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  #191  
Old 06-27-2012, 01:40 PM
Asher Asher is offline
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Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
What are you quadding and what level are you? I got resists maybe 4-5 times a level, even in my 40s and 50s...
I am lvl 41 quadding snarlers and growlers in FV. I tried TD at Spirocs at 40 but with only lightfoots I could only land snare on 2 out of 4 mobs on average per cast.

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  #192  
Old 06-27-2012, 03:18 PM
mwatt mwatt is offline
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Someone said:
"I think camping also partly ruined it. Players would settle into a single camp and stay there for days and weeks, grinding it to dust. Everything was a science. Rogues didn't need to lock-pick. Rangers didn't need to track. Chanters didn't need to mez. Druids didn't need to succor. Nobody needed to root. Etc. Players themselves, with the support of developers, paved the road to a game that became much more boring."

This is a derail vs the original post but I have seen this idea posted before and I just can't let it go by. "Camping" is the secondary effect of introducing itemization into the game that is not cookie cutter or easily obtained. WoW "fixed" camping by making named mobs that drop signficantly desirable equipment rare to non-existent. Instead, you do some quest like everybody else and obtain an item that is essentially a clone of a handful of other items. Despite the fact that camping can get evil, I found the EQ system to be far more compelling than the WoW system. WoW sucked some of the fun out of gameworld by virtually eliminating camping.
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  #193  
Old 06-27-2012, 03:31 PM
Splorf22 Splorf22 is offline
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Oh, personally I have a different view of camping. My problem with fixed-time respawns is that they trivialize the content because after you 'break' a camp you can fight the monsters one by one and its much, much easier. Suppose for example that every 30 minutes the zone 'reset', all dead mobs respawned, and all players were teleported to the zone in. I think this version of EQ would be much, much more challenging.
  #194  
Old 07-09-2012, 10:14 PM
Kimm Barely Kimm Barely is offline
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Last edited by Kimm Barely; 07-09-2012 at 10:14 PM.. Reason: i thought i did but i don't - quad kiting ruled
  #195  
Old 07-09-2012, 10:34 PM
Kevlar Kevlar is offline
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Quote:
Originally Posted by mwatt [You must be logged in to view images. Log in or Register.]
Someone said:
"I think camping also partly ruined it. Players would settle into a single camp and stay there for days and weeks, grinding it to dust. Everything was a science. Rogues didn't need to lock-pick. Rangers didn't need to track. Chanters didn't need to mez. Druids didn't need to succor. Nobody needed to root. Etc. Players themselves, with the support of developers, paved the road to a game that became much more boring."

This is a derail vs the original post but I have seen this idea posted before and I just can't let it go by. "Camping" is the secondary effect of introducing itemization into the game that is not cookie cutter or easily obtained. WoW "fixed" camping by making named mobs that drop signficantly desirable equipment rare to non-existent. Instead, you do some quest like everybody else and obtain an item that is essentially a clone of a handful of other items. Despite the fact that camping can get evil, I found the EQ system to be far more compelling than the WoW system. WoW sucked some of the fun out of gameworld by virtually eliminating camping.
Yep, that is one of the worst parts of modern game design. Generic itemization. I hate it. Its so korean. In EQ even crappy low level gear like shiny brass shield or polished granite tomahawk meant something. And everyone who saw it knew about it, stuff of legends. Not so with shiny axe_01.
  #196  
Old 07-09-2012, 11:57 PM
Galelor Galelor is offline
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Quote:
Originally Posted by stormlord [You must be logged in to view images. Log in or Register.]
I LOVE your comments here because they highlight something that I've said before and has fallen on deaf ears.

The interplay between class design vs content design. I played a ranger a lot on live. One thing that bothered me is that content seemed to get increasingly stale over time. Rather than rooting or snaring or tracking or invising or kiting or doing some of the other things my ranger could do, I ended up being reduced to a simple dealer of DPS. Maybe this has to do with the fact that I leveled up. The early levels involve a lot of rooting/snaring/kiting/etc and those things make the gameplay more interesting, but as you get higher you start to group a lot and most of the gameplay for rangers is simply DPS-oriented and, of course, monsters would summon and become hard to tank. This was not a fault so much of the class as it was the fault of the content. The content was just not there. There were too many creatures that could summon, the fights/deaths were too quick, the creatures hit too hard, everything seemed more predictable, and so on.

I think the game would have been better if there was no summoning and players had more hp or the creatures didn't hit as hard. There should be zones that have more chaos so groups need more hybrids/utility and then some zones that're more predictable and you don't need hybrids/utility as much. But it just seems that with time everything was chiseled away until combat encounters were just hack/slash; heal/tank/dps.

It might be that the game just ran out of money and they were unable to make diverse gameplay. So this is what led to the simplistic triangle-based content; heal/tank/dps. Rather than rogues disabling traps and sneaking past monsters to loot chests, they just stood behind and stabbed in the back. There was very little thought into developing content for classes. All in all, it seems that the developers decided it was cheaper to produce content for heal/tank/dps than it was to produce content for all the different classes. What happened is they reduced all the archetypes to just these 3, mostly. In the process, a lot was lost.

You can reduce all the classes to simplistic archetypes, but that's a slippery slope. They do it to save money and if the players eat it up then they continue to make it. It shouldn't be acceptable.

Why shouldn't it be acceptable? Because rangers aren't DPS, they're MUCH more than that. They're explorers. They're hunters. As explorers, they can respond with more abundance to the unexpected. DPS is a far cry to the expanse of the wilderness and the dark hollows of caves. Put most men in those places and they're go mad. Rangers are at home. Rogues are more than DPS too. They disable traps, they sneak and hide, they poison weapons, they stab people in the dark, they lock pick treasure boxes, they emanate charm to their unwary victims, they're as much about stealing and tricking as they're about killing. A lot of this detail is lost when you simplify it to a cut and dry system. That's what happened to everquest content over time.

That's how it felt to me, wrong or right. My ranger felt gutted.

Basically, classes are stupidly boring when content is mostly made for just heal/tank/dps. You see, in a wizard's case, it's not just the dps, it's the BURST-dps. The simplistic content wasn't prepared.

I remember reading something similar about Morrowind, an old Elder Scrolls SRPG. It had something to do with classes wanting unique content but it not being there or something. I can't recall the details. I know a lot of games are guilty of relying too much on heal/tank/dps. There needs to be content that's more diverse. A way to solve it with just casters or just melee or just hybrids or something similar. For example, a man of the sword will slay his enemy to get his jewels, whereas, a rogue will sneak into his home and steal his jewels without touching him. A wise man might simply con him into giving away his jewels without a fight. A criminal man might extort him. There needs to be more paths that lead to success, not just one or two or three.

I think camping also partly ruined it. Players would settle into a single camp and stay there for days and weeks, grinding it to dust. Everything was a science. Rogues didn't need to lock-pick. Rangers didn't need to track. Chanters didn't need to mez. Druids didn't need to succor. Nobody needed to root. Etc. Players themselves, with the support of developers, paved the road to a game that became much more boring.

I think they should have put locked treasure boxes in the dungeons for player and trapped some of them. In all my time in EQ, I only ever saw rogues lock pick in LDON, if ever. I think maybe once. Then there was ONE other time that I shrouded to a goblin rogue so I could unlock a door in a kunark zone. There was no excuse for that. It was plain laziness. It also seemed that there were not enough dungeons and zones with 3d twists and turns. It just seemed to be one flat area with simplistic pathing and etc. Very boring.

Modern MMORPGs, like WoW or EQ2 or DDO (somewhat modern) or etc, they've improved somewhat on some of this. In fact, I've been very impressed at times. Too bad EQ only ever got a passing glance at it. But I'll admit that the maps and radars and (!!) icons and cartoony gfx and too much hand-holding does not appeal to me nearly as much as the other things they've done. In that sense, I still like classic EQ.

Sorry that I wrote so much. A big wall of text can easily ruin what's at the heart of a message. I'll lose a lot of people. Maybe I even lost a bit of myself in all that sh**. But I know that there's something to it. I didn't make this post mindlessly. These issues have crossed my mind for years and years. It's hard to pack all of that into a single post without error and with absolute completeness. Actually, it's impossible.
A little derail here, but I think you are totally wrong about Rangers. I played EQ for 8-9ish years with some good friends being rangers, and I found rangers to be much more viable as DPS, tanks, kiters, and patch healers after the introduction of AA and into further expansions. GoD was a horrible expansion for all hybrid type classes, but other than that things were not nearly as bad as you write. Clearly in later expansions rangers needed some raid gear to do exceptionally well, but after x amount of expansions so did all classes... (I am not even talking about current expansion raid gear...) With the introduction of augs and GM gear, raid gear was really not a requirement. Honestly, I think you should roll a mid to high level ranger on EQ test and fart around. Your opinion will likely change.

I also disagree that EQ is the same old tank/heal/dps. Some of it was, but clearly you never raided past the early expansions. The early expansions generally required no more than zerg tactics to win (or simple hide from AE.) I would argue that after a the first 4 or 5 expansions, EQ was kept afloat by raiders as the casuals started moving to other games. These raiders stayed due to the diversity of encounter strategies. IMO this type of non-zerg mentality started with Luclin, but was put into much better practice during PoP and the later expansion instanced encounters. (Yes, I know that there were expansions like LDoN that were meant for single group content, but far and away most later expansions were implemented for those of us who raided. Good or bad...)
  #197  
Old 07-10-2012, 03:00 PM
Arclanz Arclanz is offline
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Wizards are great for groups that like to adventure; because you never know when you might need to burn down a healer mob or evac or scout invis. However, if you spend all your time doing the mindless grind with encounters you have done a hundred times before, then I guess a wizard seems less attractive.
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