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Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
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I think 8 combat skills would work..... If the 4 weapon skills would be combo builders... Much like dcuo....
However, i am pretty much convinced that even with a combo system for your weapon skills, having 8 class skills would be much better...
but the way they orriginally explained it would be underwhelming...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I guess since everyone seems so negative, they might change it...
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Did you mean how Landmark is right now or what has been said about EQN? Landmark did add a third ability to each weapon but nothing else so far. As far as EQN there will be 12 active abilities at one time. 4 skills of weapon set one, 4 skills of weapon set two (hotswap) and the four interchangeable abilities that are tied to categories in the class you're currently playing.
Having a CD system may seem off-putting but that combined with a resource pool means that spamming abilities should be inadvisable. This is needed because of the reticle/action system they went with. We'll have to see the end result.
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EQN should be similar to TERA/Smite from what they've shown so far in Landmark gameplay and the EQN tech demos.
They vaguely mentioned that there would be a combo system of some sort. No clue if it will be like DCUO or GW2 or any number of ways to do it. They've already shown team combos with the freezing of the ground and then smashing through what is frozen, both of which aren't nearly as effective if at all just solo.
While I think 8 (12) skills could be blah if that was the limit, but simply being able to swap classes is a pretty big deal in itself.
As well as gear/achievements having quite a impact on how skills/classes work. Take those same 12 skills, toss in a couple interesting gear/achievement combos and you'd have a different class basically, which I think is the idea. Start with a basic class/role design and then build from there.
To me it isn't hugely different then a typical class that has 50+ skills but any given build/encounter is only using a portion of them. In EQN you simply manage multiple classes and templates to do different things instead of having a screen covered in UI or having to respec and regear the same character if you ever want to try something new.
I'm hoping that between active/action combat itself, whatever combo system they have, and being able to build classes to our liking, that being bored or the game becoming too simplified won't happen.
EQN definitely has their work cut out for them.. Personally what I saw so far in ALL combat videos, is bouncing bunny twitch zerg.. Now some are saying that SOE will address this by changing the energy pool interaction to prevent players from spamming jumps, double jumps, and shooting off skills like air soft PvP.. Be ready for the recipe to backfire tho.. If you increase the cool downs, and energy cost so much that you truly have to watch what you do and when you do it, this will aggravate "ALL" of the players that are not very accurate in twitch shooter combat.. Sure the gent that is 80% accurate will not feel the change in the energy pool, but someone that is only 40% sure as hell will and will LEAVE and QUIT the game..
However, if you leave the energy pool close to what it is now, you get mindless rapid fire bunny hopping combat that will lose it's appeal and again, many will quit and leave the game.. IMO, there are many more benefits for auto targeting in a PvE game community, then shooter combat that targets PvP players..
Now as for the 2 different weapons set skills, we still don't know details and I suspect that one set will be tailored towards solo targets, while the other set focuses on AE attacks.. If that is the case, hot swapping would be stupid and a waste of time.. And I doubt that class skills will be something actively used on a regular basis while in combat.. My hotkeys 6-0 in GW2 seldom get used unless I need a little more push on elite mobs.. If I'm in a group event in the open world I can't remember the last time I used a class skill..
Yeah, it appears that the combat so far in Landmark was created overnight to appease a vocal group of players wanting to kill stuff.. It shows to me and many of the community how LITTLE they have come along in combat since EQN was announced over a year ago.. Sword, Staff and Bow attack is all they got? Really? Like many have said, this game isn't remotely close to being playable..I have to comment about the class swapping again.. How is it you don't find this immersion RPG game breaking? For example to play a Shadow Knight or a Death Knight means you are evil to the core and you seek out weak wherever it might be and conquer it.. Playing a Paladin means you serve and protect those your deity demands.. This gets us back to how original RPG games were played where players chose to be lawful good, or chaotic evil, etc etc.. But in your eyes a player should be able to switch from being a Paladin to Shadow Knight as easy as changing your socks.. Really? Same can be said for having the ability to change from Cleric to Necromancer just because you like the skill sets better ..... Really?
So I have to ask, do you truly want an immersion RPG game, or just shooter arcade game? Now lets get back to gear bonuses too.. I think you misunderstand what the gear perks will be and what they will do.. The last I heard and read about gear perks is "WHAT" damage is accountable, length or amount of damage, and energy cost... A default skill might be 100 (blue) damage costing you 20 energy, with a cooldown of 1.4 seconds.. Gear for the most part will only slightly change the numbers I shown.. You might pick up a helm that says, "increase damage by 2%", or decrease cooldown by .1 seconds.. or the item will allow you to do both blue and green damage.. Now listen up here closely.. That last part of blue and green damage does NOT mean it does both 100 blue and 100 green damage.. If you have a sword that does blue damage, and the mob you are attacking are resistant to blue damage you will not get full damage, however now that you have gear that allows you to do blue/green damage you get to do full 100 points of damage, not 200.. Are you catching on yet? The types of damage are very similar to the old EQ1 resistance checks..
Gear will not significantly change how a skill works.. It will NOT CHANGE YOUR sweeping sword skill that is an AE skill to a Boss insta death charging stab.. It will NOT change your wizzard single target frost skill to a AE freezing skill.. I"m not sure where you are getting this idea that you can chose to be a "Wizzard" but the gear/combo can make you fight like a "Warrior" instead.. >>> gear/achievements having quite a impact on how skills/classes work. Take those same 12 skills, toss in a couple interesting gear/achievement combos and you'd have a different class basically ????? HUH?
Allein.. that last part about Item A, B and C is ALL PURE speculation and guesswork on your part.. This is how hype works and leads to disappointment.. Here is another reason why I dislike shooter combat in a PvE world.. Listen up please and get your calculator out..
Combat in any game is based on two things.. 1) "to hit" probability and 2) "reaction" time in hitting spells and skills at the right time.. Traditional games that use auto targeting remove the #1 option.. Everyone has the same accuracy, so when devs have to program a fight, they only have to worry about the second part of button mashing, which accounts for average DPS..
Here comes the math.. Ready? When a poor player can only button mash 200dps due to slow reaction (#2) time, while a good player can button mash 400 dps, the devs know the variance between poor and good is 200.. Now add in shooter combat of hits and misses.. Poor player now can only do 100dps, where as the good player is still doing close to 400.. That variance grows and makes it difficult devs to design battles without alienating the poor the players, without making it too easy that good players become bored..
Shooter combat works OK in a PvP world but has NO BUSINESS in a PvE world.. It's a very divisive mechanic that turns games away from being community builders..
Fact is, no matter what SOE or another company does, no game is going to be perfect to all or any of us. For every thing you prefer, someone else will prefer the opposite. If you think the design they are going with is crap, too easy/hard, will fail, yadda yadda, that's fine. We had basically the same design for the last 10 years or so. Before that it was a bit different, but still pretty narrow. EQN might not be reinventing the wheel but it is breaking away from the traditional systems that it seems many aren't able to sink their teeth into anymore, regardless if it is good or not. Just doesn't have the same attraction.
You've said that you haven't played any games with what EQN is shooting for. Not sure that you are the best judge of what is possible or how good/bad it will be. I've played several games that are in the same general area and I've liked them all. Different games for different players. Nothing new.
Might as well be going on about Apple vs Android or Football teams or whatever random thing that is totally subjective and a personal experience. Until EQN forces SOE to file for bankruptcy and all servers go offline, I'll assume it will work. We can make assumptions until the day EQN releases without anything to show for it, all rather pointless, but it passes the time at least.
i hope they dont go the combo Builder / Finisher route. IMO that is a cheap combat mechanic. I personally havent enjoyed any game that has had its classes perform like a WoW Rogue. Again, IMO, most other combat mechanics can be more creative and fun than build build build finish rinse and repeat.
Am I the only one here seeing that combo builders can turn into what EQN is trying to avoid.. ? SOE has been preaching how they want to stay clear of any "needed" roles and skills from players.. However, we all know how players min/max characters and fights.. If you allow combos to become min/max you create a new "NEEDED" part of the game.. I can see it now.. "Sorry dude, but we are looking for someone that can ground break for this fight".. Instead of looking for a Pally over a warrior..
The community through min/maxing will dictate what is the best classes and skills (combos) for particular fights, and force others to fall in line like sheep, or be left out.. What will SOE do to prevent this from happening?
Action-type combat is totally different from "shooter" combat and has been in pve based games for a long long time. This lame-arse tab targeting crap some of you seem to love is mainly the stuff of mmos (especially older ones), and combat was probably structured that way to get around issues of lag/internet speeds that are not such a big issue these days.
I question this games, or any games, move anytime I run across them.. I am the perfect Devils Advocate, because I look at everything from ALL sides and expect the worst from every situation.. We humans are very unpredictable, yet predictable at the same time.. I believe in Murphy's Law 110%, especially when the human race is involved.. LOL I have played in over a dozen games since 1999, and I have yet to be in one game that the playing community didn't find ways to exploit and take advantage of design features for their selfish needs.. I suspect that EQN and it's community will follow those same footsteps...
I"m guessing from your tone you are a PVP minded person looking for a new Esport game? Tell me I'm wrong.. lol Being I promote and enjoy community building, I disapprove any formula that divides a community, and shooter combat does exactly that..
Hopefully they're going back to the drawing board and revisiting their decision to make an action combat MOBA MMO.
Do not want.
Seriously dude.. You might want to reread the post.. Where did I say "action combat doesn't belong in a PvE game"???? I even took the time to highlight in "RED" what I actually said.. I hope this helps.. EQN is NOT action combat like GW2, it is PURE shooter combat just like PS2.. Season Greetings
We can hope.. Because if EQN plays more like PS2 then it does GW2, I won't even give it the time of day.. even for FREE.
Because "dude" you have been calling action combat "shooter combat" the whole time. EQN does have action combat, it is just shit atm. Shit action combat does not = shooter.
I love PVP, but also PVE. I also enjoy tab target, action combat, "shooter", turn based, yadda yadda. Some gamers like a variety of styles and games and aren't limited to X or nothing. While I do find PVP and more active game play to be more engaging/exciting, for EQN, I'm hoping to focus on PVE only or PVP if it is mini-event type stuff like the DE vs Dryads. This has zero to do with what the combat type is like, just a by product.
The idea that tab or any style promotes community building is just wrong to me. I have plenty of "friends" within our "community" in the FPS/shooter games I've played.
Fact is, we aren't all the same. Any design decision is going to upset someone and be amazing to someone else. There is no "The Community" that you speak of and hat devs can magically make us all happy.
EQN might not be the design or community for you, but that is by choice or personal taste. EQ isn't a community I want to be a part of. Why? I don't like the game play. Guess EQ's combat or overall current design divides the community...
I think you totally misunderstand what communities are.. no offense.. I get the feeling you are a very competitive person in whatever game you play.. And when I speak of social communities, esport and competitive play has NO ROOM in it.. Whenever game mechanics divide people into smaller groups, you have a problem..
PS.. Read your last sentence again and keep that in memory in my next post..
I think you are letting your esport attitude fog your vision here, and maybe that is why you refuse to discuss the pro's and con's of shooter style combat.. over other options that are more inclusive then exclusive.. I already pointed out how and why shooter (aim) combat is worse for the community and you ignored it.. ??? Your attitude and opinions remind me of my last raiding guild I hated being in.. It just gulled and chapped my ass, that friends of mine that were not "better" players as you call them were often left OFF raid teams, because they couldn't button mash the sequence of skills for optimal DPS.. Now you want to add in "to hit" shooter mechanics that will make their task in a group even harder, and why? So you can gloat you are a better player? I"m smelling esport here..
The ONLY option you have to compensate what YOU want, is to lift any restrictions.. If it takes 100 poor players to dps down a dragon that 20 good players can do, so be it.. Who cares? I don't.. Problem tho is can the game allow and sustain 100 people fighting without lag issues?? Who knows yet.. I prefer combat that is more cerebral, not how fast your reaction twitch skills are.. I think EQN is directly targeting MINDLESS grinding, sorry to say.. The only thing in EQN that remotely looks like a thinking persons game is the min/max'ing that will take place with character development.. It won't be long until the spreadsheet techno fans publish "builds" for special roles, and everyone starts to copy them mindlessly..