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A look at the lower level instance the Iron Tomb.
Game looks and runs pretty darn smooth for being close to alpha? Or around there.
Enjoy.
Part 1 - http://www.youtube.com/watch?v=Un5MMDV_MnQ&feature=related
Part 2 - http://www.youtube.com/watch?v=7hGEQ_VFSYE&feature=related
Comments
Thanks!
And btw it looks awesome!
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The boss with chains just stand at one place and keeps spamming attacks? how does one find that fun?
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Well no one said that he was a full blown boss for starters.
It is a lower level dungeon some things will be tank and spank.
Looks good. Im liking the animations for the "tank"; the jumping at the mobs, the shield toss and blocking. Still looking forward to this game. Artwork looks good and graphics are superlative.
Gaming since Avalon Hill was making board games.
Played SWG, EVE, Fallen Earth, LOTRO, Rift, Vanguard, WoW, SWTOR, TSW, Tera
Tried Aoc, Aion, EQII, RoM, Vindictus, Darkfail, DDO, GW, PotBS
It is a lower level dungeon some things will be tank and spank.
And, the end bosses in these dungeons seem to have at least some extra mechanic. This was definitely the case for the Deepstrike Mines when I got to play it at Gamescom, and that dungeon is just a few levels higher.
About the hitbox - it is alpha and I'm sure that's an easy thing to change.
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The graphics are very nice, as are the animations. Little else in this video inspires anything though. So they are going with the standard WoW dungeon style.....great....we need another one of those really bad, there isn't enough already.
From someone who has paid little to no attention to this game, all I could think while watching the vid was how much it looks like WoW. Not trying to start any debate or flame - it's just the impression I got. That said; it'd be awesome to see a game at least replicate that level of polish and control.
Edit to add: by "looks like WoW" I mean that the UI does. The chat box, party window, buff icons (and buff icons on party window) as well as the targets and loot box all seem to resemble it quite a bit. Not to say it's a bad thing, just couldn't help but notice...
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How many have done it successfully since WoW? Maybe Lotro......idk another here or there.
It doesn't look a lot like WoW at all, except for the parts that most MMORPGs share.
Frankly, I think that's a good thing; the UI in WoW works very nicely. Action bar, hit points, chat bar, map, party member indicators, all of these things are something that WoW does and does well. Saying that Rift looks like WoW in this fashion is like saying Halo looks like Half-Life because there are health indicators and ammunition counters; that's all a part of the modern MMO. What the content does is the important part, not to mention how the game plays, and the generated Rift attacks and things really are what Rift is based off of, despite the fact that garden-variety PvE dungeons do exist.
On top of that, they've said that PvE dungeons will scale to player level; being in the Iron Tomb early will give you a small area with an easy boss. Returning ten or fifteen levels later or after having made some certain discovery may mean that the Iron Tomb suddenly has new sections available for exploration and exploitation. The old monsters will level up to match, as well, at least as far as I've heard.
So while this video does a lot to show us familiar territory (UI, team fighting, other MMO hallmarks) they really aren't showing off a lot of the things that make Rift different. That's fine; there are tons of videos about how Rift is different, and very few showing that it has familiar territory that any regular-old non-hardcore WoW player (read: the only statistically relevant part of the MMO genre's players) could hop into and immediately understand.
Funny you should mention that people say it looks like WoWs UI and stuff and why its not a bad thing. You should read the FF14 beta forums people begging to make the UI more user friendly and more like WoWs standard setup.
Why do they do that?! Because it works well! Lets take the rout of SE and use an awful clunky UI just to not be like WoW and other MMOs that have similar standard UI. That is absolute fail logic.
Beat me to the punch. The interface is pretty standard for most MMOs...and WoW was hardly the first. I agree whole-heartedly with the analogy of a FPS...if you are judging the game by how the interface looks, then all FPS games look like Castle Wolfenstein 3D (or if that is too old...Doom).
The first video didn't show much, but the 2nd video showed a few events and was easier to see a few different character types doing their activities. Can't tell a whole lot from the video...need to sit down to play myself. But at least pretty smooth overall.
As someone who is not following this game and knows very little about it, I saw nothing that interested me in that video. Just another standard fantasy MMO with a new gimmick (rifts, in this case). I like new games to think outside of the box, or to at least push the boundries; this game plays safely in the center. The best of luck to all those who follow and are anticipating this game, but I'll pass.
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It seems to me like referring to a completely different kind of content generation and PvE gameplay as a gimmick is a bit shortsighted. Public Quests were a fantastic idea when Warhammer Online did them, and despite the fact that WAR has not done as well for itself as it could have, it did inspire the Guild Wars 2 folks to make some amazing announcements. I can see the effect WAR had on it, and on this, in the way Rifts work.
This video doesn't show much except that the game is playable for anyone who has played an MMO. This seems like an unimportant thing, but making it clear that you can hop right in and not worry about a nasty learning curve is very important to getting gamers to play. That, and I believe that the way they're working content is different enough from MMORPG tropes to make a lasting impact with their gameplay once folks can get their hands on it.
The boundary-pushing these folks are doing is not in how the game is played, but rather in how new encounters can be generated. It may not be the most exciting or glamorous thing ever, but no company wants to come out with the next Spellborn, which pushed a lot of boundaries and, unfortunately, failed to catch the interest of most gamers.
The game's not even in beta yet. It won't hurt you to have a peek and see how it plays; if the experience is similar to WAR with more emphasis on PQs that aren't constantly moored in one place, then that will be a worst-case scenario. At best, a whole new kind of content is coming out here, and I think it's worth a look even if you're unimpressed by the gameplay of its low-level dungeon crawling, taken wholly out of context.
Square Enix's decisions regarding the FFXIV UI actually have more merit than you might think. People are crying out for a more user-friendly, less laggy UI, but this is the solution they've managed to come up with when taking into account the fact that their game is not only intended to be played on the PC. In order to maintain their ability to play on both major consoles -and- the PC, console-type controls are essential. The reason why Battlefield games and Halo and Borderlands and other platform-spanning games often don't actually span those platforms is because when put up against even master XBox Live players on controllers, mediocre players with superior controls (read: mouse/keyboard) can stomp them every time.
Crappy console controls are a reality in a lot of games, but in FFXIV and FFXI, they feel it's necessary to keep the controls similar between platforms... which means we PC players get saddled with awful ports of clunky, irritating, high-framerate-requiring controls so that we don't have an immediate, clear advantage over our console-using counterparts.
I mean... if WoW had a console-players section and a PC-players section, you'd see guild sites putting up recruitment pages that say 'no controller players accepted' or 'PC players only' because they don't want someone slogging around at half speed for lack of capacity to spam buttons fast enough.