in pve area and in pvp... whats the point? just to say you have your own city? or is it more? setting up shop is a given. but the devs were talkin about pve enemies building up armies and getting more advance units and buildings basically it was RTS style...
is the player cities going to be RTS style too? the richer more advance your city, then the better units you can have? like level 1 city can only produce guards then later on you get a building that produce knights npc. and maybe a building that makes trebuchets and catapalts? is this how the city's are going to work? basically a giant RTS game when it comes to war in pve area or pvp.
if this is true... god dam its tite!
Comments
Yes and no. the city system does have multiple RTSlike characteristics, but you won't be pumping out legions of NPCs to fight for you. The main fighting force is and will always remain the players in the guild, although they can be supported by, say, a tower full of NPC archers, a few catapults, and maybe a small force of hardened NPC fighters. Over time and as you earn/acquire the resources, you will be able to improve your city and its facilities.
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
cities also provide guilds with resources and other benefits -- e.g., "wizard" towers buff mages, stables buff horses, etc.
No man is an island, entire of itself; every man is a piece of the continent, a part of the main. any man's death diminishes me, because I am involved in mankind, and therefore never send to know for whom the bell tolls; it tolls for thee.
Hemingway
I agree and I hope that is the case. But on the other hand there are lots of 'great/unique' ideas in mmo's in the past but once put to the real test...i.e. retail they seem to 'not work out as intended' and they get the nerf/balance stick.....well you know the routine. I was just pointing out that a game with a lot of potential could have a major element cause players to hate.
...btw my playstyle is hardcore...but there are some that live to grief others and make others experience miserable, this seems like a perfect mechanic to accomplish that. I guessed i should have clarified the 'not so fun' remark...what i mean is it sounds like a great feature and something a large number would enjoy..but could easily turned into a monopolization/domination by an elite hardcore guild in turn making it not so fun for everyone and potentialy lose subs.
And I dont' agree that every single feature can be exploited in such a way to completely grief another player.
If they plan on having a 'non' hardcore server....then sure!? but ive never heard of such a 'category' of server so..um..good one