Being a part of SWG's demise and now the broken promises of V:SOH(though i will keep my eye out for improvements), i would like to know if someone like me, who loves the vast possibilities of SWG, the crafting, the infinite combinations of professions, player housing, guilds, not only amazing play customization but clothing and armor as well, will fit in with AoC. Someone who loves the vast world of VG with its amazing graphics, its boating system and flying mounts, and other little things; if someone can tell me what i am getting in AoC that i got in SWG and so hoped for in VG, i would be very thankful. I am well aware that AoC is far from SWG and V:SOH, but i would like to know by its comparison to SWG and the few things the made VG a mediocre game but were great in themselves what makes AoC something worthwhile.
Even unrelated to SWG and VG, what, to you, makes AoC a hot tpic on your mind and everyone elses here in the AoC forums? eh?
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I for one decided long ago not to touch any of SoE's products, and Vanguards release is just another example of why.
One of the main things that made the early SWG great was its open ended skill system. AoC does not technically fall under this category, having a level/skill hybrid system. Basically a certain number of points are earned every level which can be devoted to whatever skills/attributes/feats you want. From what we know, there are probably millions of possible combinations based on a single race/class choice. Of course, most of those will have fairly irrelevant differences (IE, 197 2HE skill as opposed to 195). My guess would be a few dozen significant builds for each class.
A couple of other items:
-The real time player skill based combat
-Mounted formation combat with full collision detection
-AI based on a need pyramid system as opposed to cut and paste scripts and/or no significant AI at all.
-spellweaving and soul corruption, two never before seen systems that will make life for mages and those opposing them very... interesting. For example, a mage that draws too often and too deeply upon his/her reserviors is bound to die a hideous death, and then be forced to fight in the depths of hell to retrieve his/her soul
-high end, realistic, graphics (minor perk as far as I'm concerned, except the realistic bit.)
-customizable crafted goods
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
gear wise and crafting wise, the game will be somewhat similair to SWG, combat wise try and think Jedi Outcast (for melee) only using combo keys on the number pad to dictacte what direction you swing your weapon.
for class's. this game is gonna end up being the typical paper rock scissors, warrior priest rogue mage bullsh!t. no real hybrids. and the diversity won't be anywhere near as strong as SWG's template system, but it should have much more diversity then WoW.
for fortress siege pvp, think Daoc, massive battles attacking or defending keeps, only thing game the characters are gonna have box's so you can't run through other characters, you have to run around. this will also bring in tactical formations and much stratedgy. also the crowd control will be similiar to Daoc, very limited and with extensive cooldown timers, not like wow where you can make a player have no contorl over there toons almost the entire fight (fear, stunlock) snares will also be very limited so its not like a hunter can wing clip you and run away all day till his pet kills you.
the best thing of all that i love about AoC so far, is there are no or limited pets, every freakin game these days is turning into pokemon. even in WoW every class has some form of pet (warlocks with demons, hunters with pets, shaman now get totems to create elemenatal minions, priest get shadowfiend if specc'd. druids get tree's if specc'd.)
NO MORE POKEMON!!!!!!! PICACHU I DON"T CHOOSE YOU!
swg had a unique crafting system, AoC will have one somewhat similiar, items are crafted, stats ont he resources dictate stats of the weapon crafted, you can loot mats and you can harvest resources for mats, but some of the resources you WILL have to pvp to get since only certain resources will be found in the border kingdoms where guild wage war against other guild fortress's and resources.
also, SWG the imp and rebel player cities didn't wage war against eachother, largely in part because of the gamers that SOE attract. SWG was in part for roleplayers, they did not make pvp servers, and they did very little to enhance pvp or add content for ppl to participate in pvp until after they saw the subscription base that wow got, then they realized they would give it a try and made a honor grind system very similiar to wow in NGE.
Funcom has already stated even when this game was in early development, that this game is being directed to pvp, they are making pve servers and RP servers for those who enjoy that stuff, but the game is designed around pvp and pvp dynamics. this game will not have any problems getting player cities to wage war against eachother, especially when that guild is gonna have to go to war with other guilds if they want the resources that spawn in border kingdoms. which will be needed to craft end game weapons and armor.
And even the PvE servers will have PvP based content (Border Kingdom/Battlekeeps)
Now lets all hope they get off their ass and make RP-PvP servers... at least 1
Of all that is written, I love only what a person has written with his own blood. -Nietzsche