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2/01/08 6:17 PM
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Viewed 481, Replies 12
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TR's combat is about half-way between a FPS and an MMO, in that you have to manually target a mob (with the crosshairs) in order to shoot at it, but once you've targetted it, you can press Tab to "lock on", and as such you can move the crosshairs off the target, fire, and the shots will hit the "locked on" target. Reminds me a bit of a scene from the 5th element. The game is very fun, but there are some weaknesses to it: No housing in TR at all. No resources to gather or shops to run/decorate. Very shallow crafting in TR, though they have said they're working on beefing it up. Right now, all that's craftable is grenades, medkits, armour dyes, ammo and weapon enhancements. No resetting skill/attrbute points without using the cloning system, which is somewhat poor from a design perspective. Poor character development after level 30 due to the way the class trees open up. No end-game at level 50 aside from one or two soloable/groupable instances.
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2/01/08 6:08 PM
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Viewed 205, Replies 5
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Forean = Level 15 = Divide, Thoria Das (Just south of the waypoint) Brann = Level 30 = Mires, Brann LZ (can't miss him) Thrax = Level 40 = Crucible, Wormhole (can't miss him either) |
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2/01/08 3:45 PM
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Viewed 945, Replies 10
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Thrax is level 40, yes. Regarding making hybrids "special", I read an interview with the TR devs where they mentioned hybrid specific weaponry/storylines that are in development. Should add an interesting twist to the hybrid system. |
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2/01/08 3:04 PM
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Viewed 945, Replies 10
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Brann Hybrids are cool, but the lower base Body is definately a considerable drawback. I was originally intending on making my engineer a full spirit brann hybrid, but experience of the new armour values/regen rates and the effect of the body stat would make that suicidal. In my opinion, Hybrids are primarily only useful for the following reasons: 1. They look cool/different. 2. If you intend on making a build that maxes a single stat. An example would be a full body specced thrax guardian. That said, Brann and Thrax have -50 base Mind, so if you're playing a class that doesn't NEED high amounts of Power, then you can spend all your points in body/spirit and probably end up with a considerably higher survivability rate than a human. At the moment, I consider Mind to be the weakest stat, and Body to be the strongest; so my recommendations would be: Full body Thrax hybrid. I wouldn't go full Spirit as a Brann, as you'll lack the HP/Armour (and bonus Power) from the lack of Body. Right now, I can't imagine myself using a Forean for anything meaningful. |
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1/31/08 12:42 AM
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Viewed 774, Replies 17
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Quite a lot of people have been complaining about the Graviton "nerf" and completely failing to read patch notes. One guardian in particular was whining at length 'til we finally managed to get it through to him, "Put some points in BODY ffs!". The next comment he posted was "100k armour lawl, sweet!" As for the regen, Graviton has the best regen in-game now; especially at pump 5. |
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1/31/08 12:38 AM
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Viewed 617, Replies 22
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As a game, I really like TR, but I would agree that it still needs a lot of work. Then again, it's only been out for a couple of months (including over the holiday period where the developers didn't seem to do much) and what MMO didn't have huge problems/limitations when it launched? |
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1/29/08 2:14 PM
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Viewed 2117, Replies 135
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You're missing the point. Addiction is not the issue. Willpower is not the issue. MMO Content Design is the issue. An example someone made above regarding killing 600 bunnies; this type of content allows both hardcore and casual players to complete it, though of course casual players get there later than the hardcores. Players have the CHOICE to control the pace at which they play the game. In the example given, (end-game raiding in WoW), the game REQUIRES you to be at the computer for 3-4 hours straight in order to experience the content, and the developers are increasing the amount of content based on this model. WoW does have options for casual PvE gamers, but it's real PvE focus is clearly skewed towards those who are willing to spend those 3-4 hours on a regular basis. Setting aside the issues of willpower/addiction and considering the question from a game design point of view; would you consider that encounters geared to last a consecutive 4 hours any different than encounters geared to last a consectuve 2 hours? Players would still have the option to do two of the 2 hour encounters and hence still play the 4 hours they used to, however the MMO developer would be giving the player the CHOICE of cutting their playtime into healthier "blocks". |
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1/29/08 12:54 PM
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Viewed 2117, Replies 135
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Thanks for the responses all. However, I do kind of feel that many people in responding to my OP missed the point a little. I should clarify my position; I'm a casual gamer. I play several different MMO's and in total clock up around 10-15 hours a week of MMO gaming. I don't consider myself addicted to gaming, and I'm not looking to deflect blame for the time that I do spend in-game as I don't feel I play for an unhealthy amount of time. My question wasn't whether MMO companies should be held accountable for the behaviour of those who choose to play for an excessive amount of time, as I recognise that personal choice and self-control are the defining factor there. My point is that some MMO's have end-game content that can only be accessed by playing for what I would consider unhealthy units of time (3 to 4 hours straight) for protacted periods (several times a week for a number of months). One such example of end-game content would be Black Temple in WoW. It's a subtle distinction, but an important one; so I'll rephrase the question in my OP: Should MMO's accept a social responsibility and stop creating content that REQUIRES an unhealthy level of time investment? |
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1/29/08 12:48 AM
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Viewed 2117, Replies 135
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It's a recognised truth that to get the most out of an MMO you have to invest a lot of time in the game. As an example, say World of Warcraft, where you have to spend 3-4 hours a day, 4-5 days per week (for several months) in order to get the opportunity to "complete" the content by killing Illidan Stormrage. This is a time investment that many would consider "unhealthy". The question is; do MMO's have a social responsibility to discourage us from playing to such an unhealthy degree by aiming and pacing content towards the casual gamer, and if not.. should they? |
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1/28/08 4:28 PM
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Viewed 405, Replies 20
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Casual/Hardcore mean different things to different people; I judge them on the basis of how much time investment they require. As an example, I'd say WoW is geared for casual PVPers (Battlegrounds, Arena) but for hardcore PVEers (4 hour long 25 man raids) and as a comparison EvE is for hardcore PVPers (harsh death penalties, open PVP) and casual PVEers (no instances, easily accessible content) It's been a year or two since I played EvE, so my rememberances may be out of date. |
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1/28/08 2:53 PM
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Viewed 7550, Replies 98
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Something I've always found interesting: European English WoW servers: PVP Servers: 63 (+5 RP-PVP) This would seem to suggest that PVPers considerably outnumber PVEers; which is a surprise considering how much WoW PVP sucks. I can't help but wonder how many of those PVPers will jump at the chance of a next-generation game designed and oriented around PVP and RVR. It's impossible to even estimate at the moment, but if the likes of WAR/AoC deliver on their promises, we might well see a LOT of people jumping ship in favour of it. |
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1/28/08 12:47 AM
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Viewed 873, Replies 31
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Originally posted by namelessbob So very true. Once you start with the slippery slope of end-game raiding, forever will it warp your perceptions. Wish to hell I'd kept hold of my ignorance, maybe I'd still be able to play WoW if I had. |
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1/27/08 1:06 PM
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Viewed 258, Replies 6
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I'm level 50 (engineer, which might be significant as we're widely recognised as one of the best solo classes) and I've solo'd everything currently in-game (including instances). TR is (currently!) extremely solo/duo friendly. |
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1/26/08 1:38 PM
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Viewed 882, Replies 23
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Originally posted by orlac
I dunno how much an MMO takes to develop (or how many copies TR has sold for that matter) but I very much doubt it'll take them long to recouperate their development costs. |
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1/26/08 1:19 PM
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Viewed 882, Replies 23
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Originally posted by pussaykat I'm in a very similar boat (literally, I just downloaded Pirates of the Burning Sea to test it out). 1.4 looks like it'll be ready soon; which will be good for you as it'll address a lot of problems with the 30+ levelling grind, but it'll change very little for me (my character is 50 already). I'd advise you to stick with TR 'til you try 1.4. |
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1/26/08 1:11 PM
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Viewed 462, Replies 10
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Originally posted by pussaykat Snipers and Biotechs are hit pretty hard with the change; as a sniper you'll still be able to 1-shot a foot soldier (outside of instances at least, I haven't done any testing inside as my character isn't on the test server) but you almost certainly won't be able to 1-shot a strider any more. |
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1/26/08 1:06 PM
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Viewed 882, Replies 23
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In my opinion, they released at a terrible time. The game was thrown out just before christmas so when the whole dev team was AWOL for a few weeks over the holidays, the playerbase started to feel ignored and frustrated at the lack of content/support. Another problem was the very paltry amount of effort that had gone into the high level areas and missions; a lot of us hit level 35+ over the holiday period and were faced with such a lack of missions that it became normal practice to have to spend hour after hour grinding mobs for XP in order to hit the next level and get the new missions. Add to this the non-existant crafting and the utter lack of level 50 content (there is literally nothing to do AT ALL right now) and a lot of people (myself included) are having the perfectly understandable reaction of "maybe I should come back in a few months when they finish the beta". Basically, great game but needs a few months (and some heavy content/crafting revisions) before it'll be really up to scratch and worthy of playing. |
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1/26/08 12:55 PM
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Viewed 462, Replies 10
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Originally posted by pussaykat On Live at the moment, mobs die ridiculously fast. Spies can 1-shot most footsooldiers with a backstab and you can drop them with couple of rifle shots easily. In the new patch, mobs get increased health and faster regeneration so it does have a slowing effect on the combat. Especially in instances. |
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1/26/08 12:50 PM
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Viewed 462, Replies 10
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Right now the game is very easy at the early levels, though that changes somewhat if/when the new patch goes live as it contains considerable buffage for the mobs. Right now, you can (for example at level 5) stand in a group of 10 level 6-7 thrax and take them down without a problem, though the game toughens up at higher levels when you meet the likes of Striders, (huge mechanical war machines that shoot beams of fire that can 1-hit kill players) and mobs also come in larger, more powerful groups. Next patch, you'll be a greasy red stain on the ground if you don't fight with a bit more strategy. |
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1/26/08 12:24 PM
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Viewed 1707, Replies 55
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As a casual gamer, this is my take on character development: Level-based system: Grind XP/repetitive quests to get "better". (i.e. WoW) Choosing a preference is an easy matter for me. As I tend to only play 10-15 hours a week, I'd like my time in-game to be spent doing something fun rather than grinding so I would of course vote for Offline training. Another big bonus to an Offline training system is that the developers have direct control over exactly how long it takes players to reach "max" level, and as such removes the possibility of powerlevelling.
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