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[ Voor 255% gewijzigd door lethalnl op 23-09-2008 12:38 ]
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[ Voor 255% gewijzigd door lethalnl op 23-09-2008 12:38 ]
404 error: File not found | PSN: The_Bash
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Toch laat ik dit topic open, gezien de prehistorische leeftijd van het andere topic en de uitgebreide startpost hier.
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
moet jij me uitleggen wat hier uitgebreid aan is....
precies de reden dat ik deze startteVerwijderd schreef op zondag 27 mei 2007 @ 21:14:
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Toch laat ik dit topic open, gezien de prehistorische leeftijd van het andere topic en de uitgebreide startpost hier.
[ Voor 35% gewijzigd door lethalnl op 27-05-2007 23:25 ]
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[ Voor 15% gewijzigd door Verwijderd op 28-05-2007 02:07 ]
[ Voor 255% gewijzigd door The_Bash op 31-05-2007 21:35 ]
404 error: File not found | PSN: The_Bash
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Voor zover ik weet niet. Je zou eventueel op http://spellborn.gameamp.com (engels) kunnen kijken, of op de forums bij http://www.tcos.comlethalnl schreef op dinsdag 17 juli 2007 @ 13:29:
weet iemand nog een fansite die up-to-date is?
de nederlandse is uit de lucht en ik kan echt geen duits ofzo
Same here!!! dit duurt me allemaal VEEL te lang. Schiet op met dit spelTroonStaal schreef op zondag 27 mei 2007 @ 21:25:
Nog maar een maandjeBen bijzonder benieuwd hierover, staat hoog op het lijstje, net als Two Worlds
Al ruim een half jaar geleden aangemeld maar ook nog niks van gehoord.denyos schreef op donderdag 02 augustus 2007 @ 12:12:
Ik heb me gisteren ook geregistreerd op tcos.com maar ik vroeg me af hoe lang het bij andere testers ongeveer duurde voordat ze een uitnodiging hadden ontvangen voor de beta (of zijn er hier geen beta testers?).
[ Voor 40% gewijzigd door Muppet op 23-10-2007 10:34 ]
There is no art to find the minds construction in the face
Het is niet alsof we stil zitten hoorMuppet schreef op dinsdag 23 oktober 2007 @ 10:33:
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Same here!!! dit duurt me allemaal VEEL te lang. Schiet op met dit spel
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kijk als ik nou een beta invite had kon ik mee helpen testen enzo
There is no art to find the minds construction in the face
Maar we horen er ook zo weinig over
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
www.tcos.comBrummetje schreef op maandag 29 oktober 2007 @ 11:20:
Is er al iets bekent over een open beta?
There is no art to find the minds construction in the face
Ja en waar zie jij daar iets over staan ? ik zie alleen de closed beta hoor
En toevallig vind ik dus van niet! :-)
Daarom juist ... als er iets bekend is zal het daar wel staan denk je niet?Brummetje schreef op maandag 29 oktober 2007 @ 15:52:
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Ja en waar zie jij daar iets over staan ? ik zie alleen de closed beta hoor
There is no art to find the minds construction in the face
Niet alles hoeft officieel daar meteen te staan hoor..Muppet schreef op dinsdag 30 oktober 2007 @ 09:47:
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Daarom juist ... als er iets bekend is zal het daar wel staan denk je niet?
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
God weet alles, want hij is lid van de Mosad. To protect your freedom i will take that away from you. Mijn drankgebruik heeft ernstig te lijden onder mijn gezondheid.
Spellborn gebruik de Unreal 2 engine. Hellgate gebruikt een eigen ontwikkelde engine.PipoDeClown schreef op woensdag 07 november 2007 @ 13:30:
volgens mij hebben ze voor Hellgate deze engine gebruikt
[ Voor 7% gewijzigd door Bosmonster op 07-11-2007 13:33 ]
Spaarzaam nieuws ?TroonStaal schreef op woensdag 07 november 2007 @ 10:33:
Maar het schiet maar niet op! En er is ook maar spaarzaam nieuws over
Brummetje schreef op vrijdag 09 november 2007 @ 08:48:
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Spaarzaam nieuws ?
Ga forum lezen van TCOS, genoeg info
Q1 2008 komt hij uit
En er is echt veel meer info nu dan dat er in de start post staat...
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
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Je hebt sigils. Soort diablo 2 jewels waarmee je armor statts kan geven en kan upgraden. Die krijg je door quests te doen ... bosses te verslaan etc etc de normale manier.Geen stats op armor, leuke invalshoek maar dan is de enige reden waarom je zou gaan questen/raiden de looks, ik weet niet of dat wel genoeg drijfveer is om dat lang leuk te blijven vinden.
There is no art to find the minds construction in the face
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
Dan zul je toch echt nog even geduld moeten hebben zo het lijkt. De Open Beta staat geplanned voor Q1 2008 op het moment, maar zoals we al hebben kunnen zien met menig opkomende MMO, kunnen data gemakkelijk nog wat verder naar achteren geschoven worden. Laten we maar hopen dat ze hun huidige doelstelling gaan halen, zodat het spel inderdaad in Q1 2008 gereleased wordtTroonStaal schreef op vrijdag 07 december 2007 @ 13:55:
Ik wil er niet over lezen, ik wil het spelen verdorie, en wel nu!
[ Voor 16% gewijzigd door dahakon op 07-12-2007 14:33 ]
Er is wel degelijk een craftingsysteem hoor...Verwijderd schreef op dinsdag 20 november 2007 @ 13:16:
Er is (nog) geen craftingsysteem. Craften vind ik persoonlijk leuk om te doen omdat je dan toch een persoonlijke draai aan je char kunt geven. Bovendien geeft het ook een systeem van elkaar nodig hebben in het spel, wat weer bijdraagt aan de sociale interactie en je eigen netwerk opbouwen Crafter A maakt spullen die crafter B nodig heeft en vice-versa.
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weer wachten dus....voelde het al aankomenDe Nederlandse MMORPG The Chronicles of Spellborn is opnieuw uitgesteld. Het spel stond oorspronkelijk nog voor het huidige kwartaal gepland, maar zoals je misschien al op je klompen kon aanvoelen, wordt deze datum niet gehaald. Het spel zal nu in het tweede kwartaal van dit jaar verschijnen, maar of dat ook echt de uiteindelijke datum is zal de toekomst ons leren. Binnenkort zal er in ieder geval meer bekend gemaakt worden omtrent de open betatest.
[ Voor 9% gewijzigd door lethalnl op 05-03-2008 22:44 ]
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Dan krijg je wel de eindeloos gegrind.Verwijderd schreef op dinsdag 20 november 2007 @ 13:16:
Ben gisteren op dit spel gewezen door m'n vriendin die WoW een beetje zat is.
Moet zeggen dat het er op het eerste gezicht wel veelbelovend uitziet, graphics ok, combat system verfrissend en alles bij elkaar leuke setting.
Waar ik toch wat vraagtekens bijzet is de diepgang van het spel. Het komt me voor dat je je niet echt kan gaan onderscheiden met je character.
Geen stats op armor, leuke invalshoek maar dan is de enige reden waarom je zou gaan questen/raiden de looks, ik weet niet of dat wel genoeg drijfveer is om dat lang leuk te blijven vinden.
Er is (nog) geen craftingsysteem. Craften vind ik persoonlijk leuk om te doen omdat je dan toch een persoonlijke draai aan je char kunt geven. Bovendien geeft het ook een systeem van elkaar nodig hebben in het spel, wat weer bijdraagt aan de sociale interactie en je eigen netwerk opbouwen Crafter A maakt spullen die crafter B nodig heeft en vice-versa.
Iedereen een hybrid, beetje de weg die Blizzard is ingeslagen met TBC. Op zich een hoop voordelen natuurlijk, makkelijker een party vinden, zelf veelzijdiger kunnen spelen maar..... Net zoals ik hierboven al zei, het ontneemt wel de mogelijkheid om je character te onderscheiden en je ergens in te specialiseren.
Het principe iedereen gelijk een geen elite-no-life spelers is leuk maar ik ben wel bang dat dit zorgt voor een redelijk vlakke game.
Ik ben erg benieuwd, op zich heeft het spel wel potentie maar het zal op andere gebieden wel enorm moeten uitblinken om mensen er lang aan te binden.
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Is dat niet grofweg zo voor elk gamegenre?Verwijderd schreef op vrijdag 07 maart 2008 @ 15:50:
Ik vind het er weer meer van hetzelfde uitzien. "kill x aantal paarse lui" "ga item y halen" blablabla. Gewoon weer eindeloos gegrind met wat verhaallijn ertussendoor. Vast leuk voor de gemiddelde scholier die geen idee heeft wat ie verder met zijn 12 uur vrije tijd per dag moet doen en een leuke timesink nodig heeft, maar verder?
Gemiddelde leeftijd van MMORPG-ers is ongeveer 26dahakon schreef op vrijdag 07 maart 2008 @ 15:59:
Er zijn natuurlijk vele variaties op elk genre, maar door er oppervlakkig naar te kijken zul je nooit de feitenlijke diepgang van een bepaald spel kunnen doorgronden. Als je MMO's in zijn algemeen tijdverspilling vindt (iets dat redelijk op te maken is uit je relaas) dan is het misschien niet jouw type spel. Dat betekent echter niet dat het alleen gespeeld wordt door scholieren die teveel vrije tijd hebben, het tegendeel zou eerder waarheid zijn om eerlijk te wezen.
[b]Who plays WoW?[b]
"The simple answer: all types of people. Many people incorrectly assume that online gaming is something that appeals only to teenage boys, but only 25 percent of MMORPG players are teenagers. According to some demographic surveys of WoW Players, the average player age is 28. Not too surprisingly, 84 percent of players are male and 16 percent are female. But female players tend to be older, with an average age of 32.
On average, both males and females spend 2-3 hours per day playing WoW, but some people report playing for 8, 10 or 12 hours at a time. Perhaps that explains why only 50 percent of MMORPG players work full-time jobs."
[ Voor 36% gewijzigd door FunkyTrip op 07-03-2008 17:16 ]
Dit dus.
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Jup hellemaal gelijk:Verwijderd schreef op donderdag 24 april 2008 @ 16:34:
Het is voor de zoveelste keer weer uitgesteld. Ik heb dit spel inmiddels al opgegeven.
|WOW Daggerspine | Troll Hunter Axejess |
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[ Voor 4% gewijzigd door Verwijderd op 25-04-2008 10:16 ]
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[ Voor 8% gewijzigd door Verwijderd op 19-07-2008 19:53 ]
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http://www.tcos.com/sbfor...opic.php?t=13887&start=75quote: SeraBy Zoraï request we are going to take a deeper look into both group dynamics and Boss encounters. For now I will talk about grouping from both a player and npc stand point. Using information provide by Chris Nengerman one of the combat developer for Spellborn I am going to provide you with and even greater understanding of Spellborn’s PvE encounters.
TCoS has many different factions. All of these factions have a specific place and role within the world and its history. Seeing as all these factions have different backgrounds, making them all fight the same would result in a monotonous and unrealistic stream of enemies from level 1 to 50 (and beyond). It's this monotony we want to avoid with our approach to engaging combat.
For a look at some of the factions in Spellborn you can check them out here.
http://spellborn.wikia.com/wiki/Factions
Faction
TCoS has many different factions. All of these factions have a specific place and role within the world and its history. Seeing as all these factions have different backgrounds, making them all fight the same would result in a monotonous and unrealistic stream of enemies from level 1 to 50 (and beyond). It's this monotony we want to avoid with our approach to engaging combat.
A good example is the difference between the Howler and Arionite factions.
Howlers are a very driven alien-like race that, when they have their enemy in sight, will stop at nothing to annihilate that enemy. Although they lack a certain individual intelligence they are all well aware of the presence of their hive members. This results in the Howlers having a wide range of swarming tactics. They try to defeat the players with numbers. Although, when push comes to shove, the Howlers can field very strong opponents that will defend the hive to the death.
Here is picture of what Howlers will look like for those who haven’t seen them.
http://www.stratics.com/content/images/spellborn/npc_2.jpg
Arionites have a basic military history and hierarchy. This has resulted in the Arionites 'thinking' more about their strategy and attacks then the Howlers. Arionite groups are often more intricate in makeup. They consist of units that work well together and will also try to execute their attack with this compatibility in mind.
Group
Not all encounters will feature the same amount of units for each encounter. Mostly based on the purpose and the location of the encounter, the number of group members is defined. Although TCoS will feature single unit encounters, a lot of the encounters are strategically placed groups that require a group of players and some good tactics to defeat.
From here on things get a bit difficult to explain but I will do my best clear up any misunderstandings.
The devs of Spellborn took some bold steps towards agro management. When a group of players attacks or gets attacked by a group of NPCs, players get assigned an NPC to fight with. No longer will the tank just stand in the middle with some casters and healing giving support. The assigning of “sparing partners” is based on 2 things being the NPC's class and the NPC's attack pattern.
In short everyone has to fight no matter the class or skill deck set up. The idea of “sparing partners” does sound strange to most and for some players easy to exploit. But the npc’s attack pattern prevents that. Depending on what skills said npc has they will change there targets if there actions are ineffective against there current one. This also means that to small degree players have some influences over how npcs will react. For example if a player is running away from a npc that has no way of slowing you down and no range/magic attacks, that npc is not going to keep following you if there are easier targets around for it to hit.
In this video you can see examples (among other things) of the “sparing partners” and” attack pattern” is action.
http://mygamersvideos.onlinewelten.com/videos/fZIwCXCwhabq/
I would like to point out a few points that give clear examples of both for those who can’t pick them out right away. Group fight with three players (this is also at the time PeP was being explained) you can see how one of the mobs was changing targets. Since the mob had no range who ever it could get at got attacked.
The fight with the three players vs the camp of humanoid npcs shows both systems working perfectly. At the start of the fight as the npcs approached the first thing they did was spread out and each went for a different target. Since the three players where out numbered this time around one player had two mobs on him at once while the others had only one. Did you notice how the two npcs attacking the male human and female daevi stopped attacking them to go after the male daevi. Can you guess why they did that?
In the next fight the players went up against a different set of npcs. Notice how the battle changed this time around everyone had to be more active. Not only was the group of npcs bigger but they showed far more skill in battle then the last group. Theses npcs where using a lot more skills and had far better team work then the other npcs.
In the last big fight that had all four players fighting together showed how hectic a battle can become. Sadly theses guys where tough but where no match for the players. Still you can see how mobs will come to each others aid and assist one another. Notice when one npc turned to target another player one or two other npcs would do the same. With superior numbers why wouldn’t two or more people gang up on an enemy? Also did you notice near the end of the fight as the npc’s number went down they started spread themselves out between the players more? This shows that npcs will try to adapt as best they can even in a losing battle.
Class
Heavy melee, heavy ranged, Moderate melee, moderate ranged, light melee, light ranged, dotter, healer, slower, buffer, alerter, support, rezzer, debuffer, blinder.
Each class can have one specific role or a combination of several of these roles. For example an Arionite scout is a light melee, alerter unit while the howler orb is a heavy melee, healer unit. These roles, we call skill types, these skill types determine what skills the units will have in their skill deck. This is the same system that is available to player characters including rotating tiers of skills.
Attack patterns
Attack patterns are used to define the attack style of each unit. Although 2 units within a group are for instance defined as a fighter class, it doesn't mean that both of these units should act exactly the same.
Attack patterns can be compared to plays in American football where every unit (football player) has its own specific role to play and route to take. Attack patterns determine which target a specific unit will choose and what action the unit will take against that specific target.
With each unit in an encounter given its class and attack pattern the level parameters come into play.
Level
Based on the deployment location and, to a lesser extent, the purpose of the encounter, the level parameters are set. Each unit gets assigned a character level defining the unit's statistics such as hit points and resistances. The system creates its own small level range variations within the level parameters to create subtle differences between units that get assigned the same level.
To further enhance the uniqueness of an encounter, each unit can be assigned additional Personal experience Points (PeP) ranks. These PeP ranks give the unit bonuses to their basic statistics. This way a group can be created with units that are extra tough for their level or a group can contain a stronger 'named' unit.
This is one of the more interesting aspects of PvE combat. For those you play mmorpgs. Running across an enemy that is stronger then the normal npc is very common. But for the most part they just have more HP, deals more damage and they may come with a new attack. This is what makes them different then the average mob. Many boss fights are design the same way.
Spellborn does share similarities with this. With the skill deck system combined with PeP devs can create a boss mob that truly deserves to be called a boss. With the skill deck devs can place very powerful skills in the npc’s deck that are far more powerful then that of his henchmen. They can also be set into combos make then even more effective. With PeP controlling “states” (You can learn more about states here. http://spellborn.wikia.com/wiki/Character_States) devs can greatly increase the npc’s movement speed, resist and overall damage beyond normal standers showing just how powerful he is compared to both his allies and his enemies( the players).
Wrapping this up, I can assure you that we worked hard at creating unique hostile encounters in a unique world. Of course TCoS wouldn't be the MMO it is if we didn't have some additional encounters to be found. For the boss monsters we used extensive scripting to create encounters that require some serious thinking.
More on boss encounters next time.
http://www.tcos.com/sbfor...=217127&highlight=#217127quote: SeraMeant to comment on this sooner so sorry for the delay.
I will start with your concern about to many actions needed in combat. To be honest with you I had no idea players had to do so much just to fight a single battle. Your right Gel214th that is way to much do for anyone to really have fun or at least for me it is. In Spellborn it's no where near as troublesome. The way the skill deck works in combat is you use WASD for movement and you select the skill with the mouse. On top of that since you have access to up to five skills at once (assuming that some or on cool down at the time) you will have little problem picking the skill and even less of a problem aiming with it.
Third party programs are not aloud in this game. Devs say it takes away from skill and everyone agrees. So that should be no problem. I talked a little bit about the skill deck system about how skills are selected. I'll go into detail. The skill deck is made up a 6 tiers with 5 slots in each. When you have the ability to place any skill you have access to in your deck in slot you choose. When a battle begins you start at tier 1 and after you select a skill the tier will rotate to the next tier. After that you loose access of the skills on the previous tier and the ones on the current tier are open.
There are some limits on how you place your skills. Many cool downs. Some skills have very start cooldowns like 3 seconds other have 10+. Some skills are very power and can turn the tide of a battle so those cool downs are needed. With five skills on each slot you will never be caught not being able to do something. In fact you will always be fighting back in someway either attacking, defending, healing or buff/debuffing? You will always be able to fight back.
the descriptions are generally the same. How ever I can tell you from personal experience that you will have no problem determine what skills are doing the much in rather effectiveness. Keep in mind that Spellborn's system is not based solely on who can do the most damage or heal the best. So number crunching alone will not bring you victory.
quote: AuronoldI read about how if you move your toon away from your enemy's blade, you can dodge it.. so I was thinking, because of the targeting system;
1. Does jumping over the enemy work in terms for dodging?(being it kind of annoying..)
2. What about Ranged attacks?
3. In what way will spell casting be effected by dodging or will it be effected at all?
If there are any answers, please reply.
If there aren't any answers currently, maybe any current beta testers could look into it for the community.
The more we know about our combat system, the better we will be, Agreed?
Thanks!
~Auronold
http://www.tcos.com/sbfor...=216910&highlight=#216910quote: SeraAlways nice to see new faces around here.I can answer all your questions.
1. Jumping for use of dodging is in the game and allowed a decent tactic to use. This caused a lot of debate over bunny hopping which I was against. That being said the devs found a good way to allow it while keeping it balance. Seeing the videos you know how general movement works. When you are out of combat do to having your weapon put up you run at normal speed. This also applies to jumping height. When you pull out your sword and enter combat mode you move slower as well as having your jumping range reduce. This can be altered even more by increasing or decreasing your "Physique"
To learn more about Physique and the other "States" just follow this link.
http://spellborn.wikia.com/wiki/Character_States
2. Range (as well as most spells) attacks generally take a different approach then melee attacks. Most are instant attacks. Since Spellborn does not have stuns..etc in the game its really rough for long range fighters to keep up with close range ones who have to do little more then get in your face and beat your head in. So when using those long range attacks once you have your target in sight and you use a skill like "Shoot" (range) or "Amplify Fear" (magic) As long as your enemy is on target it will hit when you activate said skill. There are exceptions to this. Skills like
"Volley" (range) and Arcane Magic (magic) does damage at target location. Skills like this basically work like A Druid's huricane spell (WoW) select the skill then pick a location within range to release it.
3. Pretty much answered number three in number two. So if you have anymore questions please be sure to ask.
http://www.tcos.com/sbfor...=215468&highlight=#215468quote: SeraSorry if this was a little late in response.
For your first question the time limited on combos is base on that time period you have before you should use a skill. With the tier system there is a grace period between in attack. If you wait to long to make a action on your tier it rolls back. An if you are doing a combo at that time it is broken. When it comes to how hard a combo is the long the combo the more chances you have to miss and if you miss a attack it will be broken.
Both the Opener and the finisher come with there own bonuses. Your finisher plays the bigger part since the strength of it depends on the number of combo points you build.
Your last question. The way you say it has me a little confuse. But I'm guessing you are asking if there are different bonuses gained from doing combos on top of the finisher? If so the answer is yes and no. On one side its no you don't gain and hybrid bonuses from doing long combos. On the other side you can say yes. Because most skills come with debuff/buffs effects of there own outside of openers & finishers. So for example you could start a combo that ups magic damage and follow it with skills that have there own damage increase buffs then follow it with a finisher that can also up damage even more.
Hope this helps.
http://www.tcos.com/sbfor...=215405&highlight=#215405quote: SeraHello everyone. Doing a follow up on the issue of saved skill decks. This came from Selachii.
The basic idea was to have 3 skilldecks, stored on the server, so they would be available everywhere a player logs in. Currently we're also thinking about having an option to create/manage different skilldeck setups client side, which would allow for an 'infinite' number, but it would only be available on the computer you make it on.
So in other words they are looking at different ways of handling saved skill decks. How ever nothing right now is set in stone.
http://www.tcos.com/sbfor...=217224&highlight=#217224quote: Banshee
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In short - NO.
We do not consider increasing it to 24 or to 40. We may increase it to 8 for PvE at some point, in very distant future, also we might have large groups for PvP later on. 4-8 people group you can call a "raid", but we would rather refer to it as small group content (non the less it may be hard small group content).
http://www.tcos.com/sbfor...=218942&highlight=#218942quote: BansheeAs the development of the game progressed, we decided to remove the collision from the game. There were numerous reasons for that, including the technical ones, but also Devs felt that it causes more trouble than it enhances the game play.
To give an example, we have ability to climb ladders in game and some quest givers located in the towers. Occasionally, bellow the tower there are wolves attacking the guards - just to make environment more alive. Now if you add collision to this scenario, you can get guards blocking the way to the ladder, wolves blocking the way to the ladder, as well as some player going afk in middle of the ladder, blocking the way for the rest. To avoid all of that, we probably would have to move the interacting NPCs away, add some feature to push other people from the crowded passages, what again can lead to using that sort of mechanics for griefing and so on.
http://www.tcos.com/sbfor...g.php?mode=quote&p=219450quote: Banshee
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Well, we do not plan to allow players to loot other players belongings. Regarding some quest-item kind of stuff it may or may not happen in a future, but in any case it should not be something that you "have" as a player.
quote: SeraMaybe I can help with understanding how spellborn works. Since this is your post vesavius I will direct my responses to your issues. Your first is focus on grouping and community. You want there be a strong community threw the uses of grouping yet still have a sense of independence granted by soloing. I'm guessing this is pretty much what everyone wants when it comes to group vs solo. You can't ignore the fact that people want to solo and enjoy it. Even you have times where you don't want a group of other players slowing you down or cutting into your loot. Also considering that grouping in past mmorpgs was more of a force mechanic rather then a willing choice proves why devs are pushing away from it or at least finding a happy medium and making big bucks off of it.
In Spellborn's case we have the happy medium. First we have taken out the RPS style of play. So it doesn't matter what class you play, you can group with anyone. This is not limited to regular questing. All encounters are design this way. None of them are designed to favor one class over another. So no more looking for a healer or a tank. This opens the door for making more groups.
Another change is how mob encounters generally work. One of the first things you will notice after a few levels is mobs travel in packs and work as a team. Sure you will find plenty of your lone NPCs doing there own thing, however even they are power enough to make you say I really need some help. The reason you will say this is not because they hit hard or they have more HP it’s because npcs have the same kind of combat system as we do. I'm not sure how much you know about the combat system but its more then just doing enough damage to the enemy of healing your allies into all threats are dead. So even a single mob can be deadly if it has some power attacks that can reduce your fighting ability considerably. An this only gets worst (or better depending on how you look at it)
Take a group of five humanoid npcs. You could have two that do melee damage doing there best to slow you down and keep you in range of there attacks. Another npc could be a spellcaster/range user doing there best to stay away from you while they nuke you. ( An they do run away when you get close) You could have another that fights in medium to close range moving in and out of range to do damage. And the last could be a buffer doing little in damage but is buffing his allies and debuffing you. This is not a special event encounter. This is common everyday stuff. Could you face that all by yourself and never say I don't need help? I can't. This is where grouping comes in handy.
For examples of this check out theses links.
http://tcos.com/sbforum/viewtopic.php?t=11039
For your next issue about sigils. lets be honest you would be angry if there was not a way to upgrade and improve yourself. The problem is thanks to WoW that turn advancement into a race which never ends that only leads to addiction. People now have a negative outlook on it. Yet everyone would be piss if spellborn didn't have some way to improve. This is where sigils come in. The ability to improve without falling into the equipment race.
To understand you have to know how sigils really work you can check it out here.
http://spellborn.wikia.com/wiki/Sigils
If you looked at the few example that are given you will notice that there is a very small gap between ranks. On top of that there are limits to how many sigils you can equip so you can't load up on a HP inceasing sigil and not loose something in other areas. In other mmos theres no downside to getting better gear. The real thing that makes this feature different is that it’s left up to you to choose what is a improvement or not. Look at your skill deck. You choose the skills you want to fit with your style if it works for you then you are happy doesn't matter what the other person beside you is using since his style of play will be different.
I will give you a better example. The Ancestral Mage: The Spirit pet class. This class has melee, range and spellcasting option on top of there pets. Yet the class can be as different as night and day compared to the same class. Players can try to play this class like a hunter from WoW. Using nothing but long range attacks while using there pets as a defensive tool to keep others at bay. Also other players can use this class like some kind of fighter hybrid fighting in close combat using melee attacks with there pets fighting right there with them.
Two diferent fighting styles for the same class. Both will require different sigils. The range Ancestral Mage will have little use for melee sigils while the melee will be jumping at the chance to get them. Does that mean one style is better then the other? Nope. All it means is they are fighting the way they want too. Once they get the sigils they want they have little need to look for others or to keep improving other them practicing there style in combat. So you have the option to improve but how long you spend doing it is up to you. Also since combat system is about you skill deck and how you use your skills in battle its even more of a reason not to put so much interest in stats. If your poor at fighting. No sigil will be strong enough to change that.
In responds to build strengths. Cookie-cutter/FoTM builds are based off the strengths of your class and the weakness of the other classes. We all can get information that tells us what each class is generally good at. An your theory would be true if you was force to play only like that. Since it’s your skill deck that you create which tells you how you fight. It’s hard to come up with a build that will win in all situations. Your build may crush one player and then another comes around and crushes you. Even the devs have said that it’s best to have options to fall back on when you are making your deck. Nothing is stopping a player from specializing if they want too. They can't get mad if there build is not good enough to overcome all players.
Also when it comes to healing. Your not going to be able to create a all healing deck where you can keep up a whole party by yourself. This is a fact. There are not enough healing skills for one person to do this. Plus nearly all heals have some side effects requirement that forces you to be more active fighting wise to get the most out of them. "Spirit Touch" is the most straight foward heal in the game. How ever it requires you to actually touch your target to work. So players will have to think more about when and how they are going to be healed this goes for both the healer and the one being healed.
Think of healing as a way to get a potential edge over your enemies rather then a must have just to compete. Also when it comes to strength of skills they grow with your level so no skill will ever be outdated. Even with the improvements of sigils you still have to factor in how you will use those skills in combat. Trust me you will not be able to stand in the back and just heal. The best healers will not be the ones who can heal the most rather the ones who know when to toss up a heal and when fight. Also with the way the combat system works half of how good you are will be up to the people you are healing. With "Spirit Touch" if your moving around to fast to get this heal it’s not my fault if you die. Of course I would have to be careful since I will be putting myself in close quarters with the enemy. Players in general will have to know when to pull back and regroup instead of the healer following them from behind.
What kind of game will Spellborn be. I leave that up to you to decide. We are all in this for something different. I'm in this many for the combat system which will create a whole no experience in both pve and pvp.
http://www.tcos.com/sbfor...=218548&highlight=#218548quote: BansheeIn addition to what Sera said, grouping in general often is something that people either love, either hate when it comes to online arguments. Thing is that no amount of group quests will change a person's wish to socialize: you may be forced to group, but if you hate it, it won't do much good for community sense.
Besides that, we do not want to force a player to befriend half of the server to be able to progress further - as in most cases, we expect players to play with their group of friends, without stressing guilds too much to recruit more players to be able to do certain parts of content. Ironically enough, group content, especially on larger scale, can contribute to asocial-ness of the community, in a sense that when the people are forced to accept people in the guilds with whom they have no social contact beyond in game goals and loot distribution, that contributes more to alienation of the whole group rather than improves it.
In short, if a player does not want to make friends, no amount of group content will change that.
http://www.tcos.com/sbfor...=217715&highlight=#217715quote: Sera
[...]
Also there will be guild halls as well. Which will have everything from personal npcs to craft your items to your own arena to practice in. So what you don't get with player housing. You will get with guild halls.
http://www.tcos.com/sbfor...=217167&highlight=#217167quote: Banshee
[...]
It was true before, when the game populations were somewhat on a smaller scale.We haven't decided yet what we will do with Open Beta, but if we see that there are more applications than the servers can handle, there may be all sorts of limitations.
Also, sign-up is for beta testing in general, so far we hand out keys for the Closed Beta only though. If we will send everyone who signed-up a key when the Open Beta starts or re-start application procedure for the Open-beta, it also remains to be seen. The current beta pool we have been gathering for a couple of years by now and some of those accounts are rather inactive/not functional anymore (due to forgotten passwords, usernames, etc.). We will see about it, when Open beta is there.
quote: SephirWell I would say the chance for getting into the closed beta gets smaller every day. I guess there is still a chance that they give out new betakeys but it's really small.
I'm able to answer two of your questions, the first question can only be answered by people in the closed beta and the devs/cm's. However the ones in closed beta have signed a NDA so they won't be able to post it.
[...]
Well at the bottom of the forum index is a counter with the amount of forumaccounts and I think most of the people that made a forumaccount have applied for beta too so I would say 100000+ applications.
[...]
There will be a openbeta. When the openbeta launches the NDA will be lifted I think. However it's not clear yet whether you need a invite for the openbeta too. It will depend on the amount of people that want to try out the openbeta I guess.
The game is currently planned for release in autumn this year so I guess that openbeta will be in autumn too. It will probably be 2weeks and after that I guess it will be a month waiting for release.
________________________________________________________quote: Banshee
[...]
1000+
The rest was answered by Sephir rather nicely.
http://www.tcos.com/sbfor...=217581&highlight=#217581quote: SeraUpdates will come in generally to forms patches and expansions. With expansions we all know and expect there to be large amounts of content, new classes/skills, races...etc. With patches they will range from bugs fixes to small amounts of content like new questing areas. Look at the way they world is design. We will have four different shards among other things to explore. Outside of that there are three other shards in development. You won't have to buy a expansion pack each time a shard is added wouldn't make since to have players go into there pockets like that.
Also considering that Shard exploration is apart of the basic lore. Waiting for a new expansion pack for each shard would also be a bad idea profit wise.
________________________________________________________quote: Zoraï
[...]
Taken directly from the FAQ on the main page on "What will it cost to play?".
quote: SeraThis topics seems to have heated up over last few days. Maybe I can help clear this up. Some believe that because you can enhance your stats this must be another item focus game. Now if you want to play semantics any mmo that allows that kind of upgrading is an item focus game. Guild Wars have that kind of upgrading yet people don't consider it focused on item. That's because not only is the range between those who are wearing the best gear and those who are wearing the worst is very small. Just completing the normal game will net you gear more then good enough to walk into any fight and do well. (I am not even counting the pvp character you can make from the start.) Because it’s your skills and there set up that matters most.
There is one mmo that is very focus on items. That is WoW. In the beginning while questing items are not really that important most of what you need will be gained just by questing. Once you hit max all that changes. For example can a fresh new level 70 war tank kara? Heck no. People would laugh at him if he asked. Can he do Heroics? Very unlikely, that war has to do different normal five man runs, maybe even some honor grinding before he is good enough to tank a heroic. At the very best (I'm being very nice about it) that war maybe able to tank heroic BF. After a few heroic runs he may have the gear needed to tank kara. Of course this means grinding that instance a dozen or so times. Also that war may find it a good idea to do 5 man heroics when he can't do kara for badges. All of this is done just to hit the next instance which is ZA. This of course means starting all over again.
WoW is an item focus game. Not because it has items to enhance yourself beyond max level but because content is limited by the quality of gear. PvE or PvP if you don't have the right kind of gear you can't go. Guild Wars gear was never a reason why I or anyone else could not beat a boss or get to an area. It was your skill and party set up that matter the most. Spellborn design in generally the same way. No encounter is design around having a said level of dps or healing or general stats. In fact encounter leave the door open to inviting those who are much lower in level to fight side by side with higher level players.
For those who question the sigils. I can see why you would since it’s too easy to compare it to past experiences from other mmorpgs (generally WoW) It doesn't mean spellborn is like WoW. Some say its misinformation to say that gear doesn't matter and you can look the way you want too. This does not end with just looks its true for all parts of Spellborn. From the character's visual there class, skills and there sigils.
Customizing is the backbone of this game. You should look at sigils like how a mechanic looks at parts when building a race car. Having the best parts to make a high performance machine is great. But when it comes to winning the race it’s the skill and experience of the driver that wins the race not the car. Anyone can see the difference between a vet and a rookie driver on the track. Also add the fact that everyone will have a good machine themselves having the best car out there is not all that great.
In relation to sigils they are use to build yourself or your skills to your liking. Easier said then done when you have more then one way to enhance yourself and you can not tell what your potential enemy will do.
There are sigils that increase the number of targets it will hit to increasing its range to increased damage of said skill. Which one is better? No one can say which is best because it’s up to the person who is using said skill. What's the point of doing either of theses things if you can't hit anyone with this skill or the enemy makes it very hard for you to use it in battle. Remember there are no auto functions, nor are there any stuns...etc so no attack is a sure hit. Combined that with a poorly made skill deck and poor manual dodging skills having the highest rank sigils does nothing to help change that.
I will show you how small of a difference the sigils are between ranks.
Level 10 to 19 - ranks 1 and 2.
Level 20 to 29 - ranks 3 and 4.
Level 30 to 39 - ranks 5 and 6.
Level 40 - 49 - ranks 7 and 8.
Level 50 - ranks 9 and 10.
This is how the ranks will go. Nothing special about it, most mmorpgs generally work in the same way. This is an example of a sigil that increases HP.
Rank 1 - Increase Maximum health by 50.
Rank 5 - Increase maximum health by 250.
Rank 10 - Increase maximum health by 500.
The rank 10 sigil looks very powerful when compare to a rank 1. Compared to a rank 5 it doesn't seem all that great. With 4 more ranks between 5 and 10 that gap is even smaller. How many people are going to be using rank 1 and 2 sigils once they past level 19? With that being said its power is still based on what the player needs/wants. Take the Blood Warrior many of there best moves involves blood links and having to hurt themselves in order to do damage to others.
So having the most HP will be something they may look into in order to get the best out of there links. But a Blood Warrior that doesn't use Blood links that often may find it less useful to load up on HP instead they may pick to use sigils to increase there melee attacks. Tricksters one of the rogue arch types may find that both types of sigils are overall useless to them and may find sigils that increase there buff durations more beneficial. With three arch types, nine sub-classes and the ability to learn the arch type skills at level 50 and the skill deck system. I see a lot of people hunting for sigils but unlike other mmorpgs, players will hunt for sigils as a way to increase there options of customizing your class. Not just so they can be competitive. If your content with you class and your skill deck. Once you have the sigils you want you don’t have to hunt for anymore.
quote: TooaidIn the interest of full disclosure. I am an avid raider in eq2, guild leader of an endgame raid guild. I enjoy the challenge of the kill. However, there are a lot of aspects of the 'raiding' I don't like, it's just there is no single group challenge, and the way eq2 is structured, there really can't be.
So no I don't expect Spellborn to fill a raid fix, or even have the gear (sigils) you wear be the biggest part of success in a game. So I'll go with the race car analogy. The rookie driver driving a Ferrari should still be able to beat the veteran in a 95hp 2 door compact car. I want to own a Ferrari and have people turn their head when I drive by, not just paint racing stripes on my Ford Pinto.
By leveling the playing field too much, don't you lose a lot of the replayability of PvE and end up with more or less exclusive PvP endgame?
Are sigils going to be tradeable?
If every encounter can be beat naked at max level by a skilled player... ugh. I want challenge in a game, I really do, more than anything. That is why the no raiding thing was intriguing to me in the first place. I just don't know you can put forth any sort of difficulty progression in the PvE if the encounters are going to be tuned so that you don't have to enhance your character to do them.
RPGs are about character customization and, imho, enhancement. While I disagree that anyone should be unbalanced to the point of certainty in PvP, I think we all do, I want to be able to spend time on my character, people to look and say wow, that guy has nice stuff. I want to be part of a guild or group that can tackle challenges that others maybe can't. People like to build a niche in these games for themselves and their guilds.
I like the aspect of some games that there is something out there I just can't achieve, not yet, and that I have to do some work to be able to get that accomplishment under my belt.
Having to run some single group instance 5 or 10 times to get the items from them is really a drop in the bucket to the total time most people invest in their toons.
If the instances are too long and all anyone can look forward to is a minor upgrade, or even worse, if they can just buy the sigil they want instead... the pve instances will be dead after people run them once or twice.
I was just hoping to find a game that being max level, didn't mean nothing to do but PvP. I see a lot saying that PvE and PvP will be a part of the end game, and I won't have to do PvP just to find things to do at max level.
Maybe this won't be THE game for the 50+ hour a week player that leans toward enjoyable PvE over PvP?
http://www.tcos.com/sbfor...=219785&highlight=#219785quote: SeraUsing your version of my analogy Tooaid. Sure the rookie could win the performance difference of those two cars are far too great. Heres a question if the vet was uses a car in the same league as the rookie would he loose then? Not likily in fact I would go as far as to say the vet would win every time.
As far as replay value of pvp encounters go, they would be about the same as any other mmorpg in fact I would say replay is far greater. Since since encounters are not bases around RPS and without auto functions. Devs have to freedom to create wicked challenging fights. For example For the solo player you will find a lot of enemies travel in packs. So there is no pulling one out of the group then killing them one at a time.
Here is a set up that you could see in Spellborn. five enemies in a group. (I will use letter to help keep up with who is who)
Mob A is a light melee fighter, not much in terms of starting damage but they have a nasty way of building up there morale (aka one of the three stats that controls overall damage output) with each connected hit so its damage will start low but could greatly increase bases on how well they can hit you.
Mob B, is another melee fighter. His based damage is higher then the light fighter in general so they will hit for a decent amount from the start but what makes him dangerous is that he can debuff your movement speed. aka Physique (state that effects movement speed) Not only is this guy a threat on his own but he works well with mob A.
Mob C is a range user. With next to no melee or magic abilities they make up for it with range attacks. What makes this guy threat is he will work hard to always stay at range and with make you work to catch him. Easier said then done with two melees on you.
Mob D is a med range fighter. This guy will be moving in and out of melee range attacking you with range/magic attacks if you are to far away and melee attacks if you get to close.
Mob E is the support of the group. This guy will be buffing/healing his allies while debuffing you. An depending on the mob. They could do some nasty stuff like sending the remains of a mob you just killed back into the fight getting the most out of its members.
You want a challenge? How would you go about winning against odds like this. This is a solo encounter that you will see often. Remember there are no stuns or CC like fear/polymorph in the game. When related to sigils. With five to one odds. Having sigils that increase the number of targets a attacks hits would be very good to have. If you like to use range or long range magic attacks. Sigils that increase your range would be great. If you can stay out of melee range the Mob A and B lose much of there combat effectiveness. Or you could engage the melees and hit the long or med range attacks Mobs C and D.
If you are using a lot of buffs/debuffs you can use sigils that increase there duration. Not only will this help with keeping debuffs on your targets longer. There are debuffs that reduce healing, damage, "stats" even preventing some attacks. They can also work great as a defense against incoming debuffs reducing there effect on you. So Mob E will have its work cut out when trying to support his team. To show you that this is not just a example what the devs are trying to do but something that is done. I will show you a video of it in action this will also show you how the AI will work.
http://mygamersvideos.onlinewelten.com/videos/MIrDOqpDJ55m/
Want to fight without using sigils. You could do it but why would you? This goes back to what I said in my last post and what others have said. Sigils are powerful because they give you room to custom build you class for your needs but they don't win battles on there own. You as the player have to but those skills to good use. Another thing, this is just a solo encounter going on knowledge of the group you are up against. This would be even harder if you had no clue who you was fighting. I haven't even begun to talk about bosses or group battles. We can if you like. Over all I think you will be more then happy with Spellborn's PvE.
[/quote]quote: alonesharkThis is a small post I've thrown together to answer some questions I'm guessing players or ex-players of WoW et al will be asking.
It's based on the FAQ, videos, forum threads and http://www.tcos.com/sbforum/viewtopic.php?t=12260.
Download the WMV videos and read the dev journals for a lot more detailed info. (Any corrections/suggestions please reply and I'll fix).
I'm not on the beta (and probably at the back of a very long queue) so I can't answer all the questions 100% accurately.
Does the game have loading screens or an open world system a la WoW?
Shops and taverns have a loading screen and other instances. Loading screens will be kept to a minimum (see post below)
Will the game feature instanced open worlds, like Age of Conan?
Instanced or open world hasn't been confirmed.
What's the maximum level?
Level 50.
How many races?
2
How many starting zones?
1
How many classes?
9 - 3 warrior, 3 rogue, 3 mage/spell caster.
Can I play a class that has a pet?
Choose an Ancestral Mage as your class.
Is there PvE and PvP in the game?
Yes both.
Are there any arena or PvP areas?
Yes, both.
Is there the usual inventory or bags?
Yes there are bags, with money. The bags can also have their contents filtered by content. The bags slots are unlimited so you dont need several bags to held all your stuff.
Are there auction houses?
There will be a auction house and you can access it just from your inventory. So you dont have to walk all the way to the actual action house.
Will there be flight paths, how do you travel?
For this you need to understand the world(s) you occupy. The earth has been split up into mini-worlds known as shards, floating in space (inside a magical storm). To travel amongst these shards you take a ship, which you can PvP on. Each shard has zones which you travel across using portals.
Are there guild cities,siege warfare?
Nothing mentioned
Can I dance like MC Hammer or Napolean Dynamite?
From videos, there is an emote system.
Will I have to grind tier XX gear in huge raids?
There is no gear in the game, atleast up to level 50. You can however do certain things to increase your stats, and also improve the way you look.
How big are raids, are there raids?! I love raiding!
Sorry, you will have to forfeit sleeping your way around content so the guildmaster can condescend and give you an item of loot - there aren't raids in The Chronicles of Spellborn, just 4 man parties.
No raiding?! So how is it MMO?!
The open areas can handle up to 500 people from the stress tests and there's open pvp areas. Just no massive instanced zones.
Do I get lots of gear to make me look cool?
You choose your gear at character creation and can change it later, however the gear has no stats it is purely for show. Your weapon can be improved to carry stats however.
Can you use pots in game?
There are no pots in the game, only consumables to increase buffs.
Can I group and share experience?
Yes grouping gives shared experience.
Can I see friends in my group on the minimap?
Yes you can. The layout of the UI for grouping is familiar for WoW/LOTR players, or Conan players that use Mirage UI.
Guilds?
Yes
Guild cities/keeps?
Guilds will be able to capture shards.
Character housing?
There will be character housing for all characters, which the player can choose from a set of templates and pick a spot to take.
Is there a crafting/gathering system?
(Not sure).
Friend UI system like an IM client?
Not confirmed yet.
Do I have to drink food/water to regen health or mana?
No. The combat system doesn't have mana anyway.
Are there mounts in the game?
No, but some talk of them being implemented (with mounted combat) in future patches.
How does death work?
Like most other MMOs, except there is no death penalty. Instead you get a bonus for staying alive longer
So can I use death to hop around the map?
In theory, however you lose a run speed buff when you die and there are so many resurrection points it wouldn't be a big advantage like WoW/Conan.
Can you resurrect players in your group?
No, you can't resurrect other players in or out of combat.
Are there critical hits in game?
Yes, but not in a way where the combat relies on it (for example in WoW, a mortal strike critical hit). There are no luck based mechanics it is all based on skill, that is actually moving your character instead of wack-a-mole. So critical hits are based on where you hit the opponent/NPC.
Are there collisions/physics with other characters or NPCs in the game?
No, unlike Age of Conan players can't run into each other.
Does the game offer me mods to rate my DPS, or easily heal people with 1 button?
There are no planned way of making mods for the game. The only form of customisation will be through menus.
Do I just tab + press '1' to heal?
No - healing is done with a crosshair and NPCs/players can get in your way.
It is time for our community to meet a person who is a great deal responsible for the breathtaking sights in the Spellbornian universe. In this Dev video, Romano Molenaar will take you to the beginning and tell how the different parts of the game spring into being, from the description and clean paper sheet.
You can find this video here.
Enjoy the watch!
[ Voor 66% gewijzigd door Verwijderd op 09-08-2008 12:07 ]
[ Voor 12% gewijzigd door FunkyTrip op 04-08-2008 23:42 ]
Dit dus.
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
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[ Voor 153% gewijzigd door Verwijderd op 09-08-2008 12:09 ]
https://niels.nu
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https://niels.nu
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De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
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B.NET: Junglebeast#2495 | Stormscale Horde
Een MMO is niet gelijk elk ander type game. Een MMO heeft in het algemeen sowieso al een langere ontwikkeltijd nodig. Los daarvan zijn games als Age of Conan en Warhammer Online praktisch met eenzelfde tijd uitgelopen. Ook deze games zijn pas klaar voor release in dit jaar ipv 2006.Verwijderd schreef op woensdag 06 augustus 2008 @ 08:02:
De beste manier om mensen te overtuigen dat het zo fantastisch is, is om eens een keer wat te releasen. Ik ben ook niet voor het releasen van crappy buggy software, maar kom op hoeveel uitstel heeft deze game al, een jaar of twee? Dat is echt belachelijk veel, complete games worden in minder tijd geschreven dan deze game al uitstel heeft. Ik zou zeggen release eens wat of scrap de boel. Hoe langer het duurt hoe gedateerder het over zal komen al het eens een keer uit komt.
Sera is een volunteer mod, die hij ooit een lange poos geleden heeft gekregen, nog onder een andere CM. Ondanks dat hij native english spreker is, is zijn engels inderdaad niet van de hoogste kwaliteit, maar zijn enthousiasme en wil om dingen uit te leggen maakt veel goed.FunkyTrip schreef op maandag 04 augustus 2008 @ 23:41:
Woah, is dat van een officiele vertegenwoordiger van de developers? Zijn Engels zit vol met rare fouten.
Denk dat ze gewoon beetje achter de feiten aanlopen. Telkens uitstel, development kosten worden steeds hoger daardoor en straks als WotLK,Warhammer online & Aion uitkomen moeten ze daarmee strijden (en Age of Conan). Verloren zaak. Hoop dat ze met een spelertje of 50.000 winst kunnen maken, want veel meer zullen het er niet worden.
Als de beta uitkomt wil ik het zeker proberen, vooral omdat het een mmorpg van NL makelarij is en dat moeten we koesteren.
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Dit dus.
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B.NET: Junglebeast#2495 | Stormscale Horde
[ Voor 10% gewijzigd door lethalnl op 22-09-2008 23:08 ]
B.NET: Junglebeast#2495 | Stormscale Horde
http://eu.battle.net/d3/en/profile/Paus-2178/hero/2313958
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
Het is dan wel hun eerste MMO. In de VS is de eerste zone gratis en als je dan verder wilt moet je gaan betalen. Waarschijnlijk komt er ook wel een trial maar meestal iets later..FragNeck schreef op dinsdag 23 september 2008 @ 17:43:
Ik heb het net ook gelezen, inclusief het commentaar van de developers, en het lijkt me een reuze interessante game. Echter klinken sommige dingen wel amateuristisch, maar misschien heb ik het mis.
Wellicht komt er een open beta, of een 10 day trial, dan kan men er zeker van zijn.
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Zoals ?FragNeck schreef op dinsdag 23 september 2008 @ 17:43:
Echter klinken sommige dingen wel amateuristisch, maar misschien heb ik het mis.
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[ Voor 11% gewijzigd door mr_obb op 11-11-2008 19:26 ]
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Ja vervelend man, een uurtje wachten voor je 2 uur gaat downloadenBleet schreef op dinsdag 11 november 2008 @ 19:05:
Iemand trouwens al een betere link voor de beta? Ik walg een beetje op Fileplanet en hun wachtrij systeem. Slecht gedaan hoor, wil/mag je een spel testen moet je nog wachten op je download ook...
I live the way I type; fast, with a lot of mistaaakes.
De ware eloquente, hoogbegaafde en goedgeïnformeerde kwaliteitsposter begint een post met "Let wel", "In mijn optiek", "Iets met..."of "Je vergeet dat..." en eindigt met "...dat moeten we niet willen". Jíj bent die kwaliteitsposter!
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