- Jun 23, 2001
- 27,730
- 8
- 0
Originally posted by: pontifex
you're not missing anything
Originally posted by: Bateluer
Originally posted by: pontifex
you're not missing anything
Thats what I thought. After TR's retooling, I lost most all interest in the game.
Originally posted by: coloumb
Eh - I passed pre-screening... but..
"Subscriber-Only Exclusive Beta"
No thanks..I'm not paying a monthly fee just to download files.![]()
Originally posted by: abaez
And filefront is free, why would I pay?
Originally posted by: Frackal
WTF I entered my system reqs and it said I didnt meet minimums either, stupid POS
Originally posted by: KeithTalent
Originally posted by: Frackal
WTF I entered my system reqs and it said I didnt meet minimums either, stupid POS
Yeah you have to clear all of your cookies, restart your browser and just enter everything maxed out. It is such a stupid system.
KT
RG: Tabula Rasa makes major forward leaps in MMO design in four essential areas I can mention here.
Firstly there's combat ? Tabula Rasa has fast paced, tactical, RPG combat. While the
combat is fundamentally based on characters' attributes and equipment, players must also consider environmental conditions. Hiding behind cover is a massive aid in survival, as is crouching to assist in targeting accuracy. In most MMO?s you just stand toe to toe and trade blows with your opponent and ignore what is happening in real time around you. In Tabula Rasa, players and creatures will continue to jockey for optimal positioning in real time, adding greatly to the excitement
Secondly, dynamic world. The creatures and NPCs in Tabula Rasa have clear military objectives and move to take and hold strategic areas of the map. Making the world different each time you return. Whole outposts with all their NPCs, missions, shops, hospitals, waypoints etc, will come and go depending upon player control of the battlefield.
Tabula Rasa is unlike the typical MMO, where you go 'farm' in the level one hunting grounds and creatures respawn right back where you last killed them for the next XP farmer to get in their level grind.
The third is real stories. Solo player games do a great job, relatively, of letting the players become the lead actor in an epic story, while most MMOs settle for letting no one ever really 'win' and the level grind becomes the point of life. Tabula Rasa again has a new and I believe better approach. In Tabula Rasa we use instanced spaces as party based story telling centers, where you and your friends truly become the stars of the story and complete epic puzzle and story crafted spaces that culminate in grand cataclysms and profound success! It feels more like a Party based solo-player game than a 'traditional' MMO.
Lastly, class trees with Load/Save/Clone. In most MMO?s your class choice is permanently made at the beginning of the game, so if you decide to try a different class, you must start over again at level 1. I think this is bad for players and the developers. In TR everyone starts as a recruit and grows their character through a branching class tree. When we couple this with the ability to save and clone your character anytime along the way, you can always explore new classes by just loading up a save of your character before the branch and going down the new path.
Originally posted by: Modelworks
I've got a key for the closed beta and will try it tommorrow.
I really hadn't heard of the game till fileplanet put it up.
I read a few comments from garriot about the game.
If he can pull it off it sounds great. The man once had a "vision" for gaming, maybe he got it back , or heres hoping.
edit: link to e32007 video :http://images.tentonhammer.com/video/e307/TR_E307.swf
He addresses alot of my complaints with the current MMO.
From a interview
RG: Tabula Rasa makes major forward leaps in MMO design in four essential areas I can mention here.
Firstly there's combat ? Tabula Rasa has fast paced, tactical, RPG combat. While the
combat is fundamentally based on characters' attributes and equipment, players must also consider environmental conditions. Hiding behind cover is a massive aid in survival, as is crouching to assist in targeting accuracy. In most MMO?s you just stand toe to toe and trade blows with your opponent and ignore what is happening in real time around you. In Tabula Rasa, players and creatures will continue to jockey for optimal positioning in real time, adding greatly to the excitement
maybe they hadn't implemented this yet when i played the beta because i didn't notice a difference either way. also, if they mean the enemy comes running straight for you or standing in one spot as jockeying for positions, then i guess they are right.
Secondly, dynamic world. The creatures and NPCs in Tabula Rasa have clear military objectives and move to take and hold strategic areas of the map. Making the world different each time you return. Whole outposts with all their NPCs, missions, shops, hospitals, waypoints etc, will come and go depending upon player control of the battlefield.
Tabula Rasa is unlike the typical MMO, where you go 'farm' in the level one hunting grounds and creatures respawn right back where you last killed them for the next XP farmer to get in their level grind.
again, either not implemented yet or walking a few steps here and there (unless its part of the quest you're doing) is considered dynamic with clear military objectives.
The third is real stories. Solo player games do a great job, relatively, of letting the players become the lead actor in an epic story, while most MMOs settle for letting no one ever really 'win' and the level grind becomes the point of life. Tabula Rasa again has a new and I believe better approach. In Tabula Rasa we use instanced spaces as party based story telling centers, where you and your friends truly become the stars of the story and complete epic puzzle and story crafted spaces that culminate in grand cataclysms and profound success! It feels more like a Party based solo-player game than a 'traditional' MMO.
another item not implemented yet because its no different than any other mmo i've played. same type of crappy fetch and kill quests.
Lastly, class trees with Load/Save/Clone. In most MMO?s your class choice is permanently made at the beginning of the game, so if you decide to try a different class, you must start over again at level 1. I think this is bad for players and the developers. In TR everyone starts as a recruit and grows their character through a branching class tree. When we couple this with the ability to save and clone your character anytime along the way, you can always explore new classes by just loading up a save of your character before the branch and going down the new path.
i only played for about 2 hours or so before i uninstalled it because it was mind numbngly boring, but can't say anything about this as i never got far enough (or if i did, it wasn't implemented yet).