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Author Topic: Sanya gets a new job [Locked]
Nerelas
Posts: 3
Registered:
http://www.primeonline.com/


Daoc in space?
jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
Well looks like someone has the right idea perhaps, although their "classes" look pretty pathetic I have to say. As well SF titles never do as well as Fantasy ones. I suspect that is because most people would rather believe in a fantasy world than accept that science is the reality - fantasy would be easier to understand, science would take effort I dunno.

Anyways, it would seem to have many elements similar to DAOC. It just needs classes that don't sound so vague. Half the classes listed sound like crafting classes rather than combat ones. Now if its going to have a player-driven economy like the original SWG, and if the crafting system is anything approaching that system, I might be interested, otherwise this looks pretty uninteresting.

 

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leoithne
Posts: 32
Registered: 2006-10-24 18:49:34
Jimmy got a new job too!
Cracking corn I believe.
SharpAnubis462  1 star
Posts: 50
Registered: 2008-11-5 18:10:52
jhonto posted:

Anyways, it would seem to have many elements similar to DAOC. It just needs classes that don't sound so vague. Half the classes listed sound like crafting classes rather than combat ones.



The site is a bit vague, but I think the reason the professions sound like crafting professions is because that's what they are, not classes.


about page posted:

Professions
By specializing in one of 7 professions you can discover new inventions, construct incredible items, develop enhancements, and make your character rich beyond belief.



Looking at the forums, it seems like they haven't talked about classes yet.
ckgreed  1 star
Posts: 99
Registered: 2005-11-28 14:39:22
jhonto posted:

Well looks like someone has the right idea perhaps, although their "classes" look pretty pathetic I have to say. As well SF titles never do as well as Fantasy ones. I suspect that is because most people would rather believe in a fantasy world than accept that science is the reality - fantasy would be easier to understand, science would take effort I dunno.

Anyways, it would seem to have many elements similar to DAOC. It just needs classes that don't sound so vague. Half the classes listed sound like crafting classes rather than combat ones. Now if its going to have a player-driven economy like the original SWG, and if the crafting system is anything approaching that system, I might be interested, otherwise this looks pretty uninteresting.



science fiction - what could conceivably happen

fantasy - what could never happen

and another class based game? no thanks, paper scissors rock gets old after so many years.

 

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Jumo_007  1 star
Title: Brehon Buddha
Posts: 138
Registered: 2006-7-11 08:09:31
Yeah, classes seem vague, but to be fair, the website just went live 2 days ago, and announcement of the game is VERY new as well.

3 faction pvp + Sanya on board is a grand start. Need more info for sure, but worth keeping an eye perhaps.

 

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jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
ckgreed posted:

science fiction - what could conceivably happen
fantasy - what could never happen
and another class based game? no thanks, paper scissors rock gets old after so many years.



No offense but I kinda figured out the difference between SF and Fantasy, oh about 40 years ago when I first started reading it

I have to agree though, that class based systems are getting a bit tired, I would prefer a skills-based system myself, however I am not sure that most MMO players would agree. The original design for City of Heroes was a skills based system for instance, but they eventually divided the various powers up into Archetypes and individual powersets inside those archetypes, because the players who were testing the skills system didn't like it. The feedback they got was that the majority of testing players wanted characters to be divided into specific group roles. I can see that point as what tends to happen is a few players determine what the best combo to produce a tank-mage is, then the rest make the exact same character type as FOTM.

Personally, I prefer the character design system from the original Star Wars Galaxies, it was flexible, let you mix roles nicely, let you respec your skillset whenever you wanted to etc. It required work to do so, which did mean grinding a bit, but it also kept people from casually switching roles unless they were prepared to spend the time regaining experience for the new skillset they had chosen - and of course that meant they got to use the new abilities and learn their limits. With 32 professions to choose between, the number of potential combinations was massive. Of all the MMOs I have played, this character generation system was the most enjoyable, bar none (of course they removed it in favour of a rigid class system of just 9 classes, sigh).

What I am tired of is levels. I see no reason to have to grind levels (or quest for them which I hate even more) just to get to the end game content which is what everyone will inevitably focus on if a game has PvP. I could see a game like DAOC with everyone starting at the equivalent of level 50 with full powers determined by spec etc, and thus everyone can immediately engage in RvR and gain further abilities as they gain RPs (or the equivalent in that games' terms). If they make equipment relatively unimportant (as with COH when it went live), then there are no barriers to participating in large scale RvR when a new player shows up, except the additional skills gained from successful RvR.

The other thing is of course that NO MMO will be successful IMHO if it ignores the vast majority of players who enjoy PvE gaming. DAOC has ignored them over time (marginalizing the PvE game) and that's why most of the population has left I think. Even the PvE players didn't like TOA

Personally I am surprised they have a website up for this game with so little developed and designed, but I agree signing Sanya up is a great boost for PR etc. I am glad the OP pointed it out.

 

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Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme
ckgreed  1 star
Posts: 99
Registered: 2005-11-28 14:39:22
Jumo_007 posted:

3 faction pvp + Sanya on board is a grand start. Need more info for sure, but worth keeping an eye perhaps.



maybe if it's possible to change factions without deleting your character. theme parks bad mmk.


jhonto posted:

ckgreed posted:

science fiction - what could conceivably happen
fantasy - what could never happen
and another class based game? no thanks, paper scissors rock gets old after so many years.



No offense but I kinda figured out the difference between SF and Fantasy, oh about 40 years ago when I first started reading it



lol, the point I was trying to make is that SF doesn't necessarily fit the escapism that fantasy provides, since all good SF is theoretically possible. my guess as to why SF games aren't as popular as fantasy games, since fantasy is, well, a fantasy.

and agreed on the rest of that stuff. I don't have any experience with SWG before that one publish everyone says ruined it, but I've enjoyed the games with skills systems (AC, UO, Darkfall) much more than games with levels and classes (DAOC, EQ2, Rift, etc). There's more character flexibility and little need for an endless number of alts. I must have changed my first UO character's skills and focus 19 times the first year I played. Try to do that in DAOC and you're looking at, what, 45 different characters to be able to try everything out in game? And even then, only fulfilling your potential on any one character once you're level 50, ML10, CL10, templated, and so on. Terrible design if you ask me.

Skipping the levels to get right to the endgame content is a great idea, too, but I fear most MMOs these days come out with nothing to initially do but the grind to endgame. Rift's a good example... very lightweight in terms of endgame at the start, and even now as far as I know. It'd probably be a good idea these days for DAOC... make everyone start at level 50, no MLs, no CLs, and open thidranki to anyone under RR5. You should be able to figure out how to play your newly created character by RR5.

I disagree on the gear part, though. Gear should be important and ideally lootable on death, with the endgame revolving around acquiring more gear than you lose when you die (see UO, Darkfall). Of course this doesn't fit very well with spending months raiding to get the gear in the first place, and that's what kids these days seem to enjoy most, so good full loot games are few and far between. But when they do it right it adds another element of importance to winning PVP fights, especially if you don't have any more gear bags in your bank. The same element could be added to games without forcing people to reacquire gear--a forced 20 minute break from PVP upon death or something--but it'd just piss people off, moreso than losing the gear in the first place I'd imagine.

 

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jhonto  1 star
Posts: 143
Registered: 2008-8-24 19:58:52
ckgreed posted:

I disagree on the gear part, though. Gear should be important and ideally lootable on death, with the endgame revolving around acquiring more gear than you lose when you die (see UO, Darkfall). Of course this doesn't fit very well with spending months raiding to get the gear in the first place, and that's what kids these days seem to enjoy most, so good full loot games are few and far between. But when they do it right it adds another element of importance to winning PVP fights, especially if you don't have any more gear bags in your bank. The same element could be added to games without forcing people to reacquire gear--a forced 20 minute break from PVP upon death or something--but it'd just piss people off, moreso than losing the gear in the first place I'd imagine.



Well in the old frontiers for DAOC when you died you released back to your bind point - usually Svasud Faste in Midgard, and then had to run back to the frontiers at the best speed you could manage, which if the fighting was aways out meant a forced break of a sort to get back into the fighting (often with you dying on the way back etc). This was a suitable enough penalty for dying to me.
The idea of mass raids to get equipment that is then lost if you die doesn't appeal to me, I would rather have no equipment at all, and just a character decorating system like City of Heroes/Villains has to be honest. Then I can look badass/silly/whatever however I want, but not have anything to risk losing that would make me want to scream due to losing the months of raiding required to regain it. I am not in favour of full-looting in a PvP game, if only because then you will find people screaming because they lost the Uber Sword of Ganking(tm) due to server lag or a bad ISP.

 

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Sneev (SM), Rhejan (Hunter), Skraeling (Warrior), Fulkk (Healer), Erlennd (RM), Hasting (SB), Nithling (Cave Shammy) - 50s
Hratlann (Skald), Grimstainn (Shaman), Sighildr (Valkyrie) - up and coming
Asarna's Arme
PowPowParn  2 stars
Posts: 374
Registered: 2005-6-12 19:11:48
jhonto posted:

ckgreed posted:

I disagree on the gear part, though. Gear should be important and ideally lootable on death, with the endgame revolving around acquiring more gear than you lose when you die (see UO, Darkfall). Of course this doesn't fit very well with spending months raiding to get the gear in the first place, and that's what kids these days seem to enjoy most, so good full loot games are few and far between. But when they do it right it adds another element of importance to winning PVP fights, especially if you don't have any more gear bags in your bank. The same element could be added to games without forcing people to reacquire gear--a forced 20 minute break from PVP upon death or something--but it'd just piss people off, moreso than losing the gear in the first place I'd imagine.



Well in the old frontiers for DAOC when you died you released back to your bind point - usually Svasud Faste in Midgard, and then had to run back to the frontiers at the best speed you could manage, which if the fighting was aways out meant a forced break of a sort to get back into the fighting (often with you dying on the way back etc). This was a suitable enough penalty for dying to me.
The idea of mass raids to get equipment that is then lost if you die doesn't appeal to me, I would rather have no equipment at all, and just a character decorating system like City of Heroes/Villains has to be honest. Then I can look badass/silly/whatever however I want, but not have anything to risk losing that would make me want to scream due to losing the months of raiding required to regain it. I am not in favour of full-looting in a PvP game, if only because then you will find people screaming because they lost the Uber Sword of Ganking(tm) due to server lag or a bad ISP.



if you had read his post, you would have read that todays player wants to raid for 2038032980293840 hours for uber loots, because they want to be able to 2 shot people and not have a challnege in pvp. so obviously, they would butthurt like mad if there was full loot. so in a game where alot of your time is wasted on just getting geared out, you cannot have full loot as a penalty, people would rage and q

 

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