ZAM Q&A with Matt Firor

Post » Sun May 05, 2013 9:51 pm

The 3 alliances are completely separate at all times, they are enemies, you do not talk or trade, you attack before they attack you, this is what has been done before and it works very well, you always know who your enemy is. It also gives you a sense of pride for your alliance and a sense to protect your lands from enemies. Nothing is stopping you from creating charcters on the same side as your friends, you can always be togeather. While playing you will never know your enemy so you will Never becomes friends to not be able to play with them.

They made it so you could do the other alliance lands just so there was more PVE content to do. This is making the content 3x more than origionally. Aside from the main endgame which is Cyrodiil

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Becky Palmer
 
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Post » Mon May 06, 2013 12:00 am

but we can't save groups of skills and load them in and out. so each time we want to change our build we have to drag and drop. your 'build' is the ablities you select to put on your hotbar.

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Chad Holloway
 
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Post » Sun May 05, 2013 9:41 pm

If you are referring to character building and saving your character build layouts; If such feature doesn't exist. We always have the old good system; Excel sheets. Been using them for so long I think I'll stick with them, even if such system was introduced.

I think he referred to being capable of saving the build layouts to a system where you can check the builds you came up with. Not actually changing to those builds, but pretty much a "post it notes" system for "deck building".

And yeah I'm excited that TESO's going for the more old school attributes; Standard damage (Here's to hope for Pierce / Crush / Slash damage types), elemental damage types and their resistances, crit chance, potential procs and all that. It has been too long since resistances have played any role in character's stats, and I for one am glad to see their return.

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Rhiannon Jones
 
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Post » Sun May 05, 2013 4:03 pm


changing 1~2 skills in your current build is as fast as loading a complete build from your list.

yet I don't think that any player will play more then 2 roles (+ minor chances) on one character.
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Lillian Cawfield
 
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Post » Sun May 05, 2013 10:40 pm

This is what concerns me the most, the main reason I don't want people being capable of re-allocation their HP/Mana/sta without sufficient penalty (ex. high amount of gold) because we can level every single skill line to 100, we can get the required gear. Since we cannot lose the gear in open field, end-game would turn into your Scout stating what kind of enemy group is closing in, and people switching to appropriate builds to counter the following layout of enemy group. I want people to hold pride in their character and how they are build, not turn this game into massive re-speccing for each encounter. "Alright, siege ahead, hop into meat builds" *sigh*. Shadowbane suffered from this, as people had multiple accounts and multiple characters, a Scout checked what kind of a group enemy had, and people logged on to another characters and usually if enemies noticed this they hopped to another characters as well. Actually getting to start the fight took longer than the actual fight, and that's purely because of similiar "re-speccing" although in SB it was done via switching characters.

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Jade Payton
 
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Post » Sun May 05, 2013 2:23 pm

as you can see that is not a quote of Paul Sage but indirect speech of what the news writer understood!

they are just human, they make mistakes like everyone else.
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Svenja Hedrich
 
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Post » Sun May 05, 2013 1:00 pm

Yep I absolutely agree. As quoted if it is so open it should be mandatory. I'd like to see at least 3 gear/skill load outs, surely that isn't too much to ask for?

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Rachel Briere
 
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Post » Mon May 06, 2013 12:15 am

It has nothing to do with what you go for first. Your build is nothing more than a set of abilities that you have found to work well at achieving whatever goal you have set. Think of it as a preset of 16 that is user created from the 550 odd abilities that are in the game. Based on what has been stated we will have similar freedom here. And no, I would not really call your magica/stamina a defining factor, its nothing more than your resource pool. Not much different from the combo point like resource pool in Tsw. Its actually psuedo anologous to Magic: The Gathering too. In Magic your hand size, cards left in your library, life total, graveyard are all additional resources on top of just how many lands and how much mana you have available. This is part of the reason why I really hate the divide in the community. With those on the right demanding the ability to do things like "play a pure archer without mana" and still be effective while those on the left scoff at them because they know any build that does not utilize all of its available resources will be simply inferior.

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Jade Muggeridge
 
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Post » Sun May 05, 2013 10:01 pm

TSW charged you real money to have extra slots to save builds. i found that pretty funny.

anyway i think its something we should have, even if they only give us 3-4 save slots. maybe we should get 1 per ten levels or something? i know roles can change a lot based on what you do. for example i like to have a solo,group, and pvp load out. then you get the loadouts where you group with a friend and you have your builds match up to compliment each other as good as possible. there are many reasons why people want to save builds so i really hope we get them i just hope we cant switch them instantly. out of combat is a must and i would hate to see the game turn into who can swap the fastest

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Noraima Vega
 
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Post » Sun May 05, 2013 5:17 pm

Don't spread falsehoods. Those were not added until well after launch and its nothing but a convience item. They were still sold for in game currency cheaply. Besides they were made useless with a mod anyway.

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roxxii lenaghan
 
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Post » Sun May 05, 2013 9:49 pm

how is it a falsehood when thats exactly what they are doing? when it was a sub game they did not, once it went b2p they started charging for them. how exactly is what i said wrong?

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Rachael
 
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Post » Sun May 05, 2013 8:27 pm

Because you put a purposefully negative spin on it. Its no different then selling xp boosts and the like. Its nothing but a convience item, stating it like the only way to get more slots is with cash is rather unfair and quite untrue.

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James Smart
 
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Post » Mon May 06, 2013 12:44 am

maybe i just missed how you unlock extra slots without paying money one way or another. also buying the xp boosts is something i will always put a negative spin on as crap like that is whats wrong with games today

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Big mike
 
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Post » Sun May 05, 2013 2:20 pm

What is a deck management system? :blush:

I've played MMOs for a long time, but I am not familiar with this term. Thanks.

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Eduardo Rosas
 
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Post » Sun May 05, 2013 6:22 pm


a deck is a set of playing cards.

in a trading card game (e.g. yu-gi-oh) you build a deck by choosing a certain amount of cards from all the cards you own.

the same thing is done with skills in TSW: you choose 7 skills from all the skills you have unlocked.

so somebody got to the idea simply calling builds in TSW decks.

a deck manager is the game feature that allows you to manage your different builds (aka decks).
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tannis
 
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Post » Mon May 06, 2013 4:26 am

AKA your deck is synonymous with your hot-bar in ESO's case and like in Chronicles of Spellborn (first time I heard it called a "deck") you can switch between 2 decks.

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Tamara Primo
 
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Post » Sun May 05, 2013 6:47 pm

its a much needed feature and one that D3 really should have launched with also. they tell you to try all these build combo's but make you go back and flip each skill in and out when a simple "load build A" button would make life 100 times easier

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Richard Thompson
 
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Post » Mon May 06, 2013 12:44 am

We don't need easier. You'll have like 6 buttons total its not like you have to reset 4 hotbars with 10 buttons each on them.

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Danielle Brown
 
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Post » Mon May 06, 2013 12:42 am

imo anything that takes away from actually playing the game should be made as easy as possible. the actual act of swapping skills in and out is just annoying. the limits should be placed on when and where you can swap skills not in forcing people to do each skill individually

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Oscar Vazquez
 
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Post » Mon May 06, 2013 2:22 am

I agree that taking time away from playing is bad, but I just don't see much of that in this particular situation with how few skills we'll be able to use at once. Problem is you give the players loadouts to save, then you realize that in most situations you'll only be swapping 1 or 2 skills and then omg people don't have enough loadouts because they want one for each possible incarnation of their hotbar even though they're all the same from 1-3 and 4-6 are changed in every single layout.

And yeah I know that's sort of a might or might not happen example but I could totally see people whining about not having enough loadouts. Maybe I just don't have faith in my fellow gamers anymore.

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Anna Watts
 
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Post » Sun May 05, 2013 6:03 pm

There is a vendor in the faction headquarters that sells them, its the same one that sells the upgrades for sprint. Do not get me wrong, Tsw is horribly flawed in a number of ways, but how they chose to monetize it is not one of them. Most of its problems can almost directly be layed at Martin Bruusgards feet, and the fact that he has been brought in for the new Dreamfall game makes me extremely trepeditious.


To you and Apoc both I have to disagree. While I do agree that there needs to be a little bit of tedium to break up gameplay it really depends entirely on how the game itself is designed. Keep in mind that mmo's in general are generalist games. They need to be to draw in the crowds that they both need to get a proper return on investment and to provide the mmo experience. The biggest hurdle, and one that the majority of complaints have been about, is just how much specialization you lose when that happens. There are valid reasons to include xp boosts in the store, just as there are a number of valid reasons to include a deck manager to make it easier to switch builds. It really comes down to if there is a need for it or not. Right now its pretty unknown just how leveling is and how it works. Based on how they have described combat and encounters some sort of build manager will be needed since even with similar builds you will want to switch between lightning/fire/frost spell types as a mage fairly early and often.

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Heather Stewart
 
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Post » Sun May 05, 2013 4:21 pm

My personal hype meter just took a nose dive. All this tells me is there will be drop lottery/token grind with everyone looking for that "great drop" to enchant/etc. I was planning on takeing armorsmith but not anylonger. It also tells me that crafted armor/weapons/etc will not be end-game and all crafted items materials that can be player-made will be dead after about 2 months of time via the economy. See SW:TOR for an easy explaination.

This just seems a bit too "WoWified" to me. When will developers learn that you can not beat WoW at WoW? If I wanted to play WoW, I would be rather than on these forums.

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Robert Jackson
 
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Post » Sun May 05, 2013 1:46 pm

I don't see much tedium in swapping out 6 skills depending on what I need. I see the tedium stuff as like needing to go out and gather some crafting materials and stuff, its just stuff you know you gotta do. I plan on having my bar setup with mandatory gimmie skills and probably swapping out 2 or 3 of them and my ultimate depending on what's going on around me or what I know I need ahead of time.

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Beulah Bell
 
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Post » Sun May 05, 2013 12:54 pm

Except its actually 12 (weapon swap bar) and depending on how the passives work plus you should keep in mind how often that may need to happen. Stopping every 5 minutes for 30 seconds to switch out abilities gets old real quick, Especially when you consider just how many abilities there will be.

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KU Fint
 
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Post » Sun May 05, 2013 7:24 pm

It won't always be just 6 skills though. 6 skills, weapons, Armor pieces. Plus where do you take those 6 skills from? From the greater list we will have once we start to acquire all the available skill lines. Also weapons themselves have their own skill lines. You'll be dragging and dropping skills back and forth from a large pool or list after a while.

So sure, while lvling up it may not be a big deal. But for a max lvl character how has acquired several skill lines and tons of extra abilities, yes it will be very very tedious to switch and won't be as easy as simply moving 6 abilities.

A build isn't just the 6 abilities on the action bar, its everything you do to build your character the way you want.

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neil slattery
 
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