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MMORPG.com Discussion Forums

All Posts by Yuui

All Posts by Yuui

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711 posts found

1 World of DiabloCraft III is not mmorpg game. I wonder for just what reasons mmorpg.com is so intent on promoting it, hmmm...?

2. the character designs in trailer....ughhh, where's my dark fantasy seetting? did I somehow watch the wrong trailer and instead saw something from wow:cataclysm? I'm sorry buf this is not diablo i knew(not surprising considering there's none from original diablo authors working on this, since most of them have been fired).

 3. This is direct rip off of Torchlight's vanquisher Class

4.  This only increases my anticipation for Torchlight II and Torchlight MMORPG.

Or to sum the article up: LOTRO Ministrels on steroids :P
 

Its sad to see many people posting here, raging about the "funny" comment part.

 

Really, did no one here play Fallout I and II (aka the real fallout, not the Fallout The Grimdark FPS that was FIII)?

 

Fallout I was funy and sarcastic. Fallout II was funny  and sarcastic.

 

Fallout III was grimdark fps disguising as shallow rpg. A Fallout in the name only, so to say.

 

 

IMO, the further away this mmorpg is from the FAILout III design, the better it will be.

1 World of DiabloCraft III is not mmorpg game. I wonder for just what reasons mmorpg.com is so intent on promoting it, hmmm...?

2. the character designs in trailer....ughhh, where's my dark fantasy seetting? did I somehow watch the wrong trailer and instead saw something from wow:cataclysm? I'm sorry buf this is not diablo i knew(not surprising considering there's none from original diablo authors working on this, since most of them have been fired).

 

3. This only increases my anticipation for Torchlight II and Torchlight MMORPG.

One sentence summary of whole article:

"this game is not innovative, deviates from KOTOR lore, is themepark, contains almost no new ideas and is generic mmorpg, but don't worry its still going to be omg awesome and you all need to like it and think on how awesome it is, just because its TOR"...

 

yep entire article about taking a few (out of many) shortcommings this game has and creating somes sort of excuse for it.

Those bright-colored screenshots of VERY-cartoony-looking characters do not inspire trust in this game too...especially that one with overmuscular(seriously looks like WWE wrestler) malak-clone-gorilla jumping in the air....

 

 


Originally posted by Domy1
To clarify I am not moaning at MMORPG
Asheram seems to have got my point, am saying that PW have USED MMORPG and other sites who in good faith have given out these keys, used them to as he says bolster the playerbase only, when in fact the keys were useless as you could sign up via the PWE site and get in (or at least have the same chance as the so called lucky few who got a key from here)
And no if you read my post beta was accepted in May when MMORPG gave out the keys
 


wrong.


You just don't get it , do you?


You still need the key to get in. only those who have they keys can and will participate in closed beta phases at some point.

SO yes you need a key, it just does not automatically entitle you to the first cb phase. It does ensure that at some point of cb(most likely CB2), you will get in.

Don't spread misinformation.


For starters:

1. CB1 is VERY limited in ammount of players it will have.
2. Closed Beta Keys are not useless. They allow you to get in into one of the phases eventually.
3. Those who did not get into CB1 will most likely get into CB2, which starts 4 weeks from now.

Basically the whole closed beta is separated into phases. In each phase certain amount of additional players FROM THOSE WHO HAVE THE KEYS, is accepted into the game. This has been a public knowledge for at least two months already.

http://www.deadpixellive.com/component/content/article/44-episodes/1082-531-dead-pixel-live-101810

The part about FW starts around 0:30

Most of stuff that is already known (like how server progression works, guild fortress customization, etc), some new stuff(like the fact that CB1 will be really exclusive and limited and CB2 will be the bigger one or that god system depends on very random things). There's also a bit of non-fw discussion about failed mmorpg, games, overall stuff and randomness.


Interesting Tidbits:

//Closed Betas//
- CB1 will have VERY limited audience, that will get to test the game together with the internal testing team of PWE
- CB1 Focus is low-mid content of the game.
- One of the most important things to be tested out for bugs and playability during CB1 is the Server Progression System.


//Game Content -Gods//
- Divinity system will have unknown limited periods of being a god.
- There are 10 "types" of gods with according sets of powers.
- No explanation yet on how the follower-system or personal-god-realms work.


//Game Content -Guilds//
- Guilds have various options opening up to them through their progress(not from interview: stuff like designing guild uniforms, emblems, special skills).
- Guilds can have their own Fortresses, customize them, build in them stuff that adds or changes features and war by using those fortresses.
- There is open-world guild wars system in place too.


//Game Content -Social Stuff//
- Marriage system is there alongside a bit more of that stuff than in PWE's previous titles. NO same-sex marriage yet tho as china-parent-company feels its way too sensitive and conflicting to add.
- Systems to prevent in-game harassment.


//Game Content -PVP//
- Cross-Server PVP is in there. No info is released, but the feature is there(not from interview: china server is planned to get a basic version of it few months in open beta).
- Open PVP is possible.


//Game Content -Game Mechanics//
- Talks about about the engine used for PWE games not being supported in MAC, but there's a possibility of it being adapted to it in future(not from interview: considering china-pwe is currently shifting its attention to consoles and non-windows based systems, that possibility is
bigger than it sounds).
- Talks about endgame. Mostly focused on PVP, Guild Wars, Server Progression.
- FW will have two servers at start, with Europe server added at the open beta.
- Talks about game not being centered on level or grinding and more centered on content itself.
- Says that the game is unlikely to get the level cap to "100+" any time soon.
- Kiting is available tactics in both pvp and pve.
- Bard is "advanced" class and harder to play.
- The main quest lines can be soloed, but a LOT of the game is group based.
- The Variety of Dungeons ranging from dreams to having depend a boat while en-route to somewhere, from pirates.
- Dungeons and Raids play a huge role in the game.
- Dynamic Dungeon System - Dungeons adjust their difficulty and play depending on the players that take up them.
- Character Creation is deeper than usual PWE games, but less complex than PWI. (
- Spamming pots is impossible.
- Spamming skills does not exactly work.
- Most of the classes do not follow the usual archetypes or have some twists.
- Pet System reminiscent of pokemon...on crack. More complex than other PWE games.
- The first FW Expansion is already planned out and is worked upon by china-FW team of 300 people.


//Game Content-Server Progression System//
- Confirms that server progression system exists.
- Various variables (quests and the things you chose in theme, monsters and bosses dead, certain dailies done, faction reputation, pvp, pve, etc) affect on how the server changes through the ages.
- As server changes, new quests can be unlocked.
- As server changes, new features can be unlocked.
- The influence of the player in the world is huge ranging from visual style of the game to entire maps changing.
- The biggest difference focus is quests and lore, followed by gameplay and features.
- Due to this system and various variables, EACH server will be unique to itself and play and look differently. Each server will be different in terms of visuals, features, quest lines, etc.

//Game Content - Artificial Intelligence//
- Admits that most of PWE games have not been challenging in terms of pve.
- Most of monsters will have different tactics and fight styles.
- The usual tank/dps/heal/nuke mechanics might work to a point, but that won't get you too far (not from interview: already seen in CN closed beta, that certain bosses and monsters like to change their "rules", like for instead going after a healer or trying to kill those with lowest health or just plainly running away, while swarming party with monsters)


//Miscellaneous NON-FW Stuff//
- Talks about most of new mmos failing. Main reason being that they try to compete with WoW and steal people from the same target group. Lists wider accessibility o f2p games as reason on why there are more p2p mmos that went down in last few years than f2p,
- Talks about the market prices of f2p games being influenced by rmt. Talks on how its actually hard to even try to control those kinds of progresses without making the in game economy blow up even faster than it does because of rmt.
- Scratches a bit on China issues of games.


Originally posted by doomex
i have a question. Afterthat it will be a wipe or notXD


most likely like this:


CB Phase1 > Cb Phase 2 = No Wipe

CB Phase2 > Whatever other cb phases will be needed = No Wipe

CB lstPhase(currently its 2) > Open Beta = a complete wipe

Open Beta > whatever comes after = no wipe ever again.

So yes,once cb ends there will be a wipe.

Originally posted by trillah


can that guy move..at all ?

 

Stonemen/Titans (the race this guy is from) are the slowest race in the game and they can't jump as high as other races. They are also unable to do any magic at all, have no gender and are generally limited to melee, nuliffying damage  and tanking.

Aaaand, two more beta keys:

AYA16-R8Y-51LX

BZX82-W4D-93RY

1. Go to www.perfectworld.com
2. Login using your Perfect World Entertainment username and password or register new account if you do not have one.
3. Click on the "My Account" link.
4. Click on "Redeem Beta Keys".
5. Enter your beta key.


Originally posted by Reizla
I'd love to give this game a try, but I'm afraid it's yet an other "easy to play" game where you auto-walk to quest goals and the alike. Aside from PW itself, all other PWi games have these so extremely easy features.
Anyway... CU all in FW at the end of the month ;-)


Yes it does have auto-walk.

No its not "easy to play". Questing and pretty much a lot of things require you to plan ahead and be good at group tactics(some of dungeon raid bosses are right down nasty and have a very EVIL AI, so they tend to, for example, aggro the healer instead of damage dealer or try to attack those with lowest health once their own health is low and its up to protectors for example to make sure that the monster is focused on what it needs to be focused.). Oh and hell, some of dungeons have different unlockable "levels" and variable random events.

Frankly, a lot of stuff depends on how good you master the game. Oh and quests affect your alignment and have different endings depending on your choices(endings that affect the game world and how game lore progresses)

But thats nothing compared to what starts at lvl30+ - guild management is very complex, crafting and professions is pretty much the only source of potions, gear or armors and I did not even go into the fortress stuff(which involves resource management and rts features combined with city simulator), gods and the whole pantheon politics stuff or advanced professions.


JD/ESO/KungFOO/BoI/HoTK this is not. IT feels more like LOTRO/RunesofMagic on steroids with the difficulty of the older mmo games and rpgs.

Originally posted by cyphers

Originally posted by Yuui

 I have yet to see an article about this game that just states the facts instead of blowing things out of proportion or telling me just how awesome this game is.

 

M: What can players expect from the endgame?

Blaine Christine: We have not released a lot of details yet, but what we have said is that we will indeed have raids. We haven't announced specifics around what will definitely be endgame content. Additionally, we have mentioned our player vs. player Warzones. We will have multiple Warzones. Those will mostly be higher-level content, where players participate in larger player vs. player battles, where they experience epic Star Wars ground combat on kind of a grand scale.

Additionally, we will have the auction house, crafting and harvesting, guild play, and all the things people are expecting out of an MMO.

 

Sounds like stating the facts to me, no blowing out of proportion nor telling how awesome the game is.

 

Out of that whole quote:

 

First paragraph is pure hype without facts. Same old same old stuff of "we have so many awesome stuff you will seeeee!~"

 

The second Paragraph could me nominated for awards of mr.obvious.

 

Ou tof the whole quote we learned nothing substantial about game excewpt tat it will be "omg how awesome full of stuff like great stuff". 

 

if a dev is talking about endlevel features I expect him to outright state them and not go around boasting random bombastic terms.

 

"we have various stuff" just does not cut it further than PR material.

Originally posted by zugurudumba


This article seems like damage control to me.

 

 

Yep. Most of it boils down "there is a lot of stuff to do in this game! there is ! don't believe differently"

 

But pretty much every TOR article is either damage control or hype.

 

I have yet to see an article about this game that just states the facts instead of blowing things out of proportion or telling me just how awesome this game is.

 

Bioware is seriously overdoing the hype-stuff. i noticed it during the whole promotion of Mass Effect II and now I notice it with both DAII and TOR. This kind of hype can only blow up in their faces, no matter what the final product is.

I'm sad that PWE does not try to market more interesting bits of the game, instead of spending time with class overviews(frankly the only classes that need to have an overview are kindred vampires and bards, because those classes play a bit differently from your normal mmo stereotypes) Having been in chinese closed betas(both of them), i fount a lot of interesting things that as of now have not been mentioned or promoted (sadly):


Quests, Questing and Age/Timeline Progression:
Now the whole game lore is based around two over powered primordial gods, male Dyos and female nyos. Dyos is basically this deity who goes around the universe, creating worlds and seeding them with life. Nyos on other hand is sworn enemy of Dyos and signifies the end of times.

Basically anything Dyos creates, Nyos will want to destroy, overtake, corrupt, twist, etc.

For starters each server starts into some sort of dark age. Gray colors, meteor showers, demonic creatures wandering, everything in chaos, etc. The first thing the beginner player community has to try to do is to get attention of two Primordial Gods(Dyos and Nyos) to their world(read:server). Now in this period of dark age, a lot of features are not available and most of ingame stuff focuses on players working towards the goal of getting those two gods back to there through various stuff like quests, certain killing tasks or even outright prayers.

Once the gods take notice upon the server, the server enters into some sort of "interlude" time. Gods are going back into business, the world is still a dangerous place, etc. Think on how the bakumatsu period was in japan. Through this time all other npc gods, the sons and daughters of two primordials , are introduced and missions to them start opening up. Through those missions you learn most of the lore about the conflict between Dyos and Nyos and change the influence rate of the lower npc gods in the Pantheon. From this age, the server gains sort of "karma-meter". EACH your decision(that is how you decide to complete quests, which npc faction you help, what bad and good stuff you do) affects that meter.

From then on, every age advances through the calculation of prayer values, god variables and the value of karma meter. The amounts of various factions of monsters killed and bosses also count to that. Depending on all of that, the next age starts and the changes are made to the game world accordingly. Thanks to that, pretty much EVERY server will turn out differently, depending on the choices of community. As the ages go, various features get unlocked(for example the floating guild fortresses the guilds can take over, own,move and build in), world changes...and some of player decisions LITERALLY become the lore of that certain game server(from what I heard there are even events, quests and monsters that appear only once in the whole server). Basically a lot of the game world and lore is affected by the decisions and choices of player community and while one server might be a perfect fantasy world, you go to another and you find an eternal night full of lawless monsters, demons, earthquakes, etc.

A bit about the class gameplay
A lot of classes feel familiar: Warriors are your usual offensive melee fighters, Mages are the aoe/ranged players, assassins are all about invisibility and luck, etc.


Now for more unique ones:

Protectors - The more damage they take/absorb, the more abilities they get. For them to be effective, they have to be the ones getting the full force of attack. Their skills use the damage they receive(each amount of damage adds a bit to the special bar) and accumulate.

Bards - mostly comparable to LOTRO Minstrels. There are different tiers of skills. The first tier is basically skills that give you notes+ do some kind of effect + adds some kind of area(or not) effect to you. Higher skills require you to already have certain kinds of music notes activated for you to cast, while others have different effects depending on what kind of notes you have activates. Notes are displayed in the staves going around your character so both your allies and your enemies can know what kind of effect you have and what kind of skill you will cast. Playing against Bard the most important thing is being able to read and understand what he/she is trying to do.

Marksmen - ranged DPS class. What is interesting is that You can build up the attacks in form of bullets and then release them all at once like a machine gun. Now depending on the bullets stored, various effects are placed upon both target and yourself(for example certain kind of bullet when saved up into that machine gun sequence, turns the whole multi-attack into aoe or adds poison effect). As a marksman a lot of time you will spend pre-planning your attacks in advance and watching them play out for better or for worse. A lot of your skills also take advantage of various effects placed upon your targets by both you and your allies (for example you can "explode" the targets that are burning thanks to mage's fireballs or a skill that can "interrupt" the player who is currently casting a skill).

Vampire - a Hybrid class. Easy to play, but VERY hard to master. Most of combat depends on you having a good reaction on using your weaknesses and strengths and changing modes. Of course your healing won't be as good as Cleric's healing, your buffs could never rival the versatility of Minstrel, your ranged and melee attacks won't best best warrior or marksman attacks and so on. However the main point of vampire class is to use your versatility to match the weaknesses and strengths of the enemy. Oh and overall you are suicide terrorist in a way. As A LOT of your skills use up your own health, while some use the enemy health for your benefit. Considering you can't spam potions in FW, gameplay goes with you on your watch for your health. Overspend it and you are defeated, be too much on defensive/healing and you will be defeated too. Oh and one of the forms is a bat. And Vampires in Bat forms are good team players with marksmen(remember that bit about exploding burning enemies?).


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Ingame factions

Most of quests and tasks are associated with certain factions(most of factions are would-be playable races that never made it into the final build, thus all the assets were used to create npc factions with the possibility of making it playable latter on, so players actually influence the history of would-be-new-races).

Its usual system. You do quests for those factions, building up fame and reputation, sometimes you have to chose one faction over the other(which ties into Age progression i talked about above).

There are major factions (that is your race and gods) and there are minor. From Major factions you can buy things like mounts, special skills, etc, for fame and for advancing through their storyline.

Overall minor and major faction standing somehow also affects guilds, but don't know how or why.

Guilds
- There are guild wars. And not temporary, but you can for example, set relationship with other guild to "at war", allowing the free killing between your guilds anywhere.
- Once they are unlocked(together with lore surrounding them), guilds can occupy, modify and build in Floating Fortresses. Those things can be moved through the map and their inside can be modified. You can add rooms and places with different purposes, customize how the whole thing looks, add defensive and offensive armaments, etc. Fortresses can also be used for some sort of quest(that is you can bring it to that quest), but no idea what.
- There are guild specific fashion items, mounts, weapons, skills, etc. I think you can customize the fashion with guild ornaments and so on.
- There are various inter-guild based mechanics in the game and there's even some sort of political system being planned.


Other important stuff:
- Reputation - You can buy mounts, items, skills, etc once your social standing with the certain factions is high enough. Beware tho - "kissing up" to one faction, might make you an enemy of other.
- Achievements - millions of them. Some of them will give you spec abilities, items, titles. others are just decorative. Achievements also affect the server values.
- SoulPK - Pulling off correct attacks, exploiting weaknesses of your player targets will make their soul in form of orbs fly out into the area(think the rings from Sonic). Souls affect your abilities, damage output(the default output at 0 souls is 0), special skills, etc. You NEED to move around to successfully pvp, instead of just standing around and spamming skills.
- Pets - you can catch pets, combine pets to get unique pets(think Shin Megami series of games), affect its personality by acting in various ways towards it and with it, train it, etc. Hell, you can even BREED them.
- Titles - certain titles work as a "rank" and you need them on for some npcs to respect you,etc. Certain titles give you some sort of benefit or unlock something when you wear them. some titles are purely cosmetic.
- Alignment system - I noticed that doing various decisions nets you either "evil" or "good" points. Now I don't know on how exactly does that impact the game, but there is an alignment system.
- Themed Days of the Week - Every day is different. Monday is "Fight", Tuesday is "Belief", Wednesday is "Companionship", Thursday is "Discovery", Friday is "experience", Saturday is "Fun", Sunday is "The Day of The Sun" - depending on day there are different quests, events, monsters, instances available through the world. and different every-day things give different outcomes.
- Refinery - Unlike in other PW games, upgrading items DO NOT DESTROY THEM. When failing you just try again - it does not destroy the item, it does not take away the refinery you already succeeded, etc. In a sense, the refinery works a bit differently form usual +1 +2 +3 +4 +5 bla bla, system. items change their forms, shapes, appearance and abilities through refinery. Its not just glow. You can also socket items, add runes, gems, crystals, etc into them, identify hidden features,

Profesions:
- fisherman is basically that - he fishes for fish or items in the sea. They also are capable of scuba-diving and mining underwater minerals, not to mention opening and reading the bottles with messages.
- Herbalist is all about gathering stuff (and specifically what to gather and what not to gather). As always there's a twist in the system with its own dynamics, dangers and benefits.
- A bit unique potion-making/Alchemist (with a twist that you can also make a totally random potions, with varying effects from getting turned into zombie to accidentally resurrecting that huge skeleton dinosaur in the city). Its also one of the most profitable professions, considering the only way to get lvl30+ potions (hp/mp or any other potion) is through this profession.
- Chef - A bit similar to alchemist. cooks stuff into various dishes with various effects on people.A good way to go too, considering player-produced goods are way to go after lvl30. Oh and you can make drinks and get drunk too.
- Geologist is all about digging for stuff and sometimes finding something that is a bit...too old and too dangerous for you...and for the world.
- Adventurer is a profession based ENTIRELY around exploring every corner of the world(and a lot of stuff is dynamic so guides won't help there a lot). Also a lot of stuff on lore needed to know to NOT get yourself into a danger. Those who enjoy the games for their backstories will LOVE this class as well as collector. The main unique feature is that Adventurer has a sort of "second sight" that allows him to see the surroundings for what they truly are and notice hidden(magically or not) stuff.
- Collector is all about collecting information, artifacts, other stuff and copying it. Now pretty much all other professions will be able to find various things that are of interest to Collectors and only Collectors will know the true worth of those things. Also can copy maps, scrolls, etc. If played correctly and professionally - one of the MOST influential professions.
- Diplomat/Socialite is a profession based all around negotiating with npcs, choosing the way you do stuff,etc. All of your choices in this stuff, including your overall capability to persuade npcs, will result in various different outcomes.
- Astronomer (LVL30+) class is all focused around watching the skies and foretelling various events(now as you know a lot of events won't give you a forewarning and only astronomers will be able to notice that stuff)
- Conjurer(LVL30+) - The only class capable of talking with or contacting NPC(and player-based) gods directly. Don't know much about this one and i doubt it was active during chinese cb.
- Runemaster/Enchanter.Capability to make "runes"(ranging from temporary to permanent ones) that you can use to enchant jewelry, certain weapons and certain kinds of objects in the world. Most of runes are classified into earth fire wind and water.
- Businessman - If running caravans, selling stuff for bigger cost than you bought them is your thing then go for it!. Also Businessmen have abilities and knowledge to predict the market patterns(as a lot of stuff in trading and selling etc is randomized and ever-changing). Good Businessman is pretty much a must for any guild that wants to make some sort of profit.
- BlackSmith/Armorsmith/Jeweller - More classic "crafting" classes. Pretty much the only source for some of the gears. Oh and here's a twist - just as the real world legends say, weapons and armors crafted by extraordinary craftsmen can get a curse, power or even a life of their own.
- Beast Tamer - Most of the creatures in the world can be trained into obedient servants. Tamer's life revolved around locating, fooling and capturing various rare(and not so rare) creatures and training them. Considering the pets in Forsaken World have more tamagotchi/pokemon-like features(pets have "personalities" that are formed through various variables from their "capture"/birth to their mature state and directly depend on how you behave with the pet) than in other mmos, this profession is VERY important and if your trained rat suddenly starts acting strange, its the best o consult a beast tamer.

Interesting Videos:
A look at one of floating fortresses(please note that EVERYTHING on it is player-built and there can be even the "underground" rooms placed. everything on how the inside and outside of the floating fortress looks is customizable)

Excerpt from the instance boss fight (notice how in the middle, boss changes his tactic and instead of attacking the damage dealer runs after the group member with lowest health)

An example of non-fighting instances/quests. This one involves going through a haunted circus. While this one is quite static there are certain non-combat quests and instances that are different pretty much each time you do it

Originally posted by Hyperfish


I still don't understand why people have issue with the supposed/opinioned, lack of 'end game', content for a game they haven't even played through yet....

 

Because it makes the entire game into sizif's work.

 

You go go go upwards only to find nothing there.

 

Your choices? Reroll another chracter and do that again~

 

Now I'm sorry but that does not sound like something I'd enjoy in mmo games.

KOTOR games at least had a lot of changes in storyline when replaying. Something that is impossible with the linear mmo design bioware went in TOR.

Originally posted by Yamota


Dragon Age Origins and Mass Effect 2 has excellent story and character development. Unfourtunately they are not MMORPGs which is another sign that the genre is degenerating into mediocricy.

 

Correction: Mass Effect 1 had an excelent story and character development. Mass Effect II is A LOT more simplistic in character archetypes. In MEI, each character was...diverse, with those multiple little traits that make them morally ambigous(. That made those "should i let them do that and that" decisions a whole lot more complex.

 

You know what? People complained about that. Thus comes Mass Effect II and from the start you know that "silent killer" wants to atone stuff, "perfect girl" has self-esteem issues and "milf alien warrior" has some EEEEVIIIIIIIL Enemy.

 

Now I agree with Dragon Age: Origins. All characters were consistent and deep (except Morrigan who was all over the place from naive little teen, to all knowing manipulator). It was truly awesome and the whole lore felt alive (just like in Mass Effect. Damn the moment you see the citadel station...). The hwole racial origins feature added A LOT of depth (and I wish mmorpg games had that kind of depth, the way you could decide not only what your character will become, but also on what he WAS and what he BECAME)

 

Sadly Dragon Age II seems to follow MEII route(racial origins feature removed, character intentions recognizable from their looks and description)

 

 

I think its not just problem with mmos. GAMERS overall nowadays stop to care about story and want to just "shoot the stuff". I mean, I see people COMPLAIN that game does NOT LEAD them or SAY WHERE TO GO EXACTLy.. what the?

 

Gamers and games are devolving. and even if there still are some story-driven awesome games, mindless shooters light on story become increasingly popular, sadly.

mainly interested because of HeroEngine.

 

Man, that peace of software can pull off some serious stuff

 

Having great hopes for this game.

 

Originally posted by deaddeath


meh, I'm still making a bard, a priest, and eventually a mage.

 

Agreeed. I am VERY interested in bard myself,  due to the uniqueness of the gameplay of that class. I bet a lot of people will be frustrated with that class, just because you can't just pew pew everything and because casting and using skills is entirelly different from usual stufff

 

Originally posted by Asheram


I was interested til I found out that the beta key I got from mmorpg in march/april doesnt necessarily get me a spot in the cb on the 27th,that someone who just received a key a week ago has as much of a chance to, which makes me think all those keys they gave to mmorpg and other 3rd party sites were more to build up hype and bolster the amount of registered accounts for pwe.

 

Actually you WILL get into beta.

 

 

Everyone who has a beta key will get into a closed beta. Its just that closed beta is split up into separate focus tests. You might not be in the group that gets to it in 27th, but you might get in in the group that gets into it a week or two later and etc.

 

Ever since PWE announced the shift to western audience this year, evne in china,  all of their newer betas are getting this focus beta treatment, to ensure that game is actually tested in controlled group of people instead of  usual "lets try the game" stuff.

 

I'm really interested in what PWE is currently doin as there are some serious stuff going on, from re-designign some of their games (like boI getting restarted with actual diablo-like gameplay), to them even announcing the development of sandbox mmorpg, with bioware like alignment systems.

http://www.mmoculture.com/2010/09/empire-of-immortals-interview-with-ceo.html

Interview abouoti Boi2 with PWI CEO.

- Game now has got the official name of Empire of Immortals.
- started out as expansion to Boi, bu tit was decided to make into a new game/sequel because of how drastic the changes are. Also strong focus on bringing it to consoles.
- A whole lot more pvp oriented, starting the forementioned family wars, country conquest, and whole new ways of guild combat.
- Nontargeting combat system confirmed with (most likely) usual arpg controls.
- Game will either be f2p or use hourly subscription model where you pay for ammount of hours.
- A whole lot more player customization, from being able to customize your gear to being able to customize your skills)think something akin to guild wars)

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