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Eronakis

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Username
Eronakis
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  • One of the main issues that is presented for catch up mechanics in a vertical progression game is through the design philosophy of expansions. I am may be on to something here, but not sure. This is something I have been thinking about and it may…
  • Wargfoot said: Vertical progression is a really nice way to create a broken game full of stupid problems. Every design has flaws and problems. There are solutions to them, but sometimes that requires a completely different method of thi…
  • I think a lot of players are still conditioned by WoW's design philosophy of, I deserve a trophy every time i log in, instant gratification gameplay, I must travel so fast to the other point of the world because I'm so lazy and impatient. I have to …
  • Angrakhan said: I can tell you from a developer standpoint this kind of design leads to bugs in your code due to the fact you now have to have all these if/else or case statements for an ability going against a given target. I assume the NPCs a…
  • Game development can be super challenging when the vision of the game is gone. With Brad's passing I think the vision of the game, specifically art direction changed as you can see. I actually chatted with Chris Perkins back in 2019 in classic WoW. …
  • Iselin said: I hate cooldown timers. They are a kludge that doesn't do a very good job of simulating realistic combat and is simply one way of balancing the use of powerful abilities.  A much better way of accomplishing the same thing is by gi…
  • I think Death Penalty is important to the game but it should be cohesive to the vision of the game and what the overall experience you want your players to have.  Death Penalty should act as a crucible for player skill to some degree. What does tha…
  • Mine was back in Everquest 1. We were raiding Terris Thule in Plane of Nightmare... and did I cause a Nightmare lol I /ooc "If you type /ex you will see all of the experience points you have accumulated over the raid".  I did that not knowing the …
  • The point I was making was that games are remembered for their total.  What exactly is the purpose behind only considering parts of a game, when the game itself is remembered for the experiences provided?  (And many, if not most, memories were forme…
  • Mendel said: Eronakis said: Everquest = 30 outside zones I think you may be pretty far off on EQ1.  Zam has the following counts for EQ1. Odus: 7 (1 obsolete) Antonica: 45 (4 obsolete, 1 zone with 2 Versions, and 1 ne…
  • cameltosis said: I don't like the idea of "zones", I'm all about an open world environment that feels like one world. Seemless integration between "zones" is where I'm at. The worst thing that you can do, in my opinion, is have each …
  • Iselin said: Maybe I overstated it a bit because there were some in the thread intimating that you couldn't have "roleplay" without classes which is total nonsense, I don't dislike classes but strict classes in games bore me to tears. When a ga…
  • Iselin said: I really don't get why anyone would want strict defined classes to either play better or feel like they're roleplaying more correctly. Games that give you the ability to define yourself as you wish are no less roleplaying games un…
  • Slapshot1188 said: A/C I always prefer to see roles in my Role Playing game.  If you think Roles are bad, then a Role Playing Game is probably not ideal for you.  It's like going into a shooter but saying you would prefer there to be no shooti…
  • Wargfoot said: Mendel said: Developers can use classes to provide balance, something that is especially important to the players in a computerized game where the only means of progression is by fighting. I think classes inhibit…
  • learis1 said: tl:dr: Homegenization is actually fine if used sparingly. For the sake of argument, I do believe homegenization is not always bad. By homogenization, I mean as described in the OP that two classes have relatively the same strengt…
  • cameltosis said: Eronakis said: Hey Cameltosis, thanks for taking the time to read it!  Group vs Solo Balance You're right about this adding another layer of complexity. I did want to include this but felt like this…
  • Amathe said: To me class balance is achieved when each class has a strength with an offsetting weakness. For example, a wizard does massive damage but has very little defense. But nowadays people (not the OP) tend to think that class balance m…
  • AlBQuirky said: A very interesting read, OP! I like how you defined what "Class Balance" is not, before going into what you mean. The "weight of power" you described is a little iffy to me. I realize you need something concrete in which…
  • @Amaranthar - Thanks for your kind words sir and reading the entire post   @iixviiiix - I encourage you to go re-read the OP. Like I mentioned to Theocrits, the method I proposed actually creates unique thematic classes with Class Balance. Imbalanc…