brogar
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kDeviL on 05/01/2012, 12:30 PM - view
The change to the combat from traditional tab target style is pretty much universally considered to be a positive, often considered a vast, vast positive.
The questing is traditional and that's getting a lot of complaints. Personally I'm comfortable with the quest system, but I guess that a game with superior questing would be great. The problem is though, that unless a change is nearly universally seen as a positive, it marginalizes the game by creating, here's that word! a niche, by deviating too far from the "traditional" rpg. These things totally can backfire. I don't know what GW2 questing is like. What lay on the horizon, maybe more mini-game style quests, like how lockpicking got in TES? Maybe a wider, more open choose-your-own-adventure system (well I read that gw2 questing is more like this).. but how does that work in an open-world mmorpg, you can't all have things turn out meaningfully different without changing other people's worlds.. It's not like it can turn out that the Lion's Pride Inn burnt down in a fire when you failed to stop the arson therefore depriving all level 1's from a place to chill, unless you implement phasing so heavily that it ends up instancing your world and creating more walls, defeating the open world feel. Maybe something awesome would be more of an alignment system that meaningfully changes the way that npc's react to you, like you go down the wrong path and suddenly you're no longer welcome in Goldshire, the guards will attack on sight.
I know that the questing in GW2 sounds like it gets some things right, but my problem with it is that the GW franchise model isn't friendly to pve'rs. It caters to a certain pvp mindset that clamours for an even footing by nerfing the feeling of organically GROWING a character, giving you a ton of superficial abilities immediately and reducing questing/levelling to something pitiful. Do we really want to run dungeons for just cosmetic upgrades?
I think a true MMO needs just a bit of grind. It should be as painless a grind as possible with pit stops like soloing elites and the odd dungeon for breaks/fun times, but it's not an RPG without a little bit of grind, feeling like you earned something and becoming attached to your character for the work you put into it.
But maybe the future doesn't have a place for a true mmorpg, but some sort of weird hybrid.. IDK. I love Tera for having the right balance between innovating a truly positive combat system but not deviating into something unrecognizable. If i didn't want any part of a traditional mmo but still wanted to play online games, I'd personally move to shooters.
brogar on 05/01/2012, 12:25 PMedgecrusherO0 on 05/01/2012, 12:18 PMGreenEyedMonster on 05/01/2012, 12:14 PMTera has a chance to usurp current mmos with it's combat.
Other larger companies are doing what they can to keep media about Tera on the d-low.
Sadly, not really. It's too much of a niche game with the art style and a lot of the more traditional elements.
It's a great game and the combat is insanely fun, but it's not going to change how MMO's are made. At most, it will influence the combat systems in future MMO's to be more action oriented, which is a great thing IMO.
There you go saying "niche". What niche? Because of the art style? The art in the game really looks more western than anime with the exception of Elins. I think people say "anime niche" because someone else said it, so we recorded it to be a fact in our minds.
If Tera doesn't make it big, it's more about sparse marketing than niches.
He's Right though. He's not talking about art style, he's saying that aside from the combat and graphics this is basically like every other mmo out there.
Not to say it's a bad thing, it's just not as big of a deal as something that changes almost everything about the genre. Which is what is currently getting all the attention.
The change to the combat from traditional tab target style is pretty much universally considered to be a positive, often considered a vast, vast positive.
The questing is traditional and that's getting a lot of complaints. Personally I'm comfortable with the quest system, but I guess that a game with superior questing would be great. The problem is though, that unless a change is nearly universally seen as a positive, it marginalizes the game by creating, here's that word! a niche, by deviating too far from the "traditional" rpg. These things totally can backfire. I don't know what GW2 questing is like. What lay on the horizon, maybe more mini-game style quests, like how lockpicking got in TES? Maybe a wider, more open choose-your-own-adventure system (well I read that gw2 questing is more like this).. but how does that work in an open-world mmorpg, you can't all have things turn out meaningfully different without changing other people's worlds.. It's not like it can turn out that the Lion's Pride Inn burnt down in a fire when you failed to stop the arson therefore depriving all level 1's from a place to chill, unless you implement phasing so heavily that it ends up instancing your world and creating more walls, defeating the open world feel. Maybe something awesome would be more of an alignment system that meaningfully changes the way that npc's react to you, like you go down the wrong path and suddenly you're no longer welcome in Goldshire, the guards will attack on sight.
I know that the questing in GW2 sounds like it gets some things right, but my problem with it is that the GW franchise model isn't friendly to pve'rs. It caters to a certain pvp mindset that clamours for an even footing by nerfing the feeling of organically GROWING a character, giving you a ton of superficial abilities immediately and reducing questing/levelling to something pitiful. Do we really want to run dungeons for just cosmetic upgrades?
I think a true MMO needs just a bit of grind. It should be as painless a grind as possible with pit stops like soloing elites and the odd dungeon for breaks/fun times, but it's not an RPG without a little bit of grind, feeling like you earned something and becoming attached to your character for the work you put into it.
But maybe the future doesn't have a place for a true mmorpg, but some sort of weird hybrid.. IDK. I love Tera for having the right balance between innovating a truly positive combat system but not deviating into something unrecognizable. If i didn't want any part of a traditional mmo but still wanted to play online games, I'd personally move to shooters.
Edited by: brogar
about 1 year ago
- Reason: removed poor word choice in regards to gw2 questing.