That's what I loved about PSO... taking hits at all in that game was a recipe for death. Any PSO player worth their salt played to avoid getting hit, unlike in MMOs where getting hit is just par for the course :/
As such I liked that there was no 'tanking' or any real 'aggro control'. They're such false ideas that seem to be injected into MMOs to try and make up for their mundane non-active gameplay. Things like taking cover should matter, goading the enemy into doing attacks so you can avoid them and hit them while they're vulnerable... things that aren't just mashing the same attack buttons in a pattern you worked out god knows how long ago that works for every fight :p
You know an MMO has been in development too long when the original post about it in these forums had a reply from me in the form of a haiku, and that was AFTER a lot of development work had been done.
Yeah, I had a raCAST that was shotgun death on a stick, and even with my decent defenses (for a ranger) I still frequently enjoyed losing half my life if I tripped over somthing stronger then me. Of course, I also had higher ATP then some hunters, which helped too.
Combat in TR is targeting based. IE, you have a sticky retricle, so to target all you have to do is mouse over the enemy. Left click fires your gun, right click uses your current LOGOS ability or special attack. You can easly switch weapons in mid-combat too. The emphasis on combat is not having a bar full of skills, but instead finding weaknesses, using the enviroment, and working with other PCs or NPCs.
(Sorry for the bad screenshot quality, but exactly two screenshots have been released of the UI, and the other one is even lower resolution then this one.)
heh yeah. I had a friend who was a maxxed out HUcast (highest HP and Defence you can get in PSO) and yet he would die in 8 hits in Ultimate Ruins. My poor lil FOnewearl would die in a single hit... y'know... on the nigh on non-existant occasions where the monsters actually managed hit me :p
TR sounds more interesting the more I hear about it though. I might have to make a point of keeping a closer eye on it in future :3
they're taking closed beta apps... though I think they're getting a lot of traffic lately and I have no idea whether my app went through...
I have to step in and defend the "tank" gameplay that's in so many MMO games. I think it really encourages teamplay and working as a cohesive unit. I like when everyone in a group has a different role, rather than just everyone having to pretty much do the same thing in their own way. You might as well be playing alone in that case. In WoW, every single class has a slightly different role on almost every boss there is. Do I tank defensively or aggressively? Do I stay away from the mob or get close? Do I heal only the tank or the whole party or the whole raid? Do I stay still or move around? Can I go crazy with damage or do I have to watch my aggro? Do I have to stay near my party or spread out? Do I have to watch my mana or not really? And these are just some general questions that don't even address specific boss nuances... there's a fight in Karazan based on the Wizard of Oz. A mage has to kite the tin man with ice spells to rust him, mages or warlocks have to make sure the scarecrow stays on fire, warlocks or priests or warriors have to make sure the cowardly lion stays feared, I forget what else. There's another fight where 3 different people have to stand in the way of 3 beams so they don't hit this dragon, which makes them both do and take crazy damage, while the whole fight is moving rather hectically. Just a couple examples. I think it makes for pretty active gameplay. I can't even think of a recent WoW boss besides Patchwerk that just involves standing still and mashing the same 5 buttons anymore...
all that being said, Tabula Rasa has the potential to have some really refreshing gameplay :>
Disco, having played games where people don't have defined roles and ones that do I have to say the idea of... <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->"encourages teamplay and working as a cohesive unit. I like when everyone in a group has a different role, rather than just everyone having to pretty much do the same thing in their own way. You might as well be playing alone in that case."<!--QuoteEnd--></div><!--QuoteEEnd--> is sadly a load of piddle :p
You know what 'roles' do? They leave people waiting about in groups for the 'needed' classes. They encourage lazy encounter design. They shackle players into a linear role when human nature dictates that people always become bored eventually in static situations.
All those incidents you described fondly are more like the normal encounters you get all the time in a game without roles. The roles aren't defined by stupid things like class but instead by what the encounter needs. 3 beams = 3 people. No class needed. The others point out puzzles that could easily be done classlessly too.
A lot of the questions you point out seem to me "how do I play with the mechanics instead of being immersed in a really cool battle?".
PSO was "how do I round up these annoying claws so I can blast them without accidentally training them onto someone else in my team?", "should I go help Sephy over there because he's getting cornered or should I take out the giant indy belra that's lumbering towards us first?" Totally immersive, totally fun and if you don't play as a team you simply die.
You could easily tell an inexperienced player because they'd run off and get seperated and pretty predictably you'd find them dead not much later. If you didn't work together (again, no roles needed; just people working together) you were fresh meat.
I can't count the times me or someone else needed someone to kill a creature that was pinning someone else down. A classic example was the indy belra; it would fire it's arms at you at a frightening rate and once it started machine-gunning in your direction the only way to avoid being hit for looooads of damage was to stand perfectly still, letting the stream of attacks fly past either side of you. Standing still usually isn't a good idea in PSO and you'd usually find other monsters with the belra that would close in on you while you were pinned down like this. This is when you'd need someone to either take out the belra or take out the monsters coming at you. Delsabers block attacks from the front so you'd either need to lure it into an attack chain and dodge it, or you could get the fight over and done with in a tenth of the time by getting someone to maul it in the back when it was after you.
The funny thing is that these were NORMAL CREATURES. The bosses were even cooler :p
Real teamplay isn't about roles, it's dictated by the situations you come across and the fact that a fight that requires you to use your brain has to be classed as something special pretty much says it all as far as I'm concerned about bad design, class roles and MMOs :p
Blue Burst wasn't anything like that... was the game changed during the port? Most monsters were just point and shoot, dodge their occasional 25% hp-shaving projectile attack.
well, to be honest blue burst was pretty ###### compared to the original PSO and ver2 on Dreamcast if you ask me.
The key thing to also know about PSO is that the game you start with ('normal') is vastly different from the infinitely less forgiving and faster-paced game you end up with ('ultimate'). They start off slow and plodding without much strategy in normal forest but by the time you're on ultimate ruins they run as fast as you do (some even go faster) and cut you down very quickly, not to mention all the lil quirks they have like the two creatures I mentioned.
That said, I did have to laugh at a friend who in forest (don't remember what difficulty) got cornered by a horde of boomas when he was on his own and got beat to death :p The 'fodder' AI (each zone has a fodder creature that comes in three strengths with different elemental affinities in addition to it's cooler monsters) seems to be built in a way that causes them to flank you if there's enough of them (and there's usually quite a few).
<b>edit:</b> I guess I should explain that 'ultimate' difficulty isn't like the other difficulties. from normal to v-hard you get the same lot of creatures but they get faster, hit harder and can take a bit more punishment (that and the final boss gets an extra final stage you have to defeat which is cool). Ultimate, however, changes everything. The zones feel different, all the creatures have been replaced with nastier and more complex stuff (see indy belra for example... it replaces the old Dark Belra. It's faster and has that insane machine gun attack I mentioned unlike it's predecessor). The bosses also get upgraded to new versions, some of which are just downright nuts.
well, what I was trying to say is that, while classes have general roles in WoW, you almost always have to be doing something different a little different for every fight, regardless of your class. some fights you have to aoe, some you have to crowd control, some you just dps. sometimes you have to use certain spells or positioning or timing, etc. And different members of a class can do different things - some warriors tank, some are dps. some druids heal, some tank, some dps. All warlocks dps, but 3 talent trees mean 3 different ways you can do it, and I love em all =p and if you like doing more than one thing, you can have more than one char. I guess there's no real sense arguing about it since it's really just a matter of opinion. If you don't like a game where you often have to choose a role to play in a party, I'm certainly not going to convince you to like it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> I just think Blizzard put enough variety in the game to keep me and several million other subscribers interested.
As you approach the left, the classes get more combat and gun oriented. As you approach the right, classes become more oriented around support, special skills, tech, and LOGOS abilities. Each class gets it's own assortment of weapons, armors, and other equipment designed just for them. However it is important to note that each class also keeps all equipment they earned from previous classes. This means that while a specalist earns support abilities and weapons when he class changes, he also retains all the basic weapons and skills he gained as a recruit. In addition, when you reach a branch in your career path, you may save a genetic duplicate of your character. At any later point, you may restore to this point, reseting your character and allowing him to take a diffrent path. This means that when your character reaches a certain branch, you can save there and retain your ability to choose from classes at the point forever. This means you can try out any character setup you wish without compromising yourself or having to level another character up from level 1.
The RECRUIT gains basic LOGOS and combat capability. They are the newbies. As they proceed down a tree they will become more specalized.
the SOLIDER gains stronger combat-grade armor and improved firearms. They are designed around a DPS framework. They are not so good at much else.
the COMMANDO is an advanced solider, they are effectivly a walking tank - able to dish out and recieve immense damage.
the RANGER is the stealth class. With invisibility, and the ability to net enemies and call in airstrikes, they are the choice for the more technically minded solider.
the SPECALIST is the basic support-grade class. They gain skills which allow them to heal others, and debuff enemies, as well as armor effective aginst exotic damage.
the BIOTECHNICAN gains combat related abilities, allowing them to damage, control, and debuff most foes with the greatest of ease.
the SAPPER gains support abilities related to machines - they can use crippling EMP weapons and hack enemy robotics in order to gain an edge.
They're giving out beta keys on FilePlanet, if anyone's interested. it's on the FP main page.
at risk of bending the NDA, I will say it's a lot of fun but feels quite unfinished and nowhere near releasable state IMO. Hope they don't pull a Vanguard and release too early.
Aww, you got my hopes up, and then I go find out it's subscriber only <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--quoteo(post=1642823:date=Aug 8 2007, 01:00 PM:name=Thansal)--><div class='quotetop'>QUOTE(Thansal @ Aug 8 2007, 01:00 PM) [snapback]1642823[/snapback]</div><div class='quotemain'><!--quotec--> the game sucks tbh.
There is nothing new. And it is incredibly unpolished.
aldaris, check to see if you can download it. If you can I will give you the key (I am a sub) <!--QuoteEnd--></div><!--QuoteEEnd--> It really does kinda feel like Richard Garriott still talks the talk but doesn't walk the walk anymore. I wonder if he had very little say in the development of this game and just let them stick his name on it. it has none of the 'personal touch' the Ultimas 1 through 7 had, and UO too to a degree. But don't get me wrong, the game is fun to play and has potential. I just doubt they have enough budget left to follow through on the potential.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1642856:date=Aug 8 2007, 03:51 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Aug 8 2007, 03:51 PM) [snapback]1642856[/snapback]</div><div class='quotemain'><!--quotec--> TR was originally supposed to be Planetside done right. Then they went and made it player vs computer. Then hitting became partially luck-based.
I just don't care about it one bit anymore. Didn't even bother with checking out the site when open betas were announced. <!--QuoteEnd--></div><!--QuoteEEnd--> Partially luck based?
they scrapped months (years?) of work on the original version of the game and started from scratch. No publisher can afford to do that. They're now probably doomed to run out of money before they complete any sort of worthwhile creative vision whatsoever.
AbraWould you kindlyJoin Date: 2003-08-17Member: 19870Members
Yeah, throwing years of work out the window going "Look, we could also try doing something else? I'm bored." Doesn't sound to profitable. This game is taking in water, and I think not that the captain stay sane for long enough to surface.
I think TR will have PvP but it's not really implemented much yet... and I don't know how they'll do it, because you play as a soldier of the human race fighting a war against an alien race... it wouldn't make sense if human soldiers involved in this war were fighting each other for some reason...
<!--quoteo(post=1642856:date=Aug 8 2007, 03:51 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Aug 8 2007, 03:51 PM) [snapback]1642856[/snapback]</div><div class='quotemain'><!--quotec--> TR was originally supposed to be Planetside done right. Then they went and made it player vs computer. Then hitting became partially luck-based.
I just don't care about it one bit anymore. Didn't even bother with checking out the site when open betas were announced. <!--QuoteEnd--></div><!--QuoteEEnd--> Love planetside <3 [youtube]KoJ_OCxb6QY[/youtube]
TekdudeJoin Date: 2003-04-13Member: 15455Members, Constellation, Forum staff
MMORPGs always claim to be different. They say they're nothing like their predecessors. They have new features and new game play. They say everything that was boring or tedious in other MMOs is now exciting and thrilling.
...but in the end, they always having you killing and looting boars...
It is 100% luck based. <!--QuoteEnd--></div><!--QuoteEEnd--> I thought you still had to aim at the enemy with your gun? But then, it wouldn't be surprising if they made it another "select and mash attack button" game.
<!--quoteo(post=1642905:date=Aug 9 2007, 05:11 AM:name=tigersmith)--><div class='quotetop'>QUOTE(tigersmith @ Aug 9 2007, 05:11 AM) [snapback]1642905[/snapback]</div><div class='quotemain'><!--quotec--> Love planetside <3 [youtube]KoJ_OCxb6QY[/youtube] <!--QuoteEnd--></div><!--QuoteEEnd--> You're only supposed to have the last few symbols in a youtube tag. Fixed it for you.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1642941:date=Aug 9 2007, 06:03 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Aug 9 2007, 06:03 AM) [snapback]1642941[/snapback]</div><div class='quotemain'><!--quotec--> I thought you still had to aim at the enemy with your gun? But then, it wouldn't be surprising if they made it another "select and mash attack button" game. <!--QuoteEnd--></div><!--QuoteEEnd--> Congratulations, you will not be surprised.
Tab select.
Can't dodge attacks.
Etc Etc.
It plays the same as EVERY OTHER MMO out there, and lacks any polish.
Polish is what makes games playable. You can have as many new nifty gimmicks and great ideas as you want, but if the UI and actual game play makes me want to stab my eyes out, you fail it.
right now tab select doesn't work - you can only use tab to 'lock on' to a mob you've already targetted. However, I think in the next patch or two they'll be implementing an alternative "MMO-style" control scheme you can choose as opposed to the "FPS-style" controls it currently has. I'm sure that will have tab targetting.
right now, combat is like 70% grind/luck and 30% skill/positioning. Mobs can stand still, walk, or run, and be totally hidden behind cover, partially hidden, or out in the open. these factors have visual indicators and affect how much damage your shots do and how likely you are to hit them. so basically, you have to aim in their general direction, move to a spot where your prey isn't obscured, and hold the fire button until they die.
Comments
As such I liked that there was no 'tanking' or any real 'aggro control'. They're such false ideas that seem to be injected into MMOs to try and make up for their mundane non-active gameplay. Things like taking cover should matter, goading the enemy into doing attacks so you can avoid them and hit them while they're vulnerable... things that aren't just mashing the same attack buttons in a pattern you worked out god knows how long ago that works for every fight :p
Combat in TR is targeting based. IE, you have a sticky retricle, so to target all you have to do is mouse over the enemy. Left click fires your gun, right click uses your current LOGOS ability or special attack. You can easly switch weapons in mid-combat too. The emphasis on combat is not having a bar full of skills, but instead finding weaknesses, using the enviroment, and working with other PCs or NPCs.
<a href="http://www.playtr.com/image_gallery/pictures/12_3.jpg" target="_blank">http://www.playtr.com/image_gallery/pictures/12_3.jpg</a>
(Sorry for the bad screenshot quality, but exactly two screenshots have been released of the UI, and the other one is even lower resolution then this one.)
My poor lil FOnewearl would die in a single hit... y'know... on the nigh on non-existant occasions where the monsters actually managed hit me :p
TR sounds more interesting the more I hear about it though. I might have to make a point of keeping a closer eye on it in future :3
I have to step in and defend the "tank" gameplay that's in so many MMO games. I think it really encourages teamplay and working as a cohesive unit. I like when everyone in a group has a different role, rather than just everyone having to pretty much do the same thing in their own way. You might as well be playing alone in that case. In WoW, every single class has a slightly different role on almost every boss there is. Do I tank defensively or aggressively? Do I stay away from the mob or get close? Do I heal only the tank or the whole party or the whole raid? Do I stay still or move around? Can I go crazy with damage or do I have to watch my aggro? Do I have to stay near my party or spread out? Do I have to watch my mana or not really? And these are just some general questions that don't even address specific boss nuances... there's a fight in Karazan based on the Wizard of Oz. A mage has to kite the tin man with ice spells to rust him, mages or warlocks have to make sure the scarecrow stays on fire, warlocks or priests or warriors have to make sure the cowardly lion stays feared, I forget what else. There's another fight where 3 different people have to stand in the way of 3 beams so they don't hit this dragon, which makes them both do and take crazy damage, while the whole fight is moving rather hectically. Just a couple examples. I think it makes for pretty active gameplay. I can't even think of a recent WoW boss besides Patchwerk that just involves standing still and mashing the same 5 buttons anymore...
all that being said, Tabula Rasa has the potential to have some really refreshing gameplay :>
is sadly a load of piddle :p
You know what 'roles' do? They leave people waiting about in groups for the 'needed' classes. They encourage lazy encounter design. They shackle players into a linear role when human nature dictates that people always become bored eventually in static situations.
All those incidents you described fondly are more like the normal encounters you get all the time in a game without roles. The roles aren't defined by stupid things like class but instead by what the encounter needs. 3 beams = 3 people. No class needed.
The others point out puzzles that could easily be done classlessly too.
A lot of the questions you point out seem to me "how do I play with the mechanics instead of being immersed in a really cool battle?".
PSO was "how do I round up these annoying claws so I can blast them without accidentally training them onto someone else in my team?", "should I go help Sephy over there because he's getting cornered or should I take out the giant indy belra that's lumbering towards us first?"
Totally immersive, totally fun and if you don't play as a team you simply die.
You could easily tell an inexperienced player because they'd run off and get seperated and pretty predictably you'd find them dead not much later. If you didn't work together (again, no roles needed; just people working together) you were fresh meat.
I can't count the times me or someone else needed someone to kill a creature that was pinning someone else down. A classic example was the indy belra; it would fire it's arms at you at a frightening rate and once it started machine-gunning in your direction the only way to avoid being hit for looooads of damage was to stand perfectly still, letting the stream of attacks fly past either side of you. Standing still usually isn't a good idea in PSO and you'd usually find other monsters with the belra that would close in on you while you were pinned down like this. This is when you'd need someone to either take out the belra or take out the monsters coming at you.
Delsabers block attacks from the front so you'd either need to lure it into an attack chain and dodge it, or you could get the fight over and done with in a tenth of the time by getting someone to maul it in the back when it was after you.
The funny thing is that these were NORMAL CREATURES. The bosses were even cooler :p
Real teamplay isn't about roles, it's dictated by the situations you come across and the fact that a fight that requires you to use your brain has to be classed as something special pretty much says it all as far as I'm concerned about bad design, class roles and MMOs :p
The key thing to also know about PSO is that the game you start with ('normal') is vastly different from the infinitely less forgiving and faster-paced game you end up with ('ultimate').
They start off slow and plodding without much strategy in normal forest but by the time you're on ultimate ruins they run as fast as you do (some even go faster) and cut you down very quickly, not to mention all the lil quirks they have like the two creatures I mentioned.
That said, I did have to laugh at a friend who in forest (don't remember what difficulty) got cornered by a horde of boomas when he was on his own and got beat to death :p
The 'fodder' AI (each zone has a fodder creature that comes in three strengths with different elemental affinities in addition to it's cooler monsters) seems to be built in a way that causes them to flank you if there's enough of them (and there's usually quite a few).
<b>edit:</b> I guess I should explain that 'ultimate' difficulty isn't like the other difficulties. from normal to v-hard you get the same lot of creatures but they get faster, hit harder and can take a bit more punishment (that and the final boss gets an extra final stage you have to defeat which is cool).
Ultimate, however, changes everything. The zones feel different, all the creatures have been replaced with nastier and more complex stuff (see indy belra for example... it replaces the old Dark Belra. It's faster and has that insane machine gun attack I mentioned unlike it's predecessor). The bosses also get upgraded to new versions, some of which are just downright nuts.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
RECRUIT
/ \
SOILDER SPECALIST
/ \ / \
COMMANDO RANGER BIOTECH SAPPER
<!--c2--></div><!--ec2-->
As you approach the left, the classes get more combat and gun oriented. As you approach the right, classes become more oriented around support, special skills, tech, and LOGOS abilities. Each class gets it's own assortment of weapons, armors, and other equipment designed just for them. However it is important to note that each class also keeps all equipment they earned from previous classes. This means that while a specalist earns support abilities and weapons when he class changes, he also retains all the basic weapons and skills he gained as a recruit. In addition, when you reach a branch in your career path, you may save a genetic duplicate of your character. At any later point, you may restore to this point, reseting your character and allowing him to take a diffrent path. This means that when your character reaches a certain branch, you can save there and retain your ability to choose from classes at the point forever. This means you can try out any character setup you wish without compromising yourself or having to level another character up from level 1.
The RECRUIT gains basic LOGOS and combat capability. They are the newbies. As they proceed down a tree they will become more specalized.
the SOLIDER gains stronger combat-grade armor and improved firearms. They are designed around a DPS framework. They are not so good at much else.
the COMMANDO is an advanced solider, they are effectivly a walking tank - able to dish out and recieve immense damage.
the RANGER is the stealth class. With invisibility, and the ability to net enemies and call in airstrikes, they are the choice for the more technically minded solider.
the SPECALIST is the basic support-grade class. They gain skills which allow them to heal others, and debuff enemies, as well as armor effective aginst exotic damage.
the BIOTECHNICAN gains combat related abilities, allowing them to damage, control, and debuff most foes with the greatest of ease.
the SAPPER gains support abilities related to machines - they can use crippling EMP weapons and hack enemy robotics in order to gain an edge.
I hope they make the supporting classes vaguely overpowered to promote their usage.
MOAR!
at risk of bending the NDA, I will say it's a lot of fun but feels quite unfinished and nowhere near releasable state IMO. Hope they don't pull a Vanguard and release too early.
There is nothing new. And it is incredibly unpolished.
aldaris, check to see if you can download it. If you can I will give you the key (I am a sub)
the game sucks tbh.
There is nothing new. And it is incredibly unpolished.
aldaris, check to see if you can download it. If you can I will give you the key (I am a sub)
<!--QuoteEnd--></div><!--QuoteEEnd-->
It really does kinda feel like Richard Garriott still talks the talk but doesn't walk the walk anymore. I wonder if he had very little say in the development of this game and just let them stick his name on it. it has none of the 'personal touch' the Ultimas 1 through 7 had, and UO too to a degree. But don't get me wrong, the game is fun to play and has potential. I just doubt they have enough budget left to follow through on the potential.
He has been interviewed a good number of times about how he thinks that MMOs are crap these days. And that TR is going to be huge and innovating.
TR has NOTHING new to it.
It plays like all of the other MMOs out there currently, just with out the polish that some of them have.
[/bitter rant]
Then they went and made it player vs computer.
Then hitting became partially luck-based.
I just don't care about it one bit anymore. Didn't even bother with checking out the site when open betas were announced.
TR was originally supposed to be Planetside done right.
Then they went and made it player vs computer.
Then hitting became partially luck-based.
I just don't care about it one bit anymore. Didn't even bother with checking out the site when open betas were announced.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Partially luck based?
It is 100% luck based.
This game is taking in water, and I think not that the captain stay sane for long enough to surface.
Also: PLAYER v Computer - slight fail.
[...]Also: PLAYER v Computer - slight fail.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Several successful MMOs might want to argue with that.
TR was originally supposed to be Planetside done right.
Then they went and made it player vs computer.
Then hitting became partially luck-based.
I just don't care about it one bit anymore. Didn't even bother with checking out the site when open betas were announced.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Love planetside <3
[youtube]KoJ_OCxb6QY[/youtube]
...but in the end, they always having you killing and looting boars...
Partially luck based?
It is 100% luck based.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I thought you still had to aim at the enemy with your gun? But then, it wouldn't be surprising if they made it another "select and mash attack button" game.
<!--quoteo(post=1642905:date=Aug 9 2007, 05:11 AM:name=tigersmith)--><div class='quotetop'>QUOTE(tigersmith @ Aug 9 2007, 05:11 AM) [snapback]1642905[/snapback]</div><div class='quotemain'><!--quotec-->
Love planetside <3
[youtube]KoJ_OCxb6QY[/youtube]
<!--QuoteEnd--></div><!--QuoteEEnd-->
You're only supposed to have the last few symbols in a youtube tag.
Fixed it for you.
I thought you still had to aim at the enemy with your gun? But then, it wouldn't be surprising if they made it another "select and mash attack button" game.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Congratulations, you will not be surprised.
Tab select.
Can't dodge attacks.
Etc Etc.
It plays the same as EVERY OTHER MMO out there, and lacks any polish.
Polish is what makes games playable. You can have as many new nifty gimmicks and great ideas as you want, but if the UI and actual game play makes me want to stab my eyes out, you fail it.
right now, combat is like 70% grind/luck and 30% skill/positioning. Mobs can stand still, walk, or run, and be totally hidden behind cover, partially hidden, or out in the open. these factors have visual indicators and affect how much damage your shots do and how likely you are to hit them. so basically, you have to aim in their general direction, move to a spot where your prey isn't obscured, and hold the fire button until they die.