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Old 10-13-2006, 01:24 PM   #61 (permalink)
Laerazi
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Those three screenshots on Brad's site are awesome; Kelethin-area looks amazing, as well as that dragon model and the unicorn. Curious if you guys plan on implementing an actual riding animation instead of the character just sitting on the mount in a "stuck" pose.
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Old 10-13-2006, 01:25 PM   #62 (permalink)
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Quote:
Originally Posted by Kolle
-Will there be any innovative targeting functions

-Will you allow mods that allow healers freedom to work in other things such as offensive moves while easily covering their healing role

-Are there any features that allow healers to keep everyone alive while having the option to look at the dungeon as you crawl through; in other words you don't have to stare at everyone's health bars or risk losing them
I'm not too sure about the current state of your first two points, but I can chime in on the above.

You have an offensive and defensive target, so you can always see the mob's information, the groups information (standard group display) and have one of your group member targeted for heals. Having played a cleric for 70 levels in EQ, it is one of the best innovations (at least I havent seen it in another mmog) VG offered from a UI perspective.

As for the mod stuff, I really have no idea. I never really got into mods, so don't even think along those lines. Hell, I use the default WoW UI only (guild required CT Raid, so I had that while raiding).

But as for looking at the fight, it is hard to explain and I hope I dont open up a can of worms, but I view healers in VG as all "hybrids." It is not a hybrid like the WoW druid, where a druid can peform all three of other classes primary roles, but only to a limited extent, but rather, that the playstyles "inside" the healing role are hybridized. The content's mitigation requirements and "pool metrics" (like mana, etc) are arranged such that you are encouraged to do "other stuff" in order to be a good healer.

Using a wow example, since most folks are familar with that, think of everyone being a shadow priest, where the healing of a shadowpriest was sufficient for the content provided, and there isnt a "better" healer in the form of a holy spec. Instead, shadow priests and paladins would have equal healing power, but each do it in a differnt "way" with the priest being more casty and out of combat and the paladin is more in combat melee style healer. There is no "pure" sit back and watch hp bars healers.

It is hard to explain, but really, the idea is that by defining healers by playstyle and not in terms of "better or worse," you have healers that all heal pretty much the same hp per second (mitigation), but each does "other stuff" (dps, resource regeneration, utility) anciallary to healing differently. It is not 100% accurate, but think of it as every healer in the game being a hybrid.

Another way to think about it is to take a look at the way that DPS roles have been historically divided between melee and casters. Both perform DPS, but do so in very different playstyles. An EQ or WoW rogue's playstyle was very different than an EQ wizard/necro or a wow mage/warlock, even though they both had the same role. Apply this principle to healing and you are thinking along the right track.

So, to bring it around, you will be looking at combat and the dungeon because to be the best player you should probably be doing the "other hybrid stuff" that is designed into your class.

Edit: I see Jerrith chimed in below me. He certainly knows a lot more about VG healers than me, so listen to him (he plays one)!

Last edited by Oloh; 10-13-2006 at 01:29 PM..
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Old 10-13-2006, 01:26 PM   1 links from elsewhere to this Post. Click to view. #63 (permalink)
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Quote:
Originally Posted by Kolle
Is there already a write up somewhere about how the gameplay is in VG concerning healing and support? What can you share with us about that? Some specifics I'd like to know:

-Do all support healers get effective group heals
Today in beta, the Cleric, Disciple, and Bloodmage all have group healing abilities. The Shaman does not (well, until a combination spell at 40 that includes it) but last I heard, we're planning to give him one at lower levels as well soon.

Quote:
Originally Posted by Kolle
-Will raiding as a healer involve having huge lists of names that you must click on manually

-Will there be any innovative targeting functions
Yes and No. While you will still click on names for traditional healing, there are some new features available too.

Here's one feature that we haven't talked about too much yet, that I think is going to be interesting on raids. The blood mage has the ability to establish blood pacts between players. A "solo" blood pact makes it so that whenever the target of the pact takes damage, a percentage of that damage is redirected (and modified up or down in quantity) to the bloodmage, who takes it instead. A "group" blood pact does the same sort of thing, however, when a group member takes damage, they share it with everyone else in the same group. Now, the bit that makes it really interesting is that the damage from a "solo" pact can trigger a "group" pact. So you could have a bloodmage in a group put a solo pact on the main tank (in another group), and also establish a group pact with his group. Every time the main tank takes damage, some of it goes to the blood mage, who takes some of it, and redistributes the rest of it to his group.

Quote:
Originally Posted by Kolle
-Will you allow mods that allow healers freedom to work in other things such as offensive moves while easily covering their healing role
If by mods, you mean scripted UI functionality, then no. While you can mod the UI to position things as you like, you cannot do the complex scripting you find in some games. However, some healing classes are generally heavily involved in combat. I frequently play a cleric, and have a number of melee moves that are important to use in combat. One attack allows me to restore some mana (letting me heal longer) and another (the finishing attack of a two step attack chain) lets me stun the NPC for a moment (preventing damage). There are other attacks as well, which mean the only times I'm usually really in 100% healing mode is a) on an incoming pull, before crowd control has taken place, or b) when we've just got too many, and we're about to wipe.

Quote:
Originally Posted by Kolle
-Are there any features that allow healers to keep everyone alive while having the option to look at the dungeon as you crawl through; in other words you don't have to stare at everyone's health bars or risk losing them
The above features allow you to do this to a degree, but watching player health and responding to it droping is a part of the gameplay a healer in Vanguard experiences.
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Old 10-13-2006, 01:27 PM   #64 (permalink)
Aradune Mithara
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Quote:
Originally Posted by Laerazi
Those three screenshots on Brad's site are awesome; Kelethin-area looks amazing, as well as that dragon model and the unicorn. Curious if you guys plan on implementing an actual riding animation instead of the character just sitting on the mount in a "stuck" pose.
Thanks! The riding animations are really improving and the flying mounts look great flying and can also walk on the ground. We've really made some great progress in this area recently.
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Old 10-13-2006, 01:38 PM   #65 (permalink)
Asmadai
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Regardless of what people think about the screenshots and videos, you gotta admit the in game abilities and mechanics of spells and such, such as the Bloodmage example listed above sound very very unique and interesting.

And unless it's been changed, the released info i've read about the Berserker class, such as the ability to deley a heal already cast on them from healing their hitpoints, just so they can stay low on life for extra DPS and such is another good example of a unique ability i'm interested to see.

Last edited by Asmadai; 10-13-2006 at 01:41 PM..
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Old 10-13-2006, 01:40 PM   #66 (permalink)
Dildo Faggins
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Who do i have to kill to get into beta? Looks pretty good, I enjoy the new news. Cant say why anyone would have a beef with the developer of a game coming here to post. It's a rare thing- and far from what I would consider spam, especially with your interaction on the subject. Perhaps you should challenge all the critics of your game to a boxing match. Mcquaid vs utnayen- Winner takes Boll

PS. Fix your website- Its broke and i wanna see new stuff.
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Old 10-13-2006, 01:42 PM   #67 (permalink)
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Im pretty impressed by what I see so far and with the direction the game seems to be moving. I cant wait to see flying mounts and that sorta stuff.

My major hope for the game is that they manage to incorporate a good active storyline into it as well as the big sandbox feel that such a large world has. And by active i mean quests or dungeon crawls/scripted events that explain the story rather than just text or website stuff.

As far as grind goes I can tolerate alot more grind if its time i spend actually killing stuff. I really hope VGs grind is more fast paced combat but long lvls instead of long down time but shorter levels. Thats why L2 was brutal for most classes, not only did you get long levels but long downtime for almost all the classes as well.
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Old 10-13-2006, 01:43 PM   #68 (permalink)
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Thats why L2 was brutal for most classes, not only did you get long levels but long downtime for almost all the classes as well.
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Old 10-13-2006, 01:47 PM   #69 (permalink)
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Quote:
Originally Posted by Jerrith

Here's one feature that we haven't talked about too much yet, that I think is going to be interesting on raids. The blood mage has the ability to establish blood pacts between players. A "solo" blood pact makes it so that whenever the target of the pact takes damage, a percentage of that damage is redirected (and modified up or down in quantity) to the bloodmage, who takes it instead. A "group" blood pact does the same sort of thing, however, when a group member takes damage, they share it with everyone else in the same group. Now, the bit that makes it really interesting is that the damage from a "solo" pact can trigger a "group" pact. So you could have a bloodmage in a group put a solo pact on the main tank (in another group), and also establish a group pact with his group. Every time the main tank takes damage, some of it goes to the blood mage, who takes some of it, and redistributes the rest of it to his group.
I am so....going to use this in PvP.
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Old 10-13-2006, 01:51 PM   #70 (permalink)
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Originally Posted by Aradune Mithara
Using that perspective, which is legit, I agree. The game is more challenging that WoW but closer to WoW than L2 in this area, that's for sure
I'd be interested in knowing your definition of "challenge" or how Vanguard is more "challenging" than WoW.

Are we simply talking greater risks for dying (long CR's), longer levelling curves, etc.?

I've seen the game in beta 3, and combat certainly doesn't look or feel anymore "challenging" than WoW's combat, and some might argue its less "challenging" due to the more frenetic pace of WoW's combat compared to Vanguard's (requiring "twitch" skills as opposed to "deliberation/strategy" skills that VG may require).

P.S. The screenies do look nice.
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Old 10-13-2006, 01:53 PM   #71 (permalink)
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Quote:
Originally Posted by Asmadai
Regardless of what people think about the screenshots and videos, you gotta admit the in game abilities and mechanics of spells and such, such as the Bloodmage example listed above sound very very unique and interesting.
I've always said the implementation of classes in Vanguard was a great strong point. They have done a knockout job building upon previous archetypes while adding some cool new twists.

It has always been the gameplay and performance that I couldn't stomach.
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Old 10-13-2006, 02:04 PM   #72 (permalink)
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Oloh and Jerrith, thank you. Very good info. Oloh pretty much confirmed my perspective oh how VG was going to do the archetypes and Jerrith that info on the Blood Mages blood pact is very interesting in the possibilities it opens up.
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Old 10-13-2006, 02:35 PM   #73 (permalink)
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Originally Posted by Aradune Mithara
Thanks! The riding animations are really improving and the flying mounts look great flying and can also walk on the ground. We've really made some great progress in this area recently.
Well Aradune, you've got my dollars for Vanguard when it comes out!

I like the post you wrote on your forums, really speaks to alot of Veteran mmorpger's and gamers in generals. Shit i remember playing back in DOS when i had to type out CD:load ttd2.exe (that’s for Transport Tycoon Deluxe 2.) Hah, old times.

I am definitely one of those advid gamers that's grown tired of MMO's. I am really looking forward to trying Vanguard.

Something that a lot of people don't realize, and a lot of them never tried any other MMO then WoW, so they really wouldn't even know this, but is WoW is just old innovation done right. 40 people, battling over purple pixels was long dead after killing the Veeshan dragon in EQ1. Just those new players that now are starting to get their feat wet in gaming, have had no idea that WoW uses old innovation.

I remember playing first E1, the really first step towards MMO's back when Cazic(sp) Thule's dungeon was intriguing, was so interested and fun to do grinds and get lots of people together. Ahh the old says of the Veeshan server.

So hats off to you, hope to see Vanguard supply not only veteran gamers some new innovative game play, but maybe keep those new gamers trickling in by keeping it simple at the same time. If you can accomplish that, new innovation, and simple for new players and gets complicated at end game, then you've conquered the MMO' market.
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Old 10-13-2006, 02:42 PM   #74 (permalink)
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comments by Oloh and Jerrith

Great info...thanks a lot.
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Old 10-13-2006, 03:40 PM   #75 (permalink)
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Originally Posted by Aradune Mithara
Must have been bored already to be here posting about a game you don't care about until the NDA is released

And so while I respect the fact that you supposedly aren't interested until the NDA is released, why don't you actually DO what you post and let us know what's on your mind once that does indeed occur?
Heh, you should know that logic confuses some of them by now sir!


All joking aside I agree, I think the SS look real nice. Any shading work that gets done will go alooooong way in making the world feel more alive. Add a little rust/grime and your good to go.

1 question I have that im not sure I have seen yet. Will it be possible to level to high end by almost exclusively doing things like quests? Im not completely opposed to grinding on mobs and would end up doing so anyway I am sure.. but just curious if the option is at least there. Id even settle for a quest that nets fair experience unlike the garbage in EQ1 :P
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