That was true a couple of years ago, but not so much now. When the game launched four years ago I used to play in Japanese parties, because I"m in the UK. Generally, they are so much better at the technical aspects of games; they"re use of skill chains really set them apart.Cybsled said:The flipside is it was always a bitch finding a party who knew what the fuck they were doing ;/ Back when I played, most XP groups lost me more then what I actually gained.
Bump for emphasis, despite the incredible grind that was leveling in ffxi, the combat system really made it far more tolerable. In fact i dont think the level grind would have been manageable in any other game due to the tedium. I suppose eq2 tried at the synergy idea with the heroic opportunity mechanic, but failed miserably. I"d go so far as to suggest outright stealing ffxi"s job system, and skillchain system (but replacing names as needed so its a bit less obvious), maybe slightly speeding up the pace of combat and reducing leveling time. Combine that with a complex raid game like what wow has, and that"d definitely be a game i"d play.Flight said:(ffxi)Weapon skills are skill based, with level caps. Each class gets different caps for each weapon type. At certain skill levels you receive new special attacks. The chart above shows how these different skills can be chained and produce various effects. They produce significant damage or bonuses. Only two classes can do these chains on their own and then far more limited than multiple characters.
Individual attacks and specific chains have elements attached to them. There is further significance because :
i) mobs all have elemental attributes and are weak to some element types and strong against others;
ii) Mage classes can add additional effects at the end of combat chains, using spells associated with the element type to produce "bursts". These are like an additional chain at the end, producing further damage and effects.
The whole system is based on Shinto, as is the entire game, but that can be ignored in analyzing and performing the mechanics. The true genius behind it is that it is the only system in any MMORPG that makes a partys potential truly greater than the sum of its parts. It also produces many more class possibilities, in terms of enabling and promoting class and party mechanics.
No other combat system comes close; after using it every other games party combat seems incredibly boring.
I am curious to know thoughts on instancing. I don"t know that I care one way or the other and it"s not something that ever intrudes on my enjoyment of a game because lag and all the stuff that made instancing/zoning an issue in EQ are non existent for me anymore.Flight said:That was true a couple of years ago, but not so much now. When the game launched four years ago I used to play in Japanese parties, because I"m in the UK. Generally, they are so much better at the technical aspects of games; they"re use of skill chains really set them apart.
It took two or three years for Westerners to catch up (I largely blame that on their use of worldwide servers), but now even most pugs have a semblance of ability (when you can actually get a party together).
The combat and class system are beyond reproach, but so many other aspects of the game are horrible. Nevertheless, players will go back time and time again to give it another go, because of those two systems that are so attractive.
Imagine that class and combat system, with WoW like content for solo, party and raids, with a decent loot system. Thats what I"m expecting from the MMO they have been developing for the last couple of years. Again, the thing that could work against them would be if they continue to insist on worldwide servers.
To chip in on instancing, its not what most of us on this type of forum want to see, but if a game is after massive commercial success instancing is a must. I"d suggest a LoN like system, with dynamically generated instances for both solo and group play - maybe even raid.
We will something like this in 38 Studios game. The little Curt has given away is they are aiming for a multi billion dollar franchise (he has said that twice on this thread alone). That means massive commercial success for the game and that demands instancing.
In that there is only one right answer and the other answer is wrong, or in that it causes a shitload of mouthbreathers to start arguing and showcasing how dumb they are?Twobit Whore said:LOL asking that is like asking if .999~ = 1.
This. Everyone is going to think something different and have a million reasons why. And then you"ll have a few who just don"t care.Gnome Eater said:in that it causes a shitload of mouthbreathers to start arguing and showcasing how dumb they are?
That"s a bit different, though. Those caves suffered from the usual "lack of content production time" which leads to the same houses copied over and over, or, in your case, the same caves copied over and over again.Ngruk said:I know that I was horribly turned off in WoW when I realized that the "live" dungeons and caves I was exploring in the early game were just stamped copies of each other with no real depth.
There"s always plenty of good reasons to instance zones, and plenty of good reasons not to instance zones. Usually pretty different ones.I was all about a huge one zone world when this idea was fermenting years ago, only to learn that solution made almost zero sense for a million different reasons.
I may not be the majority, so go with what sells, but I personally hate it.Ngruk said:instancing
Every. Last. One of us.Flight said:I"d be very interested to know who is responsible for quality at 38 Studios and who is the guy ultimately answerable for it (I don"t personally do quality but its an area of interest to me).
A good summation. You have to instance but you don"t have to instance like WoW. Instancing is best when you need to do some significant story driven content -- a great example are the early Chapter quests in LOTRO and the class quests (also LOTRO). In those cases (similiar to what Grave suggested) your party would have its own copy of the dungeon.Grave said:My opinion on instancing is that it is obviously useful, and also necessary for current/next-gen games due to the larger population we will see. However, it is also overdone in games like WoW.
I think a great game should have both instanced and non-instanced dungeons. Blizzard"s winged/linear approach to dungeons is perfect for instancing. Only problem is it gets very stale after a while, so why not have one instanced and one non-instanced dungeon at every order of magnitude of levels....so say every 7-8 levels you want a new dungeon. Have one that is a winged/instanced and one that is not-instanced and non-linear similar to some EQ dungeons. Of course you would need some new ideas to combat camping/leap-frogging/training unless you want some of those mechanics in your game. I think some healthy competitiveness over some item drops would add a little excitement to a game like WoW.Ngruk said:I am curious to know thoughts on instancing. I don"t know that I care one way or the other and it"s not something that ever intrudes on my enjoyment of a game because lag and all the stuff that made instancing/zoning an issue in EQ are non existent for me anymore.
Does it take away from enjoyment? Stop the immersion? I know that I was horribly turned off in WoW when I realized that the "live" dungeons and caves I was exploring in the early game were just stamped copies of each other with no real depth.
I do think, right now anyway, that instancing is a must to doll out massive in depth content with your dungeons and zones, that might change.
I was all about a huge one zone world when this idea was fermenting years ago, only to learn that solution made almost zero sense for a million different reasons.
This is good. I liked that about eq2.tad10 said:Otherwise I prefer population balancing instancing for popular dungeons. Dungeons are "public" but new instances will spawn when they reach a pre-determined maximum number of players in an instance (50? 100? depends on the instance obviously). Of course players should still be able to choose which instance they can go into -- even if one is at "max" population so that they can group with their friends.