Holy trinity is dead. No dedicated healers or focused tanks based on combat mechanics.
Worst idea in MMO gaming history.
Holy trinity is dead. No dedicated healers or focused tanks based on combat mechanics.
Most news is good. These two are not. Need a rallying cry against the devs.
Worst idea in MMO gaming history.
It was in an IRC chat second-hand, but I heard they might not have autoattack.
Do people really want to mash a button multiple times per second for every attack like WoW and its clones?
Hated EQ2, but maybe this game will be different. Did anyone here play original eq on bristlebane, circa 1999-2002? Those were the days! I used to play that game way too much. I even used 3 computers for that crap - 2 characters on 2 different pcs, and then one running linux with showeq.
I liked that there was a much bigger power disparity between a well geared max level character and one poorly geared in eq than in wow. And the twinking! I had a level 29 cleric with a res stick, not that it could be used yet, but it was fun. And who could forget the fungi tunic. wow just has boring heirlooms. But i guess this isn't exactly on topic.
Isn't this the first MMO franchise to get three releases?
Asheron's Call got 2.
EQ has already had 3 releases if you count the first console one which was Everquest: Online Adventures for the PS2. The game ran for 9 years before they shut it down.
It's time to slay the dragon!
why? if it's making money why not.
I agree with this. When I first heard them hyping up GW2, the lack of a trinity sounded like an amazing idea to me. I didn't realize just how much I actually liked the trinity until I did a few dungeon runs in GW2.
I'm not sure if they're better now, but I really disliked dungeons in that game. Pretty much just a bunch of people running around shooting spells at whatever. Yeah, they added some elements to add some strategy but it wasn't all that memorable.
I got to play the beta test for FFXIV and while that game really isn't anything new it made me appreciate that every player has a role and is useful in a group. This is why I play these games. Soloing is fine and all but it gets old fast for me.
And why are games getting away from threat generation as well?
Interesting thread here on Reddit about some info gained at the EQNext panel. Here's a few tidbits:
Color me more disappointed. Too soon to tell still but sounds like GW2 to me.
- Holy trinity is dead. No dedicated healers or focused tanks based on combat mechanics.
- Combat model: visceral, active movement orientated gameplay.
- Everyone is responsible for their own safety, and part of the action.
- There is no threat meter/agro/taunting.
- Utility classes will be rewarded for their efforts
- NPC's will figure out your tactics and react. You're gonna want some friends to play with you.
- There is no artificial limitation to the number of classes/abilities you can collect.
- 8 combined abilities. Kind of like choosing your 8 spells in EQ1
- The ownage we saw in the gameplay footage isn't going to be the norm. Those were highly advanced characters.
agh, I don't think we will ever see a great MMO again.
Keys to a great MMO, IMO:
1. No levels. Skill based system.
2. You can't be a jack of all trades, you have to specialize your skills.
3. Becoming 'max' in skills is hard, but doesn't take years. It's not the point of the game. It's really just a byproduct, or a choice.
4. The game is about you and your stuff. You need to be able to build houses. You need to be able to collect rare things, you have to replace armor/weapons or whatever you use for magic.
5. PVP. Anywhere. Anytime. This is the key. You have to be able to be killed by anyone at anytime. There need to be harsh consequences for killing people randomly, but it is a choice that should be allowed. Why is Call of Duty so popular? Multiplayer. How about playing Madden online vs the computer. Multiplayer. MMO's are not multiplayer unless you are playing AGAINST other players. No dragon can compare to the cunning of another player.
6. To go along with this. You die, you lose what you are carrying. The game isn't about having the best items. Items can make a difference, but they are also replaceable. Whoever kills you, or anyone in the area can get your items that you drop.
After that, there is a lot you can do with the game, but I consider those to be core elements that an MMO needs for me to consider it. Without that, it's just not fun.
It was in an IRC chat second-hand, but I heard they might not have autoattack.
Do people really want to mash a button multiple times per second for every attack like WoW and its clones?
Actually, WoW had an auto attack feature. I am a fan of auto attack in general, and do not like games like SWTOR, which--in place of auto attack--required you to spam click an ability to generate a "mana" resource. Really got tedious really fast, and distracting when wanting to focus on actual strategic gameplay.
In some other games that have gotten rid of the tank and healer roles, Ive seen a collapse of team work and group strategy. What kind of things are you doing to counteract that possibility?
The AI really does a lot for us in this area. You will have to form strategies. These NPCs dont just do things on a triggered time basis. They will figure out what you are doing and try to counteract that. You will have to work together to get these things done. We like that sort of gameplay, and it helps to build a community. I want to go in and play with people that I play well with or I think play well. We are definitely cognizant that that has happened before, but we will require playing with people and forming strategies and stuff.
We will demonstrate this more as we talk about EverQuest Next in the coming months, but we have a very detailed and intricate plan for the strategy and tactics of moving around and fighting. The NPCs are capable of executing strategy and tactics, and you will require them to overcome them. We are saying no specific role or pair of rolls is integral to unlocking the strategy of each encounter, and thats one of the things as game designers this is a broader answer, going back to the original MMOs and single player games where there are multiple characters on the screen at one single time, we have had this sense of simplistic tactics where one character absorbs the focus and damage of one or more attackers, and one other character keeps that character alive, while all other characters get to effectively do whatever they wanted to and have fun. It is really that core thing that we are releasing. It is not to say we are walking away from roles. It is certainly not to say we are walking away from responsibility, both personal strategic and tactical responsibility. Effectively, we want every single person playing the game to have fun. I refuse to have my guild fall apart because Terry decides he does not want to play anymore and he is our primary healer. This is a responsibility that we have created as game developers, and we are abandoning it. We are not going to put our players through that. We have seen the damage it has caused over the last 15 years. We are moving beyond it with this design.
I was the off tank in my guild for many years. I also played that role because I liked being the person that everyone depended on because I knew I would be there for everybody. Love to the healers and tanks who have sometimes sacrificed their personal enjoyment. Why could you not play an ALT on Monday night? Well, because people wanted you to come tank. So you dumped what you wanted to do and went and did what other people wanted you to do for them. The cohesion that that has created in our communities is significant to us, so we wont be abandoning roles. We wont be taking the care and interest that you have shown in creating your characters and throwing it away. We are going to latch on to that and perpetuate it, just not in a way that creates the situation we described before.
