SigmaEx
Member
gonna put bugs aside for this and just talk about some core mechanics.
combat- Very fluid and much like single player elder scrolls. there are heavy attacks, light attacks, blocking and a added dodging feature which will be very familiar to all of you gw2 players.
The game is not tab target at all. You must aim and face the correct directions to hit your desired target. The hit boxes seem to be made to be more forgiving and it'll help in the more hectic combat.
Blocking appropriate attacks can cause the enemy to stagger and become "stunned" for a brief second as to not allow to constantly perform heavy attacks without drawbacks.
stats- The stats are pretty basic for elder scrolls, magicka(which is for spell casting, health, and stamina which is more inline for casted physical attacks and physical feats such as dodging blocking and sprinting. every level you get a point to put into any of those three stats. although it might seem overwhelming at first as to where to put your points and such think about it this way; there are 50 levels, 1 point per level, intern that equals to 500 stat points total. To me it seems like a pretty minuscule amount and only seems to matter at the start of the game where its harder to cast spells because of its cost, but as the game progresses you earn items that give you more of the stats you need and what not which makes me believe that min maxing the stat point allocation for them isnt as necessary as you will get most of your stats from your items anyways.
items- Items are made to be used by any class to make the character you wanna play. If you wanna play a sorcerer that shoots bows and wears medium armor(like i did) you can make find and purchase items(with in game currency) to fit your needs. All items come with any and all stats that you might desire. Items with enchantments(ex. fire sword that deals 6 points of fire damage on hit) have a bar that represents how much of the enchantment is left. The more you use the item the lower the bar gets till your enchantment is expended. At that point you will have to get soul gems to refill the enchantment and continue using its magical properties. I like that aspect of the game cause it enforces a stronger economy having to always need these basic resources, but that is a discussion for when the game comes out.
quest- The quests are fairly fun. at first youll run into quests that help you recognize your surroundings and key characters but the quests start to develop into more in depth quests based around the lore (which is excellent). Quests can be started with out having to speak to the npc that actually gives it and npc's will seek you out once you start to become more renown with the guilds and such. The types of quests are varied also. There where a few dungeon delves, quests that required you to disguise your self using costumes to infiltrate, and there are different ways to accomplish quests. having the choice of killing of a npc and exacting revenge or letting justice take its claim can be rattling. well needless to say im not a pve'r and i enjoyed it.
skills-You have 3 tree's of skills from your class, a tree for each weapon, a tree from guilds (ie. mage's guild, warrior's guild), a tree from armor, a tree from race, and a tree called life magic that seemed to be based around soulstones. You level up skills by having them on your action bar and completing quests, killin stuff and what not. as the skills progress they will reach a point at which you can "morph" them. morphing a skill gives you the option between 2 effects that get added on to the original spell, for instance sorcerers in the daedric summoning tree get a skill that curses the enemy for 6 seconds and then explodes and does damage to the cursed individual and all those around them. At rank 4 of that skill i got the option to morph it and to either give it a larger blast radius or to shorten the length of the curse as to do the damage sooner. Its pretty neat cause it lets you sculpt the character more specifically into what you want and helps make all the characters even that much more unique.
well anyways theres much more to it and i could probably keep talking about it till it comes out but i might make a second post and cover other things.
If you have any questions about the game just post em and ill try to answer them as much as i can.
combat- Very fluid and much like single player elder scrolls. there are heavy attacks, light attacks, blocking and a added dodging feature which will be very familiar to all of you gw2 players.
The game is not tab target at all. You must aim and face the correct directions to hit your desired target. The hit boxes seem to be made to be more forgiving and it'll help in the more hectic combat.
Blocking appropriate attacks can cause the enemy to stagger and become "stunned" for a brief second as to not allow to constantly perform heavy attacks without drawbacks.
stats- The stats are pretty basic for elder scrolls, magicka(which is for spell casting, health, and stamina which is more inline for casted physical attacks and physical feats such as dodging blocking and sprinting. every level you get a point to put into any of those three stats. although it might seem overwhelming at first as to where to put your points and such think about it this way; there are 50 levels, 1 point per level, intern that equals to 500 stat points total. To me it seems like a pretty minuscule amount and only seems to matter at the start of the game where its harder to cast spells because of its cost, but as the game progresses you earn items that give you more of the stats you need and what not which makes me believe that min maxing the stat point allocation for them isnt as necessary as you will get most of your stats from your items anyways.
items- Items are made to be used by any class to make the character you wanna play. If you wanna play a sorcerer that shoots bows and wears medium armor(like i did) you can make find and purchase items(with in game currency) to fit your needs. All items come with any and all stats that you might desire. Items with enchantments(ex. fire sword that deals 6 points of fire damage on hit) have a bar that represents how much of the enchantment is left. The more you use the item the lower the bar gets till your enchantment is expended. At that point you will have to get soul gems to refill the enchantment and continue using its magical properties. I like that aspect of the game cause it enforces a stronger economy having to always need these basic resources, but that is a discussion for when the game comes out.
quest- The quests are fairly fun. at first youll run into quests that help you recognize your surroundings and key characters but the quests start to develop into more in depth quests based around the lore (which is excellent). Quests can be started with out having to speak to the npc that actually gives it and npc's will seek you out once you start to become more renown with the guilds and such. The types of quests are varied also. There where a few dungeon delves, quests that required you to disguise your self using costumes to infiltrate, and there are different ways to accomplish quests. having the choice of killing of a npc and exacting revenge or letting justice take its claim can be rattling. well needless to say im not a pve'r and i enjoyed it.
skills-You have 3 tree's of skills from your class, a tree for each weapon, a tree from guilds (ie. mage's guild, warrior's guild), a tree from armor, a tree from race, and a tree called life magic that seemed to be based around soulstones. You level up skills by having them on your action bar and completing quests, killin stuff and what not. as the skills progress they will reach a point at which you can "morph" them. morphing a skill gives you the option between 2 effects that get added on to the original spell, for instance sorcerers in the daedric summoning tree get a skill that curses the enemy for 6 seconds and then explodes and does damage to the cursed individual and all those around them. At rank 4 of that skill i got the option to morph it and to either give it a larger blast radius or to shorten the length of the curse as to do the damage sooner. Its pretty neat cause it lets you sculpt the character more specifically into what you want and helps make all the characters even that much more unique.
well anyways theres much more to it and i could probably keep talking about it till it comes out but i might make a second post and cover other things.
If you have any questions about the game just post em and ill try to answer them as much as i can.