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| | #91 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,255
| So.. rock paper scissors? Just sayin! There aren't too many mmos coming out where the main purpose of a given class is crowd control vs. one of the established roles. Due to the inherent nature of min-maxing, hybrids will either be overpowered (paladins in wow) or craptastic (ranger in early EQ) with little middle ground. It makes sense, to a degree, for small budget games to simply go with the flow and make the basic quartet to keep balance issues at a minimum. Personally, I don't agree with this, and I'd like to see more actual differences in classes beyond one class shoots a black fireball while another shoots a blue one. The main problematic contenders in this design style are the reliance on healers (if they exist, they are required, thus balanced around becoming integral to gameplay) and the concept of aggro gain vs. physically blocking attackers from reaching less sturdy members. Theoretically, in order to minimize gamewide reliance on healers (and thus lower reliance on tanking, aggro management and other cliches of the industry) you need to balance healing around damage done and damage taken, entirely. If a boss does A dps and has B hps, any combination of classes that can do B in damage before A overcomes their tanking ability and healing ability should work. Ie, healers would have no way of dong damage, and any damage they do directly detracts from their ability to heal. Tanks would be similar, in that every point of damage they do would detract from their ability to mitigate damage That's how a "balance" would have to work in order to marginalize class roles in the current game setup. Of course, they could just develop like 15 different classes, collectively say "Fuck balance" and just try to make each one cool in their own way with complete disregard for impending game mechanics. Something like necros from pre-kunark EQ~
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #92 (permalink) |
| Yar Join Date: Sep 2006
Posts: 4,438
| I was just thinking about this game today, due to bordom at work, and found a pretty good website with good info on it, if you can get past all the pink and purple coloring. Here's an FAQ link from the forums. Ultimate Aion FAQ - AionSource.com A lot of cool gameplay Youtube quality videos. Not your normal Korean game. Anyone having any updates on this game? If the grind is all rang rang it will fail, but it looks like a good game if you can just base opinion on the youtube videos. edit: And here's a recent Beta review: CB Review Aion Season 1 Aftermath [thisisgame.com] - AionSource.com Last edited by Draegan : 01-10-2008 at 12:55 PM. |
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| | #93 (permalink) |
| Cause its better then water. Join Date: Oct 2003
Posts: 6,105
+18 Internets | The testing revealed gameplay up to to level 20. This is about 20 hours of gameplay if you just level. You can't really calculate with just the levels but considering most RvR takes about 150hrs to reach max level, the test revealed about 1/10 of the game. The fuck 20 hours to get to 20? fuck...even old eq wasn't that bad...RANG RANG!
__________________ Originally Posted by Zarcath: Everyone knows fatties create drag. http://www.wardb.com/ |
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| | #96 (permalink) |
| Cause its better then water. Join Date: Oct 2003
Posts: 6,105
+18 Internets | Reading the rest of that review makes me sad....
__________________ Originally Posted by Zarcath: Everyone knows fatties create drag. http://www.wardb.com/ |
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| | #98 (permalink) |
| Yar Join Date: Sep 2006
Posts: 4,438
| Considering my first WOW char took 10 days played to hit 60 or so, thats 240 hours. Not too bad. A Dev somewhere said they wanted someone to hit max level at around 1-2 months. Last edited by Draegan : 01-10-2008 at 05:17 PM. |
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| | #100 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,255
| Hrm, reviewer made a couple good points, the others were actually just complaints about the lack of koreanism in it. The auto skill distribution gain is directly in opposition with the standard Korean gamestyle of earn points to spend on abilities as opposed to your class just being.. your class. Starting areas being the same is a bit of a "meh" but if the flavor to the quests is substantially different and they manage to change up the composition of the classes a little on each side, it should be a non issue. Granted, many korean mmos have completely generic characters/classes till level 10-15 at times, so perhaps that gripe is only valid in the early game. It does look amazingly sexy graphically, and I stand by my view that american companies need to hire the artists that work on these games and make one that has the best of both worlds, so to speak. Leveling time is abritrary. I have friends that took 5 months to hit level 30 in EQ their first time through, I'm pretty sure I was 30 at the end of a month or so with casual playtime. Different strokes and what not.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #103 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 98
| Quote:
![]() How would any of that relate? Now, NCSoft sucks too, mind you, but that's besides the point. | |
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| | #104 (permalink) | |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 5,811
| Quote:
Edit: Yeah, try rereading that review and see how often you can match up some of the 'flaws' in gameplay to how WoW (or other western diku-derivatives) works, as compared to generic_grindy_Korean_mmogs. ![]() Last edited by Itzena : 01-11-2008 at 05:01 AM. | |
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