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Embers of Caerus Forum » General Discussion » How's it different than MO?

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35 posts found
  User Deleted
8/23/12 10:12:16 PM#21
Originally posted by Thradok
Redman...going by what we know, I think you'll be happy.  :)

 

Ok here is my question, which im sure has no answer given how its so damn early in development really and discussion is moot.

The pve combat.  Will EoC take the MO route or the DF route.  Will pve combat be another form of node farming for crafting or will you be getting currency/resources/usable loot (even if its crap) off pve mobs...making them more like a rpg and less like a crafting sim?

I forget if MO had nothing but resources on mobs..i think it did...but it was overly obnoxious to farm mobs that didnt yeild anything that could benefit me.  I had to log off, then log on my crafter...another aspect of MO i hated.

I know people LOVE skill caps.  I dont see any reason my fighter cant figure out how to make a few weapons or how chopping some wood would prevent me from being a great melee fighter.  

I really dont want to have to make alts to experience the whole game...however i do not want a darkfall style combat where you can be the best at everything all at once...need gear or skill selection/usage restrictions.

I feel in a sandbox that i should be able to put on my crafting hat and make my gear, then put on a helmet and sword and go fight stuff, chopping wood nearby on my way there ect.  In MO and other games with a skill cap i never wanted to do anything but specifically what the character was going to be later on...restricting gameplay and causing people to roll alts.

From what ive heard about this game, they loved MO but hated the combat.  I agree with the combat but theres a whole lot mechanically i disliked about MO...despite it had a lot of features i did find interesting.  in execution it was a mess of alts, no communication ability, no freedome in race or starter areas less i wanted to play a single player game...it all felt so restriticting...on top of horrible combat and boring pve combat encounters.

 

short list of concerns:

  • One character/account type of game where i can be it all just not at the same time without losing skills to do something?
  • How will they regulate skill use?  Gear based? Skill selection in a safe zone? Decay and regrind?  
  • PvE mobs that are more than wandering resource nodes strictly for crafting mats?
  • Communication restrictions?  
  • What end game skill mechanics will exist?
  • Will there be melee skills or just hack n slash? Or something like DF where theres like one skill the same across all weapons liek whirlwind or power attack or knockback (that was all of them right?)
  • how many weapons/ schools of magic...how will magic be incorperated as to not be OP and needed to compete
 
 
Realize its early and they probably dont know.  I hope ill be happy but im going to try to forget about this game for a while..way too early and plenty of time to add game breaking features.
  Thradok

Novice Member

Joined: 2/16/11
Posts: 57

8/24/12 10:22:29 AM#22
Originally posted by redman875


  • One character/account type of game where i can be it all just not at the same time without losing skills to do something?
  • How will they regulate skill use?  Gear based? Skill selection in a safe zone? Decay and regrind?  
  • PvE mobs that are more than wandering resource nodes strictly for crafting mats?
  • Communication restrictions?  
  • What end game skill mechanics will exist?
  • Will there be melee skills or just hack n slash? Or something like DF where theres like one skill the same across all weapons liek whirlwind or power attack or knockback (that was all of them right?)
  • how many weapons/ schools of magic...how will magic be incorperated as to not be OP and needed to compete
 

 

Stat system:
http://www.youtube.com/watch?v=prw1Iu5MGVc&feature=player_embedded

Dynamic Ecology:

http://www.youtube.com/watch?v=IuO72RrT0xc&feature=player_embedded

Those might help a bit. I'm guessing the skill system will be similar to the stat system. Basically, use skills to raise them, they decay if you use too many other skills. The rate of that is tbd. Not annoying for daily use, not too horrible to completely change your character. Don't want to force people to buy alts. We don't know too much about melee combat...more player skill than DF, less than m&b? I vaguely recall hearing about special attacks being learned, like you mention. As for magic...well there are 8 threads, but only 2 at a time can be used by disciples (priests or clerics or w/e) depending on their god/religon. The idea is to have more utility type spells instead of just 'boom boom fireball lulz' in general. Also, no straight healing during combat. As for Magi, they can use all 8 threads, but we're told it'll be hell to be a Magi. The creative director (Rob) says he can't wait for the tears when the game starts and people try to be Magi :P

  User Deleted
8/24/12 10:50:42 AM#23
Originally posted by Thradok
Originally posted by redman875


  • One character/account type of game where i can be it all just not at the same time without losing skills to do something?
  • How will they regulate skill use?  Gear based? Skill selection in a safe zone? Decay and regrind?  
  • PvE mobs that are more than wandering resource nodes strictly for crafting mats?
  • Communication restrictions?  
  • What end game skill mechanics will exist?
  • Will there be melee skills or just hack n slash? Or something like DF where theres like one skill the same across all weapons liek whirlwind or power attack or knockback (that was all of them right?)
  • how many weapons/ schools of magic...how will magic be incorperated as to not be OP and needed to compete
 

 

Stat system:
http://www.youtube.com/watch?v=prw1Iu5MGVc&feature=player_embedded

Dynamic Ecology:

http://www.youtube.com/watch?v=IuO72RrT0xc&feature=player_embedded

Those might help a bit. I'm guessing the skill system will be similar to the stat system. Basically, use skills to raise them, they decay if you use too many other skills. The rate of that is tbd. Not annoying for daily use, not too horrible to completely change your character. Don't want to force people to buy alts. We don't know too much about melee combat...more player skill than DF, less than m&b? I vaguely recall hearing about special attacks being learned, like you mention. As for magic...well there are 8 threads, but only 2 at a time can be used by disciples (priests or clerics or w/e) depending on their god/religon. The idea is to have more utility type spells instead of just 'boom boom fireball lulz' in general. Also, no straight healing during combat. As for Magi, they can use all 8 threads, but we're told it'll be hell to be a Magi. The creative director (Rob) says he can't wait for the tears when the game starts and people try to be Magi :P

 

Ugh...stat decay.  That means ill need a dedicted crafter alt to feed my combat...and ill have to avoid doing to much resourcing between mob spawns on my cobat lest i decay something.

 

Theres got to be a more creative way to handle people being the best at everything during combat without such an annoying system.

  Nefastus

Novice Member

Joined: 7/28/08
Posts: 64

8/24/12 11:45:13 AM#24
Who says you won't be able to be a pvper and a crafter? If combat is made to be mainly player skill oriented, then you won't have to raise many combat oriented stats.

www.SanctumOfCaerus.com
Embers of Caerus Fansite & Community

  Thradok

Novice Member

Joined: 2/16/11
Posts: 57

8/24/12 11:55:51 AM#25

Originally posted by redman875
 

Ugh...stat decay.  That means ill need a dedicted crafter alt to feed my combat...and ill have to avoid doing to much resourcing between mob spawns on my cobat lest i decay something.

Theres got to be a more creative way to handle people being the best at everything during combat without such an annoying system.

 

Or, you know, a working economy so you don't feel the need to do everything yourself. And gear not being as big of a deal as in some other games. (See Nefastus' post) Also, I wouldn't be surprised if there was a way to lock the stat to prevent accidental decay. If you want to do everything yourself and be self sufficient in a multiplayer online game...expect some drawbacks.

 

Originally posted by Nefastus
Who says you won't be able to be a pvper and a crafter? If combat is made to be mainly player skill oriented, then you won't have to raise many combat oriented stats.

 

  PancakeEffct

Novice Member

Joined: 7/18/11
Posts: 44

 
OP  8/27/12 6:54:51 PM#26
Originally posted by Thradok

Originally posted by redman875
 

Ugh...stat decay.  That means ill need a dedicted crafter alt to feed my combat...and ill have to avoid doing to much resourcing between mob spawns on my cobat lest i decay something.

Theres got to be a more creative way to handle people being the best at everything during combat without such an annoying system.

 

Or, you know, a working economy so you don't feel the need to do everything yourself. And gear not being as big of a deal as in some other games. (See Nefastus' post) Also, I wouldn't be surprised if there was a way to lock the stat to prevent accidental decay. If you want to do everything yourself and be self sufficient in a multiplayer online game...expect some drawbacks.

 

Originally posted by Nefastus
Who says you won't be able to be a pvper and a crafter? If combat is made to be mainly player skill oriented, then you won't have to raise many combat oriented stats.

 

 

That's what MO tried, but failed. You had to create a whole alt just to freaking fish (to do so decently)

  SaintPhilip

Novice Member

Joined: 3/22/12
Posts: 729

8/27/12 8:02:32 PM#27

One main difference between EOC and MO-

Henrick (HOPE) Nystrom wont be the CEO... And a box of rocks would be far better at managing a Company than mr. Nystrom.

I know nothing of this game at all (foirst I have heard) but that is ONE difference I know will makle an improvment in spades.

  User Deleted
8/27/12 10:27:09 PM#28
Originally posted by SaintPhilip

One main difference between EOC and MO-

Henrick (HOPE) Nystrom wont be the CEO... And a box of rocks would be far better at managing a Company than mr. Nystrom.

I know nothing of this game at all (foirst I have heard) but that is ONE difference I know will makle an improvment in spades.

Yes we all get it that the sweedish funboy and his dads money wont be part of the game lol.

 

Even without him there were a lot of flaws in MO and all cant be blamed on him.  And *gasp* without him and his daddy's bank account there wouldnt even be an MO for us all to bitch about and in a "butterfly flaps its wings" type situation...there probably would be no EoC in development.

 

So thank sweedish funboy over at MO for EoC if / when the game comes out!  His failures and his companies failures may have motivated a lot of people to create a really solid sandbox that is so desperately needed.

Also..my hope is that this might light a Fire under Tasos and the gang of sleepy vacationers over at AV to get Darkfall 2010 aka Darkfall 2.0 out before this game is made...might be a double win situation.  Two potentially decent full loot sandboxes...*drools*

  YojimboBimbo

Novice Member

Joined: 9/25/12
Posts: 174

12/01/12 4:47:44 AM#29
How is it different?

1: Imagining playing EoC is more enjoyable then playing the garbage that is MO.
2: sounds like EoC actually has devs and not modders
3: EoC isn't run by Nimrod Nystrom.
4: the GM staff will not consist of H.R. Puf n stuf and friends.
  Genadi

Novice Member

Joined: 4/07/10
Posts: 124

Stupidity can't be taught

4/03/13 1:53:57 AM#30
Originally posted by YojimboBimbo
How is it different?

1: Imagining playing EoC is more enjoyable then playing the garbage that is MO.
2: sounds like EoC actually has devs and not modders
3: EoC isn't run by Nimrod Nystrom.
4: the GM staff will not consist of H.R. Puf n stuf and friends.

 

This +98

  StarI

Novice Member

Joined: 1/18/06
Posts: 827

4/03/13 3:16:53 AM#31
Originally posted by YojimboBimbo
How is it different?

1: Imagining playing EoC is more enjoyable then playing the garbage that is MO.
2: sounds like EoC actually has devs and not modders
3: EoC isn't run by Nimrod Nystrom.
4: the GM staff will not consist of H.R. Puf n stuf and friends.

 

In other words:

I haven't played the game and won't play it probably for the next 5 years but I know it is enjoyable!

And their devs are great  and competent  even tho they have nothing to really show yet!!

Just like GMs who won't be human beings but perfect creations only serving us gamers!

 

LOL @ eternal dreamers

No wonder there's a hater on the other side of coin  when you have your head covered in clouds.

  Thradok

Novice Member

Joined: 2/16/11
Posts: 57

4/04/13 10:16:33 AM#32
Originally posted by StarI


And their devs are great  and competent  even tho they have nothing to really show yet!!

 

Did you read the newsletter Dev Update section? Give it a month or two ;)

Right here.

  Fraden

Novice Member

Joined: 7/09/05
Posts: 55

Why am I even typing this?

4/05/13 6:57:46 PM#33
Originally posted by Thradok
Originally posted by StarI


And their devs are great  and competent  even tho they have nothing to really show yet!!

 

Did you read the newsletter Dev Update section? Give it a month or two ;)

Right here.

 

Once again more words on a screen, not many in-game screenshots, images of other things in place of game shots to try and "represent" the theme.

 

I'm all for this game, but I'm getting so tired of there being virtually no virtual content (pun intended). It's getting old, it's been over a year, walking around an engine with no character model being shown isn't enough. Don't care if it's not finished, start releasing some real content and stop talking about things you have already talked about three times before.

This faction war is nothing new to me, just something to keep people busy.

(It sucks you dont wanna see it)

  Thradok

Novice Member

Joined: 2/16/11
Posts: 57

4/06/13 11:41:48 AM#34
Originally posted by Fraden

Once again more words on a screen, not many in-game screenshots, images of other things in place of game shots to try and "represent" the theme.

 

I'm all for this game, but I'm getting so tired of there being virtually no virtual content (pun intended). It's getting old, it's been over a year, walking around an engine with no character model being shown isn't enough. Don't care if it's not finished, start releasing some real content and stop talking about things you have already talked about three times before.

This faction war is nothing new to me, just something to keep people busy.

Oh, do cut us a bit of slack, most games don't show themselves as early as we have. :D

We've been very clear about how far away from release we are, and our stage of development. You may wish to take a break and come back in a year or two. :)

  gotha

Novice Member

Joined: 10/13/05
Posts: 1045

12/18/13 11:42:25 AM#35
I kind of feel these PvP games are getting worse and worse.  Darkfall had problems,  MO yeh a shitload of issues,  and now this is just going down in flames.  Anyone who has ever tried working on a major project with voluneteers knows this is doomed.
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