Well, i dont think its been official stated yet, but its almost guaranteed to be level based. It also has a proffesion system similar to Guildwars, where choose a main and secondary class, althoguh there are quite a few more classes to choose from.
Let'say you are a tank, if you take a secondary class tank, do you tank better then some other tank who pick a cleric? (both have edges and flaws, both can be quite interesting, althought what I suggest is like not really having a secondary but fine tuning your main, while the other option is really having a clear cut and be playing something else without having to create it from scratch).
Does the powers adds or are exclusive? (1 class or the other, or can be a mixt of both?)
- "If I understand you well, you are telling me until next time. " - Ren
If you mean skill-based as in (game skill > time played) then no, the game will not be skill based.
If you mean skill-based as in the old MUD definition (earn skills by doing them), then there has been no official response yet. I am hoping very much that the game will be skilled based. Since SIMU's best game (Dragon Realms) is skilled based, there are a lot of people on their forums trying to persuade them to also make HJ skill-based.
HJ is ability based. The power of an ability is a function of your level and the enhancements you've made to it. Enhancements follow tracks and have branch points, which allow you to customize an ability differently than someone else has. Further, abilities sufficiently enhanced will unlock sub-abilities as bonuses. This creates a kind of classic "tech-tree" of abilities... sorta.
Like most things, you have to take the whole game design in context to evaluate how any of it will feel. Talking about abilities out of context like this will give you an incomplete picture of the goodness we are baking into the gameplay. For example, the fact that ability power is based a lot on level is key to another feature of the game mechanics that will allow you to (for most practical purposes) group with just about anyone regardless of level variations. How this works will be revealed in time, but surfice it to say that the end result is that if you stuck your toe in the HJ waters and found you loved it and then eventually convinced your friends to come over... you wouldn't have to start over just to play with them. They'd be able team up with you right away. It's way cool.
Thanks Orcc. I am getting sick of the level based games. Why cant they just produce a skill based game. A cloned UO in 3D is good enough (i am serious). When choosing between a UO clone and a EQ clone, they always opted for the latter and fail. It almost saddens me to see all the EQ clones these day. I am losing faith on the whole mmorpg genre.
Thanks for that great info! This is/was an important issue to me. One of many issues discussed on the Heroes Journey boards at great length. However, I don't remember reading any official info on the Simutronics boards addressing it, so this is welcome information.
Originally posted by NSXDavid How this works will be revealed in time, but surfice it to say that the end result is that if you stuck your toe in the HJ waters and found you loved it and then eventually convinced your friends to come over... you wouldn't have to start over just to play with them. They'd be able team up with you right away. It's way cool. -- David
David,
That is absolutely awesome news. I always thought the way DR worked like this was one of it's very best features. As a level 5 Ranger I would group with my buddy level 40 Ranger and I would learn skills very well from him. He could still learn climbing/foraging or any number of his lower weapon skills so we could hunt together and still both gain experience. Later on, when I was in my 40+ level, I would group with new rangers, my wife (low level empath), and all kinds of other people with a wide range of levels, yet I would always able to accomplish something in the game in these groups.
This is just very good design and I am surprised and disappointed that no other MMORPG to date since DR has come close to this level of "beneficial" grouping. Thanks for the encouraging tidbit, that should keep me going for the next few months at least
I share your surprise that other games in this space have been designed so.... backwards, is that the right word? Ever notice how things you'd NEVER accept in a single player game (from graphics, to game play, to animation quality, to whatever) become a huge hit when they are an online game? Ever notice that people have just assumed that when you are online there is no way to deliver any more compelling of a game experience than the basic style established by the dominate MMORPGs?
It stuns me. But hey, I'll let them continue to reinvent the square wheel while we tune up our NSX for the race.
Originally posted by DougQB Thanks for that great info! This is/was an important issue to me. One of many issues discussed on the Heroes Journey boards at great length. However, I don't remember reading any official info on the Simutronics boards addressing it, so this is welcome information.I look forward to learning more, lots more!
You are right, Doug. There is a slight problem in that we are not releasing information uniformily in all places. The major reason is that the potential audience is spread out all over (different forums, like this) and... more importantly... we are trying to support the various major web sites with exclusive tidbits (they live and die by this, right?).
Consider this pre-release info (and like most, there is plenty subject to change as we go forward).
Originally posted by NSXDavid I share your surprise that other games in this space have been designed so.... backwards, is that the right word? Ever notice how things you'd NEVER accept in a single player game (from graphics, to game play, to animation quality, to whatever) become a huge hit when they are an online game? Ever notice that people have just assumed that when you are online there is no way to deliver any more compelling of a game experience than the basic style established by the dominate MMORPGs?It stuns me. But hey, I'll let them continue to reinvent the square wheel while we tune up our NSX for the race. -- David
That is EXACTLY whats been bothering me. Why in the hell, when most of the animations and whatnot are client side, are the graphics and animations so shoddy? Case in point being just about EVERY MMORPG except maybe for EQ2, WoW, and GW (and even those have some questionable moments). The only one that has a cut scene (aside from a player intro) is GW and then, I've only seen a couple. I have played virtually every fantasy MMORPG and they ALL suffer from the same weaknesses. Most other MMORPGs have these same weaknesses as well. SAVE US DAVID!
Comments
Well, i dont think its been official stated yet, but its almost guaranteed to be level based. It also has a proffesion system similar to Guildwars, where choose a main and secondary class, althoguh there are quite a few more classes to choose from.
How work the secondary class stystem?
Let'say you are a tank, if you take a secondary class tank, do you tank better then some other tank who pick a cleric? (both have edges and flaws, both can be quite interesting, althought what I suggest is like not really having a secondary but fine tuning your main, while the other option is really having a clear cut and be playing something else without having to create it from scratch).
Does the powers adds or are exclusive? (1 class or the other, or can be a mixt of both?)
- "If I understand you well, you are telling me until next time. " - Ren
If you mean skill-based as in (game skill > time played) then no, the game will not be skill based.
If you mean skill-based as in the old MUD definition (earn skills by doing them), then there has been no official response yet. I am hoping very much that the game will be skilled based. Since SIMU's best game (Dragon Realms) is skilled based, there are a lot of people on their forums trying to persuade them to also make HJ skill-based.
OK...so...more like World of Warcraft or more like Star Wars Galaxies?
HJ is ability based. The power of an ability is a function of your level and the enhancements you've made to it. Enhancements follow tracks and have branch points, which allow you to customize an ability differently than someone else has. Further, abilities sufficiently enhanced will unlock sub-abilities as bonuses. This creates a kind of classic "tech-tree" of abilities... sorta.
Like most things, you have to take the whole game design in context to evaluate how any of it will feel. Talking about abilities out of context like this will give you an incomplete picture of the goodness we are baking into the gameplay. For example, the fact that ability power is based a lot on level is key to another feature of the game mechanics that will allow you to (for most practical purposes) group with just about anyone regardless of level variations. How this works will be revealed in time, but surfice it to say that the end result is that if you stuck your toe in the HJ waters and found you loved it and then eventually convinced your friends to come over... you wouldn't have to start over just to play with them. They'd be able team up with you right away. It's way cool.
-- David
Thanks for that great info! This is/was an important issue to me. One of many issues discussed on the Heroes Journey boards at great length. However, I don't remember reading any official info on the Simutronics boards addressing it, so this is welcome information.
I look forward to learning more, lots more!
David,
That is absolutely awesome news. I always thought the way DR worked like this was one of it's very best features. As a level 5 Ranger I would group with my buddy level 40 Ranger and I would learn skills very well from him. He could still learn climbing/foraging or any number of his lower weapon skills so we could hunt together and still both gain experience. Later on, when I was in my 40+ level, I would group with new rangers, my wife (low level empath), and all kinds of other people with a wide range of levels, yet I would always able to accomplish something in the game in these groups.
This is just very good design and I am surprised and disappointed that no other MMORPG to date since DR has come close to this level of "beneficial" grouping. Thanks for the encouraging tidbit, that should keep me going for the next few months at least
I share your surprise that other games in this space have been designed so.... backwards, is that the right word? Ever notice how things you'd NEVER accept in a single player game (from graphics, to game play, to animation quality, to whatever) become a huge hit when they are an online game? Ever notice that people have just assumed that when you are online there is no way to deliver any more compelling of a game experience than the basic style established by the dominate MMORPGs?
It stuns me. But hey, I'll let them continue to reinvent the square wheel while we tune up our NSX for the race.
-- David
You are right, Doug. There is a slight problem in that we are not releasing information uniformily in all places. The major reason is that the potential audience is spread out all over (different forums, like this) and... more importantly... we are trying to support the various major web sites with exclusive tidbits (they live and die by this, right?).
Consider this pre-release info (and like most, there is plenty subject to change as we go forward).
-- David
That is EXACTLY whats been bothering me. Why in the hell, when most of the animations and whatnot are client side, are the graphics and animations so shoddy? Case in point being just about EVERY MMORPG except maybe for EQ2, WoW, and GW (and even those have some questionable moments). The only one that has a cut scene (aside from a player intro) is GW and then, I've only seen a couple. I have played virtually every fantasy MMORPG and they ALL suffer from the same weaknesses. Most other MMORPGs have these same weaknesses as well. SAVE US DAVID!