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Old 07-10-2009, 09:09 AM   #31 (permalink)
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Im not playing this game without death penalties.
War had death penalties.

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Old 07-10-2009, 09:13 AM   #32 (permalink)
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War had death penalties.
Yeah, and well done I'd say.

You'd get a temporal res sickness which would lower your stats. This way a loosing side couldn't get ressed indefinitely and the attackers would eventually wear them down. If you die a lot you get weaker so it's not smart to get killed unless it's for a good cause (like saving a healer for example). Imo that is quite enough.. On the other hand I don't really like the respawn penalty that you have to pay to remove but hell, it's not bothering me much either so I can live with it.
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Old 07-10-2009, 09:22 AM   #33 (permalink)
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The only thing that WAR "proved" was how to utterly fail and screw over the Warhammer Universe.

Lesser death penalties than the already light one would be a stupid change.

The mana and health generation is fine as is.

Stupid titles that encourage you to fight without your armor on are about the last thing I'd like to see in Aion.


In other words NCSoft is on the right track , Mythic proved just how ****** they have become since early DAOC days.

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Old 07-10-2009, 09:23 AM   #34 (permalink)
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Add in the dual targeting system and I agree with all but one.

NO OPEN PARTIES!!

In theory Open parties sound great. But they kill the community. People join and leave with nary a word. No one talks half the time. They just join, follow the crowd until they need to leave and then go. The WAR community felt so disconnected some of the time because of the Open Party system.
Closed parties won't change that, since in most of the cases in WAR the reason why hardly anybody talked within the parties was because the group who formed the party was talking on skype, vent, ts, xfire, whatever more. So they didn't type to begin with. If you asked to join them as a closed party you usually got in but still were pretty much talking to a wall and just went quiet after a while.

It's not so much the open parties system at fault there, but it's the totally outdated form of communication through typing. If you take a look at for example L4D where you can just talk to any random group of players over mic you usually get a response back and the talking starts. Although it's not an MMO, the concept of an open party and more modern forms of communication stands.
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Old 07-10-2009, 09:34 AM   #35 (permalink)
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Closed parties won't change that, since in most of the cases in WAR the reason why hardly anybody talked within the parties was because the group who formed the party was talking on skype, vent, ts, xfire, whatever more. So they didn't type to begin with. If you asked to join them as a closed party you usually got in but still were pretty much talking to a wall and just went quiet after a while.

It's not so much the open parties system at fault there, but it's the totally outdated form of communication through typing. If you take a look at for example L4D where you can just talk to any random group of players over mic you usually get a response back and the talking starts. Although it's not an MMO, the concept of an open party and more modern forms of communication stands.
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Old 07-10-2009, 09:44 AM   #36 (permalink)
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never joined open groups since they sucked, but i suppose it would be a nice addition for people to lazy to find a proper group.

guild banners were win, i would love to see something similar but with some actual bonuses and penalties for the capturing/loosing guilds.

trophies, fluff, meh

death penalties, should be penalties not 5 min debuff with poor negatives and a 20 silver cost to heal, one of the contributing factors to such unskilled zergs was the lack of any true death penalty

mana regen, no, the fact that i could spam group heal constantly was one of the most boring parts of the game

double targetting, would be nice but i use display target of target and a few switching macro's anyway, so no biggy
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Old 07-10-2009, 09:59 AM   #37 (permalink)
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You only lose abyss points for dieing to players... and not even enough to stop cross feeding.

As for mana.. well mana is out of hand in RPG's since forever. It use to be that mana was a stat that came back quickly. Spamming alot of small spells over a long period of time would drain mana slowly or you could fire off a huge spell that takes more than half your mana but then you don't have any for a bit.

Now its some sort of artificial PvE limiter that has no real effect in PvP in the short term and is at best a minor anoyance in the long run.
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Old 07-10-2009, 10:36 AM   #38 (permalink)
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Yeah, and well done I'd say.

You'd get a temporal res sickness which would lower your stats. This way a loosing side couldn't get ressed indefinitely and the attackers would eventually wear them down. If you die a lot you get weaker so it's not smart to get killed unless it's for a good cause (like saving a healer for example). Imo that is quite enough.. On the other hand I don't really like the respawn penalty that you have to pay to remove but hell, it's not bothering me much either so I can live with it.
If you die, you take three steps from the respawn point and pay a token amount to have yourself back at full capacity. That is not a death penalty.
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Old 07-10-2009, 10:39 AM   #39 (permalink)
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Old 07-10-2009, 10:48 AM   #40 (permalink)
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If you die, you take three steps from the respawn point and pay a token amount to have yourself back at full capacity. That is not a death penalty.
Yeah, and that's precisely why its ok by me.
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Old 07-10-2009, 10:57 AM   #41 (permalink)
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You can't buy back the AP loss from PvP death though. A PvE death penalty isn't as important to me, as it's just PvE, however the AP loss makes dying in PvP something you don't want to have, and this is a good thing.

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Old 07-10-2009, 11:43 AM   #42 (permalink)
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Ok, before the trolling starts, I'd like to say that I'm not trying to say that WAR is a better game than Aion or even that it is a very good one on its own. Mythic did a lot of things wrong with WAR but they also did some things right and I'd love to see them in future games and especially Aion since they do share some common themes, the biggest being emphasis on PvP and especially open world PvP.

1. Open groups. Ok, this one is very useful in WAR and imo every new mmo should have this feature, especially if it is a PvP mmo. In PvE you have the time to actually talk, advertise etc etc etc but in PvP things often happen in a matter of seconds. If someone stumbles into a large PvP situation he should be able to join the group as fast as possible and without bothering anyone in chat etc.

The system I'd like to see is very similar to WAR and would work as follows: You can declare your group as open or closed. If it's closed than people can get in only through direct invites - pretty much like normal mmo grouping. If it is open then it becomes visible in a grouping window and anyone can join by just clicking a button. Additionally you can join an open group by simply targeting a member and right clicking "join group".

Say you're flying in the Abyss and you see a keep siege going on. You want to join and simply click on one of your allies and click "join group". You don't have to waste time on chat, you don't have to bother anybody, you just join the fun. Ofc if its a guild/closed group then its another matter and it's their own battle.

2. Guild banners. A very cool concept. Your guild can design its banner which gives various buffs to allies in range. The buffs are unlocked through the guild's advancement and each guild can have its own banners favoring attack, defense, healing, resistances etc etc. Since the bonus applies to all faction members in range and not only guild people it promotes faction solidarity. When a famous guild with awesome banner comes into play everybody bunches up to get the buffs and defends the banner as if it were their own.

A banner carrier can plant the banner into the ground which makes it vulnerable to other side taking it. If a banner is carried the bearer cannot fight effectively but can push the frontline and motivate his allies to advance. However if he's killed the banner drops to the ground. Banners are huge fun and they give another layer of complexity as well as focus to PvP ("their banner is out! get it!!")

3. Trophies and silly inconsequential titles. Everybody loves them. Tho trophies (statless items you can stick on your armor) might be a bit too much bother to implement imo vanity titles (that don't carry any bonuses) could be implemented. At the moment titles bearing buffs mean that people will wear a title that is the best for their class.. which is not very good for variety and individuality. I'd love to see the titles like "The Zapped" "The Sentinel of Sanity" "The Insane" and "The Drunkard." GW had a similar system as well and players loved it.

4. Guild Alliances, if only on the level of a shared chat channel.

5. No individual death penalties. This one is a pretty controversial subject and done to death elsewhere. However I'll just say that it's proven its worth in WAR and that the fears of people "playing like idiots because they don't fear death" are pretty unfounded. The only real consequence of this in WAR is that generally players are much more willing to engage in PvP, it gets less frustrating overall and that sacrificing your character to benefit the group (or realm) is much more common. In short it promotes unselfish and even heroic behavior.

6. Very fast mana regeneration. Basically there is no mana in WAR. While this might sound weird to those who haven't tried it, it works perfectly. There are only action points which regenerate very quickly (like rogues in WoW) and mages use the same action point pool as anybody else. Once you try this system you realize that you can do without mana in a classical sense and that it's really nothing more than a tedious time sink when you have to regenerate that blue thing after combat. If warriors don't have to "drink water" after combat then why should mages? And oh yeah, it makes caster classes much more fun to play!

Well that's it then, off the top of my head.

/edit
oh, how could I forget this one? Thanks Aleria for reminding me!

7. Double targeting. This one is absolutely great - you can target one unfriendly and one friendly target at the same time (yourself included). This is a must for all healers, buffers etc etc etc. I'm still amazed how this isn't a regular feature in mmos.

oh and I didn't mention PQs and Tome of knowledge on purpose.. although great features imo it is a bit to late in the game's dev cycle to implement those. However Balaur events do sound suspiciously similar to the PQs general principle.

I directly came from WAR so I know where you're coming from and the benefits/drawbacks of each suggestion.

1.) Open groups is and will always be a good idea. For those of you who think it destroys the community, I think it unites them. You may have your huge guilds who break into little coordinated teams on vent. Then you have the small guilds, where not many people may be on at the same time, who would rather work with a pub than themselves.

The PVP in this game appears to encourage group PVP, but realistically, not everyone will be able to work with those whom they know/want to. So in the meantime, its best to implement this feature so that you get to work with other new people in the same situation as you are. Besides, you might make new friends, learn new strategies and invite that person(s) to forming a new assault team.

In WAR I was in a very large guild where we could muster at least 1 full WB at night, max of 2. When a big patch came out (the one with zone domination), our guild mustered 4 warbands. But how about the rest of the population? Not many of them had guilds as big as ours, so they had to form pubs. After the patch was released and the excitement winded down, I had to lead some pubs (frustrating), but its better than just fighting on your own.

2.) Guild banners are cool too, and the ability to pick attributes which those banners will have an effect.

3.) I never liked the trophy system. No one barely recognized your trophies since they had to concentrate on the fighting. I would support the idea of inconsequential titles if only this game had titles with no stats.

4.) Guild alliances are very beneficial, and can make it easier to coordinate with several teams in the large Abyss.

5.) Death penalties ARE controversial. Quite frankly I don't know where I stand on this issue.

6.) Mana and AP were the exact same thing. Just named differently, so I don't know what your argument is.

Here are some of my personal insights

Here are things I DON'T want to see in Aion that I saw in WAR:
-Extensive abuse of terrain (think of the bright wizards firing behind walls). I don't think this will be an issue though, since you can simply fly over to the hidden spot.
-Zerging. As to whether this will happen will depend on the dependence on strategy instead of massing, and the extent that the Balaur will have on the battle.
-Uninteresting instances. I was able to do all instances, except Lost Vale, but many of them were straight forward. I wish to see more interesting instances with unexpected twists or requirements. I saw a video of one instance where you had to click on some levers on the floor, so I think they are going in the right path
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Old 07-10-2009, 11:44 AM   #43 (permalink)
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Go play WAR
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Old 07-10-2009, 11:50 AM   #44 (permalink)
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Death Penalties should and are in place for a reason, dont care about heroes, Renown in War is a time factor not skill, and that ruins the game for me.



"I am a good BW, im RR79" kinda talk is the most dull thing i ever seen in a gme

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Old 07-10-2009, 11:52 AM   #45 (permalink)
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Quote:
Originally Posted by teriyaki View Post
1. Open groups.

2. Guild banners.

3. Trophies and silly inconsequential titles.

4. Guild Alliances

5. No individual death penalties.

6. Very fast mana regeneration.

7. Double targeting.
1. Never used them in WAR, i don't want randoms joining my groups and it's exceedingly rare i'd want to join someone elses before at least speaking to them first.

2. Meh, don't really interest me, not sure it'd fit in with Aion's look. I'm not bothered about that either way.

3. Already has titles, i always turn them off in any MMO though. I want to see people's names, not some dumb achievement text. Just my opinion.

4. Not really aware of the legion system in Aion, ain't had any experience of that part of it yet. I don't think Alliances are really a big need in a game where you're already on a set faction (Elyos/Asmo). Maybe in a game where it was free for all.

5. How is anything sacrificial or heroic if you won't lose anything? People will still run into battle and fight their hardest if they want to win, no matter what they'll lose. That's HOW you win. If you're the type to sit back and go ''omg i might lose 1% exp'' or something then you're going to be a punching bag. Which is fine by me. Do you think the best armies used to win by breaking formation and p*ssing their pants? Plus it feels better, like you really WON, if your opponent loses something more than just their pride.

6. The regen isn't so bad in this game, it's the same as WoW when you sit down and eat something. Except it takes longer to burn through full mana in Aion, ime. Try Lineage 2. Kill a few mobs then sit down for 3-5 minutes regenning, lal.

7. Yes, this was quite handy, but the targetting in WAR was so clunky that this was completely neccessary in WAR. The downside is it made deselecting with mouseclicks so you could self heal more of a chore. Good for a healbot situation though. I'd rather Aion just have it more fluid to select groupmates and such than WAR did.
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