When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will take a backseat once again. "Go, go, go" speed runs would become the norm in Pantheon.
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
If they fix* casters, especially healers, spending 90% of their time sitting down (even during a fight!!) then this might be good. I understand the reason for breaks, and I'm all for a slower pace, but this is just outright boring; may as well just be a bot / multi-box.
* Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.
The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.
Slower pace and not being spoon feed = old school. Whack a mole bosses and sitting down to regen mana during a fight = archaic.
When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will again take a backseat once again. "Go, go, go" will become the norm in Pantheon.
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
Also, I think that learning to manage your resources effectively (not just individually, but as a group) is part of the fun/challenge. You don't go all out with all you got at every fight, you think and you use just what you need, to help minimize the down time and to make sure you don't get caught with your pants down. It spices things up a lot when you have to stop to sit in a dangerous spot full of patrols and possible adds.
If they fix* casters, especially healers, spending 90% of their time sitting down (even during a fight!!) then this might be good. I understand the reason for breaks, and I'm all for a slower pace, but this is just outright boring; may as well just be a bot / multi-box.
* Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.
The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.
Slower pace and not being spoon feed = old school. Whack a mole bosses and sitting down to regen mana during a fight = archaic.
There were two boss fights in the recent stream. Both took much longer to kill than a normal mob.
The first was much different than normal fights. It had spell reflection and I think environmental area effects as well as adds. The second I haven't really analyzed, but it definitely had a lot more health.
When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will again take a backseat once again. "Go, go, go" will become the norm in Pantheon.
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
Also, I think that learning to manage your resources effectively (not just individually, but as a group) is part of the fun/challenge. You don't go all out with all you got at every fight, you think and you use just what you need, to help minimize the down time and to make sure you don't get caught with your pants down. It spices things up a lot when you have to stop to sit in a dangerous spot full of patrols and possible adds.
Right. The whole appeal of slower regeneration rates is that combat becomes a battle not just against the environment, but against the clock itself. You want to continually refine your strategies and improve efficiency. Having to worry about resting means you have to plan and constantly take into account areas with dense enemy populations, patrollers as well as possible respawns.
Without resource management and when downtime isn't a factor, most of that goes out the window and much of the tension and excitement with it. You can just kill continually permitted your party doesn't fall asleep from the boredom and predictability (like I did constantly playing Black Desert).
When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will again take a backseat once again. "Go, go, go" will become the norm in Pantheon.
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
I don't think anyone is arguing against there being downtime (at least no one that enjoys slower paced MMOs), but from the stream the downtime is extremely lopsided towards casters, and healers in paticular. i.e. the tank and rogue remain active for 100% of combat and are free to run around at will with no noticable resource management beyond HP (which they expect the healer to top-up for them), meanwhile the casters are almost chained to the floor and the healer may as well be AFK for 90% of most fights.
Edit: Also, there doesn't need to downtime after every pull, 2-3 minutes out of every 10 to 15 minutes would be fine.
Yes, this is pre-pre-alpha, and things will change, but this is definitely something they need to address, even if it means spearding the love and giving physical classes a good reason to /sit for a few.
I would like food and drink in the game. Have the fighters run out of stamina and need to eat or drink something to replenish it. You could also make it a spell like it is in D&D - create food and drink - for support to make during downtime.
When no one has to stop and regenerate, no one will stop and regenerate. Therefore the social nature of the game will again take a backseat once again. "Go, go, go" will become the norm in Pantheon.
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
I don't think anyone is arguing against there being downtime (at least no one that enjoys slower paced MMOs), but from the stream the downtime is extremely lopsided towards casters, and healers in paticular. i.e. the tank and rogue remain active for 100% of combat and are free to run around at will with no noticable resource management beyond HP (which they expect the healer to top-up for them), meanwhile the casters are almost chained to the floor and the healer may as well be AFK for 90% of most fights.
Edit: Also, there doesn't need to downtime after every pull, 2-3 minutes out of every 10 to 15 minutes would be fine.
Yes, this is pre-pre-alpha, and things will change, but this is definitely something they need to address, even if it means spearding the love and giving physical classes a good reason to /sit for a few.
I totally agree. The lack of resource management with melee is probably my biggest gripe with what I saw in the most recent stream, and something I planned to write a thorough post on when I got the time.
If there is one thing we learned from EQ, it was that allowing classes to excel without dependence on resources, eventually creates a terrible imbalance. This was why in Kunark and Velious (the golden era), melee reigned supreme and casters invited to raids became more limited.
Every class should consume resources like mana or energy to produce damage.
If they fix* casters, especially healers, spending 90% of their time sitting down (even during a fight!!) then this might be good. I understand the reason for breaks, and I'm all for a slower pace, but this is just outright boring; may as well just be a bot / multi-box.
* Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.
The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.
Slower pace and not being spoon feed = old school. Whack a mole bosses and sitting down to regen mana during a fight = archaic.
There were two boss fights in the recent stream. Both took much longer to kill than a normal mob.
The first was much different than normal fights. It had spell reflection and I think environmental area effects as well as adds. The second I haven't really analyzed, but it definitely had a lot more health.
The lich fight (or whatever it was) was good, and had a few mechanics, so true, points for that. The snake and golem bosses though; about two and half minutes of whack of mole... maybe I'm just spoiled by FFXIV, but even for a group boss (that you don't seriously over-gear) that's quick, and boring.
The lich fight (or whatever it was) was good, and had a few mechanics, so true, points for that. The snake and golem bosses though; about two and half minutes of whack of mole... maybe I'm just spoiled by FFXIV, but even for a group boss (that you don't seriously over-gear) that's quick, and boring.
I'm sure it will vary wildly. A simple dungeon rare spawn is probably going to be a slightly beefed up version of other mobs in the area. It might be a few levels higher, and have a few tricks up it's sleeve, but probably won't be a full-on scripted "boss" encounter.
I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen. That way dungeon crawling is an option just as viable as camping. No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group. Group mobility should not be encumbered by mana regeneration mechanics. I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down. Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.
WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.
This is what makes having an enchanter in your group so valuable (you need their Clarity spell for quicker mana regen). You need to rely on other players to make your experience better to make your combined sets of abilities stronger. INTERDEPENDENCE
Even with Clarity the regen was too slow - healers still sat on their butts majority of the time.
Well of course they sit down, to get that extra regen bonus, every little bit counts... but at the cost of possibly drawing more aggro... It's all give and take...
I do agree that "sitting" really isn't compelling game play.
It's not rabbit jumping twitch arcade play, that's for sure
it doesnt have to be 2 extremes either.
How about 30-45sec of regen from 0 to full mana with clarity?
Still plenty of time to talk and socilize.
Also reducing combat rounds from 6sec to 4. Speeding up trash mob kill time by 30%.
None of my suggestions would turn Pantheon into "rabbit jumping twitch play" but they certainly would be an improvment over winter mollasses pace of vanilla eq1.
do you just solo in EQ1 or something? because i used to get in chain pulling groups where you are always fighting a mob and that is hopefully how this game will be.
i know it's a fantasy game but it makes it more realistic that you have to sit down and meditate to get your mana back after casting very powerful spells.
i think there are things they can do for certain classes that can keep them more busy. my shaman back in EQ1 was very busy all of the time but clerics were not.
they need to make it to where all classes have things to do no matter what their role is IMO.
I would like food and drink in the game. Have the fighters run out of stamina and need to eat or drink something to replenish it. You could also make it a spell like it is in D&D - create food and drink - for support to make during downtime.
Food and drink was a part of EQ1, and mages had spells to create drinks and food.
It always felt half assed in EQ1 as food and drink was incovenience that basically took up inventory space, they never really developed to have food and drink be very meaningful and impactful.
I kinda liked how EQ2 handled that part, where you put a 25 stack in a specific slot and your character did the eating and drinking automatically.
Constantly having lots of food and drink you need to click is just annoying, being forced to micromanage every small thing a character does is a waste of time but food and drink are a good buff thing and something crafters actually can earn a few gold pieces on.
If they fix* casters, especially healers, spending 90% of their time sitting down (even during a fight!!) then this might be good. I understand the reason for breaks, and I'm all for a slower pace, but this is just outright boring; may as well just be a bot / multi-box.
* Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.
The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.
Slower pace and not being spoon feed = old school. Whack a mole bosses and sitting down to regen mana during a fight = archaic.
Coming from someone who was an EQ cleric for 6 years, this style is anything but boring. I loved being the corner stone of the group. Managing my mana and the health of the group was a full time job - there was no time for mana mini-games like you're suggesting. I would rather sit there and soak in my surroundings to be aware of the entire fight unfolding than have to constantly click buttons to regain mana. Having said that, there will most likely be several ways to gain mana faster, such as a bard or an enchanter, maybe even direlords and summoners will have spells that help the group better manage their mana.
Some of you are going to be in for a real treat if you only give up trying to fight what this game is. Everything you think you know about MMORPGs is wrong.
Good to know there is some appeal in it... I guess I'm just jaded from playing a mage in vanilla WoW and going OOM in the middle of a long fight; it's boring. I also like the resource management aspect of playing a healer, but one thing I love about playing a healer, in for example FFXIV, is that while the group will do just fine if all I do is heal, if I want to I can also do much more. Suffice it say, based on that stream, I wouldn't play a healer in Pantheon if you paid me; I would however play a tank or rogue.
And I'm not suggesting mini-games (and certainly not spamming buttons), just some abilities / ways to get mana back (in combat) other than sitting. Also, while I'm all for class synergy, classes need to fun to play on their own without having a bard / enchanter attached at the hip.
I am still in a wait and see mode for this game. Hard to say what it will actually be. If they just try to make a more modern EQ then I think that they will fail. EQ was a very primitive game and a very unbalanced one, far too many classes. Regen times made for a very unfun experience. If they put those regen times in Pantheon it will kill it. The best feature for me in EQ was the need to cooperate. Just tired of all the solo friendly games out there.
I would like food and drink in the game. Have the fighters run out of stamina and need to eat or drink something to replenish it. You could also make it a spell like it is in D&D - create food and drink - for support to make during downtime.
Food and drink was a part of EQ1, and mages had spells to create drinks and food.
It always felt half assed in EQ1 as food and drink was incovenience that basically took up inventory space, they never really developed to have food and drink be very meaningful and impactful.
Misty Thicket picnic Qeynos Afternoon Tea
Nuff said, and yes food and drink was important, run out and mana regen dropped to a crawl.
“Nevertheless, the human brain, which survives by hoping from one second to another, will always endeavor to put off the moment of truth. Moist” ― Terry Pratchett, Making Money
You EXPECT some form of plausible realism,yoru characters,ALL of them shoudl have some form of recovery time,you would NEVER expect anyone to be able to 100% cosntantly go around killing stuff,it would look very unrealistic.
There is always a line to be drawn,the term FUN is often misused,especially once i see how players play a game,it NEVER looks like fun but more so a RACE to end level.If there are tools to play as a real character in a world,most will ignore it as well as side content just for the sake of racing through levels.SO i call BS on people using the word FUN,i have seen VERY few play these games for the FUN factor.
If you join a RPG you SHOULD be there to live out the role as a character,that would mean you EXPECT game characteristics that lend one to be able to play as such.
Point being,we should see some downtime,it is called realistic recovery time,if you do not want to be "immersed" as a role play character,then why would you play a rpg?
Biggest problem,if they choose to be another EQ,that game 100% needs a lot of improving and tweaking,just as all other games do.Too many classes,well SOE and other studios as well tended to just add quantity over quality for the sake of making sales,expansion packs,so we saw tons of overlap in spells/abilities etc etc.
Also i felt timers were poorly done,all i saw was a non stop spinning icons on my hotbars,we need to lose that and go for more meaningful longer timers.Takes way too much to explain why choices i mention,it is simply called experience,i have seen what works and adds that FUN factor,that as an immersive player and not someone who wants to race through a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
You EXPECT some form of plausible realism,yoru characters,ALL of them shoudl have some form of recovery time,you would NEVER expect anyone to be able to 100% cosntantly go around killing stuff,it would look very unrealistic.
There is always a line to be drawn,the term FUN is often misused,especially once i see how players play a game,it NEVER looks like fun but more so a RACE to end level.If there are tools to play as a real character in a world,most will ignore it as well as side content just for the sake of racing through levels.SO i call BS on people using the word FUN,i have seen VERY few play these games for the FUN factor.
If you join a RPG you SHOULD be there to live out the role as a character,that would mean you EXPECT game characteristics that lend one to be able to play as such.
Point being,we should see some downtime,it is called realistic recovery time,if you do not want to be "immersed" as a role play character,then why would you play a rpg?
Biggest problem,if they choose to be another EQ,that game 100% needs a lot of improving and tweaking,just as all other games do.Too many classes,well SOE and other studios as well tended to just add quantity over quality for the sake of making sales,expansion packs,so we saw tons of overlap in spells/abilities etc etc.
Also i felt timers were poorly done,all i saw was a non stop spinning icons on my hotbars,we need to lose that and go for more meaningful longer timers.Takes way too much to explain why choices i mention,it is simply called experience,i have seen what works and adds that FUN factor,that as an immersive player and not someone who wants to race through a game.
Have you even seen the Pantheon streams?
And no EQ doesn't need 100% improving, minor tweaks are all that EQ currently requires, but then this thread isn't about EQ.
And to many classes wtf? I've always been disappointed with games that came after EQ due to the lack of diverse classes, more the merrier!
“Nevertheless, the human brain, which survives by hoping from one second to another, will always endeavor to put off the moment of truth. Moist” ― Terry Pratchett, Making Money
Looks good, but would love to see the animations/combat flow much better with more polish.
I do know that they said that they are working on improving them on the official forum but that it will take time (stuff like this are after all something you polish rather late in development). But if this would have been release footage we wouldn't be so impressed. For pre-Alpha it is very good, far better then what we seen from Camelot Unchained so far and it seems closer to release.
I really wish they would allow casters / healers to be mobile, no matter the speed of mana regen. That way dungeon crawling is an option just as viable as camping. No sitting required, mana regens the same rate whether moving to the next level or area or just sitting around and chatting with the group. Group mobility should not be encumbered by mana regeneration mechanics. I truly believe groups will be more inclined to explore and graze content more widely if they are just as efficient regenerating mana standing up as they are sitting down. Give people choices while still maintaining the combat pacing that old schoolers tend to prefer.
The current EQ has mounts that allow casters to regen mana while also being mobile.
WHO enjoys sitting down for hours, looking at blue mana bar - watching red bars getting low - sitting up to make red bars full and then sitting down again for 99% of the time.
Occasionally getting up to refresh buffs.
Seriously?
You still beating that poor dead horse. You know nothing of what people want, and you should quit telling people what they like. I mean you are that guy who plays 10 MMOs at the same time, who does that? And you dare to judge others and their gaming habits?
Seriously you need to stop assuming that people play MMOs for the same reasons you do. And I don't believe you seriously played EQ, or ever enjoyed it. You were one of those people who played it just because there was nothing else around at that time and quit as soon as something else was available, which is something many people did. Probably you were one of those people who played a Necro and never got into group play.
I don't think you really embraced the game or understand it, therefore you should stop judging people who did and still does. But you are not gonna do that, are you? Your ego is just too big.
I do enjoy taking a rest from fighting from time to time, and I wouldn't stare at my Mana Bar the whole time. I would talk with my Group Mates, or with my Guild mates. Sometimes I would smoke a cigarette, make myself a coffee, make me a sandwich or do some out of game stuff which usually I can't do while playing fast paced games.
Playing EQ was just relaxing, compared to today fast paced and sometimes stressing MMOs. I play MMO to relax, not to get stressed, and games like EQ relaxes me, and slow combat allowed that. Do you think that relaxing is something that people don't appreciate? Then you are more delusional than I thought.
People complaining about mana regen, really did not play EQ or Vanguard. Managing mana is an important skill.
Good groups doing the right content never had "downtime"....casters had downtime, but their spells hit harder then melee. 2 casts on the mob by the wiz, was close to what a melee would do the whole fight.
Group coordination was always important. The stream actually did not rely this.
During a normal fight, this is what should be occuring:
Puller pulls mobs to group and DPS's till mob is about 50%. Tank picks up a main target. CC mez other targets Healer keeps the tank up and meds 2 DPS do dps, either ranged or melee Puller heads out to get more mobs.
Very rarely when there is a overpull do you have downtime.
I was a very skilled Bard/Monk I rarely overpulled, and had the spawns timed to pull one at a time.
My gameplay was 10% combat time and 90% running around.... AND I LOVE AND MISS EVERY MINUTE OF IT.
To those who say eq has simple combat mechanics, you don't know what you are talking about. You probably didn't get around much and stuck with simple tactics and never learned other classes. I have yet to try a more versatile combat system in any other mmorpg, and I played a good bunch of them.
By the time of pop or ldon, a good group would be efficient enough to have very little downtime, chain pulling and/or dungeon crawling was very possible. Downtime was when someone died, or when replacements were needed, or a buffer had overspendt their mana, or before/after a named fight, or simply because a undergeared/underexperienced group took on tougher mobs than they should - which is totally ok, a new player should be not be as powerful as an experienced adventurer.
Maybe in 1999 eq was a little boring regarding combat pace and too long downtime, but the game improved so much over the next years, with a huge array of very different spells and abilities and ways to combine them, including so many subtler techniques that it would take pages to explain.. Stuff I never found in any newer mmo's because they had the need for balance and simplified mechanics makes easier balancing.
Can Pantheon deliver this kind of versatility ? Probably not at launch, but regarding downtime and more interesting combat mechanics than what we seen so far, I have no doubt it will be optimized and evolved over time.. This is after all some of the guys from Vanguard, a game that very much improved on some of the problems from eq, with some very interesting new class mechanics that were very far from boring.
Comments
Having to stop and rest is irrelevant to camping versus crawling. If there is downtime, meaning it takes time to recover your resources, you will not be able to venture forward anyway in most cases or you put yourself at risk of getting into combat without the means to win the fight.
* Note: By fix I don't mean cranking passive regen up to 11 (mana management should still be a thing), but there could be more active ways of regaining mana in combat such as MP drain DoTs (do you mez or DoT everything up and try to heal through it?), a debuff that restores MP when a mob dies (healer is OOM, burn X down quick), etc.
The other thing I noticed is that the 'bosses' seemed to die just as quickly and easily as most of the trash mobs / packs... I know this is pre-pre-pre-alpha (or whatever) but bosses definitely need a buff and a few more special attacks to make them interesting.
Slower pace and not being spoon feed = old school.
Whack a mole bosses and sitting down to regen mana during a fight = archaic.
https://youtu.be/gK3HJTSZG6c?t=860
https://youtu.be/a_dAxTmBRyY?t=3930
The first was much different than normal fights. It had spell reflection and I think environmental area effects as well as adds. The second I haven't really analyzed, but it definitely had a lot more health.
Without resource management and when downtime isn't a factor, most of that goes out the window and much of the tension and excitement with it. You can just kill continually permitted your party doesn't fall asleep from the boredom and predictability (like I did constantly playing Black Desert).
Edit: Also, there doesn't need to downtime after every pull, 2-3 minutes out of every 10 to 15 minutes would be fine.
Yes, this is pre-pre-alpha, and things will change, but this is definitely something they need to address, even if it means spearding the love and giving physical classes a good reason to /sit for a few.
If there is one thing we learned from EQ, it was that allowing classes to excel without dependence on resources, eventually creates a terrible imbalance. This was why in Kunark and Velious (the golden era), melee reigned supreme and casters invited to raids became more limited.
Every class should consume resources like mana or energy to produce damage.
i know it's a fantasy game but it makes it more realistic that you have to sit down and meditate to get your mana back after casting very powerful spells.
i think there are things they can do for certain classes that can keep them more busy. my shaman back in EQ1 was very busy all of the time but clerics were not.
they need to make it to where all classes have things to do no matter what their role is IMO.
Constantly having lots of food and drink you need to click is just annoying, being forced to micromanage every small thing a character does is a waste of time but food and drink are a good buff thing and something crafters actually can earn a few gold pieces on.
And I'm not suggesting mini-games (and certainly not spamming buttons), just some abilities / ways to get mana back (in combat) other than sitting. Also, while I'm all for class synergy, classes need to fun to play on their own without having a bard / enchanter attached at the hip.
So far, all I have seen is a lot of noise.
Qeynos Afternoon Tea
Nuff said, and yes food and drink was important, run out and mana regen dropped to a crawl.
― Terry Pratchett, Making Money
Keywords there.
You EXPECT some form of plausible realism,yoru characters,ALL of them shoudl have some form of recovery time,you would NEVER expect anyone to be able to 100% cosntantly go around killing stuff,it would look very unrealistic.
There is always a line to be drawn,the term FUN is often misused,especially once i see how players play a game,it NEVER looks like fun but more so a RACE to end level.If there are tools to play as a real character in a world,most will ignore it as well as side content just for the sake of racing through levels.SO i call BS on people using the word FUN,i have seen VERY few play these games for the FUN factor.
If you join a RPG you SHOULD be there to live out the role as a character,that would mean you EXPECT game characteristics that lend one to be able to play as such.
Point being,we should see some downtime,it is called realistic recovery time,if you do not want to be "immersed" as a role play character,then why would you play a rpg?
Biggest problem,if they choose to be another EQ,that game 100% needs a lot of improving and tweaking,just as all other games do.Too many classes,well SOE and other studios as well tended to just add quantity over quality for the sake of making sales,expansion packs,so we saw tons of overlap in spells/abilities etc etc.
Also i felt timers were poorly done,all i saw was a non stop spinning icons on my hotbars,we need to lose that and go for more meaningful longer timers.Takes way too much to explain why choices i mention,it is simply called experience,i have seen what works and adds that FUN factor,that as an immersive player and not someone who wants to race through a game.
Never forget 3 mile Island and never trust a government official or company spokesman.
And no EQ doesn't need 100% improving, minor tweaks are all that EQ currently requires, but then this thread isn't about EQ.
And to many classes wtf? I've always been disappointed with games that came after EQ due to the lack of diverse classes, more the merrier!
― Terry Pratchett, Making Money
The current EQ has mounts that allow casters to regen mana while also being mobile.
You know nothing of what people want, and you should quit telling people what they like.
I mean you are that guy who plays 10 MMOs at the same time, who does that?
And you dare to judge others and their gaming habits?
Seriously you need to stop assuming that people play MMOs for the same reasons you do.
And I don't believe you seriously played EQ, or ever enjoyed it.
You were one of those people who played it just because there was nothing else around at that time and quit as soon as something else was available, which is something many people did.
Probably you were one of those people who played a Necro and never got into group play.
I don't think you really embraced the game or understand it, therefore you should stop judging people who did and still does.
But you are not gonna do that, are you? Your ego is just too big.
I do enjoy taking a rest from fighting from time to time, and I wouldn't stare at my Mana Bar the whole time.
I would talk with my Group Mates, or with my Guild mates.
Sometimes I would smoke a cigarette, make myself a coffee, make me a sandwich or do some out of game stuff which usually I can't do while playing fast paced games.
Playing EQ was just relaxing, compared to today fast paced and sometimes stressing MMOs.
I play MMO to relax, not to get stressed, and games like EQ relaxes me, and slow combat allowed that.
Do you think that relaxing is something that people don't appreciate?
Then you are more delusional than I thought.
Good groups doing the right content never had "downtime"....casters had downtime, but their spells hit harder then melee. 2 casts on the mob by the wiz, was close to what a melee would do the whole fight.
Group coordination was always important. The stream actually did not rely this.
During a normal fight, this is what should be occuring:
Puller pulls mobs to group and DPS's till mob is about 50%.
Tank picks up a main target.
CC mez other targets
Healer keeps the tank up and meds
2 DPS do dps, either ranged or melee
Puller heads out to get more mobs.
Very rarely when there is a overpull do you have downtime.
I was a very skilled Bard/Monk I rarely overpulled, and had the spawns timed to pull one at a time.
My gameplay was 10% combat time and 90% running around.... AND I LOVE AND MISS EVERY MINUTE OF IT.
By the time of pop or ldon, a good group would be efficient enough to have very little downtime, chain pulling and/or dungeon crawling was very possible. Downtime was when someone died, or when replacements were needed, or a buffer had overspendt their mana, or before/after a named fight, or simply because a undergeared/underexperienced group took on tougher mobs than they should - which is totally ok, a new player should be not be as powerful as an experienced adventurer.
Maybe in 1999 eq was a little boring regarding combat pace and too long downtime, but the game improved so much over the next years, with a huge array of very different spells and abilities and ways to combine them, including so many subtler techniques that it would take pages to explain.. Stuff I never found in any newer mmo's because they had the need for balance and simplified mechanics makes easier balancing.
Can Pantheon deliver this kind of versatility ? Probably not at launch, but regarding downtime and more interesting combat mechanics than what we seen so far, I have no doubt it will be optimized and evolved over time.. This is after all some of the guys from Vanguard, a game that very much improved on some of the problems from eq, with some very interesting new class mechanics that were very far from boring.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0