Q: How does the backpack look like? A: There's weight limit for backpack. So you are restricted by item weight instead of item number.
Finally, a game that doesn't use the ridiculous slotted inventory system.
It is still pointless if items weigh 1 unit and bags hold 1000s of units worth of weight. Not to mention, the game uses weight because it is easier to monetize. Yes, I hate to put rain on the jolly good feelings currently in this thread, but the game game doesn't have a future unless they ditch microtransactions.
ok this is another one of those "sandbox" "pvp" games with "penalties" and no "criminal system". Ok give it 3 months before launch. There will be quest hubs, safe zones, no full loot, and a harsh criminal system.
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I have so many good memories from Age of Wushu 1 even if I only played it for a little while. It's one of the games that had so many intricate features and social aspects. I remember joining a guild and becoming bandits, raiding other guilds and their caravans. It was a awesome experience and the music was superb. It reminded me of EvE online in how everything rested in the player hands and their economy.
Age of Wushu 2 can deliver but we'll see if it goes p2w or not. We'll see! I'm hopeful
Supposedly AoW2 will offer even greater freedom that AoW1 in terms of what you can do - razing an NPC built village to the ground after killing everyone in it and then building your village on top of it is permissible.
There are also things that AoW2 that will do a bit differently from other MMORPG like there would be no "in and out of combat mode" during any fights.
"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber
Age of Wushu is great innovative MMO but has number of flaws, lucklaster quests system being one of them. Im glad they got rid of it completely to focus on sandbox. A way of aquiring skills was also a downside and they changing it too. I hope zones design will be as brilliant in sequel as in AoW. Cant wait for more details.
Angst against full loot mainly seems to be pushed by people who never played a full-loot game enough to catch on how it works. If you think in terms of the standard MMO thinking that your gear is part of your character. In-fact in most cases it's an even larger part of your character than levels. So yeah the idea of losing your gear is terrifying to people ingrained with the mindset of those MMOs.
But if you come at it from the approach that gear is a temporary power upgrade and you need to balance having the best possible gear with what you are willing to lose, gear loss not only becomes acceptable. It greatly enhances the game experience. Having adapted to the mindset it's hard for me to enjoy games without gear loss as much anymore.
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It is still pointless if items weigh 1 unit and bags hold 1000s of units worth of weight. Not to mention, the game uses weight because it is easier to monetize. Yes, I hate to put rain on the jolly good feelings currently in this thread, but the game game doesn't have a future unless they ditch microtransactions.
Obviously the N/A market is not a significant target for AoW2.
Supposedly AoW2 will offer even greater freedom that AoW1 in terms of what you can do - razing an NPC built village to the ground after killing everyone in it and then building your village on top of it is permissible.
There are also things that AoW2 that will do a bit differently from other MMORPG like there would be no "in and out of combat mode" during any fights.
"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber
But if you come at it from the approach that gear is a temporary power upgrade and you need to balance having the best possible gear with what you are willing to lose, gear loss not only becomes acceptable. It greatly enhances the game experience. Having adapted to the mindset it's hard for me to enjoy games without gear loss as much anymore.
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