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Dawn Tide going open beta may 31th..

Comments

  • n00n3rn00n3r Member Posts: 45

    Testing will be open to public.  But this game is still very early in development.

    Probably will be best to think of this as an Open-Alpha

  • OclloOcllo Member Posts: 52

    Some things bother me about this game, here they are.

     

    The game is item based / gear based, so much for players having PvP skills. On top of this, there is player looting, imagine farming for weeks for some great items and gear, only to lose it in seconds to gankers. One of the reasons why I loved classic UO, the game was not item based and PvP was skill based. The devlopers post on the forums, they behave like they are gods gift to the MMO market. These developers play favorites, they are cocky and they are rude to people that are not being rude. This game will run just like a player run free server from the way you are treated and to the stability of the game.

     

    Sadly, this is another so called sandbox MMO that will not get the classic UO fans to like the game.

  • DarkcrystalDarkcrystal Member UncommonPosts: 963

    ya I hope not but time will tell and if they act rude they won't last... I,m in closed beta and see a few things I dislike but I see alot I do like..

     

    Asheron call1 PVP is the style close to UO and I miss both and the questing in AC I miss as well yet to see a game where you have fear of dieing in even PVE , if ya die in PVE you have to watch what you kill alone so grouping is promoted games now a days people rush through and can because there is no fear of dieing in AC you would die and have to loot your body if you didn;t you had a chance of losing some good items, you did have death items but those could be valuebale items as well..

     

    So games a now days I dunno what the deal is with no fear of dieing even in PVE people would slow down with the content if there was a fear of dieing..

  • KhorsKhors Member Posts: 147

    Originally posted by Ocllo

    Some things bother me about this game, here they are.

     

    The game is item based / gear based, so much for players having PvP skills. On top of this, there is player looting, imagine farming for weeks for some great items and gear, only to lose it in seconds to gankers. One of the reasons why I loved classic UO, the game was not item based and PvP was skill based. The devlopers post on the forums, they behave like they are gods gift to the MMO market. These developers play favorites, they are cocky and they are rude to people that are not being rude. This game will run just like a player run free server from the way you are treated and to the stability of the game.

     

    Sadly, this is another so called sandbox MMO that will not get the classic UO fans to like the game.

    I'm a classicly played uo guy, and Im not looking to step back 10 years for another uo.

     


    Well.  I wont knock it until I try it.


     


     


    A freeform, open world, sandboxy, player-centric, faction-based, player economy, city building, housing, land & sea exploration mmo.  Why not.


     


     


    I’d hope that equipment made or earned would enhance characters ability.  I’d hate to see another mmo that caters to the adolescent instant gratification crowd of “showing-up entitles you to be heroic”.


     


     


    As with any mmo, this game should have the mechanisms in-place to involve gear, weapons, character attributes, character skills, player skills, situational tactics, etc. for determining one characters pvp and game-play success depending on each situation, instead of just “player skills”.


     


     


    A game that has player looting in “some” geographical areas of the world, not all.  And a game that enables looting in higher-risk areas for the search for more rewards.  Sounds good, and glad that theres a game, if that’s so, that isnt carnival easy mode for the arcade enthusiasts.

  • TSameeTSamee Member Posts: 42

    Guys, this actually seems really promising. It seems to be going in the same direction as Mortal Online and Darkfall, but here's the difference: No open PVP. Guards in towns actually protect you, as opposed to standing by while some giant douchebag shanks you repeatedly. Darkfall had pacing and difficulty issues; Mortal had enough problems being a first-person MMO, let alone one with as many revolutionary features as it promised. This doesn't look like it'll face either problem.

    Let me explain: Based on what I've seen on the site, combat is definitely something of a new take on things, but this isn't the twitch-based, real-time combat that me and many other games have been hoping for. No, it seems like regular, click-to-attack, hotbar-filled combat. However, it's all about manipulating your opponent's stats and buffing your own strategically in order to reach an optimum balance of three attributes (Strength, Speed and Balance/Defense, if I'm not mistaken), and having a balance that suits your abilities and weapons will improve you performance in combat substantially. Likewise, those who ignore the system will have their stats screwed with by others' abilities and will perform much worse. Seems interesting.

    The second part: The game honestly doesn't seem to be all about combat. Because Mortal is first-person, you feel a need for the combat to be visceral; you feel the need to fight, because, in our experience, first-person is made for fighting things. In Dawntide, there seem to be other things to do, and plenty of them. For example, it says on the site that food and drink don't help you recover from wounds; they keep you alive. So perhaps farming would be a profession. To explore the seas (and they'll be large seas, doubt swimming across them would work), you'll need ships, thus you'll have captains running ferries and cargo, and people helping aboard the ships, plus people building them. And let's not forget that there's got to be civilisation beyond the sea to make transporting goods worthwhile. If all new players spawn on the same continent, then new lands will have to be discovered; cities will have to be built; new crops will need to be grown.

    Don't know about you guys, but this really seems like a worthwhile sandbox to me. No attempts to cater to a rabid group of bloodthirsty griefers; no emphasis on 'exciting, open-world PVP'. In short, none of the combat-oriented goals which other MMOs are aiming for are advertised on the Dawntide site, and that makes me trust the devs to do something great with this. They're starting with a familiar-yet-different combat system, an emphasis on exploration, on realism. That's all. I guess I'm just being overly grandiose here, but to me it looks as though they're building Dawntide like a cathedral: from the ground up.

    "Smacking kids doesn't hurt them, kinetic energy does!"- Doctor Tobia

  • KatillaKatilla Member UncommonPosts: 829

    but how does the PVP work exactly?  cause call me a carebear but i'm not a fan off the full loot mechanic in games.  I just hate crafting a weapon for 20 mins, only to lose it to some ganker like in MO...

  • TSameeTSamee Member Posts: 42

    Honestly, I've got no idea about the specifics. It's definitely nothing like MO and Darkfall's open pvp systems, but, based on what I'm seeing on their forums, the game is full-loot PVP, where you lose the contents of you inventory to someone that kills you. To be honest, there're quite a lot of things going for a full-loot system. People actually have to think before attacking you; they can't just zerg mindlessly, and thus it makes things like strategy and tactics more important. Also, the game has no levels, so nobody'll be able to kill you because their HP is higher by default. It seems to be all about progression, Darkfall-style, but minus all experience bars and levels.

    Your character won't fill up a bar when they fight, but I think that, if they fight regularly, they'll get much, much better as time goes on. Same thing for crafting, trading, exploring, etc. To be honest, I like this system, Darkfall just made a mistake in that all your skills were useless when you started, so during combat you couldn't attack a single monster without being killed until you'd levelled up (and that took a painfully long time).

    Player-owned cities also have spheres of influence, and being within it makes you subject to the city's laws. The owner of the city can set these laws, and set punishments for different offenses. For example, you can set a law which makes theft a crime which is punishable by exile. After being exiled, all guards in the sphere's area are hostile to the player, so it's essentially impossible for them to enter the city again.

    The facilities to remove ganking and preying upon noobs from cities are all there, let's just hope the players use them. To be honest, if I were a merchant, and I manages sales for a group of people, I wouldn't want to sell in a place where I could be lawfully ganked, so I'd avoid any towns that didn't make, say, execution the penalty for murder. If a town wants to succeed economically, I get the feeling it'll need pretty watertight laws. So large ports should be quite safe, then.

    "Smacking kids doesn't hurt them, kinetic energy does!"- Doctor Tobia

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by Katilla

    but how does the PVP work exactly?  cause call me a carebear but i'm not a fan off the full loot mechanic in games.  I just hate crafting a weapon for 20 mins, only to lose it to some ganker like in MO...

    Then use a cheaper weapon.

    That's standard strategy for full-loot games. Using better stuff means more risk in losing. It is a kind of balance mechanic.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • KatillaKatilla Member UncommonPosts: 829

    Originally posted by MMO_Doubter

    Originally posted by Katilla

    but how does the PVP work exactly?  cause call me a carebear but i'm not a fan off the full loot mechanic in games.  I just hate crafting a weapon for 20 mins, only to lose it to some ganker like in MO...

    Then use a cheaper weapon.

    That's standard strategy for full-loot games. Using better stuff means more risk in losing. It is a kind of balance mechanic.

     its not the expensive weapons i am worried about losing.... it's anything in general.  I remember logging into MO a while back, spending tons of time just to make a cheap starter weapon, only to have it ganked from me as soon as i stepped out of city limits.  It kind of kills the game for me cause then i have to go and craft another cheap weapon for 20 mins, only to have it ganked from me again cause some guy with uber skills is camping noobs to give loot to his friends who are just starting out.  Just really time consuming and frustrating is all.

  • IssopIssop Member Posts: 3

    Hope they fixed everything from a month ago.

  • JalepenoJalepeno Member Posts: 3

    Delayed a few days.

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