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Author Topic: Official EQ2 Q&A Thread  (Read 82850 times)
Cosmik
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Reply #140 on: October 11, 2004, 12:43:38 AM

Quote from: Raven
If Assassins are melee, then I wonder what the big difference is between them and Rogues.


Aye. I'd wager Assassins use more stealthed based moves. And traps.

Rogues, on the other hand, appear to dabble in poisons and special sword skills (Swashbuckling for example) when out of stealth.
Raven
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Reply #141 on: October 11, 2004, 01:11:30 AM

Oh yeah, traps. I remember reading about that. I wonder if traps become available before level 20.
Kageru
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Reply #142 on: October 11, 2004, 03:23:51 AM

(I'm not talking about this board specifically, since I read many other boards and lots have been granted
similar extensions).

I'm beginning to realise how brilliant SoE truly are. By allowing some people, specifically community leaders, increased freedom they not only indebt them (to some extent) but also make them interested in enforcing the NDA to protect their own priviledged status. It's almost a feudal system, the king and his trusted lords.

Of course among the peasantry the rumor I keep hearing is "this game isn't going to be ready for november release". Although I'm almost tempted just so I can make a gnome and die in a tragic cookery accident.

Is a man not entitled to the hurf of his durf?
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Reply #143 on: October 11, 2004, 04:13:16 AM

Nice thread guys!  How about some information on casters next:

1. Do the different level 10-20 mage classes play much differently?

2. Is healing power a pain in the ass?  If it is I'm goin to maybe play a bard.

3.  Mages get static pulse at level 3 and static wave at level 17. Both have the same description.  I thought you basically got a spell line and then upgraded the spell as you gained levels and found/bought scrolls etc.  Whats going on with these two?

4.  What kind of pets do summoners get?
Darksun
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Reply #144 on: October 11, 2004, 07:21:03 PM

Great thread. I got two questions for now.

1. Had any alcohol? ;) I loved the way they made being drunk in EQ where your vision gets all blurry and you start moving around uncontrollably. :) I really hope they didn't leave that out of this game.

2. I'm pretty sure I already know the answer to this but are there any cool knockback effects when you hit a mob? One thing I love about City of Heroes is the fighting engine and how thugs fly back like 10 feet when you hit them real hard.
Venkman
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Reply #145 on: October 11, 2004, 07:38:15 PM

The media-status has been extended to a few places, so helping to answer what I can about the sub-20 game.

Quote
How is travel time? Is the little run buff a nice boost, or something you've already grown addicted to.

Food and drink buff Power well enough, depending on the food and drink. This allows for semi-sometime Sprinting, which can cut down run time.

Quote
1. Do the different level 10-20 mage classes play much differently?

Yes. Enchanter = CC, Sorcerer  = EQlive Wizard (flash bangs), Summoner = EQlive Mage (pets)

Quote
2. Is healing power a pain in the ass? If it is I'm goin to maybe play a bard.

Food and drink buff it very well. Downtime is not nearly what it was in EQlive, quite on purpose. There as a Bard, I twisted three songs even during group rest.

Quote
3. Mages get static pulse at level 3 and static wave at level 17. Both have the same description. I thought you basically got a spell line and then upgraded the spell as you gained levels and found/bought scrolls etc. Whats going on with these two?

Level ranges they can affect.

Quote from: Kageru
I'm beginning to realise how brilliant SoE truly are. By allowing some people, specifically community leaders, increased freedom they not only indebt them (to some extent) but also make them interested in enforcing the NDA to protect their own priviledged status. It's almost a feudal system, the king and his trusted lords.

Yep. Power of the exclusive, and the two way street it is :)
Raven
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Reply #146 on: October 12, 2004, 12:14:41 AM

What about travel time? Is it a pain without SOW?

If SOE releases EQ2 in Nov or Dec do you think it will experience a SWG type of launch?

Any experience with a monk? I'm curious if FD has been nerfed or not, or if it's still a nice get out of jail free card.

Is it easy to get lost in Qeynos or Freeport?

Do mages get invis before 20th? Is it still just as random, as in EQ1?

Are pet classes, like the mage, still soloing machines?

Do scouts seem to get cool looking armor sets, or will my 40th level scout look like he's 3rd level, just like it was for druids in EQ1?

Quest seem to promote soloing in WOW, do you think quest in EQ2 will promote grouping or soloing?

Do boss mobs still wander around zones, stomping down on lowbies, such as HG in Commonlands and Spectres in Oasis?

Are dungeons still as easy to get lost in, as they are in EQ1, or are they a bit easier to navigate?

Night vision looks gimped, from the screenshots I've seen. Does it look better in game?

How long does the average quest sem to take in EQ2? At least at low levels. Can most level 1-20 quest be polished off in 30-90 minutes?

What seems to be the most favorite subclasses in beta, and what seems to be the favorite races? I ask this, because I prefer to play less popular race/class mixes, like the erudite assassin idea I mentioned earlier.

Thanks for the info guys.
Venkman
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Reply #147 on: October 12, 2004, 07:30:13 PM

Quote
What about travel time? Is it a pain without SOW?

Feels the same as EQlive without SoW. Sprint changes things though, as do food and drink buffs, and spells to affect Power.

Quote
If SOE releases EQ2 in Nov or Dec do you think it will experience a SWG type of launch?

Lots can change in a month.

Quote
Is it easy to get lost in Qeynos or Freeport?

No. Ingame maps for city zones.

Quote
Quest seem to promote soloing in WOW, do you think quest in EQ2 will promote grouping or soloing?

Depends on the quest. There are far more group-only mobs and mob groups even in the early level, and the game indicates this. Players group more within the same amount of time /played as they were soloing in WoW. However, the game is still very soloable in general.

Quote
Do boss mobs still wander around zones, stomping down on lowbies, such as HG in Commonlands and Spectres in Oasis?

Depends.

Quote
Are dungeons still as easy to get lost in, as they are in EQ1, or are they a bit easier to navigate?

Yes. I wrote a log parser to map them, but only just finished it so only mapped one dungeon so far. I'm not interested in becoming EQAtlas, but some of these zones are also good for travelling vast distances.

Quote
Night vision looks gimped, from the screenshots I've seen. Does it look better in game?

It's very different. Night vision is not a problem. Infravision is cool as heck, though I haven't yet found a use for it.

Quote
How long does the average quest sem to take in EQ2? At least at low levels. Can most level 1-20 quest be polished off in 30-90 minutes?

Depends. You can do most quests within 30-90 minutes, or you can make significant progress in those that'll take long because those that take longer involve many parts and sub-quests, even in the low levels.

Quote
What seems to be the most favorite subclasses in beta, and what seems to be the favorite races? I ask this, because I prefer to play less popular race/class mixes, like the erudite assassin idea I mentioned earlier.

Changes each patch. Here is a good application of: play what you want :) Whatever you choose will eventually become popular, then reviled as gimped, then cause everything else to get nerfed. Makes the world go round...
jpark
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Reply #148 on: October 12, 2004, 08:42:20 PM

I am wondering where the crowd control is - I only see one class that seems truely equipped for it - the Enchanter.  You think folks will be screaming for this singular class?

Also - in combat - is it zerg based - is everyone in your group attacked - or can the tank keep the aggro?

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Alkiera
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Reply #149 on: October 12, 2004, 08:52:43 PM

Quote from: jpark
I am wondering where the crowd control is - I only see one class that seems truely equipped for it - the Enchanter.  You think folks will be screaming for this singular class?

Also - in combat - is it zerg based - is everyone in your group attacked - or can the tank keep the aggro?


Well, it's still EQ, and in EQLive, enchanters pretty much dominated crowd control.  If you didn't have an enchanter, you did have a few options tho... use one of several methods to pull singles, feign death, lull, careful pulling...  use a secondary tank to 'tank-mez' a second incoming mob, or 'ghetto mez' one by dragging it away from the group and rooting it(a druid/ranger/pally favorite).  The Enchanter method is more effective, especially if there's more than one extra mob, but those other methods are usable by more classes, who have other things to bring to the group as well.

The second question is probably gonna have to wait for someone who's played the game.  Generally in EQLive your group attacked one thing at a time, using crowd control to keep other stuff on ice.  EQ2 may be less intensely that way, given what Schild said about some fights going quickly; it would make sense given the change of focus between EQLive and EQ2 that zerging(That is, loads of players vs. one mob) will be less common.

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Reply #150 on: October 13, 2004, 07:26:28 AM

Well, Alkiera, they've already gone on record that feign pulling is out (I've been trying to find out if feign death is even going to be in at all at this point). So there might be valid concerns about the enchanter class becoming even more desirable at some point than it is in EQ, which I find very distasteful.
Quote
Feels the same as EQlive without SoW. Sprint changes things though, as do food and drink buffs, and spells to affect Power.

*sigh*
Quote
Rogues, on the other hand, appear to dabble in poisons

This is bizarre. Assassins should be the masters of poison, though the swashbuckling swordplay is cool enough for a rogue. From what Cosmik says, they sound almost backwards, rogues would seem more likely to use a trap, assassins the poison...
Quote
Edit: Lemme rephrase that - the only magetype I play is necromancer/lord of the undead/the grim reaper, himself. Regular Mages and pure support characters bore me to no end.

Ditto. Let's just hope they don't pull a bait-n-switch again and make us mana bitches for the endgame. It does kinda suck that you can't be a necromancer until level 20.
Sable Blaze
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Reply #151 on: October 13, 2004, 08:44:43 AM

Again, EQ2 very closely resembles EQOA in it's focus and mechanics.

There is no Feign Death in EQOA. I'd be very surprised if it's in EQ2. SOE was not fond of all the innovative uses of this spell. It was conspicuous by its absence from necromancers, shadowknights, and even the monk class.

Crowd control wasn't a huge issue in EQOA. The enchanter in EQOA was a pet class with group enchancement abilities (mostly power recovery). They were powerful offensive characters in their own right.

Taking on multiple mobs was pretty much business as usual. You could do some pulling to keep from getting overwhelmed. Both melee and tank classes had ranged abilities and you could move while a spell triggered, so that was the usual method of pulling from a mob concentration. Since mobs "at home" would usual vary greatly in levels, pulling was a good idea. Wandering mobs were usual solo or in very small groups, so you'd just rush them.
Sky
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Reply #152 on: October 13, 2004, 09:12:45 AM

Quote
SOE was not fond of all the innovative uses of this spell.

I read this as: "You will take your death penalties, bitch and you will like it and come back for more."

Death penalties make games shitty, not exciting. I don't like shitty games. The break in gameplay and travel from a respawn are penalty enough imo, without adding more negativity in on top of that.

That's why I played a necromancer and a monk in EQ. With the (probable) removal of FD and shared group death penalties to boot, I have serious doubts about EQ2. Heck, my lvl 23 CoH guy died twice on Saturday and that was enough for me to put the game down for the rest of the weekend (I had carelessly flown too close to a mob for one death penalty). Being punished for exploration and for swashbuckling gameplay is the epitome of lame gaming imo.
Liquidator
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Reply #153 on: October 13, 2004, 09:30:38 AM

Quote from: Sky
Quote
SOE was not fond of all the innovative uses of this spell.

I read this as: "You will take your death penalties, bitch and you will like it and come back for more."

Death penalties make games shitty, not exciting. I don't like shitty games. The break in gameplay and travel from a respawn are penalty enough imo, without adding more negativity in on top of that.

That's why I played a necromancer and a monk in EQ. With the (probable) removal of FD and shared group death penalties to boot, I have serious doubts about EQ2. Heck, my lvl 23 CoH guy died twice on Saturday and that was enough for me to put the game down for the rest of the weekend (I had carelessly flown too close to a mob for one death penalty). Being punished for exploration and for swashbuckling gameplay is the epitome of lame gaming imo.


I still believe that there needs to be some death penalty in online games.  Take WoW for example.  There is no penalty.  Some people would like to say that the penalty is simply having to run back to your corpse - that is if you don't mind taking the XP hit from the spirit healer.  But really, all it is is an inconvenience.  Having a death penalty in place gives the player accountability.  With no real adverse effect to dying in WoW, I play much more recklessly than I did versus playing in the original Everquest.  In EQ if you died you took a nasty XP hit  - sometimes wiping away hours of XP time.  Too harsh?  In hind sight I think it probably was, but in my opinion it did help to give the game more excitment.  You were careful in your battles.  When battles got tough and you were close to wiping, the adrenaline started going.  I don't get that kind of feeling in WoW, unfortunately.

I'm not saying that games need to have such a severe penalty to dying, there just needs to be something in place in order to give the player an incenvtive if you will, to play smarter.  In the end, a death penalty is really a double edged sword.  I died five times in a row last night in WoW trying to tame a beast with my hunter.  Had there been a penalty in place, well, I doubt if I would be very happy with the game or its designers.   I know there have been many in depth death penalty discussions over the years, and I've seen quite a few innovating ideas for death penalties, however I've forgotten what most of them were as time has gone on.

Liquidator

MrHat
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Reply #154 on: October 13, 2004, 09:44:26 AM

Quote from: Liquidator
Quote from: Sky
Quote
SOE was not fond of all the innovative uses of this spell.

I read this as: "You will take your death penalties, bitch and you will like it and come back for more."

Death penalties make games shitty, not exciting. I don't like shitty games. The break in gameplay and travel from a respawn are penalty enough imo, without adding more negativity in on top of that.

That's why I played a necromancer and a monk in EQ. With the (probable) removal of FD and shared group death penalties to boot, I have serious doubts about EQ2. Heck, my lvl 23 CoH guy died twice on Saturday and that was enough for me to put the game down for the rest of the weekend (I had carelessly flown too close to a mob for one death penalty). Being punished for exploration and for swashbuckling gameplay is the epitome of lame gaming imo.


I still believe that there needs to be some death penalty in online games.  Take WoW for example.  There is no penalty.  Some people would like to say that the penalty is simply having to run back to your corpse - that is if you don't mind taking the XP hit from the spirit healer.  But really, all it is is an inconvenience.  Having a death penalty in place gives the player accountability.  With no real adverse effect to dying in WoW, I play much more recklessly than I did versus playing in the original Everquest.  In EQ if you died you took a nasty XP hit  - sometimes wiping away hours of XP time.  Too harsh?  In hind sight I think it probably was, but in my opinion it did help to give the game more excitment.  You were careful in your battles.  When battles got tough and you were close to wiping, the adrenaline started going.  I don't get that kind of feeling in WoW, unfortunately.

I'm not saying that games need to have such a severe penalty to dying, there just needs to be something in place in order to give the player an incenvtive if you will, to play smarter.  In the end, a death penalty is really a double edged sword.  I died five times in a row last night in WoW trying to tame a beast with my hunter.  Had there been a penalty in place, well, I doubt if I would be very happy with the game or its designers.   I know there have been many in depth death penalty discussions over the years, and I've seen quite a few innovating ideas for death penalties, however I've forgotten what most of them were as time has gone on.

Liquidator


How about they give you 'half the distance to the goal line' penalty for the new (I hate to say new) durability system that they put in as a moneysink.  You die, all your items take a half durability penalty.

I do NOT like loosing experience to dying.  That was the most absurd thing imaginable.  It's mainly why I've stopped playing MMO's that have any sort of Death Penalty, CoH included.
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Reply #155 on: October 13, 2004, 09:49:01 AM

Quote from: Liquidator
Stuff


Paging Dr. Geldon.   Ugg, another one of the death must suck crowd.

Really, WoW's death system is about as punitive as I want it.  I either choose EXP loss or I choose to hoof it back to my corpse.  I don't lose a days worth of EXP, I don't loose my gear, I don't lose all of my money.  I at most lose maybe ten minutes of my time.  That's fucking PERFECT.  

I'm done with 3 hour corpse runs and losing hours of experience. I don't want to have to be in earshot of a cleric everytime I die. I don't want to even have the damn possibility of losing my gear.  Any game that has a relatively similar to death penalty to EQ will lose my money in the goddamn design phase.  

Tension and adrenaline are nice, but some of us HAVE LIVES.  Let me have my fun, slap me on the wrist when I'm bad, and be done with it. FFFFFFFFFFFFFFFFF

-Rasix
Venkman
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Reply #156 on: October 13, 2004, 09:54:55 AM

Quote from: jpark
I am wondering where the crowd control is - I only see one class that seems truely equipped for it - the Enchanter.  You think folks will be screaming for this singular class?

Also - in combat - is it zerg based - is everyone in your group attacked - or can the tank keep the aggro?

The conventions of EQlive can be applied here, but in the sub-20 game, don't appear to be as required. Healers and Crowd Control are still a requirement, but not strictly one type of Healer nor one type of Crowd Control. Of course, this is true in EQlive's early game too, and I've neither experienced the mid nor late game in EQ2, nor could talk about it anyway.
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Reply #157 on: October 13, 2004, 10:06:55 AM

Quote from: Rasix
Quote from: Liquidator
Stuff


Paging Dr. Geldon.   Ugg, another one of the death must suck crowd.

Really, WoW's death system is about as punitive as I want it.  I either choose EXP loss or I choose to hoof it back to my corpse.  I don't lose a days worth of EXP, I don't loose my gear, I don't lose all of my money.  I at most lose maybe ten minutes of my time.  That's fucking PERFECT.  

I'm done with 3 hour corpse runs and losing hours of experience. I don't want to have to be in earshot of a cleric everytime I die. I don't want to even have the damn possibility of losing my gear.  Any game that has a relatively similar to death penalty to EQ will lose my money in the goddamn design phase.  

Tension and adrenaline are nice, but some of us HAVE LIVES.  Let me have my fun, slap me on the wrist when I'm bad, and be done with it. FFFFFFFFFFFFFFFFF


I have to agree with Rasix here. I'll keep my accountability IN REAL LIFE and take my immortality with the minor respawn penalty of wasted time running back to my corpse in a game. Perhaps some people need more to get a rush, but I had some pretty damn exciting, close battles in CoH and DAoC. Both of those have "mild" death penalties comparatively. I only got to test WoW beta for the stress test, so I can't say I encountered any large scale battles in it, but I did have some adrenaline boosting moments when I was in some close battles. I guess I just don't want to die in the first place even without a penalty, so that's enough for me to get keyed up on a close battle. I suppose for others who don't mind wasting 10 minutes of their life running back to a corpse, this is not enough incentive. It's a tough thing, death penalties, but I think it's laughable that developers even try to figure out accountability in PvP systems in MMOGs when they can't even find a good death system. Hell, it's just one of those "can't please everyone all the time" things.

And really, nothing beats the adrenaline boost of skydiving, white water rafting, etc. I'm not saying that games shouldn't be exciting, but when I think about wanting my pulse to race, I usually don't look to MMOGs. However, as we move ever closer to a full body virtual reality, it would be interesting to see those things translated into a virtual. Then we're talking some excitement. Imagine a fantasy world where you have to swing a handle with variable weight depending on the type of weapon you use in the virtual world. Then the character stamina would rely on you and your stamina. And your misses would be based on your skill. More hand-eye coordination. Hmm... that's a long way off and will probably never become popular because people would rather sit in front of a PC and eat Cheetoes and drink Coke. God cynicism sucks.

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MrHat
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Reply #158 on: October 13, 2004, 10:18:20 AM

Quote from: Soukyan


And really, nothing beats the adrenaline boost of skydiving, white water rafting, etc. I'm not saying that games shouldn't be exciting, but when I think about wanting my pulse to race, I usually don't look to MMOGs. However, as we move ever closer to a full body virtual reality, it would be interesting to see those things translated into a virtual. Then we're talking some excitement. Imagine a fantasy world where you have to swing a handle with variable weight depending on the type of weapon you use in the virtual world. Then the character stamina would rely on you and your stamina. And your misses would be based on your skill. More hand-eye coordination. Hmm... that's a long way off and will probably never become popular because people would rather sit in front of a PC and eat Cheetoes and drink Coke. God cynicism sucks.


Ha.

I had a dream about this a few days ago.  But it was more like the whole matrix effect of 'your mind makes it real'.  You still sit and play games and drink you cocke and eat your Cheetos, but the game you are playing is so immersive that your mind tells your body that it just ran X amount of miles and swung the sword and clenched that ass.  So then your body reacts, and you sweat, and you get sore the next day.

Of course, it was just a dream.  But maybe something to quote me on in 15 years?
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Reply #159 on: October 13, 2004, 10:36:23 AM

Quote from: MrHat
You still sit and play games and drink you cocke and eat your Cheetos, but the game you are playing is so immersive that your mind tells your body that it just ran X amount of miles and swung the sword and clenched that ass.


I don't drink cocke and clench my ass when I dream or...."Get Immersed." Whatever that means. ;)
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Reply #160 on: October 13, 2004, 10:39:13 AM

I'll chime-in as agreeing with Rasix, Sky and Soukyan as well.  If I bite it twice in CoH I'm done for a good week at least, and I'll play something else.  Wasting my time is enough of a penalty to me.  Wasting my time AND telling me that several hours I'd already spent in-game were now wiped-out is just BS.

I get an adrenaline rush if I'm going to 'die' in any game, online or offline.  It's not because I'm risking anything, because ultimatly I'm not.  What I'm doing is testing my 'skills' at that particular game and if I die it's because I failed. I sucked at the game or at that particular challenge and now have to do it over.  That's where *my* particular tension and rush comes from. The internal competition of overcoming a challenge.

And yeah, I agree. If you want a real adrenaline rush then do something other than sitting in front of the monitor.  Nothing's more pathetic than seeing someone, ANYONE, talk about how great the 'rush' of killing pixels is compared to something more phsyicaly taxing.  Yeah, it can get your heart pumping, but it's NOT something you can compare to RL experiences.

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Reply #161 on: October 13, 2004, 10:42:25 AM

Quote from: Rasix
Really, WoW's death system is about as punitive as I want it.



Amen. Call me a pussy-boy carebear, but I don't want to lose XP when I die. I just don't. And don't hide XP loss as this "debt" bullshit. You're still losing XP, but instead of removing XP you're already gained, you're losing future XP you will gain. As fun as CoH was, the main reason I quit was the death penalties made a somewhat slow levelling curve feel even more like grinding.

If you die in a game like Fable or Neverwinter Nights, just load up and try again. You don't arbitrarily lose hours of progress. Why should MMORPGs be the same just because there is no "Save Game" button?

Dying in WoW is not fun, and I don't want to do it. Some of those corpse runs feel like sufficient punishment. But at least I don't feel like I've wasted hours of my time.

Um, never mind.
El Gallo
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Reply #162 on: October 13, 2004, 11:13:43 AM

At times, the death penalty in WoW can be pretty heavy, especially with the now-nerfed soulstones.  I wipe late in some of the longer instances can cost quite a few hours of work, longer than most EQ penalties, at any rate (especially post-Kunark, when essentially every death was ressed).

Anyway, I think that death should hurt, but not too much.  How's that for taking a bold position.


As for FD, I think that what the EQ1 team didn't like about it was its use in pulling singles.  That more than anything changed EQ from a game where you dealt with a bunch of mobs at once to a game where they were processed individually.  Later expansions took it for granted that players would use FD pulling techniques, of course, and it became a bit of an art form.

This post makes me want to squeeze into my badass red jeans.
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Reply #163 on: October 13, 2004, 11:17:36 AM

Quote from: Ardent
As fun as CoH was, the main reason I quit was the death penalties made a somewhat slow levelling curve feel even more like grinding.


So am I the only one who ever deliberately took deaths in CoH to keep from outlevelling my enhancements before I racked up enough influence to afford new ones?

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Sky
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Reply #164 on: October 13, 2004, 11:51:35 AM

Quote
Paging Dr. Geldon.

Poor Geldon, heh. Has to be eloquent in his positions so that we point at him when the issues crop up. I tend to page him when forced grouping comes up ;)

Sorry Geld!
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Reply #165 on: October 13, 2004, 11:54:15 AM

Quote from: schild


Nothing is stopping you from playing with people from the other city. I don't know how hard the betrayal tests are. The alignment system is made up of arbitrary boundaries and other BS. More important, the experience had from playing the game in Freeport or Qeynos is fantastically different. The cities are bipolar oppisites. I played a bit in both and Freeport wins hands down in terms of game environment. I wouldn't recommend anybody go good in EQ2. Ever.


Quote from: /.
Heather Graham is doing the voice for Antonia Bale of the good city of Qeynos


One more reason to avoid that city like the plague.
Riggswolfe
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Reply #166 on: October 13, 2004, 01:23:40 PM

Quote from: MrHat


Quote from: /.
Heather Graham is doing the voice for Antonia Bale of the good city of Qeynos


One more reason to avoid that city like the plague.


See I have the opposite feeling. I'll be hearing Boogie Nights in my head as I talk to her.

"We live in a country, where John Lennon takes six bullets in the chest, Yoko Ono was standing right next to him and not one fucking bullet! Explain that to me! Explain that to me, God! Explain it to me, God!" - Denis Leary summing up my feelings about the nature of the universe.
WayAbvPar
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Reply #167 on: October 13, 2004, 01:28:26 PM

God bless Rollergirl.

When speaking of the MMOG industry, the glass may be half full, but it's full of urine. HaemishM

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Reply #168 on: October 13, 2004, 01:33:47 PM

Quote from: Riggswolfe
Quote from: MrHat


Quote from: /.
Heather Graham is doing the voice for Antonia Bale of the good city of Qeynos


One more reason to avoid that city like the plague.


See I have the opposite feeling. I'll be hearing Boogie Nights in my head as I talk to her.


That would be enough for me to want to kill anyone. I hated that fucking movie.

Death penalties are used in MMOG's currently to add challenge to the game, because most MMOG's really aren't very challenging. How hard is it to kill most things? Hell, even raid targets aren't hard to kill ONCE YOU FIGURE OUT THEIR GIMMICK. Whether it's chain complete heals or mezzing or feign pulling, the challenge is pretty much nothing more than challenging player persistence.

I think death should be the penalty in and of itself. I failed and have to do it again. CoH had it ALMOST right, though the debt can at times be really crushing.

EQ was just fucking masochistic. I would comment on EQ2's death penalty, but NDA would scold me vigorously.

Xilren's Twin
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Reply #169 on: October 13, 2004, 01:43:41 PM

Quote from: Polysorbate80
Quote from: Ardent
As fun as CoH was, the main reason I quit was the death penalties made a somewhat slow levelling curve feel even more like grinding.


So am I the only one who ever deliberately took deaths in CoH to keep from outlevelling my enhancements before I racked up enough influence to afford new ones?


Hell, I did that without even trying. :-p

Seriously, the only time I notice CoH death penalties is if I'm at what I call their Hell levels.  Basically the level(s) where you have exhausted all your missions until your high enough your new contacts will give you some.  I'm in one now at 24 and can't wait to grind through those last 2 bubbles to get back to what i enjoy; missions.  You can get out of a DP in CoH usually in about 30-45 of playing since it doesn't effect how you play, just how you level, so it's a cakewalk compared to making backwards progress of losing exp.  But still, dying twice in a session is a definate turn off.

It mostly mental, but the instanced area and reason to be hunting in them missions provide make CoH a totally different game for me.

Sorry, re-railing thread.

Original EQ's death penalty help set the stage for the camp-a-thon the first few years were.  It was simply the easiest way to minimize your risk of dying.  Here's hoping EQ2 hasn't kept to that tired premise.

Xilren

"..but I'm by no means normal." - Schild
Riggswolfe
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Reply #170 on: October 13, 2004, 01:43:59 PM

Quote from: HaemishM
   I think death should be the penalty in and of itself. I failed and have to do it again. CoH had it ALMOST right, though the debt can at times be really crushing.

EQ was just fucking masochistic. I would comment on EQ2's death penalty, but NDA would scold me vigorously.


COH got painful if you went into a death spiral. As for EQ2's death penalty I read a little about it on the website though I don't know if they are still using the same system and you of course can't tell me

"We live in a country, where John Lennon takes six bullets in the chest, Yoko Ono was standing right next to him and not one fucking bullet! Explain that to me! Explain that to me, God! Explain it to me, God!" - Denis Leary summing up my feelings about the nature of the universe.
kemmyn
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Reply #171 on: October 13, 2004, 01:59:26 PM

i've noticed a few people ask about Feign Death.

I read on the public boards that there IS Feign Death, that's it's an ability of the monk/brawler archetype (the one that is above both these), and that it would not be useable to split pull.

that's all they said about the subject on the public forums.
kidder
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Reply #172 on: October 13, 2004, 02:14:51 PM

Quote from: kemmyn
i've noticed a few people ask about Feign Death.

I read on the public boards that there IS Feign Death, that's it's an ability of the monk/brawler archetype (the one that is above both these), and that it would not be useable to split pull.

that's all they said about the subject on the public forums.



Hmmm, nice.  Can Schild or someone else confirm that FD is in?  The monk class was my favorite.  The only way I can see that FD pulling could be stopped...if FD is in EQ2...would be for FD not to wipe the hate list.  But really, in the higher levels on EQ1, FD hardly ever wiped the hate list.  What a fun class.

Kidder
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schild
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Reply #173 on: October 13, 2004, 02:26:01 PM

I can't confirm it because I don't know. I do know that I just logged in for the first time after 3 weeks and holy crap, I may have to give it another pass. The game got about 5 times better in terms of visual response to various assorted flare effects. Yay for SOE and the smokescreen.
Merusk
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Reply #174 on: October 13, 2004, 02:37:01 PM

Quote from: kidder
Hmmm, nice.  Can Schild or someone else confirm that FD is in?  The monk class was my favorite.  The only way I can see that FD pulling could be stopped...if FD is in EQ2...would be for FD not to wipe the hate list.  But really, in the higher levels on EQ1, FD hardly ever wiped the hate list.  What a fun class.


Bring one mob, and it brings all 3-5 in it's group regardless of how many times you FD.  This is AKA 'Mob grouping' or BAF and would do-away with FD pulling while letting it clear aggro.  I thought I recalled reading about Mobs "grouping" in this manner in EQ2 a while back, but I could be misremembering.

The past cannot be changed. The future is yet within your power.
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