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> Preview: Raising Hell instance
Киола
сообщение May 25 2012, 14:39
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Audi, vide, sile.

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Цитата
There’s a few things to note about TSW’s dungeons. One is that trash mobs aren’t 90% of your gameplay here. As Tor told us, the majority of the non-boss fights you’ll take part in are to either a.) liven things up between bigger encounters or b.) to help keep teaching you about the mechanics of that dungeon’s fights. There were at least three mini-bosses in Hell, and three full-sized bosses. I could probably count on two hands the number of non-boss fights we encountered. It’s all a part of keeping the focus on the cool stuff in the dungeons, and not on the trash mobs you fight plenty of in the open world.


Цитата
Also of interest is Funcom's philosophy on teaching players how to handle boss mechanics. Unlike many other MMOs that don't clue you in on the bosses' abilities until you're in the process of being flattened by them, The Secret World introduces you to the mechanics you'll be seeing right from the start. This is the purpose served by the few trash mobs that do exist. For instance, one of the first trash pulls we encountered was surrounded by a series of pylons that, when we approached, began to crackle with electricity before emitting a nasty purple aura that would make quick work of anyone unfortunate enough to be caught in its area of effect.
Shortly thereafter, we came upon our first mini-boss, the Antimony Ministrix, and wouldn't you know it, she was surrounded by a circle of the same menacing pylons we had seen earlier. From the start we knew exactly what those pylons would do, and not to stand anywhere near them.


Цитата
You see, there’s no “rez” in TSW. When you’re knocked down in a boss fight, you’re down until the party either dies completely or manages to win without you. A barrier goes up around the boss-fight and you have to wait until either of those two criteria is met before rejoining your group from a nearby respawn point. The reason for not having a rez in TSW is pretty simple: it would become a must-have skill taking up one of your valuable seven active skill-slots, and every party would have rezzes on hand to get them out of a jam. Instead Funcom wants you to really work together to figure out a good strategy that works for your group. They want you to check and change your builds when one set-up doesn’t work and then go back in and try again.


Цитата
In short, it’s insane. We died a ton. And I couldn’t be happier with what we saw from TSW’s 2nd in-game dungeon. You can easily see how much teamwork will be needed; how you’ll have to think about what skills you’re using and how to react to the bosses’ many attacks. You have to move constantly, coordinate constantly, and if you’re lucky you’ll come out on top and unravel more of TSW’s overarching mystery. One thing? I don’t see too many groups beating this dungeon within the first few weeks of launch. The Polaris, the dungeon you’ll first find in the game, is apparently just as difficult. Party-loving, dungeon-running, difficulty cherishing players should start getting amped for The Secret World. This is one thing they’re doing very right.


Сообщение отредактировал Киола - May 25 2012, 14:42


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