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Comment SOE's foundation design goals for the CU (Score 1) 184

Combat will be moderately fast paced and very interactive. Failed - Unless you count interactive as staring at the toolbar constantly during combat and hitting keys, not actually watching any action on screen or interacting with group members. Combat is much slower than pre-CU.

Combat is faster paced than most other MMOGs. Failed - Unless all other games are really slow, or use a very similar combat system *cough*EQ2*cough*.

Combat is not as fast as an "action" game. Passed - Congratulations, you hit the mark with this one! Although it is very reminiscent of trying to win the 1500m in Summer Games.

Combat has bursts of faster paced action. Passed - Burst running from creatures two levels higher than yourself can be considered fast paced action.

Combat pacing still allows for basic chatting and command communication. Failed - Miserably...

The average even PvP fight should last 1-3 minutes. No Comment

Combat is tactical in nature Failed - Combat is far less tactical. No longer do you need to choose the right weapon for the job for best effect, just the one with highest DPS. There are far fewer different ablities granted, meaning less tactics to be employed during a fight.

There is no all around "best" action Failed - Root!

Different situations offer different ideal actions with which to respond Passed - Occasionally you don't have to run. Once in a while the action doesn't involve a rez pack. Sometimes your selected action will activate first time.

Actions can have specific counter, combo and recovery actions Semi-Passed - Recovery options are very useful.

Powerful or unique actions cannot be repeatedly "spammed" Passed - Instead you spam the powerful action, followed by a basic action, then the powerful action again... and repeat.

Actions can only be used a limited amount of times during a specific short period Passed - Usually due to the fact you are incapped by that point, or the action breaks and you hit it repeatedly shouting in frustration at the screen (well the toolbar, you don't really get to look at the screen).

Different professions have different ideal ranges Passed - But then we had this anyway. Unfortunately in the old system we had to actually take the time to check that range on our weapons and then read the accuracy meter next to the mob... this was obviously deemed to tough a task for us. This also explains why when 66m away from a target you get an out of range message instead of a distance, as we are obviously not able to work out for ourselves we are out of range.

Terrain has a meaningful impact on combat Passed - Finally! Welcome to the world of computer games in the 21st Century.

Movement and position have a meaningful impact on combat Passed - If prone and a rifleman your actions will likely not work. If one meter away from a target with a melee weapon you will often get the message +out of range+. If melee and in PvP expect not to move much at all once Rooted.

Gear choice has impact on speed of motion and actions Passed - A pistol will slow you down, a Power hammer won't.

Single shot PvP kills of unwounded characters is never possible Passed - It now takes two.

Professions have specific skill sets that define specific combat roles and abilities Failed - Professions have minimal skill sets, their combat roles consist of spamming their best moves (alternating with a low cost move) with their highest DPS weapon and hoping a doc is available for healing.

Profession abilities have minimal overlap to ensure distinct combat roles Passed - So distinct that it's almost worthless trying to do something by yourself.

Profession abilities can be combined to create more unique or specialized combat roles Failed - Not if you have already mastered one profession and are trying to grind your combined ability. SOE are obviously trying to gain new customers at the expense of their old ones, and these will not have the option of a /respec.

Profession abilities always stack together in an additive and meaningful manner (either through increased power for each Profession ability or through added versatility) Passed - Single professions are so meaningless that any addition is worthwhile.

There is no ideal Profession template combination Failed - There was a FotM template almost before the servers were back up.

Profession roles and balance are designed to encourage grouping Semi-Passed - grouping is not encouraged, it is forced. And what is this balance you speak of?

And this fails to mention the multitude of bugs affecting non-combat professions, and many others that are making combat less fun than ever for the average gamer.

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