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Ready-Up Studios has sent word that a KickStarter initiative for Oath has begun. The game is said to be "a new action combat, sandbox MMORPG" that is being built using SpatialOS and Unreal Engine 4. Developers mentioned that the game will feature a graphic style that brings back "that traditional anime MMO feel that we all loved from years ago".
Comments
Executive Editor (Games) http://www.wccftech.com
It's like a competition between Kickstarter MMOs on who can shove most unrealistic bullshit about how cheap and fast MMOs are to develop down our throats.
One GIANT hint and one of my biggest peeves>>>get rid of the somersaults,i can't stand fake looking ideas.
Judging by the video the game looks to lack proper elemental properties.
Example it looks like an ICE based creature/s and your firing ICE shard spell at them.There should be an affinity system.
So ICe creatures would be very weak to Fire based spells ,then a mid resistance to a spell like Earth based magic.Then full resistance to wind based attacks."Attack" i use that term because attacks non spell should also have proper resistance properties.
it also seems to lack accuracy aside from manual aim.In real life just because you might have a direct hit outgoing it does not mean it will hit.Simply having manual aim is a topic i have seen MANY not understand.With manual aim there is no realism to miss because the target npc cannot react like a real person,so you either just hit or you don't, no in between like a slight hit or a complete whiff.
Having AI simply be on a reaction timer that is bound to your aim does not work,i have seen it in action,it causes extreme lag,a jerky visual so when comes to accuracy the best implementation is to have a behind the scenes formula.This hold true also for magic,seeing this honing idea says it auto hits,magic should have besides the elemental properties ,it should share the same formula of full hit,partial hit and complete miss.I feel AOE cannot have a complete miss unless it truly completely is off target but can have a slight miss,perhaps an arc or 50-75% damage instead of full damage.
This type of system gives the game a much more realistic look otherwise what you'll see is casting an ice spell ...100 100 100 100 100 over and over,that is why you need resistances and an ARC formula.
Then of course the npc/foe/mob has different resistances to both elements AND type of melee weapon used.A pick like weapon or a fire based weapon would do more damage to an Ice creature than a sword or water based weapon so the Arc might be 25-75% dmg.
Never forget 3 mile Island and never trust a government official or company spokesman.
PVP is bad for every rpg game and yet again i have to explain why because most don't "get it".
Once you have pvp UNLESS you create a whole different setup,character/class design ends up ruining pve's potential.
Pvp has to be balanced,it just does so to do that you end up nerfing all classes to the point they are all nearly identical.Example you ll have it so a person is doing 100 ice shards and the melee is doing 100 slicing melee,everyone the same because you give one class/character more damage in any area it becomes unfair/unbalanced.However in a PVE environment it doesn't matter at all,then it comes down to a COMPLETE proper design that takes into consideration all aspects like grouping,various conditions and types of mobs etc etc.
To bring a game to the NEXT level ,closer to AAA you introduce another layer of depth.
So i mentioned resistances both magic and melee,well then you have the world elements/weather.if it is sunny hot your Fire spells do more dmg,if it is cold your Ice spells do more dmg.I think you catch the picture.
Then a class that comes to mind that 90% of developers completely botch is a Ranger class.if on a higher terrain the arrows will do more damage,even plain 100% and if you are lower plain then perhaps 75% dmg.The Ranger should have elemental arrows and should have to craft them and a whole other slew of ideas to make the class unique and not just another player doing 100 100 100 100.
Never forget 3 mile Island and never trust a government official or company spokesman.
Once you start getting into asset making,world building then it becomes a huge chore and why you see so many low budget anime games.
There is a boatload of stuff developers are not doing in their rpg's that CAN be done,they simply choose to not make a better game but one that simply looks ok.
i have tons of games to play and judging by how others are spending,i would say they do as well.So for myself,i don't need another ho hum game,i need something unique ,creative or done really well.The graphics are not a fail point for me if the game is done well.
Never forget 3 mile Island and never trust a government official or company spokesman.
But sadly these sort of games do not survive.
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So you have a combat system, you have a prototype. Prototype != game. Also there's no Anime feel or style here so where did that come from?
The combat and animations seem fluid already and that speaks highly when you compare it with other survival games. The character models do look childish, but they mentioned in the video that the funding will be used also to improve them. Honestly, doesn't look bad.