I wonder what they mean by "glimpse" exactly? Will we really see something, finally?Archeiron said:
I wonder what they mean by "glimpse" exactly? Will we really see something, finally?Archeiron said:
That is the codename they"ve been using, not the real title.Soygen said:Copernicus? Is that the game"s name? Has that been already revealed or is that news?
Nope, just commentary.Genjiro said:Is this directed to me?
I recall that happening in FFXI, and people also went anon for similar reasons. Of course that game doesn"t exist anymore, and no one plays it if it does. Ranks no where near the top in subs these days or anything, which is proof positive that anything approaching EQ mechanics is totally unprofitable and worthless to try and make.Maleficence said:Anyways, that"s a non-issue in most current MMO"s as no one"s going to be pestering the clerics to go and rezz them half-way across the world, because they want a 96% rezz.
I really don"t believe that significant raid experience should mean you"ve been doing it for 8-10 years. I think if you did it for multiple years, and did it successfully:As time goes on, it will be nearly impossible to find someone who"s had "significant" MMO raiding experience
You don"t have to be/have been bleeding edge for many things, but there are aspects.......as I pointed out......of experience that you will get from that.Draegan said:You don"t even need to be bleeding edge, just have experience the content enough to have beaten it. If you"re developing raid content you just need to know what works and what doesn"t. What"s failed in the past, what sounds like a good idea in theory but sucks for gameplay. You just have to be aware of whats been done. That"s all. Then take the ideas of other, and then yours and tie them in to how your game mechanics work.
Hopefully the people in every MMO now being created can say the same thing. Hopefully the people making raid content now know how to actually act in a raid and not a dumbass PUG like someone mentioned they were dealing with in EQ2.
This is important. Hardcore players experience everything to its most extreme degree. Every problem and every solution is more visible at the raid level. It"s a great teaching tool.FoghornDeadhorn said:...game design choices and mechanics all tie in at the most heightened end of the PVE game, where scripts get more elaborate and class interaction becomes more extreme...
That"s what I meant by "significant", I guess I should have said "meaningful" or something like "Grade A" experience.Draegan said:You don"t even need to be bleeding edge, just have experience the content enough to have beaten it. If you"re developing raid content you just need to know what works and what doesn"t. What"s failed in the past, what sounds like a good idea in theory but sucks for gameplay. You just have to be aware of whats been done. That"s all. Then take the ideas of other, and then yours and tie them in to how your game mechanics work.
Don"t forget about Hit and Expertise!First step was to get "Un-crittable", a term I had never heard two weeks ago. Now armed with the "Suneater" and sporting a defense of 533, I can resocket for Stamina, focus on block and dodge and crank the stamina up through badge, honor and heroic loot.
Curt"s that guy in the Leroy video that spouts off the survival percentage. You know it.Ngruk said:Been into Kara as DPS Hunter, Healer, and a MA/MT Prot Warrior and finished. I have at least 20 pages of notes now on bosses and tactics (damn that sounds as geeky as I thought it would) but that"s kind of how I work.
And, finally, I know it"s probably already on The List, but you have got to ditch that Alchemist"s stone. In a bad, bad way. I"d probably take Dabiri"s Enigma over it.VI e. The Exponential Returns of Avoidance
Avoidance gains net exponential returns as your avoidance improves. A 1% improvement in avoidance at 50% avoidance will net you a relative mitigation of 2%.
Taken to an extreme, a 1% increase in avoidance at 99% will yield a relative mitigation improvement of infinity, as you will become invulnerable.
This happens because avoidance rolls are performed on one dice, and are not multiplicative.
The equation which dictates this pace is the same as that for armor's relative damage reduction. The difference here is that unlike armor, additional percentages of avoidance do not take an ever-increasing number of points of dodge rating, parry rating, or defense to obtain. Do not let this fool you into thinking avoidance is a substitute for armor. You must assume that boss will always get lucky and perform its worst-case-scenario.
Seconded. The only classes that really has a use for Alchemist stones are the mana-chugging classes (read: healers).James said:And, finally, I know it"s probably already on The List, but you have got to ditch that Alchemist"s stone. In a bad, bad way. I"d probably take Dabiri"s Enigma over it.
The Sunwell ones are tight but right now better off with another high stam trink.Ukerric said:Seconded. The only classes that really has a use for Alchemist stones are the mana-chugging classes (read: healers).