Taking a year to finish a character is a good thing in my book.insane amounts of time to do anything.
This.Taking a year to finish a character is a good thing in my book.
Separated PvP and PvE servers are a good thing too.
Agreed on both counts. For me ideally you wouldnt ever "finish" a character. The game should have some kind of diminishing returns AA for stuff to advance your character even while you help some strangers complete a quest or dungeon. If your character is only advanced by top-tier loot, doing the other stuff feels entirely pointless, while with some kind of AA system you might go "hell why not, xp is xp" when someone asks you to run a dungeon you dont really need anymore.Taking a year to finish a character is a good thing in my book.
Separated PvP and PvE servers are a good thing too.
Yes and Yes... i would also add no PVP minigame ( no arena or BGs, let all pvp be about resources in the world and control of those i.e. raid mobs, other contested mobs etc ).Quote Originally Posted by Nirgon
Taking a year to finish a character is a good thing in my book.
Separated PvP and PvE servers are a good thing too.
This.
Yes.I think more variation and options are better tbh. There shouldn't really be one "best in slot" item, there should be multiple depending on the situation. I think elemental resists should be brought back. Having people make different sets for different situations is always cool, and gives them something else to do other then just try to attain that "one" best item.
No. No world destruction. No playable Go. No ability to swap fifty different classes. The problem with games since VG is that people have gone so far off the reservation with what they're trying to deliver. VG was buggy as shit but at least it was trying to deliver an MMORPG. I don't hate the idea of being able to play Checkers or Chess but it's unlikely Brad can deliver an MMORPG as-is, don't go filling his heads with ideas like linking Bradquest to GnuGo.There's a lot that could be done in MMOs, to be honest. Why can't I go to a pub in the game world, and play a round of chess, or poker, or something, with another player? Just me and a few people sitting around playing other games while we don't feel like grouping or doing quests. You can even add prizes and what not, Grandmaster title for the highest ranked Chess player in game? That would be cool as hell.
Blee-dat! I'm so sick of so-called pvp in every game these days. It's no more pvp than calling your local Taebo class a world class kickboxing tourney.Yes and Yes... i would also add no PVP minigame ( no arena or BGs, let all pvp be about resources in the world and control of those i.e. raid mobs, other contested mobs etc ).
bingo.Agreed on both counts. For me ideally you wouldnt ever "finish" a character. The game should have some kind of diminishing returns AA for stuff to advance your character even while you help some strangers complete a quest or dungeon. If your character is only advanced by top-tier loot, doing the other stuff feels entirely pointless, while with some kind of AA system you might go "hell why not, xp is xp" when someone asks you to run a dungeon you dont really need anymore.
I'm down with the long time thing, but for me they just have to be a be careful with it or it goes too far. Like I loved the 1-50 in original old world EQ, that took me about a year to reach 50 and got involved in the Naggy/Vox/early planes stuff. But the progress wasn't really THAT slow. It took a year but it was 50 whole levels in that time, and every 4 levels you got a whole new bunch of spells that were really big upgrades, and with so many zones, you could go to a whole new dungeon or zone every 4 levels or so and still not do everything.Taking a year to finish a character is a good thing in my book.
Check out the Wildstar thread where some dev personality is touting war zones as the most epic end-game pvp to date,next to BG's and Arenas.Blee-dat! I'm so sick of so-called pvp in every game these days. It's no more pvp than calling your local Taebo class a world class kickboxing tourney.
Yep I agree here. Gear is not nearly the incentive once maxxed but combined with AA's even if they are miniscule this will keep people playing and having fun.Agreed on both counts. For me ideally you wouldnt ever "finish" a character. The game should have some kind of diminishing returns AA for stuff to advance your character even while you help some strangers complete a quest or dungeon. If your character is only advanced by top-tier loot, doing the other stuff feels entirely pointless, while with some kind of AA system you might go "hell why not, xp is xp" when someone asks you to run a dungeon you dont really need anymore.
I give it major bonus points if it does that! Most games don't seem to change much. EQ was cool because the early days with my necro was all about sharing tanking duty with your pet and trying to lifetap to keep yourself alive. Then you get snare and fear and fear kiting becomes a possibility. But then at higher levels you could charm and root/dot which worked well, especially in dungeons.I personally like the long "journey". I enjoyed leveling my Wizard up. I think part of it was because as I leveled and gained abilities/gear I also gained the ability to kill things in a different way. Quading for instance. The game should offer those pivotal points(for me anyway) in your progression.
Four weeks ago using Verant/SOE/Sigil "soon" (tm) time frames.Didn't Elidroth mention to watch Kickstarter and that something would come up in like four weeks, four weeks ago? Keep your eyes peeled gentlemen.
Yep, should be soon!Didn't Elidroth mention to watch Kickstarter and that something would come up in like four weeks, four weeks ago? Keep your eyes peeled gentlemen.