<div id="post_message_558851"> Quote:
Originally Posted by AsFastAsICan
Well I bothered to listen to the online radio interview with the VG PR chick. One thing I didn't care for was how they will allow duels and then have at least one pvp server at release, just like in EQ. Lets hope classes will be made with PvP in mind unlike the last time around, but I have my doubts. The other thing I didn't really understand was the "encounter" system. It would be better if they either had "some" instancing (like PoT) or not have any battle rescrictions at all. She also mentioned that they are still working out death penalties in Beta 3, but it "won't be as discouraging" as Everquest was while leveling. I personally don't care for exp debt. It would be nice if we took an exp hit, save the naked corpse run.
Overall it would seem that VG will cater to the role playing crowd. Diplomacy and all of the trade skill work will appeal to some oddballs that embrace timesinks, but I guess we'll have to wait and see if combat for those 19 races and 15 classes will be fun and worth the grind. The only truely unique class concepts look like the blood mage and the disciple. The other 13 are straight from EQ as far as I'm concerned.
Check out http://www.vanguardsoh.com/forums/sh...ad.php?t=71778 and then I'll try to answer any additional questions you have. In summary, PvP is important to us and we'll have as many PvP servers as make sense relative to the number of servers we launch with total.
Also, the encounter system works where you share large dungeons with other parties, but in any number of ways can find yourself on various encounter routes and segments. The system knows if you and your party are on these routes and spawns mobs ahead of you only for your group. So you'll be fighting or questing or parlaying with these specific mobs as you work your way through the dungeon, but all of the regular population of mobs will still be there as well. Key mobs that spawn the next segment or are mini-bosses are the final boss for an encounter route are 'golden' in the sense that other groups while they can watch you can't interfere with the encounter unless you allow them to, and then with some limitations. It basically gets around the negatives of Instancing (the community building issues, the waiting in lines, the feeling that you aren't part of a real virtual world with other players but rather in your own pocket universe) but keeps the positives of Instancing -- you end up doing dungeons and not camping and while there is some competition for mobs, it's controlled, and key mobs can't be KS'd or otherwise interfered with by other parties even though they are in the same shared world as you are.
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