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Good LB interview at VE3D

JadarJadar Member Posts: 300

http://ve3d.ign.com/articles/765/765698p1.html

Not a bad interview, but it's best to take things Mr. Garriott says with a grain of salt. I remember some of the interviews he gave prior to the release of UO and he tends to be a little over enthusiastic, plays fast and loose with the facts, etc. Still. he mentions some game mechanics that I haven't heard about before.

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Comments

  • Gamer5389Gamer5389 Member Posts: 77
    Personally, I was more interested in the time table for closed/open beta and release. It did a nice job of covering just about every aspect of the game and something new, the PvP game.
  • GylfiGylfi Member UncommonPosts: 708

    I am absolutely ecstatic.

    My liege said everything i had hoped for and preached about in the last few months around here and elsewhere... The ethical choices thruout the game that the player faces step-by-step determining what type of character you'll be... Infact the question the interviewer posed saying "after your character is all pimped out" made me crazy furious... why THE HELL should everyone's main and given for certain objective in end-game be to have the most pimped and combat effective ultra-robot ? Who cares ??! Why should combat power be the main reason to play an MMP when you've got interestin storytelling to follow, engaging puzzles (as i PRAYED the game would have, see the topic related below) and compelling choices to make about the events told ?

  • XApotheosisXXApotheosisX Member Posts: 277

    good interview overall ... only thing that bothers me is the "shield drone" example. where the one character needs to run into the shield and destroy the shield while everyone else keeps him alive.

    that makes me VERY leary ... sounds too tankish to me.

  • VolkmarVolkmar Member UncommonPosts: 2,501
    Originally posted by XApotheosisX


    good interview overall ... only thing that bothers me is the "shield drone" example. where the one character needs to run into the shield and destroy the shield while everyone else keeps him alive.
    that makes me VERY leary ... sounds too tankish to me.

    I understand where you coming from, but the point he was trying to make is that the enemy will have different tactics.

    So, you encounter a squad of enemy infantry, they have some mortar with them that do massive damage to formations, so you have to spread out and take out the mortar squad ASAP.

    Another squad has the shield drone, so one (or more!) need to go in and take it out.

    Another squad has just personal weapons but they are super mobile, so they will disperse and try to flank etc.

    So, I think we should take the shield drone only as 1 of many possibilities.

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



  • GylfiGylfi Member UncommonPosts: 708

    I totally see XApotheosisX 's point on the hatred for typical mmogs team tactics, after playing wow for more than a year every single aspect of a game shared with that one makes my bowels twist.

    Good thing is, TR gameplay isn't revolved on raid tactics , on farming and spamming the dungeons...

  • XApotheosisXXApotheosisX Member Posts: 277
    Originally posted by Gylfi


    I totally see XApotheosisX 's point on the hatred for typical mmogs team tactics, after playing wow for more than a year every single aspect of a game shared with that one makes my bowels twist.
    Good thing is, TR gameplay isn't revolved on raid tactics , on farming and spamming the dungeons...



    yeah I am absolutely in love with the sound of this game. my biggest fear is that it will boil down the follow.

    The "tank" class buffs up his "photon" resists and runs up to the giant bane assault walker craft ( think AT-ST) and starts blasting it with his "grenade launcher with a+100 stamina and +100 hp" with his "taunt" attack. while the rest of his party stand 15 feet back blasting/healing away.

    I hope combat is more chaotic/strategic. I understand that this is part RPG so some weapons/armor will have stats and I am fine with that. Also understand the fact that there will be classes, I just hope classes are not designated "tank" "DPS" "crowd control" "healer" either.

    i guess i am hoping for more running around looking for cover and firing from the cover to keep the enemy pinned down. but we will have to see huh?

  • TalynTalyn Member UncommonPosts: 587
    Originally posted by XApotheosisX



    I hope combat is more chaotic/strategic. I understand that this is part RPG so some weapons/armor will have stats and I am fine with that. Also understand the fact that there will be classes, I just hope classes are not designated "tank" "DPS" "crowd control" "healer" either.
    i guess i am hoping for more running around looking for cover and firing from the cover to keep the enemy pinned down. but we will have to see huh?
    TR is all RPG, just with a shiny shooter-esque combat interface. So it's not going to be a Sci-Fi PvE Counter-Strike style full FPS run and gun game at all. I'm totally with you on moving past the old generic party roles though, the whole tank/buff/dps/heal combo should be done away with and let us come with our own dynamic and unique ways of dealing with situations.
  • XApotheosisXXApotheosisX Member Posts: 277
    Originally posted by Talyn

    Originally posted by XApotheosisX



    I hope combat is more chaotic/strategic. I understand that this is part RPG so some weapons/armor will have stats and I am fine with that. Also understand the fact that there will be classes, I just hope classes are not designated "tank" "DPS" "crowd control" "healer" either.
    i guess i am hoping for more running around looking for cover and firing from the cover to keep the enemy pinned down. but we will have to see huh?
    TR is all RPG, just with a shiny shooter-esque combat interface. So it's not going to be a Sci-Fi PvE Counter-Strike style full FPS run and gun game at all. I'm totally with you on moving past the old generic party roles though, the whole tank/buff/dps/heal combo should be done away with and let us come with our own dynamic and unique ways of dealing with situations.



    I hate argueing semantics but ....

    ===========================================================

    Tabula Rasa™ is a massively multiplayer online action game that takes you into the heat of battle at the frontlines of an epic war between a xenophobic alien race bent on galactic conquest and the coalition of rebel soldiers who've traveled across the galaxy to stop them.

    Combining fast-paced action with the immersion of a role-playing game

    ===========================================================

    first off the Massive Multiplayer ACTION game should tell you that my statement is more true than yours. As well as the bolded/underlined part should tell you that while it will have SOME RPG aspects it will not be ALL RPG.

  • JadarJadar Member Posts: 300

    It really comes down to one issue - you don't have to aim your weapon. You target a mob and it stays targeted. You have to maintain 'line of sight' - obstructions will affect accuracy and damage, but you don't maintain any sort a bead on the enemy.

    image

  • XApotheosisXXApotheosisX Member Posts: 277
    Originally posted by Jadar


    It really comes down to one issue - you don't have to aim your weapon. You target a mob and it stays targeted. You have to maintain 'line of sight' - obstructions will affect accuracy and damage, but you don't maintain any sort a bead on the enemy.



    Thats a good point, another thing i was "irked" about in the interview was the whole (paraphrase) hiding behind something lowers your chance of getting hit (end paraphrase).

    I had always thought this game would be more FPSish in the way cover and aim would work. Where as things like leading your target and moving would be more important that gear.

  • _Shadowmage_Shadowmage Member Posts: 1,459

    well they have talked about cover in the form of sandbags reducing damage, but that the bane would move to negate the cover.

    They do have a soldier/commando/ranger line of combat classes and the specialist/biotech/sapper not so combat so I hope the soldier types are towards the front dealing most of the damage and the support classes are towards the back providing cover fire, healing etc. Yet obviously you want your specialists to also be able to take the fight to the enemy otherwise the whole thing just falls apart if your soldiers die.

    From the class descriptions over at www.playtr.com it seems the specialists will be the crafters / healers / gadget people.

  • RiSqU3RiSqU3 Member Posts: 67
    im thinking its going to be like Planetside...

    image

  • Gamer5389Gamer5389 Member Posts: 77
    The game leans significantly more toward the RPG side than shooters. Cuppa says that it is more like an action RPG and not an MMOFPS. Aside from the differences in how combat, the game has a large PvE elements with missions, storytelling, and puzzles opposed to Planetside's massive PvP war.
  • TalynTalyn Member UncommonPosts: 587
    Originally posted by XApotheosisX



    I hate argueing semantics but ....



    I tried the same argument awhile back and was shot down by those who are allegedly more "in the know." Either way, we'll see in a matter of months. I'm hoping there's enough RPG elements beyond merely tweaking your character's stats. Otherwise, "online action game" tends to translate to "nothing else to do but kill mobs" which gets boring but fast. I hope we do get to use tactics such as movement, cover, etc. rather than just standing still attacking. Garriott himself has voiced his dislike for that style of gameplay so I'm sure the combat itself will be more interactive and dynamic.



    I have faith in Garriott and his team, and my fingers are crossed that this faith isn't misplaced.



    re: not aiming your weapons -- I'm not sure just yet. I know Garriott has called it "sticky targetting" but the impression I got (and I could be way off-base, and I've not seen any combat video that contained the UI) was that you aimed and it would keep on the target you chose, but if you dragged too far over to another target, it would switch to that. Kinda a manual aiming version of "tabbing" rather than actually hitting the tab key, I suppose. Anyway, that's the mental image I got after reading some of the statements, and that sounds more interesting than tab+attack.
  • _Shadowmage_Shadowmage Member Posts: 1,459

    From the CuppaJo radio interview


    So the combat is now what is different about Tabula Rasa then most MMOs that the style of the game is more of a action RPG. i heard a lot of people say that its like a FPS MMO and its not a FPS MMO. It has some shooter elements to it, the combat and camera control. People who play FPS may be familiar with key mappings that we have taken as a standard from those games. But at its heart at its core you know its made by Richard Garriott its a RPG. So its this action RPG and Richard you know feels like that you can always give RPGers more action and they will like it. So thats kinda the ideal behind it.

    also


    Right its a inverse tree leveling system. So everybody starts as a recruit, and then you get to a certain level and the tree splits. And you decide whither you want to be a soldier and go down the soldier side of the tree. Or do you want to be a specialist and go down the specialist branch. And then level a couple more times and you get to make that choice again and get to choice from there what next you kinda of specialization is going to be. The higher your level the more specialized you become

    and


    So like from the specialist after you become a specialist. Your next choice is either a biotechnician or sapper. A sapper is kinda like a robotic engineer, hacker type person. You access secure systems hack enemy robotics to disarm them stuff like that. Biotechs are little more like. Kinda of like there is healing in there its more of a crafting type micromechs abilities, different poison type powers and stuff like that. You get different weaponry with each class that you chose. So its just more then just being a healer does that make sense

    So class and level (typical RPG concepts).

    On the targetting


    Now the targeting is sticky targeting. So if i move my reticle lets say with in 2 to 3 feet real distance of a enemy. That reticle is going to snap to that enemy and kinda of stick to that target until I pull a certain distance away from the enemy then that reticle will snap off that target and go to the next target or where ever you are pointing. Now one of the cool things is in the options menu you can adjust the stickiness of that reticle. So if your are more of a RPGer your not really concerned with realistic aiming and stuff like that you can adjust it so you have a pretty high stickiness factor. So that you can kinda go from enemy to enemy pretty quickly. And let that reticle do the aiming for you. Or you can adjust it all the way down the other end of the scale and almost have a true point and shoot. Instead of having that reticle snap to the targets. So its actually more of a shooter feel to it

    On shooting and cover


    You can crouch and that will increase the speed by which you aim in on somebody. You can actually hide behind objects and get some cover, if that makes sense. So there are some more what i would call realistic shooting elements to it. If you are running while shooting your accuracy is not going to be as good. If your enemy is running while shooting at you its accuracy is not going to be as good. Actually the way it works is there is not that much accuracy in the game you don't shoot and miss. As much as what it does is it does less damage


  • XApotheosisXXApotheosisX Member Posts: 277
    Disappointing to say the least ... ah well i guess i will wait till beta to make my final judgement.
  • TalynTalyn Member UncommonPosts: 587
    Sounds great to me, at least it's more interactive. And being able to adjust the sticky targetting should make everyone happy. FPS fans can turn it all the way down so they have to fully manually aim each shot so at least it will feel more like a shooter to them. I know there's a lot of more experienced players who want a full-blown twitch MMORPG (or perhaps just an MMOFPS will make them happy, in which case look to Huxley) but I don't think the general public is anywhere near being ready for that level of gameplay.
  • XApotheosisXXApotheosisX Member Posts: 277
    Originally posted by Talyn

    Sounds great to me, at least it's more interactive. And being able to adjust the sticky targetting should make everyone happy. FPS fans can turn it all the way down so they have to fully manually aim each shot so at least it will feel more like a shooter to them. I know there's a lot of more experienced players who want a full-blown twitch MMORPG (or perhaps just an MMOFPS will make them happy, in which case look to Huxley) but I don't think the general public is anywhere near being ready for that level of gameplay.



    sounds to me if you adjust the sticky targetting you are just going to put yourself at a disadvantage. when someone has a "lock" on you and no matter how much strafing or moving you do you can't break it, compared to if you don't use it so you actually have to keep the recticule on them ...  you're basically screwing yourself.

    now don't get me wrong I don't (and never have) want the game to be counterstrike the MMO, where hitting "A" and "D" while as fast as you can while jumping determines who wins. I just don't think there will be a lot of movement by players in this game, I was hoping it would be more about NOT GETTING shot than having gear to take the shots. I was hoping there would be more "lay down some cover fire so i can move to a different location" instead of "I'll draw agro because i have 7k laser resists while the rest of you move to a different spot."

    Oh well as i said hope i get into beta to see first hand how this game plays out.

     

  • TalynTalyn Member UncommonPosts: 587
    Ah ok, I'm with ya there. I'm really really really hoping and praying that TR isn't a gear game. I'd rather than my skill as a player and my character's skills be the determining factors rather than the generic "he who has the best gear wins" mentality of so many (all?) fantasy MMORPGs to date, which just encourages the grind for gear.
  • _Shadowmage_Shadowmage Member Posts: 1,459

    well I suggest you head over to Stratics Tabula Rasa web site register for the forums and ask questions in the Tabula Rasa questions thread we do get responses every couple of days from the Community Manager - CuppaJo.

    Although not every question gets answered.

    I will post your question and let you know if we get a response.

    We also have a nice Knowledge base thread with info gleaned from interviews etc.

  • nerfmenownerfmenow Member Posts: 20
    Well sounds good, I've always been a huge fan or Lord British himself.
  • nerfmenownerfmenow Member Posts: 20
    fnished reading that entire interview, man, sounds like an incredibly solid game
  • JadarJadar Member Posts: 300


    Originally posted by XApotheosisX
    Originally posted by Talyn
    Sounds great to me, at least it's more interactive. And being able to adjust the sticky targetting should make everyone happy. FPS fans can turn it all the way down so they have to fully manually aim each shot so at least it will feel more like a shooter to them. I know there's a lot of more experienced players who want a full-blown twitch MMORPG (or perhaps just an MMOFPS will make them happy, in which case look to Huxley) but I don't think the general public is anywhere near being ready for that level of gameplay.

    sounds to me if you adjust the sticky targetting you are just going to put yourself at a disadvantage. when someone has a "lock" on you and no matter how much strafing or moving you do you can't break it, compared to if you don't use it so you actually have to keep the recticule on them ... you're basically screwing yourself.
    now don't get me wrong I don't (and never have) want the game to be counterstrike the MMO, where hitting "A" and "D" while as fast as you can while jumping determines who wins. I just don't think there will be a lot of movement by players in this game, I was hoping it would be more about NOT GETTING shot than having gear to take the shots. I was hoping there would be more "lay down some cover fire so i can move to a different location" instead of "I'll draw agro because i have 7k laser resists while the rest of you move to a different spot."
    Oh well as i said hope i get into beta to see first hand how this game plays out.


    Agreed there would be no reason to turn sticky targeting down (or even off!) but there should be. I would propose increasing damage potential with a corresponding decrease in "Stickiness". I probably wouldn't choose a direct increase in damage as that might make the game latency dependent (but it could work). I would increase the critical percentage.

    image

  • TalynTalyn Member UncommonPosts: 587
    Yeah, not saying I personally would crank my "stickiness" all the way down to simulate an FPS feel, but I can see where some people, especially the FPS or twitch fanatics, would want to, despite having no actual benefit other than the actual "feel."
  • Gamer5389Gamer5389 Member Posts: 77
    If nothing else turning down the stickiness has one benefit, reaction time. If it takes less mouse movement to move your reticle off a target then you can change targets more quickly. Possibly an advantage if you are dealing with zergling type enemies rush, stealthy ones catch you from behind, or, LB forbid,  facehuggers.
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