Yeah but lots of people are in favor of uncompetitive competitiveness.If raid content isn't instanced most servers will have most of the end game cock blocked.
Yeah but lots of people are in favor of uncompetitive competitiveness.If raid content isn't instanced most servers will have most of the end game cock blocked.
And then brag about skill. It's asinine.Yeah but lots of people are in favor of uncompetitive competitiveness.
Suggest one and create the article. See how swiftly it gets deleted. Nothing we do here is epic lulz worthy. Sam has a page because he is a repeatedly convicted sex offender.I would be all for getting SDW on Rerolled. Don't recall much sharp wit, but he is certainly entertaining. Someone email him or something, I mean Fohguild.org is where he came out to the world right?
Also Sam has an encyclopedia Dramatica page. How the fuck is it no other Foh/rerolled people have a ED page? I mean eq2 flames has a page with a smaller community and crappier drama. Foh/Rerolled could def fill out a dozen pages on people.
Meh. If that was the case then he'd have had a page long before. He has that page because there are people on Flames that like to use ED as a way to document their own shenanigans while for the most part we just go the meme/trope/lurk moar route. I was honestly surprised that FOH even got mentioned considering that the people from Flames that submit to ED (Pink Poodle possibly?) seem to be pretty Flames-centric.Sam has a page because he is a repeatedly convicted sex offender.
I would prefer it if, using your exampple, they just made a cleric and a blood mage class entirely seperate and had them share the same spells where it makes sense. It has the same effect but preemtively stops and changes or additions to one sub-class from overpowering or nerfing the other. That is assuming the choices you make for your character are permanent, because if this turns into a fluff reskill at a moments notice then my interest significantly drops anyway.I think people are making a bigger deal out of the specializations than what's actually there. It looks to me like they're saying, "If you want to play a cleric that fights like in D&D, there will be spells and equipment to help you do that. If you'd rather play something more like a Blood Mage, there will be equipment and spells to help you do that instead."
I like no instancing in theory but I feel with modern data mining and shit it might not be possible. Plus you won't have 100 Viable raid targets at first like EQ had in Luclin-PoP
They just need enough secondary raid targets, and I think they could easily have more then that if they plan accordingly. They control server size and population (and as if there'll be more then 1-5...) and it should take an hour max per raid mob to steal some mechanics from a dozen other games and slap an area-appropriate skin on it. World needs to be big, travel needs to take time even for raid forces, one guild keeping all or even half the targets down will be hard to enforce then. (Travel between raid targets wasnt really slow in EQ because a raid obviously had ports available).If raid content isn't instanced most servers will have most of the end game cock blocked.
That's pretty easy to account for. We can go back forth about it but in the end, the actual raid force only has time for x mobs per night. The endgame of that discussion is "they park a fully buffed raid force at every spawn". I hope we agree it gets ridiculous way before that point. Bottom line, if there are 3x mobs of passable interest then they wont get them all. This isnt even accounting for a meaningful faction system where you dont actually want to tank it with everyone for the loots like the velious endgame. If each faction there had held an ongoing benefit that was more valuable then providing another 1-10 raid targets people might have actually chosen and stuck with an allegiance.They'll just park a Mage at every target and CoH the raid unless they limit that spell or the one like it in the game. That or make ports have a reasonable cool down.
I don't think they have he resources to make them separate classes.I would prefer it if, using your exampple, they just made a cleric and a blood mage class entirely seperate and had them share the same spells where it makes sense. It has the same effect but preemtively stops and changes or additions to one sub-class from overpowering or nerfing the other. That is assuming the choices you make for your character are permanent, because if this turns into a fluff reskill at a moments notice then my interest significantly drops anyway.
I agree with your point. I've just watched power gamers in every game do it over and over. Even the granddaddy hardcore MMO EQ. If they don't have the budget to do racial cities and starting areas, idk if that bodes well for multiple raid targets. I guess we'll see.That's pretty easy to account for. We can go back forth about it but in the end, the actual raid force only has time for x mobs per night. The endgame of that discussion is "they park a fully buffed raid force at every spawn". I hope we agree it gets ridiculous way before that point. Bottom line, if there are 3x mobs of passable interest then they wont get them all. This isnt even accounting for a meaningful faction system where you dont actually want to tank it with everyone for the loots like the velious endgame. If each faction there had held an ongoing benefit that was more valuable then providing another 1-10 raid targets people might have actually chosen and stuck with an allegiance.
The reason they don't have money for multiple cities is because they want to do multiple raid targets.I agree with your point. I've just watched power gamers in every game do it over and over. Even the granddaddy hardcore MMO EQ. If they don't have the budget to do racial cities and starting areas, idk if that bodes well for multiple raid targets. I guess we'll see.
Did they said or is it assumption? Factual references to raids seem to be scarce, and all this talk of multiple dungeons cannot be automatically applied to raids as well.The reason they don't have money for multiple cities is because they want to do multiple raid targets.
I agree again. Add that to the fact that instancing will be limited heavily, I just don't see how that can be true that the world will be large enough to sustain even a 5k population player base per server with their limited budget. If you cut out instancing, you need to have a huge world for people to spread around. That's the benefit of multiple starting areas too. They feed into different regions and spread folks out on addition to the racial lore and back stories. I seriously hope they reconsider and at least have 3-4 diff places to start.Did they said or is it assumption? Factual references to raids seem to be scarce, and all this talk of multiple dungeons cannot be automatically applied to raids as well.
3 doesn't really feel unique enough though. At least it didn't with FFXIV. I agree that they probably have their hands tied with that where it concerns money.I agree again. Add that to the fact that instancing will be limited heavily, I just don't see how that can be true that the world will be large enough to sustain even a 5k population player base per server with their limited budget. If you cut out instancing, you need to have a huge world for people to spread around. That's the benefit of multiple starting areas too. They feed into different regions and spread folks out on addition to the racial lore and back stories. I seriously hope they reconsider and at least have 3-4 diff places to start.
Multiple starting cities are generally a waste of time and resources. Why not one big central hub city with the survivors of whatever huge event forced them to all live together to not die from the various Chaos Gods and other evil entities from the Wastelands?3 doesn't really feel unique enough though. At least it didn't with FFXIV. I agree that they probably have their hands tied with that where it concerns money.
I think folks need to accept the harsh reality that certain things are going to get sacrificed for playability especially when it comes to funding. Starting cities is one of them. X-server may be another, if the world is too small (again due to budget) to handle capacity, especially if everything is not instanced.
Yep, being in Sanctuary was actually fun for me up until that point because I didn't follow Nameless Tavern and wasn't aware of the server drama until it exploded the guild. I just played the game and wanted to be friends with everyone, regardless of their guild tag you know?Yes, Fell was a whole nother level of crazy and obsessed. Nameless had a pretty good community though, I helped you guys do CR a couple times and had some friends in Sanctuary.
I agree we don't need a dozen, but spreading folks out does have a practical side, other than just immersion and world building.Multiple starting cities are generally a waste of time and resources. Why not one big central hub city with the survivors of whatever huge event forced them to all live together to not die from the various Chaos Gods and other evil entities from the Wastelands?
One big city that doubles as a hub is perfect. Head East for 1-5 level content, then go back and go West for 5-10 level content, etc. The further away one is, the more it's about raids and end game stuff.
There is zero reason to have 12 starting cities if we have a dozen races. Make the various areas of the city have their own factions and rewards, too, which would add to the dynamic. They also can have their own quests and have certain classes go to different areas. That way the classes can be more about races, but open to everyone.
BECUZ THAT'S NOT HOW EQ DID IT.................Multiple starting cities are generally a waste of time and resources. Why not one big central hub city with the survivors of whatever huge event forced them to all live together to not die from the various Chaos Gods and other evil entities from the Wastelands?
One big city that doubles as a hub is perfect. Head East for 1-5 level content, then go back and go West for 5-10 level content, etc. The further away one is, the more it's about raids and end game stuff.
There is zero reason to have 12 starting cities if we have a dozen races. Make the various areas of the city have their own factions and rewards, too, which would add to the dynamic. They also can have their own quests and have certain classes go to different areas. That way the classes can be more about races, but open to everyone.
They aren't doing anything right now except starting to make some rough drafts of some ideas in Unity and elsewhere and then answering questions in interviews that don't mean anything because everything is subject to change as the community reacts.Are they really doing cross server grouping? that shit is the worst idea ever.
Way to kill any community on a server.
Honestly, I wish they would go really hardcore, and cap all servers at 3k. I don't give a shit if you can't play with your friends.
Then we can go back to no instancing like in the old days.