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All Posts by MidHealer

All Posts by MidHealer

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15 posts found
Originally posted by PerfArt
Good idea, MidHealer!

Also since you were most likely a Pac healer, I hate you. I mean that in the most loving way, by the way. :)

I am just of the opinion that pac healers were the BEST class in the game aside from maybe Sorcerers, and since I played Hib I was a lil disgruntled. Ha. ;)

Also, I never played an Animist. So cheap.

 

Yes, I was a Pac Healer, with Pac/Mend spec and some Aug :) That was my first choice for a class, before I even really knew what CC is, heh.

 

Ah, Sorcs, my old enemy...

 

While Healers are/were awesome, I always thought Sorcs to be the No1 group RvR class (damage and CC and few other tools as well, ouch). I also tended to hate Bards and Minstrels with passion, what with their seemeingly bottomless bag of tricks.

 

Great times :)

 

 

 

Absolutely.

 

It doesn't have to be fancy, just a simple:

Name1 has been killed by Name2  in Zonename!

...would suffice. Maybe colour the names in Realm colour as well.

 

Maybe add a Guild Name too?

Oswald [Treehuggers] was just killed by Birger [Fenris] in Emain Macha!

 

Would help Guildpride as well as Realmpride, imo.

 

No BGs.

 

RvR should be one big playground for all levels, so no need to disperse people in some playground miniRvR zones.

Having a system to level in RvR would be defied by having some BG zones where people level differently or play differently than in real RvR.

 

 

***

For the I-wanna-insta-action, I-don't-wanna-wait crowd:

"But but but.... I don't want to eat dirt 1, 2 or 3 months in big boy RvR until I reach the highest level and be able to "compete", I want insta action!!"

Well, this seems to be a wrong game for that.

Originally posted by Slampig
Originally posted by sweetdigs

DISAGREE!!

Make it a monthly subscription.  No cash house.  No pay to win.  No pay to level past level 20. 

Just a flat monthly subscription so everybody is on equal footing.

 


 

Same here, sub-model only, no exceptions.

 

If you do not want to pay monthly for this game then, well, ... don't.

If you do not have $10-$15 od disposable income per month, then you have other, much more pressing real-life problems. By all means, please take care of those problems first, and do not worry about payment models of a MMO game.


 

 

Type of weapon damage having bonus/malus on armour types (piercing against chainmail, blunt against plate, etc).

 

Originally posted by Teh_Axi
Originally posted by Brohalla

Is it just the visual annoyance?

[mod edit]

 

Sad attempt to offend notwithstanding, what exactly is the problem with jumping costing 10-20% of stamina bar?

Jumping around with 20, 30 or 60 pounds of armour and weapons equipped is a very tiring physical feat, so it should cost stamina, just like sprinting or using styles with weapons does (and rightfully so).

 

[mod edit]

 

I support having speed classes with group speed, a la DAoC.

Now, having to have instruments equipped for speed is maybe something that could be reconsidered, since it only means carpal tunnel syndrome in making and/or encourages keyboards/programs with macro capablities. Although, I have to admit, having instruments equipped with actual purpose was really something unique for DAoC, so mark me undecided on this issue.

 

On spreading max speed ("speed 5") on multiple classes:

Watering down the capabilities on multiple classes is something happening in "modern" hand-holding MMOs, and is not really what I would like to see in CU. Having everyone have max speed, all spells, healing, etc waters down the whole thing for me. Once removed (primary/secondary xy) is enough - for example primary and secondary healer, heavy and light melee, speed 5 and speed 3 classes, heavy and light CC classes, etc - this is the way to go, in my opinion.

Having classes renowned for something they can (and other can't) is what makes classes interesting and unique. Remember Healers (CC/Healing) or Clerics (Wizards in Chainmail with Healing) Or Minstrels (Chain+Stealth+Speed+CC)? Or Rangers and Scouts (Stealth+Bow)? Or Shadowblades (Stealth + Berserker Dual-Axes)?

Now, those were the true classes I will remember for life, not this watered down everyone-can-everything-but-not-very-good crap in modern MMOs.

 

***

Mounts are, for me, more a cosmetic perk, and I would rather not see them in RvR, than having fps problems because of them.

 

...cost stamina, just like sprinting. On top of that, maybe add a slight delay after, say, second or third jump. Alternatively, instead of a delay, allow jumping only on keypress, but no automatic key repeat.

 

Having people jump around the whole time is really annoying, and being able to do it by simply pressing and holding a button only encourages it.

It would be nice if jumping would cost a sizeable chunk of stamina (for example, 10-20%), so you could still jump (and multiple times too, if needed), but can't simply press button and jump indefinitely. 

After all, sprinting, pulling bowstring or weapon swinging all cost stamina (great concept there, by the way, please keep stamina separate from power in CU!), and jumping should be no different, in my humble opinion.

 

 

 

Originally posted by Jimmac
Originally posted by Dihoru
A freemium model would give you best of both worlds for this game, have housing being sub only, basically cap the top content to subbers but let freemium players in RvR, it will certainly cause zergs but being limited in raw power you can imagine subbers will rape freemium players. Best of both worlds, unlimited trial (free 2 play) but limited in capabilities and without housing (and if a subber goes back to freemium his characters with post freemium skills get locked and/or with houses) ergo you abid counter F2Pers can have allot less of the bad apples running around while also having extra meatshields and possibly players (later).

As a subscription player, I do not want to win due to the other players having access to less than I do. I want to win by overcoming the challenge of fighting people with access to the same level of gear and stats to which I have access. I want to win due to skill, not EZ-mode versus freemium players. I wouldn't even waste my time with the game if that were to be the case.

 

^This. Thousand times this.

I have $15/month of disposable income that I am more than willing to pay (again, monthly) for a DAoC-inspired, RvR-based game. That money will buy me, among other things, freedom from "endless free trial", f2p, b2p, p2w and similar game models.

If you (meaning anyone) do not have the means, money or are simply unwilling to invest your $15/month for whatever reason, well, I am sure there are other games out there which are more to your liking, no offence meant.

 

 

 

Originally posted by MarkJacobs

Folks,

   Just poking my head in while I take a break from the Lost Levels (1 more to go). Sorry about no blog post today but here's a few things to talk/argue about in regards to this thread (and then I'm vanishing again).

1) No GCD for CU. It makes sense in some games but I don't want to have one in CU.

2) There *might* be a very limited set of instant cast spells but please keep the words "limited" and "might" in mind as you continue your discussions. I could see some spells that could be useful in non-combat situations being insta-cast but I believe we really need to limit the insta-cast spells/abilities quite heavily in the combat portion of our RvR game. No matter what, there will not be a lot of insta-cast skills in combat, that part has already been decided on. I just want to reserve the possilibility of some insta-casts for very unique combat situations and/or out of combat spell casting.

3) I also believe that we don't want a lot of players running around as fast as they can while casting spells, using abilities, etc. if we want to have a successful combat system so expect that casting & moving is not going to be a core component of the system.

Okay, back to work, Boss level here I come.

Mark

 

Excellent

 

Thanks, Mark! Finally someone in the industry who actually understands the issues

 

 

Originally posted by spinner_vis
so, OP, your problem is actually proliferation of instant abilities, and not GCD? because, GCD doesn't make instants happen. it's other way around.

Yeah, I know, I have expressed myself rather poorly there

I have adressed two separate issues - GCD in practically all WoW-like MMOs (where instants are not so big of an issue), and insta-dumping (which happened in DAoC with far too many insta abilities available, be it spells or items). Nex time I will make two separate threads

 

 

 

As the title says, no GCD, pretty please :)

 

Such abomination as GCD is maybe good for WoW and whatnot, but it will only ruin CU experience.

 

On the similar note, please reduce the number of instant, timed abilities - this leads only to people waiting for timers to recycle, and then dumping (almost) all of the instant abilities at once at the beginning of the fight, thus often ending the fight in the first 2 seconds.

Some instant abilities should, of course, still be implemented, but having too many of them, either as spells or as item abilities is only serving to ruin the fun of tactical fighting, what with fights being over in few seconds.

 

Originally posted by BloodStone2015
I'm quite confident in stating Radar will not be in this game. hehe

Well, that's a bold statement :p

It is actually pretty hard to prevent someone from creating a radar. They will either inject the process and read other player data (coordinates, class, race, etc) directly from memory (that worked even later, when this data was encrypted). This is, however, somewhat easier to detect (by CSE).

The other, advanced radars used/will use network packet sniffiing and decoding, either on the same machine (somewhat detectable), or on a second machine (practically undetectable).

The radars killed the fun in Frontiers (by "but we only wanted fair 8v8 fights!1111one" lamers), and I do not want or need one, even not really wanting the official one. But, knowing how hard it is to prevent creation of radars, this seems like already lost fight :/

 

As many of us can surely remember, radar issue was a big problem in DAoC days, especially in RvR.

At the beginning (I started Nov. 1, 2001), the frontier kill spam (and chat) was THE way to find action, and to try to guess where the enemy is, and how many of them are there.

There were actual scouts in frontiers, archers, speed classes and stealthers, giving reports as to where the enemy is.

But, alas, that changed quickly, and for the worse.

Up until the first big wave of radar-bans, radar-using "leet groups", lot of stealthers and many others were running rampant in Frontiers, basically ruining the RvR for the rest of us.

The major argument of radar-users was that they use it "only avoid zerg" and to "find equal 8v8 fights" or, in case of stealthers, "to avoid other radar users" and "find 1v1 fights". Mostly, radar-groups were using it to avoid enemies until their timers recycled, because, everyone simply had to have radar and all timers up, otherwise you could not, you know, "compete" ;)

Later on, a kind of "official" radar was introduced, showing where the actions is, kind of. Whether it was enough to make radar-users happy... I do not think so, frankly. I believe many, if not all of them simply went on using it, the bigger and "better" versions.

 

So, what to do about the radar?

Enjoy our time until the client is hacked and radar rears its ugly head again? Or, put radar in the game, so that everyone has access to it? It sounds like a solution, but somehow reduces the enjoyment of not knowing what is behind that bend in the road, or behind those trees, or, worse of all, who is coming behind you :p

 

 

Another thing from DAoC to keep - malus/bonus to certain type of damage versus types of armour, race, class, etc.

 

For the people that never played original DAoC, few examples (and ideas):

- Blunt weapons (hammers, staves, etc)  had bonus against plate armour, but malus against leather (iirc).

- Piercing weapons would have bonus against chain mail, but malus against plate armour

- Fire spells would have bonus against "cold" races and/or classes, but malus against enemy fire-oriented spellcasters

- ...and so on.

So, if you were an archer, you could plink any arrow type at any class if you did not want to micromanage, but would make better results picking the "right" arrow type (blunt/piercing/fire/etc) for the right class/race/armour type.

Similarly, Albs in plate armour learned to fear Mid hammer-wielders ;)

 

This made for some interesting speccing/weapon/armour/spell choices, and quite a few discussions on what is the best choice for different situation(s) back in the day :)

These bonuses don't have to be huge, but something in non-trivial range (say, 5-15%) is enough to create another level of enjoyment in planning your spec and gear, in my humble opinion.

I felt that the lack of similar system in later MMOs was really dumbing it down a bit - the more (subtle) complexity, the better :D

 

 

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