Two Worlds - Combat @ IGN

Dhruin

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IGN's Two Worlds Tuesday has an overview of the combat written by "Two Worlds Staff":
It goes without saying that if you're playing a role-playing game, you're going to get in a fight. Whether it's with slimes, orcs, dragons or the town guard, sooner or later metal is going to meet flesh (with experience and treasure collected soon after). Therefore, combat is a vital component to any RPG, and Two Worlds is no exception to this rule.

There are three basic types of combat in Two Worlds - melee, missile and mounted. Your character starts off with just a few basic skills in each type of combat, but as you gain skill points and find people to teach you new tricks, your effectiveness on the battlefield increases exponentially.

Some players will choose to specialize in a particular combat type, while others will play the field between two or all three. What brand of battle will appeal to you? Check out our overview of Two World's combat system to find out!
More information.
 
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"Which brand of battle?" What? How about making any of them a remotely appealing or enjoyable choice before encouraging us to mix them up? I've put about ~8 hours into the game, and I'm really considering dropping it, because combat is one of the most abysmal and painful experiences I've gone through. Melee has no lock-on, and without a long weapon (quarterstaff etc), ranged characters simply run away from you, meaning you've gotta hope they get stuck on a nearby rock/tree/etc. Ranged weapons are too weak and take too long to shoot to be very useful. Magic's the one halfway decent aspect of combat, and even then, there's so little choice or variety. They've managed to put in combat that's even more boring than in most MMOs.

The grind's annoying but understandable when you're playing with 6 million people relying on devs, at $15/mo, to give new content updates and keep the servers up and deal with the community. It's absolutely unacceptable in a SP game. And don't believe their lies about the world being 'dynamic'. Oblivion had more character and let you influence the world more.
 
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"Which brand of battle?" What? How about making any of them a remotely appealing or enjoyable choice before encouraging us to mix them up? I've put about ~8 hours into the game, and I'm really considering dropping it, because combat is one of the most abysmal and painful experiences I've gone through. Melee has no lock-on, and without a long weapon (quarterstaff etc), ranged characters simply run away from you, meaning you've gotta hope they get stuck on a nearby rock/tree/etc. Ranged weapons are too weak and take too long to shoot to be very useful. Magic's the one halfway decent aspect of combat, and even then, there's so little choice or variety. They've managed to put in combat that's even more boring than in most MMOs.

Ah, that is not entirely the case. Yes, in the beginning the combat is indeed difficult both ranged and melee, but when you advance in the game and begin stacking some weapons then it becomes more and more easy. The ranged combat is actually very fun when 4-5 wolves come running towards you and you one by one pick them out with a single shot per wolf. But then again, I would rather be without combat entirely.

The grind's annoying but understandable when you're playing with 6 million people relying on devs, at $15/mo, to give new content updates and keep the servers up and deal with the community. It's absolutely unacceptable in a SP game.

I can't quite follow you with what you're saying here.

And don't believe their lies about the world being 'dynamic'. Oblivion had more character and let you influence the world more

I thought the opposite actually. Two Worlds has the most dynamic world I've experienced in an RPG. There's loads of NPCs in the towns and they often do day to day work like harvesting, wood cutting and stone cutting and it's quite impressive.
The fact that Two Worlds in many aspects resembles a living world is the best feature of Two Worlds in my opinion.
 
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