The game is irrelevant... the video is all that matters
Announcement
Collapse
No announcement yet.
It's time to talk Age of Conan
Collapse
X
-
Originally posted by snoopy369
Oblivion sucked because of the monster leveling. Take that out and the game isn't nearly as bad...
Comment
-
Originally posted by MrFun
You're missing out! The game is World of Warcraft - I have two toons on different player-versus-player servers.Modern man calls walking more quickly in the same direction down the same road “change.”
The world, in the last three hundred years, has not changed except in that sense.
The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila
Comment
-
The official WoW forums are good when you want to give yourself a lobotomy on the cheap.
edit: That is when they're not down.
Honestly, with the tonnes of money that Blizzard has, you'd think they'd be capable of having forums that don't suck (at least from a technical standpoint)."The purpose of studying economics is not to acquire a set of ready-made answers to economic questions, but to learn how to avoid being deceived by economists."
-Joan Robinson
Comment
-
Originally posted by Nostromo
Don't listen to him, Heraclitus, you're not missing anything. WoW is boring as hell.
But isn't mister Fun an authority on fun stuff?Modern man calls walking more quickly in the same direction down the same road “change.”
The world, in the last three hundred years, has not changed except in that sense.
The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila
Comment
-
Originally posted by Sir Ralph
If I got it right, it has an oblivionesque combat system.
Which makes it basically an FPS.
Which means it will suck, like Oblivion.
The writings on the wall say so.
I'm hoping for a game in which real fighting techniques are implemented, so it's more of a skill game, with a few limited RPG parameters & skills. Plus of course the whole role-playing experience and athmosphere.
Perhaps a bit like Rune from way back. That game had some nifty ways of fightings, but the best game in that respect is probably Die by the Sword. (http://en.wikipedia.org/wiki/Die_by_the_Sword)
The title's main selling point was the introduction of the VSIM control system, which allowed players to independently command the movement and swordfighting of their ingame avatars; running, jumping, and turning with one hand, while simultaneously slashing, stabbing, and parrying with the other. While many games of this type allow for a similar dualism, Die by the Sword remains to this day unique in its treatment of physically correct and force based melee combat
Swordfighting
The unique feature of this game is also the most widely praised. This is the ability for the player to fully control their sword arm, removing the need for pre-recorded animations and statistically-based gameplay. Instead, a physically correct model is used for each avatar and each weapon, and both movement and damage are calculated through forces.
For example, to perform a slashing attack with the default key combination, a player would press the 4 and 6 keys on the numeric keypad in slow succession. This will move the weapon from extreme left to right. The 8-2 combination will likewise perform a top-down striking motion. Blocking is accomplished similarly, not through a separate key or state like in all other games of this genre, but instead through the simple physical principle of positioning your weapon so that it intercepts, and blocks, the enemy's weapon. Shields operate like swords in this respect, though it is generally not possible to directly control the off-hand.
Alternatively, a player may opt to directly control his sword arm with mouse movements to gain more subtle control. This allows a player to fluidly move his weapon in any direction instead of being limited to the eight points of a keypad. However, insectoid characters can only be properly controlled by keypad due to their unorthodox movements.
Turning, jumping, and other acrobatics can be used in tandem with sword control to add velocity to your weapon, increasing its damage potential significantly. A vertical slice 'uppercut' while lunging at your opponent is an example of an effective, though vulnerable, combination. There are unlimited techniques and positions employed by skilled Die by the Sword players, as the game does not artificially restrict combat through canned animations or a limited selection of attacks.
[edit] Hit locations
Another innovation that added significant complexity and limitless possibility to the game was the ability to target, and eliminate specific body parts. A very well-placed swing to the head can in some cases instantly decapitate an opponent. Strong blows to the arms and legs can sever limbs, leaving the opponent with reduced mobility, or in the case of the swordarm, no way to inflict damage.
This system adds a surprisingly intricate element of strategy and tactics to an otherwise routine melee. It encourages the deftness of multiple repeated hits to a specific region on the body, thereby slowly dismembering the opponent, and reducing his effectiveness. Delicate locations such as the head and neck, while difficult to strike, offer a quick conclusion to those with the appropriate finesse.
"An archaeologist is the best husband a women can have; the older she gets, the more interested he is in her." - Agatha Christie
"Non mortem timemus, sed cogitationem mortis." - Seneca
Comment
-
Originally posted by MrFun
I'm not gay.
WTF?Modern man calls walking more quickly in the same direction down the same road “change.”
The world, in the last three hundred years, has not changed except in that sense.
The simple suggestion of a true change scandalizes and terrifies modern man. -Nicolás Gómez Dávila
Comment
Comment