![]() That’s not what we’re looking for, though we want something juicier, something meatier. All too often, these types of games can just be an endless time-sink. We’d hate for you to have to spend hours and hours creating a character and wasting your life away on one of these games that don’t have a payoff. Before that, Crowfall dropped and, unfortunately, it failed to capture enough of an audience.īut, there are quite a few promising upcoming MMORPGs coming soon (in 2023 and beyond) that we can’t wait to get our hands on. And, in 2021, Amazon Games’ New World had its 10 seconds of prominence before everyone burnt out and left. Even so, I think this is a good model for PvP, most notably because it removes initiative from the equation.We’ve certainly had our fair share of disappointing new MMO releases over the past ten years - most notably WildStar(R.I.P.) and Revelation Online. Other abilities (like transform) will become slightly less powerful because they'll take place a round later and can not be used to one-hit-kill your opponent. Some abilities (like healing spells) will become really, really powerful because the overall play lowers the amount of damage you can do. When the next round begins, any non-attack abilities will take effect.įor the most part, I think this works. Defense will never cause a player to lose fewer hitpoints than the original difference in word scores. The player on the losing side of each round loses HP equal to the difference in score, plus the attack value, minus the defense value. Attack and Defense values are only applied after the difference in word score has been determined. Word multipliers and bonuses from potions or abilities are added prior to comparing word score. The difference in word score determines who takes damage that round. To resolve a round of combat, both words play at once. Both words fire at the same time, after player 2 has chosen their word. Because there's only one keyboard, player 1 chooses their word from their available tileset first. All effects that affect the opponent's tileset or stats take effect at the start of the round AFTER the one in which they were used. mode! AND I solved the "who goes first" conundrum. I cannot believe that this isn't a thing already. Still, this would be really cool.Ħ) A sweet sword for the mage class. ![]() Playing RUN would just be silly, since you'd flee the combat, and playing WIN would fizzle. They'd have limited options, obviously, but say, play VENOM to poison the enemy, or CURE to cleanse your own poison. Maybe even more types of spells, some that only check the current character's played words, and some that check against all played words in the history of the MMO.ĥ) Spells that actualize the played word. I'm not sure if this explanation makes sense, but basically a spell that deals damage based on how often or how rarely a word is played, rather than the tiles that make up that word. I hate having to load up the wiki to remember how to craft X potion.Ĥ) Word cloud damage spells. stuff like that.ģ) Some sort of in game crafting memory. The key would be you couldn't play words that didn't follow the rules of that country - all words played had to be pig latin, or all vowels were doubled. This is probably really complicated, but it would be cool to travel to a different part of the word realms country where everyone had an accent, spoke a different language, or whatever. Even if I'm the only one who ever sees them, I'd love this.Ģ) Alternate dictionaries. Heck, I'd like to see them in the stand alone game, too, but that's already in the can, so I'm focusing on the future:ġ) Some way to write custom taunts. There are a couple of features I'd love to see in the MMO.
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