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Old 06-14-2008, 03:50 AM   #1711 (permalink)
EmiliaEQ
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Originally Posted by Draegan View Post
Maybe some games don't want you moving while casting.
A 75 or 80% snare will have almost zero impact on the game.
While making the game a gazillion times more enjoyable.

VG had some nice ideas (Defensive Target, Bloodmage, Moving & Casting).
But overall its a dead game.
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Old 06-14-2008, 06:18 AM   #1712 (permalink)
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Well I'm just saying some developers don't like their caster classes moving thats all. It could impact their game in some situations. Though it's an enjoyable feature, I can see where it would be unbalanced in some ways, thinking mostly in WOW terms (WOW being the most "technical" MMO as far as balance and scripting and measured performance).

Just sayin.
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Old 06-14-2008, 08:10 AM   #1713 (permalink)
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Originally Posted by Draegan View Post
Well I'm just saying some developers don't like their caster classes moving thats all. It could impact their game in some situations. Though it's an enjoyable feature, I can see where it would be unbalanced in some ways, thinking mostly in WOW terms (WOW being the most "technical" MMO as far as balance and scripting and measured performance).

Just sayin.


I'm just sayin that this is a poor defense of not having moving while casting. Seriously, please explain how the fuck it is unbalancing? I suppose it is too fucking much to ask that you guys who crap on VG for all its faults acknowledge that now and then WoW is less than perfect.


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Right, but you do realize that Vanguard Development at this point in the game is Silius and Mountain Dew.

Right?

Heh. Look until some other game comes up with a better race/class/combat system I'll end up coming back to VG. Sure there is a lot to be desired in the game (Lore? Lore? Hello? Anyone there) but I honestly couldn't go back to Wow where I'd have to stop and do a mini-adjust on my ugly troll shadowpriest before casting or EQ because the graphics hurt my eyes these days. Even if it ends up on just one server for everyone I'll still keep a semi-active account. And of course I'll again add that the fact I'm in a great guild helps -- VG is just not a solo game. Now if 38 studios' game or bioware's game or some random dev game ends up being a significant improvement I'll jump ship but that's a few years away.

For all its faults it's still the most interesting thing in town right now.
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Old 06-14-2008, 01:08 PM   #1714 (permalink)
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Wrong.
I was asked to explicitly disprove the astoundingly stupid claim that vanguard only has one developer:

Search

Note that these are just devs. CS and administrators get their own trackers.

Silius
Glip
Avair
Jansen
Ikik
Ichie
Hobart
Wamtin
Tiraslee
TaliskerSOE

There are probably art people and coders who don't post, but even if you refuse to accept that possibility that means that there are 10 developers working on Vanguard, which is about the size of the Mortal Online developer team.

Just for shits:
More than 8 GMs (read: "this is not the whole team")
There are also two orange-name QA guys who post on test (I think these two were hired recently)
There are two Community relations posters (Ellyra and the one who posts the European forums)

Last edited by Etwynn : 06-14-2008 at 01:17 PM.
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Old 06-14-2008, 02:48 PM   #1715 (permalink)
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Originally Posted by tad10 View Post
I'm just sayin that this is a poor defense of not having moving while casting. Seriously, please explain how the fuck it is unbalancing? I suppose it is too fucking much to ask that you guys who crap on VG for all its faults acknowledge that now and then WoW is less than perfect.
Because casters can fire spells upto 40 yards away while melee can only hit within a few yards, yet they do comparable damage.

Casters have a big advantage which needs to be lessened somewhat, also there is PvP where being able to chase after someone 40 yards away while using all your best spells doesn't seem very fun.

Still casters can still use roughly half of their spells while moving, just not the ones with cast times.


So put your WoW hate away! We all know it's jealousy over our highly varied and scripted bosses with cool voice acting
Btw Warcraft Gryphons > Abortion Gryphons.
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Old 06-14-2008, 03:49 PM   #1716 (permalink)
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Because casters can fire spells upto 40 yards away while melee can only hit within a few yards, yet they do comparable damage.
Last time I checked most melee had ranged attacks, the other last time i checked melee hp >> caster hp so that if the melee catches the caster he or she is dead.

Saying it is a balance issue is ridiculous. Wow does it that way because EQ did it that way. And EQ did it that way because D&D did it that way. So yes, as usual, it is all the late great Gary Gygax's fault.
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Old 06-14-2008, 04:13 PM   #1717 (permalink)
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Originally Posted by tad10 View Post
Last time I checked most melee had ranged attacks, the other last time i checked melee hp >> caster hp so that if the melee catches the caster he or she is dead.

Saying it is a balance issue is ridiculous. Wow does it that way because EQ did it that way. And EQ did it that way because D&D did it that way. So yes, as usual, it is all the late great Gary Gygax's fault.
Of couse it isn't as simple as how I put it, but the fact remains that melee and ranged have different attack distances and that needs to be balanced.
Health is one method and Casting mechanics are another.
The biggest issue is probally kiting, if you could cast all your spells while moving you would just get people exploiting.

I've never had a problem with this and I play a caster, I know it would be totally stupid if I could mindflay while moving. However I do have a bunch of spells I can use while moving (which is around half) so it isn't true to say that you can't cast while moving because I do it all the time.

And no most melee do not really have ranged attacks, and the ones they do have are not really worth mentioning beyond killing someone at 1% hp.


It's silly to take a gameplay mechanic away from the devs to play with. There is room for both types of casting.
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Last edited by Chrisb3 : 06-14-2008 at 04:23 PM.
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Old 06-14-2008, 04:21 PM   #1718 (permalink)
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Last time I checked most melee had ranged attacks, the other last time i checked melee hp >> caster hp so that if the melee catches the caster he or she is dead.
You're wrong on both counts, at least PVP wise.

If I could cast while moving on my Pally the pillar humping goodness I could pull off would be legendary.
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Old 06-14-2008, 04:36 PM   #1719 (permalink)
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Everyone seems to be forgetting the 80% Snare...
You dont run at fullspeed, you"re 80% Snared...
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Old 06-14-2008, 05:17 PM   #1720 (permalink)
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Just as much as Tad10 ignores the fact that every class in wow has instant casts. The kicker is the warrior even has a cast time skill!
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Old 06-14-2008, 06:00 PM   #1721 (permalink)
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Just as much as Tad10 ignores the fact that every class in wow has instant casts. The kicker is the warrior even has a cast time skill!
I havent played wow in a while, but your saying that every single spell in WoW is now instant? There are no cast times?
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Old 06-14-2008, 06:52 PM   #1722 (permalink)
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I havent played wow in a while, but your saying that every single spell in WoW is now instant? There are no cast times?
No, he's saying that every class in wow has some instant cast spell.
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Old 06-14-2008, 06:53 PM   #1723 (permalink)
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He's saying all you can actually use is instant because you have to stay mobile and stuff. At least that's what I get. Moving while casting would still work fine in wow. There's a LoS check at start and end of casts, so the pillar humping wouldn't be that big. And it sure wouldn't be much worse than priests popping shields, prayers and renews, or druids doing 90% of their healing with instants while moving around at full speed.

It doesn't really make much of a difference, at all. But it "feels" as the fights are more dynamic when you can move, even if slightly. The whole run run run stop cast run run run feels stupid. That and summoning your mount while you were running(at full speed this time), was good.
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Old 06-14-2008, 06:59 PM   #1724 (permalink)
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He's saying all you can actually use is instant because you have to stay mobile and stuff. At least that's what I get. Moving while casting would still work fine in wow. There's a LoS check at start and end of casts, so the pillar humping wouldn't be that big. And it sure wouldn't be much worse than priests popping shields, prayers and renews, or druids doing 90% of their healing with instants while moving around at full speed.

It doesn't really make much of a difference, at all. But it "feels" as the fights are more dynamic when you can move, even if slightly. The whole run run run stop cast run run run feels stupid. That and summoning your mount while you were running(at full speed this time), was good.
Its easy for me to buy that there are things that my character can do while on the move, and things that he can't.

Cast times with some spells are no problem for me.
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Old 06-14-2008, 07:00 PM   #1725 (permalink)
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It doesn't really make much of a difference, at all. But it "feels" as the fights are more dynamic when you can move, even if slightly.
This. This is why it's now a must have for me. It makes casting spells a whole lot more pleasurable.
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