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#21
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Same as I. I understand this concept perfectly. I have a good friend, who, when he played EQ back in 2001-2004 was an amazing enchanter. Top Raid guilds fought over to get him to join them. Yet, he stopped playing eq and went back to Diablo-2/Balder's Gates. I asked him why. His answer was "No Pause button" | |||
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#22
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Here're some links about it: A youtube video review by gamespot: http://www.youtube.com/watch?v=Ach_m3-cKVg&noredirect=1 A written review: http://www.azcentral.com/business/co...s-preview.html I like how players have to be aware of their environment AND their opponent. It's not just a game of "I have a better weapon and armor and satisfactory level: so I win." This caught my eye about the game and even though I haven't played it, I think I would probably like it, for these stated reasons. A lot of games remove the danger in their rush to fix complaints, not realizing that it's the dullness of the gameplay that's to blame, not the dangers themselves. This is one of my primary points that I, unabashedly, will restate over and over.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 10-15-2011 at 02:28 PM..
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#23
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Basic combat is when you walk up to a creature and target it and /autoattack. You trade blows automatically. If you're a melee, there's not much more to it than just clicking kick every 6 seconds. I know and you know, that combat is more complicated with everything else included. But I'm trying to avoid over complicating this. I would like to see more conditions so that there're more unique situations. For example, if blunt weapons stunned non-players automatically then players might save a blunt weapon for the last 20% when a creature attempts to escape. Or they'd use for casting opponents. If slashing weapons created bleeding on the opponent then you might use them at the start of the encounter to 'dot' it. If more players attacking a opponent decreased its defense then having your group members on one creature would be a good strategy, but you'd have to weigh this with all of your other concerns, like adds (hey, we have off tanks for a reason). If we could aim our weapons to target an opponent's legs or whatever it uses to move then this might allow us to 'snare' it. Then we'd switch to more critical body parts. If everyone could 'backstab' because hitting a creature from behind increases your dps then this would at least make the fighting seem more believable. Flanking would get a bonus too. I'm not sure how that would markedly CHANGE the strategy, though. (I mean, most players in EQ are on an opponent's back anyway because they're trying to avoid ripostes and don't like to get mixed up with the tank.) Maybe if a creature tries to run away and changes direction then you have to make sure you stay on its back. The game should reward players AT THEIR KEYBOARD. But other than that, it's more about the believability. Remember how in battles we flank the enemy? We do this because they have exposed a weakness. It doesn't make sense for a creature to not expose itself when it focuses its attention on one player or turns its back to you. It doesn't make sense that a creature has the same defense no matter how many foes it has actively attacking it. Believability is not as important, though, as encouraging strategic, choice-oriented gameplay. But it's still important. More abilities, like hte AA abilities on live, would be welcomed by me. In fact, the rest of the game could probably use more things like this as well, not just basic combat or combat-related activities. For example, a 1 hour recast-time Sprint ability that gives you a 30% boost to runspeed for 1 minute would be a great way to outrun a non-player if things go bad. This would have the effect of allowing you to avoid certain death, but it comes with its share of responsibilities: you must use it wisely, and know WHEN to use it. Even the placement of guards in a zone is somewhat similar to this mechanic. Instead of outrunning your enemy, you're running to a guard for self-defence. You have to know where the guard is, and you have to gauge your chances of getting there in time. Sadly, a lot of games don't use guards effectively or even at all. But a good balanced use of guards both improves the believability of the world and also gives you a CHOICE when things go bad. Too often, games just remove bad things so that they never happen. But in the process of doing that, they remove choice and danger from the game. Not only that, it feels a lot less believable; aka. candyland. The other day I was thinking a nice ability to have would be "Concentrate". Basically, it would allow me to cast on a non-player much higher level than me. If I was trying to escape from something, I could use it and then snare the bad guy so that I can escape. This is just another way to do the same thing: control bad things, rather than removing them.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 10-15-2011 at 03:23 PM..
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#24
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I like most of the changes from Star Lords to Master of Orion, but not every last one. MOST. I don't think that every change in the past 20 years to games has been good. Games are a lot more like art than a machine. Or, they're more like a trend in what clothes we wear than they're like solving for a mathematical equation. The truth is, there's a technical and an intangible side to games. You can improve on the technical side, but the intangible side will always be in the eye of the beholder. In brief: a game can please a lot of people, but it can't please em all. There's no final solution. If I've led anyone here into believing that the things I post here are a final solution, I am sorry. These are my opinions. A few people might agree. Others don't. I am just a player, like you. I like to write these things down.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 10-15-2011 at 07:16 PM..
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