cool now I know what the Dimago and Ellr look like... I doubt the Dimago is really aimed much at westerners at all... Sure they're taller, but I think westerners want a more brute type character over stylish...Overall it's theme is still asian anyways, so ehhhh, it probably won't be too big in the west, but it might be sufficient though.
I dont understand what so great about ragnarok. Its a grind, like every asian game it has no complexity beyond if you place one stat point wrong your crippled. The depth of a puddle. That and everyone looks exactly the same, except for one peice... in Ragnarok you could change your head/hat.
How is Rag2 gona be any different?
after 6 or so years, I had to change it a little...
Originally posted by Munki I dont understand what so great about ragnarok. Its a grind, like every asian game it has no complexity beyond if you place one stat point wrong your crippled. The depth of a puddle. That and everyone looks exactly the same, except for one peice... in Ragnarok you could change your head/hat.
With Ragnarok Online you had 3 visibile slots all in the headgear. However, despite the lack of spaces end-game you had over 200 different ways to style your head. One huge difference between RO1 and RO2 is the ability to do this with 10 slots. This offers end-game over 1000 unique and visible pieces of equipment, and around 5000 pieces of equipment overall. Far far more then nearly every mmo under the roof of someone's basement. The actual combinations that are possible are GIGANTIC. This is all made possible due to the fact they switched to full 3D. It is also made possible by thier equipment leveling system. In which as you level up your equipment levels with you and you can upgrade it into other equipment. There has also been an importance made on player crafted items. Although I couldn't understand the translation about it.
Also I saw some videos of the actual weapons attack animations. They aren't a continous swing animation. All weapon types have thier unique attack animations. Obviously, how you attack with a Katana is dramatically different with a Saber, which is different then 2 swords, which is different from a Rapier. The 1 year delay really made this game an incredibly great game.
With Ragnarok Online 2 there will actually be less importance placed on stats due to the class system they are using. In RO it was a 9:1 ratio on the importance of stats. In RO2 is something like a 2:5, atleast for the norman race. This is because of the ability to freely switch between classes. The actual job level and class you are affects your stats the most. Also they added a small support skill system so you can use skills you learned already as a different class. Such as Platemail wearing enchanters.
That said it will also feature 2 new races each with its own unique leveling system. The Ellr who kinda have a Materia System, and the Dimago with a Single Dynamic Skill Tree.
Also Gravity has already developed a near flawless bot prevention software. The only problem is that the its use is prohibited by US law. So who knows if it will be added to Ragnarok Online 2, like if they can find a loophole.
Ragnarok Online 2 has a very large story department. The actual prelude to the game which is only in Korean and Japanese at the moment is around 16 chapters long, I hope they make a comic of it, it would be a much more interesting read. Anyways the new quest system they have is a step above that of WoWs and many other mmos. It features Dynamic Quests. This means you have multiple choices you can make that affects the outcome. Although there will probably be the occasional collect 10 jellopy sorta thing.
Gravity's solution to the grind was simple. Rescently in Ragnarok Online, they made the billions of monsters you have to kill to get to 99 less then a thousand by partying and tackling hard dungeons. The same concept follows through in Ragnarok Online 2. Before the exp you would need to gain for your next level would increase exponentially, while monsters exp would gain linerally. The simple solution is to also make the monsters exp gain exponentially. As a result it is far more beneficial to gain a party and take down a monster 10 levels higher then to kill 1000 monsters 5 levels lower.
Also they added much more freedom with the conversion to full 3D. Rather then other games prohibiting movement or even using the arch-nemesis of gamers in single character control games the point and click. They actually used the technology in the Unreal 2.x engine so you can run, jump, and swim your way to glory. Obviously nothing ground-breaking, but with the art direction of the game the ability to do this offers many great views of all the incredible scenary.
The system specs on this game are insane. The minimum is a Pentium 3 processor with 512 MB ramm and a MX440 64 MB graphics card or equivalant. Really low for the quality of graphics and gameplay in the game. The high settings are at a 2.0 GHZ processor, 1 GB ramm, and a graphics card that supports shader 2.0.
Then there is the PVP with twitch based combat. Also where you swing affects how much damage it does, the difference of hitting the toe and the chest. Although its not absolutely concrete yet.
Lastly, they have Yokko Kanno composing music. If you visit the official site you can hear 3 samples. They are simply incredible. She also rescently won an award at the VGAs.
In any case if you like anime, Ragnarok Online, or MMO-officianado then atleast trying this game is a must. Its one of the masterpieces being made by the big companies in the mmo publishing industry.
Originally posted by Munki I dont understand what so great about ragnarok. Its a grind, like every asian game it has no complexity beyond if you place one stat point wrong your crippled. The depth of a puddle. That and everyone looks exactly the same, except for one peice... in Ragnarok you could change your head/hat.
How is Rag2 gona be any different?
Actually, Ragnarok Online had, Imo a lot of depth when it came to character customization. You could make any kind of character you wanted, a Knight/Crusader (the paladin) could be a damage dealer and a priest the tank if that is what you wished because of the freedom of the stat system. Also every character was diffrent because you could not pick every skill,you had to make decisions it all depends on your build .you could completely customize your entire equipment with cards to create the character of your liking.There were tons of bosses and minibosses, and even had the War of Emperium PVP event, which is,imo, still THE fast paced pvp event to this day. the if you place one stat point wrong your crippled comment is also rediculous, since you will be "reborn" at level 99, so you can put your stat points again.
Also, every game has a grind.
CleffyII will be able to explain RO2 better then I can, but it takes the best of RO + TONS of new features.
Comments
If you arent a Manga/Anime Fan you will think all the Classes look like Kids.
For this Kind of People is the Dimago race.
That and everyone looks exactly the same, except for one peice... in Ragnarok you could change your head/hat.
How is Rag2 gona be any different?
after 6 or so years, I had to change it a little...
= )
Spooooon!!!!
Official English Site
With Ragnarok Online you had 3 visibile slots all in the headgear. However, despite the lack of spaces end-game you had over 200 different ways to style your head. One huge difference between RO1 and RO2 is the ability to do this with 10 slots. This offers end-game over 1000 unique and visible pieces of equipment, and around 5000 pieces of equipment overall. Far far more then nearly every mmo under the roof of someone's basement. The actual combinations that are possible are GIGANTIC. This is all made possible due to the fact they switched to full 3D. It is also made possible by thier equipment leveling system. In which as you level up your equipment levels with you and you can upgrade it into other equipment. There has also been an importance made on player crafted items. Although I couldn't understand the translation about it.
Also I saw some videos of the actual weapons attack animations. They aren't a continous swing animation. All weapon types have thier unique attack animations. Obviously, how you attack with a Katana is dramatically different with a Saber, which is different then 2 swords, which is different from a Rapier. The 1 year delay really made this game an incredibly great game.
With Ragnarok Online 2 there will actually be less importance placed on stats due to the class system they are using. In RO it was a 9:1 ratio on the importance of stats. In RO2 is something like a 2:5, atleast for the norman race. This is because of the ability to freely switch between classes. The actual job level and class you are affects your stats the most. Also they added a small support skill system so you can use skills you learned already as a different class. Such as Platemail wearing enchanters.
That said it will also feature 2 new races each with its own unique leveling system. The Ellr who kinda have a Materia System, and the Dimago with a Single Dynamic Skill Tree.
Also Gravity has already developed a near flawless bot prevention software. The only problem is that the its use is prohibited by US law. So who knows if it will be added to Ragnarok Online 2, like if they can find a loophole.
Ragnarok Online 2 has a very large story department. The actual prelude to the game which is only in Korean and Japanese at the moment is around 16 chapters long, I hope they make a comic of it, it would be a much more interesting read. Anyways the new quest system they have is a step above that of WoWs and many other mmos. It features Dynamic Quests. This means you have multiple choices you can make that affects the outcome. Although there will probably be the occasional collect 10 jellopy sorta thing.
Gravity's solution to the grind was simple. Rescently in Ragnarok Online, they made the billions of monsters you have to kill to get to 99 less then a thousand by partying and tackling hard dungeons. The same concept follows through in Ragnarok Online 2. Before the exp you would need to gain for your next level would increase exponentially, while monsters exp would gain linerally. The simple solution is to also make the monsters exp gain exponentially. As a result it is far more beneficial to gain a party and take down a monster 10 levels higher then to kill 1000 monsters 5 levels lower.
Also they added much more freedom with the conversion to full 3D. Rather then other games prohibiting movement or even using the arch-nemesis of gamers in single character control games the point and click. They actually used the technology in the Unreal 2.x engine so you can run, jump, and swim your way to glory. Obviously nothing ground-breaking, but with the art direction of the game the ability to do this offers many great views of all the incredible scenary.
The system specs on this game are insane. The minimum is a Pentium 3 processor with 512 MB ramm and a MX440 64 MB graphics card or equivalant. Really low for the quality of graphics and gameplay in the game. The high settings are at a 2.0 GHZ processor, 1 GB ramm, and a graphics card that supports shader 2.0.
Then there is the PVP with twitch based combat. Also where you swing affects how much damage it does, the difference of hitting the toe and the chest. Although its not absolutely concrete yet.
Lastly, they have Yokko Kanno composing music. If you visit the official site you can hear 3 samples. They are simply incredible. She also rescently won an award at the VGAs.
In any case if you like anime, Ragnarok Online, or MMO-officianado then atleast trying this game is a must. Its one of the masterpieces being made by the big companies in the mmo publishing industry.
Also, every game has a grind.
CleffyII will be able to explain RO2 better then I can, but it takes the best of RO + TONS of new features.