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All Posts by skyexile

All Posts by skyexile

32 Pages 1 2 3 4 5 6 7 » Last
637 posts found


Originally posted by TheScavenger

Originally posted by ZedTheRock Not sure if Troll or Serious.   There's no PvE in CU.
ah I see. So is this more like multiplayer mount and blade, but an MMO instead? Don't think I've played an MMO that is 100% PvP. There is Planetside 2, but thats more of a FPS.

 

Well, whats endgame then in CU? Or is it just killing people? Can you build stuff or take stuff over?


PvP games dont have an an games, there is only one game and thats PvP.

..and there will be construction of keeps and housing, gather of resources for that and then obviously PvP for control over vital land.


Originally posted by ShakyMo
Planetside isn't "just a really big team death match game"It's the 2nd best implementation of rvr ever, after daoc.

are you referring to planetside 1 or ...2...


Originally posted by TribeofOne

Originally posted by MikeJezZ

Originally posted by TribeofOne people will stop whining about PVE when you guys stop whining about  "meaningful PVP" in EVERY GAME  in existence.
  Yeah, because there's no real PvE MMO's out there.   Oh wait.
none that I know of without some taint of pvp in them.. i know of several PVE mmos' that had no intention of having pvp but added it in some form due to forum whiners.

no they added it so their game would appeal to more people and have a bigger market share.


Originally posted by eyelolled

Originally posted by CrimsonSix Don't feed the trolls, indeed.   A thought occurs - by now it has been said a million times there will be no PVE. Asking why there is no PVE in CU is like asking on the WoW forums why the Jedi is not one of the playable classes. Anyone bringing up PVE at this point is most likely a troll, so report them. Even if their posts look civil, their intention is clearly to troll, which is bannable on these forums I hope.
So you feel that I should get banned from this website because I suggest a system that would increase the revenue and therefore the viability of the game?  I'm suddenly a troll because I offer a suggestion? I think the definition of trolling is posting excessive negative comments. Now I am offering a suggestion, and you feel justified to call me a troll. Who is the one posting negative comments again?

 

It simply stands to reason that this is a niche title that would probably be a lot better off if it simply had a PvE server. I don't see how this is such a bad thing. 

 

 


I dont understand how you can even have a game with a PVE server, with no PVE mobs.

I dont know the exact numbers here and im probably unaware of some games, but as far as im aware the only 100% PvP MMO's are planetside 1 and 2, then some MUDs. then you have about 30000 pve MMO's with PvP tacked on the side...DONT THE PEOPLE HAVE ENOUGH CHOICES FOR PVE? FFS.


Originally posted by eyelolled
I think that Camelot Unchained is going to be a huge failure if they don't have a PvE server.  This game really can't support it's weight with only PvP players because we all know they are a minority, so if this game is going to succeed it better start to change it's direction.

success and failure are relative terms.

Physical plate melee that isn't done terribly. aka: so it plays smooth, theres no forced standing still while attacking, and isnt ping dependant like aion.


Originally posted by Taldier

Originally posted by skyexile  

Originally posted by Taldier

Originally posted by Teh_Axi I doubt CU will have horizontal progression, more likely just avoid giving players too much or any raw power. I understand and agree with the sentiment against traditional stat progression but there does need to be some form of tangible vertical progression. Leveling and gearing up is like a right of passage in an RPG, its part of what makes the genre what it is. Personally I think one of the best ways to avoid the typical high vs low level status quo is to have players plateau in power early into their progression. A good example of this is Dark Souls, the maximum level is like 710 but players gain most of their power by level 100-150. After that point players don't gain much in raw power but become more versatile and efficient. I think that would be the best solution for CU, have a point that new players can level up too relatively quickly and become competitive but have progression extend far beyond that point. 
Can you explain the point of the initial vertical leap?  What would that possibly serve.     You create your character, and suddenly you hear some town in the frontier is under attack!  You rush out there hoping to help out only to find you are completely useless and easily swatted aside by the other players.  How is that helpful?   There isnt any other line of progression.  You arent going to be grinding quests or killing a bunch of monsters when you start out.  Youre going to be going out and fighting players.   How would you even get through those initial levels if you just get destroyed every time you try to get involved in a fight and cant actually earn any xp?
  Mark talked of having a starter zone or keeping new players separate from the older players, there's no reason that you couldn't gain most of your potential power in that zone before moving into the real world.
Yeah, but thats a totally different issue, more of a basic learning area.  You want to provide a place to let people practice with their characters and see what the abilities do, see some basic class interactions and stuff.  Basically the PvP version of a tutorial.

 

But there's a big difference between a "new character" whose been playing for 5 minutes and a "new character" whose been playing for a few hours or days.


I don't see why there wouldn't be an area with training dummies and tutorial and whatnot, still though there's not reason why there couldn't be some vertical progression in a separate tier or zone or something. get them to fight over the isle of man...


Originally posted by Taldier

Originally posted by Teh_Axi I doubt CU will have horizontal progression, more likely just avoid giving players too much or any raw power. I understand and agree with the sentiment against traditional stat progression but there does need to be some form of tangible vertical progression. Leveling and gearing up is like a right of passage in an RPG, its part of what makes the genre what it is. Personally I think one of the best ways to avoid the typical high vs low level status quo is to have players plateau in power early into their progression. A good example of this is Dark Souls, the maximum level is like 710 but players gain most of their power by level 100-150. After that point players don't gain much in raw power but become more versatile and efficient. I think that would be the best solution for CU, have a point that new players can level up too relatively quickly and become competitive but have progression extend far beyond that point. 
Can you explain the point of the initial vertical leap?  What would that possibly serve.

 

You create your character, and suddenly you hear some town in the frontier is under attack!  You rush out there hoping to help out only to find you are completely useless and easily swatted aside by the other players.  How is that helpful?

 

There isnt any other line of progression.  You arent going to be grinding quests or killing a bunch of monsters when you start out.  Youre going to be going out and fighting players.

 

How would you even get through those initial levels if you just get destroyed every time you try to get involved in a fight and cant actually earn any xp?


Mark talked of having a starter zone or keeping new players separate from the older players, there's no reason that you couldn't gain most of your potential power in that zone before moving into the real world.

I think part of leveling as described by mark which alot of people are missing is specializing your character, eg through boons and banes etc, you would be increasing your power a specific task but there would be trade off for that. more bones and banes slot could open up as you level.

theres going to be inevitable power differences between new players and older players. but i think those differences would be greatly minimilased with no presences of "lol n00b because of our 100 levels of difference you instantgib yourself on my shield spike when you attack me trololol."

using GW2 as an example, i think it would be acceptable if, a new player in UC was essentially a new player in GW2 thats then had their stats buffed to 80 and then a vet player in UC would be a level 80 in GW2, fully speced out and geared....theres a differences, but i think its acceptable.

I think its fine, for money to just be given to players from kills. Imagine as it been the US just mashing out bills, if there is more money out there, then people will charge more for things. simple as that. what the game then needs to do unlike other games is then take more money out of the economy through taxes or fees. not so good for new players maybe...

Another way you could perhaps do thinks is make an RVR kill worth more the more money is in your realms kitty...it you could an algorithm to sort out how many kills there are each week etc and pay people people based off that, each week that amount could be adjusted based off how much the realm earned through taxes, from build fees, trades etc....whole thing could take more of an economy expert to work out.

but essentially you would have RvR's working for the realm, and been paid by them and crafted would work for themselves but still be taxed on their earnings, you would need to make it so that crafting has a value though, in wow it simply doesn't work, items crafted are sometimes worth less than their base mats, perhaps with limited crafters available this might be possible but also i think by having the best crafting stations and resources in enemy lands then you could perhaps perhaps turn a profit through crafting.

I dont see why there needs to be items drops for an economy, can somebody explain the reasoning behind this thinking, i dont understand it.

im sure there will be levels as just another goal or to note milestones. but for the purpose of power? in this id consider traditional realm ranks as levels and then traditional levels essentially scrapped.


Originally posted by TigsKC

Originally posted by Mkilbride "Hide Helmet"   Very few things frustrate me in a MMO more than this option not being in it, lol. It'd be OK, if for some reason Devs could make cool Helmets.   Not sure why they can make badass armor, weapons, enemies, world locations, ect, but then when it comes to Helmets...ugh.
Now you understand that "hiding your helmet" does come with a corresponding 25% penalty to armor class...  Well, unless you're in my realm and then its OK.

:)

 


No helmet means you're at greater risk of being headshot.


Originally posted by Ncrediblebulk  You are right about it feeling clunky at times. I guess I had forgotten about the ministuns pre ability use. I know the worst was the Guardian's Hammer Circle ability. It was near impossible to trap someone who wasn't stunned. I didn't really mind the amount of skill shots but absolutely hated the rooting effect some of the abilities had. Another giant beef I had with the entire system was I only got 14 abilities (counting attack on either weapon set at 1). Elementalist came close though with the attunement.

elementalist was just a button spam fest.

yea i think the faction system better accommodates small guilds and new players, I dislike been apart of large guilds and even apart of large alliances can be anoying on over complicate things....the idea of have 2 factions then players been able to go off on their own does sound like a decent compromise though.


Originally posted by Opapanax
This is actually one thing that drew my attention about ESO when I saw a video clip of character creation. They seem to have a pretty structured naming system that will ward off alot of the l33t speak names..

I like seeing this type of thing come into play for MMORPGs in general. FPS's are another thing but this type of naming policy they seem to be using over in ESO will be good for the community overall in maintaining the atmosphere that is supposed to be Elder Scrolls I guess..

Someone somewhere will use some completly derp ass name tho, it's just the way primates minds work sometimes.


God forbid people like to use a unique name and be known for it across all games.

I once had to include 12 X's to get Legolas. :P

I like Unique name or atleast unique to a server....i think its good to have some sort global @ or something system though...and i better be able to capitalise my name like : SKYeXile....or ill be mad.


Originally posted by Ncrediblebulk

Originally posted by skyexile  

Originally posted by Ncrediblebulk

Originally posted by Taldier

Originally posted by taurak I think it would be fine, IF, and only IF, they do it FPS style. Meaning instant shot, instant hit. None of this slow flying arrow crap like skyrim. If your arrows slowly fly through the air, they would only be useful in zerg combat.
I dont think they should be going that far to the point that would be necessary.  Theres a difference between adding some non tab-targeting elements and just going full-on aim based combat like Darkfall or an fps.   This definitely isnt Darkfall and I dont think thats the right way to hit the target audience here, which is generally more the non-fps side of the PvP crowd.   But its no more right for people to say everything should just be tab-targeting though.  There is a scale of possibilities there, not just one extreme or the other.
This. Absolutely agree. Hopefully they go with something similar to LoL. Places enough focus (via skill shots) on skill but doesn't make a full twitch based game. Again, this game is ultimately about PvP. Player skill needs to be the focus in determining out come of battles not numbers.
  i hope they dont go too far though, i always felt like GW2 essentially tried to copy LoL's style of combat, but 3D...it just doesn't work well.
I agree GW 2 combat is LoLish but I feel it's very fluid and it mixes both skilled aiming with the ability to lock on ranged and auto attack. The biggest problem with GW 2 for me was the lack of a dedicated roles. I felt the combat was a good representation of bringing LoL combat into a MMO/3D space. Could you elaborate on what you though didn't work well?

It just overdid it in my opinion, like half the attacks were skillshots or Ground targeted etc. and i don't think it was exactly smooth. Its the most clunky combat iv played for sometime, i refused to play melee in that game, it was horrible. All those annoyances like pause before charging, warping you around if you try to move while charging, the delay in abilities, it played terribly.


Originally posted by Ncrediblebulk

Originally posted by Taldier

Originally posted by taurak I think it would be fine, IF, and only IF, they do it FPS style. Meaning instant shot, instant hit. None of this slow flying arrow crap like skyrim. If your arrows slowly fly through the air, they would only be useful in zerg combat.
I dont think they should be going that far to the point that would be necessary.  Theres a difference between adding some non tab-targeting elements and just going full-on aim based combat like Darkfall or an fps.   This definitely isnt Darkfall and I dont think thats the right way to hit the target audience here, which is generally more the non-fps side of the PvP crowd.   But its no more right for people to say everything should just be tab-targeting though.  There is a scale of possibilities there, not just one extreme or the other.
This. Absolutely agree. Hopefully they go with something similar to LoL. Places enough focus (via skill shots) on skill but doesn't make a full twitch based game. Again, this game is ultimately about PvP. Player skill needs to be the focus in determining out come of battles not numbers.

i hope they dont go too far though, i always felt like GW2 essentially tried to copy LoL's style of combat, but 3D...it just doesn't work well.

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