I have to wonder about all the posts stating there was no skill in RF and it all came down to potions. For those that have not played RFOnline, the potions were not straight additions to your health bar. It would be easier to think of them as massive HP regeneration. I'm making up completly numbers here since its been too long since I last played, but one would regenerate 500HP every five seconds. This was their solution for how to remove support classes and eliminate downtime. If you weren't dead, you were ready to get back into the fight immediatly.
Most of the time, players would find this was about how much damage they did to each other, resulting in a stalemate. In fact, I can only remeber mages being the only character class able to kill each when solo and equal level. You could in theory keep pounding each other until someone ran out of potions, someone decides that the fight is not worth the cost, or back up arrives. If you know backup isn't arriving, then it turns into a monetary game of chicken.
RF was not intended to be played solo however, it was meant to be in teams. If two teams run up against each other and other picked random targets, not much would happen. The team that worked together the best the pick and collectively attack targets would win. Sort of a shame that there were less than a dozen players in the race I was playing that I had any respect for their combat skills. The rest of them just earned their rank through picking of lowbies and running away from real fights.
There are some things to note though. The MAUs (think mecha) in the game were meant as a way for Bellato crafters to directly use their economy in the war. I never did see them balanced properly, not sure it can be done. Secondly, tank classes did not die, ever. In full defensive gear they reduced damage done to next to nothing but also did no damage. Just kind of ignore them and move on.
As for the advertisement, considering the number of people heavy into PvP like to label everyone else as a carebear and that PvP is the ONLY reason to play RF, its not like its a hard marketing strategy to understand.
Note: Everything I stated here was true for beta and the first month of retail. Most likely, not all of it remains strictly true.
Poor Codemasters. Seriously. Oh well. At least they're more successful in this business than some publishers turned out to be. Warner Brothers: We're no longer interested in supporting this game. SOE: What? You released a game? Oh . . . THAT. Warner Brothers: We're asking twenty thousand for it. SOE: You mean twenty thousand cents, right? Warner Brothers: *head downcast in shame* Yes.
LOL. U need to draw comics man, you've got style.
Nah. I don't think so. I tried to make a comic just now using MSPaint and IrfanView, and it didn't turn out so well. Well, you can take a look at the result.
Did you guys see it? It's one of the banners at the top of this site. "RF Online . . . No carebears allowed!" I'm curious. Who is allowed, then? Old L2 players who actually wanted a game with MORE grind? Bots?
Haha yeah I seen that, that company must have a 12 year old for it's CEO.
For those that have not played RFOnline, the potions were not straight additions to your health bar. It would be easier to think of them as massive HP regeneration. I'm making up completly numbers here since its been too long since I last played, but one would regenerate 500HP every five seconds. This was their solution for how to remove support classes and eliminate downtime.
RFO's solution for support classes was to replace them with stackable potions of 100
Anyway. I agree with your analysis that PVP in RFO required teamwork, i.e. focus firing, calling out targets etc. But ANY half-decent MMO with PVP would 'require' the same thing. Eliminate the threats starting from the greatest down to the lowest. (Take out the healers first, then the high dps, save the tanks for last)
Thing is, RFO is primarily a PVP / RVR game. When the level of PVP sophisticaltion and teamwork required is exactly the same as what's needed in a WOW battleground, then you know something's wrong
I don''t really know when Humankind will die out but i''m guessing about 6 years before WOW. -BarCrow
Comments
Most of the time, players would find this was about how much damage they did to each other, resulting in a stalemate. In fact, I can only remeber mages being the only character class able to kill each when solo and equal level. You could in theory keep pounding each other until someone ran out of potions, someone decides that the fight is not worth the cost, or back up arrives. If you know backup isn't arriving, then it turns into a monetary game of chicken.
RF was not intended to be played solo however, it was meant to be in teams. If two teams run up against each other and other picked random targets, not much would happen. The team that worked together the best the pick and collectively attack targets would win. Sort of a shame that there were less than a dozen players in the race I was playing that I had any respect for their combat skills. The rest of them just earned their rank through picking of lowbies and running away from real fights.
There are some things to note though. The MAUs (think mecha) in the game were meant as a way for Bellato crafters to directly use their economy in the war. I never did see them balanced properly, not sure it can be done. Secondly, tank classes did not die, ever. In full defensive gear they reduced damage done to next to nothing but also did no damage. Just kind of ignore them and move on.
As for the advertisement, considering the number of people heavy into PvP like to label everyone else as a carebear and that PvP is the ONLY reason to play RF, its not like its a hard marketing strategy to understand.
Note: Everything I stated here was true for beta and the first month of retail. Most likely, not all of it remains strictly true.
Nah. I don't think so. I tried to make a comic just now using MSPaint and IrfanView, and it didn't turn out so well. Well, you can take a look at the result.
Anyway. I agree with your analysis that PVP in RFO required teamwork, i.e. focus firing, calling out targets etc. But ANY half-decent MMO with PVP would 'require' the same thing. Eliminate the threats starting from the greatest down to the lowest. (Take out the healers first, then the high dps, save the tanks for last)
Thing is, RFO is primarily a PVP / RVR game. When the level of PVP sophisticaltion and teamwork required is exactly the same as what's needed in a WOW battleground, then you know something's wrong
I don''t really know when Humankind will die out but i''m guessing about 6 years before WOW.
-BarCrow