the devs bring back the veterans from DF1 for obvious reasons. I would hate to see a bunch of people get in that really do not understand the problems from 1. Overall, I think they are making great compromises to ensure the game works well in the long run.

Vets are going apeshit over the simplicity of the game.  The skill-bar for the high end has been lowered dramatically.  Vets can no longer have their super-characters.  

Letting vets test the new system would not produce anything positive whatsoever as the old game is gone - and the vets would just say make it more like df 1. (ps. I agree it should be more like df 1 with a higher bar for endgame skill)

 

I'm a vet and I love the new approach, I got a bit bored with my super-alfar-god-king who no one could challenge after a while, but if the disparity between a maxxed out character and a newb is much less, and the grind is far reduced, the game will be a lot more fun imho and a lot more long-lasting.

My elite king tusken rifle from SWG.

Originally posted by kaiser3282
Originally posted by ShakyMo
The dungeons are zoned then, rather than instanced? I.e. there's only one persistent copy?

Yes that is correct. I suppose instanced was the wrong word to describe it. They are just like a seperate zone that you load into and all players entering it are int hat 1 copy.

And then you literally fight tooth and nail to see who gets to run through the dungeon and fight the AI.  It can get very hairy.

There is one particularly dangerous sweet spot dungeon on the southern end of the main continent called "Fire's Edge" where I spent a lot of my time.  Many great mobs in there to train on, and good to for mid-low level players, but it could sometimes just be a slaughterfest trying to gain a foothold in that place.

No telling if it will still be there in UW, it's doubtful.

Originally posted by JayFiveAlive
Originally posted by Entinerint
Originally posted by JayFiveAlive
Originally posted by kaiser3282

BTW there are instanced dungeons spread around the world. Its not 100% seamless, but the majority of the game is.Its like 80-90% open.

As long as the game is heavily non-instanced, then thats good. I kinda wish dungeons weren't but I understand it's not as practical as it once was with so many more people playnig.

To be fair, the dungeons are not instanced in the traditional sense, meaning, it is not just you and your group in there. 

Anyone can come in at any time and kill you or you kill them, there's just a loading screen between the dungeon and the overworld.

Ohhh- then this is exactly like what I enjoy! As the poster above me asked - it's one copy of the dungeon then?
 If that's the case then this really does sound like my next MMO. I don't mind zones, I just don't care much for instances (like WoW dungeons, or the world in GW2 where there can be many copies of one area for overcrowding... I say, let them overcrowd!!).

Correct, 1 copy of the dungeon, no sharding, no instancing, nowhere to hide.  ;)  See you on Agon.

Originally posted by ShakyMo
The dungeons are zoned then, rather than instanced? I.e. there's only one persistent copy?


Exactly!

Originally posted by JayFiveAlive
Originally posted by kaiser3282

BTW there are instanced dungeons spread around the world. Its not 100% seamless, but the majority of the game is.Its like 80-90% open.

As long as the game is heavily non-instanced, then thats good. I kinda wish dungeons weren't but I understand it's not as practical as it once was with so many more people playnig.

To be fair, the dungeons are not instanced in the traditional sense, meaning, it is not just you and your group in there. 

Anyone can come in at any time and kill you or you kill them, there's just a loading screen between the dungeon and the overworld.

Originally posted by kaiser3282

As far as Im aware (havent seen anything that says otherwise) this featur eis still in. However with the new momentum mechanics, it's going to be a bit tougher for people to dance around in circles trying to stay on your back. My understanding is that its going to impact your turning ability when youre in motion, which means for example, if someone does something like running past you at full speed and popping a whirlwhind attack to catch you in the back as they pass by, theyre also going to be hindering their turning capability and sort of opening themselves up to getting nailed in the back as well before they can turn around and swing at you again.

If that holds true, then in effect, it wont be so much anymore about who can dance around in circles the fastest, but knowing the right moments to stand still and when to be in motion to have it work in your favor.

Ah I see, I always liked the idea in theory, but in practice it lead to some really silly gameplay.

Either way, it sounds like they have some balancing in effect, and not just in the numbers, in the actual gameplay.

If the UI looks like this:

http://www.youtube.com/watch?v=KG40NPkI4rA

I'll be happy with it.  Granted a compass would replace the minimap but wow that is one mini minimap!

Forgive me if this is an obvious question, and this has already been answered, but do we have any intel on the "40% more effective to the back" feature that existed in DF?

Is it still in DF:UW?

The reason I asked as that, is primarily a melee person in DF, this was always the most annoying aspect of the game to me.  It turned melee fights into what could have been heated, intense duels, into figure-eight sprint-matches, with each apponent trying to get a back-shot on the other.  It was very silly IMO and made the game unenjoyable for me.

I understand the logic behind it, but I always thought removing this one feature would have vastly improved the combat in the game.  It's inclusion isn't going to stop me from playing, but it might make me roll a ranged class instead.  So, any word on whether its in or out?

Playing both, but since character progression will matter a lot more in DF:UW, probably playing that more.

I don't really see the versus here though.  They are both PvP-focused MMOs but that's where the comparisons end.

I look forward to exploring the new world of Agon and discovering its secrets.

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