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All Posts by Nanfoodle

All Posts by Nanfoodle

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Gender locking in an RPG MMO is just dumb. Dont like having to pick between the class I wana play and the fact I want to RP a male. Between the two Witch sounds like a class I would like to play. =-\
I would love to see an MMO go classic with a modern twist. Old school Trinity with Tanking, Heals and CC. Where teaming is required the higher your level. Wide range of classes like EQ1 or DAoC. Add in some modern stuff like Voxel Farms. Also content for all sizes of teams, duo, to full team. Add in some great RvR style PvP and horizontal progression. Gear should be done like GW2 where it matters little and people play for the fun of it. If the setting could be in the series "The Wheel of Time" I would lose it =-)
For me to get on board, I would need to see proof Brad was removed from any connection to the money. It would have to be public in some way. I think Brad is very talented and was part of 2 of my fav MMOs, EQ and Vanguard. I hope he keeps on as part of the development team but he just cant be trusted with money. At this point we have to take them at their word he cant stick his fingers in the pie again and I need more. If they did that, I would most likely drop $200 bucks to get my wife and I into alpha.  
Been waiting for it to go F2P to give it another go. Was not spending any more money to see if they fixed it.
Nothing... I hope Pantheon gets made and turns out to be what it says its trying to be. I dont have a lot of hopes for that project because of ill spent money. I really hope they recover. Wife and I are killing time in GW2 because of the action crap games out there, they seem to do it ok. The game is quality and the price is right. I hope EQN will do it better but again its more action crap lol. My hopes for a modern Trinity game is not looking good. If one comes out, I will jump over the moon.
Originally posted by Arakazi

Do they effect performance much?

 

Basics, its a daisy chain that talks though your house wires. As long as all wiring is connected it will extend it to every area you plug in an extender. So if your garage has its own fuse box, you would not be able to extend it to their unless the room closest to the garage extended the wifi far enough. Its a fast system and the slowest point normally ends up being the router, netcard or the modem. Your house wiring can handle a lot of bandwidth. 

Ooo look a kickstarter game.
Originally posted by Mendel
Originally posted by Nanfoodle
Originally posted by Mendel

Classes.  I presume you've seen the mechanisms for changing classes, then?  If you have, you must be some kind of privileged DGC insider, because I certainly haven't seen any hint of the equipment / inventory system in any of the official videos.  If it is as simple as equipping a new weapon, as has been stated, why the hesitance to show that function in action?  Is there some holdup, or is this functionality just not implemented yet?  That would make this particular feature more promise and marketing hype than an actual mechanism, wouldn't it?

How equipment works and effects your skills has been discussed in depth. Matter of fact the alpha side of that is already playable in Landmark. Time to go google and get caught up on the game you are bashing as this info is a year old.

 

Discussion, not demonstration.  There's a huge difference.  How long must a game be in development before the development team feel comfortable enough to show a functional version of the ideas behind the game?  It's been two years since the notorious 2013 Game of the Show award, and possibly a lot longer than that.

This again comes down to basic trust issues.  Believe the developers discussion points or not.  Let's face it, the SOE/DGC development team has little credibility with a larger section of the community than they would like.  For you, it is easy to simply believe what is said.  Others, like myself, would rather not trust their words, they have no 'face value' to me.

On Date_001, Developer_X said "TalkingPoint_001".   That may be a factual statement, but the fact that someone said it doesn't mean TalkingPoint_001 is by itself factual.  Let's see the implementation of TalkingPoint_001 in action.   That's the basis of my stance, let's see what you've got, DGC.  Don't tell me what you hope to do, or what is planned, or how this should work.  Let the community see exactly where the EQ:N product is, what is (or isn't) implemented and how it does work.

Fact is what they are making is what they are making. You called it as no facts have been given when they have and working in Landmark. Go play it. How gear and skills work is currently in game and being built upon.

Originally posted by Nanfoodle
Originally posted by Mendel
Multiple classes.  I'm definitely not a fan of this direction.  Making every player be good at multiple roles seems to be asking a lot from every individual player.  I think this will promote a pile of players soloing in close proximity with a selective chat channel.  And no matter how hard they try, there will be classes that are less fun to play.  I expect we will hear players lamenting 'why do I have to be the [class] again?'.  Either that or everyone will end up running the same dominant class all the time, no matter what the situation or group dynamic.  I'm not a fan of 'everyone does everything' mechanisms, and everything stated (not demonstrated, mind you) seems to promote independence, not group-dependence.

Two micro cases where I feel the development of this game is either off-base or simply not progressing as hoped.

Works great in Rift. No one forces anyone to play a class they dont want to but many people liked playing more then one class in that game. As you suggest that more people would solo over teaming was not the case at all. Finding healers and tanks was a short line up. Often when a dungeon would stump a team, people would switch classes to attack a boss from a different angle. There is no reason it wont work the same in EQN. Giving people options often lead to people playing more then one class. 

When does changing classes on the fly deviate from an RPG for you?  I can have a mix of units in an RTS and if a defender is immune from Unit_01's attack, I can simply attack with Unit_02.  Does that mean changing tactics by changing my fundamental nature (by assuming another class) is really an RP activity?  I don't.

I do want to play a role.  Part of that comes down to a series of attributes, abilities and deficiencies the 'class' places on me.  Changing classes, as a game mechanism, undermines my first in-game decision - what class do I play?  If I suddenly switch roles mid-fight, how does that help me advance my primary aim -- to me the best Class_03 that I can?  A rogue might need to dash around the battlefield to position themselves for their big attack, but an enchanter might choose a more stationary approach to buff and do their crowd control.  If I'm in the mindset to play the enchanter, I don't want to face the necessity where the content dictates that I need to use a rogue's mindset.  To me, that is almost the ultimate in breaking immersion.

Ever play Ryzom?  The mechanism of building an ability there provides a similar 'feel'.  It is possible to mix defense, attack, and healing, making everyone a very efficient soloing machine.  But even in group settings, most players rely on their solo skill sets.  A player may be the designated group tank, but he almost surely has his self-heal ability available.  Grouping is partly an exercise in functional trust -- let the healer heal, the crowd controller lock down that extra mob, let the dps types blast the thing, while the tank holds the opponent's attention.  If everyone does their job, the group is victorious.  In situations like Ryzom, where it is possible for everyone to assume any of the roles at whim, the group dynamic is degraded.  A mob gets loose, and the responsibility for tanking, mezzing, killing and healing shifts.  Essentially, individual survival requires every player to be able to deploy each tactic as opposed to relying on a group member to provide that function.  And that is essentially soloing in a group context.

Many people in Rift played one class and only one class. It does not change that fact your wrong. That type of class system dose not take away from teaming. In Rift and created more teams and when teams failed they could just regroup, switch things up and keep going. So again your just wrong. If you want to play a trinity game, stop reading up on this game and go find another because your getting no where here. Your looking for the wrong game.

Originally posted by Mendel
Originally posted by Aelious
Originally posted by craftseeker
Originally posted by Karble

I am hyped about it a little due to the IP and the current drought effecting mmorpg's at this time. After dipping my toes into the free to play, and the sub with pay to win style...I am ready for another monthly sub game with honest developers just looking forward to delivering a rich fantasy playground with deep character customization and the ability to go out into the lands and create your own memories with friends and meet new ones.

Every game has a shelf life and there are reasons why gaming has changed over the years since EQ.

..............

On and on it goes. Basically games have evolved since 99 days and even EQ has evolved and taken almost all of those problems and dealt with them in one way or another.

We live in a time of uncertainty in the gaming world. Guildwars 2 was a success, however I am no fan of totally removing the trinity. I prefer the healer, pet classes, crowd controllers, tanks, stealthers, ranged, jack of all styles. Basically I can see the benefit of the class system EQN is trying for. I just hope each class has enough structure within it to be interesting on it's own and provide within it, future growth.

They obviously needed a  lot more time to work on classes and balancing and all aspects of the game. It may actually not become reality until 2017. In the meantime I will be looking forward to a few other games we have all heard of that should be coming out later this year or sometime in 2016.

Not currently a fan of EQ/EQ2 then?

The OP asked for the attitude of fans and you replied? 

Funny that, but join the throng of other posters in the same category.

However in your post your refer to classes and class balancing.  You seem to have missed the stuff from SOE(now DBG) about how they were pretty much doing away with classes by allowing every character to have multiple classes, not quite to the point of every class but pretty nearly that.   Of course this may have changed, but as they are not talking much at the moment so we have to go with what was said previously.

 

Not doing away with classes, allowing players to collect and earn the other classes.  You'll only be able to play as one class at a time, albeit partially customizable.  what this can mean (I say "can" because this depends on how they tune difficulty) players will not just need to be good at one "role" but maybe multiple ones.  One of the great things about EQ was wanting to be good at a single role so you could get groups.  If DGC does things right this may be the case on a greater level.  As always, we'll have to see.

Classes.  I presume you've seen the mechanisms for changing classes, then?  If you have, you must be some kind of privileged DGC insider, because I certainly haven't seen any hint of the equipment / inventory system in any of the official videos.  If it is as simple as equipping a new weapon, as has been stated, why the hesitance to show that function in action?  Is there some holdup, or is this functionality just not implemented yet?  That would make this particular feature more promise and marketing hype than an actual mechanism, wouldn't it?

How equipment works and effects your skills has been discussed in depth. Matter of fact the alpha side of that is already playable in Landmark. Time to go google and get caught up on the game you are bashing as this info is a year old.

Multiple classes.  I'm definitely not a fan of this direction.  Making every player be good at multiple roles seems to be asking a lot from every individual player.  I think this will promote a pile of players soloing in close proximity with a selective chat channel.  And no matter how hard they try, there will be classes that are less fun to play.  I expect we will hear players lamenting 'why do I have to be the [class] again?'.  Either that or everyone will end up running the same dominant class all the time, no matter what the situation or group dynamic.  I'm not a fan of 'everyone does everything' mechanisms, and everything stated (not demonstrated, mind you) seems to promote independence, not group-dependence.

Two micro cases where I feel the development of this game is either off-base or simply not progressing as hoped.

Works great in Rift. No one forces anyone to play a class they dont want to but many people liked playing more then one class in that game. As you suggest that more people would solo over teaming was not the case at all. Finding healers and tanks was a short line up. Often when a dungeon would stump a team, people would switch classes to attack a boss from a different angle. There is no reason it wont work the same in EQN. Giving people options often lead to people playing more then one class. 

 

Originally posted by ketzerei84

I was probably more hyped for it than I was for Ragefire. Now? Daybreak can suck it.

1) John Smedley is still in charge, the man is the most toxic force in the MMO industry, with him remaining in charge I won't be playing any of their products. Not worth my time or money because of him alone.

2) All the devs were let go, there's no experience at the rudder, which means Smedley will micromanage and trash the game just like he did with EQ1 post-Verant, and then with EQ2.

3) Daybreak's owner, Columbus Nova, is an investment banking firm that buys out and guts companies to turn a profit, runs them into the ground, then disposes of them. Not the kind of company I want running a game I could potentially invest years of my life and hundreds/thousands of dollars into.

I'm hyped for John Smedley's funeral now, I'm eagerly awaiting his obit so I can spit on his grave while playing Pantheon over wi-fi on my laptop. No doubt he'll outlive me out of spite, though.

Thats a deep seeded kinda hate. You do get this is all over video games? 

Grats =-) Glad to hear that going so well!!!!
I have stopped play WoW, got board again but I did find the no flying thing awesome. Made you play the game over flying from quest point to quest point. Sick of fighting my way to a node to have a druid swoop in as I was killing the last few NPCs at the node. Take it and fly away. I think no flying was the best move they made. 
Killing Lions, Tigers and Bears vs killing Dragons and the like just does not have the same level of excitement. I guess if your into a reality kinda game, maybe then.
Originally posted by Fangrim

You don't need a free trial for EQ2,it is totally F2P and you can even research abilities to master level F2P.The biggest restrictions are not being able to sell on the brokers or move the aa/xp slider from 50/50 but you can get all the way to 95 without spending a penny.

There are also loads of achievements you can get by going back to old zones if that is your thing and you can self mentor.Don't      worry about lots of buttons,just make hotbars and put them on there and mouse click.

Wife and I did EQ2 again about a 8 months ago. We had a blast and found it well worth a sub for the extras. People were friendly and helpful right up till you got to end game lol. May have been our server or just bad fortune but no one would make room for 2 new players at cap. Seemed like everyone had their friends they had been teaming with forever and dungeon crawls and raids where always full. We stopped playing, not because we didnt like the game, but because we got stick of not having anyone to team with lol.

I would pick GW2. Gear means very little in that game. PEople play it because they are having fun. Go figure lol. 
Originally posted by Allein
Originally posted by Daffid011

Then perhaps you should go find a fansite where only happy thoughts are allowed. 

You seem to want to convert this site to fit your own personal standards of what can or can't be discussed.  Ironically things I talk about is related to the game, while you have devolved into discussing me.  For all your talk about not wanting to discuss non-game related things, you and the few other defenders seem to engage in this far too much. 

Perhaps you are following the wrong games if all you see is negatives.  There have been some crazy hyped optimistic views of upcoming games, but if you hang out in the forums of a company with a track record like SOE/Daybreaks, then don't act surprised when very few people expect a decent product.

Just in case you forget which thread this was, this thread was asking if people were still hyped about this game and the answer seems to be no.  It is an opinion thread.  Don't like the opinions, don't read the thread.

That I take full responsibility for. As the drama surrounding EQN/Daybreak seems to have passed and its just a handful of us spinning our wheels, I'll simply walk away from the discussion. If others engage you, that's on them. 

I'm sure there will be more "Where are you Daybreak" "Give us more now" "Is all hope lost" and other such deep discussion starters. I'll leave you to enjoy your doom crusade. Maybe at some point you might actually talk about the game. But then again, this isn't a happy fansite, so talking about a game is crazy...

No worries Allein, your fine. You know there is not reaching someone when they excuse their hate posts by telling you to goto another forum. Like its your fault and your just on the wrong web site lol

This project reminds me of an 18 month old kid running for the first time. As you watch the kid run around a corner with the slight hope and everyone in the room makes that face. Praying he does not fall but it sure looks like he is gona. The EQ fan in me really wants to see this game make it. Loved EQ1 and Vanguard. Brad is something else when it comes to game design. But the side in me thats been burned to many time to count says this game is going to crash hard because of the bad name Brad has brought to the project. He really embodies the best and worst of it lol. Here is hoping =-\

My wife and I are having a blast in Skyforge. Only 1/8 of the content is in beta right now, so it tends to repeat if you are looking to unlock classes. No levels but there is a progression system. Missions/Zones scale to your progression and the number of people you team with. First 1000 points you earn is ok gaming but after that it starts to get really really fun. I already got my 20 bucks worth and its a great time killer. Its a lobby game but there is open world maps. PvP system is really awesome as well on paper. Cant wait to try it. 
For horizontal progression, the closest thing to that now is GW2. All zones level 30+ are worth playing at any level. Its a level down system but its done very well. For the future EQN maybe for you. They are going for a levelless game. But their is not a lot of details on the game yet but I would keep it on your radar if horizontal progression means anything to you.
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