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 Blade & Soul (A.K.A. NCSoft's Project M)

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Sun Sep 19, 2010 4:14 am

is this game out yet? for lk beta or something? lost track of this game since last year ,but want to play xP
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Sun Oct 31, 2010 2:16 am


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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Sat Nov 06, 2010 10:14 am

Korea-based NCsoft announced financial results for the third quarter on November 4th when its CFO Jaeho Lee indicated that Blade & Soul would launch its first test in 2012. The exact date will be determined based on the trial reports of G-star 2010 players. Furthermore, he said that when the developers have 100% confidence in the game, they will launch CBT or OBT immediately.


Blade & Soul will be mainly modified in 2011 and Guild Wars 2 may start CBT simultaneously
The head of the game expressed, "Blade & Soul should be officially tested after the year 2011. We are dedicated to doing modification work in 2011." Namely, Blade & Soul and Guild Wars 2 won't be tested in 2011. Meanwhile, he said, "the two games are currently in the same development phase, they are more likely to perform a test at the same time."
Actually, NCsoft didn't release any new games this year and lost 28 million US dollars in the lawsuit against Richard Garriott, the developer of Ultima Online. As it is developing Guild Wars 2 and other games at present, NCsoft will lose more money.

However, the CFO said, "Without new games, we can still run and maintain our company normally through the revenue from existing games. Blade & Soul is expected to launch the first test in 2012."
Instead of killing monsters to level up, Blade & Soul highlights its background stories. According to Jaeho Lee, Blade & Soul is not developed for players who only focus on grinding monsters to level up. On the contrary, the game is designed to attract players by its rich stories.

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Tue Nov 16, 2010 1:14 pm

BLADE AND SOUL VERY VERY LATEST NEW TRAILER AND BASIC GRINDING VIDEO

5TH CLASS: ASSASSIAN

New Trailer:


4 class basic grinding+fighting combo video:


One of the skill of Blade Master:


How to avoid dying in BNS:



Enjoy!
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Wed Nov 17, 2010 4:55 am

G-Star Videos. Looking amazing so far !








- Force Master Skills

- Blade Master Skills

- Destoryer Skills

- Kung Fu Master
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Nov 18, 2010 8:17 pm

With the 3 eye-catching videos unveiled, NCsoft's next-gen MMO Blade & Soul has started its G-Star 2010 journey officially. It is easy to see many new achievement of Blade & Soul from the videos. Today, we will talk about the new featured system in Blade & Soul.

Featured System - Fleeing System
The fleeing system is rather interesting involving classical martial-art concepts. When players' HP reduces to 0, they won't die instantly, but enter into a fleeing state when they will move at a very slow pace. They can drag themselves slowly to a safe place to recover their HP by using Qi or go back to the village to revive again. Please note that players won't be attacked by monsters in the fleeing state unless they are discovered in the course of using Qi.
In the future, players are more likely to cure teammates with the use of Qi to quicken their recovery speed, which adds more martial-art flavor to the game.

Featured System - Auto-arranged Action Keys
Skills will be arranged in the action bar automatically rather than manually after characters have leveled up and learnt skills and appropriate skills will be switched according to different situations. For example, different stances, continuous skills and escape skills will be selected based on a target's distance. Different attack instructions will be produced when kung-fu masters are suppressed and different martial-art attributes will be given to force masters depending on the battle situation.
Therefore, battles in Blade & Soul look precise and compact, but easy and humanized indeed.


Featured System- Auto-aiming
Essentially different from the non-targeting mode, auto-aiming is a function specially designed for realizing more active battles. Auto-aiming helps players automatically take aim at the nearest frontal target when they are approaching their quarries. Certainly, different targets will be aimed when characters face different directions. In this way, players can engage in instant battles conveniently.

Low System Requirements
Generally, games produced by NCsoft have high system requirements, but Blade & Soul is an exception. It emphasizes that only basic system requirements are needed instead of high ones. 8600GT or 9600GT video cards can even run the game smoothly. Without question, better computers will render better graphics.

Marketing Plan and Target Group
When talking of how to market Blade & Soul after the successful release of AION, Jae Hyun Paeindicated that the two games are completely different. AION offers fantastic battles with easy gaming process, but Blade & Soul is much fiercer with a stirring battle system. In the meantime, Blade & Soul may attract comparatively younger players.

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Fri Nov 19, 2010 12:15 am

It Does look pretty Epic!... if it wasnt for lack of account hackers roaming NcSoft's companu i would play it.. just like Aion first month of gameplay fine then comes the Constant account hacks and lack of hlp from the company to retreive.
cant remember source will have to look it up again but was. in first 3 months of Aion being realeased over 1/4 the Us Accounts where stolen and cleaned out.
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Tue Nov 23, 2010 7:49 pm


After a character is created, the game begins with a gorgeous cut scene where my character is faint, sinking into the sea slowly, which foreshadows the future storyline. Will different characters go through different stories in the cut scene? The answer will be unveiled by yourselves. Next are the tutorials. Players will get to an oriental site as newbies and start to train themselves with others.



Blade & Soul is easy to master, employing similar settings with typical MMOs. Use the W/A/S/D keys to move around, the space key to jump and the mouse to set UI, etc. There is a featured F key which will have different functions according to characters’ situations. For instance, players can talk to NPCs when they are facing them, or equip costumes, pick up items in corresponding circumstances.




With the increase of level, characters can do Dash Jump or High-altitude Jump. Later, they can even leap onto roofs and vault over walls or walk on the water. These actions look elegant with an oriental martial-arts style.

In the aspect of battle system, each character has 3 bars, the red one stands for HP, the blue for MP and the green for SP which is required for jumping or doing other actions. The R key represents common attack, but the numeric keys 1-4 are used to cast skills at the cost of MP. The F and Tab keys will have different functions in the light of actual conditions.
Additionally, the game has a prominent feature. Every key will generate different actions based on different battle situations, such as when Blocking phase (Below has the explanation), when the skill is being cast, when the enemy is being pinned down to the ground, or when characters are falling to the earth from sky. What’s more, skill slots will change quickly in combat. In this way, various combo attacks will be released, giving rise to a strong sense of fighting.
Let me talk about the controls of producing combos, taking kung-fu masters for example. Press number 1 to release a skill and then enter into the Blocking phase, waiting for the opponent’s attack in 2 seconds. You will fight back automatically if you are attacked at that moment. When the opponent pauses for a while, you should continue casting other skills instantly, only in this way can you knock down your opponent with one blow. Combos can be generated continuously. Approach your enemy quickly then and press Tab key to bring it to the ground. Press number 1 again to complete a set of deadly skills.In general, Blade & Soul is like a 3D combat game in terms of battles. Kung-fu masters always remind players of the hero Akira in Virtua Fighter.
It is said the Z/X/C/V key will be assigned different functions. According to plan, numeric keys 1-9 and skill slots will act in coordination and more skill types will be added. In comparison with mainstream MMOs, Blade & Soul adopts fewer keys in combat system and integrates the essence of combat games. In addition, there is another feature related to combat. Characters can lock on a frontal target automatically. Different from the Action Key F, characters are able to adjust their position slightly after auto-fixing the target and then launch onslaught, which is not the same with the targeting mode or the newest non-targeting mode.














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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Nov 25, 2010 12:40 pm

Aion's always complained by players about its repetitive quests and heavy grind. What about Blade & Soul? In the G-Star 2010 premiere Q&A with the game's Producer Bae Jae-Hyun and Lead Designer Hwang Sung-Jin, Korean media put forward this concern to the developers. Bae Jae Hyun promises that Blade & Soul isn't that kind of game that asks you to kill 10 monsters and then 15 another kind of monsters, instead, there will be lots of stories from the very beginning. Besides, he mentions that different servers and continents will enjoy different scenarios. Well, that's a nice idea.
As an action MMO, no class restriction seems to be a must for Blade & Soul. Although in a party there will be players play as "tanks" and others play as "healers", the developer wants to minimize the distinction. A so-call DPS can also learn healing skills when reaching certain level. And players can resurrect by themselves with the Chi Mediation system.
Many Korean MMOs have City Siege system, including NCsoft's Aion and Lineage. But it won't appear in Blade & Soul because according to the developers, the game focuses on story, and they have enough stories for players that makes those events like City Siege become unnecessary. Another interesting topic about the game is the cloth. The game has a sexy appearance and the developers really don't want the characters to wear heavy armors. Thus, the developers hope clothes in Blade & Soul aren't stuffs that can increase your health or defense or other attributions but the symbols of honor and reputation.


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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Nov 25, 2010 8:17 pm

Oh nice, I like what they plan about armour, since if an armour includes defense and any specific stats, it is just time that will eventually make players into wearing the same set of outfit for the sake of better stats (Take FFXIV where all crafter wears almost the same thing lol).

As for castle siege, I won't know if this is a good thing since we'll eventually finish the storyline (I guess?). However, it is also a big concern where, how do you add castle siege inside Blade and Soul. =p

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Fri Nov 26, 2010 6:25 am

games with statted armor should add costume slots, and allow any kind of armor to be equipped on those for looks

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Tue Mar 01, 2011 6:13 pm

Developers Try to Realize the Visual Impacts Brought by Concept Art

From Blade & Soul's
concept art that has been unveiled, we can see that the mass,
magnificent scenes and the comparatively small characters do bring
impressive visual impacts at some point. But such visual impacts seem
hard to be fully realized in the gaming world, which's also where
developers put great energy in order to present players with perfect
visuals as Kim Hyung Tae said. However, Kim expressed
that they wouldn't introduce insignificant settings only for the sake of
maximizing visual impacts, but would exert themselves to make the
scenes featured in the concept art accessible to players in the game.

  • [Part 1]NCsoft: 60%-finished Blade & Soul to Launch OBT in Taiwan Next Summer




Even Monsters Have Their Cultures

With regard to the four races in Blade & Soul, whose name displays a strong oriental fantasy style, someone once though them not creative enough because they all "looked like humans".

Pae Chae-Hyon admitted that Blade & Soul
indeed focused much on human-related game content, so different stages
of a human being's growth would be shown in the game, e.g. from a very
little child to an extremely old person. According to Pae, other races,
however, may appear as NPCs in the game, and even monsters will have
their own cultural backgrounds and settings. Additionally, some objects
will be endowed with life, and meet players in a humanized manner.

But does it mean that players' characters may grow old
as people do in real life? Kim Hyung Tae said that aging is an
unavoidable problem after all, and they'd do their best to let players
experience the variations in life.



Each Class is Made Independent

According to Pae Chae-Hyon, as Blade & Soul is
mainly characterized by oriental martial arts, they give priority to the
oriental elements like boxing, swords & knives and hammers to
interpret the game, and for the sake of overturning the tank &
healer settings common in existing RPGs, they will also try to dispense
with the magician class. After the game's official release, they'll
define new classes depending on players' preferences. For example, if
they find players are fond of group events, the newly added classes may
be those that are expected to bring benefits like auxiliary skills; and
if finding players have a bias in favor of solo play, they will then add
shooting classes.

Force Master Acts Like an FPS Shooter

When being asked whether the unveiled "Force Master" was more like a spell-typed class, Pae said that in comparison, Force Master was more like a shooting one.

As Pae recalled, Blade & Soul's melee classes including Kung-Fu Master, Destroyer and Blade Master
was considered fairly creative when being tested internally in the
early days, and only its Force Master was said to be very like magicians
and wizards in the previous RPGs with nothing special. In this respect,
Pae reconsidered his idea. Now that ranged classes' spell casting was
somewhat out of date in common RPGs, the developer team then endowed
Force Master with FPS-style weapons, e.g. Force Master can use sniping
skills to attack a particular target in the far distance, release the
skills as powerful as shotguns to react against the enemies around, or
apply corresponding skill when wishing to take advantage of geographical
conditions like the earth.







6 Classes Will Be Playable upon Official Release, New Classes Subject to Players' Preferences

Plus the "Assassin" made public at G-Star 2010, a total of 6 classes will be made available in Blade & Soul
according to the presently known info. Actually, the development team
planned 8~10 classes at the very start, which were finally reduced to
the current confirmed 6 after the team's internal discussion and
abandonment of some too similar classes. But as the originally-planned
classes have been finished in some degrees actually, even the new
classes based on players' feedback and demands can be completed and
presented very soon if necessary.



Tournaments are Likely to Be Held

In the interview, the development team of Blade &
Soul seemed to care about the feedback from the public very much. Pae
said that he was asked by many people, especially those in Russia,
whether it's possible for Blade & Soul which put emphasis on martial
arts to introduce tournaments. According to him, now that so many
players think tournaments are necessary, the development team has
referred to many boxing matches and games. Thus, related tournament
settings will show up in the game in the future, and combats, whether 1
vs. 1 or 3 vs. 3, will be impressive and stimulating.



Self-training, the Key to Proficiency in Skills

For creativity's sake, Blade & Soul won't let
players join guilds or learn skills from tutors like the previous
medieval fantasy MMORPGs.

Surely, players will learn basic skills from tutors at
the very beginning, but should be dependent on self-training, meditation
or something else to enhance the skills or obtain new skills. After
players reach a certain level, new skills will be made usable or the
skill tree will be activated, so that players can determine their next
step. Blade & Soul will offer players many different ways to acquire
skills, i.e. players may get skills not only by means of items but also
through learning from a designated person or through completing quests.

Skills will not be fully embodied in the game's first
CBT, and players cannot touch the skills' real charm till the second or
third CBT or the OBT.







Combats May Not Be as Vivid and Delicate as Those in the Promotional Trailer?

Blade & Soul lays stress on the attacking and
defending skills that are as delicate as those in real martial arts
films, and makes players able to press the foe against the wall and give
heavy blows, or throw the foe up to the air or drag him/her down to the
ground and then deal fatal blows. But the trial version released at G-Star 2010
seemed to present simple fights like those in common MMORPGs only. As
Pae Chae-Hyon explained, related details had been completed and imported
to the trial version in fact, but since players didn't try out the game
long enough, they failed to fully experience the combat details (a
small number of South Korean media had a taste of this part thanks to
relatively longer gaming time). For example, to throw the foe up to the
air, players must perform a corresponding skill first to get the foe's
feet off the ground; and to press the foe against the ground and beat
him/her, players should try to let the foe fall down first. It seems
that players didn't experience such content and thus thought the combats
not that vivid. Pae fancied that characters needed time to grow, and
that players would grow as characters grew.



Additional Systems Will Take on a New Look

Other Gaming Fun Will be Provided Naturally If Necessary

Besides the core systems, Pae expressed that they'd make
a different attempt in the additional systems like the crafting one.
After all, it'll be strange if an avenger whose heart is filled with
grief and indignation just kills some little monsters, right?

Thus, this part will be realized in a logical and
natural way, e.g. players are led by NPCs to produce something, or join
forces with others to complete something in order to get desired
resources.


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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Tue Mar 01, 2011 6:17 pm

With the release date of Blade & Soul coming closer, Korea-based NCsoft
reached Taiwan again to keep abreast of local customs. The company also
took a Taiwanese medium's interview, and disclosed to the
eagerly-waiting players Blade & Soul's current development status as
well as its Taiwanese version's release schedule. As Blade & Soul's
release dates in the areas excluding South Korea are still unannounced,
the development director Pae Chae-Hyön this time declared that the game
was to kick off OBT in summer next year (2012), which is undoubtedly
good news for players. That is to say, Taiwanese players will be able to
enjoy NCsoft's fourth blockbuster through its CBT early next year.






In addition to the exciting news, Pae Chae-Hyon and Kim Hyung Tae
also disclosed many details related to Blade & Soul's development,
including the development status, creative gameplay content, racial
settings, and skill rendering modes. Just read on if you are a fan of
Blade & Soul!

Only 60% Finished?

If careful enough, you can find that NCsoft usually
makes great improvements in its games' content from the game
announcement to official release. For example, it can be seen that
Aion's officially-released version made a breakthrough progress in its
graphics compared to its originally-announced version. Blade & Soul
is no exception. Pae Chae-Hyön always answered "around 50% finished"
when being asked about the game's development status no matter two or
three years ago, and even this year, his answer was just "nearly 60%
finished". However, based on Blade & Soul's trial version released
at last year's G-Star, both the media and players fancy that the game
has been developed fully enough to enter the market.



Next Time's Game Info Release Will Relate to CBT

As Blade & Soul is reported without stop by the
media, when will the official company formally release relevant game
info again? Mr. Pae expressed that the next game info release would be
about the game's CBT in South Korea. As NCsoft's 2010 financial
statement shows, Blade & Soul is set to start its CBT in the first
half of 2011.

Blade & Soul Will Challenge the Game Market and Even Push the Limits of RPGs

As for the comprehensive creativity that WoW brought to
the market at the very beginning, Mr. Pae confessed that WoW did catch
players' eyes upon its debut thanks to its groundbreaking design like
the relatively simple quests and newly-added instance mode, which later
became necessary gameplay content in MMORPGs. Things are the same in
Blade & Soul. Players may think the game was very fresh and novel in
the early days after its release, but may later insist that RPGs should
be made in this way, forming a fixed notion.







However, Mr. Pae used to express his confidence in Blade
& Soul's ability to give players who have been accustomed to the
old gaming mode a different feel upon its release. He believed that
Blade & Soul would break away from the existing MMORPG settings,
e.g. ideas concerning tanks and healers would no more be reflected in
Blade & Soul, and the buff/de-buff effects considered necessary in
the past would be minimized, too. In the absence of such things, can the
games still be called RPGs? Pae wishes to prove to players that they
can!



Blade & Soul's Advantage over Guild Wars 2 Lies in the Sound Storyline

Regardless of the previous projects, Guild Wars 2,
NCsoft's another masterpiece, and Blade & Soul both lead players to
interact with the gaming world. So, what's the difference between the
two in essence?

According to Pae Chae-Hyön, it's true that NCsoft
internally would share its different products' development content. At
the sight of Guild Wars 2's dynamic events system, Pae thought it very
creative, and once even had a desire to introduce it into Blade &
Soul. But the desire was subdued on account of the game development
situation. Blade & Soul boasts sound storyline, and makes you feel
as if you were watching an American movie that goes logically and
smoothly, which is also Blade & Soul's absolute advantage.



As Players Can Conquer a Game Very Swiftly, Is the Prepared Storyline Sufficient Till the Next Update?

As Pae said, besides the main storyline, different side
events will happen ceaselessly depending on characters' growth and
experiences, and even the interaction and conflicts among players can
give birth to new content. For example, if a character runs into another
one on the road to revenge, their respective stories will react on each
other and more side stories will then be triggered, which is very
likely to lead characters to the immortal, demon or spirit world.
Players will eventually find that the Blade & Soul world is actually
very complicated.

Different Endings Are Worth Expecting

What will the avenger do after succeeding in the
vengeance? From Pae's point of view, each character is a distinct
individual and has his/her own story. So, when being asked whether Blade
& Soul would present different endings like ACGs, or even encourage
players to create a new character for the sake of a different result,
Pae answered "it is supposed so" with a touch of mystery.














Familiar Scenes Will Show up

When being asked whether Blade & Soul hoped to
transmit a concept different from that in the previous games, Kim Hyung
Tae said that in the past, they had only wished to embody their ideas to
the utmost and break some bottlenecks while drawing, and that he wanted
to do the same in Blade & Soul and shock players again and again
during gameplay. As Kim expressed, even when he didn't take charge of
drawing any more later, he still hoped to retain Blade & Soul's
visual enjoyments. At this point, Kim undertook to make continuous
efforts.

Can Characters Be Customized?

Kim Hyung Tae was still loath to disclose whether the
character customization feature would be available as he had been, but
he promised that things would go further than expected.



Taiwanese Elements Integrated

As to whether many countries and regions' colorful
styles were taken as reference in the aspect of Blade & Soul's art
style and settings, Kim confessed that there're indeed many, including
South Korea, Taiwan, Japan and Mainland China. He said that he was
deeply impressed by the buildings in Taipei City and the temples in
different places during his last visit to Taiwan, and had taken
thousands of pictures of things like the large number of celebrative
decorations inside Taiwanese temples and the sceneries in the Taroko
National Park, which were detailed in Blade & Soul to some extent.

Though it's impossible to render such things as real as
they are, players should still be able to recognize them as sceneries in
Taiwan when reaching them.


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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Sat Mar 12, 2011 7:05 pm

B&S Taiwan OB planned for upcoming summer

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Sat Mar 12, 2011 8:53 pm

ya 2012.then english version most likely last quarter of 2012

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Mon Apr 18, 2011 2:01 pm



Blade and Soul - Four Classes Skills and Combos Introduction

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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Apr 28, 2011 9:12 pm

In the first CBT, with the help of the in-game
customization feature, once players choose a face, the corresponding
figure and skin color will be defined by default.

Players are temporarily not allowed to customize certain
details, but as the game is just at the first CBT stage, further
adjustments will definitely be made and more freedom will be given in
the coming days.

Thus, to tickle the curiosity of those concerned about
Blade & Soul's customization feature, we've prepared a series of
videos & pics regarding character creation based on different races
in the game.

Don't be upset if you failed to join the first CBT! Just
enjoy the content provided here, and think what your character in Blade
& Soul will look like!

  • Jin





Male Characters' Looks


Female Characters' Looks



Gon








Male Characters' Looks


Female Characters' Looks



Lyn








Male Characters' Looks


Female Characters' Looks



Kun





Female Characters' Looks

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Shu
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Registration date : 2008-03-31

PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Tue May 10, 2011 9:27 pm

After Blade & Soul's first CBT day, many players got curious about its PvP system,
which is novel to the extent of allowing only those wearing doboks to
fight. Today, let's make a study of the system that is subject to
players' garments!

Source from: Inven.com






Blade & Soul's
PvP system is based on players' doboks, that is, players can duel with
the opponents who wear corresponding doboks directly and freely, and no
one can fight against those who don't wear any doboks. Only two types of
doboks are available in the game currently, namely, "Loyalty" and
"Self-warning".



In the game, the players who don't wear doboks or wear
the same type of doboks will be attached with white nicknames overhead.
If running into someone with a red nickname overhead, just take care
since he/she is from an opposing faction and may attack you at any time.


The nickname's color varies with players' doboks

Players can attack those attached with red names
directly no matter in the wild or in the safety village. Lots of players
wearing doboks from different factions are now fighting each other
fiercely in the safety village.


PK Scenes
Players can obtain both "Loyalty" and "Self-warning" doboks through doing related factional quests


To gain "Self-warning" doboks, players need reach Lvl 10
and do the quest - "Puzzled Senior". They can finally get such doboks
at Lvl 16 by means of the quest - "Puzzled Girl". Endowed with logical
stories, the two quests depict how "Self-warning" grows up and secure
players natural gameplay.


"Self-warning" Quest - Puzzled Senior


"Self-warning" Quest - Puzzled Girl



Similarly, "Loyalty" doboks can be gained with the help of the corresponding NPC based on the same quest routine.



Either of the two types of doboks can be bought from the store in the related faction.



Meanwhile, those who plan to raid but find their
opponents mightier are not allowed to take off their doboks halfway. So,
pay more attention during gameplay, as real fighting masters may reveal
nothing.


Fighting...

What's more, players cannot launch attacks on those
who're dying or those who're practicing pranayama, or they'll be
teleported to the safety village nearby directly.

As disclosed by the official company, many more garments
will be made available to players in the coming days with a view to a
magnificent martial arts world.

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quilens
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Wed May 11, 2011 1:04 am

damn it

more lalafells

classic asian styles kick ass in 6 inch heels

from the first male model panel

2nd row 2 across isn't he from naruto ?
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ValKrice
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Wed May 11, 2011 2:29 am

You mean this one?

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Shu
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Fri May 13, 2011 7:51 pm

The highly-anticipated Blade & Soul kicked off its first CBT on April 27th finally. Since this oriental martial-arts
MMORPG has attracted much attention and expectation, I'd like to share
some combat knowledge about Blade & Soul in order to help players
who are experiencing this Korean game.

Source from: Thisisgame.com





An AOE skill in Blade & Soul

Game Controls

The same as the traditional MMOs, Blade & Soul
employs the WSAD keys to move around, the R, C, F, Tab keys to attack,
defend and target, and the arrow keys to adjust the direction.



The R key is for common attacks, the Tab and F key are
for special attacks, and the numeric keys 1-4 are designed for not
frequently-used skills. When your level goes up, click the Z, X and C
keys to search skills, which can be learnt automatically by means of
completing quests and leveling up.


The skill shortcut keys shown on the screen in the process of combat

Press the R key to launch a common attack and press it
twice or more times to attack twice in succession. Force Masters will be
different due to their class characteristics and they will cast triple
attacks by double hit the R key.



The Meaning of Targeting Attack

The targeting attack system allows player to
automatically target the frontal enemies within a certain range, control
and attack the enemies in a default area.



The damage caused by characters will be different
according to the distance between characters and their enemies. Once the
enemies are kicked out of the default area, they won't be locked on
automatically. Therefore, players must have good control over their
striking power, sense of direction and distance.


The
circle on the ground shows the attack range after a target is fixed.
The target will be free from being tracked after out of the circle.



It is recommended that players should read the beginner
guide and game intro carefully, and practice more complying with game
controls. After all, Blade & Soul is different from general MMOs in terms of basic controls. Anyway, it is not bad to read more.


Deal with the Posterior Target

I discovered that targeting attack system is not
confined to frontal enemies. Actually, it can be applied to the target
behind characters, but characters must get very close to the target and
master skills that can take effect in a large area.




Target and attack the enemy backwards



Please note that the backward attack won't deal damage
as much as the frontal one's. However, characters can carry on such
training, since there are many targets at the back of characters in
instances.



About Morale, Blade Vigor and Internal Force

Morale, Blade Vigor and Internal Force will be
respectively useful for Kung-Fu Masters, Blade Masters, destroyers and
Force Masters to cast skills. The restoration speed of the three
abilities has a direct impact on players' skill release and restoration
speed.


Morale, Blade Vigor and Internal Force Skill Bar



Some skills cannot be unleashed until a certain skill
value is accumulated to the required amount. For example, Blade Masters'
Shock skill can only be used when buffs are piled up to the fourth
layer.



However, don't worry, a majority of skills don't have such requirements.






Morale, Blade Vigor and Internal Force Skill Bar
Blade Masters' Shock skill needs buff accumulation.


Some special skills against bosses also require characters to pile up buffs.


Don't give up after death! Use the Breath Regulation System.

Never give up if you die unfortunately in combat.



In Blade & Soul,
players can sit down and recover their vitality in safe villages as
soon as they lose their lives. The vitality includes HP, MP, Morale,
Blade Vigor and Internal Force.




Crawl forward



After death, there are two situations. First, players
can directly revive in the newbie village by means of sitting down when
they have enough breath, which will cost 40 seconds. Second, without
enough breath, players can regulate breath to crawl back to the newbie
village, which can last 80 seconds.



The above two methods won't lead to
the breakage of equipment or the decrease of equipment durability.
Certainly, players can be teleported to the safe area directly by system
at the cost of equipment durability.




The character is regulating breath



I have to remind all of you that the breath regulation
system doesn't work all the time. Once players fail to regulate their
breath, they will be teleported to the safe area directly, but cannot
move during a period. At that moment they can do nothing but sit down.



Here, I have finished my introduction to Blade &
Soul's battle system. I hope it will be of service to you and all
players can strive to fight in the game!

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Shu
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Jun 30, 2011 5:54 pm

Blade & Soul CBT Publicly Avaible Collection Of Clothing

Blade & Soul (B & S in short) Has charming backdrops, scenery,
monsters and most importantly clothing, which you will see at it's
best. We will see many clothing types which show the real charm of B
& S.

Uniform Hongmunpa
Once you start the game, this cloth will be obtained from the first robe. It was designed as a combination of white and black.
Bugaboo Fog
Receive as a reward for completing a quest. Select one of the red and yellow, and black as the main base color.
Cheonryeong

Cloth can be gotten from Elite Monster Cheonryeong Gangsi. This is a
popular cloth with the male players due to the fact it shows lots of the
chest area.
Vigilante Danwonbok
Mysterious Old Man Quest must be completed to recieve this armor. It's beautiful due to it's white and black look.
Evidence of Motor
Palbugijaeui clothing that you receive as a reward for completing a quest. You can either select white or yellow color.
Chunggakdan Seonwonbok
Mystery Girl clothes that you receive as a reward for completing a quest.
Murimchochul
Burning Bamboo Village clothing that you receive as a reward for completing a quest. You can either chose black or yellow color. It Geonjokgwa gonjokui costume design almost similar, the characteristics of species in certain areas seems a glance. Jinjokeun ... Do you move on nonhamyeon deeply dangerous.
Hat
Elite Monster Cheonryeong Gangsi must be defeated to gain this hat.
Bonus! Underwear
Underwear - Yes, underwear! It's easily to tell which undewear for each race supposedly. As you can see some ar
Surprise the public! GM Costumes
On
the last day of CBT, there was a GM PVP event, and the GM's decided to
showcase some intresting cloths which players might of been able to get
there hands on but the prices where supposedly to high get in CBT.

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Hera
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Jun 30, 2011 8:30 pm

FLAT CHESTED.

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If you cannot win at the game, if you cannot solve the puzzle, you are just a loser.
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Snow
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Thu Jun 30, 2011 10:23 pm



Looks on the left side, I'm pretty sure we won't be seeing that much in our versions

_________________

Mmos to play or test: ArcheAge - Black Desert - B&S - Wildstar - Everquest Next - Icarus
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Supamoe
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PostSubject: Re: Blade & Soul (A.K.A. NCSoft's Project M)   Fri Jul 01, 2011 5:36 am

Hera wrote:
FLAT CHESTED.

YES YOU ARE!
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