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6/07/12 9:49:22 AM#161
Originally posted by Phry Thanks, but obviously I understand it enough to justify my claims and to clearly see we were essentially taking part in a 'levelling' experience, as you haven't disputed a single assertion I made - only implied I didn't understand it. Which is a bit of a stretch - trying to convince someone they were restricted to certain content because they didn't understand the skill system rather than because the game is based around the fact that higher skill level allows you to take on higher skill level areas and use higher skill level gear ( I mean, come on, the requirements are right ON the gear, why deny they have a clear progression system laid out?). When my skills were a higher level I was able to take on tougher content, true? This leads to an experience that's incredibly similar to a traditional level based game, explain how that's not the case while sticking to facts. The fact that there are lower level areas and higher level areas should be a clear indication to anyone with their eyes open that areas are segregated by mob level, and arranged based around a linear character progression. Or do you dispute that? We were certainly moved into tougher areas as we levelled up our skills, did you go to the tougher areas right away, or did you have to raise your skills first? Why people are straining so hard to disguise this is beyond me - the game is what it is, like it for what it is or don't, labelling it shouldn't be so important. The overall experience is very similar to a linear level based progression system, with content that is gated by how much time you've spent levelling skills. EvEs skill system isn't a hard concept to grasp (there are also ton of great guides available for newer players), it may take new players more time to adjust to EvE than it would for them to adjust to TSW, for example, as it's a fairly different experience, but neither system is really, as you apparently found it, 'hard to grasp'. |
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6/07/12 10:12:15 AM#162
Originally posted by cooper85 Re-read my post, I never once said I gained levels, I said it's a skill based system that plays an awful lot like a traditional level based system. Don't put words in peoples mouths for the sake of setting up a strawman argument, it's weak. I also pointed out it doesn't matter what you call it - over all you earn exp to spend points that allows you to take on tougher areas that you wouldn't be able to without having earned exp to raise your characters effectiveness. |
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6/07/12 10:14:13 AM#163
Originally posted by cooper85 You don't start day one with everything available to you, all skills, all gear and an unlimited amount of currency to spend. If you can progress through a game without a single change to the character then the game might be leveless. I say might because the story/game itself may be split into levels. Some games can be hacked to make them leveless. The use of trainers/cheats and mods to config files may open otherwise locked requirements. But generally most games involve some sort of player progression and in order for the player to progress they have to raise their 'level' of something.
In order to relate the use of this terminology to what I have seen in the past, I find it quite acceptable to state that TSW does not have traditional levels or classes in an MMO sense. But to say it is leveless or classless and to utilise that as marketing blurb makes you look closer at the mechanics. If it truly was leveless and classless, in the real sense, you are talking this is a pivotal moment. This isn't the case, this is the same old stuff reworked from a different angle. I did actually think the innovation in TSW was centered around this area, by innovation I mean something we haven't seen before in any form. Which I though was part of the reason it had taken so long to bring this game to market. Ten years to just do the same old stuff with a different setting, big deal. |
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6/07/12 10:17:32 AM#164
Originally posted by fallenlords i see you are again at redefining words. Good luck! |
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CasualMaker
Hard Core Member
Joined: 3/10/06
Spelling and grammar do matter. I find your lack of real-life skills disturbing. |
6/07/12 12:49:26 PM#165
Originally posted by Loser60 When I was playing Star Wars Galaxies in 2004 (Pre-CU), there were simple, easy answers to such questions. If I equipped a sword (with no Brawler skills), a mob conned red to me. So I put away the blade and equipped a laser rifle instead; since I had skills with Marksmanship in general, and Rifles in particular, that same mob now conned blue. Neither the mob nor I had changed, I was just applying a different skill (and weapon) to the situation. There were no "level-based" multiplers or divisors applied to hit-chance or damage to bias the outcome in favor of the "higher level" creature/player. Whatever I did or didn't have in hand when I started the fight, that mob would still hit just as hard. The con-color changed because of the amount of damage I could do in return. |
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6/07/12 1:05:04 PM#166
Originally posted by fallenlords Eh, they really started to work on TSW after Dreamfall, before that they worked on a game called Cabal taking place in the '20s and heavily inspired by Lovecraft and Indiana Jones, but that got halted for Dreamfall. They took some ideas and world concept from Cabal into TSW, but actual production started in 2006. As for the rest, I don't see the problem. Most people have a clear grasp that when something is announced as 'no levels, no classes', it refers to the traditional levels and classes as seen in most MMO's. That's the immediate association that emerges for the majority of people: character based levels, and a traditional fixed class system. However, most people'll also grasp, or realise when they give it further thought, that there'll still be some form of progression and roles/jobs, just as seen with other level-less, classless MMO's - because those already exist as most MMO gamers who've been around for some years are aware of.
Anyway, I wish you good luck with your quest for some innovative MMO with stuff that is radically different and has never been seen before in any form. It seems like you're gonna need, because with those criteria I fear you'll have no MMO to play for many years to come |
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Kaocan
Novice Member
Joined: 8/18/09
The eye sees only what the mind is prepared to comprehend. |
6/07/12 1:29:04 PM#167
Originally posted by fallenlords
Lets make is simple for you. TSW has a class, A class, thats it. EVERYONE is that class. At the end of the day, EVERYONE will be everything that everyone else will be in that single class. In order for there to be a Class system in a game, there has to be MORE than a single class. TO be one and only one makes it a classless system. As for the Levels it is the same thing, there is but a single level in this game for character leveling. One, and only one. You can't have a leveling system if there is only ONE which everyone starts and ends in. This makes it a leveless game. It does however have progression, character progression in skills. You do progess in skill level. So this is a skill based game. Unless I am mistaken, that is exactly what they have advertised this game as. A Classless, Leveless, Skill based MMO.
(DISCLAIMER - The use of the word YOU in the above post is not directed at any one person in particular, but towards those who fall into the category itself - there is no personal attack here, neither intentional nor implied.) |
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6/07/12 4:04:37 PM#168
Originally posted by cutthecrap Concept work started in 2002 under the name of Cabal. Fair enough TSW didn't start development proper until 2006. But they have been knocking ideas/concepts around since 2002. People were working on Cabal at the time of Dreamfall. Heavily Lovecraft themed game set in the 20's doesn't sound far removed from TSW, they have just changed the setting for commercial reason.
I have a grasp of the meaning of leveless and classless. But I was initially in my AOC days, being sold on TSW as some genre breaking game. This game was going to be totally different, part of the reason it had taken so long to come from concept to development. There isn't anything amazing in TSW that rocks the genre. Fundamentally there is very little to get excited about as far as the fundamental mechanics go - nor in the gameplay from what I have seen. |
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6/07/12 4:08:48 PM#169
Originally posted by cooper85 I think we all understand what he means. There are no numeric levles, still players are at different progression states (if you want to call it that). And actually it was a bit annoying telling wether or not I should party up with certain folks since I had no clue if they were higher or lower "level". I assume Funcom has a solution for that though. |
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6/07/12 4:12:07 PM#170
Originally posted by Kaocan Everybody isn't the same class. Class refers to the job or profession of a character. The role of a class is normally defined. Here what people can define what sort of profession they want to fit into whatever role they want to play. But there is nothing to stop two people having the same class in TSW. They just have to follow the same build.
Skill based progression, is a form of level based progression just utilising skills. You don't start with every skill available.
So overall this game isn't classless and isn't leveless. It's offers no innovation just the same old crap done a different way. |
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6/07/12 4:12:41 PM#171
But cooper, your wrong TSW really has levels but there hidden. GW2 video review!! |
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6/07/12 4:13:58 PM#172
Originally posted by fallenlords Tolkien started knocking ideas for his epic saga and world of Middle Earth when he was in his college years, that doesn't mean that he did 30 years about writing his Lord of the Rings trilogy
As for the rest, seems you let your expectations and wishful dreaming get the better of you, I keep saying to MMO gamers that they should be more down-to-earth and manage their expectations better. If you can't get excited about TSW, well, sucks for you, mate. I guess you'll just have to wait till your radically revolutionary MMO appears with never-before-seen-or-done innovations, it'll probably be a few years or more before such a one arrives that'll suit your specific wishlist, but I wish you luck and patience, I think you'll need it
Originally posted by fallenlords True. Classless and level-less MMO's in the style of TSW have been done before, although they're few. That still doesn't negate the fact that they don't have the fixed, rigid class systems or (character based) level systems as seen in most MMO's. Seems like TSW isn't the MMO you're looking for. Time to move on, maybe? Maybe even out of the MMO genre, since all MMO's use some form of progression and roles which you're not looking for apparently? |
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6/07/12 4:17:11 PM#173
Originally posted by iamflymolo heh.. you plan on doing a TSW video iamflymolo? I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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6/07/12 4:21:32 PM#174
Originally posted by Aerowyn I think you are partially correct, but not quite. In for instance AoC, two characters working together couldn't take on mobs 8 levels higher. It just didn't work due to an inherit system that made you do less damage and take more damage in return if the level disparity was too large. It's a classic level based design. I think I once managed to kite a mob that was 7 levels higher than me, but it was a special type with really slow, hard attacks, with low max dps and I was playing a healer. In TSW the scaling of the mobs is a lot less steep. Just look at the first area, its scaled for single characters with QL 1-3 equipment. Two or three characters grouping together, just putting points into weapon skills can quickly progress through basically all the open world content. On the other hand, if you have worked your way through most of Savage Cost and go back to Kingsmouth, thinking you can own everything there, you wade into the mobs at the beach - you will discover that although you hit harder and can endure more, you will get killed preeeeety quickly if you take on more than one or two. So, sure TSW has vertical progression, but it's not a typical MMO progression like what you see in games like AoC. |
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6/07/12 4:25:45 PM#175
Originally posted by cutthecrap Well to my mind actually it does, if he had ideas of Middle Earth in college then that is when it started. The idea is the start of the journey, not when you actually put pen to paper and write. The writing part is the 'craft', it's transferring the idea in a way that can be understood by your intended audience. |
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6/07/12 4:26:14 PM#176
Originally posted by Blackbrrd Lucky sob! :P How much was it Black? |
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6/07/12 4:30:56 PM#177
Originally posted by raistlinm Or try training just the skills to fly a Battleship and run into a L4 mission w/o also training all the appropriate weapon, shield/hull, movement, targetting, etc. skills. One way trip to your Pod. MMO History: |
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6/07/12 4:35:47 PM#178
Originally posted by fallenlords Well, People can juggle many ideas and concepts, of which some may lie to rest for dozens of years and many that will never result in any product. Tolkien stated himself iirc that he wrote the trilogy in 9 years, so he clearly disconnects his daydreaming concepts and playing around with folklore themes in his early years from the actual process of writing. Just like the production and development of a game, actually. Anyway, this is all kinda moot and off on a tangent. Actual production and realisation of TSW - in much the same way as when actual writing starts and isn't just one of many ideas - started in 2006. |
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6/07/12 4:40:45 PM#179
Originally posted by cutthecrap In other words it doesn't have a tradtional level or class system. I am fine with that terminology. Skyrim didn't have a traditional class system, that is what they stated. It still has a class system, but points get assigned based on how you decide to play. ALl that seems to have happened with TSW is they have put the level and class system out of sight of the user, that to me is different from making a classless/leveless game. The only way I can see of achieving that is to have individual unique progression. |
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Originally posted by fallenlords People don't know enough about the game to understand that your progression is individual. No this game is not for everyone. If someone can not understand that, this game may be too complicated for that person. |
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