Gala
Labyrinth-Leichnam
- Registriert
- 20.11.2000
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Ein neuer MMO-Kickstarter. (Die Kickstarter-Pledges sind btw amüsant zu lesen; für was Leute alles Geld ausgeben !) von Brad McQuaid, dem Designer von Vanguard: Saga of Heroes (und EverQuest).
Außerdem: Twitter, Erste Fansite, PC Gamer Online-Artikel, Gameseite Online-Welten.
Ich habe btw EverQuest nie gespielt, was ich im folgenden dazu sage beruht auf Hörensagen (insbesondere von Leuten, die ich in Vanguard getroffen habe) und kann daher durchaus falsch sein.
Das klingt für mich alles sehr "Vanguard":
Außerdem: Twitter, Erste Fansite, PC Gamer Online-Artikel, Gameseite Online-Welten.
Ich habe btw EverQuest nie gespielt, was ich im folgenden dazu sage beruht auf Hörensagen (insbesondere von Leuten, die ich in Vanguard getroffen habe) und kann daher durchaus falsch sein.
- A classic take on epic MMO adventure
- Enjoy a high fantasy story with a few twists. You’re one of many fallen and it is time to rise.
- An MMO developed by gamers who aren't afraid to target an audience of like-minded gamers.
- A focus on exploration, adventure, and combat.
- Finally, an MMORPG for players wanting a challenging and rewarding experience. No risk, no reward.
- Explore the world of Terminus as you see fit, on the beaten path or far off of it – just don’t say we didn’t warn you!
- Harness the powers of fallen heroes to augment your own knowledge and abilities.
- Play classes that have defined roles of tank, healer, DPS or utility (crowd and encounter control).
- Choose from a variety of races to play, and a host of deities to follow.
- Group-focused, intensely social gameplay using a class based system to encourage teamwork.
- Customize your class by bonding with the spirits of fallen warriors.
- Questing that’s optional, and not the primary means of character advancement.
- Quests that are meaningful, challenging, and rewarding.
- Engage in combat that will test you and your party, requiring strategy and preparation. (Read more about Pantheon's combat here)
- Train and use a wide variety of skills as part of your character’s growth as you level up.
- Limited and class based teleportation may get you close, but in order to reach many destinations you will have to traverse the planar scarred lands of Terminus through the use of your own two feet or on the back of your mighty steed.
- Quickly equip situational gear as you move from one climate to the next.
- An economy that’s largely player driven.
- Visible loot. If you see an NPC wielding a weapon it should be a part of its loot.
- Most items that are looted from NPCs will be tradable.
- Dual targeting--attack your target while healing your allies.
- Terminus is a world where instancing is the exception not the rule.
- Respect your surroundings, succumbing to death has its consequences.
- Some spells can be modified to hit one or multiple targets. You decide on the fly.
- Factions matter. Ogres don’t belong in an elven city (and so as not to offend the Ogre Rights Association, elves don’t belong in an ogre city either.)
- Horizontal character growth, with fewer levels and more meaningful gains per level.
- Community feedback helps drive decisions made. We want to hear your voice.
- The game will run on PC, Mac, and possibly other platforms in the future.
Das klingt für mich alles sehr "Vanguard":
- Klassisches Gameplay
- Instanzierung nur in Ausnahmefällen
- Fokus auf Adventuring (also z.B. nicht etwa Crafting/Harvesting/Trading/Diplomatie) (das war in Vanguard nicht so)
- Herausfordernde Kämpfe, Vorbereitung notwendig; fühlbare Nachteile bei Tod
- Freies Spiel; Quests optional, Quests interessant, schwer und lohnend
- Fraktionensystem
- Festes Klassensystem, die Klassenaufgabe ist festgelegt (Tank, Heiler, Schadensmacher, Support)
- Wählbare Charaktergottheit, Klassenausdifferenzierung (das gabs in Vanguard NICHT)
- Klassenabhängiges Teleporting (gabs nicht in Vanguard, wohl aber in EQ1)
- Spielerbasierte Ökonomie, logische Beute (nicht in Vanguard), fast alle Items handelbar
In dieser zweiten Liste sehe ich schon eher starke Anleihen an EQ. Insbesondere "Downtime" war definitiv kein Element in Vanguard, außer man versuchte den Warrior solo zu spielen. In EQ gabs das aber. Genausowenig Gruppenspiel - in Vanguard konnte man durchaus problemlos auch solo unterwegs sein. Ich vermute allerdings, am Ende wird das wieder wie EQ sein - manche Klassen können doch wieder recht problemlos unterwegs sein (Necromancer, Druide), andere aber nicht.Game Tenets
- An awareness that content is king.
- A requirement that classes have identities. No single player should be able to do everything on their own.
- A belief that game economies should be predicated on delaying and minimizing item value deflation.
- A commitment to a style of play that focuses on immersive combat, and engaging group mechanics.
- An understanding that a truly challenging game is truly rewarding.
- An expectation that the path of least resistance should also be the most entertaining.
- An understanding that player involvement is required for progression. All actions (or lack thereof) should have consequences. Positive actions should be rewarded. Apathy or lack of action should not be rewarded with bonuses.
- A mindset that designed downtime should be a part of a game, ensuring players have time to form important social bonds.
- A belief that an immersive world requires intelligent inhabitants.
- An understanding that faction should be an integral part of interacting with the world and its citizens.
- A sincere commitment to creating a world where a focus on group play will attract those seeking a challenge.
- A belief that the greatest sense of accomplishment comes when it is shared. And earned.
- An agreement that player levels should be both meaningful and memorable.
Interessant zu lesen, aber ich wollte hier jetzt nur die grundsätzliche Richtung klarstellen, in die das Spiel geht.