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#1
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No biggie I'm just trying to find a way to explain that its not no roles and roles. It's X content can be done with all damage dealers, but is probably a lot easier with a mix of damage, controllers, tanks, and healers.
That's their design intent, whether or not they pull it off is my deciding factor. My overall sense is they're trying to revive the RPG element of MMORPG, considering the genre is more like MMOAction and very little RPG. | ||
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Last edited by liveitup1216; 08-06-2013 at 01:07 AM..
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#2
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I'm looking at is as if you're a warrior and come across someone willing to train you in arcane ways (from an RPG perspective), you would be unable to learn it because you decided to be a warrior?
The change in gear/weapons is an RP conundrum, but abilities wise it fits. Keep in mind their goal is that these things will take time and effort. You don't just grind and plug points into an ability tree. You have to literally train to learn a single spell, or seek out hidden groves and trainers and tomes that are randomly generated. Also assuming your RP choices allows. If you're a unlawful you won't become a paladin. Some race/class/faction restrictions may come into play as well. (according to the dev panel) | ||
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Last edited by liveitup1216; 08-06-2013 at 01:19 AM..
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#3
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#5
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My take is that this could be very cool, although it won't be much like EQ as we know and love it (morons, they don't recognize a winning formula when they have it).
What I FEAR and suspect is that it will be overly wowified. Player chars will be too powerful, death too inconsequential, travel too easy, weapons and shoulders too big, special effects overdone and everything just a little bit too cartoony. They know nothing of subtlety. I saw them ruin Vanguard because of this. This will go the same route I imagine. Still, I am more interested than I thought I would be, though the graphics style is a huge turnoff for me.
__________________
~ give me a large old school fantasy MMORPG, make it PVE, and hold the voice chat ~
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#6
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#7
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People who are lamenting it's loss are the ones who haven't realized it's still in the game.
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#8
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boom youre a tank. | |||
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#9
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If they do it right, you will still have the same sort of hard roles available, while also being able to blur the lines between those if you want to. You'll be doing them in a new way since AI won't have threat but it also won't behave mindlessly like Guild Wars 2's joke of a system, so yes the death of staring at health bars and healing them back up is here. The death of dedicated healing? Still sounds strong to me, you'll be better off in this scenario since a dedicated healer build will still have some bite to it (damage) and utility etc mixed in. This is all per their panels, we're just waiting to see if they deliver. Their design promises are very much black and white, as in either they do it or they don't. It's good for us because if they don't, it will be obvious quickly and it will be probably the worst launch in history. But if they do pull it off, Everquest will have set the standard for another 15 years as they claim. | |||
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Last edited by liveitup1216; 08-06-2013 at 02:04 AM..
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#10
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Kind of ironic people bitching about removal of roles were probably those who were bitching about class balance back in the days.
Removal of roles is fine. You just need to set the right limitations : I will take a very EQ like sandbox MMO (except full PvP) : DarkFall Online. A great game where they removed the roles. You just skill up and develop whatever skill you train and that gives you access to new skills. But the problem with DarkFall is you may train everything and have all the skills. What they need to do is have a limited number of skillpoints that's all. Also they need to make it so that there isn't just a few specific templates which are viable. Same goes for crafting. | ||
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