Listened through it and it's always good to hear what people think about the game.
Gonna try to answer some of your questions and comment on some of your opinions. Hope I don't come off as a huge fanboy:
- Firstly, no, there was/is no connection between the devs of MO and DF, at least not directly. The reason there are various similarities in many of their core ideas is because both dev teams based their games on UO.
- You say that MO seems to be
very similar to DF. To reply to this, I'd like to quote one of the devs responding to the claim that MO will just be DF with better graphics:
Quote:
Originally Posted by Mats Persson
To me it's like saying Half-Life is just a graphically polished Doom as they are both first-person-shooters. Just because our games both have FFA-PvP, Full Loot and an "Open World" as fundamental features doesn't mean they will be the same game.
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You can read the full post by clicking on the "View Post" button.
- You stated that you think MO will need global chat in order for trading to work. I would disagree. MO will rely on player interaction in the most basic sense of the word. You will actually have players gathering in certain areas (town squares, taverns, ect) to socialize and trade their goods. Players will be able to upgrade their houses into shops and hire NPC salesmen to sell their goods. Adding global chat would in my mind lessen the need for direct player interaction, which to me seems like a rather bad idea.
- No auto-respawn means you will enter the "etherworld" when you get killed and you will need to find a priest or some other means to resurrect your character.
- Combat will be far more advanced compared to DF:
Quote:
Originally Posted by Mats Persson
In all the games you mention, you are a cylinder. Other people are cylinders. When you "attack", the system checks if the other cylinder is close enough (and if there's something in the way, at least in AoC) and that you are facing it, and if the other cylinder is facing you or not - and then sends damage to it (in AoC, the "direction" of the attack is also being sent). Then the system calculates damage and stuff. Everything else is just eye-candy. Weapons do not connect, because there are no weapons. Armor doesnt connect, because there are no armor. "Blocking" is just a check whether you are holding down a button or not. Animations doesn't matter. You can "hit" someone when they are at a 45° angle and the animation of your sword misses completely. You can "block" something although your shield is facing the opposite direction. The animation could have shown you your character humming a friendly tune, the weapon could have been switched to a boquet of flowers - becuse they don't matter.
In MO, a character is made out of boxes, and so are his weapons and shield. A weapon will trace and actually hit other boxes - and the boxes will have different stats and attributes. It will matter what gear you have on that very part of your body. Armor parts aren't just grouped together to form a virtual "defense" stat. A hit in the head will give more damage. If you don't have a helmet, it will deal more damage, not because of some virtual "defense" stat that is overall lower, but because your hitbox is actually unarmored. You can strika at specific body parts, and you have to know your own weak spots and move to protect them aaccordingly.
Blocking is done by actually blocking the incoming blow. If you hold up your sword to block, but miss to meet your opponents sword, he will hit you and the block will fail. If your opponent strikes your shield when you are not "blocking" and hold it low or at the side, the shield will still block the blow as it has it's own collision. If you hold up your shield by "blocking" and your opponent manage to get around it - it won't be a block.
Now isn't this, in fact, revolutionary for a MMO? And please, show me all of those games that already have it.
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- MO will not have grind in the sense that you will really need to macro your skills. The "grind" in MO will be about finding out how to combine different skills and gear and what works best for your play style or in a certain situation. While you will be able to get your skills up relatively fast, you'll spend a lot of time perfecting your character.
- No, the combat features they described are not being done in DF, so they are not being disingenuous. DF is rather basic compared to what MO promises to be, when it comes to combat. It makes a huge difference if you have 1 hitbox or 5+2 (5 body parts, 2 for each equipped item the character is wielding). Also, FPV combat has never been done right in a MMO and it will be done right in MO.
But yes, if you would want to find a MMO that has most similarities with MO's combat, then that would most likely be DF.
- You kinda missed the point of primary skills, their caps and the secondary skills. It actually means that the primary skills (which are rather easy to level up), like for example swordsmanship, can be untrained. If you gained some secondary skills while using your swords (secondary skills are harder to level up, but don't directly effect PvP), you will not untrain those skills, but they will be locked and you won't be able to use them. If one day you choose to go back to swordsmanship and train up the primary skill associated with it, the secondary skills you once learned will become available to you once again.
- Yes, there will be player organized trading caravans, since there are no global banks.
Ok, that's all I got.
