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Old 03-02-2006, 03:05 PM   #61 (permalink)
Zhaun's_Shade
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In MW you could swing 50 times to a monster and never hit if your skill was low. In Oblivion if you hit you hit. And the shield is not anymore automatically used but you need to rise it by pressing a mouse button.
That's a damn shame, I was considering buying this until I read this. Thanks for the warning.
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Old 03-02-2006, 05:18 PM   #62 (permalink)
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That's a damn shame, I was considering buying this until I read this. Thanks for the warning.
Because it's too much good design for you to play?

I know that a certain degree of masochism is required to read these boards but, come on.
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Old 03-02-2006, 07:08 PM   #63 (permalink)
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Because it's too much good design for you to play?

I know that a certain degree of masochism is required to read these boards but, come on.
No, I just don't think that kind of gameplay is really fun in an RPG. The more "twitch-based" an RPG becomes the less I seem to enjoy it. The "click-to-swing" gameplay is what made me not enjoy (what otherwise look like fun games) the previous RPGs in the Morrowind line (sorry, can't recall the name).

This is also part of the reason I hold Fallout/Fallout2 in higher regard than Diablo/Diablo2. It's a personal prefference thing. It's important to note that I didn't say I thought this made the games bad, they just prevent me from personally enjoying it as much as I otherwise would.

I think that there is the potential for hybridized "fast-RPGs", but they're probably better off focused on faster, more FPS-ish design with character building/customizing elements.
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Old 03-02-2006, 11:23 PM   #64 (permalink)
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Yes, the point is that Oblivion is an improvement over Morrowind.

You didn't like Morrowind but Oblivion will be better. In BOTH you have to swing your weapon, but in Morrowind you would miss all the time. While In Oblivion there aren't anymore to-hit rolls.

It's not a different style. Just a much better mechanic.
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Old 03-03-2006, 06:42 AM   #65 (permalink)
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/shrug

As long as there are enough people willing to stare at bars there will be healing classes as we know them. Game designers need to go get there HOYA symdrome about healing unfucked. Make healing classes unavailable as player characters but available for hire . For a set amount / percentage of loot / wahtever the party can "negotiate " with them. Then you could log on and play as most classes would like to as opposed to looking for healer . Unril you get fed up and quit the game or the genre itself.
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Old 03-03-2006, 06:52 AM   #66 (permalink)
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oddly enough, in guildwars where you could hire a healer, I still saw an astounding quantity of monks (healers). I think people may just like being support. I guess it's no more odd than wanting to be a meatshield.
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Old 03-03-2006, 08:20 AM   #67 (permalink)
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oddly enough, in guildwars where you could hire a healer, I still saw an astounding quantity of monks (healers). I think people may just like being support. I guess it's no more odd than wanting to be a meatshield.
The problem comes when game mechanics rely on certain roles. Take like 90% of raids where it was 1 tank and 20 healers + everybody else, meaner content = faster/bigger heal rotation, just throw healers at the problem to keep on top. Eliminating healer roles cuts out that dependancy on a single mechanism.
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Old 03-03-2006, 08:48 AM   #68 (permalink)
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Is it just a raid problem, or a also single group problem? In alot of groups I've played in, having a ton of heal vs enough dps meant that the fights were slower and less was accomplished. a balanced group beats a heal centric group on the single group scene I'd think.
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Old 03-03-2006, 09:01 AM   #69 (permalink)
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Right but just having the mechanism there lets people use it as a crutch and designers have to design around having certain classes present or else they make stuff that is totally gimp for half the people, like with how enchanters were not optional for most groups/zones, couldn't find one you were outta luck for the night, content based around not having them? totally gimp when one is present and people will do the path of least resistance.
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Old 03-03-2006, 11:02 AM   #70 (permalink)
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I loved the cleric AA that allowed you to balance out the health of the group (forgot the name "harmonic something?).

Now have something like that for a raid and you have essentially a raid health bar, if you can balance out very fast (or it happens automatically every certain amount of time).
Would even be able to do some things without a healer then and just have people drop out of combat for some bandaging.

Have more regenaration type/avoidance abilities for everyone and less(no) direct heals.
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