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Evernoob
Jun 21, 2012
I backed this for 110$ 3 years ago, and I don't care if it takes them 3 more years to deliver as long as they test everything well and deliver enough content to survive much longer than the 30-60 days modern MMO's usually survive without seeing a vast playerbase drop.

People need to realize this is probably our very last chance to ever experience true RvR, with the bonus addition of being able to craft/build our realm like we want it to be (and try to defend it from others).

This being a PvP game at its core is also very important, because balancing a game for both PvP and PVE is something that has never been done successfully before and practically impossible.

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Evernoob
Jun 21, 2012

jabro posted:

You registered here 3 years ago. Are you a J4G for a non-existent guild in a non-existent game?

Apparently the kickstarter campaign was in 2013, not 2012 as I thought to remember. So... no.

I played TESO in the beta and the first month of launch, but it totally didn't click with me. The PvP warzone was well done but I absolutely hated the PVE which is strange as I liked Oblivion and Skyrim alot.
I also didn't like the shallow diversity in classes. Maybe it has improved alot since launch and I should give it another go.

Evernoob
Jun 21, 2012
Conditionals after defensive actions for mellee were really interesting in both LOTRO and DAoC.
What they *could* do to simplify the controls (MJ did state he did not want his game to exclusive for 14 fingered gamers) is tie additional effect to an anytime skill if used after a block/parry/dodge.
With their "spell crafting" system where players will be able to modify their spells according to their preferences, they may also do such a thing for mellee styles.

Positionals are awesome. Devastating Back and Sidestyles are what made DAoC pvp brilliant. I would be really sad if melee classes would not get any of these.

I don't know what most people prefer though nowadays. Back in the days of DAoC you had like 3 full hotbars of skills you constantly had to use. (A skillchain required you to press all different skills). Nowadays games have evolved into the icon changing into the next when the prerequisite has been met. I am in favor of that system as I like to limit the amount of skill hotkeys I need to use.
6 keys to use in the heat of battle plus a number of non timing critical skills like buffs or skills you rarely use seems like a fine number to me.

Evernoob
Jun 21, 2012
I kind of enjoy the strategical decision people have to make with a limited amount of skillslots. (9 in EQ1, I believe it was 8 in GW1) if they let you take any combination of the available spells.
However what I totally dislike is when every "insertclassname" is exactly the same as the one standing next to him. Specialization is awesome. Being a special snowflake rules.

Evernoob
Jun 21, 2012
Wouldn't be very wise to sail in a Veilstorm would it?

I think for now the Crafters are limited to land structures. But who knows maybe it's a future stretch goal?

Evernoob
Jun 21, 2012

Blazing Zero posted:

seems early for all this. is a beta or something happening soon?

Well you can start by picking today's date as a reference SA regdate to identify J4G's

Evernoob
Jun 21, 2012
I am still on the fence if making crafters a separate class, that would not be able to contribute much in actual combat, is a good idea.
However if they are also the guys that get to man the barricades, pour oil and use the ballista's they have built.... well then there is hope.

Don't forget every class will have access to crafting, however crafters will be either able to master it further or won't be locked into only one or two crafts.
So you can still go gather most resources you need for the object you want yourself, and they ask/pay a crafter to create said object.

I really hope items will have durability that can't be completely repaired, to keep the economy flowing

Evernoob
Jun 21, 2012
I'm really impressed with the aesthetic direction they are going with their classes. They are really out there and very far from the standard Warrior/Cleric/Wizard trio. Off course that's all flavor and in-game they might play similarly.
I really hope the character customization/specialization to tailor make the abilities of your character to your preferences are as good as they seem like right now. I really like the Boons&Banes management.

Besides from the very early Alpha I haven't logged in anymore. I am not worried about bugs and blandness for playtesting, is there any fun to be had right now or is there not yet much of a game to play?

Evernoob
Jun 21, 2012
The boons and banes I have seen so far in the class descriptions all sounded much more interesting.

For example as a bane, not being allowed to wear heavy armor, will probably count as a big bane, for which you can select a big boon (or many small ones).
The thing is not every boon and bane will be rated equally, so it is up to you to balance out what traits will suit your playstyle best. And if you will try to either "close the resistance hole", or simply ignore it and accept a person using that damage type as the rock to your scissors.

Didn't many Albion squads at one point ignore one type of resistance as there was only one class in the other two realms combined that effectively caused that damage type?

In any case, the more class customization, the better. FotM builds are awesome... as long as the metagame shifts regularly due to the opponents adapting (and not through nerfs and buffs)

Evernoob
Jun 21, 2012
The class reveals have all been really interesting so far. They are really splitting up the "basic abilities" that are common in traditional MMO's, which will result in very specialised classes.

It's all also quite grim and dark, I wonder if the so called tree huggers will actually be as cute and elfy as many people think.

Makes me even more looking forward to how combat and RvR objectives will be implemented.

Evernoob
Jun 21, 2012
Wish this type of conversation just stayed in the Archeage thread.

Regarding the class reveals, are the crafters one of the 10 class types we get to vote the reveal for, or are they an even separate class. And are they identical accross the 3 realms?
I really hope the crafters have some use on the battlefield, especially regarding manning battlements or siege engines or, i don't know, applying explosives to stuff.

Evernoob
Jun 21, 2012
Next up : Crafters building and piloting Leonardo Da Vinci type tanks or gyrocopters, depending on your faction. One race rather using ballistas, the other catapults and the third having access to mechanized siege rams...

The released pictures of the player build settlements in the mountains is totally hyping me up, as I have spend a lot of time in games like Ark, Space Engineers and the like. The one thing bothering me in those games is the instanced/server nature of those games.
Getting to be able to build/defend this stuff in an MMO is exactly what I look for in a game.

Evernoob
Jun 21, 2012

Tenzarin posted:

Mmos use servers too.

Yeah, but the population cap is typically higher than 50.

I am also not fond of the instanced nature of the zones in recent MMOs to deal with high crowds. But I am afraid it is the only way to deal with the Goonrush like crowd every new MMO attracts... Only to be deserted 2 months later obviously

Everybody hated log in queues, we know that.


Actually the best way CU could deal with it is to only allow access to backers and founders first, and gradually allow more people in with invite keys that founders can give out.

Evernoob
Jun 21, 2012

Tenzarin posted:

I don't know what cheap rust servers you have been playing on.

I never mentioned Rust, I played Ark and Space Engineers. Both are pretty good games but the servers have fairly low population caps (around 50 I think).
The thing is I've been spoiled by EVE where everything happens in one big universe. That is off course only possible in a Space game (and even Elite instances the solar systems individually if too many players are in)

I will definately be playing a crafter as building "bases" and such has always been a big draw for me in games. I just hope they will have a role on the RvR battlefield tho. If possible even some basic mellee or ranged skills that you can at least defend yourself a little.

Evernoob
Jun 21, 2012
Skalds were indeed mainly used for their Runspeed, if they did not have that ability they would never get into an 8-man.

However, they were not useless at all. Having access to a 2-hander as well as some instant DD's (and even a snare iirc) they were quite good at interrupting opposing healers and even peeling to protect your own healers.

Troll Skalds were also hard to distinguish from other midgard trolls so it wasn't as easy to pick them to take them down quickly. Very much unlike Minstrels and Bards.
A good bard was also incredibly hard to play in 8v8 as they usually had to lead, perform the initial crowd control AND manage to stay alive for that all important Endurance Buff.
As a skald (or minstrel) you were more free do to what you wanted, and aid in taking down players. Their dps was not amazing, but they did have very good burst damage to finish enemies off before they could get healed up, which is a very important thing.

Evernoob
Jun 21, 2012
There is nothing wrong in Flavor of the Month OP classes. It keeps people rolling new characters, and it also creates an ever changing metagame in the Rock/Paper/Scissors model.
When one class does go into OP status where the Metagame can't compensate, they should just be dealt with by nerfing them.

Things like that happened in DaoC, have happened in MMO's through the ages, and still happen all the time in games like LoL.

Perfect "balance" by mirroring is boring.

Making 1 class exceptionally strong in this game doesn't mean that whole realm will only play as that class, because if they follow the DAoC model no class will really be self sustainable on the battlefield and will be missing critical utility abilities that hopefully will be spread over the various classes just like in DAoC.
GW2 made every class self sufficient so it didn't matter much what classes your zerg had, as long as they somewhat coordinated their attacks. They were even able to heal themselves.

Evernoob
Jun 21, 2012
Lucky that part of the engine was pretty much the first thing they have been testing and trying to optimize back when they were doing Smackhammer. Also simulations of what was it.... 2000? characters on screen?

Evernoob
Jun 21, 2012
I would be surprised the post-launch bundles will be better than Founder/Builder bundles. On the contrary.
At worst they would ADD new stuff to the bundles of those who have been backing since the start.

Evernoob
Jun 21, 2012
With only the "i" to reveal, which have to be the Veilwalkers, I am confused. Where are the Veilstalkers?

PS : the reveals happened in order of votes, but there is no way the "i" was last in every single vote. I know many folks who have been voting for the "i" reveal since the first one.

Evernoob
Jun 21, 2012
Still missing : the Buffbot class.

I expect them to mirror the Crafter Class over the 3 realms, but I kind of hope they at least give them a different name. Like Engineers, builders, architects...

What I also liked in DAoC RvR was that the UI didn't tell you what class your opponent was. You had to look at his armor and used skills. Disguising as an other class was always fun to do (didn't work versus good players though).

Evernoob
Jun 21, 2012

2DCAT posted:

Dear Mr. Jacobs,
I will hand-deliver smashburger to your offices for a month if you somehow make the large scale-PVP in this game good.
v/r,
2dcat

I won't be delivering it personally myself due to.... well... an ocean. But I will send him an assortment of high quality Chocolate and Beer if he also makes small-scale RvR in this game good.
I am not so much a fan of large scale RvR, because in pretty much every game so far it is all about mass ranged AOE spam.

Too bad formations don't seem to work in MMO's. How cool would it be to make a Phalanx or a Roman Tetsudo.

Evernoob
Jun 21, 2012
I can imagine how fun a Mordred server could be in CU.... going off to unclaimed territory, build a stronghold with your guild (consisting of people from all the realms) and KoS anyone who approaches.

I hope this could be a thing. I have not yet seen any mention of it though.

Evernoob
Jun 21, 2012
It might not have been the main reason for Mordred to exist, but what I really liked were the almost infinite amount of group setups you could create, mixing classes from all three realms.
This both for 8man pvp as pve.

Some complete OP combo could be made with for example resist debuffs (body or cold) which would then be abused by a class you normally couldn't team up with.

Evernoob
Jun 21, 2012
This thread is starting to deliver.

Stealther class descriptions sound badass too. That Redcap is like pure evil.

Evernoob
Jun 21, 2012
A root is very different from a stun. You can fight back, you just can't flee.

Evernoob
Jun 21, 2012

Kimsemus posted:

OP is updated with finalized class information. Waiting for some actually good screenshot and racial information to be fleshed out.

I just spend half an hour in the alpha. Your OP won't need an update anytime soon.

Evernoob
Jun 21, 2012
Shield Slam (42 shieldspec) used to be a 9 seconds anytime style stun. For Midgard warriors this was enough time to Slam, switch to 2hander and get of 3 attacks on a character without Determination or purge.
I believe they changed the stun to slow on Live though.

What I liked about DAoC "tanks' is that they don't follow the trend of other games that Tank = Defensive = Low DPS. Actually when a Warrior/Hero/Armsman was allowed to get a couple of hits in, their DPS was the highest of all melee classes.
Stealthers and other specific styles from some classes were able to deal higher burst, especially to low armored targets... but in raw DPS the pure tanks were pretty much unmatched. Good old Ragnarok or Annihilation...

DAoC's casters were balanced out by being able to do some extreme damage from range, but as soon as one enemy even looked at them their casting would be interrupted except for one more Quickcast spell.
Modern MMO's allow casters to either channel through incoming damage only delaying the spell's completion by a little, cast unhindered, or heaven forbid even cast while running.
DaoC casters were the true glass cannons. If left alone they could completely wreck your team from range. No other game valued interrupting and peeling as much as DAoC did.

Evernoob
Jun 21, 2012
If I recall correctly single target Mezmerizes worked upwards of 90 seconds.... zzzzz.....
If your purge wasn't up you could just stand there watching your whole team getting butchered one after another.


However players were given so many tools to deal with Crowd control (Purge, Group Purge, Determination) that it became manageable and teamwork related.
As a Healer I often just let a mezmerize run it's course when I saw the other healer could handle it, and would keep the Purge for when I would get stunned.
Healers also had two instant heals (single and group) for 50-75% hp and a whole bunch of other strong and quick heals so when two good groups fought the winner of the battle was not automatically the one who got in the first mez. It helped but was far from an autowin.


I firmly believe Crowd Control is necessary as it created tactics beyond the typical assist train, both offensively as in the defensive. Also casters need ways to keep pesky mellee of them.
Back in 2003 games weren't able to handle knockback or warp/charge effects like they now do.
So Pushbacks and Teleports are a form of crowd control that has a similar result, but is not perceived as detrimental to the pleasure of the player.

Evernoob
Jun 21, 2012

Freakazoid_ posted:

You mean you actually got to melee in rvr? I'm jealous. I spent most of my time waiting for ranged classes to whittle a siege down enough to rush what few were left.

This is so wrong. We left Siege and Keep warfare for the clueless masses. There was no point in sieging a well defended keep if you could just quickly move around and head for another one to take.
If anything it was mainly Mellee classes that dominated in 8v8 open roams, with a few good casters like some scary sorcerers and eldritches (and others). But our Warriors and Savages definately got the most killspam.

Evernoob
Jun 21, 2012
Nice work on the OP, by the look of that OP the game seems almost ready for launch...


heh, nevermind :P

In any case I won't be looking for tight graphics . As long as the game has a decent UI, good group pvp and delivers on the fully craftable world I'll be in.

Evernoob
Jun 21, 2012
I'm sad that they kind of lost the hype/momentum they had gained during the weekly class reveals.
Since then it has been some really silent couple of months.

I logged in to the alpha test a couple of times, but it is still very much a work in progress.
This will definitely not get a 2016 full release, unless they are really holding stuff back.

Evernoob
Jun 21, 2012
Same rule goes for when I'm asked to commission some installation in a chemical production facility. Big difference in time to get something working, and to be at the point where there is no way the operators can gently caress it up any way.... those bastards always find a way to operate the installation in a way it was not supposed to be used.

Evernoob
Jun 21, 2012
Tri-Realm in DAoC also balanced itself somewhat that if one realm was dominating, the two others would somewhat refrain to attacking eachother and rather focus on the dominating realm.
I fully avoided the word "cooperate" because that never really happened.


Of all the games I think Guildwars 2 has a really nice system in their WvWvW : 3 servers of similar strength get paired, and this rotates monthly or so.
Unfortunately the musical keep warfare was not what I look for in a game like this.

Evernoob
Jun 21, 2012

Third World Reggin posted:

GW2 tried to do a nice WvW system but hosed it all up to where it is a god drat train around the zone capping small objectives where people try to avoid fighting. ESO got the map and objectives right for their RvR then hosed up the rest of the game.

This 100X. The thing is the population of MMO players has gotten too big to make it one open world. So they either have to instance stuff (making it all feel very pointless as nothing has permanent consequences) or put population caps per side resulting in horrible queue's.

If the PvP area for CU is really really huge, and realms have enough place to expand this might not be an issue. Very important to not allow ANY form of fast travel though as this would result in zergs and blobbing.


I also mainly played on Hib Guinevere back on live 10 years ago. Or was it even longer? drat.

Evernoob
Jun 21, 2012
For the people who are not into 100% PVP (or RvR) : the crafting/building aspect of the game will be just as important as the combat.

The reason battles will be fought is not for virtual "points" (well ranks will probably exist but that's not what I mean) but for the control of resource heavy locations where your crafters can go gather materials to build new foritifications and upgrades.

I have a friend who is a hardcore Minecraft/Space Engineer addict who explicitly mentioned he was interested in the game for the crafting alone and expects to not ever even create a combat class.

Evernoob
Jun 21, 2012
I get weekly CU updates in my mail, which are always a wall of text with some art drawings... but very little progress I get to experience myself.
I was really hoping for a 2015/2016 release when I backed the Kickstarter in 2012, but I'm afraid it will take another year at least.

So I decided no longer to read or care about the game, and then (hopefully) get pleasantly surprised when it finally does release.


(the thing is also that in the past 4 years my interest in fantasy MMO's has completely evaporated due to all the poo poo that has been released in those years)

Evernoob
Jun 21, 2012
For my part I don't care if they only release in 2017, or 2018 for that matter. I just hope I get something nice for the amount I pledged in the kickstarter in.... 2012.

Evernoob
Jun 21, 2012
Weird thing is many people would instantly buy a 2016 remake of daoc, with up to date animations and ui and some QOL upgrades.

Pantheon is trying to do this for EQ1. For pure pve game that is

Evernoob
Jun 21, 2012
Information that I really want to know about, and I'm sure many people do, is what kind of abilities the classes will have.

I know from a programming point of view this isn't as important as a working engine and physics and everything, but in the end for the players it is really important.
Once they start releasing this kind of actual gameplay information people will really start getting interested and involved.

It is kind of funny how slow it all goes though. I'm an industrial engineer and between backing this project on kickstarter and today I have completed the design, construction and commissioning of two complete chemical factories starting from scratch.

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Evernoob
Jun 21, 2012
The only race I could never play are the Buttwings... I mean come on, seriously?

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