Wow seeing all the bug reports this is why I don't do alphas any more lol. I just don't have the patience as I get older.
Online gamed since the mid 90s beginning with Diablo and moving into Ultima Online. I spent several years there on the Great Lakes before our guild made an exodus to Star Wars Galaxies where several of us beta tested. After that we ventured into other games such as Star Wars the Old Republic and Life is Feudal. Once again our group is looking for another MMO to play. So here I am testing this one out for the group that numbers around 200. Farland Clan Gaming.
Posts made by Farlander
RE: Rest in Peace Brad "Aradune" McQuaid
I remember when EQ came out. We lost alot of guild mates from UO when that happened. Never played it myself because at the time I was a hard core UO player playing upwards 8-12 hours a day lol. Those who did leave said the game was alot of fun.
RE: Combat Targeting
I will definitely be trying it out. I wouldn't want to think I have wasted this long without at least seeing the gameplay from a personal experience. I liked SWTOR gameplay myself. There was a targeting system but more importantly there was delay between ability uses that were noticeable. You had to use some strategy in combat. I prefer that to button mashing and spamming attacks over and over which is more arcade style. Gothix is totally right on the lag issue. I played UO early days on dial up. If you had to manually aim back then you would have never hit anything lol.
I tried to do a search and found alot of results but was wanting to ask those who have actually played the alpha how does targeting work?
Does the game auto target the closest enemy?
Can we tab through enemies?
Can we set hot keys for specific targeting options?
Can we set targeting for healing options?
RE: Hello! What makes players most excited. here>
PvP changes alot of balancing issues. When a game only has pve people tend to not complain as much about systems. However, when you start pitting players against each other then people start to notice imbalances and the complaining starts lol.
RE: Dual Wield / Fist Weapons
If someone is tanking for a group all defense is a good option. I'm not sure how many group mechanics have been built into the game. Skills like taunt are very important to a tank. If you can't hold the aggro then you are doing much protection.
I like the idea of a skill tree allowing options through skills that you can only get from training them up. It specializes your character and sets you apart from the masses.
RE: Dual Wield / Fist Weapons
@Gothix I agree. The weapons should attack as their own speed.
How will this affect two handed weapons? Will these deal more damage?
Will weapons be able to block damage? How will that balance will shields if so?
It was mentioned that you can switch out weapons "at the last second", There should be a delay from drawing a weapon to attacking. UO had that problem where people were hitting with a halberd (slow speed) and then immediately switching to a fast weapon. The timers would be from the time the weapon attacked last to when it attacked again so effectively switching weapons nullified the timers. This was done via macros. I'm not sure if Fractured will have key bindings to include this option or not.