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  #131  
Old 06-14-2013, 07:53 PM
Alawen Alawen is offline
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Originally Posted by Gadwen [You must be logged in to view images. Log in or Register.]
I think something like this would ultimately be even easier, people would keep a portal open all the time at every major city or wherever large numbers of players gather.
What I have in mind is something analogous to twenty wizards being able to open a portal using all their mana to open a portal for a couple minutes. A big guild could move around that way, but it wouldn't be commonplace. One of my favorite mechanics in classic EQ is the complete heal rotation. It creates such a strong camaraderie between those clerics. I have in mind similar to that, where the portal class(es) have to perfectly plan and execute together for success. Otherwise, the gate collapses and resources are depleted for a while.

It would be interesting to have shared tasks for other classes, too--maybe it takes ten shield-wielding tanks to deal with the frontal assault of a dragon breath weapon.
  #132  
Old 06-14-2013, 09:23 PM
Alawen Alawen is offline
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Originally Posted by Bamzal Sherbet [You must be logged in to view images. Log in or Register.]
and make players have to figure strats like that out
Absolutely, although I'd like the mechanic of that process to be something other than wiping and running back. Some kind of strategic withdrawal. Everyone dying has never struck me as heroic, just sloppy.
  #133  
Old 06-14-2013, 09:49 PM
August August is offline
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Originally Posted by Alawen [You must be logged in to view images. Log in or Register.]
What I have in mind is something analogous to twenty wizards being able to open a portal using all their mana to open a portal for a couple minutes. A big guild could move around that way, but it wouldn't be commonplace. One of my favorite mechanics in classic EQ is the complete heal rotation. It creates such a strong camaraderie between those clerics. I have in mind similar to that, where the portal class(es) have to perfectly plan and execute together for success. Otherwise, the gate collapses and resources are depleted for a while.

It would be interesting to have shared tasks for other classes, too--maybe it takes ten shield-wielding tanks to deal with the frontal assault of a dragon breath weapon.
Ritual Magic - WoW did this somewhat with summoning stones and cauldrons, although it was to weaken the basic ability such that a singular player couldn't do something like that rather than to create a greater effect. I'm heavily in favor of using natural features and geometric positions to affect the tide of battle. Kind of like a 'line of sight' that could move. Shield classes forming a phalanx and the dragon breath brushes off against it and creates a 'safe' zone behind the tanks, etc. Similarly, positioning of mages/wizards when forming the ritual could give it different powers or lend to a greater effect. Imagine needing to immobilize a creature but a singular root wouldn't work - you needed a channeled spell that required input from 4 locations around the monster - 4 players surrounding it channeling it to prevent the movement. Add detriment to that channeled effect (health loss, mana loss, stacking upkeep, etc) lends to some cool strategy ideas.
  #134  
Old 06-14-2013, 10:41 PM
Alawen Alawen is offline
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Originally Posted by August [You must be logged in to view images. Log in or Register.]
Ritual Magic - WoW did this somewhat with summoning stones and cauldrons, although it was to weaken the basic ability such that a singular player couldn't do something like that rather than to create a greater effect. I'm heavily in favor of using natural features and geometric positions to affect the tide of battle. Kind of like a 'line of sight' that could move. Shield classes forming a phalanx and the dragon breath brushes off against it and creates a 'safe' zone behind the tanks, etc. Similarly, positioning of mages/wizards when forming the ritual could give it different powers or lend to a greater effect. Imagine needing to immobilize a creature but a singular root wouldn't work - you needed a channeled spell that required input from 4 locations around the monster - 4 players surrounding it channeling it to prevent the movement. Add detriment to that channeled effect (health loss, mana loss, stacking upkeep, etc) lends to some cool strategy ideas.
I like your positioning concept quite a bit, particularly the part about casters taking damage and getting depleted while trying to hold position. I didn't know about cauldron's before this, but I like that idea, and I've always thought totems were one of the coolest new things in WoW.

I'm not a fan of WoW summoning stones, however. I think they trivialize an already easy to navigate world. We've gotten very jaded to these powerful magics like teleportation, flying, and invisibility. Those all enable crazy powerful tactics. This seems like more leakage from ease of coding showing up in game play. What I want most of all are difficulty, balance, and consistency in the world.
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