View Full Version : Trials of Ascension: extremely hardcore MMORPG
umerok
06-28-2006, 12:28 PM
Shadowpool Studios (http://www.shadowpool.com) is developing Trials of Ascension, a MMORPG that takes Hardcore to a new level. Permanent Death, no classes, no levels, no chat channels, no name tags.... immersion the main priority of the Shadowpool team.
I was wondering if anyone else had been following this game, and what they thought of it? I think the market could use something for the more hardcore crowd - someone who is seriously interested in ToA probably would find Vanguard to be a bit tame.
GuyJantica
06-28-2006, 03:52 PM
Looks pretty interesting. They make a lot of claims so it'll be fun to watch and see what actually makes it and how it all pans in practice.
-GJ
Dillgaar
06-28-2006, 04:48 PM
reminds me of the claims of the dead MMOG Wish... lots of granduois claims yet they ended up tanking in the end
rabb1t
06-28-2006, 05:36 PM
I only skimmed the site, but I recall the original LoTR game was supposed to have vast continents which took 8+ realtime hours to cross, perma-death, PvP, and a lineage system (so when you were ganked a few items would auto-transfer to the new char). Apparently they did some research and found everyone hated these ideas.
While they sound a bit more attractive now, some 6 years later, I still don't think anything based on perma-death will do real well. I just don't see it holding any lasting appeal when you are effectively forcing people to repeat content over and over.
Here is my thing with perma-death - say you can fight critters from green con to purple con - why would anyone who is cautious ever fight anything over blue and green?
I just think a perma-death server would turn the majority of players into people who are overly cautious because the losses would hugely outweigh the gains.
I don't know, I may try out a game which had perma-death that was balanced, but I just don't think it can be done.
umerok
06-28-2006, 08:04 PM
I only skimmed the site, but I recall the original LoTR game was supposed to have vast continents which took 8+ realtime hours to cross, perma-death, PvP, and a lineage system (so when you were ganked a few items would auto-transfer to the new char). Apparently they did some research and found everyone hated these ideas.
While they sound a bit more attractive now, some 6 years later, I still don't think anything based on perma-death will do real well. I just don't see it holding any lasting appeal when you are effectively forcing people to repeat content over and over.
Here is my thing with perma-death - say you can fight critters from green con to purple con - why would anyone who is cautious ever fight anything over blue and green?
I just think a perma-death server would turn the majority of players into people who are overly cautious because the losses would hugely outweigh the gains.
I don't know, I may try out a game which had perma-death that was balanced, but I just don't think it can be done.
There is no con system, that would ruin the immersion. When you fight someone or something, you have no idea how powerful it is until it hits you.
As far as perma-death, they use a life counter system. Everyone gets 100 life counters; when you die, you lose one and get ressurected at your religion's shrine.
rabb1t
06-28-2006, 08:56 PM
When you fight someone or something, you have no idea how powerful it is until it hits you.
You have no idea how powerful it is until it hits you or until you look it up on a site?
Not tryin' to be a pest, but a lot of the ways this sounds "more hardcore" can be avoided or posted on a website.
vBulletin® v3.6.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.