This is AlexeiFL, right?Is our Art director any good not trolling she is from free realms this really worries me that we will have Super Mario aka Disney models from them?
This is AlexeiFL, right?Is our Art director any good not trolling she is from free realms this really worries me that we will have Super Mario aka Disney models from them?
You raise an interesting point and one that struck me when I was caught up in the dev tables and all that which was released last week.I suppose I'm a traditionalist, I like my trinity and I like my levels. Removing both of those confuses and worries me a bit. But maybe it'll be something so different that'll feel new and exciting as EQ was in 99.
I like the trinity cause I suppose I like structure and without a "tank" I'm afraid combat will either last 3 seconds, everyone will be dps, will be a giant ping pong cluster fuck, or will turn into some shitty kitefest.
To removal of levels is so foreign to me that I don't know what to think. Tiers sound like the new levels, that or the collecting of classes but I don't know enough to say if my assumptions are correct.
The idea of mixing and matching class skills to tailor make my "class" sounds pretty cool. I doubt I'll take it as far as some will and have like 8 different specs across all sort of "roles." I'm more a fan of class identity I suppose. I'll be making my character to be as close to a traditional tank as I can.
If anything it'll be another game to drag 4-12 of my old EQ friends into for a few months.
You raise an interesting point and one that struck me when I was caught up in the dev tables and all that which was released last week.
As a "tank" character, I knew what my role was, I knew who the best "tank" players were, what their strategies were evolving into, and who my competition was for server status. I really miss that concept; "server status".
I played a monk in Afterlife for a year or so, and really put hustle into being the best monk on the server. Gear dependence aside, I felt like my ability to play the class was seriously second to none - especially in PoP boss battles where FD was a requirement and tagging mobs was an added bonus from a skill perspective.
How do we gage skill now? I don't think we do. I just see a bunch of WoW bubble hopping and shit, nothing impresses me because the character side, the personal side, has been stripped.
Are we replacing character and persona / ability with voxels?
Players who play well will distinguish themselves from others. Gear will be a factor in advancement. Rare classes will lead to even rarer builds. I like the trinity too, but I don't shun quick action combat. Both can be fun and engaging.You raise an interesting point and one that struck me when I was caught up in the dev tables and all that which was released last week.
As a "tank" character, I knew what my role was, I knew who the best "tank" players were, what their strategies were evolving into, and who my competition was for server status. I really miss that concept; "server status".
I played a monk in Afterlife for a year or so, and really put hustle into being the best monk on the server. Gear dependence aside, I felt like my ability to play the class was seriously second to none - especially in PoP boss battles where FD was a requirement and tagging mobs was an added bonus from a skill perspective.
How do we gage skill now? I don't think we do. I just see a bunch of WoW bubble hopping and shit, nothing impresses me because the character side, the personal side, has been stripped.
Are we replacing character and persona / ability with voxels?
There are four abilities tied to each weapon set a class can use, and then four slots for the secondary abilities. I honestly don't know if they've definitively said whether, when it comes to those secondary abilities, there will be more than the four skills you initially get for those slots, or if all customization is supposed to come from multiclassing. My gut says there likely are more skills for each class to find.Question: If I roll up a wizard, I get 4 starting abilities. Do I gain another 4 abilities when I hit tier 2, so that when I hit T5 I can choose from 20 different wizard-themed abilities?
And can gain more abilities, that's just the amount on your hotbat.You have 4 wizard abilities and 4 weapon-based abilities that are derived from the staff or dagger or spellbook you hold.
Well, UO wasn't really that horizontal. You were limited to 7 skills. So you built a template, and it was pretty narrow--but you had the freedom to build anything you wanted. So I could be a Halberd using Mage that could also Bind Wounds--but that class was "sticky" for me, I couldn't just hit a button and be something else, it took a fair bit of work to shift your template around, you had to grind new skills out, and maybe even change your stats (Which took more grinding).I agree with the identity thing as well, that's one of the core tenents for me in an MMO. You want to be known as a good X class/role. However, it didn't really seem to be a problem in UO, did it?
Well we certainly don't know for sure what this game will look like once it goes live. All we can do for now is get a feel for what the devs are shooting for. I for one took far more away from the several panels than I did from the demos. That being said, they did say that they were doing away with dependence on tanks/healers. For some (inc myself) who enjoy those roles and having that innate direction built into the class it is worrisome. Now we don't know to what degree they mean by doing away with roles but throwing off what in my experince is a key tenet of the genre, is enough to make me concerned. Course it could be some badass shit that I never thought of and will love.But how do you know how what the devs have described even works in game? How do you know the character/personal side has been stripped? I am simply bewildered by the number of people drawing conclusions from things said that I simply cannot as the devs have described things that we nor they even know will work in a game. We've seen a 1 minute demo with no ai that was just meant to show flashy explosions and particles and thats it and people are extrapolating all this stuff that simply are not there.
It's no different from assuming/theorycrafting the other way. The main argument against SOE is SOE itself and who is in charge. Reputation/history count for a lot. It's better to plan for the worst and be pleasantly surprised, then think everything is going to be perfect and it will become some new messiah of MMO gaming and be beaten down in disappointment.But how do you know how what the devs have described even works in game? How do you know the character/personal side has been stripped? I am simply bewildered by the number of people drawing conclusions from things said that I simply cannot as the devs have described things that we nor they even know will work in a game. We've seen a 1 minute demo with no ai that was just meant to show flashy explosions and particles and thats it and people are extrapolating all this stuff that simply are not there.
Nah. Butler knows what he wants and that's what is getting made. Roundtable is smoke and mirrors to get players invested as mulligan said.It's no different from assuming/theorycrafting the other way. The main argument against SOE is SOE itself and who is in charge. Reputation/history count for a lot. It's better to plan for the worst and be pleasantly surprised, then think everything is going to be perfect and it will become some new messiah of MMO gaming and be beaten down in disappointment.
It doesn't hep that SOE themselves seem to be unsure of what they are going to do, instead its just continual "this is going to be awesome or cool". Not to mention saying one thing, then say the opposite the next day.
I'm batting .675 how are the other guys doing?Maybe, but on the flipside you have Tad who said "This is going to be a solid game" on that same information
That's an interesting description, it sounds like what I had envisioned from the info bits we got so far. One unknown for me at this point are the weapons, moreso then the class abilities. I think each class gets two different weapons? I am wondering about the fact that those first 4 skills are determined by weapon (and caster thingie like focus). Does it mean they are all offensive abilities? Are the all damaging abilities? Or is there room for a fairly defensive or mobile class that actually has non-damaging abilities on their weapon skills? if I am to compare to EQ classes, enchanter and shaman actually did have weapons that had slow as an ability (clicky). If EQN allows that it would allow for much more flexible class design (GW2 has non-attacks on weapons too, so it can be made to work).This is one thing I'm liking, and I said it a lot in the D3 thread--the need to control outcomes, prevents variables, which makes things very boring.
Think of all these variables from just two classes, of similar design.
Rogue: Movement/Offense/Offense/Utility (Weapons Garrote/Dagger) (Armor: Leather)
Assassin: Offense/Offense/Offense/Utility (Weapons Garrote/Dagger) (Armor: Leather)
It seems like a small change, but lets say there is a certain combooffensiveof skills out there, that when used in a three part succession, produces a dramatic result. That combo is closed to the rogue even though everything else is the same (Except the need to change gear to account for the extra strain the triple offense gives.)
but then you can do this.
Ninja: Offense/Offense/Offense/Utility (Dagger/Katana) (Armor: Cloth/Leather)
And lets say, that same triple ability earlier, combined with a specific skill on theKatana, can produce another different set of effects...and lets say cloth armor allows for different mods to be built in, further augmenting things.
So you have very similar classes, with very small variables, that can produce radically different results. And given the time it might take to build up a class to support these combos, it would really be about constantly playing to try new combos and see how further layers of armor can exploit these small shifts: And then when a class becomes dominant, exploring ways to negate it, like say.
Magi-Assasin: Offense/Movement/Movement/Movement (Dagger/Wand) (Armor: Cloth)
This class, because it can chain a certain movement combo can make that single offensive slot as deadly as the triple offensive combo of the ninja class, and therefor, counter the ninja class.
This kind of open ended variable design DOES sound, I admit, very cool. If D3 had been designed more like this, where items had specific interactions with skills, we all said it would be a great game. I really believe the key to a great game is, well, making it difficult to balance, because even the developers shouldn't be able to control all ends, because it's so broad and deep. THAT really makes a game world feel alive, when the players feel in control and the world feels like anything is possible. When even a small shift can create a whole new set of options to build on, because the amount of interaction is so broad.
One of the best parts of EQ was the fact that the programming was so bad that the players could exploit the shit out of it. Having that kind of "millions of variable" complexity does seem, very fucking cool. Lets just home they don't blow it by having their assholes pucker when players invent and exploit the thousands of combos and some precious raid boss gets his shit pushed in laughably easy.