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see ac2 was good for something

Posted: Fri Sep 23, 2005 8:29 pm
by Nash the slash
I hope you like the new chat by the way..that concept was ported over from ac2...like the fellowship spells before....

They actually went from buffs in ac2 to self/fellow shared only buffs about a year ago to get rid of bots...so spell effects would only opperate while in fellow and not if you left or moved too far way from the fellow ..so be glad they didnt implement everything

maybe they will improve the tonks , lugies and drudges to appear more Ac2 like that would be a step forward too.... :P

Posted: Sat Sep 24, 2005 1:05 am
by Ncatyl
Concept ported over from AC2, which was a game based on...

-DING!

AC1

:P

Posted: Sat Sep 24, 2005 1:21 am
by Trekman
Ncatyl wrote:Concept ported over from AC2, which was a game based on...

-DING!

AC1

:P
Problem is - AC2 was meant to be "something completely different from AC1".

If I remember correctly the AC1 team got bored with AC1 and decided to "do something completely new and as different as possible from AC1", with the AC1 Lore only meant as a feint echo of lost centuries...

They went away from AC1 and a new AC1 team had to be recruited. Those new people had new ideas, most of which were considered "nerfs" (Life Magic,....).

The former AC1 Team took the "Dereth franchise" because Turbine had the copyrights anyway, not because they wanted to "continue AC1".

They changed everything from Engines, Skill System, landscape to initial monsters and more - just a few names remained from AC1.

Over time they realized they won't have enough really "new ideas", so more and more pieces of AC1 Lore came back to AC2....

And in return the AC1 Live Team took more and more Lore and mobs from AC1 - like the Burun...

Chat in general did not work in AC2 for almost a year. But at least the Chat GUI was good and apparently they took code snippets over to the AC1 Client (and Server)....

Posted: Mon Sep 26, 2005 8:03 pm
by Nash the slash
Ncatly

AC2 was based off the lore of ac1 yes, but it was so different geographically and functionally from Ac1 that most ac1 players didnt like it.

and yes it didnt work for the 1st year which is why i didnt start playing it until oct of the the first year myself.

but the concept of global chat for cg, trade etc...that we now have in ac1 was from ac2. :D

makes for better cross server communication but also brings the tedium of childish cg trash talk which is why they increased our squelch list here.... :(


the one thing that has alsways bothered me about Ac1 is that for a Massive multiplayer online roleplaying game it didnt encourage much group play till after lvl 50 even then most players prefer to solo....

the one thing i liked most about Ac2 is that it did encourgae group play.

To me Ac2 finally had most of its issues worked out, but it died as turbine was unable to communicate this to the gaming population to give it another look.....

They killed it because the xpac didnt recover enough of a client base to justify continued support economically, but to me they screwed up the advertising and distribution channel delivery.

I just hope they are able for port over the best of ac2 to Ac1 there by making a good game (Ac1) that much better for its failed spinoff.

There was alot good in ac2....apart from the awesome graphics, the tonks, lugians, empyreans and drudges were fun to play as races... but that may be too much to wish for given the vast game system differences.

I hope that they(turbine) dont screw up D & D online! but then again i heard Atari will be handling the distribution/billing so maybe they wont drop the ball. :lol: