Aenra
Guest
The 250$ + subforums are a different picture; what you're reading is the tiny sliver kept open to the public; all i can say without running the risk of someone noticing my posting details on another forum.
No one's going for shorter combat periods, no one's after DPS timed races.
Sometimes i want to strangle you. First i give you the answer, and all you do is bust my balls further; then i figure fuck it, let's PM him, only you don't allow for PMs either, lol
So fuck you ^^
GDC interview up:
It's definitely about that shared experience, that social cooperative nature. I think that's hte biggest thing we need to bring back. And I would actually say needs to come back.
This goes back to the other link Aenra posted and what I replied to couple weeks ago. They need to clarify the roles enough so they can ensure every class has a chance in the group. If they base it too loosely, it can be a nightmare to balance.No one's going for shorter combat periods, no one's after DPS timed races.
Is it not a matter if they are going for it, it is a matter if they are paying attention to it happening. I mean, after all.. they did build "DPS" into their role system, which in my opinion is a poor role as all classes do damage and so such a role simply promotes the need to constantly measure that class against all others in order to retain its "role" as DPS (an unhealthy design mechanic).
If you say they understand that endurance fights are key, important to the game, and must be present for the preservation of game play, then that would help me feel a bit more at ease I guess. Not to put you on the spot though.
This goes back to the other link Aenra posted and what I replied to couple weeks ago. They need to clarify the roles enough so they can ensure every class has a chance in the group. If they base it too loosely, it can be a nightmare to balance.No one's going for shorter combat periods, no one's after DPS timed races.
Is it not a matter if they are going for it, it is a matter if they are paying attention to it happening. I mean, after all.. they did build "DPS" into their role system, which in my opinion is a poor role as all classes do damage and so such a role simply promotes the need to constantly measure that class against all others in order to retain its "role" as DPS (an unhealthy design mechanic).
If you say they understand that endurance fights are key, important to the game, and must be present for the preservation of game play, then that would help me feel a bit more at ease I guess. Not to put you on the spot though.
I understand what you mean. The original Everquest was very loose. It wasn't regimented. The players determined what roles classes were to fit. There were lots of thigns which weren't fully understood yet and were yet to emerge.
Help me out here. Wasn't Everquest ALREADY trying to balance the classes to the environment? For example, to give value to tanks, make monsters hit hard enough and/or last long enough so tanks are ideal. To give value to dps, make monsters weak to flanking and attacks from behind. Also you could make some monsters hit real hard but have low hp, so killing them fast is ideal. To give value to healers, make sure monsters hit hard enough so natural regen isn't enough. To give value to CC classes, group monsters and have pathers and change their move speed and so on. To give value to an abiilty like Tracking, make open zones or put sought after monsters in zones and make them move randomly or otherwise make it less predictable. On and on, Everquest was already trying to give value to roles and abilities via the environment, right? How else would they have value?
But you also stated Everquest was unable to prevent the homogenization or EQtard phenomenon. IS this because it wasn't balancing classes to the environment, in contradiction to what I said above?
How will the envrionment prevent the "tard" phenomenon? For example, if my class has hte abilty to move block type X 10 units in any direction and other classes can move it too but only maybe 5 or 3 units, won't they have ability envy? Moving the focus away from the class itself onto the environment doesn't change hte fact moving the block 10 units is desirable.
Evne if I have an exclusive ability to make block type 4 (in the environment) invisible, won't other classes want it anyway just because sometimes they want to solo or want to form a group faster (by undermanning it)?
For example, in DDO, rogues can dismantle (or otherwise disable) traps. But what stops other classes from wanting to be able to do that when they solo? It's an automatic +10 or +15 percent experience bonus!
And btw I think the reason you have so much problem convincing people in the MMORPG forum is because it's hard to understand other peoples ideas and many times people don't want to spend hours thinking about something, trying to wrap their head around it. The most successful posts are extremely short and merely for entertainment, I think.
Rather than discussing concepts and mechanics here, why not part ways with 5 bucks, just 5.., and come talk about them in the Pantheon forum?
Even if the game's not shaped up enough for you to -know- you're interested, your curiosity about it signifies that you want something different. That something different comes at a cost. Show the support others will notice. And in return, come and see how so many of your questions are already answered/covered there. And trust me, most are.
Extra bonus that, let us be honest, this forum is not particularly oriented towards mature discussions now is it. For every one worthy comment, there is an abundance of ..other kinds.. that only serves so as to drown it.
And because, again let us be honest, i am mostly addressing younger people (or you wouldn't still be bothering with mmorpg.com) allow me to put it in your language: No, am not a fanboy. I am very interested, same as you. Difference being i made that show in a tangible manner. Even if it all goes south, we are still left with a statement. That there is an audience for these games. The paying kind of audience. Not the freebie type, conversing in random forums. The type of audience people bother pitching games for. Only we, the players, can make that statement.
Again, just a suggestion. Wish you all well and my apologies if by accident i happened to offend anyone.
Way I look at it is it's impossible to guarantee everyone will be on the same page. Life isn't like that. It's push and pull. It's a miracle anything gets done, but it's also true we sometimes put our disagreements aside to accomplish goals. I think the level of maturity of a person is direclty tied to their capacity to wor,k with others who disagree with them.
I remember probably 30 years ago I was playing Everquest and wondering why...
I largely agree with all that, except I think it'll always ever be a minority of gamers who agree until there's new innovations which somehow bridge the gap between those who agree and those who don't--and doing so without sacrificing socialization and grouping. As was stated in the link, players go the easiest route with the most rewards. If they're not rewarded for grouping or socializing, the tendency is not participate in it. And as we saw with WoW, most players who left grouping-oriented MMO's didn't go back. So the path of least resistance stretches across to different MMO's, meaning if an MMO gives you an easier path with more reward, you're likely to take it over another MMO.Lately there have been some good discussions in the blogosphere lamenting the erosion of one of the key facets of MMO’s: grouping. I made a few comments on some of those sites where I called into question the role that quest directed gameplay has played in the decline of grouping. I’d like take the opportunity to amplify some of my remarks and with a deeper investigation into this recent MMO phenomenon....
I can’t close this article without bringing up the important issue of solo vs. grouping in MMO’s. It’s very clear now that due to the success of WoW, for the most part MMO’s have transitioned from being a group form of participatory entertainment to a single player form of entertainment. To use an analogy, many people love to participate in team sports because of the social interaction and group dynamics. Yet many people enjoy competing in single person sports because of the benefits of relying solely upon yourself. While Blizzard wants WoW to be an MMO that appeals to everyone I think that ultimately both styles are incompatible and work at cross purposes to each other in the grand scheme of things.