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Our combat system is quite simple

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Our combat system is quite simple

PostPostao/la Rshop2018 » Sri sij 09, 2019 3:31 am

The biggest characteristic Xeric inherited is its own crafting system. Unlike SPIN TO WIN GOLD & COUPON with dungeoneering, players can bring whatever gear and items they want in the raid. However they'll inevitably run out of equipment, usually well before reaching Olm. At that stage, players have to restock mid-raid using the tools around them. This ties into those non-combat rooms, which are in fact one of Xeric's most spectacular features.

Instead, Xeric allows players proficient particularly skills--hunting, fishing, herblore, farming etc --to donate to the party by preparing materials.

You may not be a designated healer, but in case you have the highest herblore on your team, you're likely to craft the top potions. The same goes for farming the herbs to create those potions, or catching the best fish for a proficient cook to prepare. Xeric is practically impossible without amassing these raid-specific tools, thus by proxy, you'll still wind up healing or buffing your teammates. This raid isn't about the skills in your hotbar or the stats on your own armor; it is about what you have done with your character, the skills you've leveled and learned. This frames an elegant solution to one of Runescape's central limitations with regards to raiding, and it strengthens that Xeric is high quality content whilst motivating, instead of intimidating, non competitive players.

"So much of Runescape is all about accomplishing goals," Charles said. "As much as it may be a wish to achieve level 99 woodcutting, what raids has done for us is granted an aspirational goal that is real content to achieve and then have fun with. We have this system which we think players are having a lot of fun with, and they want to attempt to reach that to achieve that better money-making method or merely to enjoy it.

"It gives you an actual reason to say,'I wish to get 90 fishingso that I will get the best fish in raids.' It's very complementary to the rest of game," he added. Creating the idea of how end-game PvE work in Old School was a huge portion of Xeric's development. Having depended on modular design and skill-dependent challenges--some of which were cut for the sake of releasing Xeric in the beginning of 2017--the team moved onto designing supervisors. To help construct the depth and difficulty expected of a raid experience, the team leveraged the flexibility of Runescape's players to work around the constraints of this match.

"We do end up with characters, but they are very custom into the boss in question," Charles said. "Our combat system is quite simple, and we used that as an advantage to be somewhat creative with what mechanisms we perform. They involve moving around, using specific items on matters, or shooting specific spells."

"They like to become self-sufficient. We try to be buy osrs gold safe certain players never wind up making a choice that limits other chances in the future. So you end up with a great deal of players who can do anything, and at a raid party, they will all pick what they want to do this time."
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