Fun Stuff > CLIKC

WAR is on it's way.

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McTaggart:
I may or may not be playing it, depending on my friends. I don't really hold out much hope for it since a pvp game where there is no real death penalty just isn't worthwhile. If there's no real way to stop your enemy coming back to the fight for any real timespan You end up basically having to grief people out of a fight or rely on some silly game mechanics that I dunno, lock people out of the area or something. I haven't played the beta, but the silly zerging that is apparently an issue (and for me at least would be a gamebreaking one) doesn't look like it'll be going away.

If I do play, it'll be a long range, high alpha glass cannon type class or whichever class can make people commit to a fight or keep people out of one.

MadassAlex:
I can't be fucked paying monthly fees, fuck that shit.

Plus, I've been following this shit since the original developers were doing it. I liked it the whole concept better back then.

Statik:
They cut the classes for functionality, not gameplay balance.

I'm currently in the beta, and as it stands right now, Ill be playing on launch day.

SimpsonsParadox:
WoW has 9, and it's pretty much a nightmare to balance them. I can't imagine having 20.

As for comparisons with WoW, I think they're quite apt. WoW is a PvE/PvP game. To be good at PvE you need to PvP some (To varying degrees depending on your class); to be good at PvP you need to PvE some (lol heroic tokens). WAR looks to be about exactly the same: A PvP centric game with PvE, and to be good in either you have to do some of both. The player base is going to be relatively the same (A joke on the WoW forums goes something like "I'm a WoW addict: I'm *W*aiting *O*n *W*arhammer *bum bum che*") and there's probably going to be a large amount of crossover.

My bad on the reasons for cutting the classes, but my point still stands: with 20 classes *AND* a PvP centric game environment, game balance is going to be a pain at best.

McTaggart:
Depends really, if the typical fight is one between a large number of people and it is effort to re-spec or re-roll you've got a lot more room for error in your balancing than if it's all two or three a side and re-speccing is easy. It's harder to just switch up to the flavour of the month and indivual differences are relatively less important compared to your gang structure and your strategies.

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