Some other problems with solo servers:
1) How do non-cc classes cc pull and manage adds?
2) How do non-druids/wizards port around easily?
3) How do non-trackers track?
4) How do non-casters invis themselves unless they use a potion?
5) How do non-casters slow/debuff/etc?
6) How do non-healers heal themselves?
Trying to cast a warrior or pure melee as a solo-class on a solo server is just not logical when you take into account everything that goes into EQ. The only way to resolve this really is to do things like this:
1) Remove vicinity aggro and mob-aggro (mobs won't chain together)
.. this removes the need for cc abilities and invis
2) Teach users how to use MQ2 so they can "track"
2a) Remove pathers (wanderers) and put ALL key quest/named npcs on the map
.. this removes the need for tracking
3) Give everyone a teleportation bot or put teleportation bots in every zone
.. this removes the need for druid/wizard ports
4) Debuff mobs in the hardcode
.. this removes the need to debuff the mobs in-game via class abilities
5) Boost the power of the heal potions and/or decrease the reuse time
.. this removes the need for class healing abilities
And I mentioend in my last past about adding bots as one possible way to resolve the "spaghetti" mechanics of EQ without breaking them. The problem with that is how do you access tracking if it's on a bot? How do you tell your bot to do effective crowd control? How do you tell your bot to play smart? How do you tell your bot to invis you? How do you tell your bot to port you? Etc Etc. Bots are very very hard to get RIGHT. That's why so so many people don't do it. Not even live EQ does it very well and, at least when I was playing in early 2010, they only had a warrior and cleric. Those're probably the two most fundamental and the easier ones to do. But there're still 14 other classes missing from the merc list. That means that the low level game up to the semi-high level game has to be nerfed to compensate for the gap between haves and have-nots. So, for example, a warrior and cleric merc combo have to be able to level up without need to do serious CCing or tracking or having to use abilities not available to them. In a way, this is not a bad thing. Players that're leveling up will gradually learn the game (on easy-mode). Then when they reach the high level game and join the bulk of the population they'll start grouping and doing more demanding content without the use of mercs.
Whenever I have thought of mercs or bots I don't think of dead-eyed pets. I always think of NPCs that live in-game somewhere and I walk up to them and say "Do you want to join me as an adventurer and have a share of the loot?" I wish bots and mercenaries had personalities and backgrounds that we as players could use for roleplaying or just as something to know. If you think about it, there could be all sorts of things developers can do to make bots/mercs more interesting. Maybe there could be several merc personalities. Maybe you could go on merc-specific quests to improve them? There's gotta be somethign they can do to improve the relationship between players and mercs/bots. Right now, I'm not imrpessed at all with how Sony did mercenaries.
I'd like to refer to my bout with DDO (dungeons and dragons online). I liked how they scripted some of the missions. Non-player characters had voices and distinct personalities. I'd like to refer to that when I am discussing how to improve mercenaries or bots. They -need- personalities. So I point to some of the scripted NPCs in the DDO missions. Maybe EQ2 already does this - I haven't played it. But if they could at least give the bots/mercs voices or some roleplaying background, I'd be much happier as a gamer (and avid fantasy lover).
I'd like to have Guard Cheslin as my bot/merc. But I have to convince him and his father that working for the guards is not the best thing for him. I'm good with the knights of thunder. Etc. Maybe I have to do some extra convincing in the higher levels to keep Guard Cheslin with me. Or maybe we get to do a temple of thunder quest to improve his gear. Maybe his father would join in on the quest: Chesgard Sydwen. Alternatively, I could just hire any old bloke from the Inn. People out of work or looking for some coin will work for anybody.
I have this dream that one day RPGs will be able to generate non-players on-the-spot with a believable interlocking background and personality. This could come complete with quests as well and a dynamic friend/enemy list and potential to change. And a memory of the players and places it goes too. But knowing how to do this without needing debugging or testing is something that's well beyond me. But it's fun to dream.
|