Well ok, but then if you had forms where gear actually made you LOOK different would it be cool?Zehn - Vhex said:No, it"s bad. It sucks to get a new badass shiny whatever and then..oops nobody cares. Now back to looking exactly the same as every other fucking necromancer. Yay!
I didn"t take the time to design my characters looks, and get all that gear, to to be stuck in a ridiculous tree, or moonkin all the time.Daezuel said:Well ok, but then if you had forms where gear actually made you LOOK different would it be cool?
Who the fuck let you out of FoH general. Get the fuck out.Lumie said:What I don"t get
Eh, at that point it"s a time-investment feasibility question. Dev"s try to occam"s razor shit. The shadow priest scenario is borderline as is. If nothing else, just add an interface switch/command line switch/different spell line that has the same effects minus the graphic (which is what Necro"s in EQ were asking for. Lichform without the Lich), minor glyph, etc...Daezuel said:Well ok,
I get you, though time-investment wise I"d have to think a lot of it on Blizz"s part is just laziness. They have more money than god to employ graphics artists. Yeah, treeform is pretty gay...maybe it"d be a lot cooler if you transformed into a tree to do your uber amazing top of the line spell or something and it only lasted 30 seconds or whatever.Zehn - Vhex said:Eh, at that point it"s a time-investment feasibility question. Dev"s try to occam"s razor shit. The shadow priest scenario is borderline as is. If nothing else, just add an interface switch/command line switch/different spell line that has the same effects minus the graphic (which is what Necro"s in EQ were asking for. Lichform without the Lich), minor glyph, etc...
There might be some people that still enjoy the form look for whatever reason I suppose. I"ll admit sometimes I did like turning into a skeleton. But I"d like to have been able to turn that shit off as well.
This is the sole reason I"ve never been able to level a druid. Always wanted to play one, but the idea of being stuck in form almost the entire time I"m playing turns me off completely. Doesn"t help that both tree form and moonkin look lame as hell.Zehn - Vhex said:Oh yeah, Curt. Heart to heart on this one. Please for the love of god listen to the EQ necromancer and WoW druid community from the past 10 goddamn years. Should you have a class with a spell that changes what they look like and it"s an ability that is typically permanantly up...slap yourself for being a dick.
Nobody likes that shit past the first hour. I was sick to death by the first day that my necro -always- looked the same no matter what I had. Druids are sick to death of the same shit.
As part of the spell casting graphic? Sure, why not. But for the love of god, do not be that guy.
The point in having creatively named spells/abilities adds immersion to your experience, as I said in my earlier post. In a game like EQ (moreso in the early days) I"d argue that having the players immersed in their world was more of a priority than implementing fun and interesting game mechanics. They wanted to take that high fantasy genre of Tolkien, Jordan, etc and give it the full 3D treatment.FoghornDeadhorn said:I can tell you what the point of not having each rank be named is. Can you tell me what the separate names is? What it adds to the game?
A better approach, by the way, would be to learn from Blizzard about ranks of spells (rather than going through all of that shit again) and just have the same spell with class quests to make it more powerful. Best of both worlds.
Ice Comet made us wet our pants because it did 2x the damage of the previous damage spell and almost 5x the damage of the previous spell rank. If frostbolt rank 9 was a 5x damage up over frostbolt rank 8 sure as shit I would wet myself.I remember in the early days of EQ when the mere mention of Ice Comet made Wizzies wet themselves. Would Frostbolt rank 9 have done that?
So wolf t-shirts should be end-game loot?FoghornDeadhorn said:Wolves are only boring if poorly implemented.
Here"s the thing: you can create interesting and interactive story regardless of mechanics. In WotLK, there are very deep quest lines whose mechanics are very shallow and they"re worth it for the lore alone if you"re a fan. The question is how do you make content that engages the player in such a way that they"re actually playing a *gasp* RPG in the day of database sites and rampant spoilers.Zehn - Vhex said:That"s your homework assignment for Tuesday Curt. You go to your staff, you ask them "Hey, has anyone started implementing anything that involves killing wolves or boars or other boring shit like that?"