Do you want to see this make the list of Pantheon? I hope it does, I loved the endless content it gave to my char. In a sense I could almost become epic on a level that people would get to know you by name. I loved having guilds fight over me because of what I could bring to a raid over some casual gamer that didnt take the time to round out their char. Maybe its an outdated system with MMOs focusing so much on casual players. What do you think?
Comments
Lets see your Battle Stations /r/battlestations
Battle Station
My only request is that they pay close attention to the AAs they allow as some of the biggest class war tantrums began from poor implementation of AA abilities.
That was the beauty of EQ. People weren't at cap two weeks after release. I think I only remember a couple people in all during the game that were ever at cap with levels and AA's at any given time.
Enchanters, for instance, got a large number of AAs that were only a duplicate function of one of their spells. Sure, you didn't have it on your active spell bar, but if you didn't have it on the spell bar, was it really all that useful to you?
The other problem was the melee characters. They essentially needed all of the damage avoidance and mitigation AAs, plus all the HPs and AC increases in order to function as a group tank in pickup groups. This was especially evident for any non-top-of-the-line tank. Not only was there equipment to get, there was a huge AA curve that tanks needed to tackle to do their basic job.
Clerics were great without AAs, but the AAs they had made them magnitudes better. A wizard, a magician, a druid or a necromancer could manage with just their spells. Melee DPS could work with weapons only. In most of these classes, the AA system was great, adding efficiency and occasionally additional functionality to the characters.
I wouldn't mind another AA system, as long as it was better developed.
Logic, my dear, merely enables one to be wrong with great authority.
AAs should be required eventually in content. If they aren't a required, they are meaningless. So while I understand there were some issues with AAs (I was a monk who was the center of the controversy of this issue during its release), but that was idiots developing it who should have been flipping burgers rather than making games (Yeah Smed, I am talking about your idiot team of moron developers, remember Monkly Business? Thought so.)
That said, I have no problems with the example you gave on melee. You want to tank, then focus on your AAs that allow you to do content that requires it. I mean, if not, what is the point of progression?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Everquest AAs? Hell yeah! Bring it!
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
As for the classic AA system, I like the premise but with a few modifications.
First, I would like the system to exist outside of the UI. I'd like to see players learn or upgrade abilities by interaction with the game world and its inhabitants. Maybe by way of quests, dropped abilities or by actually fighting mobs that use abilities ala Vanguard. An emu based on EQ named Shards of Dalaya had a tome based system (rare drops), and I thought it was just an all around better experience than simply checking boxes in a user interface.
It may sound silly, but the second request for such a system would be moderation. I felt the EQ1 AA system went overboard with some abilities. I'd like to see classes stay true to their role, and not create overlap giving a class too much utility.
Later when PoP came out, a good exp zone with solid pulls might produce 2-3 AAs an hour for the average group in the early zone, though that was the big thing as guilds who were able to flag to the later PoP zones had access to the really good exp zones.
That was one of the things about PoP that was annoying. EQ went from a group social game with raids to a raid game with grouping options for the raiders in off time, it was like a membership country club. Heck, GoD was pretty much a high end raiding expansion where you couldn't do anything unless you were a raid who flagged to progress (all the zones you could group in were behind raid flags). I am all for raiding, but that design was nothing short of a sell out to the players. That is where EQ started to lose a lot of its subs. First with PoP and its dumbing down as well as overly gating content with key flags from raids and then with entire expansions that said if you weren't a guild with a 100+ people, don't bother logging in.
Hmm... it appears I got off on a little tangent here.
Gates of Discord (GoD) was the first of EQ's real problems. First, this expansion was released out of order. GoD was supposed to be a follow-up to Omens of War (OoW), but somehow was ready before it and SOE made the decision to release it anyway. GoD was indeed a raid-heavy expansion, and many of the 'basic' things were targeted for 69 and 70th level characters; OoW was the expansion that increased the level cap from the PoP-era max of 65 to 70. This had the effect of effectively reducing GoD to guilds that were well-geared with PoP gear, leaving most casual players unable to function in the zones. GoD got this guild-only reputation honestly, but was never really able to shake it.
The second problem occurred with the Dragons of Norrath (DoN) expansion. This expansion was the first massive AA and armor gap that tanks faced. The DoN expansion essentially required tanks to have a relatively good selection of OoW and GoD raid gear, plus about 1000 more AAs that non-tank characters. This expansion put casual tanks almost completely out of business, as few pick-up groups could function with a tank without at OoW raid gear (as a minimum). The only role for the casuals was as secondary tanks / DPS, which wasn't a priority for most pick-up groups.
Later expansions (up until House of Thule) eased up a bit on the gaps with drastic gear + AA requirements. It's always good to have a selection of raid gear from the previous expansion, but it wasn't as necessary. But some of the newer expansions have reintroduced the problem, causing SOE to implement the automatic granting of AAs at every level, now to 90th level. So, there is no need for tanks to spend 100s of hours more playing time to earn AAs so they can perform their class roles in newer zones. Today, there's only the matter of equipment, and that's enough extra work, thanks.
Now, back to your regularly scheduled discussion.
Logic, my dear, merely enables one to be wrong with great authority.
Excellent points. One thing I want to be very clear, so people don't misunderstand your point due to the definition change of the word over the years. Casual back in EQ meant a player who played anywhere from 3-4 hours 3-4 times during the week and 6-10 hours over the weekend. A casual player would put in 15-20+ hours a week of play reasonably.
The truly "hardcore" players of EQ put in 8+ hours a day, 12-14 hour runs a few times during the week, and were on constant call for contested raid content. They were usually the top percent of players who were doing the cutting edge content.
When SoE kicked players in the teeth over these issues, they weren't being reasonable, they were catering to a very very small percent of the top end players in the game who could spend ridiculous amounts of time in play.
It always used to baffle me when I started playing WoW because I would hear people whine and moan, going on about how they work, how they don't have time to show up to a scheduled raid on meet for a 3-5 hours when it could be set way ahead of time (unlike EQ where a call to assemble for a raid mob could happen at any moment the guild was on). They would go on about how they were a casual player and only had like maybe an hour or two during the week to play, and maybe another couple of hours on the weekend, how that was casual, and how everyone else who could pay more were hardcore.
I was dumbfounded because that wasn't casual, that was.. occasional, on the verge of non-existent. I mean, if I had that little time to play a game, I wouldn't even bother with these types of games. In fact, I would rule my life too busy to toy with this crap and this is coming from a person who spent 50+ hours a week working while playing EQ back in the early days. It was like these people just wanted to show up and win! /boggle
From what I read in this thread, I can only persume its a major issue with balancing raid content ? Like a maxed out AA character will have gained massively compared to a non-maxed out one.
Can you explain how thats ever possible for a damage dealer ?!?
For raid content and timed encounters, sure. But for general adventuring ? The dps of the group will be lower, and killing will be slower ... meh.
Thats how it was in Vanguard:
Tanks need 100% best gear, that caused HUGE differences.
Healers need good healing stats from their gear.
DD ? Can play in rags.
I dont see how an itemfocused game can really avoid that.
The point of AAs is to layer on additional time based progression content. That is, keep people chasing carrots other than gear progression.