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EverQuest Next: The Class Panel Recap

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  • grimjakkgrimjakk Member Posts: 192
    Originally posted by grimfall
    Originally posted by BillMurphy
    From what I can gather about the trinity, is at least in a sense it'll still be there.  Just not as heavily as say, EQ1.  You can still play a tank, a healer, etc.  They're just not going to pigeonhole you into those roles as much.  I might be wrong, but that's how I'm taking the information on how classes work. You get access to all the skills of every class, and you can effectively choose your own role at any given time.

    You're wrong and they said as much. They didn't say "we'll have Trinity, but you can play multiple parts of the trinity (ala Rift)" they said "there's no dedicated healing and we won't use the taunt mechanic".

     

    Did you actually watch the class panel video?  They said, "We won't be abandoning the roles."

    http://youtu.be/QVqv78MfJus at about 8:45 and starting again at 12:15 and AGAIN at 19:10.
     

     

    There will be classes with defensive focus, support focus, dps focus, etc.  There are 40 classes fer chrissakes... they have lots of room to put in alternate mechanics to fill basic tactical roles.

  • grimfallgrimfall Member UncommonPosts: 1,153
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    God, I hate it when someone makes this statement and acts like it's a new thought or revelation.

    One, in real world fighting, taunting your opponent does work. 

    Two, we're not in the real world, we're in a game with spells and sorcery, charms, mezmorizing, heals, etc.

    Three, just make it games so that a successful taunt on another PC makes them change their target from whoever to you for a set time.  Then the PVE and PVP would work the same.

    Four, implement Player and mob collision, and then you don't need the taunt skill.

    Five, in AD&D goldbox games, they didn't have taunting, but they had attacks of opportunity.  Add that in lieu of taunting.  Add some hamstringing too.  You want to turn your back to me while I'm holding a sword to chase after a wizard?  Fine, go ahead.  Kills shot.  That is real world mechanics.

    But instead of using any of those solutions or cognitive processes just set the monster AI to "Attack whoever has done you the most damage" and get rewarded by the community for dumbing down the AI.

     

  • frestonfreston Member UncommonPosts: 503
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    Warhammer made an effort to make taunting abilities effective even in pvp, that is versus human controlled characters (if he taunts you and you dont hit him at least three times he is going to a lot more of damage to you each time he hits you...) There are multiple other ways to  make similar abilities work.

  • grimjakkgrimjakk Member Posts: 192
    Originally posted by grimfall

    But instead of using any of those solutions or cognitive processes just set the monster AI to "Attack whoever has done you the most damage" and get rewarded by the community for dumbing down the AI. 

    We don't know what the AI is going to do yet.  It might duck behind cover and fireball your tank for insulting its mother.  It might look at the size and strength of the party and pull out a horn or a flare to call in all the mobs within a 5 minute run radius.  It might even run away screaming like a school girl.

    That's the point.  We don't know what the AI is going to do because it's not a "trigger&script" simulation of an intelligent agent.  An intelligent agent actually has some form of decision engine that acts on the data it is allowed (big point there) to gather from its surroundings, and some range of possible moves and tactics. 

    We don't know yet what inputs go into making the decisions or what possible solutions can come out.

     

  • grimjakkgrimjakk Member Posts: 192
    Originally posted by freston
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    Warhammer made an effort to make taunting abilities effective even in pvp, that is versus human controlled characters (if he taunts you and you dont hit him at least three times he is going to a lot more of damage to you each time he hits you...) There are multiple other ways to  make similar abilities work.

     

    That is one possible mechanic.  It raises the ACTUAL threat level of the taunter. 

    Just remember... the NPC's are built the same way as player characters and have access to the same abilities.   I think that whatever mechanics they implement, they probably have to be as effective against players as they are against mobs.

  • grimfallgrimfall Member UncommonPosts: 1,153
    Originally posted by grimjakk
    Originally posted by grimfall
    Originally posted by BillMurphy
    From what I can gather about the trinity, is at least in a sense it'll still be there.  Just not as heavily as say, EQ1.  You can still play a tank, a healer, etc.  They're just not going to pigeonhole you into those roles as much.  I might be wrong, but that's how I'm taking the information on how classes work. You get access to all the skills of every class, and you can effectively choose your own role at any given time.

    You're wrong and they said as much. They didn't say "we'll have Trinity, but you can play multiple parts of the trinity (ala Rift)" they said "there's no dedicated healing and we won't use the taunt mechanic".

     

    Did you actually watch the class panel video?  They said, "We won't be abandoning the roles."

    http://youtu.be/QVhttps://www.youtube.com/watch?v=QVqv78MfJusqv78MfJus at about 8:45 and starting again at 12:15 and AGAIN at 19:10.
     

    There will be classes with defensive focus, support focus, dps focus, etc.  There are 40 classes fer chrissakes... they have lots of room to put in alternate mechanics to fill basic tactical roles.

    And Barrack Obama said he was going to balance the budget... You don't get it.  They will say whatever they have to say to interest you in playing the game, but turn your thinking cap on and watch it objectively and you will understand that they're really saying is "If you like wearing plate armor and having a shield, you can do that, but you won't be tanking.  We'll try to give you the same "feeling" you get, but it's not the same mechanic."    God love you for your blind faith, but go play GW2 as a Guardian(?) , and then tank a raid boss in EQ and come back and let us know if you can't tell the difference.  25:30 of Part 2 of the video "You will need to be involved, you will need to do damage.  In EQ there were clerics who never swung a weapon, because they didn't need to and WE'RE NOT REALLY SUPPORTING THAT TYPE OF GAMEPLAY".  19:50 of the same video "when we make a defensive themed class, those people absolutely do damage".  You've go to focus on the context of what they're saying.  You gave a little quote that basically is meaningless in the overall context which is: No class reliance, therefore no specialization.   Yes, some classes will be able to heal 10% more and some do 15% more DPS, but we've seen how it works in GW2, and it's just a zerg fest.

  • KuppaKuppa Member UncommonPosts: 3,292
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    I don't know if you have pvp'ed much but there is a place for "tanks" in pvp. Yes there is no taunts/aggro mechanics but you can have the holy trinity in pvp(which means it can be there with super smart AI).

    BTW I actually like them moving away from a trinity but for other reasons.

    image


    image

  • wesmowesmo Member Posts: 60
    Originally posted by Kuppa
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    I don't know if you have pvp'ed much but there is a place for "tanks" in pvp. Yes there is no taunts/aggro mechanics but you can have the holy trinity in pvp(which means it can be there with super smart AI).

    BTW I actually like them moving away from a trinity but for other reasons.

     

     

    Holy trinity in PVP? We kill the healer first, then dps and we let the tank go to tell others of how thye get owned. : ) 

    EQN NPC'S ARE SMARTER THAN EQ RAIDERS 

     
  • KuppaKuppa Member UncommonPosts: 3,292
    Originally posted by wesmo
    Originally posted by Kuppa
    Originally posted by giga1000

    The reason why the went away from the holy trinity was... 

    Their NPC AI for mobs makes the HOLY TRINITY USELESS.

    Mobs in this game act like real player not static mobs which renders the HOLY trinity obsolete as they stated.

    Tanking is useless when mobs have AI because when you are doing yo momma jokes at the mobs they will ignore you and go after the real issue players just like PLAYERS do.

    I don't know if you have pvp'ed much but there is a place for "tanks" in pvp. Yes there is no taunts/aggro mechanics but you can have the holy trinity in pvp(which means it can be there with super smart AI).

    BTW I actually like them moving away from a trinity but for other reasons.

     

     

    Holy trinity in PVP? We kill the healer first, then dps and we let the tank go to tell others of how thye get owned. : ) 

    EQN NPC'S ARE SMARTER THAN EQ RAIDERS 

     

    Yes, because that always works...

    image


    image

  • DrakynnDrakynn Member Posts: 2,030
    Originally posted by tkreep
    Originally posted by Skymourne
    Originally posted by Shadowguy64

    I presume the main reason for the 8 skill limit is for the console players with their limited button on the controller.

     

    Unfortunately i think this presumption is spot on.  

    In Final Fantasy XIV I can use up to 32 active skills on the gamepad.

    People who keep saying the skill limit is for consoles probably haven't played a console game since the NES.

    I mean it is possible they are doing it for an easy console port because they are bad game designers and can't do what plenty of other designers have done to make large amounts of abilities useable on a game pads.

    I tend to believe however that Sony has competent people who could do that ,they just want PC owners playing the actual game and not playing the UI or the Who's in  game macro or  gaming input device macro is  best.Sometimes I think those wanting copious amounts of mostly redundant abilities just want to keep their macro gaming device advantage.

  • EQBallzzEQBallzz Member UncommonPosts: 229
    Originally posted by grimfall
    Originally posted by BillMurphy
    From what I can gather about the trinity, is at least in a sense it'll still be there.  Just not as heavily as say, EQ1.  You can still play a tank, a healer, etc.  They're just not going to pigeonhole you into those roles as much.  I might be wrong, but that's how I'm taking the information on how classes work. You get access to all the skills of every class, and you can effectively choose your own role at any given time.

    You're wrong and they said as much. They didn't say "we'll have Trinity, but you can play multiple parts of the trinity (ala Rift)" they said "there's no dedicated healing and we won't use the taunt mechanic".

    Exactly. You can't have a trinity without a taunt mechanic. You can't say you are filling a role if you don't have the functionality of that role. A tank who can't somehow force the mob to attack it is not a tank. Why even wear plate armor if the mob isn't necessarily going to attack you?

    Here's an idea..instead of only having a traditional tank having taunt why not create different types of tanks with a taunt? A caster tank who taunts and roots them in place? A debuffer tank that slows a mobs attack down or otherwise reduces their damage to the point that it's less deadly. A rogue that has a taunt and tanks with evasion. Even a healer tank that could taunt and heal themselves but wouldn't be able to heal anyone else. There are numerous possibilities that would utilize the trinity but in a much more flexible way.

  • OzivoisOzivois Member UncommonPosts: 598
    Originally posted by grimfall
    Originally posted by grimjakk
    Originally posted by grimfall
    Originally posted by BillMurphy
    From what I can gather about the trinity, is at least in a sense it'll still be there.  Just not as heavily as say, EQ1.  You can still play a tank, a healer, etc.  They're just not going to pigeonhole you into those roles as much.  I might be wrong, but that's how I'm taking the information on how classes work. You get access to all the skills of every class, and you can effectively choose your own role at any given time.

    You're wrong and they said as much. They didn't say "we'll have Trinity, but you can play multiple parts of the trinity (ala Rift)" they said "there's no dedicated healing and we won't use the taunt mechanic".

     

    Did you actually watch the class panel video?  They said, "We won't be abandoning the roles."

    http://youtu.be/QVhttps://www.youtube.com/watch?v=QVqv78MfJusqv78MfJus at about 8:45 and starting again at 12:15 and AGAIN at 19:10.
     

    There will be classes with defensive focus, support focus, dps focus, etc.  There are 40 classes fer chrissakes... they have lots of room to put in alternate mechanics to fill basic tactical roles.

    And Barrack Obama said he was going to balance the budget... You don't get it.  They will say whatever they have to say to interest you in playing the game, but turn your thinking cap on and watch it objectively and you will understand that they're really saying is "If you like wearing plate armor and having a shield, you can do that, but you won't be tanking.  We'll try to give you the same "feeling" you get, but it's not the same mechanic."    God love you for your blind faith, but go play GW2 as a Guardian(?) , and then tank a raid boss in EQ and come back and let us know if you can't tell the difference.  25:30 of Part 2 of the video "You will need to be involved, you will need to do damage.  In EQ there were clerics who never swung a weapon, because they didn't need to and WE'RE NOT REALLY SUPPORTING THAT TYPE OF GAMEPLAY".  19:50 of the same video "when we make a defensive themed class, those people absolutely do damage".  You've go to focus on the context of what they're saying.  You gave a little quote that basically is meaningless in the overall context which is: No class reliance, therefore no specialization.   Yes, some classes will be able to heal 10% more and some do 15% more DPS, but we've seen how it works in GW2, and it's just a zerg fest.

    I sincerely hope that if you are wearing armor than you can take more melee damage than someone wearing a robe. Too many games lately have ruined this game mechanic by giving mages "magic shields" that have completely ruined the rock paper scissor challenge of a properly made class system.

  • Riposte.ThisRiposte.This Member Posts: 192
    Why does every game have the same fucking warrior class. If I see another Whirlwind ability on a fighter class I'm going to go on a rampage

    Killing dragons is my shit

  • ste2000ste2000 Member EpicPosts: 6,194
    Originally posted by BillMurphy
    From what I can gather about the trinity, is at least in a sense it'll still be there.  Just not as heavily as say, EQ1.  You can still play a tank, a healer, etc.  They're just not going to pigeonhole you into those roles as much.  I might be wrong, but that's how I'm taking the information on how classes work. You get access to all the skills of every class, and you can effectively choose your own role at any given time.

    Bill, Anet said the same about GW2, and they weren't lieing either.

    There is the Trinity in GW2, trouble is that everyone prefers to play a DPS, because that's the easy option.................. and running a Dungeon in GW2 is a mess.

    EQN will end up like this.

     

    I quit playing GW2 because I was getting frustrated with the zerging nature of group combat, no tactic whatsoever and a lot or rezzing random people as fast as possible to avoid the wipe.

  • MurphyleoMurphyleo Member Posts: 11

    Am I the only person that just wants an updated Eq2, prior to the Echoes of Faydwyer expansion , with all the classic traditional EQ classes??

    Thast all I want , and im sorry for the ppl who want to be able to do it all , I disagree .

    Havent you ever wondered why it is that back in the day there was so much grouping in MMo's and now there isn't , its cause of these new hybrid I can do everything stand alone builds .

    I want a traditional Tank , Healer , DPS Trinity  , maybe a few off hybrids that can do those roles in a mixed bag capacity but NOT as well as a pure class can .

     

    And I dont want one of those sissy find it all systems , I want living breathing towns like Qeynos and Freeport , where ppl are around and dueling and selling and buying and interacting and masses are around spamming chat

    Lv40 Human Ranger lfg !

    Group LV35 - 40 looking for healer will take any but Cleric Preffered

    Group Looking for Tank , 2 healers 1 DPs , 1 CC/ DPs , doing night wisps , need tank with strong magic resistance , preferable Paladin

    that's what im really missing but maybe im just too old and none of the younger generation of " I want it now , and I want everything " gamers like that sort of thing

     

    Maybe im just too old ......sad when I didn't think 35 was that old

     

     

  • SuraknarSuraknar Member UncommonPosts: 852

    We BETTER have enough Inventory space for being able to carry different weapons and possibly Gear for all these Classes that we collect and can swap to and from.

    I am sick and tired of games that limit Inventory Space.

     
    - Duke Suraknar -
    Order of the Silver Star, OSS

    ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
  • MachinationMachination Member UncommonPosts: 70
    I'm liking how they implemented some sort of TSW skills swap out. Everything is really dynamic here. Now I need to see how the crafting and housing fits into all of this. I hope they are as exciting as the rest of this. Sounds real slick so far.  
  • KappadonnaKappadonna Member UncommonPosts: 119

    I prefer MMOs that are limiting the amount of usable hotkey abilities at a time. I've grown tired of games where by the max level I have so many abilities it's hard to count - and some are PvE, some are PvP, some are entirely situational (at best), and some are flat out useless. Having 30+ keys mapped, or even the need to necessitate that many abilities in any given combat situation, is bad developing IMO. I look back at my WoW days and not once do I ever go, "Boy ... I sure miss having 40+ abilities during PvP/PvE..." I miss some things, but that isn't one of them. I even made the mistake of playing the mess that was SWTOR ... and by level 30 in that game you have so many abilities you lose count. They hand them out for free per level in that one. It was just absurd.

    If a game limits you down to selecting 8 or so skills, that's fine by me - especially if they do such a good job with the game that it really makes you debate which spells/abilities to choose. If a game has 200+ abilities, all of which are useful, and you are limited to 8 as opposed to 40, it makes you strategize a little better - makes you think, "Okay ... what is my role going to be out there for this fight?" And honestly? I'd make it so that you could only switch action abilities in town or at designated spots to do so - this way it prevents people from switching at will inbetween fights. This way when you and your party go out to PvP or PvE, you each go out with a specific role in mind based on what you're doing. PvP group could have one person that has 8 abilities solely designed for support, movement, buffs, CC, etc. 

    All that being said, it's dependent on the type of game your making. My last paragraph wouldn't work for all games, but it does make you think a little (assuming there are multiple viable options/builds and enough abilities to go around). Will EQNext be anything like that? No - not from what I've read ... but I still prefer having a limited amount of hotkeys as opposed to more than I can comfortably map to my keyboard and 20032 button mouse. My hands only stretch so far - my memory only so accurate. 

  • JackdogJackdog Member UncommonPosts: 6,321

    Sounds like a train wreck ready to happen. I played SWG and EQII at launch and class balance was hosed up in both for months after launch. I don't think they ever fixed SWG's bio engineer. To do what they claim they are doing is going to take some real talent,  a lot more than I have ever seen SOE exhibit with their past games

    Like I say, all games sound great in press releases. However from my past experience with SOE I am skeptical. Only Funcom has ever came close to screwing up as many games as badly as SOe has.  Please surprise me Sony, and launch a polished game

    I miss DAoC

  • ropeniceropenice Member UncommonPosts: 588
    Originally posted by Rorrin

    i'm imagining the inventory nightmare this might possibly cause.  so now not only do i need to keep one of every kind of weapon possible, but many different "sets" of armor, AND all of my individual items - rings, necklaces, trinkets, etc.  because you just never know when a build might hinge on that "-10% energy cost to Parry".  And if i really want to be able to swap out on the fly then i need to keep every possible item configuration with me in my inventory at all times, or risk limiting my flexibility in the field.

    I hope the game is also intelligent about what i have in my inventory, nothing like creating the build described above, try to teleport and it says you don't have enough energy, and then having to sort through potentially 100 items to see if there is one that could make this build feasible.

    i love how much they are mixing things up, so just standing by and trying to digest as much as i can as they dish it out...

    Just wait until we see how much more backpack space is going to cost in the CS to carry all that gear.

  • matixzunmatixzun Member Posts: 24
    I think everyone who knows that they have said that you can still play roles, but they won't be forced into you and your group, but is still bashing the whole thing is hating the whole thing just because. - "Yeah, Well, But I don't think that will work..." Is just refusing to acknowledge SOE is capable of making a good game (as far as what we have been shown and told).
  • joe2721joe2721 Member UncommonPosts: 171
    Originally posted by epoq
    GW2 did it right with combat, and I am glad that SOE is borrowing some of the ideas that worked and expounding upon that base.  Where GW2 messed up for me, personally, was lack of customization, and lack of the trinity.  By putting the trinity back in the game and having upwards of 40 classes with multi-classing, EQ Next is taking it to the next level and allowing the player to truly be MUCH more unique in the playstyle they most enjoy.

    I agree

    image
  • ropeniceropenice Member UncommonPosts: 588
    Originally posted by grimjakk
    Originally posted by grimfall

    But instead of using any of those solutions or cognitive processes just set the monster AI to "Attack whoever has done you the most damage" and get rewarded by the community for dumbing down the AI. 

    We don't know what the AI is going to do yet.  It might duck behind cover and fireball your tank for insulting its mother.  It might look at the size and strength of the party and pull out a horn or a flare to call in all the mobs within a 5 minute run radius.  It might even run away screaming like a school girl.

    That's the point.  We don't know what the AI is going to do because it's not a "trigger&script" simulation of an intelligent agent.  An intelligent agent actually has some form of decision engine that acts on the data it is allowed (big point there) to gather from its surroundings, and some range of possible moves and tactics. 

    We don't know yet what inputs go into making the decisions or what possible solutions can come out.

     

     

    Since mob AI has gotten dumber over the years, I'm not too confident that they will have any amazing AI that will change how fights play out. I wish they would, but if it was so easy, why hasn't anyone else done it. And I wish they had tried to come up with their own combat style and not copied from the most recent game, just adding a twist to it. Whirlwind, really? And with the limited choices of attacks, you will be spinning around over and over. just watching that demo was annoying.  And did i read correctly that a warrior could tier up in wizard or rogue skills? Why bother with a class system? Just let us pick whatever and be done with it. The world and questing sounds good, but combat is really turning me off. I hope they do something to make it less silly.

  • ropeniceropenice Member UncommonPosts: 588
    Originally posted by Drakynn
    Originally posted by tkreep
    Originally posted by Skymourne
    Originally posted by Shadowguy64

    I presume the main reason for the 8 skill limit is for the console players with their limited button on the controller.

     

    Unfortunately i think this presumption is spot on.  

    In Final Fantasy XIV I can use up to 32 active skills on the gamepad.

    People who keep saying the skill limit is for consoles probably haven't played a console game since the NES.

    I mean it is possible they are doing it for an easy console port because they are bad game designers and can't do what plenty of other designers have done to make large amounts of abilities useable on a game pads.

    I tend to believe however that Sony has competent people who could do that ,they just want PC owners playing the actual game and not playing the UI or the Who's in  game macro or  gaming input device macro is  best.Sometimes I think those wanting copious amounts of mostly redundant abilities just want to keep their macro gaming device advantage.

     

    So combat will be like diablo or Gauntlet? Just hitting your limited choices over and over with not need for strategy? I'd rather have 20 skill limit and be able to use more than just one tactic. I've never had trouble navigating 20 skills and still be in the action, moving and watching the fight.

  • jbombardjbombard Member UncommonPosts: 599
    Originally posted by matixzun
    I think everyone who knows that they have said that you can still play roles, but they won't be forced into you and your group, but is still bashing the whole thing is hating the whole thing just because. - "Yeah, Well, But I don't think that will work..." Is just refusing to acknowledge SOE is capable of making a good game (as far as what we have been shown and told).

    The thing is, if you don't need a tank and a healer it will always be more efficient to have more DPS because you can kill faster.  So good players would NOT want to have a tank or dps in their groups because it would slow them down.  So you move from one end of the spectrum to the other.

     

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