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Game mechanics will make or break this game.

   There's a few things that have to be included in the game mechanics as far as I'm concerned that will make or break this game for me, they are:

1) Is there decent crafting? When I say decent, I mean do crafted items have meaning? Is the crafting system fairly complex? Do items decay or degrade with use? If nothing decays or degrades with use then crafting anything other than consumables such as pots or aids is pointless. The economy becomes stagnant inside of 2 months after the game is released.

2) Are there soulbound items? If so, then again a game killer. If everything is soulbound nothing crafted has meaning.

3) What is the drop rate and are there stagnant mobs? If I kill an alligator and he drops a war mace that sounds pretty stupid to me. If I kill that alligator and he pops up in the same damn place 2 minutes later than a three year old would get bored of the predictibility.

4) Are the classes balanced for PVP or are we all going to be the same damn thing?

5) Can I loot in PVP? If I'm going to get some lame rank or some soulbound item then PVP has no meaning, I stopped playing king of the hill or capture the flag when I was six. There is 0 excitement if you can't loot a fallen foe or be looted. Like I'm really going to be concerned about getting ganked if I have nothing to lose.

6) Is there housing to store all my in-game goodies or will the environment stay static? I guess the above questions will answer this one, if everything is souldbound and you can't loot than there isn't any real reason to own a house.

Comments

  • spartan33spartan33 Member Posts: 42
    Originally posted by havocthefirs


       There's a few things that have to be included in the game mechanics as far as I'm concerned that will make or break this game for me, they are:
    1) Is there decent crafting? When I say decent, I mean do crafted items have meaning? Is the crafting system fairly complex? Do items decay or degrade with use? If nothing decays or degrades with use then crafting anything other than consumables such as pots or aids is pointless. The economy becomes stagnant inside of 2 months after the game is released.
    2) Are there soulbound items? If so, then again a game killer. If everything is soulbound nothing crafted has meaning.
    3) What is the drop rate and are there stagnant mobs? If I kill an alligator and he drops a war mace that sounds pretty stupid to me. If I kill that alligator and he pops up in the same damn place 2 minutes later than a three year old would get bored of the predictibility.
    4) Are the classes balanced for PVP or are we all going to be the same damn thing?
    5) Can I loot in PVP? If I'm going to get some lame rank or some soulbound item then PVP has no meaning, I stopped playing king of the hill or capture the flag when I was six. There is 0 excitement if you can't loot a fallen foe or be looted. Like I'm really going to be concerned about getting ganked if I have nothing to lose.
    6) Is there housing to store all my in-game goodies or will the environment stay static? I guess the above questions will answer this one, if everything is souldbound and you can't loot than there isn't any real reason to own a house.
    1.  They haven't released any confirmed information on it, any thing anyone says on here, with the exception of Richard, is pure speculation.



    2. I don't think they've told us that either.



    3. Uhhhh... refer to answer #1



    4. WAR is in Beta, and everything is subject to change.



    5. I think they said you aren't able to loot other players in RvR, however you can sack the enemy's city and obtain items from that type of RvR.



    6. They spoken on that topic at all as far as I know.


  • iCehiCeh Member UncommonPosts: 884
    Apart from EVE, i've never played a game where when you die you lose everything (or at least something from your inventory). EVE works because that's how it's designed, the way you get your items and such can easily be replaced, as you've always got something spare in your hanger.



    I've been searching for a game that has a looting system in PvP, just like EVE but not in space... Do you know of any that you could recommend? I want something like WoW (as in the way you control your character).



    I will say, I don't like your point about something like an AXE dropping from an alligator or whatever, as it's a game. Games are not meant to make sense, they never have, and they never will (unless you're playing some simulator... but they're boring, imo). Also, in games things respawn, mostly the reason is due to questing and so respawns are to be expected in a game.

    -iCeh

  • trubbeltrubbel Member Posts: 9
    On the Everquest 2 PvP servers people can loot half your money and a random item when they kill you (if I remember correctly).



    I think that was quite fun and exciting. Especially on the way home after a long night of PvPing deep in enemy territory, you better not get ganked while carrying all the nights winnings!
  • spartan33spartan33 Member Posts: 42
    Originally posted by iCeh

    I will say, I don't like your point about something like an AXE dropping from an alligator or whatever, as it's a game. Games are not meant to make sense, they never have, and they never will (unless you're playing some simulator... but they're boring, imo). Also, in games things respawn, mostly the reason is due to questing and so respawns are to be expected in a game.
    Devs have been getting more creative though. For instance, when you kill an alligator, the loot might be a dagger made from the tooth of the alligator. I know games don't have to make total sense or be realistic, because if we wanted total realism we could shoot our friends with crossbows. However, sometimes things are put in place make no sense to the point where you lose the feeling of immersion in the world, and it can ruin a game.
  • SkylesSkyles Member Posts: 118
    Originally posted by havocthefirs
    1) Is there decent crafting? When I say decent, I mean do crafted items have meaning? Is the crafting system fairly complex? Do items decay or degrade with use? If nothing decays or degrades with use then crafting anything other than consumables such as pots or aids is pointless. The economy becomes stagnant inside of 2 months after the game is released.

    We don't know a lot about crafting in WAR yet, but we do know something about the design team's intent:

    Statement of Intent: "I'm working on the crafting system right now and I can tell you this much, if we can pull off what I have in mind you'll be very, very happy. This is one the game system's that I'm aiming for "revolutionary " and not just evolutionary. While I normally prefer evolutionary systems (less risk) there are some systems that I really want to do something quite unique with and this is one of them. Most games, at best, are evolutionary, some are evolutionary with some revolutionary features and some, very, very few are truly revolutionary (though many devs love to boast about it for all their games in order to build hype). If we can create a fun game that is evolutionary with a number of revolutionary features, I'll be very happy."

    - Mark

    Some design goals that have been described to us:

     - All major crafting skills (leaving room just in case we want to do some pure "fluff" ones in the future) are being geared to the waging of battles both on the large and small scale - the manufacturing, repair, enhancement and improving of weapons, arms and equipment. Smiths should be able to make competitive products which can match up against even the best weapon drop.

     - Crafting will keep the Warhammer universe in mind: An Orc that runs around and collects flowers is hard to imagine. In Warhammer Online it will instead separate and collect the meat and bones of dead animals and opponents in order to make things.

     - The end game should have crafting that is useful.

     - The crafting system should not require you to create 100s of items to advance a level, rank, etc.

     - The system should not encourage farming, whether for loot or through the crafting system.

     - There should be a wide range of items available for creation and use.

     

    Originally posted by havocthefirs
    2) Are there soulbound items? If so, then again a game killer. If everything is soulbound nothing crafted has meaning.

    We've seen previews stating a lot of things, much of it contradictory - all in the early previews and nothing recently.

     

    Originally posted by havocthefirs
    3) What is the drop rate and are there stagnant mobs? If I kill an alligator and he drops a war mace that sounds pretty stupid to me. If I kill that alligator and he pops up in the same damn place 2 minutes later than a three year old would get bored of the predictibility.

    The only clear note we've been given on drops rates regards collecting for quests - if asked to collect goblin tongues, every goblin will have a tongue and be willing to part with it once slain.

     

    Originally posted by havocthefirs
    4) Are the classes balanced for PVP or are we all going to be the same damn thing?

    Hard to say - since the game seems to be designed around large group pvp (RvR) and not individual PvP, all comments I've seen refer to each army (Empire, Chaos, Dwarf) being designed to operate efficiently against the other armies (eg, army balanced against other armies). Whether they'll also try to balance all 12 careers of the order side against all 12 careers of the destruction side - no clue.

     

    Originally posted by havocthefirs
    5) Can I loot in PVP? If I'm going to get some lame rank or some soulbound item then PVP has no meaning, I stopped playing king of the hill or capture the flag when I was six. There is 0 excitement if you can't loot a fallen foe or be looted. Like I'm really going to be concerned about getting ganked if I have nothing to lose.

    Yes!  As I understand it, players will drop loot (not their own equipment) when killed from a loot table, based on their RvR score - the higher the character's score, thebetter the loot you'll get for killing him.

     

    Originally posted by havocthefirs
    6) Is there housing to store all my in-game goodies or will the environment stay static? I guess the above questions will answer this one, if everything is souldbound and you can't loot than there isn't any real reason to own a house.

    They've mentioned housing and guildhouses casually (in the context of common sense things that should be included), but have noted that they may not make release.

  • Distortion0Distortion0 Member Posts: 668

    Yeah, they've refused to say anything about crafting yet other than they feel it will be revolutionary. I don't think you should play this game if you're looking for a strong  player-based economy though, that's not what it's about. You'll be getting loot from combate, combat based quests, Capitial Raids, ect.

    Soulbound? Who knows? I doubt itthough, WoW invented that and it's not extremely popular so I doubt Devs will go out of their way to impliment it.

    Drop Rate? The game's in early internal Beta...Not to be mean but, can you really expect an answer to that question lol? Same thing for 'stagnent mobs', that's something you see in reveiws, not preveiws. Personally, I wouldn't mind 'stagnent mobs' if the rest of the gameplay is good. Also, I'd like to see a game that explains oddities instead of elliminating them. Let the alligator drop a sword, but show a sword sticking out of it's side in the game model. Maybe even allow plays to steal it off the model instead of killing the gator.

    The classes are going to be balenced for RvR? Do you mean, "Is this going to be like WoW where the only difference between race is a 5% bounis to some stat"? In that case no, all the races have four cunique classes. It could be argued that they fall into catagories like "DPS Melle" and "Ranged Damage+Healing", but they're pretty different from each other. For example, the Black Orc(the Greenskin Tank) has more crowd control tactics like knockdown and stun while the Dwarf Tank(The Ironbreaker), has more health and damage orientation. In other words, the Dwarf stands in the way like a wall of iron while the Orc simply pushes enemies away from it's squishes.

    YES PVP LOOTING IS IN!!! Same as PvE, where items are spawned but you don't loose items. Finnally, Devs that aren't mysteriously afriad of PvP.

    No Housing. WAR is about war, not construction.

  • jor8888jor8888 Member Posts: 378
    There wont be looting corpes in pvp for sure since u cant do it in Daoc and most ppl are against it anyway.  Why would u think its fun to lose something that takes u forever to get?  This is not like Uo u have 3 keeps to hold ur loots so when u die u can just open ur vault and put on another superman outfit.  In daoc u can die 30+ times a night just rvr  do u prefer ppl rvr naked?  They said u can gain levels and items and moneys thru pvp in WH I think thats good enough excitement.
  • callmetobycallmetoby Member Posts: 302
    Originally posted by jor8888

    There wont be looting corpes in pvp for sure since u cant do it in Daoc and most ppl are against it anyway.  Why would u think its fun to lose something that takes u forever to get?  This is not like Uo u have 3 keeps to hold ur loots so when u die u can just open ur vault and put on another superman outfit.  In daoc u can die 30+ times a night just rvr  do u prefer ppl rvr naked?  They said u can gain levels and items and moneys thru pvp in WH I think thats good enough excitement.



    If you're going to refute something, please have facts to back it up. There WILL be looting corpses in PvP, but rather than taking the defeated player's actual items, players will have loot tables and drop gear accordingly. Additionally, just because you couldn't do something in DAOC doesn't mean you won't be able to do it in WAR. This is not DAOC 2.

    That being said, let's not get into the PvP looting debate again. It's already been overdone on this forum.

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