Trasak said:*sigh* Looks like I need to keep working on my stellarmind rep
Umm. . . Racial enemies in both lore and game mechanics could be cool. Special abilities against your hated player race, specifically useful for pvp?
*peers at stellarmind for a response*
thou hast tread in pvp waters friend. steel thyself and i shall open the gates of enlightenment!
hm. racial enemies doesn't work too well with the lore since the lore doesn't support it.
i think vr wants to have bonus damage to certain races done through crafting, which i'm okay with.
i think i'm against a special abilities vs hated player race. i mean i hate all races equally if i'm a dark myr. i'd probably respect the ogres and maybe look at elves like a bastard cousin that looks out for me, but i really don't like him.
pvp is 1v1 is more about class matchups.
if a solo adventurer is going out to grind normal mobs, i'd say that certain classes are going to be better at handling specific dispositions better than others. it's a distinct class strength or weakness.
yea it would be more bells and whistles than needed.
if it's at that point, then i should find someone to group with.
Chanus said:stellarmind said:Chanus said:Do you even read the posts you respond to?
i read all your posts =D
you sir are one of my favorite ppl next to 187 and neph :D
aww
you're not going to get me to play PVP but
aww
i do agree with most of what you are saying albiet i have to translate the meaning. probably why many people are misunderstanding what i'm saying.
this is just the way i think so i'll do a stream of thought translation here:
Nephele said:I want every encounter to be challenging. From the lowliest wandering monster up to the largest raid boss, nothing should ever be so simple or so easy for it's level that we don't have to think to beat it.
yo dis rightchea need to be dark souls mmo praise the sun you dig?
I want to see real differences between players of the same class based on meaningful choices. Gear selection, spell selection, ability use - all options should be viable in different ways, and players should have the flexibility to play uniquely from each other.
flex on these fools ya heard? i got da right threads, da right skillz and i'm bout to run these streets.
I want to see true group dynamics. The whole should be greater than the sum of its parts because of the interaction of everyone's skills and abilities. A group with a shaman healing should work differently than a group with a druid or cleric healing, but still be just as effective. There should never be a single standard for group composition, or required classes, and instead, players should be able to make different combinations work just as effectively, simply by leveraging different sets of synergies within their groups.
battle of the bands! throw down! our rhythmn on point! our beat is dope! enter a heavy metal high pitched vocalist dropping a sick roar.
i subconsiously do this to make sure i understand what someone is saying, but it doesn't quite translate correctly if i just said it like this.
Trasak said:I tried. My PvP days are behind me for the most part so I no longer have a good handle on what is desired. Found out MOBAs and ganking are bad for my blood pressure.
and that's fine. a lot of veterans stop pvp irl and i respect that. capitalism is very much... pvp. i play mmos specifically for pvp because the flow chart, adaptability and execution translates well into the system. what's exciting about protf is dispositions right?
i'm sure we can agree with that.
i'd rather my abilities fail me in a game where i can sharpen and learn.
this business man has an alarmist disposition
i need to hit him with hard cc 'mezz' stats and figures, he's about run off scared of to sign the deal, okay hit him with soothe and comfort 'charm skill' and tell him to take his time and think.
Riahuf22 said:Jabir said:Those are all interesting ideas that I would like to see implemented, but if every encounter can be expected to surprise us in a dangerous way, I think it will be imperative that the GUI provide enough information to let the players instantly assess the situation. And the players must generally have the means to adjust succesfully, or at least to run away and regroup.
If death is something to be feared because of the penalty it incurs, which I beliveve it should be, we cannot have a world where you must expect to die the first couple of times you tackle any given encounter. Big bosses, yes, but not every mob. The idea behind a severe death penalty is to encourage you to play with care and respect for the dangers, not to deter you from engagement in general.
Why not, it teaches you how to play your class, and nothing is telling you have to kill that particular npc, if you realize he is either to high level, or fights against your class or skill to its advantage than simply don't fight it, it's that simple and go back to kill something you know you can kill, and come back later when you've got a little bit stronger and see if it changed anything.
I believe I already said why not. Making fights more challenging through unpredictable behavior calls for means to handle surprises if it is to be any fun. Wiping and reading the log afterwards is not the only perceivable way to learn what the mob is doing or how to play your class against it, and dying should be the exception, not the most likely outcome of every first encounter with any given npc. IMHO.