You and 50 million other people.Nino said:I predicted a WS sweep and was not disappointed. Congratulations on a stellar season.
It"s my current MMO project. Made a drakkin bard on Maelin (needed to raid my old toons" bank accounts), and the only thing I"ve ever played with this much interaction with the character was an AO Metaphysicist.redjunkopera said:Playing a bard in EQ1 was the best.
Multiple engines means more than one potential engine solution. A combination of 2 products that are both offered as a single game engine solution. Speedtree btw, is not an engine in the sense of what I am talking about. Speedtree is a middleware solution, much like AI solutions, physics solutions. Engine discussions I am talking about are the nuts and bolts that provide the product from the client/server side.Havelock said:I"m pretty ignorant, but would multiple engines suggest multiple environments (e.g., land/space or land/water)?
GMG (Green Monster Games) was renamed to 38 Studios some time ago I believe. So now the shorthand might just be "38." But yeah, totally agree about the bard-type skill level class. I"m pretty eager to see what the 38 team is brewing up for us in terms of class design.Venjenz said:I hope the folks at GMG have classes like an EQ1 bard that are in that "crappy if you play vanilla, but badass if you work at it" style.
My thoughts exactly. What I want to see for classes is essentially what you said -- baseline classes with progression paths that enhance the abilities you already have, not grant you new ones that completely change your class (see shadow priests and pretty much every tree for the three "hybrid classes" [druid/paladin/shaman]). Pretty much what I want to see is classes with a predetermined role and progression trees similar to the pure dps classes. For classes like rogues/mages/warlocks/hunters, their job is always the same: do damage (and various cc"s for all four classes, in fact the four damage classes are also the four crowd control classes now that I think about it). Their three trees let them augment the way in which they do said damage. Arcane, fire, and frost all require vastly different gear/gem setups. Same with warlocks with affliction and destruction. My point is the job doesn"t change simply because a hunter decides to swap from beast mastery to marksmanship. Sure some encounters might favor one over the other because of various mechanics differences, but that"s just the way things work.Agraza said:My issue with wow"s talent trees is that I believe a class should have a role regardless of spec and that their spec should determine the execution and flavor. Unfortunately the some of the talent trees in WoW determine the nature of your role rather than enhancing what is already present. I think all paladins should be frontline melee forces with ret being the slayer, prot being the tank, and holy being a more buff heavy aura focused close range support, not unlike a holy bard for melee. Regardless of which way they go they are in there swinging their blade at the mob.
Druids are especially bad, but really the only class with a viable excuse. Different druids trained to perform different roles - I get that. I still think the talent trees should complement the native role rather than send your character out into 2 or 3 different directions.
So if your idea of talent trees breaks a class into multiple classes (when you have to ask the shaman if they"re resto or enh to fill the spot in your group - they"re separate) then I"m against it. I simply do not appreciate that method of specialization while I recognize that many players, stupidly, want these talent trees. I"d be just as good without them.
Indeed.Agraza said:My issue with wow"s talent trees is that I believe a class should have a role regardless of spec and that their spec should determine the execution and flavor. Unfortunately the some of the talent trees in WoW determine the nature of your role rather than enhancing what is already present. I think all paladins should be frontline melee forces with ret being the slayer, prot being the tank, and holy being a more buff heavy aura focused close range support, not unlike a holy bard for melee. Regardless of which way they go they are in there swinging their blade at the mob.
Druids are especially bad, but really the only class with a viable excuse. Different druids trained to perform different roles - I get that. I still think the talent trees should complement the native role rather than send your character out into 2 or 3 different directions.
So if your idea of talent trees breaks a class into multiple classes (when you have to ask the shaman if they"re resto or enh to fill the spot in your group - they"re separate) then I"m against it. I simply do not appreciate that method of specialization while I recognize that many players, stupidly, want these talent trees. I"d be just as good without them.
This.Fadaar said:My thoughts exactly. What I want to see for classes is essentially what you said -- baseline classes with progression paths that enhance the abilities you already have, not grant you new ones that completely change your class (see shadow priests and pretty much every tree for the three "hybrid classes" [druid/paladin/shaman]). Pretty much what I want to see is classes with a predetermined role and progression trees similar to the pure dps classes. For classes like rogues/mages/warlocks/hunters, their job is always the same: do damage (and various cc"s for all four classes, in fact the four damage classes are also the four crowd control classes now that I think about it). Their three trees let them augment the way in which they do said damage. Arcane, fire, and frost all require vastly different gear/gem setups. Same with warlocks with affliction and destruction. My point is the job doesn"t change simply because a hunter decides to swap from beast mastery to marksmanship. Sure some encounters might favor one over the other because of various mechanics differences, but that"s just the way things work.
First thing that came to mind was Diablo II"s skill trees. In my opinion that was a great way of developing your character along with the usual leveling up and health/mana/stat boosts you get from it. It"s been a while, but if memory serves me correctly the max you could put into a skill (not counting charms) was 20. Maybe cut that down for MMO"s unless you get multiple points per level, but 5 seems like a good number. Essentially you can marginally boost certain abilities, but not changing the way your class functions. For healing classes you could have a tree devoted to marginally boosting your (weak) damage abilities to let you solo as you level up. At max level your damage output will suck terribly in group play (monsters that require a few people to take down), but you can still do enough damage when solo grinding outdoor mobs for cash, quests, or whatever. Basically it forces you into a predetermined role, but doesn"t completely remove your ability to solo if you want.
Bottom line is you"re still doing the same job you signed up for when you created the character, you just modify your abilities to which you prefer and suits your playstyle.
Cleveland will come back and win it all next year!!Nino said:I predicted a WS sweep and was not disappointed. Congratulations on a stellar season.
I get your point, but I think you"re really grasping at straws. I"m considering resubbing just to do 5-mans and maybe 10-mans, and some PvP. I"ll most likely play a druid because the feral tree is ridiculous and the amount of flexibility the class provides. I can be a healer, tank or dps in one class, providing I have the proper gear.Fadaar said:My thoughts exactly. What I want to see for classes is essentially what you said -- baseline classes with progression paths that enhance the abilities you already have, not grant you new ones that completely change your class (see shadow priests and pretty much every tree for the three "hybrid classes" [druid/paladin/shaman]). Pretty much what I want to see is classes with a predetermined role and progression trees similar to the pure dps classes. For classes like rogues/mages/warlocks/hunters, their job is always the same: do damage (and various cc"s for all four classes, in fact the four damage classes are also the four crowd control classes now that I think about it). Their three trees let them augment the way in which they do said damage. Arcane, fire, and frost all require vastly different gear/gem setups. Same with warlocks with affliction and destruction. My point is the job doesn"t change simply because a hunter decides to swap from beast mastery to marksmanship. Sure some encounters might favor one over the other because of various mechanics differences, but that"s just the way things work.
First thing that came to mind was Diablo II"s skill trees. In my opinion that was a great way of developing your character along with the usual leveling up and health/mana/stat boosts you get from it. It"s been a while, but if memory serves me correctly the max you could put into a skill (not counting charms) was 20. Maybe cut that down for MMO"s unless you get multiple points per level, but 5 seems like a good number. Essentially you can marginally boost certain abilities, but not changing the way your class functions. For healing classes you could have a tree devoted to marginally boosting your (weak) damage abilities to let you solo as you level up. At max level your damage output will suck terribly in group play (monsters that require a few people to take down), but you can still do enough damage when solo grinding outdoor mobs for cash, quests, or whatever. Basically it forces you into a predetermined role, but doesn"t completely remove your ability to solo if you want.
Bottom line is you"re still doing the same job you signed up for when you created the character, you just modify your abilities to which you prefer and suits your playstyle.
I hope you have considered picking up this engine:Project Offset - MainNgruk said:Not yet. And I think the term "engine(s)" might be more appropriate.