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Unhappy with anything you are playing lately, want to bash some armored heads in? I cannot recommend Mordhau enough to fans of PvP in any MMO ever. Okay, that sounds extreme but it is true. There is a reason that this game has taken off quickly and became a huge hit as it continues to build on its hardcore fanbase. Let’s go through a few things about the game to explain why it is so much fun.
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EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Love me some helbred fishing
come on mmorpg.com...
Gut Out!
What, me worry?
What they've done with the first person combat is commendable. It looks more tempered and less bunny hoppish. It has risk versus reward elements and actually rewards being "good". If a studio could integrate this combat system, give it a couple more layers and drop it into an feature rich MMORPG it would make a lot of folks who like this setting, happy AF.
¯\_(ツ)_/¯
@Shana77 frontline mode is similar to wows alterac valley or arathi basin control point battle grounds
Competitively speaking, I don't see why anyone would run 1st person. The animations are clear enough you can react just fine in 3rd person.
Yes, you are going to get backstabbed, maul-head-shotted, ballista-ed, bow-ed and crossbow-ed, even teamkilled (hopeth you loveth my English here...).
Yes, you are going to hate horse users, catapult users, trappers and spikes-builders.
Yes, you are going to hate the guy who just feinted you to place a perfect decapitation. Yes, there will be another guy who will change his stab into a kick to make you fall off the wall/cliff/bridge. Yes there will this other guy who will just perfectly sidewalk your overhead strike to better cut your legs... And YES you WILL HATE those 5 guys who will shamelessly gang you up at the risk of killing each other.....
This is exactly why this game is so good. The game mechanic are not only following the "simple to grasp/hard to master" concept but also fit perfectly the theme of intuitively swinging medieval weapons.
And the flow of battle feels right. It is very chaotic, but also very fluid, very organic, allowing the heroic feats to happen through luck and/or skill. I have never felt this level of battle immersion since battlezone 1(which is an entirely different game).
Your KDR may start at 7/24, but progressively (after few mice imprinted into the facing wall), you will reach a 13/13 showing your better understanding of the battle in general and fighting mechanics in particular. And from there you will set your own skill ceiling according to the time you can sink in.
Some skilled players jump into a group of four clueless guys to kill them all, out pure skill (and a bit of luck).
At the honest price of 30 bucks, I did not feel the urge to wait and I am more than happy with my purchase.
My only concern is the number of maps (4 for the main mode).
However playing the game is a true gaming experience and you can spend hours into the character builder (for loadouts/builds and appearance customization).
But is it good pvp?
Define what makes PVP "good? "
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Button mashing and zerging are part of the fun. But combat should be complex enough that when someone masters it could be able to 1v3 or 1v5 or 1v10 people!
Rewards and punishments (of course!) should be based more on personal performance and less on win/loss of the team.
If you mean both sides having a zerg that clashes... Friendly fire dangers still apply, and if you're playing the game's intended main game mode, Frontline, it's as much about giving and taking ground as it is kills or deaths.
If I could get a gritty, pseudo-historical Dark Ages MMORPG, I'd be into it. Specifically if the devs allowed guilds and alliances to take center stage. That doesn't mean come up with all these complex and intricate interacting systems that are just gonna fall apart the first time a player acts in a way the devs didn't expect, but just allowing competitive objectives to provide substantial benefits that make objectives like keeps and land worth fighting over and claiming. A robust system of customization to make the decorations in the land/keep to reflect their owners, and an Alliance system that actually makes forming an Alliance with other guilds something real and meaningful in game.
DAoC never had an intricate alliance system, but they had a dedicated alliance chat and PvP objectives that couldn't be taken and held without the cooperation of large numbers. The result was vibrant guilds and vibrant alliances of guilds. Players literally had two groups of "friendly" players to look for a group with before they had to turn to the general server population. Bad apples could be identified and actually dealt with (usually by removal from the guild and, by consequence, the alliance). THAT'S how community is built: allowing folks to freely associate and meet up with the same set of folks over and over in-game with a little bit of game system encouragement that says "You guys are in the same tribe!"
EDIT- That meandered into a completely different topic, but whatevs. I find it interesting that @FlyByKnight and I have such polar opposite tastes in this particular instance. Really hammers home the idea that pleasing a massive audience is super tough.