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Destination Games
MMORPG | Genre:Sci-Fi | Status:Cancelled  (est.rel 11/02/07)  | Pub:NCSoft
PVP:Yes | Distribution:Retail | Retail Price:n/a | Pay Type:Subscription
System Req: PC | ESRB:TOut of date info? Let us know!

Tabula Rasa Hype

Tabula Rasa is not released yet. However, we allow our members to rank their "hype" or anticipation for this game. Below is the average of the ratings by our members so far. To add your own "hype" value to the score, click the "Cast Your Hype" button below.

8.43

Based on 2228 total votes.

PLEASE NOTE: Manipulation of the hype-meter will result in the reset and disabling of this game's ratings. Examples of manipulation include (but are not limited to): creating multiple accounts in order to drive up the rating, developers encouraging fans to vote the rating to a specific number, and the offering of incentives for fans to vote up the rating (such as in-game rewards).

 

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Member Comments

aurick writes: I think a lot can be said by NCSoft's decision to not have official forums for Tabula Rasa. The message is clear: the development team wants to talk TO players in the form of news announcements, but they don't want to hear FROM players. If you want the devs to hear your feedback, you need to post on one of the fan sites and hope that the devs happen to be looking in that direction at the time. Forget about giving critical feedback; fan sites are run by the most rabid fans, so any naysaying is going to be stifled pretty darned fast. Another game recently made this decision regarding forums: Vanguard. We all know how great that game was at launch! So it's disturbing that Tabula Rasa would choose to go down the same path. Tabula Rasa has the potential to be a top-notch MMO. It's one of the few sci-fi entrants to this genre that's currently on the market, making it a breath of fresh air. (Although that will be changing soon with Stargate Worlds followed by Star Trek Online.) When I started playing the beta I really had a blast. Early on, the game proceeds at a fast pace with very little down time. Much of the early content can be soloed. The instances may lack much in the way of replayability, but each is quite different from the others and will provide a challenge for equal level groups. They scale with numbers, but not levels which means that a solo player can reasonably complete most instances on his own if he waits until he outlevels it by 2 or 3. Control Points are also interesting, and offer fast-paced fighting while giving the illusion that you can actually make a difference in the world. Unfortunately, you soon learn that much of the game is just that: illusion. With only a couple early exceptions, control points have only two missions available in them (which are grind-type missions to kill lots of Bane around the control point). So it really makes no difference at all as to whether anyone tries to hold them. Across the world in general, few mobs spawn out of thin air. They instead arrive via drop ships. Then you learn where all the drop points are along with their timing, and so the illusion is lost and it becomes just like a regular spawn. There are hundreds of Logos to be found, but only a small percent affect your character (being required for a particular skill). The rest are just easter eggs. Easy to find easter eggs, since every zone has mission givers who tell you where to find them and even point them out on your map. Getting new abilities even makes very little difference, since it happens rarely and has little overall impact. Most abilities aren't worth the training points that they require. Even your class weapons end up being inferior to the basic pistol, rifle and shotgun that you get at the start of the game. Put 5 pump levels in that first tier skill, and you could quite literally play the rest of the game without taking another weapon. Armor isn't much different -- when you crunch the numbers you learn that all armor mitigates pretty much exactly the same amount of damage. They just do it in different ways. So it really doesn't matter much if you have tier 1 armor or tier 4 armor. Progress through the game also changes markedly as you go up in level. By the time you reach you're 30's, the fast paced game that you remember from your teens has turned into a grind-fest. This is especially true at the various points where you run out of missions part-way through a level. There are major design flaws, as well. For one thing, many classes have their core concepts broken to the point that the class no longer plays as described. One example is the Spy, who's class weapon is melee with a 3m range. Yet the armor that a spy wears allows a maximum of 50% stealth. This means that most mobs will spot you at 40m -- and some can see you from beyond the game's draw distance! If that happens, you're dead before you can get to the mobs attacking you. The Grenadier's propellant gun is totally inferior to a shutgun. The support classes that can create forcefields are limited to having them up for 2 out of every 3 minutes -- leading to 30% downtime. Guardians (the tank class) have armor that does not absorb enough damage to effectively tank. It goes on and on. To make matters worse, the game introduces classes on a tiered basis. If you are interested in a Spy you have to go through 30 levels of non-spy classes before you finally learn how your chosen class REALLY plays. My best friend got to 30 with the intent of being a Grenadier, only to learn he hated it so much that he took Guardian instead. SoE tried a tiered system with EQ2 and guess what? They got rid of it when they learned that players don't like this kind of advancement! One would think that a newer game would have learned from the mistakes of an older one. Except Tabula Rasa goes one worse by making new abilities unlock simultaneously at the tier selection levels (1, 5, 15, and 30). The other 46 levels of the game you're just using the same abilities and pumping the ones you actually like to make them better. And there are no refunds on points spent for this, unless you blow a clone credit. The clones also sound like a great idea, until you actually experience them. Cloning yourself duplicates your character's stats and level. It keeps the same career choices you've already made. So it really only refunds the points you have spent on skills, allowing you to redistribute them. Most people clone at levels 4, 14, and 29 which are where credits automatically get rewarded. That way, if you don't like the career you choose, you can switch to the other option at that point in the tree. (Exobiologist or Medic, for example.) Your mission log is also emptied, by the way, meaning that any progress in missions (like the big ongoing Targets of Opportunity missions) is lost. This was how my friend switched from Grenadier to Guardian, and it was pretty nice for him. At least he didn't have to replay 30 levels once he'd discovered that he didn't like the Grenadier! Of course, if you get to level 50 as a Guardian and decide to try Grenadier, you'll have to replay 20 levels of content. (The slowest levels.) On the other hand, if your level 50 Guardian wants to try Exobiologist, you have to replay starting at level 5! So cloning sounds like a way to avoid the tedium of rolling up a new character if you want to try something different, but in practice, it only avoids that tedium if the "something different" is "something almost identical". Another illusion. Crafting is mediocre. You never actually learn a recipe, meaning that a recipe can only be used once. There are dozens of crafting components to try and keep track of. They fill your inventory pretty fast. There are also a lot of crafted items that require you to craft intermediate items. The problem is that it gets very confusing trying to determine if 1) you have the recipes for these items, and 2) you have the needed components. If you do have the recipe and components, you can use it to make your intermediate item, but then you usually need to wait for more intermediate item recipes to drop before you have enough of said item to move on to what you really wanted. Finally, there is no end game to speak of at this point. They have described some good plans, but a lot of the original plans sounded good as well. There's no mail system or auction system. An auction system is coming soon, but the first iteration will be more like DDO's old brokers rather than a true auction house. There's no player housing. PvP is minimal, which fits the setting although will turn off many players. Ultimately, there really is nothing to do in Tabula Rasa other than grind mobs or do missions. For some, that's enough. But most people will I think be disappointed by the time the free 30 initial days are over. I guess this says it all: I preordered the game several months ago. But now that it's actually released I have not only decided against picking it up at this time, but I didn't even bother logging in for the 3 day head start that I was still entitled to. If you're looking for an MMO with real depth and originality, keep looking. Tabula Rasa may turn into that game in time, but I'd guess it's still a year off. Fri Nov 02 2007 5:25PM
Shreddi writes: MMO that you actually have to aim at enemy and not just press buttons. Thats what we need. Fri Nov 02 2007 4:59PM
Tormorlias writes: Looks very promising, Going to give this game a go purely because richard garriot worked on it Fri Nov 02 2007 8:46AM
Loben writes: Very underrated game. Lots of fun as it is and has lots of potential as well. Fri Nov 02 2007 5:52AM
Ekibiogami writes: Its out... Thu Nov 01 2007 8:25PM
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