That tweet is saying, that usual combat needs "Roles" to work, since they are not doing regular combat they don't need "Roles".Is that saying they do or don't want roles?
Theoretically though wizzies in groups were about a form of crowd control in the form of obscene burst damage to clear the board when things got rough, always felt it was something that could be balanced better - having a sustained dps through efficient spells that doesn't match up to the likes of melee dps but can spike a huge burst of damage at the cost of a ton of downtime (like certain mana-intensive heros in dota, the likes of skywrath mage or storm spirit). Having to make a choice between efficiency and potency just doesn't really come up in post-EQ MMOs it seems.Caster dps in EQ did way less dps in most group grinds tho, which I think would be an issue. DOTA gets away with it because the point of the game isnt endurance grinding mobs, its group pvp fights.
FixedThat tweet is saying, "Roads" where we are going we don't need "roads"
They are using some sort of procedural generation for the underworld areas. They haven't really expanded on it too much, from the information I've read. I sort of hope it's not instanced, but they haven't really explained beyond that.So I've heard on GAF that dungeons are procedurally generated? I don't know how I feel about this.
Also, have they decided to use instancing or not yet?
I was under the impression classes only had 4 abilities. That the mix and match was pulling skills from other classes. So a rogue "standard" kit comes with say (Example) Sprint (M), Back Stab (O), Gut Shank (O), Pick Pockets (U). (And of course access to certain armor/weapon types) Now if you go find the Wizard class, you can yank his Teleport spell for your mobility slot, if you want (And your gear supports it.)You know what, I honestly don't know if you start out with just one or all four abilities. No one asked that question. But I'm going to speculate that you start out with 4 and the additional 4-10 class abilities have to be found in the wild as part of tiering up. So rogue will have utility/2 offense/1 movement from the get-go.
Alternatively, starting classes come with 4 abilities, but when you acquire a class you get just one ability?
Interesting, I wish I'd thought to ask a dev about this issue.
Managing DPS issues is a trap that the devs continually fall into. If they create decent encounters that have enough unpredictable interruptions then DPS becomes less important than reacting to the interruption. Hopefully the storybook stuff does that and not in a predictable way. Scripted encounters can provide the interruptions but they are too predictable and that predictability defeats the purpose of lessening the importance of DPS.Caster dps in EQ did way less dps in most group grinds tho, which I think would be an issue. DOTA gets away with it because the point of the game isnt endurance grinding mobs, its group pvp fights.
I think content should be designed around 6 group members, 12 raid members, and 24-30 raid members.I really hate that the happy medium raid size we've settled on is 20-25. That hits the exact spot Idontwant. 10-15? I know everyone and enjoy playing with them. 40+ or 72+ and I get that truly epic feeling and can make fun of all the idiot fillers with my 10-15 friends.
Really the least of my worries with this game but it still bothers me. If their combat works it will probably solve a lot of the problems I have with that size. And if doesn't I won't play long enough to get there anyway.
If this is the case, I'm okay with it. As long as they don't fully 100% get rid of it, that's totally fine. I don't see them getting rid of it with all the classes anyways. I would just like to see some combat on how people play with each other though, unfortunately I know I'm going to be waiting a while for that. But they did have a telegraph system it seemed in the first presentation so if they pull off AI and combat properly it could really work.I'm telling you guys this is LOLMMORPG+Mcraft. There are support classes in LOL.
Effective combat is going to look like LOL. Professoinal players play very specific combinations of characters: AD/Carry/AP/ whatever I forget haven't played in months.
A group that knows what it is doing is going to do something similiar:
You're going to have 2 tankish types, 2 dps types (melee or magic) and a support guy. A few of the tanks may have a defensive slot (say Paladin) but the tanks are going to be slotted with mostly offensive abilities, and the movement abilities to grab the mob when it runs after the light armor guys. Very few defensive abilities (healing) with the Pally an exception. They'll be using Heavy Armor/Heavy Weapons (e.g. Sword & Shield) that's going to mitigate damage. Basically a tank w/o taunt abilities.
The dps types are going to be slotted with offensive/utility stuff and the odd defensive/movement ability. They'll have leather and light armor or cloth (some mage types) which will add to dps/energy/wtf. Basically, DPS or CC types
The support is going to have 2 defensive slots, and then 2 of (utility/movement/offensive). They'll have a mix of armor that adds to energy or defensive skills generally. Healers & Buffers.
So basically if the game is setup right, players are going to impose trinity conditions on themselves to form effective groups.
Multi-classing is going to be used to slot specific shit for mobs/other players - e.g. magebane example if you're going up against a guild that's heavy on mage types.
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All that said, it's a lot easier doing the above if you just have defined classes.
I think they sort of exploit that shit in their old dead games that no one gives a shit about (Vanguard).Common consumables that give you a definite advantage such as healing potions being bought with real money. This stuff is acceptable now? I do believe that would be one of the reasons that I would abandon all hope for this game. Skins, bag slots, pets, cosmetic junk, house junk, fluff and the like is fine by me, but seeing things like healing pots, weapons, armor, etc. throws up gigantic red flags to me. I'm even slightly iffy with exp pots and damage pots. I hear PS2 cash shop doesn't offer any kinds of significant advantage, but I don't play PS2, so I can't confirm. I hope they choose wisely.
we are waiting for EQNL which is sometime this winter. Personally I feel at gamescon they will announce the ps4's release date and then announce day 1 or whatever you will be able to play EQNL. Thats my guess though and lots of people believe what they say about it being made around pc and then they will think about consoles. Except 8 skill slots screams controller and even more so ps2 being on console with the same engine screams it too.So at this point, what is the next thing we are waiting for? EQL beta to start? Open the official forums? Meaningful polls on roundtable? Another event where they release more information?
I can't wait to read these. The people on the official EQ forums are some of the stupidest mother fuckers you will ever read. Serious entertainment to be had there.Open the official forums?