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#51
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Also the Red comparison is just ridiculous. EQ PVP was always largely unpopular, because the game wasn't originally designed with PVP in mind. Even the old VZTZ boxes before p99 existed never really broke more than couple hundred players at their peaks. P99 came out and exploded pretty much immediately despite VZTZ iterations being around for years on EQEmu. MnM also has a pvp server and I can almost guarantee its going to suffer the same fate as Red and and the VZTZ boxes before it. That doesnt mean its PVE servers are going to have the same problem. Its got something going for it that p99 or any classic EQ private server never will. Completely brand new game, new world, new content, but plays very similarly in style, and its done in the Unity engine which actually looks pretty good. Not saying its going to have 100k+ subscriptions and compete with big name MMO's but to assume its going to rapidly fizzle out like a classic EQ pvp server is crazy tbh. They also have quite a long timeline already planned out for gradual new content releases which is always encouraging for potential players. | |||
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#52
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The halfling warriors I was watching a a week or 2 ago on youtube had little backpacks and it was cute as.
__________________
I am a highly open and reflective and conscientious individual with moderate to low agreeableness and a moderate level of emotional reactivity/sensitivity.
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#53
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that harbor starting zone is the biggest cluster fuck in the history of video games real talk. | |||
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#55
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go go go
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#56
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#57
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For the many classes available, somehow it still feels lacking. Yes, early development can and will leave that impression but still. Using paladins as an example... Paladins do have shield toss and slam, so that gives more reason to equip a shield this time around but still limited because you can't toss, say, a tower shield. A charge ability would have better suited the shieldbearing class, adding burst mobility and more damage/style points to the attack, with potential for stun, knockback/down, etc. without limiting the shield type. Lay on Hands could have healed based on the paladin's HP pool, cured disease/poison/debuffs, and applied a rune effect for any overhealing, so the ability wouldn't necessarily be wasted on lower level unbuffed players. Instead, it just heals for X amount of HP, a large number but nothing that can be altered, nothing that encourages the player to feel motivated to test builds and get creative with their gear. Apparently, paladins also get undead snare in addition to undead fear which will let them solo the way rangers do here, except versus a mob type that will probably be less common. They also get a brief frontal cone mez, but only the one spell early on, its reliability questionable later? Mark of the Crusader is just Mark of Karn. Deflect is just a watered down Sanctification as a spell rather than disc. Divine Aegis is temp invulnerability again but this time it prevents all other magical effects of its kind from being applied for 1min, so no DA idol, Dain's orders, etc. Supplication is just Yaulp without attack, AC, or stamina return. The entire line only increases STR. Overall, disappointing and not different enough from the EQ version to consider leveling. Vanguard, for example, granted the class any one of three auras to benefit their party and an offensive/defensive target, enabling rescue. Those features right there already offer more than what was listed above. But there are so many other games to lift ideas from, not even other MMOs but action RPGs, that would make gameplay more engaging and fun to watch. Quote:
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#58
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There are a lot of these missed opportunities that shouldn't need to be pointed out. Like, I just had biryani for the first time recently and as someone who eats rice dishes regularly, it was a pleasant surprise that took some getting used to. Same base ingredient. Rice. And yet wildly different, practically in its own category. Cooks understand this, why can't devs? | |||
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#59
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what is sandwich gameplay?
__________________
I am a highly open and reflective and conscientious individual with moderate to low agreeableness and a moderate level of emotional reactivity/sensitivity.
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