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MMOs have lag well beyond what you usually see in FPSes. Servers & connections handling thousands of people instead of maybe two dozen.
I know there's been times in CoX when, either due to my router (which sucks) or the server I would've never ever hit anything if that was how hits were determined.
Besides, RPGs are number-based more than twitch based. Making it all skill would take out one of the stats they can use to balance powers and give people a thing to buff themselves with.
I wouldn't mind if it uses the Rasa style, I'd prefer Mass Effect though.
Difference is that Mass Effect isn't a MMO... yeah I liked the system too, but that aiming system would quickly go to hell in an online environment with server and connection latency to contend with.
Tabula Rasa did do a good job of making combat feel like aiming was important and all that. Too bad none of the rest of the game was any fun.
A lot of you have never played Planetside I see. There is no reason a MMORPG can't have a FPS/3PS style interface.
The problem with CoH was they released their plans for it three full years before it went live. A ton of stuff got cut or changed in that time it happens with every game, especially MMORPGs. Champs is only a year or so out, barring any major delays.
That's because the aiming system in SWG taps into the User Interface code to determine whether or not you are targeting someone, the same code that determines if you target someone when you click on the screen. Since it wasn't designed for combat you can't even lead your shots.
TR demonstrates that FPS targeting can be done right. Even though it's not true targeting, it's as good as you can get in an MMO.
Planetside is not a myth people. Real time MMO combat was possible years ago, and I at least want to see more of it
I think giant Mechs, bullets, lasers and carpet bombing aircraft makes up for the lack of NPC's.
I never played a controller very much. But I loved the Rad debuffs on my Rad/Dark Defender, who played a bit like a controller. He AOE solo-grinded pretty easily. You do need to use a bunch of End Reducers in the toggles, they were more important than any other enhancers until your end regen stabilized. And if you pop skittles like crazy it is even easier and faster (but doesn't that go for everyone). That was a pretty powerful solo character, but was hard as hell to play in most groups. "No I am not a healer! But I can help you do more damage if you don't kill my anchors."
EDIT: This thread is making me want to resub to CoX...
TF2/ETQW: [e]Encloser;
Steam (Ansatz) || Planetside 2 - Vanu (Ansatz) || GW2 Officer (Ansatz.6498)
You know what must be done.
One of us can even send you a reactivation code that gives you 45 days for the price of 30 as long as you've been unsubbed for 90days or more. You just have to PM us your e-mail.
Offtopic: My game time at the moment is mostly spent on internet spaceships (EVE). I love the skill system and territory control of the game. If I can't log in for a week I know my character is still progressing.
TF2/ETQW: [e]Encloser;
Like the one that says healers shouldn't be in the game because all they do is leech and cause bad strategy. No im not joking:
http://forums.champions-online.com/showthread.php?t=2391
That said I always wanted to play coh but never got around to it , this should be fun
That's a pretty common opinion - if a little more extreme than usual - in CoX to be honest. The anti-healer backlash in CoX is really pretty interesting.
My first 50 was a kin/rad defender. I used to regularly get kicked out of teams because I wasn't a healer. Teams full of tanks and scrappers would kick a Kin because I wasn't an empath. There was a real and prevalent view that the only good defender was an empath, and that empaths shouldn't use their end for anything except healing.
Long time defender players are still a little twitchy about the subject.
Heck, Dark Miasma's heal works by debuffing the enemy targetted, then healing everyone around you for 30% of your health. Yes please.
Edit: healing's only more useful than debuffs because healing is what you've got. The heal powers come pretty early in all the trees that have them, as opposed to debuffs, where the best is often saved for last.
my unofficial autobio will be accompanied with tips on how to smile
cause I've found that when they don't see you frown, they never know that you're a threat
and they don't sweat you when you came around
Which was kinda awesome. I fell in with a group doing Deathsurge (?) and I was dashing in to get heals on the melee and throwing up debuffs.
Update on the website , the stronghold prison , looks pretty flippin cool . Hope fully theres some full scale riot to stop when we get there.
I'd love to see some more creative areas to fight in, like say the winding streets of some European city, maybe an enormous library....just please give us maps at least on a level with WoW dungeons, with a bit of creativity and design involved. Mildly variant generic scenery will kill the game so quickly for me.
The first shot of the mesa/desert gives me hope for a more interesting, diverse and hopefully useful overworld then CoX. CoX has a couple overworld zones that are interesting in and of themselves, but most are just different cityscapes in various states of repair or forests AND you almost never have a reason to use them for more then RP and costume contests. This looks hot.
I'm hoping the next 'MMO design standard' to get shot down by someone (maybe Champions?) is the 'NPCs have lame AI/NPCs can only see 3ft away/who wants to pull?' mechanic. I was showing COX to some friends, and that was the deal-breaker for them. Needless to say, I enjoy COX ambushes more than other fights
Anyway, I'm hoping Champions still keeps the powers as the core of the character. I don't want my fire-blaster character having to punch people before he can blast them.
Exactly, if Cryptic can pull off the idea that you don't need the 123 setup of Tank/Healer/DPS to accomplish anything at all anywhere, I will cry tears of joy. It really would allow people to play the game however they wanted, which is very exciting.
Frankly, thats something that I pretty much think is a given. Thats one of the great strengths of CoX. No class is required for anything. You do require a certain mix of damage and damage mitigation (debuffs, buffs, controls, aggro management, etc), but there are multiple ways to get there.
While I agree with you to an extent, I can't see this "reskinned CoX" at all. The character models hardly look like any of the CoX models. Not to mention, the most we see of the citys at all is the randome crates, or 1/5 of a side of a building. I'd say its a little early to call this a "reskinned CoX"
(currently MIA)
The "giant" monsters in CoX that you fight just aren't big enough to my mind. And what about knock-on effects of taking these guys down? Smashing the fusion powered robot in the middle of a city and it doesn't meltdown? Come on! Give us a use for superstrength (hurling the robot's core into orbit)! Forceshields to contain the explosion, rad powers to siphon the effects *something* more in keeping with comics.
I've always thought of it as more of a quadrinity ( O_o ) of Tank/Heals/DPS/CC, and I don't think that CoX entirely gets away from this formula, just that it allows parties multiple ways to achieve it (as stated previous to my post). It does allow teams to forego the tank at least in favor of mass CC and damage mitigation, so there is a uniqueness to it, but I would say it stretches the mold rather than outright shattering it.
Speaking of the mold (or quadrinity if you will), don't expect this model to go away any time soon as D&D 4th Edition appears to be embracing it whole-heartedly. An excerpt:
The fighters and paladins are the group's defenders, who can use a variety of powers and skills to attract the attention of monsters away from other players. In the case of the paladin, he or she can call out enemy monsters for individual duels. The fighter is a bit more of an equal opportunity player, forcing nearby monsters to suffer a disadvantage when attacking other players.
Can you say Dungeons of Dragoncraft? I knew you could.
O_o
(Please do not gift. My game bank is already full.)
I've been playing DnD since, oh 81? 82? Something like that. It has ALWAYS been that a balanced party needs a tank, a healer, a nuker, and a skill/stealth monkey. In 4th e they are just codifying it. I don't see how you can call out DnD for copying someone who based the vast majority of their system on DnD.
I'm no fan of the holy trinity class design. Especially in the sense that it leads to every 100 players being composed of 90 DPS players, 5 tanks, and 5 healers. But it's also nice to see significant class roles and dynamic missions that, you know, sometimes you just need a tank.
But it needs to be juggled with having 5 blaster types, and being able to have a go at a mission via fantastic firepower, instead of, say, balance, or tank/healer-heavy compositions.