EQ Never

zzeris

The Real Benny Johnson
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People don't know what they ask for. People are dumbasses. This is why we have game designers which study game design making those decisions, not dumb people.
Exactly!! This game has Storybricks not the tired old thoughts of myopic gamers to decide what their AI is going to do. I second this opinion!!
 

Column_sl

shitlord
9,833
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You are going to bang your head against a wall if you are trying to put all the old mmo mechanics into this game.
The game is different, its supposed to be more interactive.

Old mmos are extremely selfish, what can you do for me to make my paper doll more pretty. This game is about what can you do for this world to make it more interesting.
 

gogojira_sl

shitlord
2,202
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I want both, which is why I root for Pantheon and EQN.
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Dahkoht_sl

shitlord
1,658
0
I want both, which is why I root for Pantheon and EQN.
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With you on this , decided I'd enjoy both extremes. Tired of the safe shit in the middle we've had for years.

Give me EQ ,corpse runs, monitor smash old school on one end and brand new weirdo out there Troll Ninja Paladin with Guns on the other.
 

Miele

Lord Nagafen Raider
916
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The downfall of GW2's group combat was that their solution to getting rid of the trinity was to make it so all classes could perform all three roles at once; everyone could tank and/or CC, everyone could dps, and everyone had a dedicated heal slot on their hotbar, and everyone could do them all simultaneously. This led to group combat largely boiling down to everyone taking care of themselves, with no real coordination between players.

EQN's class system, with the restrictions on what types of abilities specific classes can slot, ought to avoid that particular pitfall. We'll see if they manage to find entirely new pitfalls.
Sometime in beta, GW2 was quite difficult, in order to win you had to have a very coordinated group, using boons etc. or mobs would have torn you a new one.
Then complaints came in droves, they nerfed everything, added "unshakable" on bosses and made the game the beautiful mediocrity it is nowadays, where you just dps and dodge a couple attacks per boss.

I like(d) the game anyway, but what a fucking waste of potential.
 

Ukerric

Bearded Ape
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GW2 combat is pretty decent imo. Only pitfalls are them balancing it based on PVP and heals that arent self-only are too weak.
The problem stems from the fact that you don't group to tackle content. The public questing format means people don't need to group to do it, so they don't group. No groups means no sharply defined roles. No sharply defined roles means no content that needs specialization to defeat. So easy solo-type content.

Where this breaks down is when they attempt to make classic content, i.e. content tailored for a group or a raid. They've eschewed specialization for outdoor public-quest content, meaning they can't suddenly reintroduce it unless they make vastly different skills for both situations (which they refused to do). So you end up with the mess of ez-mode balances that swept across GW2's dungeons and bosses until they were "ok".

GW2 would work as a classic MMO if you simply dropped the 1 heal-4 misc-including-one-elite sharp distinction, and placed specialization skills: a set of heal skills for two professions, a set of tank skills for the two heavies, some CC for the mesmer and rogue, etc. Even with "only" 5 slots, you could achieve real specialization instead of weaksauce specs like they have.

EQN can do the same if they're willing to. But that doesn't appear to be the goal.
that assumption runs counter to several statements of them saying it'll be a challenging game that has you mix up your tactics to learn from a defeat.
That idea is exactly what GW2 had. It did not survive contact with the beta testing population (and live), where they learned that, no, people will not learn new tricks from their defeat. They'll complain and stop logging (and buying at your cash shop, since you're F2P).
 

Laerazi_sl

shitlord
293
2
It's an old pic of a kobold casting a fireball-looking spell, but still a good shot. The little guy is same race as in the Keith Parkinson cover art recreation which was confirmed kobold.
 

Miele

Lord Nagafen Raider
916
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That idea is exactly what GW2 had. It did not survive contact with the beta testing population (and live), where they learned that, no, people will not learn new tricks from their defeat. They'll complain and stop logging (and buying at your cash shop, since you're F2P).
This is exactly why we can't have nice things anymore.
 

zzeris

The Real Benny Johnson
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Ukerric,

I disagree with a lot of your post even though the end result could be just like GW2. SOE caving to a subset of gamers. This isn't a classic MMO, they are using Storkbricks, are therefore going beyond classic AI, and it's way past time more companies tried to move from a very old formula and see if things can be different.

Old gamers probably don't want to learn new tricks even though they are usually the first to reminisce about HARD gameplay. It's laughable to hear that talk while truly hard gameplay like GW2 had earlier was way too much for them. My hopes are that SOE learns how to either guide players in new tactics(teaches through game or the designers help), or gamers themselves learn how to adapt. Seeing how well Dark Souls, Day Z, etc are doing right now, I'm hoping some of those gamers get involved in EQN. That new ways of thinking are used besides the trinity or nothing crowd.

The solution isn't to go back to old systems that worked 15 years ago and haven't changed. That's not how you break out of old molds and discover new things. That's not evolution. This genre needs evolution and hopefully this game gets some new blood to help more it along.

Edit- Miele wrote faster lol! +1
 

Draegan_sl

2 Minutes Hate
10,034
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A little disappointed in the last developer response video that talked about shared resources and mobs, etc. Again, citing that seemingly phantom concern that everyone sees other players as "competition."
You like racing to mobs or resource nodes or being ks'd or whatever?

No thanks. Creating a shared experience is much better design. I don't mind competition for big objectives but for smaller and ordinary thinks is bad design.
 

supertouch_sl

shitlord
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Forming tenuous, unstructured groups with people you never even talk to is one of the lamest MMO concepts I've seen implemented in the last decade. Did people actually like that about GW 2?
 

mkopec

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It does not matter what AI you use, this will not be some magical AI that will solve all of our gaming woes of the past 20 yrs. You keep spouting this storybricks and AI shit like it has to do fuck all with combat. Ukerric is exactly right, without defined roles, I cannot see any tactical combat whatsoever. No matter if the mobs try to hunt you down because you killed to many of them, or their AI makes them secretly gather forces to bumrush your town or whatever, it still has fuck all to do with mob and player interaction and tactics when you are fighting. Inside of any group you need a synergy. If you just have 5 damage dealers, there is no synergy there, because you all do the same thing, but a bit different. Its no more than whack a mole at that point. A battle of HP attrition.
 

Mughal

Bronze Knight of the Realm
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People scream for better AI all the time and go off on how they hate trinity combat. The trinity system was a compromise between player ability and coding an ai players could deal with while still being fun.
GDC Vault - Turing Tantrums: AI Developers Rant!
Go to 20:02 and listen what the dude from Blizzard says

EDIT: and I mean seriously watch it. everyone with an interest in playing games should.
 

zzeris

The Real Benny Johnson
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Mkopec.

Of course there are defined roles and I agree with what you are saying here. But, there doesn't have to be holy trinity in it's strictest sense. EQ worked off tank, healer, crowd control as did early WoW. WoW moved towards more healer, tank, dps, and then tried to move back towards the first option. There doesn't have to be one guy that has 5-8 mobs only hitting him, one guy whose sole responsibility is to heal just the tank and 3-4ish guys who are picking off the mobs one by one in a concerted effort to kill them quickly. There is more than one way to skin a cat.

Just like EQ had feign pulling, etc gamers should be able to learn new tactics to win a fight.
 

mkopec

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Just like EQ had feign pulling, etc gamers should be able to learn new tactics to win a fight.
Yes, but my argument is that you still need those defined roles for true tactical combat. Thats what made games like baldurs gate what they were. You controlling 5 dudes that had each a clear and defined role to play in the battle, and therefore made that battle more tactical. You had your healer, your mage, your fighter, paladin, rogue... They all had defined roles that you could then mix and match depending on how you wanted to enter battle. Each set of different characters had its set of tactics.

Now take that all away and what are you left with? 5 battle-magi or 5 fighters with subtle differences but yet their roles are all the same, so what tactical scope do you have? Now take that one step further and ask yourself what tactics can the game AI then employ not to just blatantly crush you every time, because, well, you came in with 5 battle-magi or 5 fighters?

You end up having a mess, because you dont have defined roles, and the scope of the AI is then diminished because they cannot have advanced tactics because then you would get crushed. So in the end its a watered down experience like it was in GW2.

Take a game like TSW for an example. They had a skill wheel where you could pick and choose from 100s of different skills to build your character, but even in that game they were smart enough to have roles. You still had a tank, you still had a healer, and you still had your damage dealers/support/debuffers, but they could be vastly different depending on the skills they chose to equip. If this is the case with EQN than kudos, but if its anything remotely like GW2, then they already lost.
 

Mr Creed

Too old for this shit
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You end up having a mess, because you dont have defined roles, and the scope of the AI is then diminished because they cannot have advanced tactics because then you would get crushed. So in the end its a watered down experience like it was in GW2.
That's kinda right, although I feel alot of people underestimate the difference a great group makes in GW2. Funny thing is that with their skill system they could easily retool the game towards role combat without abandoning the action combat focus. Just need some additional spells dedicated to that role. Or just improve the existing group heals to the point where they matter enough for the masses to appreciate them, decouple CC in PVE from the nerfed PVP-version and give some tank classes more means to draw attention for short bursts, and done.



Forming tenuous, unstructured groups with people you never even talk to is one of the lamest MMO concepts I've seen implemented in the last decade. Did people actually like that about GW 2?
I liked it in the rare instances where you actually did form such groups. 1 Examples: Jumping puzzle in Lions Arch, the long one with the pirate ghost and treasure at the end. I stumbled upon it and a few minutes later someone stumbled in and neither of us knew it. We talked about where to go, helped each other out with some skills and revives through that trap tunnel. There wasnt even combat involved.

However, stuff like that does not happen while you are engaged in a faceroll-easy dont pay attention situation like soloing in GW2 outdoor areas, nor does it happen at widely known loot piniata events that are so overcrowded that they had culling of player models in place for months.

The problem is not the lack of a formal group window. The problem is the lack of any challenging content in the outdoor world that isnt zerged to death. I experienced great communication and cooperation at GW2's then only raid, revamped Tequatl. No such thing before the revamp because he was a fucking gimp loot dispenser. But GW2's ship sailed in that regard, we can only hope at some point companies see more money in making a challenging game then they see in making it gimpy. Maybe that point will be SOE's EQN, if not I can still enjoy catching all my class pokemons there before I quit and long for the next, greatest MMO.
 

zzeris

The Real Benny Johnson
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Mkopec,

Excellent points and I agree with it. As mentioned in the video Mughal supplied, people are horrible at prognostics. It should be easier for EQN to avoid the pitfalls of GW2 and they are expanding upon the variation a group can have to succeed. I liken it to a Navy Seals team. Yes, they have specialties but they also are extremely versatile as well. A sniper isn't just useful at long distance kills even though he is at his greatest strength when used in those situations. This game will hopefully follow a similar path.

For instance, and this is a long example, there is an orc fort with about 50 occupants who get reinforced, resupplied, etc every week. Normal routine is 10 foraging for food in the nearby forest, two sets of 4 wandering guards(sentries) around the outer edges and two sets of 4 guards at each entrance(2 entrances for solid defense). There are two sets of 3 that are carpenters, blacksmiths, etc and then an inner guard of 5 who wander the fort. The keep has two guards at the entrance and another eight or so within which includes the captain, his two lieutenants, and several bureaucrats. Old EQ would be to leave the foragers for people to camp, camp the wandering guards, camp an instance, etc. If you wanted to kill everything, you would feign pull, or use typical trinity combat. Your only problem was aggro range and usually the game or your mezzer set it up so you could handle small groups like a meat grinder. Effective, but kinda boring in 2015 and on.

What if you could vary tactics based off what you want to do though? Lets say you want to kill the foragers first? Mezzer will take care of the 4 at the wagon while the other 5 assassinate 5 foragers. That leaves one who either runs, tries to attack someone, etc. Then you take care of the remaining 5. Healer not needed this time. You do the same to the wandering sentries. Then, you change up the group for the fort. You med for 5 minutes and then have one mezzer, one healer, a tank and 3 dps. Or two healers, two mezzers a tank and a dps. Depending on what you feel are the best tactics for further encounters. Depending on your group makeup and the classes learned within, you could have 4 rogues at a given point. Four wizards or three tanks and three healers. Would these be optimal setups? Maybe for one type of fight. Maybe when you feel like challenging yourself and want bragging rights.

Four rogues could wipe out the sentries with a mezzer and healer as situational backup. Maybe in the captain's war room, it takes three tanks, two healers and one slow dps to easily win the fight? Or two mezzers a healer, tank and two dps. Maybe you try all of the above at different times or days. You can vary tactics because there isn't just one way to do this. That's what I am hoping for at least. Probably won't get it but I can hope. The multiple class system can allow a group of friends to vary tactics based off just the classes known. You don't have to yell for a mezzer or wait for certain classes to do content. You just have to have the basics for what you want to do. I think healers and tanks will be basic early classes. Later on, variety can be used as people progress their characters. Trinity still can be viable. It just is one option though.
 

mkopec

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I dont mind changing roles on the fly, thats not what Im taking about. Its the lack of roles in general, which from my understanding is the way EQN is heading. That you are basically a do it all type of character, but yet with no defined role in general. A do it all but master of none, if you get my meaning.

If what you say is true and there will in fact be defined roles that you can switch in and out of, than I take back what I said.
 

Miele

Lord Nagafen Raider
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I liked it in the rare instances where you actually did form such groups. 1 Examples: Jumping puzzle in Lions Arch, the long one with the pirate ghost and treasure at the end. I stumbled upon it and a few minutes later someone stumbled in and neither of us knew it. We talked about where to go, helped each other out with some skills and revives through that trap tunnel. There wasnt even combat involved.

However, stuff like that does not happen while you are engaged in a faceroll-easy dont pay attention situation like soloing in GW2 outdoor areas, nor does it happen at widely known loot piniata events that are so overcrowded that they had culling of player models in place for months.
Except no: in Orr mobs anally raped you by sheer number, respawn timer and stupid amount of CC they tossed at you, not talking about lifelong conditions applied in droves. End result? If there is no event running (where *sometimes* you find other people), most players prefer to die alone than win in groups. It's ingrained in people brains now and it's not easy to get them to come out of the tunnel of the solo-drug.

Painful.