
insorrow |
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Andius, those are mechanics, not functions.
So for example, I feel like a have a pretty good handle on the functional aspect of time based skilling: no need to macro in a corner, even increase in skills over time so there is parity based on time, etc. Functionally I think this means you're freed from grinding to be able to play different styles--the function of time-based skilling is to remove grinding.
I think I also understand the function of archetypes--instead of a game designed pressure to skill up a particular template to be competitive solo in PVP, there's a design pressure to stick within your archetype, and find your competitive advantage in synergistic grouping.
What are the functional implications of the other mechanics you've listed? Combat not being manual aim--what does that mean functionally for the game experience? Why is that important?
ok just to clear a few things . darkfall has a use-skilling and a time-skilling mixed approach .they changed it , sometime down the road. you can use a fireball to skill it , or you can meditate the skill offline .I think the benefit to their system is that the player has to log in and play ,in order to find the funds to spend in meditation ,keeping the world alive. goblinworks system has the benefit that you can easily play pathfinder without pressure to log in as a second mmo , or as someone who does not have much time.in darkfall the person who fights ingame for 8 hours and meditates offline for 16 ,will eventually get a better toon ,than the person who fights for 2 and meditates for 22.therefore there will be people with toon advantage .goblinworks system makes sure that there are no such people.
darkfall 2.0 made another shift (towards goblinworks approach really) .you will choose a role (mage -healer- skirmisher- warrior) and skill-up the role. you can change if you wish ,but you can only be one role at any single time, this way a noob warrior is no different than a veteran warrior , but the veteran can also choose to be a mage tomorrow and a healer next week etc.I think the system goblinworks has in place is more elegant really ,plus it has more roles. in everyday pvp etc ,both systems will play in a similar way .I think goblinworks having experience with the pen and paper version of the game ,will make sure their archetypes are properly balanced .i do not hold my breath for aventurine at least at launch .
combat being manual-aim is a huge difference .i am in favor of more action-oriented combat and i have pointed this out in this forum a while ago.so my opinion is biased .if you think that you can enjoy an mmo ,that plays like gears of war then go ahead and try darkfall. if you enjoy a slower more typical (some may call it tactical ) approach ,then you will enjoy the combat of pathfinder online .