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Old 06-10-2011, 12:03 AM
Stormhowl Stormhowl is offline
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Originally Posted by Hasbinbad [You must be logged in to view images. Log in or Register.]
Having a ranger tank does NOT mean you CAN'T do stuff, it just means that it won't be as good.

It's like going to a bar to pick up a chick.

It's gonna take effort to pull the 9.5 off Muscles Glasses; he has big muscles and really cool glasses.

That does NOT mean you CAN'T get laid, theres a fat chick with low self esteem over on the wall who will suck your cock for hours, and all you gotta do is tell her she is pretty a couple times.

Tl;dr. Rangers are fat chicks.
Best analogy I've seen all day. Win.
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Old 06-09-2011, 08:25 PM
Skope Skope is offline
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I'd make dwarf a class.

Give them really big axes that they throw, always in a drunken rage.
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Old 06-10-2011, 12:05 AM
Zuranthium Zuranthium is offline
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Aside from it being blatantly untrue that you can take on most any content in the game with the setups you described, the "as efficiently" clause that you use to try and shrug off the game imbalance is a massive difference in downtime to the point where the game doesn't become fun.

The other flaw in your argument is that it doesn't take "more effort" to find a tank/cleric/enchanter/melee dps/melee dps/melee dps. It simply takes those classes being logged on and available rather than other classes being available. If the game changes I propose were how the game worked, it wouldn't be a matter of just grabbing on 6 people and grouping together (although such a thing would be more viable than it is now), it would be a matter of picking the class and specialization combinations that create the best groups for the playstyle you want to attempt. There would be more player skill involved as well.
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Old 06-10-2011, 12:50 AM
Stormhowl Stormhowl is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Aside from it being blatantly untrue that you can take on most any content in the game with the setups you described, the "as efficiently" clause that you use to try and shrug off the game imbalance is a massive difference in downtime to the point where the game doesn't become fun.
Fun is subjective; making absolute statements about what is or isn't fun is a waste of everyone's time.

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it would be a matter of picking the class and specialization combinations that create the best groups for the playstyle you want to attempt. There would be more player skill involved as well.
Mmm.... if only that were true for MMOs (e.g., WoW Clones) where in your design aspect is already a reality. But sadly (for you), that's not the reality of having a set number of roles and the classes that fit into them, because people will take what's available first to get through things faster, rather than waiting for what they actually want.
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Danemoth Spiritconvoker - Level 68 Heyokah (Level 29)
Odinty Treeguard - Level 58 Druid (Level 9)
Vmek Shadowsong - Level 51 Bard (Level 5)
Odibin Deathbearer - Level 36 Necromancer (Level 13)
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Old 06-10-2011, 12:59 AM
Hithrohir Hithrohir is offline
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There really isn't anything that you can't do with a group where each member just fits the general category -- tank, healer, dps, crowd control. The latter isn't even strictly needed in most places, and while mezzing adds is great, you can do the same basic thing - preventing the add from wiping the group - by off-tanking it, rooting it, sticking a pet on it, or just toughing through the extra damage it does to the group. Class alone will generally not determine what you can or cannot do, unless it's a case of trying to tank with a ranger who's also undergeared and poorly played, or a druid healer who's several levels under the content's limits. Single-group content is not so challenging that it requires a warrior tank or a cleric healer or anything like that, but they make it a lot easier, make wipes less likely, and make the exp come in faster (unless the content is easy enough that the extra power doesn't yield a tangible benefit). What the "top classes" do more than increase the group's chance of success is decrease downtime due to efficiency. It's still a design error that some classes are straight up better than their counterparts, but unless it's raid content or a group trying to take on an encounter with less members or at a lower level than intended, all classes can fill their designated roles well enough to suffice. It's when the players can't adapt, aren't good enough or haven't sufficiently prepared their characters for the content that class choices can determine the outcome.

The vast majority of Everquest's one-group content is very easy. For the most part, it isn't a matter of winning but rather of doing it as fast and efficiently as possible. A group generally doesn't venture into a dungeon wondering if they can survive at all, they go in with the possible question of whether or not their group is strong enough to make the killing fast enough to be worth the time and effort. And as long as there aren't weak links, it almost always is, at least for the players who aren't playing classes that can typically get more exp from soloing. Just look at most of the game's non-raid content; it might be occupied by a group, but it might also be soloed by one of the select few power-solo classes a few levels higher. People were soloing Lord and Frenzy in Guk, duoing or three-manning Efreeti in SolB, even taking on supposed raid target Phinny in Kedge with far less manpower than probably intended. The same does/will happen with Kunark's high-end dungeon encounters, and it's only because the dungeons are still so crowded and groups so frequent that it isn't constantly being done. As long as that sort of thing is possible, any group can do the same with a far-from-optimal class lineup, and while it may be less efficient with a druid healer and necro DPS and so on, it'll still be doable enough to not be an exercise in futility.

The different classes aren't that much weaker than their counterparts. Each has a failing that it makes up for in part with other abilities. It generally doesn't fully compensate for the class' shortcomings - druid buffs really don't make up for their weaker healing, for instance - but it makes the difference less crippling. You don't need CH or defensive discipline for mobs that hit for 150-200ish, you don't need the optimal DPS setup for mobs with 5-10k hp that don't enrage, and you don't need mez for content that can be rooted, pacified, feign-pulled and rarely throws more than one or two adds at you even when it goes wrong. It all makes life easier, but it's plenty possible and mostly worthwhile with anything but a catastrophically weak group.

The reason a lot of people won't group with rangers and druids and necromancers isn't that they're so terrible they can't pull their weight. It's just better to find a cleric, rogue and warrior if you can, and it's a matter of complacency and foolishness when people won't let one of the less-than-optimal classes into their groups. It's also far less common than people make it out to be, and when rangers complain about sitting LFG for days, it's probably because they do it in Sebilis at level 49 with crappy gear, far less because they're rangers. It's much more about feeling and perception than it is about actual class worth, and while a few classes certainly are at the bottom of their archetype's hierarchy, people's aversion comes from the fact that it feels wrong and futile to play or group with a class that does 10% less DPS than others with nothing to make up for it. It feels like wasted effort because it could have been better if you'd chosen something else. It doesn't mean you couldn't do Chardok decently with a pal/dru/mag/rng/nec/nec group. It just isn't quite as good and will yield slightly less pwnage.
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Old 06-10-2011, 10:36 AM
Zuranthium Zuranthium is offline
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Originally Posted by Stormhowl [You must be logged in to view images. Log in or Register.]
Fun is subjective; making absolute statements about what is or isn't fun is a waste of everyone's time.
Find me a group that thinks 10 minutes of downtime per 1 blue-con mob (without any chance of amazing drops) is fun.

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Originally Posted by Stormhowl [You must be logged in to view images. Log in or Register.]
Mmm.... if only that were true for MMOs (e.g., WoW Clones) where in your design aspect is already a reality. But sadly (for you), that's not the reality of having a set number of roles and the classes that fit into them, because people will take what's available first to get through things faster, rather than waiting for what they actually want.
Why do you keep trying to make a surreptitious claim about how things must work in MMO's as if the only possibilities are WoW-clones? Aside from that, I really don't see what other point you're trying to make here. It seems like you are perhaps trying to arguing that it's bad for an MMO when you have an easier time of finding a workable group. Of course, even if that were true with my class changes (it generally would be), this point disregards how different areas of the game would require different tactics and thus the same group won't always be successful in every area. And if you have quests that give players incentives for actually traveling around the game World and needing to fight through the various content that requires all different kinds of tactics, then it's definitely not just a "get 6 people together and go" kind of deal.

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Originally Posted by Hithrohir [You must be logged in to view images. Log in or Register.]
There really isn't anything that you can't do with a group where each member just fits the general category -- tank, healer, dps, crowd control. While it may be less efficient with a druid healer and necro DPS and so on, it'll still be doable enough to not be an exercise in futility.
I'm sorry but this is simply not true with the way EQ is later on. Good luck trying to fight Sebilite Juggernaughts with your "doable" setup of Warrior/Ranger/Bard/Druid/Necro/Magician. Not mention Velious content. In actuality, once you get to that point in the game, only one class actually fits the role of healer (Cleric) and only one class fits the role of crowd control (Enchanter, plus they have a whole other array of amazing abilities) and trying to use Caster DPS instead of Melee DPS is just a big joke.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Personally, I enjoy doing things with sub-optimal setups. Until you push you're limits, you'll never know where they are. Also, its pretty bad ass to look back on one of those sub-optimal group experiences and think, "Wow, we pulled that off."
You can have sub-optional group setups even with balanced classes. That shouldn't be an argument for why classes shouldn't be balanced. I agree that it's fun to overcome with a sub-optimal group although, again, it's not even possible to attempt a sub-optimal group (not having a Cleric) for the higher level content, because you are SO sub-optimal that it's pointless. It's along the lines of trying to jump off the top of a 10 story building just to see if you might not die.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
There are very few times when a war/cler/enc/rog/rog/rog aren't on, even if they're not LFG. Enticing them to leave their current group, EC, or travel to your way-off-the-beaten-path camp is YOUR challenge, like pulling the 9.5 off Muscles Glasses.
I find that to be an absolutely terrible challenge. The most difficult part of the game is supposed to be attempting to try and get people away from EC to come group? That is lame and doesn't require skill relevant to playing the actual content. It's also tiresome and repetitive; once you form your party you're always doing pretty much the exact same thing. There should be a multitude of options that require time to gather the necessary classes/specializations together and skill to pull it off, if you want to achieve the most efficient/awesome group possible. And if you don't have the time/resources to form a perfect or near-perfect group, then you should still be able to make a wide variety of class combinations work.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Except "the game changes you propose" are already present in games, such as WoW. In WoW, all the DPS are pretty much within 5-10% of each other, the healers are all equally capable, and the tank classes are all equally capable. You know what happens? DPS still end up waiting 30-60min for a group because tanks and healers aren't "available".
The game changes I propose are nothing like WoW at all. If one more person tries to use a WoW reference in relation to what I've been saying this entire time, I will start killing puppies.

I will delve into your point, however, because you just touched upon class equalizing. Class equalizing is not the same as Class balance. Class equalizing means you only have a small amount of actual roles and game mechanics, but far too many classes in comparison to the number of roles and game mechanics that a given class might be expected to utilize. Thus, the classes just become slightly different versions of each other within each archtype. This is not the sign of truly well designed game. However, class equalizing is at least better than classes being vastly imbalanced in this case, because if certain classes are fulfilling the same role and essentially doing it in the same way, then the game simply becomes less fun (for most people) when they suddenly find out that they class they picked and poured time into is actually not worthwhile.

And that is why you need enough roles and/or game mechanics to significantly differentiate all of the classes from each other. If every class has a distinctly different purpose, then game imbalance isn't as much of a problem (it should still be strived for) because some people will enjoy playing the class even if it is underpowered, since they like the unique methodology that class brings to the table.

The problem with EQ is the classes aren't actually all that unique from each other in many regards. When the game designers realized something was imbalanced, they often tried to equalize the classes rather than addressing the actual SYMPTOM of the problem. In Original EQ, Rogues were shit. Plain and simple, they just were. They were useful for corpse recovery within the few zones where monsters would see through invisibility and that was it. People who played a Rogue talked about how all of the cool abilities they were supposed to get - stealing, disarming traps, lock picking, safe fall, poison - were just garbage. Even Backstab was quite poor until they gave Rogues the ability to reduce their Aggro via the Hide skill (called Evade in combat), because backstabbing would simply pull the monster off the tank and then waste the healer's mana trying to keep the relatively frail Rogue alive as the monster pounded on them. That ability to reduce Aggro was necessary for making Rogues not complete shit, but they were still entirely underwhelming (after all, the Rogue was actually doing less DPS than the tank even when being able to use Backstab on recharge...the aggro system simply meant that the Rogue's sporadic larger packet of damage would draw the monster off someone who was actually doing more damage in total) and the only thing they had to show for it was being needed for a corpse recovery on occasion.

When Kunark came out, the designers did not address all of the cool abilities Rogues were supposed to have that ended up being implemented poorly, but rather they just turned the class into a DPS bot. The one skill that did actually get "fixed" (in Velious era) - making Poison - was simply an additional DPS function without anything really unique about it. And thus Rogues went from being the shittiest class in the game to being very desired. This did not help the game at all, though, because the number of shitty classes in the game increased when Kunark came out. In Original EQ it was really just Rogues that were shitty overal, but into Kunark a whole host of classes fell by the wayside, and Velious only made it even more so (even though valiant efforts were made to improve the viability of the Hybrid classes...they became less shitty but they still weren't top group picks, while at the same time non-Enchanter INT casters + Druids became even worse and the necessity of a group having the "Holy Trinity" became even higher).
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Old 06-10-2011, 11:22 AM
Extunarian Extunarian is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Find me a group that thinks 10 minutes of downtime per 1 blue-con mob (without any chance of amazing drops) is fun.
Find me a group of 6 properly-leveled people that would be forced to have 10 minutes of downtime per blue-con mob.

Have you played on this server? I don't think I've had a 'traditional' group for more than a couple hours in the last 3 months. I have never had to wait longer than the occasional med/bio break between respawns.

Across the board, your assumptions are consistently off base but you continue to write mini-epics based on those ill-conceived assumptions. You make subjective claims and treat them as fact. When someone pins you with an argument you twist or confuse their words into something they did not say, but against which you can cobble together some semblance of a counterpoint. It's frustrating to read and quite apparent that you do not realize, care, or even believe that you do this.
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Old 06-10-2011, 12:31 PM
falkun falkun is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
You can have sub-optional group setups even with balanced classes. That shouldn't be an argument for why classes shouldn't be balanced. I agree that it's fun to overcome with a sub-optimal group although, again, it's not even possible to attempt a sub-optimal group (not having a Cleric) for the higher level content, because you are SO sub-optimal that it's pointless. It's along the lines of trying to jump off the top of a 10 story building just to see if you might not die.
You are implying that groups must only do "higher level content". You can, sub-optimally, and optionally too (but not sub-optionally), group all the way to 60 without doing the hardest camp in the game. Level-appropriate content exists for 1-60 that does not require the holy trinity. As an example, arguably the fastest exp in this game is actually AEing in skyshrine with BRD/CLR/ENC/ENC/WIZ/WIZ. You'll notice this group does not have a tank, includes 2 wizards (with their "inferior" DPS), and honestly the cleric is only there leeching EXP until the stuns resist, they all die, and he has to 96% rez them all. You are the one pigeon-holing your idea of a group to the holy trinity. Take a step back from your laws on group make-up and realize the possibilities for EXP and loot.

Part of the fun of classes not being balanced is realizing these out-of-the-box (read 'box' as 'holy trinity') solutions and making them work. You state as fact your opinion that these endeavors are not fun, yet its the accomplishment felt from succeeding in these groups that I find most fulfilling. As Extunarian says, you need to stop stating opinion as fact.

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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
I find that to be an absolutely terrible challenge. The most difficult part of the game is supposed to be attempting to try and get people away from EC to come group? That is lame and doesn't require skill relevant to playing the actual content. It's also tiresome and repetitive; once you form your party you're always doing pretty much the exact same thing. There should be a multitude of options that require time to gather the necessary classes/specializations together and skill to pull it off, if you want to achieve the most efficient/awesome group possible. And if you don't have the time/resources to form a perfect or near-perfect group, then you should still be able to make a wide variety of class combinations work.
Anything that must be done to accomplish a task is perfectly relevant to playing the actual content. You are playing a "role-playing game", not an action shooter. This game is not just about killing things in groups, there is questing for rare items (which usually but not explicitly involves killing things), selling things in the server's market, trade-skilling, etc. If you wanted to just kill things in a group, go play DOTA. That game has killing in a group, without the other parts of the game that exists within the Everquest game.

Also, you say that you make your group and end up doing the same thing. There are many ways to kill things, with many different groups. I've already explained AEing vs. the traditional holy trinity, but there's also the fear-kiting ranger/necro duo if you need another example of a group that is "suboptimal" that can be very successful at "doing the exact same thing". You say there "should be" a multitude of options to "pull it off", are you blind to their existence already?

Finally, you can "make a wide variety of class combinations work", you need to just not be a narrow-minded idiot and think outside the box.

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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
And that is why you need enough roles and/or game mechanics to significantly differentiate all of the classes from each other. If every class has a distinctly different purpose, then game imbalance isn't as much of a problem (it should still be strived for) because some people will enjoy playing the class even if it is underpowered, since they like the unique methodology that class brings to the table.
EQ has more roles to fill than any other MMO I have seen. WoW has the healer/tank/DPS. You fit into one of those three, always.
  • Travel is handled by the individual player instead of by interaction with a porting/SoWing class. (Mage porting in WoW is bullshit compared to individual flying/flight paths).
  • CC is handled by most every class, not specific classes who have less DPS to compensate for their superior CC capabilities.
  • Resurrection is handled by specific classes, not the individual player.
And that is not even a complete list of roles that exist within Everquest that have been relegated to the individual player/removed in WoW and other WoW-clones.

Congratulations, you have just proven that EQ game design, as-is, is better than the methods you, yourself, are advocating as improvements.

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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The problem with EQ is the classes aren't actually all that unique from each other in many regards.
Are you playing the same game I am? The EQ classes have the least amount of capability overlap of any MMO I have ever seen. If I want a SoW, I have to ask certain classes. If I want to travel across the continents swiftly, I have to ask certain classes. If I want a rez, I have to ask certain classes. If I want a tank, I have to ask certain classes. If I want to find a lost corpse, I have to ask certain classes. This interdependency for services is dependent upon the uniqueness of the classes and is alive and well here in classic EQ.

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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
This did not help the game at all, though, because the number of shitty classes in the game increased when Kunark came out. In Original EQ it was really just Rogues that were shitty overal, but into Kunark a whole host of classes fell by the wayside, and Velious only made it even more so (even though valiant efforts were made to improve the viability of the Hybrid classes...they became less shitty but they still weren't top group picks, while at the same time non-Enchanter INT casters + Druids became even worse and the necessity of a group having the "Holy Trinity" became even higher).
This mentality of a "shitty class" is your opinion. These classes were still very capable at performing their intended roll, and even some unintended rolls. You don't have to be a "top group pick" to get into a group, and you don't always have to be at the "top (or hardest) camp pick". Having a satisfying play experience (its a game, this is all we should really be seeking) can be defined in many ways that may not include fighting at the hardest camp.
Last edited by falkun; 06-10-2011 at 12:36 PM..
  #9  
Old 06-10-2011, 06:01 PM
Zuranthium Zuranthium is offline
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Originally Posted by Extunarian [You must be logged in to view images. Log in or Register.]
Find me a group of 6 properly-leveled people that would be forced to have 10 minutes of downtime per blue-con mob.
Take a group with a Druid as the only healer against any high blue con mob once you are in the high 50's/60. They have to spam their entire mana bar to heal through a single mob and since they don't have good mana regen, it's an average of 10 minutes downtime per mob between the heals and buffs they need to do.

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Originally Posted by Extunarian [You must be logged in to view images. Log in or Register.]
I don't think I've had a 'traditional' group for more than a couple hours in the last 3 months. I have never had to wait longer than the occasional med/bio break between respawns. Across the board, your assumptions are consistently off base
I'm not off base at all, you just aren't aware of the "assumptions" I'm making. Pray tell, exactly what have you been fighting? And have those groups had a Cleric despite perhaps not being as perfectly well rounded as the ideal?

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
You are implying that groups must only do "higher level content". You can, sub-optimally, and optionally too (but not sub-optionally), group all the way to 60 without doing the hardest camp in the game.
You can solo to level 60 as well. That's not the point.

The point is that you must do higher level content if you want to actually experience the entire game and get the best gear. It's impossible to do that without the very specific setups. Sure, you can do groups that get to level 60 grinding out those low blue con mobs, but that's hardly what makes Everquest (in theory) such a wonderful, dynamic game.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Part of the fun of classes not being balanced is realizing these out-of-the-box (read 'box' as 'holy trinity') solutions and making them work. You state as fact your opinion that these endeavors are not fun, yet its the accomplishment felt from succeeding in these groups that I find most fulfilling. As Extunarian says, you need to stop stating opinion as fact.
It is not my opinion that it's impossible to "make it work" without a specific group dynamic at the higher levels. That is quite simply a fact and you haven't played that content if you disagree.

And once again, if the classes WERE balanced (not equalized, let's not confuse the terms) then you would still find yourself in sub-optimal situations and have to make it work. I completely agree with you that such situations are fun. I love those situations and I love seeing what different classes can do in a given scenario. That kind of gameplay does exist in Everquest during the earlier levels but then it evaporates once you get to a certain point.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Anything that must be done to accomplish a task is perfectly relevant to playing the actual content. You are playing a "role-playing game", not an action shooter. This game is not just about killing things in groups
I'm perfectly aware of that, but don't try and twist the situation of not being able to form a proper group as a result of massive imbalances into something that is supposedly fun or skillful.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
there is questing for rare items (which usually but not explicitly involves killing things), selling things in the server's market, trade-skilling, etc. If you wanted to just kill things in a group, go play DOTA. That game has killing in a group, without the other parts of the game that exists within the Everquest game.
Questing for any great higher end item is always going to involve long camps and needing to kill the harder content of the game (a few instances where I might be wrong here, though).

Trade-skilling? LOL. I mean, yes, it would be great if that was viable in the game (and if raising your levels in tradeskills was actually a fun endeavor rather than simply a "hit the combine button" endeavor) but it's not. Jewelcrafting is the only tradeskill you might make real money from and that requires materials that are dropped from high-end monsters and also a huge initial investment.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
Also, you say that you make your group and end up doing the same thing. There are many ways to kill things, with many different groups. I've already explained AEing vs. the traditional holy trinity, but there's also the fear-kiting ranger/necro duo if you need another example of a group that is "suboptimal" that can be very successful at "doing the exact same thing". You say there "should be" a multitude of options to "pull it off", are you blind to their existence already?
AEing is not at all a viable higher level method. And good luck going into hard dungeons with a Ranger+Necro duo and seeing how far you get fear-kiting.

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Originally Posted by falkun [You must be logged in to view images. Log in or Register.]
EQ has more roles to fill than any other MMO I have seen. WoW has the healer/tank/DPS. You fit into one of those three, always. [list][*]Travel is handled by the individual player instead of by interaction with a porting/SoWing class. (Mage porting in WoW is bullshit compared to individual flying/flight paths).[*]CC is handled by most every class, not specific classes who have less DPS to compensate for their superior CC capabilities. [*]Resurrection is handled by specific classes, not the individual player.

And that is not even a complete list of roles that exist within Everquest that have been relegated to the individual player/removed in WoW and other WoW-clones.
The amount of roles you have stated still does not cover enough territory to allow for the number of classes in EQ, if every class is to be truly unique. It's not just about specific roles either, but rather game mechanics and situations in which certain classes will shine over others. You can have two characters that are "DPS" characters and achieve that goal in completely different ways and have different nuances, requiring practice and talent to perfect the methods with regards the the specific class/specialization.

In Everquest right now, classes don't actually do anything much different to achieve that goal. Whether you are a Monk, or a Rouge, or a Ranger, you do DPS by standing around swinging under haste and occasionally pressing a couple buttons on recharge.

Your point about CC is unfortunately completely wrong once you get to the higher content, especially Velious era. The Enchanter's low-rest Mesmerize is the only viable option. As for Ressurect and Travel, they are definitely great perks and add to the community and RPG side of the game and are worthwhile assets to consider when balancing classes, but they aren't as specifically pertinent to dynamic gameplay. Although, ressurects actually do have potential for dynamic gameplay (look at Guild Wars). That is an issue I haven't talked about and am unsure about with regards to Everquest. "Battle Ressurects" are certainly a worthwhile issue to ponder, though.
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Last edited by Zuranthium; 06-10-2011 at 06:08 PM..
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Old 06-10-2011, 07:44 AM
falkun falkun is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Aside from it being blatantly untrue that you can take on most any content in the game with the setups you described, the "as efficiently" clause that you use to try and shrug off the game imbalance is a massive difference in downtime to the point where the game doesn't become fun.
You are stating an opinion as fact. Personally, I enjoy doing things with sub-optimal setups. Until you push you're limits, you'll never know where they are. Also, its pretty bad ass to look back on one of those sub-optimal group experiences and think, "Wow, we pulled that off."

Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
The other flaw in your argument is that it doesn't take "more effort" to find a tank/cleric/enchanter/melee dps/melee dps/melee dps. It simply takes those classes being logged on and available rather than other classes being available.
Again, you are stating an opinion as fact. There are very few times when a war/cler/enc/rog/rog/rog aren't on, even if they're not LFG. Enticing them to leave their current group, EC, or travel to your way-off-the-beaten-path camp is YOUR challenge, like pulling the 9.5 off Muscles Glasses.

Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
If the game changes I propose were how the game worked, it wouldn't be a matter of just grabbing on 6 people and grouping together (although such a thing would be more viable than it is now), it would be a matter of picking the class and specialization combinations that create the best groups for the playstyle you want to attempt. There would be more player skill involved as well.
Except "the game changes you propose" are already present in games, such as WoW, and they STILL have a tank shortage. In WoW, all the DPS are pretty much within 5-10% of each other, the healers are all equally capable, and the tank classes are all equally capable (this conclusion may not be 100% accurate, but compared to classic EQ, it is valid). On top of that, you as a player do not even have to find the group, the game will do that for you while you bullshit around. You know what happens? DPS still end up waiting 30-60min for a group because tanks and healers aren't "available".

In WoW, people are too lazy to engage tanks on their server in a social manner to get them to group, and tanks are too elitist to do randoms. Hasbinbad's analogy is dead on, if you put in the effort you can pull the 9.5 off muscles glasses, but you can also get your jollies with the fat chick. If you're really lazy/bad at picking up chicks, you'll go home to JILL.
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