![]() ![]() These can be prepared in spellbooks, but you may also be able to "create" a spell on-the-fly during combat, in the same manner of combining components.įor Physical combat, they decided to do things similarly to the magic system, in that you combine "components" to create a certain type of attack (or defense, even?). Magic is based on combining "components", those components being "Runes." You can combine them how you want to create a "custom" spell, I think. One source is here, I forget where I read about locational damage and magic using blood and stuff: We've talked on the Codex about HP and Wound systems as if they were mutually exclusive, but it makes sense that you can have both. But you can also die from 5 torso wounds. ![]() There is locational damage, which I think you guys probably know. I think this is like HP - lose all your blood, you die.Also I think all magic consumes blood, so casting magic consumes HP. Destiny certainly succeeded following that path and so reducing the scope of future MMO’s, similar to what Crowfall or Camelot Unchained are doing could be a very good thing.Some notes from when I was looking around the other day: Interestingly and the strangest thing in all of this is that The Division, a "sort-of MMO", has sold huge quantities and so there’s clear evidence people still want online, multiplayer games, but perhaps something much more narrow or refined. Guild Wars 2 earns so little compared to League of Legends, despite all that they do, it’s no wonder development in the genre is shifting. It’s unsustainable, no doubt stressful and actually returns less revenue than many MOBA’s. In contrast, MMO teams have to continually develop new content across multiple areas and even then the playerbase burns through it in a matter of minutes. Considering most MOBA’s only have one map and a mode or two, the only outlay after completion is a balance patch once a month and implementing said new Hero. With skins selling for high prices and new Heroes guaranteeing continued revenue, it’s maximum profit with very little overheads. When you look at the income of League of Legends or DOTA 2, there’s little wonder that developers want to set-up shop. On the horizon instead are a truckload of MOBA games that are undoubtedly cheaper and vastly more profitable. With the exception of Crowfall and Camelot Unchained - both of which I supported - it’s slim pickings going forward. On the horizon however, there’s now not a single AAA MMO backed by a big publisher. With the exception of Black Desert Online that appears to have launched well and been well received by even the harshest of critics (including myself). What concerns me the most about both of these stories, irrespective of how they came to be, is the fact the genre to the outsider, looks very grim. Considering it was mere weeks after the grand reveal before the studio was gobbled up, the pessimist in me has always questioned as to whether or not it was all an elaborate rouse. I suspect most, if not all of it was posturing to increase the profile and value of the studio. While Sony Online Entertainment, at the time, talked the talk. Sadly it just didn't catch on.Īs for EverQuest Next, I honestly don’t believe it ever existed. WildStar is a beautiful game filled with awesome stuff. My gut instinct tells me that WildStar’s Free to Play transition has failed to live up to NCSoft’s expectations, if it had then China would have likely have gone ahead. Losing any staff is awful, but if it provides greater long term stability for the game it’s perhaps a trade-off that’s worth doing. To add to their workload always seemed illogical and too big in scope. Carbine have - arguably - only only just got their feet on the ground with transitioning to Free to Play. Sa Camelot Unchained at Crowfall, dalawang MMORPG ang kasalukuyang nasa pagpapaunlad na nakatuon sa PvP. Spreading an already thin development team into another region and the problems that brings was always asking for trouble. ![]() Where WildStaris concerned I wouldn’t say that it was a surprise. Add on to that news that Daybreak Games have officially cancelled EverQuest Next, its looking grim for a genre that every development studio was once trying to muscle in on. News that Carbine would be cancelling their Chinese launch, followed by the release of 60 staff working on regionalizing the game came as a blunt piece of news towards the end of last week. ![]()
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