Enforced raiding on every player (which is giving SOME of the best rewards to raiders only) is a mistake and poorly thinked, I am not afraid to state it, to repeat it and to hammer it down until it is understood.
haha, i think you have made that quite apparent.
Not apparent enough, because all of the devs still don’t listen. When most MMOP's at the end turn into some kind of popularity contest and where politics reign supreme. Class dependency is only half the problem. I still don’t see why a rogue will be as needed as a healer at the end because.... the healers still function the same lol. Its the same broken mechanics, the videos show this and this is why I post, I would like to just assume there working hard and that this game will turn up the way I was told it would. That’s what I am going on now, I no longer read the SV BS. Not interested, it’s all about what I see now...
Originally posted by solymnar Originally posted by wyzwun
im not really talking about graphics so much, my major issue is the combat/casting system that i SEE. The same old shit applys to that. I dont see how this games combat engine is different then what i currently play (FFXI). I like there design ideas and concepts. I dont like the no zone loading because i KNOW something gets hurt, EQ is not the only game ive played that BM worked on... some game called EQOA, the bastard step child of BM has some things in it that i SEE in vanguard. I think if you played Brads other games... there woould be less Vanbois... I just would like to be "WoWed" for once, something that shows me that vanguard wont be the same old shit. Like i said in many threads before, its 2006... hear that ... 2 0 0 6 the "same old shit" just aint cuttin it no more. I just dont get it, why people dont play say a Zelda game and then just rip off nintendo and make a game that uses that type of combat engine... I look at Turbine and DDO i mean thats not what it should be, mmo combat shouldnt be like that lol, thats not even a good engine compared to Phantasy Star Online for the freakin DREAMCAST that uses a 56k modem lol. Why cant Sigil release gameplay footage that really make me say "Holly shit i gota play that"... you know like how Tabula Rasa did at E3...
You know, we'd probably have a damn good conversation in person if we ever met.
I liked some of TR's footage as well it seemed a lot like a GW/planetside hybrid. But I have a strong suspision it will become routine all too quickly, not enough branching creation options from what I can tell on the official site and probably not a ton of content/quest variation. But it's still being worked on so ya never know right? Huxley looks like it will be a strong competitor with TR. Will be interesting to see how they both shape up.
I played L2 which doesn't have loading and I never saw a problem from it. /shrug
They used a similar concept programming wise so I suspect it will work just fine.
VG seems to have a lot going for it's combat. Position matters, both in relation to mobs and party members (flanking manuvers become available etc.) everyone has combos (especially the monk) everyone has their own bag of tricks to bring to the table. Sympathy system to combine and augment the ability of another player. Weather affecting gameplay. A lot of reactive combat (perceptions) to respond to enemy actions.
I think what will really make or break the combat sys as it stands ironically will be the AI.
There has been very little info released specifically focused on the casting system. So I can't say much in regards to it. In fact there is very little info about the primary casting classes at all. (other than the neccro which is the main pet class so I don't feel it counts as a primary caster, though it does sound rather neat playing frankenstein with your pet).
One of the best things to read (I feel) for how the systems are being designed is reading up on the monthly beta info releases, it often releases pretty specific info on updates to specific classes and abilities. Gives a feel for what direction things are going. Its nearly the end of aug so we'll be seeing another issue of it soon enough one would hope.
I don't think we're going to be WOWed by any videos however until beta 5 and everything is finally more or less together and /shudder "working as intended".
I'm not worried either way, beta 5 will be damn near an open beta and then I can make up my own mind on exactly what I think of the spell and combat system.
I do like the notion that a lot of special class abilities have to be quested and explored for. And that "supposedly" all stats matter for all characters. There is valid cause to make a fighter that has decent Int etc. A lot of build choices etc.
The videos to date to me haven't shown squat in terms of combat, at least nothing that is impressive (short of the giant falling down...that was slick). The flying and horse animations are stiff...really stiff, though I like the idea that most creatures that look like they could be mounts can be. (though I think that comment was reaching and won't believe it until I see a confirmation on an official thread)
If 70% of my playtime is spent in combat and if the combat engine well. Is boring that’s a major problem. Now, don’t get it twisted im not looking for a twitchy game but come on. At some point enough is enough, I mean how many freaken wheels can you make.
Also, another major fear I have is the lack of story telling that all mmo devs BUT maybe Square Enix seems to actually GET. That we want some kind of story/plot to follow. And once again, the story telling that was used in EQ isn’t good enough. Im so sick of this “LORE” or as the DnD nerds like to call “Text Candy”, so sick of devs taking the EASY way out and just releasing bullshit. And yea, BRAD and SOE is notorious for this, basically skipping all the elements that MAKE RPGS fun and just doing the MMO part… and usually half assed. Once again, I actually played the OTHER games brad made lol,
I don’t think Huxley will compete with TR because they’re totally different. I also don’t think a game like Huxley will do well, most mmo fps end up looking like a botched Quake 3… and im not a fan of Quake.
What I do want from an FPS is the pacing combined with the “depth” of an mmo. No, im not talking about freakin WoW, cause WoW has no depth… Its got the pace part down lol but it’s mindless. My issue is that, if you skip the combat part then you lost me.
TR looks to have a combat engine that is paced like a shooter but has the depth of an RPG. LB is creating the story and players will be apart of something bigger then themselves and their +1 w/e fuk items. Also, the fact that DG is working to making a minimal interface also intrigues me.
I speak allot of what I call Iconic moments that we as gamers have experienced in the past. I don’t see that in this game right now, when I watch the TR vids I see exactly that… I see memorable game play… and if you make the game memorable then ill keep playing (played PSO for over 2 years because of the GAMEPLAY). I am just sick of hearing Devs mistake SYSTEMS for GAMEPLAY.
If 70% of my playtime is spent in combat and if the combat engine well. Is boring that’s a major problem. Now, don’t get it twisted im not looking for a twitchy game but come on. At some point enough is enough, I mean how many freaken wheels can you make.
Also, another major fear I have is the lack of story telling that all mmo devs BUT maybe Square Enix seems to actually GET. That we want some kind of story/plot to follow. And once again, the story telling that was used in EQ isn’t good enough. Im so sick of this “LORE” or as the DnD nerds like to call “Text Candy”, so sick of devs taking the EASY way out and just releasing bullshit. And yea, BRAD and SOE is notorious for this, basically skipping all the elements that MAKE RPGS fun and just doing the MMO part… and usually half assed. Once again, I actually played the OTHER games brad made lol,
I don’t think Huxley will compete with TR because they’re totally different. I also don’t think a game like Huxley will do well, most mmo fps end up looking like a botched Quake 3… and im not a fan of Quake.
What I do want from an FPS is the pacing combined with the “depth” of an mmo. No, im not talking about freakin WoW, cause WoW has no depth… Its got the pace part down lol but it’s mindless. My issue is that, if you skip the combat part then you lost me.
TR looks to have a combat engine that is paced like a shooter but has the depth of an RPG. LB is creating the story and players will be apart of something bigger then themselves and their +1 w/e fuk items. Also, the fact that DG is working to making a minimal interface also intrigues me.
I speak allot of what I call Iconic moments that we as gamers have experienced in the past. I don’t see that in this game right now, when I watch the TR vids I see exactly that… I see memorable game play… and if you make the game memorable then ill keep playing (played PSO for over 2 years because of the GAMEPLAY). I am just sick of hearing Devs mistake SYSTEMS for GAMEPLAY.
Yeah the thing is with TR is that I'm not sure I can dig clicking on an opponent and letting my char aim for me. I rather enjoyed PS for a while myself which is probably why I'm equally curious about huxley. Either one of them (TR and Huxley) though has a strong chance of not being close to enough in depth (story and char build wise) to keep away from redundancy in gameplay. So I wait and watch.
I "think" I get where you are coming from, you want flowing gameplay as opposed to "advanced MMO chess 2006".
And yes VG has a STRONG chance for feeling like a ChessMMOSim but it still includes valid manuverability options (AKA position still matters).
Then again I also liked the flow and pace of GW and DDO. There are simply only so many options you can include in combat and keep it real time. Otherwise it encumbers itself. Too few options and it gets increadibly redundant. In FPS the idea is fluid manuverability options and limited tactical options to keep from overwhelming the player. In MMO its really what kind you play. They range from FPS ideology to MMOCHESS where you have tons of options and keeping track of them is half the challenge with limited time to decide.
In regards to healing? Healing in VG seems to be geared fundamentally different from other MMOs.
In most MMOs healing is the ultimate trump card. In VG they seem to be taking a more classic D&D approach. Durring fights, healers buff/debuff and battle. They only throw a heal if its really needed and keep the rest for down time. So far with the info released on the cleric, disciple, and shammy it really seems that way. The cleric and disciple will be doing a lot of melee combat. AKA you simply can not rely on healing to win a fight. If you do you're party will wipe because healing itself is simply not powerful enough.
So far each class looks pretty viable but not so similar as to cause EQ2 scenario where all classes in an arch type played nearly the same. I could go on but it would take way more time than I have. There is a good thread going about healers in VG though right now in the official forums under "gameplay" subforum "adventure" feel free to check it out. A similar one about the different tankish classes.
Originally posted by solymnar Originally posted by wyzwun
If 70% of my playtime is spent in combat and if the combat engine well. Is boring that’s a major problem. Now, don’t get it twisted im not looking for a twitchy game but come on. At some point enough is enough, I mean how many freaken wheels can you make.
Also, another major fear I have is the lack of story telling that all mmo devs BUT maybe Square Enix seems to actually GET. That we want some kind of story/plot to follow. And once again, the story telling that was used in EQ isn’t good enough. Im so sick of this “LORE” or as the DnD nerds like to call “Text Candy”, so sick of devs taking the EASY way out and just releasing bullshit. And yea, BRAD and SOE is notorious for this, basically skipping all the elements that MAKE RPGS fun and just doing the MMO part… and usually half assed. Once again, I actually played the OTHER games brad made lol,
I don’t think Huxley will compete with TR because they’re totally different. I also don’t think a game like Huxley will do well, most mmo fps end up looking like a botched Quake 3… and im not a fan of Quake.
What I do want from an FPS is the pacing combined with the “depth” of an mmo. No, im not talking about freakin WoW, cause WoW has no depth… Its got the pace part down lol but it’s mindless. My issue is that, if you skip the combat part then you lost me.
TR looks to have a combat engine that is paced like a shooter but has the depth of an RPG. LB is creating the story and players will be apart of something bigger then themselves and their +1 w/e fuk items. Also, the fact that DG is working to making a minimal interface also intrigues me.
I speak allot of what I call Iconic moments that we as gamers have experienced in the past. I don’t see that in this game right now, when I watch the TR vids I see exactly that… I see memorable game play… and if you make the game memorable then ill keep playing (played PSO for over 2 years because of the GAMEPLAY). I am just sick of hearing Devs mistake SYSTEMS for GAMEPLAY.
Yeah the thing is with TR is that I'm not sure I can dig clicking on an opponent and letting my char aim for me. I rather enjoyed PS for a while myself which is probably why I'm equally curious about huxley. Either one of them (TR and Huxley) though has a strong chance of not being close to enough in depth (story and char build wise) to keep away from redundancy in gameplay. So I wait and watch.
I "think" I get where you are coming from, you want flowing gameplay as opposed to "advanced MMO chess 2006".
And yes VG has a STRONG chance for feeling like a ChessMMOSim but it still includes valid manuverability options (AKA position still matters).
Then again I also liked the flow and pace of GW and DDO. There are simply only so many options you can include in combat and keep it real time. Otherwise it encumbers itself. Too few options and it gets increadibly redundant. In FPS the idea is fluid manuverability options and limited tactical options to keep from overwhelming the player. In MMO its really what kind you play. They range from FPS ideology to MMOCHESS where you have tons of options and keeping track of them is half the challenge with limited time to decide.
In regards to healing? Healing in VG seems to be geared fundamentally different from other MMOs.
In most MMOs healing is the ultimate trump card. In VG they seem to be taking a more classic D&D approach. Durring fights, healers buff/debuff and battle. They only throw a heal if its really needed and keep the rest for down time. So far with the info released on the cleric, disciple, and shammy it really seems that way. The cleric and disciple will be doing a lot of melee combat. AKA you simply can not rely on healing to win a fight. If you do you're party will wipe because healing itself is simply not powerful enough.
So far each class looks pretty viable but not so similar as to cause EQ2 scenario where all classes in an arch type played nearly the same. I could go on but it would take way more time than I have. There is a good thread going about healers in VG though right now in the official forums under "gameplay" subforum "adventure" feel free to check it out. A similar one about the different tankish classes.
in TR they use a sticky type targeting system, imo TR is more like say a contra mmo then a mmo fps. its more like a old school side scroller, even tho its not lol. its very different. I dont like mmofps, not interested in them (im a c/s s and bf2 and soon to be 2142 player), i did not like PS, i felt it was far tooooo how can i say, i knew it was made by EQ people (zone design and such) but lacked an real character building, just imo.
TR is about me understanding how mobs function, trying to figure out which weapon to use and how to counter mobs attacks. Its about Dynamic story telling (imo most mmo players have no clue on this). Its not about me looking at a log or some retarded hot key light up and button mash, its not ADD / Lazy friendly. There is TS but not to the extent, such as making chairs and beds lol... i mean after playing FFXI for over 2 years i never bought or crafted any such stuff... its just fat imo.
My understanding is theres no auto attack in TR... it uses instances for story telling, what you do in an instance has a real impact on the world, which is persistant... they call it "Battle Fields".
in TR they use a sticky type targeting system, imo TR is more like say a contra mmo then a mmo fps. its more like a old school side scroller, even tho its not lol. its very different. I dont like mmofps, not interested in them (im a c/s s and bf2 and soon to be 2142 player), i did not like PS, i felt it was far tooooo how can i say, i knew it was made by EQ people (zone design and such) but lacked an real character building, just imo. TR is about me understanding how mobs function, trying to figure out which weapon to use and how to counter mobs attacks. Its about Dynamic story telling (imo most mmo players have no clue on this). Its not about me looking at a log or some retarded hot key light up and button mash, its not ADD / Lazy friendly. There is TS but not to the extent, such as making chairs and beds lol... i mean after playing FFXI for over 2 years i never bought or crafted any such stuff... its just fat imo. My understanding is theres no auto attack in TR... it uses instances for story telling, what you do in an instance has a real impact on the world, which is persistant... they call it "Battle Fields".
OK, now you've got me REALLY intrigued, I never saw any of that info (at least not nearly as detailed) what is the best place to get updated info on the game currently?
The weapon use choice and countering mobs attacks sounds A LOT like what they expect gameplay to be like in VG which is an aspect I'm looking forward to, I had not heard about that in regards to TR before now.
I gotta head out atm but could you spot me a link to a good info source, comparing it to contra alone just sets my head spinning.
^^ down down < > < > B A SELECT START (because I usually played with a friend)
Originally posted by solymnar Originally posted by wyzwun
in TR they use a sticky type targeting system, imo TR is more like say a contra mmo then a mmo fps. its more like a old school side scroller, even tho its not lol. its very different. I dont like mmofps, not interested in them (im a c/s s and bf2 and soon to be 2142 player), i did not like PS, i felt it was far tooooo how can i say, i knew it was made by EQ people (zone design and such) but lacked an real character building, just imo. TR is about me understanding how mobs function, trying to figure out which weapon to use and how to counter mobs attacks. Its about Dynamic story telling (imo most mmo players have no clue on this). Its not about me looking at a log or some retarded hot key light up and button mash, its not ADD / Lazy friendly. There is TS but not to the extent, such as making chairs and beds lol... i mean after playing FFXI for over 2 years i never bought or crafted any such stuff... its just fat imo. My understanding is theres no auto attack in TR... it uses instances for story telling, what you do in an instance has a real impact on the world, which is persistant... they call it "Battle Fields".
OK, now you've got me REALLY intrigued, I never saw any of that info (at least not nearly as detailed) what is the best place to get updated info on the game currently?
The weapon use choice and countering mobs attacks sounds A LOT like what they expect gameplay to be like in VG which is an aspect I'm looking forward to, I had not heard about that in regards to TR before now.
I gotta head out atm but could you spot me a link to a good info source, comparing it to contra alone just sets my head spinning.
^^ down down < > < > B A SELECT START (because I usually played with a friend)
lol this is a vanguard forum. its kind of out of place to post info here. Ill send you a PM.
Originally posted by Phoenixs The game is 9 months into beta and not too far away from open beta. And they want to release it this fall. If they are going to fix the troubles, they are starting to run out of time.
Originally posted by knight1138 Originally posted by Phoenixs The game is 9 months into beta and not too far away from open beta. And they want to release it this fall. If they are going to fix the troubles, they are starting to run out of time.
correction its beign release winter of 2006 .
It's actually simply "this winter" even in the latest vids where it was discussed and they pressed for a more specific date it was left as "this winter". Which ends march of next year.
Even then the devs noted that ultimately they will release it "when its ready".
Comments
haha, i think you have made that quite apparent.
Not apparent enough, because all of the devs still don’t listen. When most MMOP's at the end turn into some kind of popularity contest and where politics reign supreme. Class dependency is only half the problem. I still don’t see why a rogue will be as needed as a healer at the end because.... the healers still function the same lol. Its the same broken mechanics, the videos show this and this is why I post, I would like to just assume there working hard and that this game will turn up the way I was told it would. That’s what I am going on now, I no longer read the SV BS. Not interested, it’s all about what I see now...
Rites of the Four Horsemen
http://www.rotfh.com
You know, we'd probably have a damn good conversation in person if we ever met.
I liked some of TR's footage as well it seemed a lot like a GW/planetside hybrid. But I have a strong suspision it will become routine all too quickly, not enough branching creation options from what I can tell on the official site and probably not a ton of content/quest variation. But it's still being worked on so ya never know right? Huxley looks like it will be a strong competitor with TR. Will be interesting to see how they both shape up.
I played L2 which doesn't have loading and I never saw a problem from it. /shrug
They used a similar concept programming wise so I suspect it will work just fine.
VG seems to have a lot going for it's combat. Position matters, both in relation to mobs and party members (flanking manuvers become available etc.) everyone has combos (especially the monk) everyone has their own bag of tricks to bring to the table. Sympathy system to combine and augment the ability of another player. Weather affecting gameplay. A lot of reactive combat (perceptions) to respond to enemy actions.
I think what will really make or break the combat sys as it stands ironically will be the AI.
There has been very little info released specifically focused on the casting system. So I can't say much in regards to it. In fact there is very little info about the primary casting classes at all. (other than the neccro which is the main pet class so I don't feel it counts as a primary caster, though it does sound rather neat playing frankenstein with your pet).
One of the best things to read (I feel) for how the systems are being designed is reading up on the monthly beta info releases, it often releases pretty specific info on updates to specific classes and abilities. Gives a feel for what direction things are going. Its nearly the end of aug so we'll be seeing another issue of it soon enough one would hope.
I don't think we're going to be WOWed by any videos however until beta 5 and everything is finally more or less together and /shudder "working as intended".
I'm not worried either way, beta 5 will be damn near an open beta and then I can make up my own mind on exactly what I think of the spell and combat system.
I do like the notion that a lot of special class abilities have to be quested and explored for. And that "supposedly" all stats matter for all characters. There is valid cause to make a fighter that has decent Int etc. A lot of build choices etc.
The videos to date to me haven't shown squat in terms of combat, at least nothing that is impressive (short of the giant falling down...that was slick). The flying and horse animations are stiff...really stiff, though I like the idea that most creatures that look like they could be mounts can be. (though I think that comment was reaching and won't believe it until I see a confirmation on an official thread)
If 70% of my playtime is spent in combat and if the combat engine well. Is boring that’s a major problem. Now, don’t get it twisted im not looking for a twitchy game but come on. At some point enough is enough, I mean how many freaken wheels can you make.
Also, another major fear I have is the lack of story telling that all mmo devs BUT maybe Square Enix seems to actually GET. That we want some kind of story/plot to follow. And once again, the story telling that was used in EQ isn’t good enough. Im so sick of this “LORE” or as the DnD nerds like to call “Text Candy”, so sick of devs taking the EASY way out and just releasing bullshit. And yea, BRAD and SOE is notorious for this, basically skipping all the elements that MAKE RPGS fun and just doing the MMO part… and usually half assed. Once again, I actually played the OTHER games brad made lol,
I don’t think Huxley will compete with TR because they’re totally different. I also don’t think a game like Huxley will do well, most mmo fps end up looking like a botched Quake 3… and im not a fan of Quake.
What I do want from an FPS is the pacing combined with the “depth” of an mmo. No, im not talking about freakin WoW, cause WoW has no depth… Its got the pace part down lol but it’s mindless. My issue is that, if you skip the combat part then you lost me.
TR looks to have a combat engine that is paced like a shooter but has the depth of an RPG. LB is creating the story and players will be apart of something bigger then themselves and their +1 w/e fuk items. Also, the fact that DG is working to making a minimal interface also intrigues me.
I speak allot of what I call Iconic moments that we as gamers have experienced in the past. I don’t see that in this game right now, when I watch the TR vids I see exactly that… I see memorable game play… and if you make the game memorable then ill keep playing (played PSO for over 2 years because of the GAMEPLAY). I am just sick of hearing Devs mistake SYSTEMS for GAMEPLAY.
Rites of the Four Horsemen
http://www.rotfh.com
Yeah the thing is with TR is that I'm not sure I can dig clicking on an opponent and letting my char aim for me. I rather enjoyed PS for a while myself which is probably why I'm equally curious about huxley. Either one of them (TR and Huxley) though has a strong chance of not being close to enough in depth (story and char build wise) to keep away from redundancy in gameplay. So I wait and watch.
I "think" I get where you are coming from, you want flowing gameplay as opposed to "advanced MMO chess 2006".
And yes VG has a STRONG chance for feeling like a ChessMMOSim but it still includes valid manuverability options (AKA position still matters).
Then again I also liked the flow and pace of GW and DDO. There are simply only so many options you can include in combat and keep it real time. Otherwise it encumbers itself. Too few options and it gets increadibly redundant. In FPS the idea is fluid manuverability options and limited tactical options to keep from overwhelming the player. In MMO its really what kind you play. They range from FPS ideology to MMOCHESS where you have tons of options and keeping track of them is half the challenge with limited time to decide.
In regards to healing? Healing in VG seems to be geared fundamentally different from other MMOs.
In most MMOs healing is the ultimate trump card. In VG they seem to be taking a more classic D&D approach. Durring fights, healers buff/debuff and battle. They only throw a heal if its really needed and keep the rest for down time. So far with the info released on the cleric, disciple, and shammy it really seems that way. The cleric and disciple will be doing a lot of melee combat. AKA you simply can not rely on healing to win a fight. If you do you're party will wipe because healing itself is simply not powerful enough.
So far each class looks pretty viable but not so similar as to cause EQ2 scenario where all classes in an arch type played nearly the same. I could go on but it would take way more time than I have. There is a good thread going about healers in VG though right now in the official forums under "gameplay" subforum "adventure" feel free to check it out. A similar one about the different tankish classes.
Yeah the thing is with TR is that I'm not sure I can dig clicking on an opponent and letting my char aim for me. I rather enjoyed PS for a while myself which is probably why I'm equally curious about huxley. Either one of them (TR and Huxley) though has a strong chance of not being close to enough in depth (story and char build wise) to keep away from redundancy in gameplay. So I wait and watch.
I "think" I get where you are coming from, you want flowing gameplay as opposed to "advanced MMO chess 2006".
And yes VG has a STRONG chance for feeling like a ChessMMOSim but it still includes valid manuverability options (AKA position still matters).
Then again I also liked the flow and pace of GW and DDO. There are simply only so many options you can include in combat and keep it real time. Otherwise it encumbers itself. Too few options and it gets increadibly redundant. In FPS the idea is fluid manuverability options and limited tactical options to keep from overwhelming the player. In MMO its really what kind you play. They range from FPS ideology to MMOCHESS where you have tons of options and keeping track of them is half the challenge with limited time to decide.
In regards to healing? Healing in VG seems to be geared fundamentally different from other MMOs.
In most MMOs healing is the ultimate trump card. In VG they seem to be taking a more classic D&D approach. Durring fights, healers buff/debuff and battle. They only throw a heal if its really needed and keep the rest for down time. So far with the info released on the cleric, disciple, and shammy it really seems that way. The cleric and disciple will be doing a lot of melee combat. AKA you simply can not rely on healing to win a fight. If you do you're party will wipe because healing itself is simply not powerful enough.
So far each class looks pretty viable but not so similar as to cause EQ2 scenario where all classes in an arch type played nearly the same. I could go on but it would take way more time than I have. There is a good thread going about healers in VG though right now in the official forums under "gameplay" subforum "adventure" feel free to check it out. A similar one about the different tankish classes.
in TR they use a sticky type targeting system, imo TR is more like say a contra mmo then a mmo fps. its more like a old school side scroller, even tho its not lol. its very different. I dont like mmofps, not interested in them (im a c/s s and bf2 and soon to be 2142 player), i did not like PS, i felt it was far tooooo how can i say, i knew it was made by EQ people (zone design and such) but lacked an real character building, just imo.
TR is about me understanding how mobs function, trying to figure out which weapon to use and how to counter mobs attacks. Its about Dynamic story telling (imo most mmo players have no clue on this). Its not about me looking at a log or some retarded hot key light up and button mash, its not ADD / Lazy friendly. There is TS but not to the extent, such as making chairs and beds lol... i mean after playing FFXI for over 2 years i never bought or crafted any such stuff... its just fat imo.
My understanding is theres no auto attack in TR... it uses instances for story telling, what you do in an instance has a real impact on the world, which is persistant... they call it "Battle Fields".
Rites of the Four Horsemen
http://www.rotfh.com
OK, now you've got me REALLY intrigued, I never saw any of that info (at least not nearly as detailed) what is the best place to get updated info on the game currently?
The weapon use choice and countering mobs attacks sounds A LOT like what they expect gameplay to be like in VG which is an aspect I'm looking forward to, I had not heard about that in regards to TR before now.
I gotta head out atm but could you spot me a link to a good info source, comparing it to contra alone just sets my head spinning.
^^ down down < > < > B A SELECT START (because I usually played with a friend)
OK, now you've got me REALLY intrigued, I never saw any of that info (at least not nearly as detailed) what is the best place to get updated info on the game currently?
The weapon use choice and countering mobs attacks sounds A LOT like what they expect gameplay to be like in VG which is an aspect I'm looking forward to, I had not heard about that in regards to TR before now.
I gotta head out atm but could you spot me a link to a good info source, comparing it to contra alone just sets my head spinning.
^^ down down < > < > B A SELECT START (because I usually played with a friend)
lol this is a vanguard forum. its kind of out of place to post info here. Ill send you a PM.
Rites of the Four Horsemen
http://www.rotfh.com
It's actually simply "this winter" even in the latest vids where it was discussed and they pressed for a more specific date it was left as "this winter". Which ends march of next year.
Even then the devs noted that ultimately they will release it "when its ready".