Latest Gaming and MMORPG Updates |
- Age of Wulin (CN)
- Core Blaze
- OP-ED: The Old Republic Group Finder Should Reel Me Back In
- Bulletstorm’s Profanity Took its Polish Developer by Surprise
- Mass Effect 2 and the Advent of the Mainstream RPG
- Rumor
- PS Vita Hands-On Editor Roundtable
- The Calculus of Death in Mass Effect 2
- Age of Wulin (CN)
- Continent of the Ninth (CN)
Posted: 06 Mar 2012 01:27 AM PST
The combat skills you see below are just the basic ones, available after players complete some clan quests. There are tons more out there, through Miracle Quests, normal quests and more. Being my first character, I have to admit I was grasping how combat actually works. The Wudang clan I am currently playing now will fare much better, so stay tuned! Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 05 Mar 2012 10:12 PM PST
A friend of mine working in Gamania told me to watch out for Core Blaze at this year’s Gamescom (link) which is in August. Until then, I doubt there will be any news for this action MMORPG. For those of you who did not know, Gamania (or Beanfun) is headquartered in Taiwan. And yes, Core Blaze is developed in the country as well using Unreal Engine 3. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
OP-ED: The Old Republic Group Finder Should Reel Me Back In Posted: 05 Mar 2012 04:11 PM PST
As tends to be the case whenever I begin playing any MMORPG, I quickly lost much of my desire to continue playing Star Wars: The Old Republic on a regular basis. That’s not reflective on the game’s quality, as I think it’s quite good (if a bit too World of Warcraft-like for its own good), I just don’t find it as easy to play in one particular way as I’d like. Luckily BioWare plans to address the matter in a future update by introducing a group finder tool. Such functionality had been hinted at in the past, although the news wasn’t made official until today during the the first-ever Guild Summit. The day-long event features discussions on a variety of topics, and among the subjects tackled was confirmation of a group finder, something which unfortunately won’t be among the features delivered in the 1.2 update. My main problem with playing The Old Republic is the difficulty I have in finding a group. I log in, check my mail and friends list, and then get ready to start playing. More often than not I’d like to play a Flashpoint, a fairly involved group mission that is comparable (to an extent) to WoW’s dungeons. Unlike jumping into a match in Call of Duty or almost any other multiplayer game, grouping with other players in TOR is not the most painless thing. While it is possible to play a great deal of the game without ever grouping with other players, much of the game’s best content — and undoubtedly the best experiences — are tied into playing alongside fellow humans. Outside of the player-versus-player component, meeting up with other players isn’t especially streamlined. Generally speaking the process consists of stating you would like to do a group mission of some sort in the chat. This makes it more difficult to hold a conversation with other players, leads to spamming, and makes it harder for newcomers to get involved with the action. It’s possible to mark yourself as a player looking for a group so others on the same planet as you can more easily find you, but in my experience this is a woefully underused tool. The simple solution is to implement a group finder, something players of MMOs like World of Warcraft are very familiar with. Rather than resort to expressing your interest by way of a “LFG” message, you bring up a menu and designate yourself as looking for a group for a particular dungeon (or some equivalent). You’re then automatically matched up with other players. It’s simple and easy. Not everyone is in support of such tools, with many feeling it kills the spontaneity of meeting other players. Some would also suggest it leads to less communication between party members, as no discussion is needed to bring them together in the first place. While I do think there is something to be said for this, a group finder doesn’t prevent anyone from meeting other players the old-fashioned way. It’s also wrong to assume that gathering a group through the general chat guarantees everyone will remain chatty after initially asking for an invite. The group finder announced today is different from WoW’s in at least one significant way. Whereas WoW’s can match you up with players from servers other than your own, The Old Republic’s is limited to players on your server. That means a smaller pool of players to pull from, which is unfortunate. On the bright side it also decreases the likelihood of being teamed up with a random jerk who couldn’t care less that you think he’s a jerk because he’s from a different server and is therefore unlikely to ever encounter you again. It may not completely eliminate the possibility of ending up with such a party member, but nothing ever will. TOR’s group finder will not be limited to Flashpoints; it will also be able to match you up with other players looking to take part in any sort of group content like Heroic Quests and Operations. Ultimately that should result in less time spent repeating the same LFG message over and over while sitting on your fleet and more time playing the actual game. Especially considering this is a game you’re playing to play, that sounds pretty good to me. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Bulletstorm’s Profanity Took its Polish Developer by Surprise Posted: 05 Mar 2012 01:27 PM PST Warning: The video above is full of NSFW language. Of course, that should be a given as it showcases footage from Bulletstorm, a game laced with profanity. The video is a collection of many of the swears from the early portion of the game and is just a sample of what you’ll hear over the course of the full campaign. Given just how much naughty language there is, one might assume developer People Can Fly was fully aware of how it would come across. Yet it wasn’t until fairly late in the game that the Polish developer grasped just how dirty the characters’ mouths are. “Do you know any swear word in a foreign language,” asked People Can Fly creative director Adrian Chmielarz in an interview with Game Developer (via Gamasutra). “German, French, Polish? When you say it out loud, no biggie, right? Not a problem to use it during a family dinner, I assume? “That is how all the f-bombs sounded to us. Being Polish, all the strong language in Bulletstorm was just exotic and fun to us. We did not feel its power. In other words, Epic thought this is what we wanted and respected our creative vision, while we had no idea this vision was a bit more than we really wanted.” Bulletstorm was co-developed by Epic Games and published by Electronic Arts this past February. Epic acquired a majority interest in PCF back in 2007. “It was only at the end of the development, when I read the Polish translation of the game, that I realized how dirty we were,” Chmielarz continued. “I swear a lot. A LOT. And yet still I …kind of blushed.” In addition to the language used by the characters, various skillshots — awarded for doing certain things like shooting an enemy in the crotch or butt — have innuendo-inspired names like “Deep Penetration,” “Gag Reflex,” “Rear Entry,” “Ejeculated,” and of course we can’t forget “Assplosion.” A combination of this along with other aspects of the game led Fox News to ask if Bulletstorm was the worst game in the world. EA didn’t feel the controversy was such a bad thing, and that it should actually be “courted” where appropriate. The game itself turned out to be good but not great, and controversy or not, it didn’t end up as a moneymaker for Epic. That doesn’t mean expectations for People Can Fly are any lower — Epic president Mike Capps said over the summer, “The next thing we do with People Can Fly will be great.” Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Mass Effect 2 and the Advent of the Mainstream RPG Posted: 05 Mar 2012 04:00 AM PST In 1987, Nintendo developed Zelda II: The Adventure of Link, the sequel to the incredibly popular and wildly influential NES hit The Legend of Zelda. It was in many ways a dramatic departure from its predecessor: An action-oriented platformer built on the success of a quest-driven proto-RPG. Its determination to buck expectations resulted in a slightly uneven title which, in hindsight, is broadly regarded as the black sheep of the entire series. Nearly a quarter of a century later, we had Mass Effect 2, which did something remarkably similar to Zelda’s first sequel. A series that was in its first installment a numbers-driven RPG dressed in the trappings of a squad-based shooter has all but abandoned those RPG mechanics to become, unabashedly, a squad-based shooter. It’s an uncannily deep shooter to be sure, but it represents a dramatic change of genre nevertheless. Yet the transformation of Mass Effect is much less obvious than Zelda’s was; the advance of technology has made it easier to hide such substantial mechanical shifts. Zelda went from a top-down Adventure derivative to a side-scroller that seemed more akin to Dragon Buster or Castlevania with its emphasis on reflex-heavy conflict and a reliance on action concepts like lives. Meanwhile, aside from its streamlined HUD, Mass Effect 2 still looks like the same basic game its predecessor was. Underneath that surface, however, RPG-based dice rolls and randomness have been abandoned in favor of direct point-and-shoot action. And unlike Zelda, it’s been met with nearly universal critical acclaim for so elegantly bucking expectations. You can chalk that up to any number of factors — changing tastes, maybe, or perhaps the fact that the original Mass Effect was a godawful hodgepodge of ill-fitting elements that mostly got by on sheer chutzpah and desperately needed reinvention — but nevertheless it’s interesting to consider that one of the most dramatically divergent video game sequels in recent memory earned its plaudits by stripping out many of the role-playing elements that made the first game so unique. Meanwhile, Final Fantasy XIII took largely the same approach to its design, yet it was incredibly divisive: A virtual line in the sand across which different schools of fans lob complaints and epithets at one another. Again, you can spin this however you choose — FFXIII botched its attempt, possibly, or then again maybe its fans simply aren’t as accepting of evolution — but the fact of the matter is, the role-playing game is changing. You could point to the success of Dragon Quest IX as evidence to the contrary, if you like; not only does it stand as the best-selling RPG of the past decade on the strength of its Japanese sales alone, but Level 5′s initial attempt to overhaul the series into a more action-oriented milieu was met with a cry of outrage by fans who demanded their Dragon Quest be immutable and steadfast. Dragon Quest is an outlier, though, the exception to the rule, a brand that sells on familiarity. Look elsewhere and it’s plain to see the RPGs that pull in the big sales are more akin to action games: Fallout 3 and Skyrim are fantasy first-person shooters minus the shooting. FFXIII features a fairly well-tested turn-based battle system, but it throws so much feedback and data at the game that it achieves a sort of action game feel through sheer sensory overload. And even Japan has developed a taste for menu-free role-playing, seeing as the breakout star of the century’s first decade was Monster Hunter. There’s certainly no shortage of more traditional RPGs, and titles like Etrian Odyssey and the Dragon Quest remakes are doing just fine. But those games have become almost entirely indigenous to portable systems, where low budgets and low demands make them an easy fit. Traditional console RPGs have frequently been painful to play in recent years; they frequently feel dated, clumsy, and stagnant. It would be easy to write this off as Japan’s current-gen growing pains; more likely, however, is the fact that other genres have steadily been creeping into RPG territory for years, and the divide between a traditional RPG and a solid story-driven action game with class systems (such as, say, Mass Effect 2) is so incredibly narrow that it’s become its own uncanny valley. When RPGs are almost completely indistinguishable from other genres, gamers are left wondering why they should have to put up with the stale conventions and stifling orthodoxy of role-playing games just to get a “purer” form of an experience so readily available elsewhere. At the same time, it’s undeniably disheartening for RPG fans to see a promising specimen of the form like Mass Effect adopt slash-and-burn as the solution to its ills. Sure, the original game’s role-playing elements were often inelegant, but one likes to think they could have been refined into something far more effective. We’ll never know, though, because BioWare’s solution to the problem was to tear it all down and replace it with something simpler. It’s a bit like fixing an ugly patch of paint by knocking a hole in the wall and putting a door there instead of smoothing it over with a little spackle and some fresh paint. Still, there’s no denying that their solution works, and that in doing so it very likely offers a prescient glimpse of the RPG’s future. Epic’s Cliff Bleszinski has rather infamously stated that the future of first-person shooters is the RPG, but in fact the reality seems to be quite the opposite. This isn’t to say the RPG genre is suddenly going to shrivel into a series of death matches featuring post-match skill-tree-tweaking. But the luster of the role-playing game has steadily been growing duller for years. Final Fantasy VII was many gamers’ introduction to the format… and it was also the world’s most successful iteration of that format. It awakened a thirst in gamers for interesting characters and involving stories in their games, one that other kinds of games have been perfectly happy to quench without the need for random battles and lining up to trade blows with enemies and muddling through tedious menus. Mass Effect 2 is ultimately the quintessence of pragmatism. BioWare smartly recognizes that few gamers have the patience necessary to grind through hoary RPG trappings and pared the concept of role-playing down to its essence: Leading a character through an involving story. This, of course, was the original point of RPGs anyway. There’s certainly nothing wrong with RPGs that begin and end with building a party’s combat proficiency for the sake of battling, but all those numbers were originally intended as a convenient shorthand for tabletop quests in which a team of real people tried to survive a dungeon master’s most cunning traps and challenges through teamwork and conversation. AI programming is still a long way from replicating that experience, but Mass Effect 2 does a fantastic job of faking it within the rigidly-defined parameters available to modern videogaming. It’s a well-written sci-fi epic, packed with brilliant character moments and occasional flashes of genuine moral ambiguity. The strength of the game’s writing makes the genre swap far more palatable. Mass Effect 2 represents the mainstreaming of the franchise to be sure, but it also puts forward a remarkable degree of maturity as well. This is especially evident in the Paragon/Renegade dialogue selections, which have less to do with presenting a polar dichotomy than those in the first game (and in all BioWare titles, for that matter). Instead, making moral selections really does feel like you’re fine-tuning Commander Shepard’s personality: She’s going to save the universe no matter how you play, but the dialogue selection wheel allows you to color the attitude with which she goes about it. It’s not a matter of being angelic or evil, but rather your willingness to constrain your actions according to the greater good — of observing the law of a guiding moral authority or acceding to a more pragmatic need to get things done regardless of the cost. Mass Effect 2 creates a genuine sense of role-playing, especially if you’ve carried over a save file from the original. If they had to dress up the meaty narrative with brisk shooter mechanics in order to make it palatable to a wider audience than something like Dragon Age: Origins could reach, well, so be it. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 05 Mar 2012 04:00 AM PST
Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
PS Vita Hands-On Editor Roundtable Posted: 05 Mar 2012 01:27 AM PST
We recently visited Sony for a Vita press event where their goal wasn’t to reveal information, but to allow media to spend more time with many of the same builds that were at last month’s Tokyo Game Show. So after we each spent a couple hours of hands-on time — spread across Uncharted: Golden Abyss, Resistance: Burning Skies, Wipeout 2048, Hot Shots Golf, Gravity Rush, Ultimate Marvel vs. Capcom 3, Reality Fighters, and Little Deviants — we sat down and had a chat about what we liked and disliked. Jose Otero: I’m kind of torn on my favorite game from the event. I dug Gravity Rush because it’s a fresh concept that utilizes a really cool-looking floating mechanic to maneuver the main character around — it’s an action game, sure, but it also uses mechanics I don’t think I’ve seen before. On the other hand, I liked UMvC3 because it’s a known quantity for me and I find that genre really appealing. So I’m stuck between the game I recognize and another that looks cool, but I don’t really know enough about. Mike Nelson: I liked Hot Shots Golf, but I’m a fan of that series… It does show up on every Sony platform — it’s almost like Ridge Racer in a way. Still, I liked what I played. Call me simple, but I like that on any kind of hardware. JO: Well in some ways you and I are both sticking to something we know. What about you, Matt? Matt Leone: Gravity Rush was certainly my favorite of this batch. I like the creativity and that art style, and a lot of the other games at the event gave me exactly what I expected, whereas Gravity Rush and some of the others we didn’t see today like Escape Plan and Sound Shapes are more experimental. So I really like that part of it. I’m a little skeptical of the controls, like when you’re trying to fight the boss at the end of the demo they showed, and it’s kind of awkward to get in there and hit it properly, but the game looks great. I’m actually kind of surprised none of us picked Uncharted — I figured that was the safest bet on Vita, given the license and developer. I was a little thrown by the aiming in its demo — moving the reticule felt a lot looser than it does in the PS3 games. I’m guessing the developers will tighten that up before release, but that made this demo a little less enjoyable than I was expecting. MN: I didn’t pick it because I didn’t get the chance to play it, just to be clear. If I were to get a Vita, I’d be getting Uncharted. Hands down. You guys are better to speak on it right now, though.
JO: I agree with Matt’s issues with the aiming. The controls did feel very loose and it was harder to line up shots than I’m used to. But I think the other reason I didn’t pick it as a favorite game of this Vita showcase is that Uncharted 3 is coming out, and I’m much more excited for that game. I can appreciate the amount of effort I see Sony Bend putting into the Vita version of Uncharted, but Sony choosing to put that game out the same year as its console sibling doesn’t make sense to me. I see Uncharted 3 as the bigger game and therefore I’m more inclined to play that one. ML: Well technically it’s not coming out the same year — Golden Abyss is 2012. JO: What was your least favorite game there Matt? ML: Reality Fighters. Man, that game is weird. MN: That’s my pick as well. ML: It’s one of those things that you would expect to see in a research and development lab at Sony somewhere, but you would never want them to charge a lot of money for. I don’t know if it’s going to be a retail or downloadable game or how much it might cost, so for all I know Reality Fighters could be a free piece of software, but… JO: You’re right, I mean this could be the equivalent of Face Raiders on 3DS — a pack in game that uses a few system features. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
The Calculus of Death in Mass Effect 2 Posted: 04 Mar 2012 03:57 PM PST “It’s a suicide mission — everyone can die. We tell you that from the beginning. You better make good decisions.” That was Mass Effect series executive producer Casey Hudson’s warning to me when I started playing Mass Effect 2. He elaborated that every one of my squad mates would live or die based on how I playd through the entire game. Such a statement inspired me to play something besides my usual “critical path only and just move on” approach and instead appealed to the min-max player hidden deep within me. If I’m assembling an intergalactic Dirty Dozen, then I want all of them to live, dammit. As a refresher, the Omega 4 Relay serves as ME2′s Rubicon — once you fly through the Relay, a hidden formula begins tracking specific decisions you’ve made, derives some numbers, and then crunches said numbers to determine who lives, who dies, and when and how they go. After I finished the game and asked Hudson in a later interview about who on the development team can break down the formula and how it works, he told me that was impossible. “You can’t just talk to one guy about how the endgame works,” he said. “You’d have to sit down with the five or six people spread across different teams and disciplines to get the full picture of how it works.” How does someone figure out the formula for who survives/dies when the creators themselves won’t tell you and there’s no explicit quantitative indicator for what affects said formula? Players, through the power of crowd-sourcing and wikis, have deciphered the base mechanics for death-and-survival in ME2′s endgame, but that requires a lot of people with a lot of time hammering on one topic. So how did I earn the Achievement for having everyone survive the suicide mission my first time through when there wasn’t yet any wiki, FAQ, or forum to guide me through? The answer: Be an over-thinking, role-playing dork, and a min-maxer to boot. First off, I had already wanted to unlock each party member’s specific ability, which called for completing their loyalty mission. As ME2′s story progresses, you cycle between three basic mission types: Recruitment missions to bring aboard new party members for the suicide mission, story missions that progress the plot, and the aforementioned loyalty ones. By sheer luck, the pattern I settled on was to recruit people, complete that character’s loyalty mission, then complete the next plot-movement mission. The next wave of recruits would become available, and I would repeat the recruit-loyalty-plot cycle.
That helped secure part of my squad member’s fate purely by happenstance. At one point during the story, the crew of the Normandy is kidnapped and, depending on how long you take or how many missions you attempt between the kidnapping and your final plunge into the Omega Relay, the crew may or may not be executed. Again, I didn’t know this at the time, but my blind luck of playing the missions in the above pattern meant that by the time the crew was kidnapped, I had only one loyalty mission left to do before moving forward in the plot — and the player has a buffer of time that lets him complete one mission before hostages start getting killed. I didn’t even consciously think or try to game the system this way; I simply wanted to recruit people and buff them up before progressing onward, and that helped me fall into this pattern through sheer good luck. No, the first time I suspected some sort of methodology at work came from how, after said loyalty missions, your squad mates can offer specific upgrades to the Normandy itself. The first time Garrus offered to install a cannon onto the Normandy, it made me think: Why can I add a cannon when there’s no space combat mini-game? While other upgrades ranged from utilitarian (extra fuel) to somewhat silly (master assassin Thane offers to install… additional probes), the specific additions of a new cannon, thicker armor, and an upgraded shielding system made me pause. Especially when the shield mentions how it can withstand “blasts like those that destroyed the first Normandy.” At the time, I was exchanging messages with another reviewer who only completed a few loyalty missions, and when it came time to talk about the Normandy going through Relay and the resulting fight afterwards, I had mentioned how the game prominently showed cut-scenes that demonstrated why those upgrades were a good idea. It came short of saying, “Gee willikers, good thing we upgraded the shields or we would have never withstood that last salvo!” As I celebrated my upgrades, my colleague’s reply surprised me: “Wait, Jack just got killed because the Collectors punched a big hole in the ship.” That was when I began worrying about decisions and their consequences in earnest. As mentioned earlier, the loyalty mission order and my by-the-hair avoidance of having my crew get liquefied was pure happenstance. I bought the ship upgrades out of minor paranoia, but not until my friend’s comment about losing Jack (followed Tali due to armor and shield mishaps) did I start over-thinking things. Then I landed on the Collector Base, which is where I began sitting back, reflecting on my party, and overanalyzing my characters for an optimal result. The task: Who goes into a vent in order to open the central gate for the rest of my Suicide Squad to storm through? And subsequently: After getting the gate open, while Shepard leads one squad, who leads the second diversionary team? Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 04 Mar 2012 01:30 PM PST
Character creation in Age of Wulin is pretty standard. Starting out, players will have to choose from 6 different storyline. Each will have different quests, outcomes and story paths for the players. Only the first is available for CBT1. The customizations are pretty self-explanatory, but it is the naming part which intrigued me. There are 100 surnames for players to choose from, after that players will type in the given name (Chinese only, no English). I am wondering how will they do it for the English and other foreign servers. As there is no character level system in the game, characters’ stats come into the focus. There are a few special stats, for example Stamina and Hunger. When using life skills, Stamina points are consumed. The higher the Hunger stats via consuming food, the faster Stamina regenerates. The other new stats are about defense against fighting stances, defense against critical damage etc. Additional stats can be found on some of the costumes as well.
Since entering one of the quest room is out of question as a bug and the latency caused the NPC to be spirited away, I decided to take a footage of the town. It is a middle-sized town, neither too big nor small. You would have realized by now, there is actually no auto-path in Age of Wulin, something I am definitely used to in Chinese MMOs. Clicking on the NPC names at the quest bar will only open up the map and show you their locations, which I ain’t really comfortable with. If you noticed, NPCs have a semi-circle meter when mousing over them. Running into them will cause them to startle and move back, followed by some harsh words. This will be the basis of the NPC interaction system, where high affinity with them will lead players to exclusive quests and rewards. Random mobs will also spawn in the town, with alerts telling players and asking everyone to hunt them down. With the main quest line getting stuck and no combat quests, I decided to go learn one of the 15 life skills available – accessory making. The interesting part is that players may challenge the Accessory Trainer to a game of Bejeweled… Which I won after a shaky start. I am guessing each Life Skill trainer will probably have a mini-game for players to challenge. Once again, due to the main quest getting bugged, it is hard for almost all the players to progress and choose 1 of the 4 open clans (Shaolin, Wudang, Er Mei and Tang Clan) to enter. I guess I will stop here for today. Tomorrow, I hope I the quest is fixed and I can touch more on life/ gathering skills (there is something which will piss players off) and of course, combat. Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
Posted: 04 Mar 2012 09:56 AM PST
I was actually surprised by the depth of options available, and this feature certainly triumphed Dragon Nest hands down. Although not as big a library as games such as Aion’s, this would do for a Free to Play title. Personally, I am not really that much of a “unique” look guy, preferring to have glaring equipments for show instead This class is the default magic damage dealer. But as the class name suggests, it is not totally a sorceress-style profession yet until the class advancement at level 25. Shamans will need to skillfully switch between melee skills/ attacks and ranged ones. While the right-click projectile can be spammed, it is just a waste of MP since the damage is quite low. Given the lazy and unskilled player I am, this was a tough class to maneuver. Perhaps the least favorable class in the China server, as I see shouts pleading for party invites from time to time for the high levels. Left-clicking will be the normal melee attack using a dagger, while right-clicking will be using the bow and arrow. It really is a mix of the traditional assassin (one of the later class advancements) and a normal Ranger (one of the later class advancements). My main beef is the requirement to purchase arrows from the NPC, which is not ideal at low level. High damage output, but is somewhat a class PvE parties could do without. PvP wise, I have no doubt the skilled players will excel. My favorite class, it is all about rushing into the thick of action and unleashing skills and watch the corpse count increase. A no-frills class, just simple, straight-forward brawl. The default tanker, the Fighter’s damage is surprisingly high as well. This is also the choice of my class as I continue to play the game further. Negative thoughts This is no doubt the “adult” version of Dragon Nest in terms of game design. One element which is seriously missing from Continent of the Ninth is that of the social feature. There are no emoticons for players to dance, to do actions or even to sit down in towns and also unable to left-click and swing your weapons. While these are small and even ignorable issues, I feel there is still a need to look at them for the developers. And stamina points still, really? The life-professions such as Alchemist (making potions etc) and others feel like an added chore to the game, which is all about combat and more combat. Why not have allow all the players the ability to access all crafting professions and condense them into a neat window, instead of having to run to NPCs? I would rather there be more social features, which Dragon Nest is doing with player housing, farming and even mount racing. As a player, I would loath to go into crafting after hours of combat. Asking me to watch a race between players will be a much better option. The combat system was not as fluid as Dragon Nest’s, but Continent of the Ninth is still a fast-paced action MMO nonetheless. As a game observer now, I worry for the game’s future as it seems updates will just be about new classes (link) and more dungeons. I have not really looked at the Korean server, but I guess I will after posting this. I am currently playing the Fighter class further, so look out for my next post for the game! Posted by: admin in Gaming News Thank you for Visiting Gameforumer.com, Hope you enjoyed the stay with us. |
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