Daily Archives: May 16, 2012

Every man of ambition has to fight his century with its own weapons.

With the instigation of a stress test for Guild Wars 2 this past Monday, I was able to log-in and refresh my memory with regard to some of the game’s systems. As such it gave me a nice opportunity to compare and contrast some of the ideas realised within that game with those found in TERA, which I’m currently playing.

My first impression is that in the classroom of MMOs, TERA is that kid who was brilliant at one subject; in all else that kid was at best average, but in one subject they grew whiskers and a shock of white hair and positively shone, in the eyes of their peers becoming a cross between a Super Saiyan and Albert Einstein. TERA is really rather good at action combat. Guild Wars 2, however, seems like the kid who was never brilliant, but was pretty good at absolutely everything, irritatingly popular, and likely to become head pupil of the school upon reaching the sixth form.

Do feel free to carry the analogy wildly off on your own tangents. For example, I picture EVE to be the gruff kid who sits at the back of the class jeering at everyone else and occasionally flicking the ears of World of Warcraft, who used to be the popular rich kid until everyone finally tired of him always turning up with more complicated and expensive versions of other kids’ toys, which he’d invariably break by the end of the first day.

One difference between TERA and GW2 which I find Quite Interesting, but others may find somewhat more prosaic, is the role of weapons within the game. For TERA, each class has a single weapon set available to it. The Warrior dual wields swords, but the representation of these swords is one icon; the Lancer’s shield and lance are also represented by a single entity. Therefore there are no cross-class loot issues when it comes to weapons in TERA – every class has its own weapon set, and every set is self-contained, even if it is comprised of more than one functional item. I really like the system; it’s a simple and elegant way to eliminate the issue of dual wielding classes having to keep multiple weapons/shields/handbags upgraded in order to remain viable, compared to their single-weapon counterparts.

Speaking of maintaining multiple weapons brings up one of my minor concerns for Guild Wars 2: good grief if there aren’t a lot of weapons to maintain in that game, at least for certain classes. Take the Warrior in GW2, for example, who can wield a prodigious variety of weapons. The fact that certain skills –and thus certain styles of play– are intrinsically linked to a weapon type means that, in theory, the Warrior will need to keep two swords, two axes, two maces, a warhorn, a shield, a greatsword, a hammer, a longbow and a rifle all upgraded in order to be able to fulfill each and every play style. Now, perhaps this is not the intention, and a player will be encouraged to focus on one or two themes, but it certainly seems a little overwhelming to think that a Warrior might want (but hopefully not need) to maintain an up-to-date version of all these various items.

Until my knowledge of the game has matured, it’s hard to know how this will resolve itself – weapon level could be irrelevant when compared to the power of the skills which the weapon enables, for example. Suffice it to say that I remain as yet unconvinced where this linkage between skill system and weapon requirement is concerned, but I keep an open mind as always. However, I think that thematically it’s a fabulous idea, where each weapon offers its own distinct flavour of combat, rather than just a mechanical flip of a damage type stat.

And in our contemplation of damage-type-weapon-swapping shenanigans, let us bow our heads and take a moment to reflect upon the current king of weapon stockpiling: Dungeons & Dragons Online. For no DDO session can be complete without the party emptying out their backpacks into the middle of the dungeon floor, rummaging through the subsequent pile of weapons as though they were Lego, and trying to find the exact right piece to fit their current build requirements.

“Dang. If anyone finds a dark blue four-er, can they let me have it?”

“Is that a two-by-two four-er, or a four-by-one? And do you need it in piercing, bludgeoning, slashing, adamantine, byeshk, cold iron, crystal, mithral or alchemical silver?”

“Err…”