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All Posts by Scorp2778

All Posts by Scorp2778

2 Pages 1 2 »
30 posts found
I had split feelings when I heard that in the Q&A. Personally, I wouldn't mind if players were able to stop the events but I understand their logic behind the choice. I don't thinking griefing would be too bad if the system to hinder the event was designed properly. I wouldn't want players to have the ability to go in and physically destroy Halas. If quests were available to help the AI halt the rebuild than I think that would add a neat element. As long as there is the possibility that a major event can fail, and has consequences to failure, than I will be alright with the decision that players can't directly hinder progress. I would like it if the gnolls won the rebuild of Halas event and took the city as their own.
Originally posted by Alders
Fairly certain that the people on this forum hate everything that isn't EQ1, UO, or EVE.

You forgot SWG pre NGE. Thats the other big  one I see on here.

I would love to have some similar experiences to what I had in UO, EQ and EQ2 that weren't solely progression based. I was in an amazing guild in EQ2. I am willing to give EQN a chance to bring back some UO and EQ "magic". I agree with you that community is what made the experiences fun. My guilds had a lot to do with the experience. I guess one way to bring back the community aspect is to find a guild that enjoys that part of an MMO.
I wouldn't mind of they added options during character creation to to tame down the over-exagerated parts. If a player wanted that look they could have it but a player that wanted a more normally proportioned character could have that too.
Originally posted by Slyther_Zero

...we need more positive threads and informative posts.

I agree but this is common behavior for any game I have followed here. Its a vicious cycle. Lovers are going love and haters are going to hate.

On a positive note, I really like what they want to do with world AI. For a long time I have wanted a game without static spawn points. I think this is the feature that I am looking forward to most. Of anything they said I hope this is the aspect of the game they design the best. It would really add to the feel of a living world if it wasn't as static.

I don't believe players will changes roles all that frequently if the tiered gear system is designed properly. If I decided to be a sneaky backstabbing rogue and work up to tier 3 than I would think twice before deciding that I would ratherer be a mage that can hurl fireballs. They said that gear will benefit specific abilities. If the gear is a challenge to attain than players will need to make a serious investment to change roles. After awhile I imagine there will be more characters that can switch freely but how quickly players get to that point depends on the design decision of how challenging gear will be to attain. How they design the skill system will impact this too. I didn't see anything really that described how skills will be worked, only that they will need worked to improve. If they went with a UO style base 100 skill system(Which i highly doubt), and made skills take as long to master as UO than it wouldn't be an issue much at all. Only time will tell.
It sounds like gear progression and skill progression are what they hinted at in the panels in place of a leveling system. Not much was said on the skill progression, so I don't know anything specific.

Although I like the trinity setup, I believe a non-trinity setup can work too. Using GW2 as an example, it seemed every class was able to do everything(heal, tank, DPS, support). Some did cetain aspects better but still could do everything. If the roles of the classes were more open than a player could decide that  he or she wants to be a do everything character but he or she could also be more of a straight tank. The game needs designed where each is a viable and useful option. Only time will tell if that is the case for EQN. I am rooting for the devs at SOE to get it right.

I think aggro control is a more appropriate discussion than trinty vs. non-trinity. If aggro control is designed properly than I don't believe the trinity will be as important. Using GW2 again, I didn't feel that the game had much of any aggro control and believe that is what made some turn away from the non-trinity setup. 

I voted other. I wasn't blown away by the reveal but I wasn't underwhelmed either. I feel the same about the game as I did before. I am not a huge fan of the characters models but it isn't too bad that I wouldn't play because of them. I will wait to see more race models before I decide how much I like/dislike the characters. My big concern watching the gameplay was the broadcast attacks by mobs. I am not a fan of it. I would rather learn the mob and be surprised by what it does than play dodge the box/circle. 

I was very happy to hear that they are trying to move away from static mob spawn points. If done correctly, this could be a good step toward creating a living world. I hope they take this aspect of the game as far as their systems allow. I also like the idea of server wide quests. An old game, Istaria, did this and they were fun. Although Landmarks is a way to get things designed by the players, I believe it is a good thing. It will allow the building system to be tested an insane amount before EQ Next is released. I am sure I will mess around in it and see how it works.


I agree 100% with your list Suzie. An item I would add is housing. I would compromise on the full sandbox with housing too. Although owning a plot of land  in the world would be neat, I wouldn't want to see a world as populated with houses as ultima. Maybe a game with both sandbox and themepark type housing. Have some instanced versions of housing in towns but also give a limited number of spots in the world where players can build houes. The ability to build a complete player built, and run, city would be nice.




I haven't been able to find a game to keep my attention for long since EQ2.

Originally posted by BillMurphy

Now, all that said? I do dislike how small land lots are.  That's the big drawback for me.  And it needs to be remedied with a free patch soon. Otherwise, I'm enjoying the game a lot and agree with Christina's assessment.

I agree with you here Bill. I have been able to play the game quite a bit and my only major complaint is the size of the land for cities. I dont like that it gives you a set square to work with either. I would like it better if the playable area followed the contour of the land more even if it is small.

Two lesser complaints I have are with how service vehicles operate and how regions update. The algorithms for the service vehicles need improved. You will notice that they do a very bad  job collecting if you watch the trash/recycling vehicles make their rounds in a large city. The lag in region updates is pretty awful too. These two problems should be fixed soon I hope.

Overall I am really enjoying the game apart from the connection problems and what I said above. I hope the launch problems don't tarnish the game too bad.

I would like to see more of an advanced skill system. Although you can have new skills with different items, the skills you get per item aren't enough for me. Adding one or two more interchangable skills per item would add depth to characters and give players more options of how to play a class. I thought the combat was fun but a little shallow from a skills perspective.
Originally posted by expresso
Originally posted by Scorp2778
Originally posted by Mondo80


1. PvP.

See next patch, dueling and 4 player FFA

2. Random maps.

Been in since release

Which maps are random? I have played through the game tons of times and they all seem pretty much the same. Maybe 1 or 2 side zones aren't static but there aren't many.

3. More than 1 viable build for my monk.

How about trying other builds rather than the one the interwebz tell you to use, gear often dictates your build in D3 so there is no reason to go with the flavour of the month unless you have the gear to support it.

I would love to try new builds but most of the monk skills aren't that useful. My monk was my 2nd 60 and most played. I played around with builds but most of the monk skills kinda suck. Even with the upcoming changes I see maybe using 1 different skill. If I want to mess around on builds I go play my WD. The WD class is fun trying different builds with. Before they made inferno easier I would swap my monk build/gear depending on the Act. Anymore, once you have decent gear, defense skills are meaningless besides OWE.



Originally posted by Mondo80


1. PvP.

2. Random maps.

3. More than 1 viable build for my monk.





I think the wall hit in games is just as much about content as it is about leveling and progression. Other than Eve, I have yet to play a game that offers a world that feels alive. Rift and GW2 claim that the world is alive, but they aren't really. Both offer dynamic events(which are fun) but are pretty pointless in the grand scheme of the world. Regardless if the events are a success or failure the world stays the same. 

I would like to see a leveling system similar EQ1 with a living world. A level cap that isn't easy to reach with AA once you reach max level. Add a system similar to that in a world that changes and evolves based on player and NPC actions and I think the wall hit by players wouldn't exist nearly as bad.

I would love to see a game where an army of orcs or undead take over an area and begin expanding until something is done about it. If nothing was done than the group would grow stronger and continue growing until players, or other NPC's/mobs starting fighting them back. Just add an RTS AI mechanic to mobs/NPC's behavior and see what happens. You would have different monsters and factions growing and fighting each other without player interaction. Every time you would revisit an area it would be a new experience.

I also believe that mob scaling should be determined on the level makeup of a server instead of the idea that this area is always 10-20 and that area is 20-30. Monster difficulty should change as the player levels on the server change. Some ares would need to stay static for new players though.

Originally posted by Zylaxx
Originally posted by kishe

The appeal of Elder Scrolls games are the fact they're sandbox type rpgs. Now what are we getting? Linear Themepark wow-clone using same engine as SWTOR.


In Elder Scrolls games you are free to do what you want, where you want, at your own pace...I just cant see that translating to traditional themepark setting that the zenimax is aiming for.

First off have you played the game?  Second have you even researched any of the concepts that will be in the game?


As a fan of the upcomming title I can honestly say you have done either.



Since when did linear means freedom to go anywhere?  You do realize the selling point of TES games is the freedom, and msot of that freedom is being carried over to the MMO version.  Freedom to go anywhere, freedom to pick what weapon you want to use (Mage with a 2h sword or a Warrior with a bow *Yummy*), freedom to choose different guilds (TES versions) to swear allegiance to, and freedom to adventure how you see fit.  Nothing about TESO "on rails" or linear except for the fact you cant kill whatever NPC you want (which is an idiotic thing to do anyway).  In fact the only feature that isnt being parlayed over to the online MMO is the freedom of class and freedom of picking your friends (its a 3 faction game) but both of those are being integrated into the MMO version via freedom of which weapon you choose and freedom of joining NPC sub-factions like the Thieves Guild or Bards College.


And dont even start about combat, first TESO is using a hybrid hotbar/tab targetting combat system similar to GW2 but with active blocking and secondly the FPS and left click to attack/cast combat system is possibly the most boring unimaginitive combat system to ever graced an RPG.




In one of the links posted above by Nadia it states that factions will be limited to exploring their faction area. Maybe I understood it wrong but that would mean that 2/3 of the playable world is inaccessable. I hope they change their minds on that if it is true.

Originally posted by Reizla

And still no word about minion AI for the necromancer >:( You don't wanna know how many times these minions just stand there when I'm attacking or how many times they're on a killing spree killing everything they see when I'm just walking around.

Necro minion AI sucks balls!

I agree. Nothing like fighting a veteran mob while your pet is checking out a nearby tree or rock. Necro pet AI needs fixed.






2 Pages 1 2 »