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I have started playing with Alpha 1 access. Right now it is just stability testing with some basic archetypes to play around with. So far the game is very very stable and having lots of fun building my own abilities. Any other goons doing FNF? What are your in game names? I am playing under Ragemasi atm.
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# ? Aug 31, 2015 21:03 |
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# ? Jun 3, 2024 23:45 |
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nvm wrong thread
Freakazoid_ fucked around with this message at 07:40 on Sep 1, 2015 |
# ? Sep 1, 2015 07:37 |
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Fauxtool posted:get out, we dont need that in this game Every game needs that. EVERY GAME! If only because it causes such sweet drama.
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# ? Sep 1, 2015 13:47 |
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I want there to be a farmer class, I want to grow crops in the game and sell them at the market.
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# ? Sep 3, 2015 22:38 |
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Tenzarin posted:I want there to be a farmer class, I want to grow crops in the game and sell them at the market. Good news, you can do that in real life RIGHT NOW.
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# ? Sep 3, 2015 22:52 |
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Shodai posted:Good news, you can do that in real life RIGHT NOW. 1/10 spent most of the day in a tractor listening to country music going extremely slow, wouldn't recommend.
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# ? Sep 9, 2015 17:59 |
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http://www.tentonhammer.com/feature/classes-class-pride-more-discussion-camelot-unchained-panel-dragon-con-2015quote:Following up the previous article I wrote from the 2015 Dragon Con Camelot Unchained panel, another major theme of the discussion was class pride, or pride in being a specific class. This is a very, very interesting topic that I think should be touched on from the panel. We’ll first talk about what was discussed at the panel, and then follow it up with some of my own thoughts. TL;DR, CU devs realize having completely open builds probably wouldn't work, so going to have traditional classes, with extensive customization.
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# ? Sep 14, 2015 19:16 |
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I'm not against the change. I look forward to seeing how things progress!
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# ? Sep 14, 2015 20:04 |
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So this looks interesting. Is it interesting? It looks interesting, especially cause I never got around to playing DAOC, but later heard nothing but good things about it.
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# ? Sep 14, 2015 21:03 |
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Trier posted:So this looks interesting. Is it interesting? DAoC was quite good, mechanically, and was one of the few MMOs that got the whole RvR thing mostly correct, and gave guilds a purpose beyond being a social club. DAoC was pretty rough around the edges, and suffered the class fatigue that GW2 is currently dealing with -- some classes are very useful for RvR, but if you're not one of those classes, prepare for a life loneliness. I think CU is trying to combat that, and we'll see. WAR, incidentally, got classes mostly correct, at least in open world PVP.
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# ? Sep 14, 2015 21:34 |
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It depends on how many classes there are. WAR had the benefit of keeping roles functionally similar across factions. DAoC was not well managed in that regard. I recall Albion needing like 6-7 people to be completely functional, whereas Midgard needed 5 and Hibernia needed 3-4. I wasn't aware GW2 had class fatigue in RvR. Does zerging not make up for their deficiencies anymore?
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# ? Sep 15, 2015 04:43 |
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Kimsemus posted:DAoC was quite good, mechanically, and was one of the few MMOs that got the whole RvR thing mostly correct, and gave guilds a purpose beyond being a social club. DAoC was pretty rough around the edges, and suffered the class fatigue that GW2 is currently dealing with -- some classes are very useful for RvR, but if you're not one of those classes, prepare for a life loneliness. this is some rose tinted glasses it was good for its day since it didn't really have competition it was horrible mechanically Guilds could do what, own a keep, upgrade it, lose it at night unless they guarded it for a few days. Unless we are talking old frontiers. There were a few classes that could debuff their own damage type and those were supreme. No caps on how many targets aoes could hit was a big problem for a long time. Rogues and archers being able to one shot something from stealth and stay in stealth. Thanes literally having a lag hammer. Rune priests were the same for awhile. 30 minute cool downs on abilities that lasted 1-5 minutes or were instant and could be resisted. The best move most melee had was a taunt or detaunt since it was low stamina usage. They had to add in AAs to prevent melee trains from just hitting casters and even then they just gave an pbaoe root out but also gave the ability to purge that poo poo.
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# ? Sep 15, 2015 05:21 |
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Trier posted:So this looks interesting. Is it interesting? Too soon to tell. As what will probably be one of the last big MMO development cycles, there's a few games that could end up real good, but a lot of them are indie and Kickstarter things that'll probably end up mediocre. CU is making a lot of nice noises, but it's too early to say.
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# ? Sep 15, 2015 05:57 |
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Third World Reggin posted:this is some rose tinted glasses this was not at all my experience. maybe you played on a lovely server with lovely players.
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# ? Sep 15, 2015 06:08 |
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Freakazoid_ posted:It depends on how many classes there are. WAR had the benefit of keeping roles functionally similar across factions. DAoC was not well managed in that regard. I recall Albion needing like 6-7 people to be completely functional, whereas Midgard needed 5 and Hibernia needed 3-4. On Tier 1/2 servers, class fatigue is severe. Essentially you MUST have groups comprised of a core of Guardians and Warriors, with mesmers. Anything else is virtually useless in group RvR PVP. Just utterly worthless because of the steamrolls that are taking place. The entire server tier system is something else 100% broken as well, but that's a separate issue.
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# ? Sep 15, 2015 06:42 |
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Fauxtool posted:this was not at all my experience. maybe you played on a lovely server with lovely players. one of my favorite bugs in the game was holding down screen shot while jumping if your computer was old enough and the write speed was bad you would just go through the air and you could jump over border keeps this way also fun things on the EU version, the game shipped with dev tools so someone spawned legion all over the place from darkness falls the weird pet elemental class albs had got a realm ability that was like a siege bolt for doors, and could be done beyond sight range. We had someone knock most of the doors down to a relic keep without triggering any guard response since they were so far away.
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# ? Sep 15, 2015 09:03 |
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Fauxtool posted:this was not at all my experience. maybe you played on a lovely server with lovely players. No caps on AE targeting, debuffing their own damage type, and the long cooldowns that could be resisted were definitely a thing in Shrouded Isles. Realm ranks gave the purge skill and iirc everyone got one pretty early. It didn't matter though since hibs and mids spam AE stun/mez over and over and purge reset your worn-off resistance bonus so you'd just be mezzed right after using. The skill to break down doors was from Thaumaturgist, but I never heard of that bug. The skill was on like a five minute timer and did the equivalent of one or two battering ram hits. As a wizard I took advantage of the AE targeting a lot. Imagine a mile gate with 50+ people holed up in the room above the gate, all I had to do was find line of sight through a window, target one person and just light up the inside like a tinder box I recall hibernia's enchanter and eldrich classes as having debuffs that matched their damage types. I think albion's wizard got an earth debuff, but earth was not a good spec as it only had a ground target AE and lackluster everything else.
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# ? Sep 15, 2015 09:58 |
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Freakazoid_ posted:
I remember playing a Theurgist until they added those class specific abilities and they got that one, some classes had abilities that could singlehandedly decide a fight or wipe out or protect huge groups. The Theurgist got a ability that did minor damage to a door every 5 minutes because they were the *siege mage* where the best possible scenario for using it was sitting outside a door for afew hours with some other theurgist and cheesing a keep. No idea what they were thinking with that. Pet classes like the Theurgist made PvE and PvDoor into easy mode because they had a dumb system where every player that was hitting a tough thing would increase the damage and chance to hit for everyone else and pets counted towards that, and each theurgist and animist could have 30+ pets at once so they were worth 30+ people on a big boss or door. I also remember dodge chance being able to get pretty crazy, I remember geared infiltrators in darkness falls dodging dozens of hits in a row from Legion and if anything got through a pulsing hit negating bubble from a theurgist would block it, course if one hit did get through he'd be a pancake. Ra Ra Rasputin fucked around with this message at 10:37 on Sep 15, 2015 |
# ? Sep 15, 2015 10:30 |
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Ra Ra Rasputin posted:I remember playing a Theurgist until they added those class specific abilities and they got that one, some classes had abilities that could singlehandedly decide a fight or wipe out or protect huge groups. more like dual wielded bubble proccing daggers, I was first on my server to get 2 and it was pure bullshit 1v1 against anything. poo poo dps but good luck hitting me when I stun you for 8s every evade and just run away to restealth Fauxtool fucked around with this message at 12:48 on Sep 15, 2015 |
# ? Sep 15, 2015 12:44 |
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Third World Reggin posted:this is some rose tinted glasses LOL this post feels like you played a month at launch.
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# ? Sep 15, 2015 23:28 |
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you are aging and can't recall time well anymore kazvall
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# ? Sep 15, 2015 23:47 |
All my favorite shitposters post here
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# ? Sep 16, 2015 00:13 |
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Stungard was a problem for a long time. Crowd Control spells had no immunity timer or resist so you could just be chain stunned/mezzed all day long. This was for quite a while after launch. My roomate played a nightshade and would just walk around the other realms newbie frontier zones 1 shooting whole groups from stealth. The game was fun, but also as a few people have mentioned, there weren't any other real pvp options other than UO which is not newbie friendly.
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# ? Sep 16, 2015 14:16 |
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It still feels like there aren't any decent PvP options. But, I'm one of those people that loved Mordred, cause I'm not a huge carebear bitch...
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# ? Sep 16, 2015 14:19 |
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WoW killed any good pvp aspect for games coming out after it, imo.
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# ? Sep 16, 2015 14:20 |
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TBH i kind of wonder how much my enjoyment of Mordred was related to being a lovely teenager with no job at the time.
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# ? Sep 16, 2015 14:31 |
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madpanda posted:TBH i kind of wonder how much my enjoyment of Mordred was related to being a lovely teenager with no job at the time. There was literally nothing more exciting that ruining a 100+ man raid with a pbae class. Or 100 players around level 10 trying to kill one level 50 in PKB.
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# ? Sep 16, 2015 14:49 |
Most mmos were better when we were 13 and could just be shitlords all summer You get off a lovely day at work now and you don't want to play a terrible game that requires you to invest a lot of time for little payoff
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# ? Sep 16, 2015 15:14 |
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I enjoyed daoc but they had a good game despite the developers. It had lots of problems and when wow came out, wow really was a vast improvement in game play. http://users.telenet.be/mmodata/Charts/Subs-2.png it peaked one year after launch and hovered around that for awhile until about 2005 http://users.telenet.be/mmodata/Charts/Subs-1.png that is when wow came out 2003 was trials of atlantis and that is that huge dip. They had a lot of issues with class design, despite it being neat, some classes were just worthless, some were overpowered, and there were also map design issues. These things carried over into WAR and were still issues then. If the game was fun, it was by accident with the lead developers making constant decisions that ruined that enjoyment. Camelot Unchained has a few warning signs like how they wanted to give you the ability to design your own spells and combat skills. They did that once in daoc on the warlock and that was never really balanced. Mark Jacobs isn't a good developer.
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# ? Sep 16, 2015 23:14 |
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I never played WAR, but I like on that chart the WAR graph is just a straight line up, then 1 month later a straight line down. All I heard about it was that bright wizards ruined everything, was that something that never got patched until after the game died? Also who remembers Champions getting sick of being ignored patch after patch and then they mass emailed whoever that lady was that was in charge of posting stuff on the website and the very next patch champions got a load of buffs and fixes with a note saying to please never do that again? Ra Ra Rasputin fucked around with this message at 23:42 on Sep 16, 2015 |
# ? Sep 16, 2015 23:37 |
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It had similar issues to daoc. Really neat classes, some were very overpowered, not all the classes or cities were out at the start. They added arenas at every level, made rvr lakes that were split into level brackets. Didn't like being outnumbered in RvR? Go into an arena and make the problem of RvR worse. hosed up the map design and the physical map on these. Split the area into 3 fronts despite there being only 2 teams. So no third team to help balance out the imbalanced numbers. And when you finally got to the last bracket, you ran into border forts that required you to do pve or later a lot of pvp to get a better tier of armor that had a ward against the instant damage the forts would do to everyone. Otherwise you would just die. The PvE was also broken constantly.
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# ? Sep 16, 2015 23:43 |
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Third World Reggin posted:I enjoyed daoc but they had a good game despite the developers. It had lots of problems and when wow came out, wow really was a vast improvement in game play. Interesting how UO, EQ, SWG, and DAoC all began their decline within about six months of each other. edit: oh yeah, it was WoW. Duh.
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# ? Sep 17, 2015 02:34 |
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Ra Ra Rasputin posted:I never played WAR, but I like on that chart the WAR graph is just a straight line up, then 1 month later a straight line down. The problem is WAR was fundamentally mishandled, and very very poor progression at its launch state. It's kind of lovely, because the art direction was great, and the game that was developed before it shut down was actually quite good. Even though Chaos usually CRUSHED order, some classes were EXTREMELY good, such as Bright Wizard and Knights of the Blazing Sun, and some were TERRIBLE, such as Witch Hunter. They never did fix the balance.
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# ? Sep 17, 2015 02:51 |
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I really need to stress the ward on armor more for WAR. There were like 5 wards you could get. Each was a different tier and would work for that tier and everything below it. Lesser, Greater, Superior, Excelsior, and Supreme. There were still different tiers of armor, just for an example, the Tier 4 dungeon / rvr armor gave you the lesser ward which did the following "A Lesser Ward effect will reduce damage in High Level City Dungeon and Fortress encounters by 40% (down from 300%) and can stack up to 5 times. It also increases your own damage upwards by 15% (up from 40%) in those encounters and can stack up to 5 times." The tiers broke down into wards for high level city dungeons and fortresses, lost vale and city invasion PQs, City boss encounters, king fights, and then who knows since the content was cut. Some of these armors could be gained from PvE fights but the dungeons were not all in at launch. This was never announced before game launch, and was removed down the line and replaced with the sigil system, which was the same thing as the ward system just without the armor. That is Mark Jacobs. He will make grandiose statements about how great the game will be or can be and gently caress it all up. He will get a few things right, but then try to fix things by breaking them more. And history has shown he hasn't learned any lessons from his bad game design choices.
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# ? Sep 17, 2015 03:14 |
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The majority of the signs point to it being a disaster, but nostalgia has me hopeful there will be something there when it finishes.
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# ? Sep 17, 2015 03:22 |
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Kimsemus posted:The problem is WAR was fundamentally mishandled, and very very poor progression at its launch state. It's kind of lovely, because the art direction was great, and the game that was developed before it shut down was actually quite good. Witch Hunter tore my heart out. Such a cool class design... completely worthless in PvP. I loved them so much I wanted to make a sword/pistol thief in gw2, but alas that combo sucked there too
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# ? Sep 17, 2015 03:50 |
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*leaps from the shadows and accuses u of heresy*
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# ? Sep 17, 2015 03:52 |
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Typical Pubbie posted:Interesting how UO, EQ, SWG, and DAoC all began their decline within about six months of each other. World of Warcraft changed everything.
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# ? Sep 17, 2015 06:43 |
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Kimsemus posted:Even though Chaos usually CRUSHED order, some classes were EXTREMELY good, such as Bright Wizard and Knights of the Blazing Sun, and some were TERRIBLE, such as Witch Hunter. Warrior priests that were played well simply didn't die unless they fell victim to AoE circles of death or focused from a considerable amount of players. A warrior priest - disciple of khaine duel could actually last 10+ minutes if left alone. My main was a KOTBS after they finally released. I basically ran around and was ignored in the biggest exchanges because why bother killing the tank first in the field? He was going to pretend like taunt did something and auto attack. As for CU, my chub is increasing slowly, but the alpha experience is still not worth the $60 or so bones I've dropped. Can't complain about an alpha at the end of the day though. Them's is the ropes.
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# ? Sep 17, 2015 15:03 |
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# ? Jun 3, 2024 23:45 |
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WAR was definitely the best mmo that I put down relatively quickly. It had good bones but it needed a lot of work when it came out.
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# ? Sep 17, 2015 15:36 |