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Old 07-20-2014, 03:08 PM
tanknspank tanknspank is offline
Kobold


Join Date: Sep 2010
Posts: 135
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Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Problem with this is that game will cater even more to specific classes and make others even more dependable. We already have classes that can sow and port and bind and heal, and get cash for that, and we have classes that have 0 convenience abilities that only get hoops they need to jump all the time. I do get class interdependence in combat group - cleric heals, warrior tanks, rogue dps etc. But outside of combat what does warrior have that cleric/druid/wiz can possible need?
This is an argument between improving classic or adding more content in the spirit of classic. Melee always depended on casters for binds. Adding more content does not change that, but the more bind zones we have the less likely it'll be to find a caster in the least popular ones. My suggestion is to keep the existing paradigm, while accounting for a world that gets larger and larger.

Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Hence class interdependence where warrior/rogue/paly MUST look for a caster for an hour just to get a bind is ridiculous. Specialty if traveling to far off places like Erudin.
The second part of that is what I'm suggesting we address. If you know you're headed to Erudin you can pick up a bind item from a caster in the more populated EC/GFay/QeyHills (or whatever, depending on how these would be generated, though I would favor a summoned item mechanic). This keeps areas like Erudin, Paineel, Halas accessible/usable even when the population disperses more.

Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Having portable bind potions is great, unless its casters who make them - because you just gave casters yet another cash generating machine that melees will have to pay for.
Personally I would put this as a mage ability. A summoned, no rent item fits their theme and they have less cash utility (wiz/dru - ports, clr - rez or important buffs they provide for others - sow/C/HP/stats).

Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
Casters already generate ton of profit by selling binds, sows, ports, even heals, while melees have none of such convince income. I strongly believe that no class should have a cash making ability, unless each class has it and its needed by everyone else. Otherwise its just broken.
Yes they do, though you are exagerating. I've played casters and melee here and I have yet to be charged for a bind, heal, cure or sow. Sure, when I was able to, I tipped, but the person doing it didn't know if I would or not and never asked for compensation. Yes, it's unequal, but it is the design of classic EQ.

If I was designing a game from scratch I would try to add out-of-combat interdependence in both directions, where casters need things from melee classes too. But that is a brainstorm for another game.

Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
All buffs should be group bound - like in EQ2 - you join the group with a cleric - you get cleric buffs, you leave the group, you loose the buffs - so no cash from buff selling.
Games need more interdependence and ways for people to help each other, not less. The more you remove from the things two random strangers can do for each other, the more you remove the social aspect of the game. The more you seek to make everything even for everyone, the blander the roles/classes/races/whatever get.

Quote:
Originally Posted by Kika Maslyaka [You must be logged in to view images. Log in or Register.]
EQ's grind 600 AAs just to be considered for a raid guild was sick.
Agreed on that. Much rather have a handful of harder to attain gains (ex. lvl 51-60) that mean something than having to grind endless points for a 1% here or there. Also if you add too much grind each expansion, you reach the need for catch up mechanics much sooner. There is a point when potential new players say "fuck it" when faced 100 levels and 5000 AA in a world where there's few low/midlevel groups. And then devs make the game easier.

Quote:
Originally Posted by Taryth [You must be logged in to view images. Log in or Register.]
I don't care if the game is about soloing or grouping, to me EQ is about the freedom to play as I like without artificial restrictions. Like monks being able to feign and thereby split encounters. If I can cast a buff I should be able to cast it on anyone I please to cast it on.
This. The freedom to use / combine the tools the game gives you is one of the things that make it so fun despite the utterly simple AI. I'll take that over equality/balance any day.
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