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All Posts by Shroom_Mage

All Posts by Shroom_Mage

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741 posts found

Not in favor.

To me, it has nothing to do with immersion. The UO example more than shows that having such a system can work easily and still be immersive.

For me, it's more about community. The faster you get to where you're going, and the more determined you are to get there, the fewer people you will encounter along the way.

Seeing the same people frequently lets players become more comfortable around each other. Most players start without any intention of actually making new friends. It happens anyway in games where players encounter each other frequently enough.

In GW2, let's say you step out of the town to consider where to go next. You don't exactly have any place in mind yet. You're still deciding. The first thing you're likely to do is open your map. With the current travel system, once you decide, you simply click where to go, and bam, you're there. This is nice and convenient. However, had you been required to walk, you might have passed by an event where a player you had played with before was participating. You might see the event and the player and think, "Oh, I remember that guy. I'll go help him out." With fast travel, you never might have even seen the event.

On the other hand, if you're already trying to meet up with a friend, the faster travel options are favorable. So it's sort of a trade-off, really.

Is this a game breaker? No, not by any means. Am I afraid players will be unfriendly as a result of it? No, not really. Is the convenience worth it? I can't say yet. What I can say, though, is that playing with your friends is great, but making new friends keeps games alive for longer.

The stats are Power, Precision, Vitality, and Toughness. Accuracy is not a stat, and saying it over and over makes you look uninformed.

You might say these forums are...


Originally posted by gobla

Originally posted by romanator0
 Seeing as having dedicated healers and tanks are the problem, what kind of solution do you have other than completely removing them?

You need healers because you take damage. So you need someone to heal you up.
As I said in my Monk post pure healing is simply boring. Prevention of damage however is highly interesting. The thing about damage prevention though is that it's not limited to support classes.
Create a class like the protection monk which prevents damage by protective enchantments like protective spirit, bonds, guardian and shield of absorption.
Create a warrior class focussing on stuns, knockdowns and knockbacks. Make these skills PvE only ( reduced effect in PvP ) and make the goal of this class to constantly stun enemies though heavy attacks so they can't fight back and damage you. Enemy rushing a squishy? Knock them back 20 yards and get some breathing room. Lots of enemies around? Do an AoE stomp and stun them all. Big boss doing lots of damage? Chain your disables in such a way that the boss won't get a hit in. Important would be that this class would be low damage. His weapon are his disables. He's an offensive support class, not a damage dealer. Even in PvP he would still focus on disables but stuns could lost shorter while the remaining duration would become for example a slow ( 3 sec stun becomes a 0,5 sec stun with a 2,5 sec slow ).
Create a dark sorceror class focussing on curses and debuffs. Again a reduced effect in PvP but in PvE make cursed enemies miss nearly all the time, give him options to silence enemies for longer durations. Weaken enemeis greatly reducing their damage etc. Give them a variety of curses with a variety of effects that all reduce the damage output and effectiveness of enemies. In PvP the effects would be reduced but still viable. Say a 75% miss rate curse in PvE and 25% in PvP. Again low damage output.
The problem is that in the current holy trinity there generally are only 2 out of 10 specs that are unable to do any real damage. The tank and healer. The rest of the specs ( be it berserker warrior, smiting priest, fire mage, unholy necromancer etc. ) generally all focus on damage. You're left with a system that requires non-damage classes for team content but provides 80% of the classes as damage dealers. What you need is a system where the amount of damage dealers is greatly reduced. So that support characters aren't the few and far in between that make it possible for the DPS to enjoy the game but instead make up a far larger portion of the player base.
This would cause grouping on a much larger scale as many more players would need to group as they aren't all DPS classes who can solo just fine. If players continually group then it's no longer such a sacrifice to play a support role. Not to mention that the devs can put more resources in making support roles fun as they're no longer a small portion of the player base.

The roles you describe are essentially what ANet is already doing with their "control" role. It's (hopefully) not enough to completely stunlock everything you encounter, so the effects don't need to be drastically reduced in PvP. Some of them are (such as fear), but in general, a knockback is a knockback.

A point I want to make, however, is that unless your crowd control is perfect, allowing you to "cheese" any fight, adding a dedicated healer will always make the fight easier, allowing you to handle more difficult encounters. Basically, take the best team you can come up with that doesn't have a healer, then throw in a healer, and it gets better every time.

For example, as a weaponsmith I automatically know the recipes for turning copper and tin ore into bronze ingots and for taking green wood logs and turning them into soft wood planks. If I place copper ingots in the crafting window while at an anvil I can make a copper axehead and similarly if I take the green wood planks to a workbench I can make an axe haft. I don't actually have a recipe for an axe but if I combine those two items then I will create a basic axe and the recipe will be stored in my recipe list. With further experimentation and by adding other ingredients I might be able to make a statistically better or different looking axe.

The way this is described makes me think that you'll be able to mix and match weapon components. I wonder if they'll actually give us that sort of freedom. Can I match any axehead with any axe half, or do I have to find two of them that fit?

Originally posted by DraganBlack
I can tell you the end of the personal story right now:
we beat zaithan and he dies/falls back into sleep/flees

Unless that's reserved for some big dynamic event.

What about those talents? A lot of games use similar systems, but most of them don't actually copy the actual icons.

Yeah, the budget doesn't really make much difference as far as gameplay is concerned. If anything, it's bad for the gameplay because developers are more likely to "play it safe" than to take some chances and try to make something really good. A low budget game with an original IP is going to have to be good if it wants to be successful. A game with a budget like this can make a profit through the IP and marketing alone.

Not saying 40K Online is going to suck. We know next to nothing about the game. Just saying that the price tag doesn't get my hopes up.

Originally posted by Kleir
After the guardian's release there was a post saying the final 3 professions would be composed of one returning profession, one changed returning profession with a changed name, and one brand new profession.  We could assume that this is thief, mesmer, and something brand new.

Actually, that post came long before the Guardian.

The Guardian is new, and the Thief is similar with a different name. The only thing we can now conclude is that one of the two remaining professions is a returning profession. Mesmers have been mentioned in the book, and concept art has been revealed that closely resembled a Mesmer, so most of us are assuming that the Mesmer is returning.

So much mad in this thread.

At first I thought this was going to be something about mistakes players make while playing games, and I was thinking how there really are no mistakes a player can make in a game. Every legal action is a legal action.

But now I see this is actually a list of mistakes players make on this website. And I agree with all of them.

Originally posted by thedarkess

Originally posted by Shroom_Mage
While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things.

Most of the time you don't really have to click with your mouse on the ground. You actually just activate the skill and that skill will be placed at the spot where your character stands. Its more about positioning than clicking the spot!

I was already aware of this, and it doesn't change anything. I'm still going to avoid abilities that require clicking.

While I don't care too much about the lack of direct ally-targeting, I really hate ground-target abilities. Fortunately, their skill system allows me to avoid these types of abilities completely. Hopefully I can remain competitive without them. I really hate clicking on things.

Pretty sure the reason people aren't calling GW2 vaporware is the fact that ArenaNet (not NC) has been giving us updates and new information this entire time.

Did you not notice they just announced a new class or are you dense?

Also, GW2 has never been "pushed back" because they've never given anything vaguely resembling a release date.

{Mod edit}

Originally posted by romanator0

Originally posted by RameiArashi
Not really, warrior of same level as guardian will always have more health, but guardian has faster health regeneration.

You allocate your stats yourself when you level, a guardian who puts more points into vitality (health) than a warrior will have more health than a warrior.

And a Warrior that puts more points into Int will have higher spell damage than an Elementalist. What's your point?

One would assume we're not giving one class some arbitrary advantage here. A Guardian's minimum health is lower than a Warrior's minimum health, and a Guardian's maximum health is lower than a Warrior's maximum health. It's fair to say that Guardians have less health than Warriors.

Originally posted by Ablestron

Originally posted by BlackUhuru
When you go from one zone to the next there is a zone loading screen. Each zone is it's own instance that others can enter and not a open seemless world like Rift. Open to other players yes, but it is not a Seemless Open World is what i said in my post earlier.
I think your getting the two confused...
In GW2 when you enter the capitol city you zone in with loading screen. When you enter a new zone in the world you have a loading screen. When you enter a "Dynamic Quest Line" you get a loading screen. When you enter your house you get a loading screen. You can't run from one side of the world to the other side without encountering a loading screen...
GW2 is chucked full of instanced content with loading screens...

Ok Ive played the Rift beta, and as far as I am concerned each area on the map follows "your version" of instancing. There is a loading screen between zones, so its a bad comparison.

also, you keep bringing up "loading screens" as if this is what defines when you enter an instance. It's not. Because RIFT is chuck full of loading screens. Heck theres one when you enter the game, one when you change zones, one when you enter pvp zones, and when you teleport. again, bad comparison.

I don't know which Rift you played, but there definitely are not loading screens between zones.

And a loading screen when you enter the game? Well, no shit. The game has to load at some point.

The comparison is totally legit when they charge the same amount.

StarVault can cry and baw all they want about how they're an independent developer and how they were low on funds, but it's not going to matter when they charge exactly the price that everyone else charges.

You make a lower quality game? You charge lower quality prices.

"But DFO has been out so much longer!" Okay? That changes nothing. It's MO's most direct competition. The game is currently more polished and the subscription is currently the same.

If you can't stand up to your competition, then step down.

Originally posted by MimiEZ
"Oh it's a combat game anyway, its called WARquest, if I want good crafting I'll go play CRAFTquest."

But what if you play WARCRAFT?

If all the "Optional" stuff isn't covered by the the $15/month, then what the hell is that money for?

Well, Anarchy Online (also Funcom) is F2P already, so I don't see it as a big jump.

Of course, in-game advertising would be pretty strange in Hyboria.

Even though the three games on that list are crap, I like this trend.

I always enjoy playing tank classes. I plan to play a Necro in GW2, but I think I'm probably going to be playing it a little differently from most people.

First of all, I don't plan on using any pets. I may consider a Bone Fiend, but only then to just convert it immediately to turret mode for the rooting power.

I will try to make the Necro as close-combat-oriented as possible, putting lots of points into stamina, using an axe (with the Leech trait, which causes all axe attacks to steal health) and a warhorn (for Locust Swarm, which also steals health at close range).

One of the Necro abilities is Plague Signet. While not in cooldown, it automatically transfers all conditions (conditions are what they call debuffs) from your teammates to yourself. When activated, it transfers all of your conditions to your target. Sounds like a tank ability to me.

It might work. It might not, but I'm going to try my best to turn my Necromancer into a tank.

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