tad10
Elisha Dushku
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So you're just trolling this thread then. Nice.and there are nice games for yours, like chess and checkers.
So you're just trolling this thread then. Nice.and there are nice games for yours, like chess and checkers.
that sounds awful. I could not imagine watching a game being played by my PC vs playing that character myself.And this is why we can't have nice things. You completely missed the point, it's not that you kill every mob with auto-attack, it's that if you've got a mob you can kill with aa, you can hit the mob and then do something else for a minute or two (grab a beer, answer a phone call, take a dump) instead of spending every second you play the game with your eyes glued to the screen and your hands pressing buttons.
Do you realise how stupid you look saying this shit? You've got no fucken idea what features EQ even has. You really think it's rational to have a go at people that may want EQ Next to be action based combat whenThis is the EQN thread not the Wildstar thread. There should be no need to defend EQ autoattack in this thread. If you, Byr and company want an action RPG you've got lots of options now and more coming up. But fuck you all if you want EQ to be an action RPG.
Cheers
Lol. Sure buddy. So I guess every time there's a cutscene in WoW you flipout?that sounds awful. I could not imagine watching a game being played by my PC vs playing that character myself.
It's completely rational given that EQ wasn't an action based RPG.You really think it's rational to have a go at people that may want EQ Next to be action based combat.
Not if what they want is an action-based RPG.Everyone here has just as much right to wish for features in EQ as the next guy.
Well at least you know your being an irrational asshole. I'll move along.It's completely rational given that EQ wasn't an action based RPG.
Not if what they want is an action-based RPG.
It was our genre first.and there are nice games for yours, like chess and checkers.
Rather limited character progression in these games, wouldn't you sayand there are nice games for yours, like chess and checkers.
wait, you arnt? sorry, i figured you were just trolling when you started talking about going out of your way to find a mob that you can kill with auto attacks so you could go to the fridge to grab a beer.So you're just trolling this thread then. Nice.
Now, I'm not an EQ dev or anything... but do you think dungeon camps were an intended mechanic put in the game by Verant? I highly doubt it. They arose based on the simple need for advancement. It was the only (efficient) way to level up. I would put money down on the original intent of all EQ dungeons was that they would be crawled through over the course of a gaming session.Well if EQN is just a WoW clone then not only is my post above pointless but this whole thread is pointless. So no worries.
No one advocates Progressquest. What we're saying is: if there's no real decision involved in hitting a button during combat (to the point you hit it by reflex or you program a macro to hit it), then that button shouldn't be there. Adding an ability that is used as soon as it comes off cooldown or that the dot is flashing on your UI is not good gameplay, it's a way to generate artificially some "interaction".no, you missed the point. why would you play a game that you dont need to interact with?
I personally think GW2 has been a blessing for a few reasons:I never felt gw2 had too many abilities. Diversity was the issue in gw2. I also don't understand people in gw2 that didn't redo your keybinds. If you left the "0" ability on "0," you're an idiot. Perhaps not relevant but a thought stemming from talking to a friend who played with me in gw2.
I think gw2 had almost the right number of abilities but there was a distinct lack of flavor.
And you'd win, since Brad stated, as early as 2000 or 2001 that they thought people would do it that way.I would put money down on the original intent of all EQ dungeons was that they would be crawled through over the course of a gaming session.
In reality, this can't be "beaten." Sure, make resources strained all you want, but all you're doing is changing the timing. Then it becomes all about how many APM is entertaining to you. I think WoW is spammy NOW. Not so much back in TBC/Vanilla where unlimited mana didn't exist even for DPS. Lifetap for locks back then was a fucking reality and shit killed you easily and you couldn't just count that healers could spare mana for your dps.What we're saying is: if there's no real decision involved in hitting a button during combat (to the point you hit it by reflex or you program a macro to hit it), then that button shouldn't be there. Adding an ability that is used as soon as it comes off cooldown or that the dot is flashing on your UI is not good gameplay, it's a way to generate artificially some "interaction".
Its hard for me to put in words. Yes, the support abilities did have flavor, but I felt like every class was "ranged weapon, melee weapon, support weapon, etc." Maybe it is roles I'm missing. I may need to go back and play some and refresh what my feelings were. Haven't touched it since...December?I personally think GW2 has been a blessing for a few reasons:
- No more 6 hotbars with 12 shittastic skills I have to keep around, 10 keys, all of them selectable pre-combat.
- Reactive combat: it can be improved still, but the good is there. Has to be tuned and balanced here and there (some weapons are so much better than others), there is a large room for expanding the system by just adding a weapon to a class.
- I don't need a healer (and this comes from someone who always loved to play healers).
- I cannot stealth through everything and I have to clear my way into places I want to explore (makes me less lazy, but takes away something... so I'm still torn on this).
- The world is gorgeous with many places to discover: small caves, underwater passages, hidden puzzles, etc.
- It's not WoW-like, which by itself is a godsend, at least it's different and I wanted something different for a long time.
- There is a lot of variety in builds, playing styles, group compositions, etc. unless of course all you want to run is CoF p1 speedruns over and over until your eyes bleed.
- It's very dynamic and soft targeting is a welcome change in my eyes (using your teammates to block attacks is plain awesome, gives a new meaning to the word "train" /trollmode off).
This been said, I don't know why you think there is a lack of flavour, unless you mean a lack of pure roles. I don't shit on pure roles by default (they are still there in GW2, less obvious) as I always liked to play healers and tanks, but surely it's a nice change of pace working as a team, using combo fields, finishers and stuff to speed up things and make them safer.
On the other side, Neverwinter, which I found interesting at the beginning, became less and less appealing to the point I stopped playing it. I can't point the finger on what was wrong, maybe I'll pick it up again and give it another try (still installed!), Control Wizard was decently fun by itself.
Hah. In that case, you're looking at instancing right in the face for at least a portion of the dungeons. If they're smart, they'll mix the two. I can't wait to hear the outcry if their solution was to instance only the named's room a la ToR's story/mission instances.And you'd win, since Brad stated, as early as 2000 or 2001 that they thought people would do it that way.
Of course, without instancing, the problem of crawling was that once you had more than 3 groups in a given dungeon, the odds of finding a named alive when you came around its room started to drop like a stone, so it became better to set up camp, and ensure you'd be there when the local boss spawned.
It's called inexperience.
This is the EQN thread not the Wildstar thread. There should be no need to defend EQ autoattack in this thread. If you, Byr and company want an action RPG you've got lots of options now and more coming up. But fuck you all if you want EQ to be an action RPG.
Cheers
I played EQ for years and would like the design pendulum to swing back in that direction. But what you've been spouting on the last few pages is over the top exaggerated to the point of becoming comical. Either we played different EQs or you are talking about killing an orc pawn at level 25 (not the more dangerous "a orc pawn" mind you). Single pulling a low blue con and then going to the fridge worked in Overthere? Well it works just the same in the barrens, which have about the same player competence level too. And going to walk the dog in the middle of a group or raid was just as possible in WoW or any other game as it was in EQ, and the consequences depended on the people you played with. In both games some were cool with it, some left you to die when they cleared deeper, and some flat out kicked you.Well if EQN is just a WoW clone then not only is my post above pointless but this whole thread is pointless. So no worries.
My next birthday is the 40th, so I'm not your average console addicted, 30 minutes MC dungeon or whatever the fuck you want to call it, but seriously, you're advocating for a game that doesn't need to be played and isn't interactive in the least. I don't need to fill every global cooldown, but seriously... auto attack and walk away? That's a bit too much, it's pretty much saying that this game is so easy a monkey flinging poo on the keyboard could beat it, while watching TV too.The problem with all this button pushing can't really be seen in a console game because you are usually playing them in bite-sized chunks and can usually stop at any point and go grab that root beer. However in an MMO it's hard to "stop" when you're in the middle of the raid or dungeon but all that fucking button pushing DDR bullshit is tiring since you're not 15 anymore at the end of which you just want to gtfo.
I think it is hilarious when people go on about how they want 30 minute bite sized chunks of MMO time - all the while claiming this is due to busy schedules. It's not the schedule it's just too damn exhausting playing MMOs these days becuse of key rotations, shit-UIs and the rest. Back in the day you could play for a couple of hours at a time because you weren't playing fucking DDR and you could be doing other things at the same time - that's why people logged in and stayed logged in for hours. The EQN killer for me is if there is no auto-attack and if it's button mashing for combat. I'll just restart on EQMac then.
I personally think GW2 has been a blessing for a few reasons:
- No more 6 hotbars with 12 shittastic skills I have to keep around, 10 keys, all of them selectable pre-combat.
- Reactive combat: it can be improved still, but the good is there. Has to be tuned and balanced here and there (some weapons are so much better than others), there is a large room for expanding the system by just adding a weapon to a class.
- I don't need a healer (and this comes from someone who always loved to play healers).
- I cannot stealth through everything and I have to clear my way into places I want to explore (makes me less lazy, but takes away something... so I'm still torn on this).
- The world is gorgeous with many places to discover: small caves, underwater passages, hidden puzzles, etc.
- It's not WoW-like, which by itself is a godsend, at least it's different and I wanted something different for a long time.
- There is a lot of variety in builds, playing styles, group compositions, etc. unless of course all you want to run is CoF p1 speedruns over and over until your eyes bleed.
- It's very dynamic and soft targeting is a welcome change in my eyes (using your teammates to block attacks is plain awesome, gives a new meaning to the word "train" /trollmode off).
This been said, I don't know why you think there is a lack of flavour, unless you mean a lack of pure roles. I don't shit on pure roles by default (they are still there in GW2, less obvious) as I always liked to play healers and tanks, but surely it's a nice change of pace working as a team, using combo fields, finishers and stuff to speed up things and make them safer.
On the other side, Neverwinter, which I found interesting at the beginning, became less and less appealing to the point I stopped playing it. I can't point the finger on what was wrong, maybe I'll pick it up again and give it another try (still installed!), Control Wizard was decently fun by itself.
Re GW2 weapons: Yea many of them are a bit tame, probably a PVP issue again. I hope they allow you to learn more weapon skills eventually and customize the first 5 slots a bit, giving each weapon like 2 "roles" to emphasize.Its hard for me to put in words. Yes, the support abilities did have flavor, but I felt like every class was "ranged weapon, melee weapon, support weapon, etc." Maybe it is roles I'm missing. I may need to go back and play some and refresh what my feelings were. Haven't touched it since...December?
Hah. In that case, you're looking at instancing right in the face for at least a portion of the dungeons. If they're smart, they'll mix the two. I can't wait to hear the outcry if their solution was to instance only the named's room a la ToR's story/mission instances.