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| | #5326 (permalink) |
| We bawlin boi! | CoH was a fun game, it just needed the endgame. It actually now has some nice loot in the form or epic quality enhancements, shame their development team were such morons early on and lacked the funding/manpower to take the game in the direction it needed to go. Still has better animations and smoother gameplay than pretty much any game on the market for as dated as it is.
__________________ Genjiro--Legacy of Steel--EQ1 sexy monk (retired) Entreri--Guildleader of Ardent Legion--EQ2 (retired) "The men the American public admire most extravagantly are the most daring liars; the men they detest most violently are those who try to tell them the truth." -- H.L. Mencken |
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| | #5327 (permalink) | |
| I'm your huckleberry Join Date: Jan 2003 Location: Liverpool, UK
Posts: 1,320
+39 Internets | Quote:
Actually (base damage numbers) : Lightning Shock lvl 37 570 damage Conflagration lvl 43 900 dmg Rend lvl 47 855 damage Ice Comet lvl 49 808 damage What was special about it was casting time and the fact it was based on Cold resist with a neg check on cold resist. The majority of mobs in early EQ were more resistant to the Fire and Magic damage type than cold, But, like you, Ice Comet has always been THE skill in pretty much any MMO in terms of standing out in the memory. Part of that was and is down to the name, for me at least - plus, like you and Foghorn are advocating, the way you got it. It was one of the few abilities you had to do a lengthy quest to achieve - Tartons Wheel (I seem to recall it was also a rare drop off Vox). I wouldn't want to see the majority of spells and skills achieved by questing - well, actually, I would - because it would have a major drawback. The amount of times you would have to spend questing for your skills or abilities would mean most people would either skip the majority of them or spend no time adventuring and all their time questing for them. There would be more of the former than the latter, as people would choose to forgo most of them. I would like to see key spells and abilities quested for a la' Ice Comet. edit : the other reason Ice Comet stood out, at least once they later enhanced it, was the superb and unique graphic they gave it. Last edited by Flight; 02-16-2009 at 07:35 AM.. | |
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| | #5328 (permalink) | ||
| Loves -internets Join Date: May 2002 Location: Ziest
Posts: 1,204
| Quote:
Much life lifeleech was for SK's - I used it till the 60+ taps came out- and still busted it out for long lifetap rotation set ups and dueling. The quest involved was fun, got you into your class some more and was generally enjoyable.
__________________ When the bioware mmo fails to be the 2nd comeing of jesus in a game- I told you so. Quote:
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| | #5331 (permalink) | |
| Registered User Join Date: Apr 2002
Posts: 1,227
| Quote:
To give an idea of how amazing Ice Comet was, Sunstrike, which was the top Kunark spell, used to hit for 1600, and that was considered amazing, and that's a 1/3 upgrade. | |
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| | #5332 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,232
| Quote:
Content is King. Look at WAR, for a moment. When it first came out people were purposely NOT leveling into t4 because t3 pvp was more enjoyable. Create a game that has real extended content at all levels, and people won't feel the need to max out to "end game", if end game exists on all levels. Look at how many people play twinks in wow, etc. And what is really potentially interesting about this, is the "casual" gamer is given content at all levels as well then. The other topics; no more wildlife. lol. Immersion is very important. There are Role playing games for a reason. A balance of immersion and fun needs to be achieved however. Permanent death is immersive, but not very fun, for example. Rng loot is brilliant imo. Getting something you want, then being able o keep going on the chance of getting a better version of the same item is a great way to add replay, or what is effectively a soft cap. (This requires no raid timers, or the like.) | |
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| | #5333 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 1,227
| People here have absolutely no clue about design. Do you really think you can create enough content so that people always feel they are 'levelling up'? The ratio of time spent at the level cap versus levelling up is completely out of wack if you consider the amount of time creating content for the level cap versus content levelling up. |
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| | #5334 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,232
| Quote:
Re-playability is the key. Pvp tends to be the easiest way to do it. Look how much time people spend playing the same maps in various FPS's, or in Diablo doing various loot runs. You don't need NEW content if the content you have is worth doing over and over. Lets use the WAR tiered pvp zones for an example. They aren't perfect by a long shot, but can be used as a model. Imagine each teir had multiple gear options, and a ladder to keep track of players performance in that teir. You could sit there in tier 1 for months, staying on top of the ladder in that zone if you wanted. Or if each Tier had real objectives that only players in that level range could achieve over time. Giving people a reason to stay in lower zones is a GREAT way to keep old zones active, and have all the effort spent on them, not turn into people leveling through zones in a week and having 2k people all sitting around in the end game zones. | |
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| | #5335 (permalink) |
| OMG, it's Alpha!!!11!one! Join Date: May 2006 Location: West Coast
Posts: 1,032
| This. Nothing like incredibly wrong armchair design early in the morning.
__________________ Casual progression is my obsession. If I'm a pussy for not showing my internets, you're a bigger pussy for not signing them |
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| | #5336 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 1,227
| I'd love to have a nonstop succession of levelling content with lore that kept evolving but yeah, that's not going to happen. It takes Blizzard 2 years to create the levelling/pre-raid game of WOTLK, and you can probably consume that in 2 months playing incredibly casually (I mean see everything, not hit level 80). |
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| | #5337 (permalink) |
| Slightly OP Join Date: Jun 2004
Posts: 2,136
+38 Internets | Completely agree on the issue of wildlife. Have "critters" as Blizzard calls them for flavor, but I'm not interested in quests involving them. You can make a hunting mini-game out of them for skinning/cooking tradeskills if you want, complete with very rare animals, but leave it at that. Another related thing that irritates me with this is level scaling. I want to see a game where the level of a creature is actually meaningful, as it is in Dungeons and Dragons. I mean, you run around Grizzly Hills on WoW and you have level 75 bears and wolves and whatnot. Am I the only one that thinks this is kind of ridiculous? To me, your average human NPC who sells flowers in the city should be level 0, the baseline. Animals, no higher than level 10 for the most badass bear or lion or whatever. It should follow some kind of logic. At level 80, a player should be considered the type of mortal who could ascend to godhood or something. I dunno, maybe I'm just being too much of a dnd nerd here, but it's just stupid that a wolf in Howling Fjord is higher "level" than C'thun, a god. |
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| | #5338 (permalink) | |
| Disco Disco! Good Good! Join Date: May 2006 Location: Italy
Posts: 913
+8 Internets | Quote:
The difference is that instead of doing one quest for every class-talent-aa combo, you do one quest that everyone can use (collect 10 bear asses) and that everyone can convert into their aa-talent of choice. The latter option is quite more appealing from a developer's point of view (and the budget guy too I guess) in terms of time spent designing and balancing all of them, isn't it? Stupid wow example, because it always fits: a class has on average 27-29 different talents per tree, plus, I'm totally shooting numbers out of my ass, about... 50 spells? Make it 50 for simplicity. So you would need to set at least 10ish baseline spells (let's define them as the basic fireball of the class, newbie quests rewards if you wish so) and 60+ quested ones if I understood your idea correctly, meaning that in a relatively small amount of classes environment, say 10, you'd have to craft 600+ unique and entertaining quests (and I assume some should take a little bit longer than 10 minutes). Holy fuck, 600 beatiful and entertaining quests? Where do I sign up with my blood? After 4 years and some, I can maybe count 60 quests like this in wow (and being generous in labeling them fun/beatiful), I don't think it's remotely feasible to expect 600 great quests on a MMO release, hell, most players would set for 50 great quests shared among all classes, considering most are just plain garbage "bears anatomy inspection" type. Sure, in a utopistic reality, I'd join you in this awesome world of awesomecraft, but unless a miracle happens, I don't see such plans ever seeing the light, but I'm a terrible armchair designer after all, so I may miss your solution or maybe I misunderstood your basic idea.
__________________ A dire bugie si va all'inferno, a dire cagate si va affanculo. | |
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| | #5339 (permalink) |
| Waiting for Diablo Join Date: Jan 2004 Location: Rolling down Rodeo with a shotgun
Posts: 4,234
| I don't believe anyone should remove general questing from the game as long as it's done well. I think questing merely for the sake of leveling, and having no class identity is just as wrong an extreme as what you've painted. |
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| | #5340 (permalink) |
| Slightly OP Join Date: Jun 2004
Posts: 2,136
+38 Internets | What do you guys think about the potential of Blizzard's "Phasing" mechanic as a way to answer some of the issues with non-instanced content? I'm always arguing in favor of a game that has both instanced and non-instanced dungeons, and I was thinking phasing could be an interesting mechanic in regards to making non-instanced stuff work. Quest-specific mobs could be phased out to people not on that quest. If you're running around the dungeon and see someone fighting them, you'll know they're on your quest and you might form a group. Other players wouldn't be in your way because they don't even see those mobs. Nameds could spawn and only be visible to certain groups within the zone, then when they are killed the group receives a hidden flag that ensures the same named wont be phased in to them for a certain amount of time, giving other groups a shot at it. This would keep people from just camping a spot and encourage them to move around and find other named or get into other adventures. It would give you something similar to that old school dungeon competition but would inspire less animosity towards fellow players because the opportunity for griefing is much lower. |
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