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Are we going to see "Healer low on mana, STOP pulls" messages?

NanulakNanulak Member UncommonPosts: 372

This is one of the mechanics that made the game fun.  The healers had limited mana and everyone had to stop and rest to regain their respective power pools.  In todays world this mechanic is lost and people can kill/heal 24x7 with little interruption.

I have fond memories of the conversations we had with new folk we just met and invited to group.  These pauses added to the overall communication in the community.  And over time I was able to converse and make many more friends than in todays go go go games.

Conversely, I am not sure if I will enjoy them as much today, as I have been spoiled and happen to like the fast recoveries in today's games. 

I think at least we need a fatigue mechanic where you have to rest every 8 hours or something like that.

What kind of rest mechanics will be built into the game?

Nanulak

Comments

  • General_Dru-ZodGeneral_Dru-Zod Member Posts: 136

    I hope we do.

    I always tested the limits of my group... sometimes testing proved fatal. Muhahaa!!

    image

  • BitterClingerBitterClinger Member UncommonPosts: 439
    I would think not for the simple reason that there is going to be no meaningful PVE in this game (last I heard).
  • dreamscaperdreamscaper Member UncommonPosts: 1,592
    They're pulling from three of the richest fountains of lore and legend we have, and then ignoring it in favor of pvp? Wow.

    <3

  • TelondarielTelondariel Member Posts: 1,001
    Originally posted by dreamscaper
    They're pulling from three of the richest fountains of lore and legend we have, and then ignoring it in favor of pvp? Wow.

    Huh?  Maybe I'm tired but you seemed to make a comment here that was totally unrelated to the topic.

    image
  • dreamscaperdreamscaper Member UncommonPosts: 1,592
    Originally posted by Telondariel
    Originally posted by dreamscaper
    They're pulling from three of the richest fountains of lore and legend we have, and then ignoring it in favor of pvp? Wow.

    Huh?  Maybe I'm tired but you seemed to make a comment here that was totally unrelated to the topic.

     

    It was a response to BitterClinger. I was saying that it would be annoying for the developers to have the Viking, Camelot, and Tuatha mythos on hand, but then mostly ignore them due to the gameplay that comes with PVP.  PVE would allow for much more exploration of those settings.

    <3

  • MmOrPgSuCkSbAlLsMmOrPgSuCkSbAlLs Member Posts: 4
    Nope, will not see it, gotta remember we live in the WoW geneations time now.

    Nope, still not tired of making accounts.

  • meddyckmeddyck Member UncommonPosts: 1,282
    Originally posted by dreamscaper
    They're pulling from three of the richest fountains of lore and legend we have, and then ignoring it in favor of pvp? Wow.

    I'm not sure why we get so many people posting here who haven't been reading Mark's FPs. Here you go:

    #2 – RvR isn’t the end game, it’s the only game!">Foundational Principle #2 – RvR isn’t the end game, it’s the only game!

    http://citystateentertainment.com/2013/02/foundational-principle-2-rvr-isnt-the-end-game-its-the-only-game/

     

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • OdamanOdaman Member UncommonPosts: 195
    Throttling casters with either mana or AP i'm sure will happen. Insane downtime... I seriously doubt it without pve.
  • BowbowDAoCBowbowDAoC Member UncommonPosts: 472
    i doubt that we will see any "pulling", that would mena there'd be PvE, and there wont be.

    image

    Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
    Thurka on WAR

    image

  • RaunuRaunu Member UncommonPosts: 480

    I doubt we'll see this in CU. This is more or less an entirely PvP game, so what are you going to be pulling that you need to sit and wait for mana to regen before you can begin pulling again? WIth a PvP game, it makes more sense that the downtime between Out of Mana and full mana would be a pretty short one whole out of combat.

     

    So, while in combat, I would think that mana regen would be slow or maybe nothing at all, then a few seconds after combat ended you would regen mana very quickly so that you could be ready for the next fight.  However, in my opinion if there are enemies in the area, you should not be able to exit combat to get the quick regen. Most games seem to have a "don't take damage for so many seconds and you're out of combat" system, I would prefer that once combat begins, it doesn't stop until there are no enemies within a certian radius of your character.

    - - "What if the hokey pokey really is what it's all about?" - -

  • MarkJacobsMarkJacobs CEO City State EntertainmentMember RarePosts: 649

    I view quick regen in much the same way I do instant rez in terms of its impact on battles. If it is too easy for players to recover health/mana/etc., it takes some of the strategy out of combat and leads to guys simply running somewhere and then jumping back in. My preference is give the players larger pools but let the recovery time be longer.

    Now, as always it has to be fun but I think that I'd rather have players fight a little longer, play a little smarter and then be a little bit more beat up with a longer recovery time. I also *think* it is one of the things that could help fight the zerg but in a fair manner (keep chipping away, slow them down, etc.). In my perfect world, the zerg gets beat up but still wins and then it has a choice, hang out and heal or move to a different location and heal there.

    Anyway, just some thoughts, nothing definite on this subject.

    Mark Jacobs
    CEO, City State Entertainment

  • SeitrSeitr Member UncommonPosts: 50
    Originally posted by MarkJacobs

    I view quick regen in much the same way I do instant rez in terms of its impact on battles. If it is too easy for players to recover health/mana/etc., it takes some of the strategy out of combat and leads to guys simply running somewhere and then jumping back in. My preference is give the players larger pools but let the recovery time be longer.

    Now, as always it has to be fun but I think that I'd rather have players fight a little longer, play a little smarter and then be a little bit more beat up with a longer recovery time. I also *think* it is one of the things that could help fight the zerg but in a fair manner (keep chipping away, slow them down, etc.). In my perfect world, the zerg gets beat up but still wins and then it has a choice, hang out and heal or move to a different location and heal there.

    Anyway, just some thoughts, nothing definite on this subject.

     

     

     

     

    This seems to be the same route you went with DAoC and I have to say I couldn't agree more!

  • asmkm22asmkm22 Member Posts: 1,788
    Reminds me of Vanilla WoW, where you had two groups of healers for raids.  One healed while the other sat around waiting for mana to regen, then they swap roles.

    You make me like charity

  • EllyaEllya Member Posts: 99

    I think that in large scale rvr, the healers will be constantly short of mana, and will basically have to heal when they can and triage as to who they shoud heal.

    For the small group runaround type rvr, the healers will be relying on their group to defeat the other group before they run out of mana. I see pots, pots and more pots being carried around! :)

  • WazlukWazluk Member Posts: 159
    Originally posted by MarkJacobs

    I view quick regen in much the same way I do instant rez in terms of its impact on battles. If it is too easy for players to recover health/mana/etc., it takes some of the strategy out of combat and leads to guys simply running somewhere and then jumping back in. My preference is give the players larger pools but let the recovery time be longer.

    Now, as always it has to be fun but I think that I'd rather have players fight a little longer, play a little smarter and then be a little bit more beat up with a longer recovery time. I also *think* it is one of the things that could help fight the zerg but in a fair manner (keep chipping away, slow them down, etc.). In my perfect world, the zerg gets beat up but still wins and then it has a choice, hang out and heal or move to a different location and heal there.

    Anyway, just some thoughts, nothing definite on this subject.

    Agreed

    Terminus
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    Wazluk - Legionnaire of Terminus
    Draken Stalker
  • ZinzanZinzan Member UncommonPosts: 1,351
    Originally posted by grogstorm

    This is one of the mechanics that made the game fun.  The healers had limited mana and everyone had to stop and rest to regain their respective power pools.  In todays world this mechanic is lost and people can kill/heal 24x7 with little interruption.

    I have fond memories of the conversations we had with new folk we just met and invited to group.  These pauses added to the overall communication in the community.  And over time I was able to converse and make many more friends than in todays go go go games.

    Conversely, I am not sure if I will enjoy them as much today, as I have been spoiled and happen to like the fast recoveries in today's games. 

    I think at least we need a fatigue mechanic where you have to rest every 8 hours or something like that.

    What kind of rest mechanics will be built into the game?

    ToA did away with this completely.

    FoP, serenity, PoM etc etc, healers never, ever ran out of mana unless they were undergeared or burnt mana due to having poorly played/geared tanks or DPS who didn't know how to manage aggro.

    But im with you 100%, some of my fondest memories were sitting in Corus Mine on a regen time-out chatting to my group mates :)

    Expresso gave me a Hearthstone beta key.....I'm so happy :)

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