Yep, Tippfat and gang are still alive and well at XK^ Tipp was the best drunk guild master. Shit, I can remember when Arcane Circle, Chaos Overlords, and Black Sun merged to form XK`V.
<Defiant> towards the end. I was a late Luclin through early GoD player.Which guild were you in? I play with Xanit K'Ven if you remember them at all.
Translation.John Smedley_sl said:?I was really nervous about [showing SOE staff the game],? says Smedley. ?We showed it to them on Monday, and I couldn?t sleep on Sunday night because I was scared. We?ve thrown out two previous designs of the game to go with something pretty crazy and? well, it?s awesome. When the team saw it I could barely breathe when they were watching it. But when I?d finished they were clapping and cheering ? and these guys are gamers, so they?re not afraid to call bullshit when they see us make a mistake. It?s happened before. We?ve made mistakes, and the guys internally will call us on it every time. But they loved this, and we really felt vindicated that the way we?re going with Everquest Next is the right way. I feel good about it. We?re not trying to make WOW2 or Everquest 2.5 ? we?re making something that we think will define the next generation of MMOs
See, this is why I thought one of WoW's best design decisions was going with fewer classes at launch than EQ had. I'm all for less classes, to give each class broader strengths and more "required" tricks. Personally, in a 5 man group game, I'd only have 6 classes, with each class having 2 roles. For 12 total arch types (Arch types which are not defined as hard and fast as current WoW, but more like vanilla, where they are fluid and based more on gear than even talents--and yeah, I know vanilla had useless archtypes, I'd make sure each was functional and just have a lot less.). It's complex, sure, but that's why there is a low limit on the number of classes in the game--so you can iterate this into your group and raid content. The problem with lots of classes is eventually you force "graying" just to make sure it's not super frustrating in groups and I think if you're going down that road, you should suck it up and just make a skill based game--because one of the benefits of classes is getting defined, different roles.I mostly agree with you Lithose, but I want to touch on the "you need an enchanter" bit for a moment. I, and I would like to think the vast majority of sane people, have no problem with classes being better at certain things and creating synergy with other classes in ways beyond tank/healer/dps type setups. The issue that EQ had with balance (and what likely lead to the homogenized classes from WoW and beyond) is that replacing an enchanter with basically any other class drastically slowed down the dynamic of the group. In uninstanced dungeons, you really didn't have time to figure out the magical dynamic that would make your slightly different group makeup work, but the loss of a single key class basically hamstrung the entire party.
With modern games, they slide a bit too much into making all healers the same, all dps the same and all tanks the same, just with minimal flavor differences. In the enchanter example, dropping another dps into the group should dramatically speed up killing but create much more hectic fights as less CC and less buffs. Basically, the ability to increase all melee dps by 40% in a group with more than 2 melee should not happen when replacing that ability with just 100% dps is a net loss before anything else is figured in. Same with Clarity et al. They put all the good shit into one class(like clerics) and left mediocrity for the rest. I mean... Defensive Stance. Being unique and needed is one thing. Being required is another. EQ, for much of its early life, tred waaaay too far on certain classes being required. That is not good design and should not be repeated, especially in a game with 14(then 16) classes and a group size of 6.
lol I remember in Aduentus we'd start fighting Aerist in Ssraezsha Temple. Usually we had some Dark Defiant WArriors with us. If we started winning, Zephyros would show up. If Zephyros showed up, Ancient Dawn would show up. If Ancient Dawn showed up, they'd kill DDW + Zephyros. If we started winning against Zephyros, Defiant would show up.<Defiant> towards the end. I was a late Luclin through early GoD player.
I've always thought that if I made a class based MMO I'd have 3 or 4 archtypes, tank, debuff and crowd control (either the same or separate) and possibly healing, with each class having access to at least 2 of those and aspects of all of them (all classes having 'some' CC or heals, etc). All 4 would perform more or less equally on DPS, ideally (so any healers would be blood mage types)See, this is why I thought one of WoW's best design decisions was going with fewer classes at launch than EQ had. I'm all for less classes, to give each class broader strengths and more "required" tricks. Personally, in a 5 man group game, I'd only have 6 classes, with each class having 2 roles. For 12 total arch types (Arch types which are not defined as hard and fast as current WoW, but more like vanilla, where they are fluid and based more on gear than even talents--and yeah, I know vanilla had useless archtypes, I'd make sure each was functional and just have a lot less.). It's complex, sure, but that's why there is a low limit on the number of classes in the game--so you can iterate this into your group and raid content. The problem with lots of classes is eventually you force "graying" just to make sure it's not super frustrating in groups and I think if you're going down that road, you should suck it up and just make a skill based game--because one of the benefits of classes is getting defined, different roles.
Just my .02, for what it's worth, my suggestion would be more like vanilla wow, without the Shaman debacle, rather than than EQ--in fact, I'd kind of "bleed" EQ and vanilla together to create more emphasis on debuffs/buffs, while keeping the classes broad and powerful. To give an example, Claritywouldn'tjust be an enchanter ability, 2 other classes would be able to replace the enchanter, but their clarity would have flaws that the enchanter's didn't. For a while, this is what WoW tried to do, until they folded and just went extreme with same buff/debuff just different name--I think the added complexity, and "arcane" features of having multiple debuffs/buffs that fill the same slot, is just fine and them each being imbalanced is also fine, as long as the classes overall have strengths and weaknesses to make up for it. So the Shaman's clarity might not be as good (Just rough example) but the shaman also is balanced to bring other things--in the end, both classes should be roughly desirable, with the thought in mind of what you're gaining/giving up in terms of mana regen. These choices should be hard, but they should remain *choices* and not simply slots to fill, because fuck it, everyone is the same.
Is the above a lot harder to balance? Sure. But again, that's why there are less classes. I think WoW's current archetype design is very lazy and just shows an impetus to have balance, rather than flavor, which I think is a huge mistake. (Even though, I absolutely think balance is important, I just think it needs to be worked into the overall picture of different classes and different strengths and weaknesses. With how many defined archetypes there are in WoW now, I don't think that's possible anymore, which is a shame.)
I like it. Free-form character development has always been a favorite of mine, and this pretty much matches my ideal of a perfect system to a T.(Class design discussion)
I agree. We should rename it to the "EQ nostalgia circle jerk thread". Because it's what it's always been.I really feel like this thread should be renamed. Much like the thread back on FOH, it is nothing more than hopes and wishes for what people would like to see in EQ Next, and the comparisons to the current/past games. Every time I click on it I keep hoping to get some actual information on the game, and it never delivers.![]()