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does anyone here play MMORPGs?

GQgeek

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I haven't smoked crack, i mean played an MMO in a couple years... I'm curious if anyone plays. I kind of miss them, although I'd never go back to the sorts of hours I used to log in them.
 

Connemara

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It's not a MMORPG, but I almost exclusively played Neverwinter Nights in a persistent world. Was pretty much an MMORPG.

I will definitely buy and play Lord of the Rings Online. Looks to be fuckin' epic.
 

shellshock

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^_^
 

GQgeek

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I'm considering Darkfall online. It seems to offer totally uninhibited pvp. I miss ****** & pillaging.
 

Arethusa

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The only MMORPG that is of any interest to me right now is Eve. Not that I'll ever play it, but.
 

Brian SD

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Yes. That's all I'll say.

(currently beta-ing LOTRO and Vanguard)
 

GQgeek

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how's vanguard? it looks cool for a pve game. my only misgiving about darkfall is that if I play i'd have to be competitive since i hate losing, which means playing with my old guildmates (who are basically the best at what they do), which basically means a second "job".

If played a pve game with no guild attachments I'd feel less compelled to log as many hours.

And you don't work for sigil do you? being in SD and all...
 

GQgeek

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The more I read, the more awesome this game looks:

Darkfall Tactical Overview

Today's massively multiplayer online games do contain tactical elements, but many of them have little to no real-world references, and others are based on the exploitation of the game's design and technology - zerging, stacking, excessive jumping / strafing, lag tactics, zone and portal camping, etc. "If it's in the game, it's in the game", so you're forced to compromise and get used to using such actions and to having them used against you.

You can use elevation, choke points, reverse slopes, tree lines, rivers, plateaus, etc. to your tactical advantage whether you're picking your battleground or setting up an ambush.
Darkfall was created with player and clan warfare in mind. In designing the combat gameplay, the simulation of military tactical aspects of combat required technical and design innovations to be implemented. In this article we'll look at some of the basics.

Aimed attacks
There's no target selection in Darkfall; all attacks are aimed. Leading the target in ranged attacks, firing flights of arrows toward an advancing formation, aiming your area of effect attacks for maximum efficiency or for a directional blast effect, give you more control on our attacks. Putting your targeting reticle on a player also provides identification.

Collision detection
How can you make a stand when your enemies can just run through you?

Characters in Darkfall collide with, rather than passing through each other. Collision detection makes formations possible and necessary in group combat. You can block entrances and exits, use chokepoints, and protect your healers and ranged fighters effectively. You can actually surround your enemies, perform battle maneuvers, deploy your forces based on your enemy numbers and formation, etc.

Pushing
You can push players who are blocking you out of the way. You can crash into a formation with your mounts, which can also push. You can use pushing to help your friends reach otherwise unreachable places.

Manual defensive blocking
You can choose to block attacks manually. This has many tactical ramifications in both single-player and group combat. Formations can advance while blocking. This defensive tactic covers frontal attacks; attacks from behind in Darkfall do extra damage.

Friendly fire
Friendly fire is in effect in Darkfall, and getting hit in the back does cause more damage. Forces need to be careful about how they deploy their ranged fighters and casters, how covering fire is used, and how melee fighters cooperate to maintain their formations while protecting their ranged units. Friendly fire makes the tactical use of chokepoints possible.

It also forces phases of attack. Offensive area of effect spells, or ranged attacks won't be randomly fired during the melee engagement stage of a battle for fear of hurting friendly forces. The same principle applies to beneficial area of effect spells, since enemy units will be affected by them as well. Friendly fire is one of the tactics that will allow a smaller disciplined force to gain the advantage over a larger undisciplined one.

No radar
There's no radar in Darkfall, and there are no floating names in neon colors to give you away if you're crouching behind a rock or hiding behind a tree. All your opponents have to go by is the sensory cues you might be giving out. You can take cover in a tree line while an enemy group is exposed in the clearing, you can conceal your reserve forces, you can move stealthily for a surprise attack. Realistic stealth tactics are definitely possible in Darkfall.


Line of sight and elevation
With aimed attacks, line of sight becomes a factor. In Darkfall holding the high ground gives you a considerable advantage over your opponents. Needing line of sight along with the absence of target selection allows you to use hard cover effectively.

The ability to go anywhere
Any place you can see in the game is accessible to you. You can climb, jump, swim, crouch, get pushed, or use kinetic blast effects, to try to reach any place you can see.

Use of terrain
As discussed in Darkfall Peek #21, our handcrafted terrain, with its extreme features and terrain formations, is an important tactical variable. You can use elevation, choke points, reverse slopes, tree lines, rivers, plateaus, etc. to your tactical advantage whether you're picking your battleground or setting up an ambush.

Fighting on familiar terrain always gives you an advantage. Good knowledge of the terrain is also important in travel when you want your approach to be less conspicuous, to advance quickly to the fight, or to aid in your hasty retreat.

Finishing - reviving - looting tactics
When your character is incapacitated on the battlefield, you're waiting for your teammates to revive you, and hoping your opponents won't get there first to loot and finish you off. Finishing off incapacitated opponents and reviving your teammates is one of the tactics that can tip the scales between equally matched forces.
 

Brian SD

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I don't work for Sigil, though I have met the president (Brad McQuaid, lead producer of EverQuest as well).

Vanguard is shaping up as it's coming along.. To be honest it needs a lot more polish. It feels very disjointed at the moment, and I'm kind of waiting patiently for the really amazing stuff to come piling in. It runs so poorly on my (pretty decent) computer that I'm barely ever motivated to play it. I get so frustrated from times where I get aggro'd through walls and die and don't know what's going on because I'm getting such slowdown that I don't even feel like helping out to test.

I am looking forward to its completion, though. If it starts to run much better, I'll give it more time and effort, but its a really aggravating situation for me, atm.

Darkfall sounds cool, but a lot of the conceptually solid MMORPGS completely tanked. Shadowbane, etc. etc. I've always wanted a MMORPG that plays very interactively. I love classic arcade action games (Ninja Turtles, Double Dragon) and games like Zelda, would be cool to see a game that utilizes aiming and twitch gameplay without being completely FPS (Planetside), or swing/miss/swing (EQ, DAOC, AC, WoW, WH, LOTRO, VG, etc. etc. etc.)

I played a little bit of Warhammer online, and I liked it. It had a more complex feeling than WoW, but operated smoothly and felt more interactive.
 

Brian SD

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BTW, what old guildmates, and what game? Sounds like it was PvP but there are only a couple of those on the market and successful.. and even in PvE games, guilds are really important to high end progression - in fact I'd say the "second job"-ness is pretty bad, even when all you do is log in to press a couple buttons to heal over the course of a couple hours in a raid, for a chance to get a piece of armor, so that the next time you go out, you can press that heal button a couple MORE times without running out of mana. :p
 

Augusto86

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How can you kill that which has no life?
 

vanity

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Battlefield: 2142 is about as hardcore online roleplaying as I get. I've shyed away from many of those games strictly b/c people get sooo into them, they lose touch with their real life. Apparently they're crazy addictive.
 

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