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| | #31 (permalink) |
| Treats objects like women. Join Date: Jun 2003 Location: beset on all sides by the iniquities of the selfish and the tyranny of evil men.
Posts: 2,792
+8 Internets | This sounds to me pretty much like a skill chain or heroic opportunities type of system where multiple sorcerers can combine spells to make a bonus effect. The question is whether any sorcerer can use every element or if some sort of specialist build or maybe your history of spell learning from mobs via perception determines what elements you can use. “Ok, we have a tank, healer and puller now we need a water sorc and an earth sorc because these goblins hit really fast and if we cant use mud effects to slow them down then the healer will use too much mana per fight and our XP/hour will be cut in half! Does anyone know an earth or water sorc? There are only fires on right now and they are all soloing in the Frosted Wastes =(” |
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| | #32 (permalink) | |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 8,765
+24 Internets | Quote:
But it's all semi-useless speculation. I wouldn't comment on its validity until I played it.
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| | #33 (permalink) |
| Harvey Join Date: Sep 2002 Location: The Command Carrier
Posts: 1,871
+4 Internets | It certainly sounds interesting, but the big question is... does it mean anything? Sure, I can combine fire and earth to make magma... but is there a point more than saying it for flavor purposes? Sounds to me like you can have 8 spells instead of 4. Its just 4 of those spells require more button pushing. To make the system really worth while, you would need to be able to combine different amounts of the elements for different effects. Say fire is the damage/DoT element and air is the armor penetraiting element. You could have different levels of armor penatrating and different levels of damage depending on how much element you add of each. For instance, at your level of casting you can combine 10 'parts'. 5 parts fire 5 parts air gives equal damage and penetration. 8 parts fire 2 parts air gives much more damage but less penetration, useable against weakly armored foes. Heck, you could even undercast at 4 parts air, 2 parts fire and save mana on casting. Unless how you mix elements has an effect on the spell the system is entirely superfical. If casting earth rank 8 and fire rank 8 causes magma rank 8... why not just cast magma rank 8 and save people a headache? |
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| | #34 (permalink) | |
| Treats objects like women. Join Date: Jun 2003 Location: beset on all sides by the iniquities of the selfish and the tyranny of evil men.
Posts: 2,792
+8 Internets | Quote:
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| | #35 (permalink) |
| Registered User Join Date: Nov 2004
Posts: 285
+1 Internets | Depending on functionality, and the inclusion of all classes (not just sorcerers) to be apart of these chains, skill combinations. This is a really great idea. For those that did play FFXI they will I'm sure all agree that the skillchain/magic burst system was by far the best and most creative aspect of the game. It kept your group communicating as well to keep up with timing. Experience chains (bonus exp for time between consequtive kills) were also a lot of fun as a bar by which to measure the efficiency of your exp group, and kept it fresh by pushing you to fit in that one final mob with less than full mana for the exp bonus. The rest of the game sucked, but these two aspects should definitely be emulated and copied. |
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| | #36 (permalink) |
| Victorian Join Date: May 2005
Posts: 283
| This kind of reminds me of Final Fantasy, in a weird mmog way. What if you had to concider every creature and see what it's weakness was, (using your perception)? A mage would come across a worg and concider it, depending on the level of perception the mage has, he would see what weakness it had. Lets say it's ice. He then goes to cast, and his spell wheel appears. Timing his cast, he varies the amount of power into each sphere (wind and water) and if he is good and lucky, he creates an ice cone blast. Sounds fun, and I hope I'm guessing slightly close to the truth. |
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| | #37 (permalink) | |
| Registered User Join Date: Sep 2003
Posts: 763
+1 Internets | Quote:
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| | #38 (permalink) |
| Registered User Join Date: Oct 2003
Posts: 224
| At the very least, it shows a dedication to lore and class distinction that other games have been lacking recently. Obviously, it has a lot of potential to go a bunch of different ways (anywhere from a click fest to a whack a mole to a research mechanic). We wont know until we hear some reports or see a gameplay video. At least it is refreshing to see some lore about classes again, and why they exist. Part of being a "monk" or "wizard" of EQ was fitting into the lore of the game world. In EQII and WoW, they were more concerned about putting development time into quests and storyline that everyone fits into, rather than class specific stuff. It is refreshing to see some class distinction at this stage of the game, even in the lore. Class specific quests, riddled with class specific lore, I feel, are a big part of why the classes in EQ were so distinguishable. After all, there wasn't much seperating a Paladin, Warrior and Shadow Knight in EQ, but there were seperate boards and communities for each of the classes. You dont see the same for EQII because not only are their skills similar, but so is the lore. Just a thought. |
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| | #39 (permalink) |
| Tunare's most surly gnome Join Date: Feb 2002 Location: Sunny Upstate NY
Posts: 986
+4 Internets | The Lore at least sounds like they are making an honest effort to have caster classes be less carbon copy. What will really matter is the actual implementation of these ideas. Afterall the stated variations in EQ2 sounded really cool but ended up being very vanilla when it was all said and done. I cant wait to check some of this out in person *hint hint* |
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| | #40 (permalink) | |
| Fires of Heaven Member Join Date: May 2002 Location: DigiPen
Posts: 809
| Fanguard is next week, Qhue! *hint hint* ;p
__________________ N @ Hyjal.Warlock Quote:
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| | #42 (permalink) |
| Afro Honkey Join Date: Jan 2002 Location: Houston, TX
Posts: 7,088
+23 Internets | I think you guys are missing the bigger picture and thinking inside the box. Spellcasters have been complaining about bland gameplay, rehashed mechanics, and other general spellcaster bullshit for damn near as long as I can remember...yet when a company goes out of its way to add flavor to that system you guys bash it and claim it as "nothing special." You know, maybe it will be nothing special, maybe it won't...we don't know. We do know that the Sigil team understands and recognizes a lot of problems that (other nameless MMORPG developers) have either full out ignored, or cast aside as a necessary evil. Fuck that. I welcome any new idea brought into this genre with open arms, and to see Sigil bringing in so many of them makes me happy in all the right places. That said, I agree with an epic Fifth-Element quest. MULTIPASS! |
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| | #43 (permalink) | |
| Irritable Join Date: Apr 2002 Location: :noitacoL
Posts: 3,497
| Quote:
I think most of us here appreciate what they're doing, but it's more a matter of speculation at present. We don't want twitch, and we don't want HO's+. Most anyway. Me certainly. The tedium and thought process should go into the casters creation of the spell, not the weaving of it. Combat is the time to put to use the things you've learned and sit back and enjoy the risk of the Encounter. It's not a time to play mash the button to the corresponding flashing icon, or "Whack a mole" as some people have eloquently put it. But rest assured most of us here do have faith in Brad and Co. Were just waiting for more infoz. | |
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| | #44 (permalink) |
| Registered User Join Date: May 2003
Posts: 893
| I think it would be cool if you could specialize in 2 elements or something and then at higher levels your sorcerer gets spells other specialized sorcerers don't. Of course you can cast any standard sorcerer spell of any element, but the two you specialize in would have greater dmg/effect as well as having access to those new spells (be it quest or just a vendor whatever).
__________________ "Talk all you want, but when I say I'm going to kill you, there's nothing you can do but die" |
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| | #45 (permalink) |
| Watches the Watchmen Join Date: Dec 2003 Location: Dallas
Posts: 4,047
+1 Internets | I know this is a tad about a Paladin class... ...but I think it had a good line about what roles all classes will have in Vanguard. Posted by Elidroth Whoever said our Paladin would be a healer? All 4 of the protective fighters do their primary role equally well, however it's HOW they perform this role that makes the flavors different. Secondary roles also provide a great deal of flexibility in playstyle for players as do your other non-primary role abilities. I've said this before.. you guys need to get the EQ model out of your head to a large extent, as we're taking new approaches to the old standards. I think you'll be pleased.
__________________ Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn - In his house at R'lyeh dead Cthulhu waits dreaming "That is not dead which can Eternal lie, and with strange Eons even death may die" - H. P. Lovecraft |
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