I still don’t understand why they removed attribute requirements for equipping/using specific weapons. Seeing every player, regardless of spec run the same 2 or 3 Weapons is lame. Full strength in full plate and you can you use a fire staff almost as efficiently as someone specced into int and in cloth armor. Your attribute point investment does not have nearly as much of an impact as it should. In previous iterations you had to reach certain attribute thresholds to even equip items. They are so afraid of the casual outcry that they have dumbed down every system over and over. It’s so boring. Your choices should matter, character progression or identity is so lacking. I used to defend this game, fell in love when I started back in 2018 but it went from a game I poured my soul into... into something you couldn’t pay me to play. And no that’s not because of the change of focus, in fact there doesn’t seem to be any focus at all.
But the damage of the weapons scales on a specific attribute designated to the weapon, so even though you can have your attributes in strenght and use a fire staff, your damage with the staff won´t be nearly as strong as someone who focuses on building intelligence. This allows for more variety when building your character.
Classless design so that's not bad but very sparse in skills since it seems it's just weapons that have a skill-up system.
That doesn't sound like enough variety to me.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
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“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
As I stated the impact your attributes have on weapon/skills damage is minimal. There’s a reason for instance everyone was carrying a fire staff regardless of spec.
Wow. That's called lazy coding.
No fate but what we make, so make me a ham sandwich please.
I have no idea why people are saying this is not impressive or is boring. Name one mmorpg that has come out in the last couple decades that has attributes you can place. The last one I can think of was Vanguard, the one before that Shadowbane, the one before that Anarchy Online.
The fact this has builds and the ability for my to place attribute and skill points makes this a one of a kind type game and a rarity in this poiser genre. All the most popular games have ZERO character development I can control.
I am starting to realize when you guys say something is boring or not impressive you actually mean you dislike it because it actually looks like it requires a little thought and planning and actually has rpg elements beyond equipping gear with better numbers.
I know this specific article is the one that got me to actually look at this game. Before this I just assumed it was trash and tripe for console barbarians and had nothing to it. Now, even if it is one of those crafting games people call survival games I will still buy it and support it just because they actually have rpg character development I control - unlike every single popular mmo all you guys love.
This sounds a lot like the progression Wizardry Online had. I'm looking forward to checking both this and the PvP/PvE shared world mechanics.
You can choose a ready guide in some celestial voice If you choose not to decide, you still have made a choice You can choose from phantom fears and kindness that can kill I will choose a path that's clear, I will choose Freewill
Sounds like GW2. Not that I'm complaining. I like the idea of mastery system and attributes. Will allow total customization of character build.
It is just a simple take on what we have had in several games.So you'll skill up that particular weapon,it is a solid idea as a standalone idea.It branches into 2 choices,i am never in favor of point allotment,it is what we called 30 years ago as min/max and is always best to go min one and max the other.
In reality the entire design is typical,i can't really complain,it is not like it is a bad idea but i don't like point allotment and i don't like having to toss one choice away ,there should be a way to earn all the choices,it gives the player more options.
Overall though,you have to wonder how much it ruins pvp,then again i know combining pve and pvp together is a terrible idea.I would rather have them remove pvp entirely and just slowly add in PVE elements over time to keep us interested.Also there would less chance of this game using pvp to further exploit a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.
As most responses are saying,it is kind of HO HUM,i guess still better than seeing some real bad ideas and just tossing the game out the window.Maybe this is their way of playing it safe.Personally i would like to see some creativity,i do not beleive you can go wrong ever if your ideas make sense.
Not that i spent weeks or months thinking about an idea but here is one....
If yoru handing out points,then remove points for pvp.This would be a near perfect way to "control" pvp.So basically what it does is remove a gang from just rampaging the entire game 24./7,they would have to not only take a break to build their points back up but they also make themselves vulnerable the more points they lose. Only the aggressors lose points,the defendent perhaps gains a point for each kill.
Never forget 3 mile Island and never trust a government official or company spokesman.
I have no idea why people are saying this is not impressive or is boring. Name one mmorpg that has come out in the last couple decades that has attributes you can place. The last one I can think of was Vanguard, the one before that Shadowbane, the one before that Anarchy Online.
The fact this has builds and the ability for my to place attribute and skill points makes this a one of a kind type game and a rarity in this poiser genre. All the most popular games have ZERO character development I can control.
I am starting to realize when you guys say something is boring or not impressive you actually mean you dislike it because it actually looks like it requires a little thought and planning and actually has rpg elements beyond equipping gear with better numbers.
I know this specific article is the one that got me to actually look at this game. Before this I just assumed it was trash and tripe for console barbarians and had nothing to it. Now, even if it is one of those crafting games people call survival games I will still buy it and support it just because they actually have rpg character development I control - unlike every single popular mmo all you guys love.
I think it sounds interesting as well, but just wanted to note that a lot of western (and popular!) mmos have attribute and skill point choices that heavily shape your build. ESO, GW2, and D&D online are three just off the top of my head.
Classless design so that's not bad but very sparse in skills since it seems it's just weapons that have a skill-up system.
That doesn't sound like enough variety to me.
Totally agree. It seems, that lack of depth in progression of your character will be a problem. I don´´t need some crazy variations, but this one is just too simple.
>>PVP,this is why i keep saying you cannot mix pvp with pve becasue pvp needs to be closely balanced.So they just give each player the same 1 pt each time to allot.
If there was no pvp they could go crazy with cool ideas but soon one character has a better build pvp is broken.So this was their best option,a simple safe approach.
Then again if they removed pve it still wouldn't help pvp because they still need a simple way to balance it.I honestly can't say they are doing anything wrong,except tryign to mix pve and pvp togther is the only mistake.
Never forget 3 mile Island and never trust a government official or company spokesman.
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Can't say I'm enthused about the crafting though. Few things turn me off faster than crafting.
What are you talking about, this game is an ArcheAge killer for sure.
But the damage of the weapons scales on a specific attribute designated to the weapon, so even though you can have your attributes in strenght and use a fire staff, your damage with the staff won´t be nearly as strong as someone who focuses on building intelligence. This allows for more variety when building your character.
That doesn't sound like enough variety to me.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
No fate but what we make, so make me a ham sandwich please.
As I stated the impact your attributes have on weapon/skills damage is minimal. There’s a reason for instance everyone was carrying a fire staff regardless of spec.
Wow. That's called lazy coding.
No fate but what we make, so make me a ham sandwich please.
Or is that intentional?
The fact this has builds and the ability for my to place attribute and skill points makes this a one of a kind type game and a rarity in this poiser genre. All the most popular games have ZERO character development I can control.
I am starting to realize when you guys say something is boring or not impressive you actually mean you dislike it because it actually looks like it requires a little thought and planning and actually has rpg elements beyond equipping gear with better numbers.
I know this specific article is the one that got me to actually look at this game. Before this I just assumed it was trash and tripe for console barbarians and had nothing to it. Now, even if it is one of those crafting games people call survival games I will still buy it and support it just because they actually have rpg character development I control - unlike every single popular mmo all you guys love.
If you choose not to decide, you still have made a choice
You can choose from phantom fears and kindness that can kill
I will choose a path that's clear, I will choose Freewill
- Rush, Freewill (Album: Permanent Waves)
It is just a simple take on what we have had in several games.So you'll skill up that particular weapon,it is a solid idea as a standalone idea.It branches into 2 choices,i am never in favor of point allotment,it is what we called 30 years ago as min/max and is always best to go min one and max the other.
In reality the entire design is typical,i can't really complain,it is not like it is a bad idea but i don't like point allotment and i don't like having to toss one choice away ,there should be a way to earn all the choices,it gives the player more options.
Overall though,you have to wonder how much it ruins pvp,then again i know combining pve and pvp together is a terrible idea.I would rather have them remove pvp entirely and just slowly add in PVE elements over time to keep us interested.Also there would less chance of this game using pvp to further exploit a cash shop.
Never forget 3 mile Island and never trust a government official or company spokesman.
Not that i spent weeks or months thinking about an idea but here is one....
If yoru handing out points,then remove points for pvp.This would be a near perfect way to "control" pvp.So basically what it does is remove a gang from just rampaging the entire game 24./7,they would have to not only take a break to build their points back up but they also make themselves vulnerable the more points they lose.
Only the aggressors lose points,the defendent perhaps gains a point for each kill.
Never forget 3 mile Island and never trust a government official or company spokesman.
I think it sounds interesting as well, but just wanted to note that a lot of western (and popular!) mmos have attribute and skill point choices that heavily shape your build. ESO, GW2, and D&D online are three just off the top of my head.
Totally agree. It seems, that lack of depth in progression of your character will be a problem. I don´´t need some crazy variations, but this one is just too simple.
>>PVP,this is why i keep saying you cannot mix pvp with pve becasue pvp needs to be closely balanced.So they just give each player the same 1 pt each time to allot.
If there was no pvp they could go crazy with cool ideas but soon one character has a better build pvp is broken.So this was their best option,a simple safe approach.
Then again if they removed pve it still wouldn't help pvp because they still need a simple way to balance it.I honestly can't say they are doing anything wrong,except tryign to mix pve and pvp togther is the only mistake.
Never forget 3 mile Island and never trust a government official or company spokesman.