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Old 09-10-2009, 12:07 PM   #271 (permalink)
Vorph
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I would kill for this to be a single player game instead of a MMO. The more I think about it, the more I'm convinced that any sort of interesting lore or setting is utterly fucking wasted on a MMO.
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Old 09-10-2009, 12:13 PM   #272 (permalink)
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Will be hyped like no other.

Will suck like no other.

Funcom? no thanks.
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Old 09-10-2009, 02:05 PM   #273 (permalink)
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Thankfully I have the common sense to look into things for myself, and avoid listening to all the Nostradamus' this genre gives birth to every day. If I didn't, they'd have me stuck in fucking WoW, bored off my ass for 6 months out of every year.

For those of you without crystal balls to peer into, theres some nice tidbits about combat here.

Of particular interest to me was:

Quote:
ZAM: You can say whatever guys! Maybe just some general examples!

Martin: Ha ha, OK, so... spells aren't just spells. A fireball isn't just a fireball, a fireball can trigger something else and other players can take advantage of that other thing happening, to link spells together in an open way. We give players the tools, and it's up to them to sort of figure out the best combination. I mean, we will have those standard spells, like other MMOs, that do damage and we'll have different powers that go with different weapons, or the same powers that go with different weapons. Since we don't have any classes, you aren't locked to any weapon, so you can just swap out weapons and figure out your combo. You can link a power with a weapon that puts the target into a state that another power with a different weapon can utilize. Do you see what I mean? You can sort of link powers.

ZAM: So then, in a sense, it kind of creates a dynamic combo system for individuals and otherwise?

Martin: Exactly, right.
and this:

Quote:
ZAM: But do any of these secret societies have a favourite weapon that, say, we start with that weapon?

Ragnar: No, you start with any kind of weapon you want. It depends on the powers you choose for your character in the very beginning of the game. It's not tied to the secret society you choose. It's about identity, really. You can be an illuminati who likes swords, or a templar with an automatic rifle, that doesn’t really matter. We want to give you a choice; we don't want to restrict you to anything.
As always, Ragnar doesn't fail to deliver on the innovation. It'll certainly be interesting to see it in actual play.
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Old 09-10-2009, 02:10 PM   #274 (permalink)
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Makes me want to go play AO.
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Old 09-10-2009, 02:26 PM   #275 (permalink)
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So....heroic opportunities, just in a GW skill based system then.

It could be fun, don't get me wrong, but it's not exactly some new feature we haven't seen before.
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Old 09-10-2009, 02:39 PM   #276 (permalink)
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But.. but.. Zehn! You can start with a gun OR a sword! How is that not ultra-mega amazinnovation?
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Old 09-10-2009, 02:40 PM   #277 (permalink)
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Quote:
Originally Posted by Zehn - Vhex View Post
So....heroic opportunities, just in a GW skill based system then.

It could be fun, don't get me wrong, but it's not exactly some new feature we haven't seen before.
Not entirely new, no. But I think its the implementation that will be different. Like some things opening up to others in your group, while some remain restricted to yourself. And reading further, it seems they will be largely dependant upon what type of weapon each player is using, as to what type of ability it opens up. Different combinations of factors opening up different opportunities.

Quote:
Ragnar: And the cool thing is also that you can have a power speced which is an area effect kind of thing. If you have that sword equipped, you might be able to slam that sword down into the ground, sort of like in the video, and you can create an Area of Effect out of that. If you have a shotgun, it might be that, basically, you might create an area of effect in front of you with that shotgun. Some powers will be unique to weapons; some powers will be independent of weapons, so there's a lot of flexibility there.
Should be interesting for sure.
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Old 09-10-2009, 02:46 PM   #278 (permalink)
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AO2 is AO2.

The dynamic combo stuff is already in AO, at least v 1.0 of dynamic combos based on buff interactions. The PVP specialties sort of amplify it. This looks to be more interactive and real time, but like Zehn said, it isn't ground breaking.

The "use any weapon you want" thing has been in AO since original launch. IP based system that let you put points anywhere. Some of the weapons themselves had profession restrictions, but any profession literally can use any type of weapon, provided you have the skill req for it. Granted, different profs made certain weapon skills cheaper to max, thus giving a preference, but if you want to be a shotgun wielding NT, whatever. Some prof-weapon combos end up gimp, but you have that choice.

This looks to basically be just getting rid of those disadvantages, and really allowing any weapon to be used by anyone. They'll likely add STR/STA/AGI type mods to make it more or less favorable, but this has been argued for 9 years in AO.
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Old 09-10-2009, 02:51 PM   #279 (permalink)
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Why are the swords not laser swords? Every sci-fi MMO requires melee classes with laser swords.

Lets hope this combat system is less of a strain than Conan's 'novel' combat system.
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Old 09-10-2009, 02:54 PM   #280 (permalink)
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No game is going to disclose its truly innovative features for a game this far from release. Expecting ragnar to tell you what will make it unique is pretty stupid at this point.

I could be wrong, but I don't blame Ragnar for shitty net code and an early release, as creative director I am sure he had basically no control over either.

When it comes to fresh original ideas and not just rehashing what someone else already did, he has proven to be the MMOG leader. I could write a list of 50 systems and function easily that were original to the MMOG genre with AO. I am struggling to think of more than 3 with WoW for example.

Since AO basically started soloing to max level and instancing in MMOG's, imagine what wow would be today without this influence as those are 2 of its core staples that everyone agrees makes it what it is. (edit: yes I know grouping was faster AS IT SHOULD BE, but any class could solo to max level easily in missions in AO and tons did.)
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Old 09-10-2009, 02:59 PM   #281 (permalink)
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Quote:
Originally Posted by Dyscord View Post
Why are the swords not laser swords? Every sci-fi MMO requires melee classes with laser swords.

Lets hope this combat system is less of a strain than Conan's 'novel' combat system.
I'm curious now. What was it you found so "strenuous" about AoC's combat system?
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Old 09-10-2009, 03:16 PM   #282 (permalink)
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I just really didn't work that well. In most MMOs when you want to do a special move, you just click a button, and it happens. In AoC, you have to go through some silly DDR sequence. Same effect, it just took more button presses.

And some would call the combat 'strategic'. I call it a headache. I'd really like to do my special moves when I need them, not two to three melee swings later.
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Old 09-10-2009, 03:30 PM   #283 (permalink)
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Quote:
Originally Posted by Dyscord View Post
I just really didn't work that well. In most MMOs when you want to do a special move, you just click a button, and it happens. In AoC, you have to go through some silly DDR sequence. Same effect, it just took more button presses.

And some would call the combat 'strategic'. I call it a headache. I'd really like to do my special moves when I need them, not two to three melee swings later.
comparing AO and AOC is like comparing Planetside and EQ, it may be the same company writing the checks, but...
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Old 09-10-2009, 03:34 PM   #284 (permalink)
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Quote:
Originally Posted by Dyscord View Post
I just really didn't work that well. In most MMOs when you want to do a special move, you just click a button, and it happens. In AoC, you have to go through some silly DDR sequence. Same effect, it just took more button presses.

And some would call the combat 'strategic'. I call it a headache. I'd really like to do my special moves when I need them, not two to three melee swings later.
So you prefer the simplicity of a single big-stike attack. Thats cool. But its really no different than mixing the white "auto-attacks" that occur during your preferred combat, with that big strike at the end, except that you don't have to hit any buttons for them to happen while waiting for the cooldown to end so you can use it again.

I enjoy both types of combat, but I prefer the kind that actually requires my presence at the keyboard full-time.
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Old 09-10-2009, 03:39 PM   #285 (permalink)
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I think it was more the wiffing at the air thing. Trying to turn a PC MMO into a street fighter clone didn't work so well. Combo attacks/Skill chains (like in Aion) is one thing and not entirely terrible.

Again, not exactly a new innovative feature. It's just something a half dozen other MMO's have already done.

This is akin to them announcing that the game will have mounts.
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