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CoS is too simple?

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  • daylight01daylight01 Member Posts: 2,250

    Yep TCoS if reliased will be old school for the new gen,I cant see how anyone can say it will be "easy" as you will have to think alot and not just at the start of a fight but in battle also and not just 1 guy telling everyone where to stand and what to do,a breath of fresh air we all hope...

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    If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"

    http://www.mmorpg.com/discussion2.cfm/thread/235780/page/8

  • SamuraiswordSamuraisword Member Posts: 2,111

    Originally posted by daylight01


    Yep TCoS if reliased will be old school for the new gen,I cant see how anyone can say it will be "easy" as you will have to think alot and not just at the start of a fight but in battle also and not just 1 guy telling everyone where to stand and what to do,a breath of fresh air we all hope...
    Well Instancing makes MMOGs easy. You get to play in your private world and repeat the content over and over again in a pristine environment, without impact good or bad from other players, which realistically should take place in a true virtual world.

    Lack of a significant death penalty makes the game easy, because it removes any loss for foolish gameplay which most players would try to avoid if there was a realistic negative consequence for failing. The current trend of just a temporary loss of stats doesn't phase most players and they tend to act irresponsibly and irrationally in the game world because they have nothing to fear from a temporary loss.

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  • eccotoneccoton Member UncommonPosts: 1,340
    Originally posted by solareus


    The game I'm playing now,  would be considered tradition game,  but TCoS is going to be a lot fresher in iideas and theory. Think the main theory for this title is not knowing what is where, you actually and literally have to go out into the game worlld and discover things, with out being told to.
    Tradition game will have you do the quest to go do this,, but i think TCoS theory is more like, we will give yo some quests but 3/4 of the game is based on what you want to do ...
     



    This is what I am hoping for. An exploration game. Like many here I have played them all. Things I hate in mmos. The grind, uber gear, crafting (I know many love this but I get bored easy), forced grouping, small zones, and more. What I love in mmos EXPLORATION! I want to spend months and if I am lucky years exploring a wonderful,s tylish, creative, persistent world. However I want to do it my way. Along the way I want a good fair fight. Also like many I love pre-nge SWG because I could do it my way. I realize Chronicles of Spellborn will not be the sandbox so many of us are looking for but I hope it does turn out to be an explorers dream. The Dutch have innovated many great art styles and have a creative history. I hope these guys follow that trend.

  • daylight01daylight01 Member Posts: 2,250

    I think it is a bit early to come down on the death penalty as we dont know how it will fully work,what we do know is you will build up your pep through not dying,if you do die then you lose all your pep!As far as I know this isnt temporary you would have to build it all back up again,How important this will be only time will tell but I hope it is very important especially when in an instance,maybe your team will need everyone in the instance to be full or near full for the last boss,in other words if people keep dying in an instance they wont be able to finish it.

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    If someone had came up to me in 1980 when I was on my Atari 2600 and said we will be playing games with thousands of people at the same time.I guess my response would have been,"but I only have 2 joysticks"

    http://www.mmorpg.com/discussion2.cfm/thread/235780/page/8

  • Deweycat23Deweycat23 Member Posts: 29

    I really like what I am reading about how the game will work. I think it will be far from simple. They say "easy to learn. Difficult to master." Or something like that. Yes, momvement and afst keystrokes and lag will help/hurt you. That can be said about any mmo. What is attracting me is the trowing out the need for a tank and healer and dps type of mmo. player skill is needed and much of what I am reading about combat is the strategy of how you build your skill deck AND how well you use your skills to buff/debuff and build combos. Many spells effect your movement and some I have read about at TCoS forums are said to make you not even consider moving at all. This game will be far far away from a duke nukem button mashing zergfest.  I feel this game is working hard to be different and good at it. Not just different for the sake of being different. I can't wait to play!

  • RedwoodSapRedwoodSap Member Posts: 1,235

    Everything is easy in a heavily instanced world.

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  • ThatimThatim Member Posts: 240

    Originally posted by RedwoodSap


    Everything is easy in a heavily instanced world.

     

    True, and I am glad that TCoS wont be instanced that much. Look at their site.

     

    Now move on! kkthxbye

  • RedwoodSapRedwoodSap Member Posts: 1,235
    Originally posted by Thatim


     
    Originally posted by RedwoodSap


    Everything is easy in a heavily instanced world.

     

     True, and I am glad that TCoS wont be instanced that much. Look at their site.

     Now move on! kkthxbye

    You are misinformed.

    In the following dev interview you can easily find the following information (http://www.tcos.com/sbforum/viewtopic.php?t=12557)

    ==================================

    MMORPG_Taera: Trickarius asks, Will there be instanced areas within the game? If so, what areas will instancing mainly be based on?



    [TCoS]Wolf: Yes... there will be a lot of instanced areas within the game. These areas are mostly dungeon areas, but also Ancestral Quests are part of those instanced areas. Would be rather annoying to see a good guild kill the Demon Army General again.. just before you reached him. I know Adinthalos can be a real pain. but I want him to be a pain for everyone.. not just a select number of people. hence...



    [TCoS]Wolf: ...his place is instanced.



    [TCoS]Wolf: Several raftyards are also instanced.. meaning that you go there for quests but you don't want other players ruining a certain event. Those are there too.. although those are in a minority group.

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  • ThatimThatim Member Posts: 240

    You misunderstood it.

     

    Cant say more. Sorry.

     

    But if you take a look about what our dear Banshee has replied on the forums, you would know that there wont be as much instancing as in WoW.

     

    Leveling and all areas are open. Unless there are special events. And believe me, during those you dont want other people to run through your screen, except you party members.

     

    But I know why you where thinking that, they are a bit unclear sometimes :)

  • Dagon13Dagon13 Member UncommonPosts: 566

    I also think people are misunderstanding the video, atleast blowing it a bit out of proportion.  I've even seen people complain because of the overpopulated zone instancing.  You DO NOT want to play with over 500 other players in the same place, you may think you do, but you'll learn.  From what I understood, the game is instanced in areas that people will appreciate it.

  • RedwoodSapRedwoodSap Member Posts: 1,235

    Almost every dungeon in WoW is instanced. WoW has too much instancing for me.

    Lag is virtual natures way of saying the zone is overpopulated and you need to hunt somewhere else instead of depleting all the resources in one area. Zoning on demand, making copies of zones to prevent lag, doesn't encourage players to spread out, explore, and hunt elsewhere.

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  • Dagon13Dagon13 Member UncommonPosts: 566

    Using lag to force players to hunt and explore new areas seems like an excuse for poor design.  Instead, the game should make it an interesting activity that players would do on their own.  It's probably a good idea to try to prevent lag rather than use it as a mechanic.  Otherwise it would be like Pepsi making their 10,000th+ cans of Pepsi taste like crap because they want consumers to try Diet Pepsi.

  • RedwoodSapRedwoodSap Member Posts: 1,235
    Originally posted by Dagon13


    Using lag to force players to hunt and explore new areas seems like an excuse for poor design.  Instead, the game should make it an interesting activity that players would do on their own.  It's probably a good idea to try to prevent lag rather than use it as a mechanic.  Otherwise it would be like Pepsi making their 10,000th+ cans of Pepsi taste like crap because they want consumers to try Diet Pepsi.



    I agree the gameworld should be interesting and balanced to offer multiple alternatives but there will always be players who choose the path of least resistance, to optimize their leveling speed, so there will always be a best choice of where to hunt at any given level. I am not saying that is good or bad, it could be considered smart gameplay, but lag is a natural occurance when an area becomes saturated and it's a realistic result of depleting an areas resources and should not be seen as a bad thing that a developer should remove so players can continue to rape limited areas without consequences.

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  • Dagon13Dagon13 Member UncommonPosts: 566

    Originally posted by RedwoodSap

    Originally posted by Dagon13


    Using lag to force players to hunt and explore new areas seems like an excuse for poor design.  Instead, the game should make it an interesting activity that players would do on their own.  It's probably a good idea to try to prevent lag rather than use it as a mechanic.  Otherwise it would be like Pepsi making their 10,000th+ cans of Pepsi taste like crap because they want consumers to try Diet Pepsi.



    I agree the gameworld should be interesting and balanced to offer multiple alternatives but there will always be players who choose the path of least resistance, to optimize their leveling speed, so there will always be a best choice of where to hunt at any given level. I am not saying that is good or bad, it could be considered smart gameplay, but lag is a natural occurance when an area becomes saturated and it's a realistic result of depleting an areas resources and should not be seen as a bad thing that a developer should remove so players can continue to rape limited areas without consequences.

    That is a perfectly fair arguement.  There is only one thing I can dispute and thats on raping limited areas without consequence.  You mention lag as a sort of natural occurance acting as a control to prevent "exploitation" of the best/easiest resources.  I can't argue that it would most likely have that effect, but there are already consequences before lag is considered.  Unless the zone is so huge and plentiful that a countless number of people can take advantage of it (not likely), the most optimized path easily becomes the most painful path because the plentiful resources are shared between such a large number of players.  A good example would be any game where group exp grinding takes place in public domain.  Quite often there is a camp considered the "best" camp for whatever reason it may be, and it is not rare to see more than one group try to crowd into such an area.  Usually in this situation it doesn't take long for conflict to arise.

    To make it short, there should be other mechanics in place that force the players to move that take effect before the known networking limits are reached, preventing lag from ever becoming a problem.  Consider it a sort of balance between hardware limits and game design.  I think we can speak from experience when we say this isn't always the case, and sometimes a primary reason for moving to a new area is lag.

    This is just a simpleton's theory though, feel free to point out any flaws in my logic.

  • judgebeojudgebeo Member Posts: 419

    Originally posted by RedwoodSap


    No crafting, no items with stats just a way to slightly enhance some items, lots of instanced dungeons and some instanced quests as well, most experience comes from questing; Sounds pretty simple to me.

     

    seriously, Im start to be a bit "tired" of "loosing time" time with crafting and "crazy" search for items, components, etc... better for me there is a "fast way" to improve or better, customize, your gear and that items are not as fundamental as in other games like l2, wow...

  • ThatimThatim Member Posts: 240

    Who says this way of crafting is faster and easier? You need to fetch certain reagents. You can make this very hard or very easy.

     

    Its not a given fact that this is easy. Maybe you will be busy getting the items instead of all the downtime?

     

    I dont know it.. but this could be the chase, right?

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