EQ Never

  • Guest, it's time once again for the massively important and exciting FoH Asshat Tournament!



    Go here and give us your nominations!
    Who's been the biggest Asshat in the last year? Give us your worst ones!

Melvin

Blackwing Lair Raider
1,399
1,168
Story bricks is a layer of code designed to let Developers create NPCs with a unprecedented number of "motivation variables" (for lack of a better word) that are so complicated that the Devs can't accurately predict wtf the NPC is even going to do at any given point in time.
 

etchazz

Trakanon Raider
2,707
1,056
Story bricks is a layer of code designed to let Developers create NPCs with a unprecedented number of "motivation variables" (for lack of a better word) that are so complicated that the Devs can't accurately predict wtf the NPC is even going to do at any given point in time.
skynet???
 

Furious

Ahn'Qiraj Raider
2,948
5,032
skynet???
AW shit

Rodolfo Rosini

rrr_img_39151.jpg
 

tad10

Elisha Dushku
5,533
595
We know very little about it. It sounds as though it makes the AI aware of a lot of your past tendencies and reacts differently depending on the situation.

Pretty tight lipped on it over at SOE.
Storybricks is based on this:http://en.wikipedia.org/wiki/Big_Fiv...onality_traitsCan't discuss anything else about it at this point, but I'm supposed to write up a very short interview I did with a storybricks dev one of these days.
rrr_img_39150.jpg
 

tad10

Elisha Dushku
5,533
595
You have no tangible proof it's a solid game. Theidea'sare solid (mostly, some not so much), but that is literally all we can infer from this glorified tech demo. They have been at it for 2 years, and don't have a game to play yet. You're inferring its a good game (or will be a good game) from the dickheads who brought us Vanguard and EQ2. I agree with someone else, when they say we're excited over a few videos and dev speak from arguably the worst MMO developers not being paid by Schilling. Brilliant.
Whatever buddy.
 

Qhue

Tranny Chaser
7,614
4,571
Well let us consider the nature of combat in a more realistic world since that seems to be what they are aiming at here.

It does make no sense for the big nasty monster to attack the guy in plate mail holding a shield first when they can easily go eat the healer or the cleric... so fix that part of it. In OLD old games you had tanks in the "front rank" of a party and then you stuck the squishy mages and healers in the back row where they could not be reached. When we went to EQ and the notion of open world free roaming content the notion of "ranks" and positioning really made no sense and so aggro was born.

If you have a sufficiently robust collisional world system where the tank can really be in a position to act as an impediment to the monster then you can start to scale back artificial aggro constructs. Make it so the BIG strong beefy fighters cause massive snaring effects when they are engaged with a mob and employ collision detection so that the mob is fighting the fighter not because of aggro, but because he really WANTS to go kill the cleric but the damn fighter is in the way and he cannot get past him. If you have the ability to create these walls of crystal and such and other ways that deform the environment then you can change the whole nature of how combat works by really making tactical positioning and crowd control a massive part of the game in such a way that aggro is eliminated.

I would love to play the game where the Enchanter and Wizard were mezzing and creating quicksand and forcewalls to funnel the mobs towards the shieldwall of fighters while everyone else hung back and the rogues had to do a flurry of critical hits and then get the fuck away before they got backhanded across the room and then sneak back into position.
 

supertouch_sl

shitlord
1,858
3
one of the more encouraging things i heard from the panel was that it won't be advisable to travel alone in the world. i just really hope there is a focus on grouping and dying together.
 

Sumi_sl

shitlord
153
0
I would love to play the game where the Enchanter and Wizard were mezzing and creating quicksand and forcewalls to funnel the mobs towards the shieldwall of fighters while everyone else hung back and the rogues had to do a flurry of critical hits and then get the fuck away before they got backhanded across the room and then sneak back into position.
That sounds like the best of an open environment while still having class roles that perform specific functions. I'd play the heck out of that game!
 

slicedmass_sl

shitlord
132
0
one of the more encouraging things i heard from the panel was that it won't be advisable to travel alone in the world. i just really hope there is a focus on grouping and dying together.
I think there is no doubt their goal is community and working together. The biggest question we all have is this game going to play similarly to guild wars 2 where sure you need 10 people for certain content but its just a clusterfuck of attacking the enemy until a health bar is emptied. What people want is teamwork and thats why the trinity keeps coming up because its an easy way to force teamwork and reliance on other people.
 

Teekey

Mr. Poopybutthole
3,644
-6,335
one of the more encouraging things i heard from the panel was that it won't be advisable to travel alone in the world. i just really hope there is a focus on grouping and dying together.
They've said they're as committed now for interdependence as they were when EverQuest first released. Atleast they seemingly get how important it is. Hopefully that reflects in their design.
 

Creslin

Trakanon Raider
2,503
1,151
Well let us consider the nature of combat in a more realistic world since that seems to be what they are aiming at here.

It does make no sense for the big nasty monster to attack the guy in plate mail holding a shield first when they can easily go eat the healer or the cleric... so fix that part of it. In OLD old games you had tanks in the "front rank" of a party and then you stuck the squishy mages and healers in the back row where they could not be reached. When we went to EQ and the notion of open world free roaming content the notion of "ranks" and positioning really made no sense and so aggro was born.

If you have a sufficiently robust collisional world system where the tank can really be in a position to act as an impediment to the monster then you can start to scale back artificial aggro constructs. Make it so the BIG strong beefy fighters cause massive snaring effects when they are engaged with a mob and employ collision detection so that the mob is fighting the fighter not because of aggro, but because he really WANTS to go kill the cleric but the damn fighter is in the way and he cannot get past him. If you have the ability to create these walls of crystal and such and other ways that deform the environment then you can change the whole nature of how combat works by really making tactical positioning and crowd control a massive part of the game in such a way that aggro is eliminated.

I would love to play the game where the Enchanter and Wizard were mezzing and creating quicksand and forcewalls to funnel the mobs towards the shieldwall of fighters while everyone else hung back and the rogues had to do a flurry of critical hits and then get the fuck away before they got backhanded across the room and then sneak back into position.
Ya removing the whole tired mechanic of agro is a better way to revamp the trinity than just removing roles. GW2 pve was kinda lame there they ended up with only different flavors of DPS and didnt even come close to succeeding at getting rid of some classes being unwanted because the nature of the game was that some classes were better at pve and thats how it would be in EQN too. Plus I think healing is fun. Removing a whole bunch of roles and saying look we made the game better just seems wrong to me.
 

Lithose

Buzzfeed Editor
25,946
113,036
Ya removing the whole tired mechanic of agro is a better way to revamp the trinity than just removing roles. GW2 pve was kinda lame there they ended up with only different flavors of DPS. Plus I think healing is fun. Removing a whole bunch of roles and saying look we made the game better just seems wrong to me.
Yep, exactly. Really examine every level of why these things are in, and make sure that whatever these things were meant to fix, is somehow translated into the game.

In other words, if you're confident in the AI, and how players can interact and challenge it--then you shouldn't even have to worry about roles. Someone using a front line/supply method vs someone burying a mob in a hole and nuking it, should be equally challenging because mobs should be reactive, and adaptive. So having a healer should be viable and encouraged, the same way using a tactic without healers should be.

If the only way to change the trinity is to nuke healers, and then make your combat a Benny Hill parody of juggle the angry mob...well, yeah, that sucks. I think GW2 has proved that.
 

supertouch_sl

shitlord
1,858
3
I went back and watched some of the Q&A panel and one of the developers said not being able to see at night in EQ was "denial of service." Wait, what?
 

Vaclav

Bronze Baronet of the Realm
12,650
877
I went back and watched some of the Q&A panel and one of the developers said not being able to see at night in EQ was "denial of service." Wait, what?
Sun is destroyable in EQN so if it was pitch humans couldn't play anymore...
 

Lithose

Buzzfeed Editor
25,946
113,036
Getting workers to voluntarily make a productfor freethen turning around and selling it to them?

The proletariat is doomed.
Well, they get some money if the product is sold...supposedly. So it's more like basic capitalism, except profit sharing rather than labor purchase. But still the raw element of someone controlling the means of production, then allowing the worker to make it, then the person who controls the means of production profits far greater than the person who actually made the item, is the same.
 

Vaclav

Bronze Baronet of the Realm
12,650
877
Player Forge in EQ1/2 is 75% to the creator 25% to SOE IIRC whatever it is almost definitely the same regardless.
 

Muligan

Trakanon Raider
3,232
906
Make being a cleric fun. Problem solved.
You say that but try being a guy who actually enjoys being a cleric. I'm sure they're others but i've been a healer through all of EQ and EQII. It's just what I do. I'm pretty well being turned into a potion you pay some currency for whenever you want a heal.

This may change but it's happening (and happened) in other games as well. It's a shame that whatever a player needs, we'll just put into your pocket.

I guess MMO's are going to micro-transactions, queues, and menus.