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Party Combos? Rate Topic: -----

#1 User is offline   ImALittleMonKeY Icon

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Posted 13 January 2009 - 01:16 AM

This hasnt been brought up for a long time. We asked the devs back in 07 about wether or not there will be combos/skillchains that become available when you are grouped up in a party. We never got an official answer. So basically I'm wondering if there is any new info on this. I have not found an answer yet. :dazed:

Ayase able to shed any light? :skip:

This post has been edited by ImALittleMonKeY: 13 January 2009 - 02:19 AM

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#2 User is offline   Disturbing Icon

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Posted 13 January 2009 - 01:22 AM

+1 - Good idea and hope they do something like that to make the game even better than it already looks.

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#3 User is offline   Monbackey Icon

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Posted 13 January 2009 - 02:39 AM

Are you talking about a system similar to LotRO where each player in a group has to hit a certain color at the right time and it triggers a big group attack?
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#4 User is offline   Lord Devil Icon

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Posted 13 January 2009 - 03:11 AM

At the moment Aion doesn't have a combo system like that implemented!
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#5 User is offline   t0yo Icon

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Posted 13 January 2009 - 03:26 AM

Kinda like flyff's system. I like the idea

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#6 User is offline   lyankyj Icon

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Posted 13 January 2009 - 03:39 AM

ImALittleMonKeY said:

This hasnt been brought up for a long time. We asked the devs back in 07 about wether or not there will be combos/skillchains that become available when you are grouped up in a party. We never got an official answer. So basically I'm wondering if there is any new info on this. I have not found an answer yet. :dazed:

Ayase able to shed any light? :skip:


Actually theyve said in '06-07 interviews that similar party combo thing LotRO have is in the game, I assume they dropped the idea along the way.
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#7 User is offline   Endrance Icon

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Posted 13 January 2009 - 04:40 AM

NCSoft hasn't implemented Party Skillchains? And I assumed all the time that they had done that at least (they've dropped quite a bunch of unique things already), since everything seemed that way. Orz.
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#8 User is offline   eVenom Icon

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Posted 13 January 2009 - 06:10 AM

They borrowed ideas from others games, and a good chunk of them should really improve gameplay, so why not take the extra step to make PvE combat more enjoyable/different?
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#9 User is offline   Endrance Icon

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Posted 13 January 2009 - 06:25 AM

That's a good question.

Ayase's response would probably look somewhat like:
"If you want the reason for this - I can't give it to you. That's up to the developers in Korea.
What I can tell you though is, that the development team works diligently, to say the least, on the feedback they're receiving."

This post has been edited by Endrance: 13 January 2009 - 06:42 AM

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#10 User is offline   Danayo Icon

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Posted 13 January 2009 - 06:28 AM

Demon wiiiiiiiiiiind!!!11
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#11 User is offline   Ayase Icon

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Posted 13 January 2009 - 06:44 AM

Endrance said:

That's a good question.

Ayase would probably look somewhat like:
"If you want the reason for this - I can't give it to you. That's up to the developers in Korea.
What I can tell you though is, that the development team works diligently, to say the least, on the feedback they're receiving."


Hmm... Watch and learn more, young padawan. Everything is not "up to the developers in Korea", you see ;) - it also comes down to what the playerbase asks for and if there are other mechanics that require precedence in the development.

As LD pointed out, a system that fully allows inter-character skills is not yet implemented. Keep in mind though that conditional inter-character skills are still possible to perform, although I know that's not what you're asking for here. Conditional indicates that if you initiate a particular condition on a monster or enemy player, one of your buddies could react to that condition (stasis? knockback?) and continue in an appropriate manner.
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#12 User is offline   eVenom Icon

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Posted 13 January 2009 - 06:46 AM

Endrance said:

That's a good question.

Ayase's response would probably look somewhat like:
"If you want the reason for this - I can't give it to you. That's up to the developers in Korea.
What I can tell you though is, that the development team works diligently, to say the least, on the feedback they're receiving."


Can Western developers even change things with the client after it's released? Like additional patches to fix classes as they see fit, etc? I think it'd be so much easier, because for some reason I feel like Western developers would listen and try to adapt to the what the playerbase suggests as a whole. This is NCsoft Wests' first mmo (I think?), so that's why I'm thinking they may make it their goal to listen to us and act how they see it according (for however they want the game to work/play).

Edit: Darn Ayase! You just answered my question without reading it 0.0
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#13 User is offline   Endrance Icon

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Posted 13 January 2009 - 06:49 AM

Ayase said:

Hmm... Watch and learn more, young padawan. Everything is not "up to the developers in Korea", you see ;) - it also comes down to what the playerbase asks for and if there are other mechanics that require precedence in the development.

As LD pointed out, a system that fully allows inter-character skills is not yet implemented. Keep in mind though that conditional inter-character skills are still possible to perform, although I know that's not what you're asking for here. Conditional indicates that if you initiate a particular condition on a monster or enemy player, one of your buddies could react to that condition (stasis? knockback?) and continue in an appropriate manner.

That's pretty much what I tried to point out (you've quoted my grammatically uncorrected post NOOOOOOO!).
With that post, you've pretty much said that there aren't any skillchains and that it's up to the developers and the feedback they receive and that you can't say anything further. Nothing's wrong with stating what you're capable of doing.

eVenom said:

Edit: Darn Ayase! You just answered my question without reading it 0.0

But he hasn't said anything about western developers being capable/allowed of/to changing/change gameplay-mechanics, therefore making crucial technical differences in the versions. =/

This post has been edited by Endrance: 13 January 2009 - 06:54 AM

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#14 User is offline   DeiF Icon

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Posted 13 January 2009 - 06:57 AM

If I had an opportunity to say at the devs what I'd like to be implemented and had to condense in one line, I would say this:
"Implement the dropped features already! They were good ideas!"

They had a lot of good ideas, like party combos, environment affected skills, mobs that become stronger if they are killed frequently, new materials appearing when they are extracted frequently, changing economy, quests that open areas for the entire faction, Balaur randomly raiding people and becoming the true third faction that it's meant to be, cosmetical features like the spell symbols in mid air when a mage casts a skill, engaging aerial combat (with pets that actually can fly), swimming, player housing, etc.

Some were already scheduled for upcoming versions of the game, (player housing and swiming?) but others we have no idea and could have been dropped.
That sure is a lot of work, but I hope to see some of them implemented some day.
Sorry for my bad English.:p
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#15 User is offline   Zariya Icon

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Posted 13 January 2009 - 07:16 AM

Ayase said:

Hmm... Watch and learn more, young padawan. Everything is not "up to the developers in Korea", you see ;) - it also comes down to what the playerbase asks for and if there are other mechanics that require precedence in the development.

As LD pointed out, a system that fully allows inter-character skills is not yet implemented. Keep in mind though that conditional inter-character skills are still possible to perform, although I know that's not what you're asking for here. Conditional indicates that if you initiate a particular condition on a monster or enemy player, one of your buddies could react to that condition (stasis? knockback?) and continue in an appropriate manner.


Ooh.Oooh ::raises hand:: since we started chatting about other things we would like to see in Aion I have two favorite things I havent heard mentioned. In EQ2 we can mentor down to other players. In Warhammer there were public quests, which I feel would work well in Aion given the storyline. The Public Quest feature was just voted the most innovative MMO feature in 2008 by MMORPG.com.
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#16 User is offline   t0yo Icon

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Posted 13 January 2009 - 07:46 AM

Endrance said:

But he hasn't said anything about western developers being capable/allowed of/to changing/change gameplay-mechanics, therefore making crucial technical differences in the versions. =/


This^

I'm going to be totally honest and say I don't trust the korean company to listen to play feedback and implement it accordingly. If they gave the western division more freedom I'm sure the game would increase in success and standards.

Do you have that freedom Ayase? I mean as an office not just as the individual

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#17 User is offline   Danayo Icon

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Posted 13 January 2009 - 07:53 AM

DeiF said:

If I had an opportunity to say at the devs what I'd like to be implemented and had to condense in one line, I would say this:
"Implement the dropped features already! They were good ideas!"

They had a lot of good ideas, like party combos, environment affected skills, mobs that become stronger if they are killed frequently, new materials appearing when they are extracted frequently, changing economy, quests that open areas for the entire faction, Balaur randomly raiding people and becoming the true third faction that it's meant to be, cosmetical features like the spell symbols in mid air when a mage casts a skill, engaging aerial combat (with pets that actually can fly), swimming, player housing, etc.

Some were already scheduled for upcoming versions of the game, (player housing and swiming?) but others we have no idea and could have been dropped.
That sure is a lot of work, but I hope to see some of them implemented some day.


Damn, that's awesome :D

I would love to see some of those features coming back.

Just like Ayase mentioned, I believe this is the first game/MMORPG where 'the makers' actually listen to the community who come up with new ideas. I could be wrong but I've never, ever seen features coming real in a game made up by players/fans.
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#18 User is offline   eVenom Icon

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Posted 13 January 2009 - 08:05 AM

t0yo said:

This^

I'm going to be totally honest and say I don't trust the korean company to listen to play feedback and implement it accordingly. If they gave the western division more freedom I'm sure the game would increase in success and standards.

Do you have that freedom Ayase? I mean as an office not just as the individual


I have the same mindset as you. Not too sure why I trust Western developers a whole lot more, but we have seen some pretty bad responses to feedback in many korean games.
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#19 User is offline   ImALittleMonKeY Icon

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Posted 13 January 2009 - 08:10 AM

Monbackey said:

Are you talking about a system similar to LotRO where each player in a group has to hit a certain color at the right time and it triggers a big group attack?


Yes, like in FFXI with skill chains and such. FFXI had such great party mechanics, awww memories :)


Ayase said:

As LD pointed out, a system that fully allows inter-character skills is not yet implemented. Keep in mind though that conditional inter-character skills are still possible to perform, although I know that's not what you're asking for here. Conditional indicates that if you initiate a particular condition on a monster or enemy player, one of your buddies could react to that condition (stasis? knockback?) and continue in an appropriate manner.


I never thought about the stasis and knockbacks like this. In a way they are kinda like party combos. Good point master kanobi.


Endrance said:

But he hasn't said anything about western developers being capable/allowed of/to changing/change gameplay-mechanics, therefore making crucial technical differences in the versions. =/



Yes Id be interested in knowing about this as well. Will the Korean community be the only feedback that is received and implemented, will NA/EU's voices not be heard. I imagine the western community will have different feedback than in Korea and it would be nice if the NCsoft west could adjust the game accordingly. I dont know how that works. Penny for your thoughts Ayase? :what:
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#20 User is offline   Lord Devil Icon

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Posted 13 January 2009 - 08:25 AM

I can assure you that you will see many of new things coming in the future... once you will see how detailed the game really got you will know why they haven't implemented everything yet. Usually it takes much longer to polish a game, than to just add some features. I guess they dropped many of the features in the earlier stages to simply give it more time to polish. And mostly thats the reason now, why it is so successful in korea and should also be successful in europe/america -> Polishing together with a lively and detailed world and a great interface is something every new MMORPG should have as its base!

Just look at all the games who give you big feature lists (EQ2, Vanguard etc. etc.), and then they all suffer from bad polishing. As a developer you always need to decide on what you want to aim first and thats why I think it was a good decision to drop some of the features in order to build up a more solid core for their game - and they really have done a very good job here, I have yet to see a server, client crash or lag etc. :)

Just my 2 cents,
LD

P.S. Sorry for being a bit Off Topic, but yeah I would love to see the combos coming to Aion too ^^

This post has been edited by Lord Devil: 13 January 2009 - 08:28 AM

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