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I've put my eggs in the www.trialsofascension.com bread basket, but am not averse to trying this game out. The big boys won't touch unproven game designs for business reasons so I root for an indy to succeed.
I'm looking for skill based, persistent (minimal-no instancing), death-penalty/PD design work in an MMORPG and this game seems to fit the bill. Oh AND it might actually go gold . The above game is my greatest hope, but this game shows promise as well.
My question(s):
Is it gearcentric? In other words, does it put more emphasis on the item's powers than the player's skills because that is a horrible racket going in current designs.
Is it level based? I am tired of treading at the expense of existence to try and somehow compete with Petey the level 100 Barbarian/Wizard hybrid powergamer. The disparity between a beginning character and a rather advanced character has gotten to big.
Thanks!
Permadeath and environmental challenges are the next great step in the evolution of MMORPGs. Only through true adversity will one feel accomplished. Only in truly knowing you can die will true adversity present itself.
Comments
Items will matter in any RPG (including ToA). What we're not doing is making Items the only thing that matters.
We're completely skill based. Personal first, then ingame.
- CaesarsGhost
Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title.
"When people tell me designing a game is easy, I try to get them to design a board game. Most people don't last 5 minutes, the rest rarely last more then a day. The final few realize it's neither fun nor easy."
Yes, they do matter. But more often than not, outcomes are 80% gear, 10% stats, 10% player skill and that is heinous (exaggerated for effect). What's worse, crafters are hung out to dry because they cannot create items of equal power.
Skill and skill-based you say>? This game just went up a knotch in my list of potentials.
Permadeath and environmental challenges are the next great step in the evolution of MMORPGs. Only through true adversity will one feel accomplished. Only in truly knowing you can die will true adversity present itself.
Hi phunky, I don't want to get my head bitten off by CG again so i'll make this quick, I just wanted to share my wishes for many of the same things your looking forward.
As a side note, have you read this article on mmorpg.com about The Chronicles ?
http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/304/gameID/196
I'm pretty sure you have but I absolutely loved the article and their thoughts on death within the game, just wanted to make sure you didn't miss out .
Anywhere's, here's to hoping an indy can succeed
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I didn't mean to bite your head off... sorry if it came off that way.
Unless I specifically said something like "I'm going to bite your head off!"... then you can assume I'm going to actually make the attempt. But as I learned from Jerry Maguire: "The Human Head, weighs 8 pounds." And that's just more then I'm capable of putting in my mouth...
- CaesarsGhost
Lead Gameplay and Gameworld Designer for a yet unnamed MMO Title.
"When people tell me designing a game is easy, I try to get them to design a board game. Most people don't last 5 minutes, the rest rarely last more then a day. The final few realize it's neither fun nor easy."
I have a question, too. Is there anything in place to control ganking/griefing? This is always my main concern when trying a PvP game. The only pvp game I've ever liked is DAoC, which I used to adore.
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Players can start their own player driven factions, these factions can conquer land, build cities, control resources etc. Of course there are other factions as well who might or might not be your friends...There will be massive sieges with destructable buildings.
sounds like the game u described, your "perfect game" already exists.
go look at Roma Victor.