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And then, the next expansion raises you to 90, so you"re a bigger god. And the 4th expansion to 100, so you"re an ?ber god.Grave said:I want to see a game where the level of a creature is actually meaningful, as it is in Dungeons and Dragons.
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To me, your average human NPC who sells flowers in the city should be level 0, the baseline. Animals, no higher than level 10 for the most badass bear or lion or whatever. It should follow some kind of logic. At level 80, a player should be considered the type of mortal who could ascend to godhood or something.
As stated in my WoW thread, I"m not necessarily a fan of raising the level cap every expansion, so in this theoretical game it wouldn"t be such a problem.Ukerric said:And then, the next expansion raises you to 90, so you"re a bigger god. And the 4th expansion to 100, so you"re an ?ber god.
The problem here is AD&D thinking. Levels as an absolute scale. Whereas WoW has repeatedly said that levels were an indication of "when" your character is, and mobs display a level relative to your chronological progression.
You definitely do not want to start on the D&D Immortals progression slope. No sir.
That would be really cool too. As subtle as it is, I think it would add a lot to the feel of the game.Believe said:What I want to see for phasing is the Instance "Zone-ins" as we know them in WoW to disappear and just provide a seamless entrance into a dungeon for a group.
Excellent example, and something McQuaid and Co. worked toward in Vanguard by having links to quest mobs that would spawn but only be attackable by the groups that spawned them. Phasing also adds a sense of change and progression in the game world without disrupting that experience for other players.Grave said:What do you guys think about the potential of Blizzard"s "Phasing" mechanic as a way to answer some of the issues with non-instanced content?
I"m always arguing in favor of a game that has both instanced and non-instanced dungeons, and I was thinking phasing could be an interesting mechanic in regards to making non-instanced stuff work.
Quest-specific mobs could be phased out to people not on that quest. If you"re running around the dungeon and see someone fighting them, you"ll know they"re on your quest and you might form a group. Other players wouldn"t be in your way because they don"t even see those mobs.
Nameds could spawn and only be visible to certain groups within the zone, then when they are killed the group receives a hidden flag that ensures the same named wont be phased in to them for a certain amount of time, giving other groups a shot at it. This would keep people from just camping a spot and encourage them to move around and find other named or get into other adventures.
It would give you something similar to that old school dungeon competition but would inspire less animosity towards fellow players because the opportunity for griefing is much lower.
Does work. You do have to resurrect the old "twisty passage" of EQ lore to make those look realistic. If people start to vanish mid-tunnel, you do get a reality dissonance that"s about as annoying as a loading screen.Believe said:What I want to see for phasing is the Instance "Zone-ins" as we know them in WoW to disappear and just provide a seamless entrance into a dungeon for a group.
My memory is very fuzzy on this, but didn"t dark age of camelot have a dungeon system similar to this?Ukerric said:Does work. You do have to resurrect the old "twisty passage" of EQ lore to make those look realistic. If people start to vanish mid-tunnel, you do get a reality dissonance that"s about as annoying as a loading screen.
But, if you can have people still appear on your view for a couple yards, even though they are "already" in their instance, then you have a far better immersion. It"s still fluff, though. But good fluff.
Ice Comet was 1110~1120 originally. The nerf came ~3 years later or so. Again, the previous ice based nuke prior to the spell changes did 300 damage and rend was only doing about ~750 if I recall. Conflag was in the low 600"s.Flight said:Actually (base damage numbers) :
DAoC had normal zoning. Just like EQ (and yes, they usually disguised their zone-in with a twisting tunnel or passage, so you"d vanish into the dungeon as soon as you turned the corner). And, since they didn"t had instancing, you found yourself with everybody else inside anyway.Zeste said:My memory is very fuzzy on this, but didn"t dark age of camelot have a dungeon system similar to this?
DaoC later introduced a system of mission instances for both groups and solo play.Ukerric said:DAoC had normal zoning. Just like EQ (and yes, they usually disguised their zone-in with a twisting tunnel or passage, so you"d vanish into the dungeon as soon as you turned the corner). And, since they didn"t had instancing, you found yourself with everybody else inside anyway.
I was thinking of a reply along these lines but he said it far better than I would have. If you still wanted a massive game world you could make people actually have to adventure and not just sit in one zone at a time. Pretty much everybody on these boards will talk about their fond memories of traveling from Greater Faydark to the Commandlands and how epic it was the first time...so reward people for doing it. Sure, the actual awe inspired feeling of your first MMO might not be recaptured but if there"s a system in place that keeps exp ticking as you make your grand trek across the world in enough quantities to make it worth the player"s time...it"s a hell of a lot better than the route WoW has taken for leveling. Steal phasing from WoW and make random generated phase encounters/non-random story progression while you make the trip and you have content to keep action along way.Lourdin said:The problem with levels today is that they mean nothing. In EQ when you got a level, it took a long time and it because of that, it really had a feeling of satisfaction tied to it. I think a game that only had 20 levels to the cap would be easier for a developer to build. It is enough levels to allow for a learning curve, and it would make the content/lore more viable because it can be condensed to focus on a smaller spectrum then a larger clusterfuck of crap.
One of the great factors of early EQ dungeons and zones is they catered to a broad array of levels. They were used for multiple levels of progression and not just for a 2 levels. People could spend 10 levels in there, learning the zones, the encounters, AND the lore. People that are in an area for 1-2 levels are not going to take the time to enjoy the lore and immerse themselves into the game beyond the hack and slash. No reason to.