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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:35
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Yes, the main point of these things is that those who can play it about 40h per week tend to make the game suck for those who can't play much. Beware the addiction.
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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:35
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It varies from game to game. But just think about how combat usually works in an RPG and it's pretty much the same.
I'll use shadowbane as an example. The basics: You go into attackmode and target someone, your character starts swinging his weapon and doing his thing. How fast you swing, how often you hit, and how much damage you do are a result of your attributes and equipment. And then there are combat feats and spells, which add an element of "skill" or atleast player input to the combat. Warriros will have combat feats that increase damage, or powerblock (stoping their oponent from using any spells or feats) or stun, or reduce their defense or whatever. Well timed these can be devastating. Spells work in a similiar fashion, only their effects are more pronounced and they can be interupted if you are attacked during casting.
But things get much more complicated when there are groups of people, or sieges. In group vs. group co-ordination is key, and the side who focuses it's attacks most efficiently will usually win, even if outnumbered or out gunned. Voice chat is often use to call targets - they'll target certain classes first, like healers and 'nukers' and then run down the ladder of most threatening to least threatening. There are other sorts of tactics involved like warriors focusing on powerblocking the casters to prevent them from casting or assassins using their abilities to prevent a target from being healed while it's ganged up on. And then there are buffs and debuffs to take into account - a bard with the right group buffs up can swing the tide of battle.
PvP in shadowbane has turned into a sort of science... I personally liked it better when it was first released and everything was more easy going and ther was more roleplaying. Now there are rigoursly planned out character templates and horribly efficient methods of organization and powergaming that you have to adopt yourself if you want to compete.
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