Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

mkopec

<Gold Donor>
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To tell you the truth, I was pretty hard core back in the day in EQ, but in 2017 I will be 45 and you can count me in on the filthy casual crowd. You can bet your ass if the game is good I will still plug some time into it, but not like a high school or college kid can.
 

jilena_sl

shitlord
123
0
Dahkoht_sl said:
Just to toss in a grenade , I'm sure there will be folks on both sides ,( hopefully I'm not too far in the minority and will have a few with me on this ), but screw worrying about class balance when it comes to soloing.
I also agree that class diversity is important and fun. I'm sorry you played a ranger and wish you'd played a shadowknight but the solution is not to give rangers plate and lifetaps and give SKs thorns and dual wield. That shit's boring. Bring back EQ necros and chanters.
 

Merillo_sl

shitlord
2
0
lol

Fucking 14'ers.
It's easier for him to find my email if he gets a small clue.
smile.png
 

Del

Vyemm Raider
1,204
2,956
Actually, many players in VG and i am sure other games come up with Macros to min/max their chars and then share that info with others, so many players end up with Identical macros doing the same thing. The only thing that separates 2 people of the same class are one might have a rare dropped spell the other doesnt, or clickies/other gear. Granted not all use macros but many, many do.
Using macros is suboptimal most of the time because you can't manipulate short term buffs with them. If you just use macros all the time you aren't watching for procs and short term group buffs to hit your best cooldowns on.
 

popsicledeath

Potato del Grande
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But waiting in lines in a video game? No fucking thanks.

Be at the mercy of the local Chinese farmer? No thanks. This leads to all kinds of shitty problems. Look, we all know you want a reskinned EQ of 1999 but some of that shit just wont fly in 2017.
So you're basically taking a few, somewhat isolated incidents and blowing them up to game-ruining proportion and using that presumption to expand your argument to imminent game-wide failure... all because instances is the ONLY way to address any of the problems you're blowing out of proportion. Are you sure there are no other ways to make persistent, open dungeons not an epidemic of wait lists and impending failure for the game? Is instancing all the games dungeons really the only way to mitigate this apparent wide-spread problem?

I'll trust them to be smarter than instancing the entire game because some dungeons, on some servers, in one game, over a decade ago sometimes had wait-lists for more popular camps.

Gold farmers suck, but if you're a gold farmer and you're successfully clearing the content I brought a full group to do... well, then, epeen rights dictate you're a badass and can have the camp to yourself. Or I'll just train you accidentally when you can't respond to tells and are clearly automated and steal your camp.
 

Dahkoht_sl

shitlord
1,658
0
Most damage wins right ? I'm all for a group fight vs the gold farmers to see who brings the dps........

Had amusing times when two groups wouldn't play nice and it became a fight to see who got credit for the mob , be even more amusing to anger the gold farmers
 

jilena_sl

shitlord
123
0
I like being able to twink, and it's responsible for a lot of the replay value I got in EQ. I also liked starting out with next to nothing and earning my stuff. I like that epics looked awesome and were identifiable on sight, and that half the playerbase looked like scrubs up until 40+. So my feedback is: Let us twink, and don't throw tons of glitter items and particle effects at us at level 10. Save that for the badasses.
I almost feel that twinking is REQUIRED to recreate the EQ experience. The fact that items were reusable, resellable, twinkable, etc was integral to the fact that items found at all levels and locations throughout the game maintained value. That maintained value allowed those who weren't in the top in guild with the top end gear to have access to some of that gear and in effect kept the masses happy.

Gear not being level based let that level 40 item still be badass and desirable at level 50. In WoW short of a few legendaries most items weren't memorable because they were literally just a percentage based upgrade with a different skin. That shit's boring.
 

delirium_sl

shitlord
217
0
Something I also have missed from the old EQ days is memorable gear. Most of the gear I got in VG i dont remember outside of say APW armor and itchakta. But in EQ? I remember when I got a FBR, SMR, Stein of Moggok, Staff if writhing and most of these items are not even BIS. Just goes to show you that items in EQ were worth a lot more given how long you used them and you could pass them down when you got better stuff.
 

popsicledeath

Potato del Grande
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When you are so limited by the slots there will always be a best build to accomplish something.
Exactly. What's the problem? Loading up a spell-set for a specific fight is bad? Going to be fighting undead, well instead of clicking the 3 undead-based spells on your hotbar of 20 damage spells, you can load up the ones appropriate for the content you're about to tackle.

It causes everyone of the same class to be the same as each other.
How is having 6 'best' spells for a situation any less 'same as each other' than having all your spells available?

I feel like if you have access to all your abilities at once that you have a chance to play differently than someone of the same class.
I'm okay with focusing on playing better. And having limited spells IS playing different. If you're the guy who loads the one spell that most wouldn't load in that situation and it saves the day, you're a hero. You used your situational awareness and knowledge to prepare for certain circumstances, and then execute the plan you thought through in that circumstance. As opposed to just having all your abilities right there like everyone else and clicking the right spot on the UI, like anyone else. The former being a game of knowledge and awareness, the latter being a game of UI whack-a-mole.



Look at Vanguard for example, you have 40-50 abilities you can use at anytime, this causes bad players to be bad and good players to be good. Not all the abilities are desirable at every moment in time and choosing when to use them separates the good from the bad in terms of decision making and skill in my opinion. I don't want a game where there is an optimal setup ability wise for each fight and if you stray from that path you are playing sub-optimally. I prefer it when the choice that lies with the players is when to use their abilities rather than being limited by some design structure that tries to simplify the gameplay for us unnecessarily.
I don't think you played or understand how EQ played. It wasn't like GW2 where you have the choice of weapon, then have the same limited tools as everyone else, which lead to a pre-determined rotation you stuck to, that everyone knew because you were carrying a certain weapon.

If anything, a limited loadout system like EQ actually talks about what you want by making there be even more room to differentiate yourself. As a Beastlord I used to load my heal spell that most only used solo. I had the heal boosting AA's. On quite a few occasions in raids or groups my spot heal of the MT saved the day. Holy shit, I'd planned for a worst case scenario, saw an opportunity, executed my plan, and everyone was like well done because most BSTs wouldn't have had that spell loaded or would have just used it for self healing.

There will always be a perceived optimal setup. With all spells and abilities available all you're doing is adding a ton of clutter to my screen and making it a game of find-the-hotkey instead of using knowledge and planning to get the right spells at the ready. Either way, bads will be bads, and everything you say could be said in defense of the system you're arguing against, which is why it doesn't make much sense to me.
 

Itlan

Blackwing Lair Raider
4,994
744
Yeah, cause most people ran around with an 18/40 2h'er doing jack shit. You'd have a tough time bringing back that style of itemization.
 

popsicledeath

Potato del Grande
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You make a good point, it seems many things won't be able to go back to the way they were.
Hrm, yes, get Brad on the phone.... I'm pretty sure this is the first time anyone on these forums, in game design, or a living breathing person has every suspected such a thing...
 

popsicledeath

Potato del Grande
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I mean if the idea is that the only way anything can work ever is the way it worked in previous games and to suggest improvement is to court casuals that's fine. It just seems a pretty ridiculous view.
I know, right.

Oh, wait.

No, the idea was that implementing something like flying mounts takes a ton of resources. Making flying mounts work with your well-thought out features to fix a feature takes a ton more resources. Spending a ton of resources to fix something that potentially altered the foundation of a game, would take even more resources to re-establish a new foundation for the game.

Sure, a game built around flying and flying mounts would be cool. This doesn't seem to be that game.
 

popsicledeath

Potato del Grande
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Touche'..maybe ask Dan to send him a message?
With titties. Wait, we get the titties Brad gets the very important message from Dan.

Dan. We require a titty shot with "I'm Dan, the rerolled idea man!" written across or else your ideas won't be heard and the game will fail! You're our only hope, Dan... don't let us down.
 

jilena_sl

shitlord
123
0
I don't think you played or understand how EQ played. It wasn't like GW2 where you have the choice of weapon, then have the same limited tools as everyone else, which lead to a pre-determined rotation you stuck to, that everyone knew because you were carrying a certain weapon.

If anything, a limited loadout system like EQ actually talks about what you want by making there be even more room to differentiate yourself. As a Beastlord I used to load my heal spell that most only used solo. I had the heal boosting AA's. On quite a few occasions in raids or groups my spot heal of the MT saved the day. Holy shit, I'd planned for a worst case scenario, saw an opportunity, executed my plan, and everyone was like well done because most BSTs wouldn't have had that spell loaded or would have just used it for self healing.

There will always be a perceived optimal setup. With all spells and abilities available all you're doing is adding a ton of clutter to my screen and making it a game of find-the-hotkey instead of using knowledge and planning to get the right spells at the ready. Either way, bads will be bads, and everything you say could be said in defense of the system you're arguing against, which is why it doesn't make much sense to me.
I also agree that after a point having more or less abilities doesn't really have a major effect on "skill" required. Having access to everything is nice for eliminating the annoyances of memming and unmemming spells.

I think a major aspect that people miss here with EQ is the actual "pacing" of combat. EQ combat is slow. You have to time some shit fairly well well but it's not like modern games where if you haven't clicked something in 2 seconds or more during combat you probably suck. In EQ I might sit for a good 2-5 minutes on my cleric then pop up for a quick cheal (lol quick) and sit right back down. So having 8 spells didn't make much difference. In most modern games I have 8-10 different abilities that might get used in any given 20 seconds and a bar of 25-30 that get used pretty regularly...
 

Amaru_sl

shitlord
36
0
Exactly. What's the problem? Loading up a spell-set for a specific fight is bad? Going to be fighting undead, well instead of clicking the 3 undead-based spells on your hotbar of 20 damage spells, you can load up the ones appropriate for the content you're about to tackle.



How is having 6 'best' spells for a situation any less 'same as each other' than having all your spells available?



I'm okay with focusing on playing better. And having limited spells IS playing different. If you're the guy who loads the one spell that most wouldn't load in that situation and it saves the day, you're a hero. You used your situational awareness and knowledge to prepare for certain circumstances, and then execute the plan you thought through in that circumstance. As opposed to just having all your abilities right there like everyone else and clicking the right spot on the UI, like anyone else. The former being a game of knowledge and awareness, the latter being a game of UI whack-a-mole.





I don't think you played or understand how EQ played. It wasn't like GW2 where you have the choice of weapon, then have the same limited tools as everyone else, which lead to a pre-determined rotation you stuck to, that everyone knew because you were carrying a certain weapon.

If anything, a limited loadout system like EQ actually talks about what you want by making there be even more room to differentiate yourself. As a Beastlord I used to load my heal spell that most only used solo. I had the heal boosting AA's. On quite a few occasions in raids or groups my spot heal of the MT saved the day. Holy shit, I'd planned for a worst case scenario, saw an opportunity, executed my plan, and everyone was like well done because most BSTs wouldn't have had that spell loaded or would have just used it for self healing.

There will always be a perceived optimal setup. With all spells and abilities available all you're doing is adding a ton of clutter to my screen and making it a game of find-the-hotkey instead of using knowledge and planning to get the right spells at the ready. Either way, bads will be bads, and everything you say could be said in defense of the system you're arguing against, which is why it doesn't make much sense to me.
People really underestimate the amount of customization and strategy a limited load out creates. If all necros have all 50 spells out then they are all the same. If you then take those same necros and tell them they can only use 10 of those spells (any variation, no pre-determined slots), you now have various types of necromancers without the need of insane AA/Spec systems.
 

popsicledeath

Potato del Grande
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I also agree that after a point having more or less abilities doesn't really have a major effect on "skill" required. Having access to everything is nice for eliminating the annoyances of memming and unmemming spells.
I did like the aspect of EQ where you could TRY to re-mem spells. Sometimes you got owned from sitting. Sometimes you got lucky/skilled and got that one spell successfully memmed that saved the day.

There are other ways of eliminating the annoyance, too. Don't make even buffing classes have 8 different buffs. Vanguard finally did something kinda awesome with a latest update and you have ONE buff for your class that combines all your buffs, casts the most level appropriate version on noobs, is group based (I think), etc.

There are a lot of ways to make a smarter game, instead of just assuming since there's 10 hotbars available players will want to fill them all up.

My motto for the team: Work smarter, not retarder.