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| | #61 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Hampton Roads, VA
Posts: 146
+1 Internets | Quote:
Sometimes in development there are things that need to be fixed. Things that everyone knows needs to be fixed. But due to everything else that "needs" to be done, it never gets put on the front burner. Take for example the company I work for. Horrid (almost non-existent) development process. And we are a software development company. I have been screaming for 2 years that we need to get this shit fixed. Yet, there are other things the management above me deems as more important (ie: add this shit in, cause (potential new) customers want it right now and they are (getting ready to be) paying millions). I guess my point is, no matter who you are - sometimes your hands are tied.
__________________ Dinaek Groffgar - 50 Paladin - Antonia Bayle Dinak - almost 80 Shaman - Thorium Brotherhood Alarion's Cube Very-infrequently updated blog | |
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| | #63 (permalink) | |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 914
+8 Internets | Quote:
First, because the existing playerbase likes it and by changing it, most of them would say "fuck you" and leave, also it wouldn't guarantee a large influx of new players. They are certainly better served by making EQ3 right now, taking everything good from the 2 and improving combat tenfolds, they'd have the best game on the market.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #64 (permalink) |
| Registered User Join Date: Mar 2007 Location: Chicago, IL
Posts: 45
| Combat systems are something you definitely don't screw with once they are in place. It's a quick way to piss off your current player base, and if it backfires (which it most likely will) you go down the shitter never to seriously be spoken of again unless it's, "Man, remember xxx before they fucked it up" Tweaks to the combat system, a-ok. Complete overhaul? Disaster. Even in beta completely re-hauling combat freaks people out. |
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| | #65 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Cleveland
Posts: 626
| Quote:
I think a mass overhaul of combat would cause ripples, and it would've been risky, but it also could've made the game a mainstream hit, I think. There's a right way and a wrong way to do this. Obviously, the SWG NGE was a disaster. I wouldn't see SOE doing this again and pushing this change out the door immediately after a big expansion with zero player knowledge. However, a smart rebuild with a long testing cycle, giving people a more fun, simple, and good combat system in the proper manner would have done wonders for the game. Again, EQ2 had a lot of issues, such as the stupid adherence to rushing out expansion packs in a rapid and vapid manner to the unpolished zones to the class systems. I'd say most people can look past some flaws as long as the game mechanics are fun. EQ2's was not, in my opinion, and SOE doomed a game with great idea's to mediocrity due to this. | |
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| | #66 (permalink) | |
| Registered User Join Date: Mar 2007 Location: Chicago, IL
Posts: 45
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| | #67 (permalink) |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 914
+8 Internets | Quite some time ago, I went through a serie of ideas to revamp EQ2 system, which back then (and currently I guess) relied on pretty much every single skill having a short cooldown and thus requires people to use more buttons to give the feeling of being busy all the time. In short, if they would just give each class 1-2 spammable skills for single target and 1-2 for AE encounters, change all the others to buffs or debuffs of sorts to be reapplied on a medium timer (30 seconds-2 minute) and introduce a different way to handle healing, where the tweaks should be oriented in a different way, then they could keep the same amount of hotkeys, but making most of them situational or not used too often. As an example I remember the swashbuckler having 6-8 single target skills used in a sort of rotation (if it's available, use it, but in a certain order- type of rotation) and compared it to the WoW rogue spamming one key most of the time and using a bunch of others on a timer or in a situational way. The difference is staggering to say the least. It's certainly too late now, the game has aged a lot and it wouldn't do any good to have a massive change done now, unless it's an experiment for EQ3.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. |
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| | #68 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Cleveland
Posts: 626
| I definitely agree now is not the time for a combat revamp. They missed the window to make a difference. I personally would still love to see one, though. Quote:
They are still releasing expansions for EQ and EQ2, and Free Realms fills their mainstream game market avenue better than a new EQ game would. What would be fabulous is if they upgraded EQ to EQ2 graphics and fixed the glaring 10 year old issues with the game design and code. How many people still play EQ? I'm not sure if that's a dumb idea, but put EQ2 graphics and engine into EQ, and fix a lot of the old issues that exist and it'd be appealing to a lot of MMO people, I think. | |
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| | #69 (permalink) |
| Support Beam Join Date: Dec 2003
Posts: 1,978
+57 Internets | They tried to re-do Tank/DPS Combat mechanics a few months ago, it was a pretty huge overhaul in the offing. The playerbase screamed and thrashed at the mere mention of it, until it was shitcanned.
__________________ Alt Army-Over 9,000 Games |
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| | #70 (permalink) | |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 914
+8 Internets | Quote:
Anyway I doubt this is gonna happen anytime soon.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #71 (permalink) | |
| Registered User Join Date: Oct 2003 Location: Cleveland
Posts: 626
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No wonder Hartsman ran kicking and screaming from there, despite the happy, happy, joy, joy burn-no-bridges posts. | |
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| | #72 (permalink) | |
| Plugged In Like Neo | Quote:
Lisa is a pretty freaking fantastic designer and a brilliant writer too, so you chose a bad example. There were much better examples you could have picked if you wanted to nitpick people's blogs and judge their design ability from it. | |
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| | #73 (permalink) | |
| Fuck Art, Let's Kill Join Date: May 2002 Location: Hell
Posts: 7,248
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(Personally I hate FCFS rotations, so I'm not really defending eq2 here so much as I'm saying that WoW is just as bad in many cases if that shit annoys you.) And as far as casters go, I'd say a shadow priest requires far more attention to cooldowns than any eq2 caster I played. Affliction warlock was far more complicated before the recent changes too. EQ2 casters may not have ever been on the level of, say, warlocks in T6, but I'd say they've never been any more complex than a WoW mage.
__________________ ...the whole world's going to blow up anyway. I might as well keep my pride. eRepublik Referral (PM me for assistance if you start up using my link) | |
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| | #75 (permalink) | |
| Banned Join Date: Apr 2002
Posts: 2,399
| Quote:
And I also will combat this with people who played these games inside and out for years and then became not only damn good designers, but did it right off the bat. Kaplan, Furor to name two who knew their shit from the start because they actually played for long amounts of time over the course of YEARS to see the design flaws and accomplishments in other games besides logging into SWG for a month, fucking someone at a company, and getting hired. And look at what those two have accomplished. My point isn't to ridicule anyone even though it sure sounds like that. She will be used as an example in my point. And my point is when you let people in this way (And let's not fucking kid ourselves on the kiss ass meter hierarchy over at the good ol' boys club at SOE, (Or Sigil when it was still around) you end up with people who do not have a clue what is going on in development and it shows in the final product. Take people who are seasoned MMORPG players who understand what could be missing, and those are the people you want. In a nutshell, you do not need people who are going to try and stew over the next greatest idea in a video game and write a thesis. You want people who will impact the design right off the bat and they let fly the ideas they had to begin with and implement them without having to write a 5 month long blog about art style in an FPS on a console in a vein attempt to be taken seriously. All this with the experience as a true player to back it. An example? Gurgthock. People like Zoid. (Yeah I am biased for EJ people. Sue me) Although I doubt Valve will let Zoid go anywhere soon. As when it comes to one of the best, he is one of the best. And Edit: Zoid goes back to the Capture the flag days back in the 90's so he is above and beyond damn near anyone anyway. So that isn't a fair comparison. I admire people who want to get into the industry, work there way up from a shit position in QA, to prove themselves. Good for them if they can get past the political bullshit they are going to endure. What I cannot stand are people who take the easy way in. And your buddy is one of them. So try not to kiss ass too hard publically so you become her. I would rather see you kick ass by way of proving what you can do. (And honestly, I mean that) Key points: Don't write a 10 page paper on how Koster was right in certain aspects and wrong in others on Sandbox MMORPG's. Instead, on your off time, get into the tools and create something that will be remembered as fucking awesome and fun. If it fails, at least you stepped up to the plate and didn't artsy fartsy the entire process on a blog. Last edited by Utnayan; 07-16-2009 at 08:11 PM.. | |
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