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All Posts by GoldenArrow

All Posts by GoldenArrow

53 Pages First « 33 34 35 36 37 38 39 » Last
1056 posts found
General Discussion « TERA
5/07/12 5:21:57 PM

Well done!

Originally posted by AdamTM
Originally posted by arieste
Originally posted by TheYear1500
 My self and my guild are already talking about what class we want to play and how we should build them so that we can get the most out of each build. 

This is interesting, since the point of getting rid of the trinity is to get rid of this exact behaviour.  


p.s.  Just to be clear - i am in no way criticizing, you, your guild or any actions thereof.  My point is in reference to the idea of getting rid of the trinity and its consequences - of which your actions are only an example.

Im not speaking for everyone, but min-maxing and powergaming will not go away ever.

The removal of the trinity is mostly to remove forced classes and forced grouping in the sense that people -need- a healer or tank to even start about thinking to do a dungeon/raid.

The removal of the trinity is supposed to break player-class interdependancy which leads to forced grouping.


It was never intended to break powerplayer-behaviour or minmaxing, this will always happen as long as you have choice in creating a build.

I do not believe for a second, even in TSW, that there won't be some builds that do better than others (in certain situations) for example, and people will minmax the hell out of their characters, there is no perfect ballance, and there shouldn't be.

Then again TSW will have strict counter-builds.

You have a FOTM shotgun build with blast damage? Well enjoy my pistol build with blast resist!

You enjoy stacking crit with hammers? Well enjoy my evading chaos magic build!

TSW will have A LOT of min/maxing and A LOT of counter min/maxing. If one build starts to make ground in PvP, you can be guranteed to get countered \o/

Even PvE will require plenty of different builds just because the bosses might have resists against certain damage types and require certain types of CC.

TSW will be fun exactly because everyone has the same toolkit. Those who take the advantage of this 

will succeed.

Originally posted by arieste
Originally posted by GoldenArrow
Originally posted by arieste
Originally posted by ShakyMo  

GW2 doesnt have raids

Not to go off topic or anything, but you're incorrect there.  I spent a large chunk of this morning reading up on GW2 and multiple beta reviews mentioned encounters where you have 25 or 40 people fighting them.   Perhaps GW2 has a different name for that, but in MMORPG's in general, that's called a raid.    (Raid = PvE encounter requiring more than one group of players to defeat.)


Anyhow, point being that if you have an encounter that can be fought by 40 players, you need to design the encounter to be challenging when being fought by 40 players.  Call it whatever you want.


And you know.. sorry to disappoint you or whatever, but i've no idea why it's a bad thing for an MMO to have content for massive numbers of players.


For example, TSW doesn't have raids.   Maximum group content is for 5 players.  I find that pretty lame tbh and hope they add some bigger encounters in the future.

TSW will have 10 man raids.

ooh, they will?!?   on launch?  can you link to info on this?   


I could have sworn a read an article that specifically had a DEV explain that they're limiting content to 5-people max, so that they could design more complex encounters.  10 is still pretty small, but still, better than 5!  


There's a long discussion on the forums about it. It was announced way back and can't remember whether it was a podcast or some interview. They'll be doing 10-man raids but those are not going to be out on launch.

I think that having a pimped out blacksmith might cause you to get gear that's "too good" for the content you are going through and it might simplify the game a bit for your first run. I assume the idea behind the blacksmith is that you can get your "alts" levelled easier than the first time around more than actually equipping the main character with crafted items.

I could also be wrong but I don't know how important crafting will actually be coming the harder difficulties. The diffculty of diablo 3 most likely is designed around mainly using the equipment you find along the story and anything that makes your gear better (AH/RMT-AH/Crafting) will probably make it easier and easier 8)

GW2 should be trophied with the best first impression in an online game ever.

But on the long run the game just doesn't have longetivity and that's where Tera comes ahead.

Tera has really bad first impressions and you haven't seen anything before hitting 20-> after which it start getting better and better.

Originally posted by styles74


I'd really like to do this, and I have a group of friends playing that I'm trying to designate one for a BS.

Does this make sense?  What are your thoughts on a "team" BS for getting better items faster?

If so, what exactly needs to be passed over to the "team" BS to level his skill?  Gold and Mats only?

I'm rolling a DH to start, and I know they're very very dependant on their weapon.  (more so than Monk, Barb... supposedly b/c they only have a couple options (bow, xbow) where the other melee classes have a bunch)

This assumes that the designated BS is someone we know personally and trust.


It's cool and all but this isn't a MMORPG.

Progressing ASAP shouldn't be your goal Oo

Originally posted by arieste
Originally posted by ShakyMo  

GW2 doesnt have raids

Not to go off topic or anything, but you're incorrect there.  I spent a large chunk of this morning reading up on GW2 and multiple beta reviews mentioned encounters where you have 25 or 40 people fighting them.   Perhaps GW2 has a different name for that, but in MMORPG's in general, that's called a raid.    (Raid = PvE encounter requiring more than one group of players to defeat.)


Anyhow, point being that if you have an encounter that can be fought by 40 players, you need to design the encounter to be challenging when being fought by 40 players.  Call it whatever you want.


And you know.. sorry to disappoint you or whatever, but i've no idea why it's a bad thing for an MMO to have content for massive numbers of players.


For example, TSW doesn't have raids.   Maximum group content is for 5 players.  I find that pretty lame tbh and hope they add some bigger encounters in the future.

TSW will have 10 man raids.

Originally posted by dageeza

If you are looking for a gamble TSW with the combined failsauce of funcom and EA will be your best bet, you should sweeten the pot and go for the $200 lifetime and i will see ya in the game in 2014 when it goes F2P!

Another one who doesn't know that EA is just distributing the boxes in NA.

Your efforts are good but your results are poor.

Originally posted by BigHatLogan

World of Skyrim:  Kill 10 rats and we give you the key to join a boring raid!  But don't let that get in the way of faction point farming.  You still have 1000000 mobs to kill to get that new epic! 

More like Skyrim Wars.

There's a big pile of rat tails behind the NPC.

And he asks you to stop the invasion of rats.

Originally posted by TheYear1500
Originally posted by mmoguy43
Originally posted by rpgalon

Just Click



Character Development

How does the ability system work?
What are active abilities?
What are passive abilities?
How does the skill system work?
What are templates / decks?
Will there be character statistics?
Will there be equipment statistics?
What kinds of weapons are there?
How will leaderboards work?
What will end-game be like?


A lot of good info on TSW. Amazing how similar their skill system is compared to the one I've been working on over the past 3 years. I'm eager to find out how well it will work initially and in the long run.

One major difference is that... "There is no ability cap - players can eventually learn them all"... which means in the end everyone will be the same and it will only be a matter of prefrence or FotM best. The choosing to specialize in the begining is great, just like in EVE, but near cap those choices may not feel all that special (not like EVE- ships define battles not your collection of skills).

That is a good point.  But i would expect that the build your using is whats going to define you.  Since you can't just change in the middle of a battle.  Kind of the same way EVE has it.  

The difference in TSW is that you are going to be able to change build/gear really fast when you are not in combat. There's also a possibility to build counter builds. Got pwnd by a shotgun bunch using tons of blast damage? Respawn, switch into your caster build with tons of blast resist and plow through them. Can they change it up for next fight? No. > Proceed to pwning. Yes > Hop to your next build.

Players who only have the "FOTMs" up their arsenal are going to be hammered in PvP and when it comes to PvE the mobs that resisst your "FOTM" are going to laugh at your damage.There will be constant build switching in PvP and PvE. Players who can't/don't want to adjust to this will be the laughing stock in TSW.

Since everyone can have every skill/ability in the game there won't be "FOTMs" or if there is, you can either pick it up yourself or make a build to counter it.

Originally posted by ruejacobs
Originally posted by //\\//\\oo
Originally posted by Arkain

Hi  //\\//\\oo,

On "You're not a native English speaker, not by any stretch of the imagination."

This should answer that (if you care to look at it, but if not, thats ok as well):

After this we should let the thread get back on track. 

"Claw up to the Bears" 



I appreciate the lengthy reply. What else is there to say? I'm bested, or at least my paranoia is.

Although it was recorded inside and.. no.. I suppose I'll restrain myself, until I look even more stupid.








I can vouch for where it was recorded. It was recorded in our computer room.  That's my office chair behind him in the video.

Because he and I live together. 


I am not from Norway. Nor am I a polar bear.

That's exactly what a Norwegian Polar Bear would say!!

No wait... 8)

Why the soul tree system in Rift ultimately failed was because the game got dumped down really hard.

The original setup of 1 support/off-healer + 1 healer + 1 tank + 2 dps was wowified into 3 dps + 1 healer + 1 tank.

Rift was made so easy that you didn't have to optimize your class into being able to fill several (even tailored) roles for certain dungeons/raids. 

When you remove the challenge your also remove the need for min/maxing and getting the most of your class.


In TSW Funcom will not be nerfing the encounters ridicilous amounts (like we've seen with AoC) and you will have to stay versatile and figure out different builds to beat different challenges. Also since the game doesn't have classes the design of the game will consists of 5 players with 525 abilities they could have. Heck you might need to have control skill on every player to beat an encounter or a heal on every character. The possibilites of challenges are unlimited.

TSW is going to be a challenging game and that's the only way they can pull of such a freeform progression system. If the game would be simple 1+1+3 or 1+4 the whole core mechanic of the game would crash and burn. This said TSW is also going to be a hard game especially at later "levels".

B2P imho. The game is definately worth the box price.

But the game just sucks so bad once you get through the story and the endgame starts.

RvR + Hero Engine = Ilum!

It doesn't sound too good.

But this might be a sleeper hit.

The next Dark Age Of Camelot.

(GW2 is bound to fail in regards of RvR)

I'd go with Tera. The NA/EU enchanting system doesn't have fails though.

But everything else you described is there.

FFXIV would be another choice, but it's quite a lifestyle game though.

Tera or D3.

Matter of preferance and your gaming hours.

Both are excellent bang for the buck.

They should add a #%!¤#!¤ clock into the client.

This game is ruining my life, it's just that good ;)

The OB was a bad move by Blizzard.

People are so FREAKING STUPID IT'S INSANE and they will CONDEMN a game for the 1/3rd of the first act of the first difficulty of the game that has 4 difficulties.

The problem with Asian games is that you haven't even scratched the surface until you've played the game for atleast a month.

Most of these uneducated opinions are based on few hours/days of beta gameplay. Tera gets gradually harder and more fun as your progress in the game. For an experienced gamer it's not THAT hard though. I've played 41 levels of mystic and only died once due to a lagged AoE from a boss (was standing outside the AoE and still got oneshotted).

In the question Tera VS GW2 it's all about personal preferance and the hours you tend to put in online games. Tera is better for those who enojy endgame/grinding/putting lot of hours in. While GW2 rewards casuals a lot better with easier levelling/zerg to win/"endgame"/cash shop. Also Tera's combat system might be too much for some casual gamers, it requires you to master the mouse and the keyboard. Keyboard turning and mouse clicking for skills doesn't work in Tera.

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