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MMORPG.com Discussion Forums

All Posts by Sterkt

All Posts by Sterkt

2 Pages 1 2 »
24 posts found

If anybody has a spare VIP-code I would love to get one :)

 

Thanks :)

Originally posted by Taera

 

Originally posted by Sterkt

Nice, loved the previouse one, lets hope I can squeeze some juicy information out of them :)

 

Btw, you got a small typo in your page, there is no sunday 13th this year :)


I'm not sure what you mean? I don't see a typo :)

 

 

On the banner- working on getting that fixed asap.


Opps, sorry :/ Guess I misread my calender :>

Nice, loved the previouse one, lets hope I can squeeze some juicy information out of them :)

 

Btw, you got a small typo in your page, there is no sunday 13th this year :)

Originally posted by Citron

In EQ2 for example they have "visual" slots for appearence and normal slots for effective armor. This way you still can look mostly the way you want, but still have full stats on armor. Taking the armor mechanic out of the game just for a visual effect is dumb imo. I was excited awhile back because this game was taking a different approach to the genre, but anymore it seems it won't be able to compete with the likes of aging WOW or EQ2, let alone Warhammer.

 

 

And that brings the grind for the "uber" gear which is something they try to avoid.

 

They're trying to do things differently, and people can't really say they won't like it, you can't dislike what you haven't tried.

To AmazingAvery: The video probably didn't show the whole stress test. In a recent statement, which you can find at tcos.com/sbforum/viewtopic.php, they say this:

You most likely have encountered in your past or even present gaming experiences serious downtimes or even server crashes when many players gathered in the same place. This can be very frustrating and I dare say annoying if it happens on a large scale. Brace yourselves, because during one of our internal stress tests we simulated more than 500 players in real gaming conditions in one single zone (Hawk’s Landing/Hawksmouth) without any crashes or other downtime. This might not look so extraordinary at first glance, but trust me, for a game with heavy action-based combat and such AI; this is one heck of a feat for an MMO. This might even mean we might not need the “silent instancing/copying system” mentioned on the forums in the past (take that with great care, we still need to assess such possibilities). So not only is it a great achievement, it is also very, very, good news! This marks our truly professional and amazing cooperation between our in-house devs and the Korean reinforcements. Way to go guys!

 

Taken from here: tcos.com/sbforum/viewtopic.php

 

Selachii wrote:
Because we're still tuning/tweaking combat speed back and forth, the animations have not yet been finalized. Adjusting the animations each time the movement speed is adjusted would, obviously, be a waste of time if the speeds are changed again a couple of days later.
Actually, when we're close to making decisions we fix the animations of 1 character model so we can see what the end result will look like. Rather then updating all models based on a decision.

So the animation will be better at release, or closer to release.

Just because the spoilers are out there, there's no reason to look at them. I guess the main quest of the game is the Ancestral Quest which will allow you to travel back in time to see why the world exploded into shards etc. That's all I know about that. Oh, and I believe they are solo-only.

And helpers/spoilers for quest was made to help the people that are stuck but has been abused so that people just read the spoilers instead of actually trying and finding out about the quest. There is only spoilers if you want there to be.

 

Some of the leveling quest is campaign quests. (Just watch the GC Leipzig Video) Which means some of the quest got a follow up, and I believe a lot of the quest is lore driven so I think reading the quests, not just to find out what to do, but to really understand the lore around the shards etc, is going to be really great. In some games there is just quest implemented for you to level and isn't really that lore driven. And the devs have talked a lot about that they don't want any kill X of that or collect X of that etc, and since there is nearly no xp gaining from killing mobs and having a great lore gives the game a nice chance to actually make some fun quests. For me, quest that actually make you feel like your inside the world is what I think is a good quest.

 

Having choices in quest would be really nice, not sure if they got those in TCoS. I guess we'll just have to wait for Open Beta/release to find out ;)

 

/ramble off

I think there are two different cooldowns. One for the spell/skill and one for the rotation of the skilldeck. I doubt that if you use a spell that has a CD of 12 seconds you have to just run around and wait until the CD is over to use any spells.

It would be wierd to have a point-and-click movement even as option since you actually have to aim with your mouse to hit enemies.

I guess it could work when you are out of combat though.

The Chronicles of Spellborn

Oh, I kind of forgot. The mob won't attack a dedicated healer, cause he wouldn't know who's the healer. In a group, everybody is a hybrid and pretty much everyone would have to do their share of healing, unless of course you got one that is dedicated to healer. I guess the mob will attack the player that is the weakest against that kind of mob.

I don't know, haven't played it yet, but I'm pretty sure they got a smart system for which player the mobs attack. I guess it will also depend on what kind of mob it is, how it attacks. Some of the mobs in the higher levels, like the howlers, got their own tactics. If the howlers, f ex. meets a melee player, ( Howlers usually attack in groups) one of the melee Howlers will attack it, then they got a ranged Howler standing back. When the melee howler get close to the player, the ranged howler shoots the melee howler which then exlopeds, creating a gas around the player which does different things, like slowing his movement speed. In that way, the ranged can get in some nice shots before the melee reaches him.

It's something like that kind of tactic you can expect in the higher levels, or so I've been told. And these creatures aren't hidden deep inside a dungeons, but can be found out in the open world.

Originally posted by cptgame
Originally posted by Sterkt

7.) Spellborn is supposed to have done away with the aggro system that MMOs have always used to define how group encounters worked.

*healers keep the tank alive.*

*NPCs have an alert range and an aggro range*

It seems to me Spellborn is no different than other MMORPGs.

First of, there is no healer nor any tanks. It won't be like most MMORPGs, where the tank rush in, take some aggro, and the rest stand back and throw fireballs and heals. In TCoS the mob can easily just run off those who stands back. That will make so you'll need some tactics and everybody gets involved. Not involved like just standing there throwing spells, but actually have to think what to do now, when a mob rushes over to attack you.

 

There is no taunt spell in TCoS, which means you can't have any tanks, since you don't know which player the mob will attack.

There is no designated healers in TCoS, which means everybody needs to rely on themselves and others that they will heal them, since every class got a healing spell. There is a possibility to become a healer if you want to, if you develop your classes healing spells when you level up, but there is no necessity to have a healer in your group.

 

I'm not a good explainer, but if you don't understand it now, go read more on TCoS.com, cause I give up.

The Chronicles of Spellborn (TCoS.com) is going to use a different aggro system like the regular MMORPG. They have no taunt skill and the mob decides themselves which target to attack. Remember, TCoS got no designed healing class, nor a specific tank, you can say that all the class are hybrid but unique in their own way. Every class got their own healing spells, some more than other and if you want to be a healer, you can go deeper into the healing spells of your class.

 

Some information on the aggro system they use in TCoS taken from the interview at http://www.cuppycake.org/?p=148 :

 

7.) Spellborn is supposed to have done away with the aggro system that MMOs have always used to define how group encounters worked. What are some of the new rules that define how mobs interact with each other and players? What can players expect with these new rules that makes Spellborn combat a refreshing change from all other MMO’s?

What we tried to achieve with the combat in Spellborn is to have NPC enemies react as players would. And, there is no player class with taunt skills to draw the aggro while casters lob their fireballs and healers keep the tank alive.

NPCs have an alert range and an aggro range, which is always shorter then the alert range. Certain NPCs, like the howlers, only have an aggro range. When a player enters the alert range, Humanoid NPCs will draw their weapons and alert other NPCs if they are part of a group. Creatures will start to make threatening moves. If the player stays in the alert range too long, the NPC might start to attack or flee. Entering the aggro range of an NPC will also trigger the attack or flee response.

NPCs have a class and a skill deck, just like players have. How the NPC will select a target and use its skill deck is based on different triggers such as distance, player class, player level and skill cool down. Groups of NPCs will try to combine their efforts just like groups of players would.

Every player in the group will be heavily involved in each combat encounter and Spellborn requires good group coordination to survive the group content. To keep coordination manageable the standard group size is set to a maximum of four players.

 

Edit: spelling.

It's in the humans nature to find faults, especially on the intrawebz. I think a bigger problem is that some people aren't open to the possibility of having many MMORPGs in the market. Like with the AoC and WAR war. They choose one MMORPG and start bashing the other because... Well, I don't know why they do it. To those people: If you don't like the other game and think it's going to go straight west for some irrelevant reason, we don't really care.

 

I am actually trying to do "spends time playing an MMO, enjoying it, adapting to changes the devs make, building the community, and general glad to do it?" with TCoS, and probably will play that for quite some time, unless of course I really don't like it.

I was just thinking some days ago that I missed WoW abit, and now after looking at the trailer... It's very tempting :>

 

Although there are tuns of other upcoming MMORPGs I want to play to :/ What to do..

When I read some troll posting I just think to my self " What a f***ing idiot" and just ignore them :>

There is a saying:

"Don't feed the trolls..:"

There is The Chronicles of Spellborn (www.tcos.com) and Fallen Eearth (www.fallenearth.com) which got a kind of FPS system in them. They are 3rd person view, but you need to aim to hit the enemy. I doubt it will have the same feeling like other regular FPS games, but they do use a FPS system :> Fallen earth you use guns etc while TCoS is more of a magic combat style.

There is a Naruto fighting game coming out in not too long, and I believe that is the best potential a game of the Naruto franchise has. Al though it could be interesting to have an MMORPG with the same theme as the animes like naruto, bleach etc.

http://www.gametrailers.com/game/1905.html?sort=date


Really, what more do you want? There is tons of movies, more than I've seen most of the other MMORPG have released.

Either way, what's the fun of playing a new game when you know everything there is to know about it. Just exploring and finding out new things is some of the fun things about any type of game.

And if you really need to be sure about everything, I think ( Please correct me if I'm mistaken) they will probably have an Open Beta before launch where you can try out the game.

2 Pages 1 2 »