a_skeleton_02
<Banned>
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donor sucking donor dick.. oh . shit.
Wakandan 90% of the forums members are donors.
donor sucking donor dick.. oh . shit.
Me and @a_skeleton_02 hate each other, but not as much as we both hate autistsdonor sucking donor dick.. oh . shit.
- Newbie Zones- were static, didn't change based on player level
- Level capped Zones- were also static
- No Drop items- static
- Increased Agro radius for lower levels- NPC behavior did and should change because NPCs are supposed to represent living things with AI, unlike the environment (zones, items, spells etc)
- Resists- ???
- Quests with level requirements- static
- Weapon Procs- static
- Lore Items- ???
I think the point is not necessarily each specific instance of restrictions, but the underlying philosophy which favors restriction over player freedom (or at least the appearance of freedom). If VR goes out of their way to sanitize everything, they will not succeed in recreating the game I'm expecting... and I'm sure I'm not the only one.
If you read the post that's blowing up about this on the official forum the majority of people feel this way. I have a feeling scaling bullshit won't make it to live. If it does it will turn a shit load of people off, that has to be the last thing that they want with a game like this.
If you read the post that's blowing up about this on the official forum the majority of people feel this way. I have a feeling scaling bullshit won't make it to live. If it does it will turn a shit load of people off, that has to be the last thing that they want with a game like this.
As said, way before "Recommended Level" items were a thing with nerfed stats, the game already had baked in damage caps from day 1. Even if you twinked a noob with a monster dmg sword, there was a cap to the max hit that raised every 10 levels. Still in game to this day, IIRC.. at least on every Emu I have seen.
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Right, but the damage caps based on character level functioned markedly different from the way scaled items worked. No one really complained about level damage caps, but the majority of people detested scaled items. ...
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There is a line at which reasonable character limitation gives way to over restrictive mechanics. It's hard to say exactly where that line is, but I think a lot of people agree that scaled items/buffing and "combat mode" lockout stuff is on the wrong side of that line.
Another guy brought up a good point, that in EQ Trilogy the characters themselves were limited, but the items were not. I just realized why this is was such an important distinction: The twink's gear got better as you leveled. The power of items increased as you grew into them, rather than being set to your current level and bound there.
So by limiting the character's innate abilities instead of altering the items, you actually create an organic item leveling system in which your gear grows in power as you do. A 50 damage sword might hit for your personal damage cap of 20 at level 10, but then at level 20 it might hit for 40, until your own personal cap allowed for full damage. That same sword could then be handed down to your alt or a guildmate friend or sold at auction when you get something better.
EQ was a hybrid of class and skill based design, and limiting the character instead of the item really was a great system.
I agree with this, i don't mind some over-inflated stats at lower levels - procs shouldn't work until you hit a certain skill level/character level threshold ala EQ's "Your will is not sufficient to command this weapon"Yeah I agree. I made that same point in an earlier post. Limitation through character skill is the best way to deal with level disparities. A level 20 shouldn't be able to do the same thing with a powerful weapon that a level 50 can do. But that limitation should come from skill level. The item itself shouldn't scale.
EQ did have limits though. You could give your twink a yak but it wouldn't proc until level 37 so was no big deal. You would be better with a lower level weapon that had procs. And the buffs did make you a god but that was a bad thing because you ended up with 1 guy killing all of Crushbone or Befallen by himself, which meant any newbies had nothing to kill and had to go somewhere else. That's not good.To many artificial limitations in today's games. Pan'Theon will be no different.
I remeber power leveling and twinking in early EQ, no stupid item and buff scaling, bullshit. No limits on item drops becuase you out level something.
Some level 50 buffs with max level damage shield and regen at level 1 and you were a god.
Plays an rpg, rages about keys...The acclimation system is just like another way to add bullshit artificial limitations, a keying system, saying you can't go here because you haven't looted X item yet.
Just let the fucking players do what they want, ffs, stop trying to milk people out of money by limiting what they can achieve in X amount of time.
Yep it should stay like that imo. There is also the issue of you being completely out of the fight during that time too. So people wouldn't do it unless they were really desperate for some other spell for that situation, but that made the game deeper. But all this stuff is subject to change anyway.Yeah, I wasn't really on board with that. I had no issue with how EQ handled it. You could sit to mem a new spell but sometimes you'd get sitting agro and get smacked in the face. So it was risky to try, but certainly possible, and allowed for people to pull some great wins out when they sat and memmed that one spell they needed to turn the tide.
All seems possible in this game. The only difference to eq is that buffs will scale but he said they will still be helpful, so you could still stand around and sell them like the stingy dimwitted noob that you are.Things like farming fine steel weapons and bronze armor then giving them out to newbies fighting orcs near Kelethin "Orc Lift" and selling high level buffs is what made the game great.
qwerty shit
I think the point is that the original game did try not to limit you where they could. Obviously having weapons proccing for more damage than a character was capable of dealing with the weapon wasn't intended, so to some degree it could be understood. .