![]() I chose to go “BattleRage” for my initial tree and it is pretty much standard warrior fare. The world feels good, and combat feels responsive for standard MMO fare hotbar combat. It was some sort of a tutorial system, and I ended up disabling. This also causes some odd shit to happen… at one point last night a rock on the ground was speaking korean to me… and I never quite figured out what was happening there. Right now the experience feels a little disjointed since you are supposed to be getting treated to nice cutscenes… that happen to all be in Korean. The first several levels are the same as every fantasy MMO with a series of punctuation leading you around the map and showing you the things you should do. Solid CombatĬomplaining about the character models aside, the game feels very good once you actually get into it. I feel like my choices were as good as possible with the system. I can live with it, but I am not exceptionally happy about it. The above character is as “close” to the standard Belghast appearance as I could get out of the system. So Trion if you are reading… not sure if this is something you can do but both ArcheAge and Rift for that matter need better beards for the human models. This is a little bit disappointing considering from everything I have heard there are some massive configuration options available for the female models. There was not a single “real” beard option available. They have beard options but essentially they were choices between “Five O’clock Shadow”, “Peach Fuzz” and “Well Trimmed Peach Fuzz”. I went into FFXIV with the same fears but found myself pleasantly surprised that I could create a character aligned to western ideals with a very nice beard and everything.ĪrcheAge unfortunately… this was not the case. It very difficult in these style of games to create any form of a male that is not a “pretty boy”. I had this problem with Aion, GW2, and to some extent Rift. I generally have a problem with the Asian and specifically Korean graphical style, in trying to create a character I really liked. I have to say at this point my hopes were a bit dashed. I didn’t get much time to play at that point, but I did manage to create a character. I came home over lunch to take a breathing treatment, and when I got there it was ready and waiting for me. If you've every been a bit curious about environment creation, check out the full post for a "step by step" guide on how the Neverwinter team approaches map building.As I said yesterday, a friend of mine hooked me up with access to ArcheAge alpha and throughout the day it downloaded and installed. PvP players will of course love the increased space that frees up the intense guild versus guild competition planned for the module. On the PvE side of business, this larger map gives players a huge portion of the world in which to explore and take part in adventures, while giving Guilds the space they need to build their Strongholds. The first being, we wanted players to feel a sense of exploration as they roam the lands and fight off enemies to expand their guild’s stronghold," wrote Miller. "You heard correctly, this is the biggest map we have ever made! There are two main reasons for the map being the size it is. As the free to play MMORPG gets ready to launch its Guild battle focused module, Cryptic Studios is sharing the news that these Strongholds maps will be the largest maps introduced into the FAR the largest. Jeff "LCDRMiller" Miller, Environmental Artist on Neverwinter, has posted some new information about the creation of Strongholds maps on the Neverwinter forums.
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