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What don't you want to see from DAoC sneak into WAR?
General Discussion « WAR (Warhammer Online)
1/17/08 8:53:59 AM
Stealth invisibility style.
It was a curse in DaoC. It made the rogue classes both hated, feared and weak at the same time, and it took away a lot of the fun for a lot of players.
I would like if there were some scouting ability in the game so you could have people out observing enemy armies and report back. It adds a lot of flavor to RvR battles. But stealth zergs are not a good idea.
The truth is that no one who can tell knows.
A lot of the stuff we have been told about the game has been creative ideas from the funcom devs side. But what in the end really gets into the game no one really knows.
For example stealth were originally thought as hiding and using the enviroment to make your toon not be rendered by an enemy but now it looks like its just Daoc, Eq2, Lotro, WoW stealth from the capture the flag vids. But then again there might be factors you cant see from those vids so who knows?
Its the same with mob AI, spellweaving, crafting and so on. No one really knows what makes it into the game from the creative ideas.
LOL! More like "Age of Caveman" These char models suck!
General Discussion « Age of Conan
1/15/08 6:06:46 PM
It looks believeable. Its not ding dong flashy soap smelling cartoons like you see in games like Lineage 2. It looks like REAL heroes.
Hyboria is a gritty word with dirt blood and vomit. With naked dancing girls running in fear from ravagers and dark sorcerors with blasted minds dabling with inhuman alien powers that is beyond evil.
They have at least done the looks right.
AoC is not very fast. If anything it looks a little bit slower than Daoc. Yes it has FPS style targeting but it also have realistic combat speeds and it penalize people who run around during melee. So I dont think it will favor twitchers and circle runners.
To me WaR looked very much like DaoC people just seemed to last longer (but that might be because people assist like crazy all the time in DaoC).
Movement and combat . . . well if you have ever trained swordplay you know of the concept force projection. Running in circles will prevent you from being able to project force. You move to evade and set up for counter strokes but you cannot move in the same instance you strike unless its a feint. Knowing this you always die a little inside when you see circle strafers.
FPSers seems to be unable to understand the skill involved in playing a MMO because they equal skill in the game with physical ability where MMO skill is a question of brains. If you mindlessly begin to attack the wrong target you kill your own side. If you forget to see what the person next to you do you lose the fight for your side. If you dont know exactly what an ability do for you and your enemy you lose the fight. Its a brain game that takes a LOT of skill if the game is good.
Good pvp games does not reward buttom smashing. They reward the intelligent player and punish stupidity with instant death. In daoc you saw skilled players even on noob toons kill 3 to 4 times their numbers in battles because they knew what they were doing and the enemy did not.
Yes wow is very much a blend of the east and west in game styles.
IMO the worst thing you see in mmo pvp is circle strafing. It has nothing to do with real swordplay and is an artificial construction created by bad programming.
One of the great things about daoc pvp were that circle strafing gained you NOTHING if your enemy werent stupid. They also programmed melee and ranged in such a way that melee were actually useful in pvp (action - delay instead of delay - action that you had for ranged attacks).
MMOs have a different kind of skill than FPS games when it comes to pvp. Its knowing your role, and when to do one thing or another. DaoC were extremely unforgiving against stupid players and rewarded good players. WoW just reward the fast player rather than the skilled one.
BTW AoC have FPS targeting in combat but they know about circle strafters. Thats why you do almost no damage , take more damage, spend much more endurance and suffer additional bad effects if you move while fighting there. Thats good game design. :)
I dont think funcom has the money to delay it again.
The last delay cost them a lot of money not only in added development time but also in their stock value.
Many asian morgs do a lot of damage to peoples sense of what combat should be like atm.
When you look at your typical Korean morg the action is so fast paced and flashy that they only have a few frames in each animation. And it looks nothing like what you could in any way realistically expect a sword swing (just to take an example) would look like.
But when people get used to all that flash bang suggar animation then when western games try to look more gritty and even realistic the people who play the eastern games find them bland and boring.
I aplaud games like WaR and AoC for not jumping on the Asian mega fast flash bang sensory overload bandwagon.
Will WAR get what WoW failed to do?
General Discussion « WAR (Warhammer Online)
1/13/08 4:12:23 AM
Realm pride only works if it leads to something.
In DaoC everyone in a realm benefitted if the war went well for their side. Everyone felt it when you lost a relic so it not only was a realm thing it was also a personal thing.
What created the realm feeling what that only by standing next to your realm mate could you win and keep the advantages of winning. you had people who spend hours as forward scouts alone without a real chance of getting individual kills, but who were essential for the information they gave to army leaders. You saw people suicide out of raids when the call for defense of your realm was heard. And you saw the biggest guilds invite everyone who could take orders into their pvp raids and direct them as individual forces towards targets as a part of a major battle strategy.
Those were the days.
What killed the realm pride in DaoC was when realm abilities which were individual benefits you gained from your personal success in PvP became more important that the overall realm bonus.
Then you saw the elites gather into smaller and smaller groups while the majority were left as fodder.
So if war is to recreate the sense of realm and nation that DaoC had in the beginning then they have to make the RvR bonuses general so they benefit everyone and then make it plainly clear that only through a combined war effort can you gain those benefits.
You can tell Blizzard is getting nervous of the hype WAR is getting
General Discussion « WAR (Warhammer Online)
1/13/08 3:27:26 AM
WoWs success were based on the fact that most people do not like their games to be hard work.
Before WoW MMO's were mostly a niche for people who liked to dedicate a lot of their life to the game and feel gratified for the the rewards they got from that huge effort.
But most people in this world do not like to do great efforts to have fun. They want it served to them so they can relax after work. If its interactive then even better for many too.
Its often a similar thing you see at work. The greatest obstacle to develop a company is often that the employee dont want to move out of their cosy habbits. They will much rather stay and do the same safe things that have become a routine instead of taking up new challenges. The wast majority of humans prefer a safe, relaxed and cosy enviroment from challenges. Even though the challenges can give you great rewards.
WoWs developers simply understood this basic human principle and yet they also understood that for this to work in the long run they also had to put in some hard to get carrots so the few that really liked to strive for greater things could go for it and become special. Same as VIPs in the real world with the same social functions.
WAR is not really a challenger to the position WoW has. It targets a different and specific audience (like most serious new MMOs do). They are targeting the Warhammer fans and they are targeting those who like RvR (which is different from PvP). And they are building the entire game world around the WaR between sides.
This means that WaR will have its special audience, just like pirates of the burning sea will have its special audience and they will often not be the same people that is the wast majority of WoWs players. The biggest mistake of AoC is that FunCom is trying to make the game too mainstream fantasy MMO (despite the gore and tits) so they will have to compete with Blizard for the customers which is a one sided battle. EA Mythic is smarter.
Both CoH and EQ2 started out as pure PvE.
But pvp is the only way atm that devs can create endgame that can keep up with the demans of players and keep them in the games. So dont expect many new titles to be pure PvE.
I have noticed that most of those who dont like cross sex characters in the games are the gamers that want to involve themselves emotionally with other players. Im am usually much more worried about people who like to hit on an online toon than those who play cross gender toons.
As to why so many men play cross gender compared to women then I have a theory that is stems from social rules in our modern world where its not allowed for men to explore their feminime sides in the real world while women can freely explore their male sides. But in MMOs those restrictions does not exist. So its an outlet for many men that does not exist for them in their daily life while most women dont have that pressure.
This does not mean those men are homosexual or want their toons to have relations with other men, it just mean that its an outlet for a repressed side of their personality. Thats why you see the word "comfortable" often in the explanations.
Encouraging preview at computerandvideogames.com
General Discussion « Age of Conan
1/08/08 3:01:18 AM
Originally posted by Enforcer71
Well Capture the flag and drunken brawling are only mini games. The real PvP is something between DaoC and Shadowbane.
You have the borderlands where guilds can compete for control of the area, building battlekeeps (small cities) or towers over resources and then try to hold them against competing guilds.
It will be a constant cut throath battle for power.
For people not in the big guilds that fight these wars there is the option to hire yourself out as a mercenary for one side or the other.
The capture the flag game is just a place to quickly try out 1 group vs 1 group combat and I predict that people will quickly tire of it except when known group challenge each other.
You can change some aspects of your appearance in game. Like Haircuts, beards, scars and tatoos.
Lord of the Rings Online: Class Overview - Captain
News & Features Discussion « General Discussion
12/29/07 8:16:34 PM
I dont quite agree with some of the info in the article. The only class in the game with better morale than the captain is the guardian. The captain is also the 2nd best tank in the game. And its more a lack of AE taunt rather than soaking damage that make the captain weaker.
The ability to constantly heal during combat, combined with massive buffing ability also makes the captain one of the best soloers in the game at high lvl. The captain has no problems killing even lvl elite mobs.
As to damage, the class is right in the middle of the scale. The champ and hunter do more damage. The minstrel and guard do less and the burglar and LM do about the same damage. If they captain equip a shield and 1h weapon their damage drop to guard/minstrel scale but since they can only equip small shields then the increased defense does not equal the lost damage so its overall a bad option for the captain to do so.
The standards are AE buffs, but in addition they add a significant buff on the captain. For example my lvl 50 standard of war add +50 might and +50 agi on the whole group but it also add +20% on all damage and +10% morale on the captain. The extra damage and morale usually give a bonus that far exceed what the pet can do. The standard of victory add +366 power to the whole group and +1 in combat power regen but it also add +10% damage, +10% power and +10% morale on the captain.
There is also another buff, the captain can add +5% morale to his group in addition to the buffs described in the OPs article.
So for example if a hunter is grouped with a captain he can get +50 might, +50 agility, +3.5% crit chance., +5% morale plus the bonuses he can get from becomming the captains shield brother which is 25% dps boost (on a timer), and much more healing.
All in all the captain is a very powerful class, but not very flashy. My captain can survive things and defeat enemies that my hunter can only dream about, like soloing deep down into goblin town without worry or killing multiple lower lvl elite mobs.