Date Posted:11/21/11 12:28pmSubject:
Other MMOs that are AC-alike
Mrs_Adventure posted:
Hot_Shot_TD posted: AC will not be a Rift, Aion, Wow, Swtor, or any other mmorpg clone after the february patch. I have played many of these games to end game. The combat, template, game mechanics, and what makes Asheron's Call the game it is will still exist and in my opinion is far different from any of these games. I fail to see how the condensed melee skills and introduction of new skills destroys the uniqueness of this game and is now all of a sudden like every other mmorpg.
How is it different then those other MMO's past February?
We wont see strait UA player, instead now we will see a basic melee class with secondary skills. AKA a class/skill tree set-up. I'm not saying that isn't already the move now as I don't know to many people playing a one off toon class. The player base already seems to stick with what spec/trained set up works best. Back in the day I was the crazy fool who took ManaC and spec'ed it to be different then every other mage out there who went either just life spec, or War/Life, or Critter/Life.
You say its nothing alike... I say otherwise..
After playing every large MMO from Meridian 59 to SWTOR all I see is the movement from being different and custom to a movement of being simple or perhaps even to the terminology of being vanillia'ed(you WoW players will get that one).
Severlin posted: Heavy Weapons: A 6/6 one handed melee combat skill based off Strength/Coordination.
Light Weapons: A 4/4 one handed melee combat skill based off Strength/Coordination.
Finesse Weapons: A 4/4 one handed melee combat skill based off Quickness/Coordination.
First lets go ahead and simplify this quote
All of the melee skills will be condensed into 3 new skills.
Heavy Weapons: meaning that large or heavy weapons can be used, they do greater damage but at the cost of slower speeds.
Light Weapons: meaning they are a little light on burden and gain more speed but loose the power of the heavier weapons.
Finesse Weapons: meaning they are extremely light on burden, do less damage but hit faster and more often then the light or heavy weapons.
Seeing as these go across all current melee skills(Sword, Mace, Axe, Staff, UA, Dagger, and Spear) this means there are now 3 classes of melees not 7 unique skills. NO MATTER HOW YOU WANT TO SAY IT THEY ARE CLASS SETS.
Someone using Finesse class, will also be using two of the 3 following "skill tree", Dual Wield, Sneak Attack , and Dirty Fighting. Now reading the "skill tree" aka new skills listed this reminds me of one class from WoW or Rift, the rouge.
Someone using the Heavy Weapons will also be using tow of the 3 following "skill tree", Dual Wield, Dirty Fighting, and Recklessness. Why? because reading the skill tree tells me these are one of the following base classes... Warrior, Death Knight, or Paladin.
Come February the only difference between AC and other MMO's will be the PK side of AC. At one point I would say housing as well but AC isn't the only MMO out there with player housing. The PK is only different because unlike the other large MMO's you can EVADE and resist inbound attacks from any level! The closest MMO with the PvP of AC is Darkfall, and its not really that great.
The original Classes,
Adventurer
Archer
Blademaster
Enchanter
Life Mage
Sorcerer
Vagabond
Warrior
The first change of classes,
Adventurer
Bow Hunter
Life Caster
Soldier
Swashbuckler
War Mage
Wayfarer
The February change of classes,
Adventurer **Sub Class ***Mage ***Melee ***Missle
I could go on and on... but whats the point. We all have our opinions and our own views and they all smell like ****.
well said
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Retired from AC
Hot_Shot_TD Title: The Fury Posts: 472 Registered: 2007-9-5 19:43:36
Date Posted:11/21/11 12:28pmSubject:
Other MMOs that are AC-alike
AC4LifeXxX posted: Currently you have people who are melee, missile, magic or hybrids.
After the February patch you will have people who are melee, missile, magic or hybrids.
This change doesn't even come close to suddenly making the game "class based". Class based games have limits on armor, damage, skills, weapons, etc. In AC you can still be a mage in max armor who uses a shield when he is in trouble. You cannot even come close to doing that in class based games.
Change isn't something to fear, it should be something that is expected.
Well said. +1.
Blackmancer posted: I agree with Hot Shot. You people that think AC is like all the other MMO's now are not even paying attention. AC has so many more differentiating factors. I never once in 12 years thought to myself that the weapon system is why i like AC. It was always something broken that we just looked past because of all the other cool things.
I suppose some anti-change people said the same thing when AC went away from the spell economy, or went away from the spell research system, or old school components. The point is that you don't make a change that makes sense just because there might be another game it reminds you of.
Agreed.
Mrs_Adventure posted: How is it different then those other MMO's past February?
Okay, I'll entertain that question. I can point out soooooo many differences. Hell watch a youtube video of Wow gameplay.. then watch a video of AC gameplay. They are different period. I'll try and point out large differences and what makes Asherons Call different from a game like World of Warcraft.
Unlike many other games of the genre characters are not locked into a specific class, and can even reallocate previously selected skills to acquire other skills later in the game.
For Example:
In Wow if you are a warrior you are a warrior and can not do the same things a "Druid" can.
In Asherons Call you can choose to be both. Simply train or spec, war magic and a melee combat skill. The choice is yours, and this choice remains after the february patch. You still have this freedom.
Many elements of Asheron's Call are radically different from most other MMORPGs. For example, Asheron's Call does not divide its world into different level zones. While some areas are much more dangerous to players than others, there is nonetheless a mix of different creatures types that creates much more unpredictability than is present in other games. Another key difference is that Asheron's Call does not use character level as the major determinant in the outcome of a combat. Level simply determines what skills are available, and it is the skills and equipment of players and creatures that determine the outcome. Whereas in many games a player will be able to move a cursor over an opponent and instantly know from their level whether they will be successful in combat, in Asheron's Call a character might be able to defeat much higher level foes or lose to much lower level ones, again depending upon one's skill choices and equipment. As with the absence of specific level zones, this creates a higher degree of unpredicatability than in most games of this type.
Other Huge difference:
~ Unlike most other games of the genre that draw upon existing fantasy fiction, most of Asheron's Call's creatures are original, unique creatures. Instead of elves and goblins there are the insect-like Olthoi, the cat-like humanoid Drudges, the giant grey-skinned humanoid Lugians and the reptilian Sclavus, to name a few.
~ The world itself is large at over 500 square miles. Unlike many other games in the genre, there are no zones. This means players can cross the world on foot without loading screens or invisible barriers and any terrain that can be seen in the distance was a real object in the world. It also had a much longer viewing distance then other games of the time, with mountains, bodies of water and other terrain being visible long before it was actually approached.
~ Asheron's Call features a unique allegiance and fealty system that creates formal links between players and rewards cooperative play.[3] A player of a lower level can swear allegiance to a player of a higher level, becoming a vassal of a patron. The patron earns a small percentage of the experience the vassal makes, while the vassal is motivated to seek a patron exchange for money, items, or protection.[6] In the words of one reviewer: "At worst, the allegiance system is a multilevel marketing scheme, whereby greedy, uncaring Patrons enlist as many Vassals as possible in order to gain large amounts of bonus experience. But at best, the allegiance system can provide a tightly knit companionship for players genuinely interested in helping others and developing an organized assembly."[7] Players may also join together in fellowships, temporarily splitting the experience they gain amongst themselves
~ Players attune themselves to lifestones. Upon losing all of their health players will be resurrected at the last lifestone they attuned themselves to, having lost half their pyreals, one or more valuable items, and temporarily losing a certain percentage of their primary and secondary statistics due what is known as a "vitae penalty".[5] The resurrected player may then go to the place the death occurred and recover the item(s) and pyreals from his or her corpse. If killed by another player the victor is allowed to take the dropped items from the vanquished player. The vitae penalty is removed by gaining a small amount of experience.
There are millions of differences that makes Asherons Call unique. They are not the same.
Date Posted:11/21/11 12:28pmSubject:
Other MMOs that are AC-alike
Hot_Shot_TD posted: Many elements of Asheron's Call are radically different from most other MMORPGs. For example, Asheron's Call does not divide its world into different level zones. While some areas are much more dangerous to players than others, there is nonetheless a mix of different creatures types that creates much more unpredictability than is present in other games.
Should I stop there and allow you to rethink your response before I destroy the rest of it?
I mean for a game that you claim doesn't have level zones I can name a few places that require level 45+, 50+, 130+, 150+ along with a large collection of quests that require level 100+ or higher to either get to or even participate with. Same can be said for WoW, where on the two main land masses you can get to any city at level 1, if you want a lot of deaths. Once a few patches came out then there were a few spots on new land masses you couldn't get to till you reached the required level. You show me a level 1 on Caul, or Aerlinthe and your idea or statement then might be true(and I mostly point that to Aerlinthe or caul because well, those are the two oldest land masses known about and reachable within the first few months of the game).
I can still recall the days of the nude Obsidian runs, the winner was the last person running and that was before Tim was level 100!
Hot_Shot_TD Title: The Fury Posts: 472 Registered: 2007-9-5 19:43:36
Date Posted:11/21/11 12:28pmSubject:
Other MMOs that are AC-alike
Sorry, maybe I chose the wrong words. What I ment by this is for the most part you can walk across Dereth at any level. It is a open world. You can walk from town to town without hitting land barriers or load screens. But yes, there are certain areas with level restrictions.
But there you go, fixed. Continue please. Read away.
Mrs_Adventure posted: How is it different then those other MMO's past February?
Okay, I'll entertain that question. I can point out soooooo many differences. Hell watch a youtube video of Wow gameplay.. then watch a video of AC gameplay. They are different period. I'll try and point out large differences and what makes Asherons Call different from a game like World of Warcraft.
Unlike many other games of the genre characters are not locked into a specific class, and can even reallocate previously selected skills to acquire other skills later in the game.
For Example:
In Wow if you are a warrior you are a warrior and can not do the same things a "Druid" can.
In Asherons Call you can choose to be both. Simply train or spec, war magic and a melee combat skill. The choice is yours, and this choice remains after the february patch. You still have this freedom.
Many elements of Asheron's Call are radically different from most other MMORPGs. A key difference is that Asheron's Call does not use character level as the major determinant in the outcome of a combat. Level simply determines what skills are available, and it is the skills and equipment of players and creatures that determine the outcome. Whereas in many games a player will be able to move a cursor over an opponent and instantly know from their level whether they will be successful in combat, in Asheron's Call a character might be able to defeat much higher level foes or lose to much lower level ones, again depending upon one's skill choices and equipment. As with the absence of specific level zones, this creates a higher degree of unpredicatability than in most games of this type.
Other Huge difference:
~ Unlike most other games of the genre that draw upon existing fantasy fiction, most of Asheron's Call's creatures are original, unique creatures. Instead of elves and goblins there are the insect-like Olthoi, the cat-like humanoid Drudges, the giant grey-skinned humanoid Lugians and the reptilian Sclavus, to name a few.
~ The world itself is large at over 500 square miles. Unlike many other games in the genre, there are no zones. This means players can cross the world on foot without loading screens or invisible barriers and any terrain that can be seen in the distance was a real object in the world. It also had a much longer viewing distance then other games of the time, with mountains, bodies of water and other terrain being visible long before it was actually approached.
~ Asheron's Call features a unique allegiance and fealty system that creates formal links between players and rewards cooperative play.[3] A player of a lower level can swear allegiance to a player of a higher level, becoming a vassal of a patron. The patron earns a small percentage of the experience the vassal makes, while the vassal is motivated to seek a patron exchange for money, items, or protection.[6] In the words of one reviewer: "At worst, the allegiance system is a multilevel marketing scheme, whereby greedy, uncaring Patrons enlist as many Vassals as possible in order to gain large amounts of bonus experience. But at best, the allegiance system can provide a tightly knit companionship for players genuinely interested in helping others and developing an organized assembly."[7] Players may also join together in fellowships, temporarily splitting the experience they gain amongst themselves
~ Players attune themselves to lifestones. Upon losing all of their health players will be resurrected at the last lifestone they attuned themselves to, having lost half their pyreals, one or more valuable items, and temporarily losing a certain percentage of their primary and secondary statistics due what is known as a "vitae penalty".[5] The resurrected player may then go to the place the death occurred and recover the item(s) and pyreals from his or her corpse. If killed by another player the victor is allowed to take the dropped items from the vanquished player. The vitae penalty is removed by gaining a small amount of experience.
There are millions of differences that makes Asherons Call unique. They are not the same.
Don't get me wrong Hot, I understand your view... however this is a move to do what every other MMO out there has done. That simple movement is to make everything equal... missile and mages have had access to all damage types forever... I mean really FOREVER. Where as when you played a melee you were always missing one or two damage types.
So now we will have(mage/missile) templates removed as they're not getting a change yet.(Only confirmed spec's listed)
Adventurer(make what you want how you want) Spec Lore, what ever else you want
Soldier: Spec] Lore, all melee weapons, Melee D
Swashbuckler: Spec] Lore, all melee weapons, Melee D
Wayfarer: Spec] Lore, all melee weapons, Lockpick
Do you see why I am saying AC is going to class based chars yet?
Lets use this from your post...
Hot_Shot posted: For Example:
In Wow if you are a warrior you are a warrior and can not do the same things a "Druid" can.
While true from a few years ago, a well played and smart druid can do every single thing the warrior can do. My druid's on WoW could main tank, off tank, heal, and crowd control anywhere in the game. Open land, dungeons, and raids. Even now in vanilla WoW my Warrior can do everything my Druids can do thanks to dual spec'ing and maybe a future of tri-spec'ing.
In AC post February time, it wont matter what you pick as a profession if you go melee you can be Sword, Mace, Axe, Staff, UA, Dagger, Spear all on one char. No longer will anyone wanting to be a melee toon have to think what weapon do I need or want to use? because you can just have them all on one toon. Now all you have to think about is, do I want massive damage? mid damage but at a faster pace? or lots of weak damage but faster hitting? AC is going vanilla. There are no if, and, or what's about it.
As you can see, unlike others though... I am more then willing to wait and test it come Feb. I'm not going to threaten to quit over the change, I'm just concerned that the changes this big 12 years into a game that is already so low in population is a bad move. I'd rather see them break this game into the T2.0 and then modify it. Modifying code that is 20+ years old is just crazy, I feel this is more of a test bed move to try on another future game.
Hot_Shot_TD Title: The Fury Posts: 472 Registered: 2007-9-5 19:43:36
Date Posted:11/21/11 12:28pmSubject:
Other MMOs that are AC-alike
Mrs_Adventure posted: Who's saying it wont have "unique features" the after the february patch?
Volthorn posted:
-Foxy- posted: ac is one of a kind.
after the feb patch this will no longer be true.
I'm not even argueing with what you are saying Drain. I am saying what is said here is BS.
I assure you I am aware of the changes to come and how they effect Asheron's Call. I have been following the development and providing my feedback and insight on AC forums.
AC will still be one of a kind after february patch. This is my arguement. It was nothing more or nothing less. I am not agrueing here in favor for the changes to come nor against.
If you want proof read my previous posts:
Hot_Shot_TD posted: Unlike many other games of the genre characters are not locked into a specific class, and can even reallocate previously selected skills to acquire other skills later in the game.
Many elements of Asheron's Call are radically different from most other MMORPGs. A key difference is that Asheron's Call does not use character level as the major determinant in the outcome of a combat. Level simply determines what skills are available, and it is the skills and equipment of players and creatures that determine the outcome. Whereas in many games a player will be able to move a cursor over an opponent and instantly know from their level whether they will be successful in combat, in Asheron's Call a character might be able to defeat much higher level foes or lose to much lower level ones, again depending upon one's skill choices and equipment. As with the absence of specific level zones, this creates a higher degree of unpredicatability than in most games of this type.
Other Huge difference:
~ Unlike most other games of the genre that draw upon existing fantasy fiction, most of Asheron's Call's creatures are original, unique creatures. Instead of elves and goblins there are the insect-like Olthoi, the cat-like humanoid Drudges, the giant grey-skinned humanoid Lugians and the reptilian Sclavus, to name a few.
~ The world itself is large at over 500 square miles. Unlike many other games in the genre, there are no zones. This means players can cross the world on foot without loading screens or invisible barriers and any terrain that can be seen in the distance was a real object in the world. It also had a much longer viewing distance then other games of the time, with mountains, bodies of water and other terrain being visible long before it was actually approached.
~ Asheron's Call features a unique allegiance and fealty system that creates formal links between players and rewards cooperative play.[3] A player of a lower level can swear allegiance to a player of a higher level, becoming a vassal of a patron. The patron earns a small percentage of the experience the vassal makes, while the vassal is motivated to seek a patron exchange for money, items, or protection.[6] In the words of one reviewer: "At worst, the allegiance system is a multilevel marketing scheme, whereby greedy, uncaring Patrons enlist as many Vassals as possible in order to gain large amounts of bonus experience. But at best, the allegiance system can provide a tightly knit companionship for players genuinely interested in helping others and developing an organized assembly."[7] Players may also join together in fellowships, temporarily splitting the experience they gain amongst themselves
~ Players attune themselves to lifestones. Upon losing all of their health players will be resurrected at the last lifestone they attuned themselves to, having lost half their pyreals, one or more valuable items, and temporarily losing a certain percentage of their primary and secondary statistics due what is known as a "vitae penalty".[5] The resurrected player may then go to the place the death occurred and recover the item(s) and pyreals from his or her corpse. If killed by another player the victor is allowed to take the dropped items from the vanquished player. The vitae penalty is removed by gaining a small amount of experience.
There are millions of differences that makes Asherons Call unique. They are not the same.
Date Posted:11/21/11 12:29pmSubject:
Other MMOs that are AC-alike
go ahead and pay 12.95 a month time however many account you happen to play for a game that will play like others but still have 1999 graphics. have fun till april or may when they pull the plug due to low sub number.
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Where am I going and why am I in this handbasket?
Retired from AC
Date Posted:11/21/11 12:29pmSubject:
Other MMOs that are AC-alike
Volthorn posted: go ahead and pay 12.95 a month time however many account you happen to play for a game that will play like others but still have 1999 graphics. have fun till april or may when they pull the plug due to low sub number.
We've been hearing that from around 2005 forward and the game is still rolling along.
Date Posted:11/21/11 12:29pmSubject:
Other MMOs that are AC-alike
I don't understand how people can say this turns AC into "other" mmo's. Outside of AC I have little mmo experience but I did try AC2 and DaOC and they both sucked because they were nothing like AC. The others (and I'm assuming this is true of WoW and other current games) are very linear (and the worlds are small) instead of wide opened (with a huge world) like AC. They were very unforgiving of charcter types. A melee for example could only melee. In AC most of my melees are also master level magic users as well. In AC I can take on very large spawns in those other games soloing was no fun. In AC I can tink and tailor my armor and weapons any way I like. Those other games the physics always felt off. They were slow and the characters never felt solid or grounded. In AC I always feel totally on control of my characters while in the other games I never felt in control of my characters.
The feb changes give us more choice and more wide open creation options. The fact that they are adding new damage type skills only increases your chances for uniqueness and by unchaining us from our mostly useless racial skills and upping the spec cap we have even more template flexability to be a mage/melee/archer all at the same time which I don't think any other game offers.
Date Posted:11/21/11 12:29pmSubject:
Other MMOs that are AC-alike
Feb. does nothing to change our classes. There will soon after the patch be clear but ways to best streamline your temp for effectiveness. Then it will be just the same as it is now.
If you only PvM, you do this.
If you only PvP, you do this.
If you need a little of both, you do this.
Will it be fun for awhile figuring that all out, yes for sure.
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Carlon
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