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8/26/08 8:35 AM
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Originally posted by Nadia the dates are worded differently Status: Pre-Release Beta Access: 06/09/08
means 09/06/08 09/18/08
He was meaning that open beta doesnt start till the 7th not the 6th. |
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8/26/08 7:45 AM
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This is old news now,you can see the update in this post http://www.mmorpg.com/discussion2.cfm/thread/197179 You will see all is good with the world again :) |
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8/26/08 6:58 AM
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Originally posted by jessian
You do not need to wait to the 28th now,.
Direct2drive and EA store have the codes. YOU WILL get Open beta access
sorry mate I never seen you edited your post with more info,nice all you guys are getting what you ordered :) |
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8/26/08 6:51 AM
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Originally posted by jaycee2006
GOA have said for people to wait until the 28th before ordering so that everything is sorted out and you will know 100% for sure. |
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8/26/08 6:44 AM
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Viewed 646, Replies 25
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Xennith the post that Jessain has made is the newest 1 from GOA and most upto date. the earlier post was dated the 21st that I posted in this thread http://www.mmorpg.com/discussion2.cfm/thread/197152 To me it seems GOA are going out of there way to sort out this mess so that no player will be dissapointed,for that at least they deserve a pat on the back. Nice post Jessain and bump. |
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8/26/08 4:34 AM
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Here is a post from TTH from LGC.. An interesting mix of West and East, Spellborn NV is attempting to place the Chronicles of Spellborn as a premiere MMOG in today’s market. While still in development, it promises to bring both North America and Europe a unique combat system they are calling "easy to learn, hard to master." At the Leipzig 2008 Games Convention, instead of showing a demo as in previous years, they decided to let Ten Ton Hammer have a hands on to see just how it works.
As we logged in, I got a brief explanation regarding grouping and communication so I could work with an escort (another Spellborn team member) to accomplish my objectives. We soon approached the the first combat we'd see and they quickly described the AI which might become what really separates this game from the rest. It turns out, the unique thing about Spellborn's AI is the humanoids come in groups, and they aren't your typical battles where the enemy rushes in. As I used a ranged attack to shoot the first target, each of the different classes did something different. The fighter ran straight at me, the healer moved in behind him, and the mage stayed in the back and began using magical attacks. This is simple scripting and probably done in a number of games, but as I dispatched most of the group and approached the mage there was an additional level of complexity. The mage dropped a spell that rooted me in place and backed up to begin casting more spells. A few more shots from a bow and some hefty melee attacks from my escort dispatched him fairly quickly but these NPC's were aware of their situation and reacted. As we met the next encounter, you could see a second group pacing back and forth in the background. My escort pulled out his bow and fired a quick shot to the side of his target, intentionally missing him. This shot landed amongst that second group which resulted in everyone attacking us all at once. It looks like Spellborn will avoid the traditional obliviousness given to creatures outside an active encounter and provide consequences to your actions. While this does sound really good in principle I couldn't help but wonder how this would work with dozens of players running around shooting and casting. It was hard not to be impressed by an NPC given the ability to think and act, but Spellborn's current combat system is in a class of it's own. First, it steps away from "target locking" which is standard in every other MMOG. While you could highlight your target, the determining factor of whether you hit your opponent or not was where you aim your targeting reticule giving it almost an FPS feel. Once again, it rated extremely high on the coolness factor, but how functional would a system like this be with high latency?
In order to attack properly, you have to hold down the right mouse button while clicking the left to activate abilities. Admittedly, using both mouse buttons at the same time felt rather awkward and may just take getting used to. A few shots from my bow to a healer or mage immediately drew the fighter’s attention. With him effectively blocking me it was necessary to switch targets and go melee which made combat more challenging. This brings us to the combat skills themselves which proved to be a mix of strategy and timing. Imagine if you will a series of rows with 4 skills on each. When combat begins that first row is accessible and you choose an ability. After your choice is finalized, this brings up the second row where you choose another ability, and so on. What you effectively end up doing is chaining attacks for combos based on your selections. Providing a vast number of combinations, this could provide players a metagame to maximize their effectiveness. Taking things a step further you actually decide which abilities go in which rows, thus determining the order of your skills. Spellborn refers to this as your "deck" and gives the freedom to mix and match. It's hard to think of a more customizable system and it appears these folks might really be on to something. Granted I have concerns of the complexity level required to utilize the system effectively, but it appears you can get away with quite a bit by button mashing. Overall it appears the Chronicles of Spellborn is looking for innovation more than tradition by providing a robust AI and intricate combat system. Whether it will appeal to the mass market remains to be seen, but you certainly have to give these folks an A for effort. We saw quite a bit at Leipzig this year but this game in particular was one of the biggest surprises and has come a long way since 2007.
link to post.. |
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8/26/08 3:01 AM
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Viewed 1193, Replies 28
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Originally posted by gan3f
What on earth does Fury have to do with this topic? |
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8/26/08 2:45 AM
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Viewed 168, Replies 5
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Originally posted by Shard101
"This pre-order information is valid for North America only. Pre-order offer may vary by retailer. Some benefits are only available in a limited supply from select retailers. See your local game retailer for details". the op asked for EU. |
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8/26/08 2:30 AM
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Viewed 168, Replies 5
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http://www.mmorpg.com/discussion2.cfm/thread/197152 there you go. |
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8/26/08 2:19 AM
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Ok I went back a few pages and didnt see this so if I missed it and its old news sorry. For a couple of weeks I have seen alot of posts asking about the open beta in europe with the standard edtion of the game from d2d who were saying you would get into open beta with the d/l,here is official answer's on this....for people that have already paid for it,it isnt good... What is the deal with the web-shops such as the EA Store and Direct2Drive who are selling SE Pre-Orders, claiming them to include Open Beta access? What is your advice to players who are considering buying the SE Pre-Order from the EA Store or the Direct2Drive show?
here is a link to the post....with quite a bit more info.. http://www.only-war.com/Forums/viewtopic.php?f=27&t=220
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8/26/08 1:42 AM
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Hey Mike, Congratulations on being the game correspondent and the article was a very good read indeed. I can say that I have played in game with Mike and he is someone that just love's gamming,you guys are in good hands. I didnt really know much about CoS but I will check back to read your posts mate and see how the game progresses |
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8/26/08 12:59 AM
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Originally posted by ricefarmer
Lol something else ricefarmer doesnt like about the game,what a shock,well at least this time you didnt start a new thread for it. Maybe,just maybe spellborn isnt the game for you as you seem to dislike just about everything the game offers even though you say you are looking forward to it. |
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8/26/08 12:26 AM
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Originally posted by lovechiefs
Well for someone that was volunteer at 2moons you are not to clued up,2moons was devolped and published by acclaim so they were able to do whatever they wanted with the title,with TCoS they will be only 1 of 3 publishers and yes that makes a HUGE difference. |
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8/25/08 1:08 PM
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openedge there are a few reasons why it wont happen.. 1.The devs have already responed over at the official forums saying it wont happen. 2.The game is just not setup for cash shops,I mean there are no stats on armor,there are no power increasing pots or healing pots to buy. 3.The devs took along time in finding a publisher for NA as they didnt want any publisher that wanted to big a say in what they game should be. 4.Dont forget that acclaim are only 1 of 3 publishers for this title,mindscape and frogster the other 2. 5.LIke I said the devs have confirmed I think 3 times"TCoS will be a pay to play title with no item malls" because people like yourself have been saying acclaim will turn it into a cash shop f2p game. |
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8/25/08 10:32 AM
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Hope this helps.... Hi, +++ Press Release +++ |
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8/25/08 9:34 AM
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here is a post from kotaku at LGC... With the game being in development for so very long, I wasn't sure what to expect when the nice gentlemen from Spellborn NV sat me down to give me a first hand look at their MMORPG The Chronicles of Spellborn. The game was being shown in publisher Frogster's booth, the very same booth where I got my first look at Runes of Magic. In stark contrast to that game, which endeavors to combine elements of many successful RPGs into one game, The Chronicles of Spellborn team's goal is to create an MmoRPG like nothing we've ever seen before. Character Creation: My first stop was character creation. The team had already generated pre-made characters for the combat walkthrough, but you can't truly know an MMO until you've crafted the shoes you plan on walking a mile in. While Spellborn only has two races – the humans and the demonic daevi, the variations you can generate are nearly limitless. The body sliders in this game are not screwing around. Hitting the random button a few dozen times led to countless varieties of humans and daevi – long and lithe, grossly overweight, short and stumpy – anything is possible here. Next you can select your clothing, which means a great deal more in Spellborn than most other MMO games. Clothing in the game has no stats, with attributes added by way of mystical sigils, so you never need to change your clothes if you don't want to, maintaining your own unique look throughout the length of the game. You can choose to be a mage in full armor, or a warrior wearing nothing but a codpiece, and people will be able to identify you by your particular style. Finally you choose your archetype – warrior, spellcaster, or rogue, each having three disciplines they can focus in. I would have further explored character creation, but this demonstration wasn't about navigating menus. It was all about ... Combat: This is where Spellborn really sets itself apart. Instead of clicking on an enemy and hitting the attack button, players actively target their enemies using the mouse cursor. If the enemies move, you need to follow. If you want to dodge, move out of the way of their attacks. If you are firing a bow at the caster in the back of an enemy group, make damn sure there aren't any mobs behind him, cause a miss with a ranged attack could very well strike another mob, pulling a whole other group down upon your head. Spellborn also features a unique way to organize your combat skills as well. Dubbed the skilldeck, it consists of five rotating slots, in which you can place six skills each. It's up to the player to place six skills in any single slot that compliment each other, creating combos and effects that stack or amplify damage. As you fight, you can hit the 1 through 5 keys to make a slot active, and left clicking activates them in order. Think of it as five different revolvers with highly specialized bullets. Te warrior that the team provided me came complete with a melee slot that stacked attacks with bleed effects, a debuff slot that basically leeched life from our enemies, and a ranged slot, useful for taking out casters, especially with enemies as smart as these. They're Thinking: In the combat demo I played through, my spellcaster companion and I faced groups of three mobs, generally consisting of a rogue, a warrior, and a spellcaster each. When we engaged in combat, the warrior and rogue immediately closed, blocking our path to the mage, forcing us to dodge around them to take him out with ranged attacks. If we tried to charge the caster, he backpedaled while the group's rogue slipped behind us to deal more damage and the warrior attempted to stay in our way. The enemy groups basically react like an adventuring party themselves. They'll attempt to dodge, slow you down, or even position themselves so a miscast spell will aggro other groups, forcing you to keep moving in order to avoid adds. While we only fought human enemies in the demo, the team did mention that packs of wild animals had their own advanced pack behavior as well. It took a little bit of getting used to, but soon I mastered the combat system, longing to get into my skills to see what combos I could create on the skilldeck, but we were on a timetable here and had to keep moving. Quests: Spellborn has plenty of quests, each one mired in the story of the area you are in or the NPC you are helping at the time. You will find fetch quests, FedEx quests, and kill X number of mobs quests, but each one will have an underlying reason behind it. If you're interested in game lore, Spellborn is completely drenched in it. The NPC I was currently assisting sent us off on a quest to set fire to an enemy commander's tent, forcing him out in the open in order to separate his life from his meaty bits. My mage co-pilot and I managed to take out several patrolling groups in no time flat, and I took out the commander on my own while she waited to recharge. Obviously I had gotten the hang of things, so it was time to move on to something more challenging. Don't Touch The Egg: One last task lay ahead of me. The team teleported me onto a shard ship - a special sort of craft used to navigate the magical energies that suspend the shattered remains of a planet – where an ominous looking purple egg was sitting on deck, ignored by the crew. I noticed the slight grins on the faces around me as I clicked on the egg, only to be swarmed by various creatures that might not have defied description had I been paying less attention to staying alive. As this was a developer trap for unwary journalistic types, I died rather quickly. What Lies Hidden: The tag line for The Chronicles of Spellborn is “What lies hidden must be found...”, and it applies just as readily to the game itself as it does the storyline. Hidden beneath the unique art direction, intriguing characters and flashy spell effects is an MMORPG that doesn't play quite like anything I've seen before. here is the link to the post http://kotaku.com/5041168/the-chronicles-of-spellborn-a-different-kind-of-mmorpg
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