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| | #61 (permalink) |
| Registered User Join Date: Nov 2004 Location: Earth
Posts: 1,288
| 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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| | #62 (permalink) | |
| Registered User Join Date: Oct 2005
Posts: 298
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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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#63 (permalink)
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| Registered User Join Date: Mar 2002 Location: Hunt Valley, MD
Posts: 164
+5 Internets | Quote:
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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:
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__________________ Jerrith Healerson - 65th level Cleric - EQ1 50th level Bard - Vanguard | ||||
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| | #64 (permalink) | |
| Registered User Join Date: Aug 2002 Location: San Diego, CA
Posts: 509
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| | #65 (permalink) |
| the Venerable Join Date: Apr 2002 Location: Sealab
Posts: 2,720
| 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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| | #66 (permalink) |
| Registered User Join Date: Jul 2006
Posts: 1,275
| 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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| | #67 (permalink) |
| h8 Join Date: Aug 2002
Posts: 3,363
| 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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| | #68 (permalink) | |
| Registered User Join Date: Oct 2005
Posts: 298
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| | #69 (permalink) | |
| Registered User Join Date: Apr 2006
Posts: 33
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| | #70 (permalink) | ||
| Registered User Join Date: Sep 2003
Posts: 817
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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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| | #71 (permalink) | |
| Registered User Join Date: Sep 2002
Posts: 509
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It has always been the gameplay and performance that I couldn't stomach. | |
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| | #72 (permalink) |
| Registered User Join Date: Jul 2003
Posts: 1,278
+2 Internets | 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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| | #73 (permalink) | |
| Registered User Join Date: Mar 2005
Posts: 1
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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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| | #75 (permalink) | |
| Registered User Join Date: Jul 2002
Posts: 2,998
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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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| Posted By | For | Type | Date |
| Cleric Information - TenTonHammer Forums | Post #63 | Refback | 11-22-2006 10:59 AM |
| Vanguard Japan Forum :: Home | Post #655 | Refback | 11-22-2006 08:32 AM |
| MMORPG General Discussion - Fires of Heaven Guild Message Board | This thread | Refback | 11-22-2006 07:28 AM |