It looks like you're new here. If you want to get involved, click one of these buttons!
I really liked this one, randomized stuff is very interesting.
I'm really looking forward to see what the game will look like, i'm a Warhammer veteran (played for over 3 years) and really need to get into a RvR game again, one that will be all about grouping with your realm fellas and siege anything you want, wuthout needing to go for dungeon runs that only takes the fun away (at least for me, who loves RvR).
Curious about Kickstart, what are we going to see there? I'm ready to donate and make this game becomes reality!
This isn't hype, this is fate.
Thx to MJ for bringing some fate to the heart of RvR players like me and my fellow War veterans.
What happens when you log off your characters????.....http://www.youtube.com/watch?v=GFQhfhnjYMkDark Age of Camelot
Originally posted by tlear I have big reservations about randomess in the combat system, world randomness is great but combat randomness.. not a fan at all.
Yeah i agree. A part of skill in combat should imo be to know if you have the odds on your side, and to know what to do to win (who to target, how to position yourself).
Randomness in encounters and terrain i love tho.
On a side note: I would not mind for you to build your character towards randomness. A trait could be higher chance to critical hit, but also critical failure, and there could be other traits that serve a similar purpose. There could also be some skills that have more random damage than other skills. But imo making it for everyone just seems... pointless. It should rather be a way to build your character.
I hope to see a lot of variations in terrains that gives different bonuses/disadvantages/challenges. Desert storms, pitch black forests, ice cold tundras etc.
Also looking forward to the next blog post.
THe idea of critical missing is nice, it reminds me of some great humorous moments I had playing the first Fallout game. Having a party member critical miss, hit himself, then flee from combat in the very first combat I got into with him in my party and I'm left to take on the enemy alone and barely won.
Hopefully the idea behind it stays in the game an dpeople don't complain too much about it/whine to the point it gets taken out.
Originally posted by Fearum I like the statement about the land will be affected by players actions. Sounds like there will be areas where magic is powerful and others where it will be almost useless, makes for a good mix for melee characters. Also anything random in a game is always great. If there is a very small chance of having something backfire or miss it always makes it a bit more interesting.
Agreed, i thought this concept was really interesting. Terrain doesn't seem to impact most MMO PvP over the last few years as much as it once did. In SWG, going up hills considerably slowed your speed, and could be used as a strategic point. Now, basically anything short of an ocean or castle wall is treated the same.
Would be really cool to see deserts / wooded areas move around the map (as they do IRL), and have perhaps sand reduce movement speed or forests provide LOS issues.
Say you've been assaulting a keep for a week and then you wake up one morning and the flooded area that's been impeeding one of your approaches has suddenly dried up and become perfect to throw some ladders and battering rams on.
Also, if we get climatic effects we can all go around saying Winter is Coming.
whooohooo. Awesome principle. But this landscape forming thing, is this really doable with a small team and small budget? True changes of in the environment (like blowing away a hill or something like that) would be something brand new (in an mmo), if I understand it right.
MMO's played so far:UO,EQ,DAOC,EQ2,GW,ROM,WOW,WAR,AOC,LOTRO,RIFT,TSW,GW2,POELooking forward to: Camelot Unchained, Star Citizen
Camelot Unchained BackerDAOC [retired]: R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R5 Healer
Originally posted by MightyPit whooohooo. Awesome principle. But this landscape forming thing, is this really doable with a small team and small budget? True changes of in the environment (like blowing away a hill or something like that) would be something brand new (in an mmo), if I understand it right.
Asherons Calll changed it's enviornment with monthly updates from time to time, adding seasons (snow in area's where it was previously bare/green, where snow had depth, etc) among story element changes to the enviornment and such.
It can be done, it's just a matter of them developing the tools and a good way to do it without it being a huge undertaking everytime they want to change or alter the landscape in some way.
I love it. This is lacking from so many games now days. I was a guy that always played for the rare surprise. I have 1 good example.
In fire pro wrestling you can KO and opponent, but it's very rare. My friend and I had numerous matches and we always played 15-30 minute matches and we had never seen a ko. In an especially intense match he and I battled for 38 minutes, we hit one another with everything numerous times but for some reason (randomness) we kept kicking out. He went to his me with his finisher for the umteenth time (a running jumping big boot). I saw it coming, hit the ropes and came off with a flying overhand right which landed on him just as he was in mid air and KOd him. We both jumped up in excitement and shock.
On the other end, I went into a match against the computer once, about 3 minutes in I go to tie up and he gets his DDT off first and I got KOd. I'm the kinda guy that appreciates the moment so I was almsot just as excited and even more shocked. It's the stuff of gamer legend that we talk about at e-parties amongst other gamers.
In the end thats really what its about right? Random things that you can't predict, that aren't scripted, than give you a story to tell. No matter how good a scripted dungeon is, it's the same experience everyone else is having which takes it from being an experience into being a movie you went to see. I don't like going to movies, I like making movies as I fight my way through a pvp mmo.
I love unpredictability in games
One of the reasons MMO's get stale is because you do in fact know what's gonna happen all the time. I embrace the chaos!
This one has me a bit worried. He's right though, randomness can create epic moments. I remember killing a fairly balanced (all melee+healers) hib group solo on my savage because of a massive amount of evades.... at the same time I remember taking my r10 sb and getting wrecked by a r3 saracen s/s pally because he blocked/parried 20+ times in a row without using engage. Either way it's not make or break since many mmos are random.... gw2 is random in the worst way (7+ effects to choose from on some abilities QQ).
The terrain stuff sounds great.
Originally posted by Hycoo Originally posted by tlear I have big reservations about randomess in the combat system, world randomness is great but combat randomness.. not a fan at all.
I understand you really only want to get into a fight where you are certain of winning. That is why zerg is popular.
I personally like a bit of randomness. I remember in Daoc running into a random purple mob in a bunch of blues and how forever after it kept me on my toes.
I don't mind random crits, I like the unpredictability of it. But most people I know hate random crits, thier argument is it masks over a players skill. If you can't count on a certain dps it makes strats really hard. I don't agree but it's an argument I've heard.
Originally posted by tokesh Game is progressively sounding dumber
Originally posted by waynejr2
Not sure what world you live in. But the majority of us don't enter battle on a whim. Most of us don't run out to the field and /Tebow. Preparation wins wars. There is no certainty of winning, but being prepared guarantees you're ready.
If you're hoping for acts of God to help you in a video game, you're not very skilled at all. TTPs (techniques, tactics, and procedures) that are perfected make you the most skilled warrior on the battlefield.
If you step out to fight and your sword breaks, you are a horrible soldier. Your sword's health meant your life. Inspecting your sword for flaws, rust, dents, or fractures would be a daily task. Suggesting that broken weapons during battle should be accepted is an insult to gamers everywhere that take pride in their gear.
MJ just wants more reasons to implement full time crafters with critical breaks. I think its hilarious that so many of you are on board with this crap. But the moment your tier 1 purple sword breaks and you die, most of you will probably unsub right there and then.
P.S. Zergs are popular because its a sure spot in an RVR group. Has nothing to do with winning or losing. MOST of the people that played DAoC in its prime only RVR'd when they had their guild/alliance groups or realm defense battlegroup was formed. To assume that zergs meant certainty of winning is just foolish.
Originally posted by Smorak Originally posted by tokesh Game is progressively sounding dumber
I actually do not mind stuff like sword breaking, in the age this game is set steel was not exactly science. Swords broke.. this is why if this is present I will carry 2-3 of them lol
What I am against is random burst crits or random stuns that kill target without my involvement, turn on auto attack oh he dead?? wtf DAOC had some of that, I remember playing my gimp Thane and spotting an Alb group of 4 I had some extra buffs and they were clearly RvR noobs but I proceeeded to crit every hit.. killing all of them. I mean yeah kindof lol but also stupid. Especially when playing as healer where crit heals are meanigless ususally but crits on your group suck.
In RvR game it probably will not be as bad as same thing in WoW Arena. DAOC was probably more random but it felt very deterministic compared to some RNG stuff in Arenas. Because there were so many other things that exerted influence more then RNG, where in Arena everything is fixed. Still I would prefer a 100% deterministic system for damage, healing and CC length.
Mark need to figure out how make healer life not hell with this system.
In a PvE RPG, sure, RNG can be fun and exciting.
In a PvP centered RPG, I am personally against heavy RNG systems. The unpredicatable part of the experience should be your opponent, not the RNG. I don't view RNG as the good type of chaos.
Anyway, this is the first principle that I personally don't like at all.
I live in a world where people say they want challenge and that means they get into battle only when they are sure they will win and NOT ON A WHIM.