Jul 18, 2006, 03:31 PM // 15:31
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#61
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Mmmmm...new minipets... *chomp chomp*
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Jul 18, 2006, 03:35 PM // 15:35
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#62
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Quote:
Originally Posted by KurtBatz
Okay, I'll ask it again
If your character can NEVER level, if the level of armour and weapons isn't increasing, if hences are maxed at 20
How are they supposed to increase the difficulty of PVE?
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Before they increase the difficulty of PvE, they would actually have to implement difficulty in PvE. When you can easily hench most everything in the game, I wouldn't call that difficult at all. I understand in order to cater to people that do not play the game often, they would need the storyline stuff to be moderately completable with henchmen, but I'm sure it wouldn't be a problem adding more side-zones that are super difficult unless every team member is 100% reliable. You could make things more difficult by giving monsters a full set of 8 skills, instead of the 3-5 that most all of them have now. You could make their levels ridiculously higher than our own too
Last edited by TheMosesPHD; Jul 18, 2006 at 03:37 PM // 15:37..
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Jul 18, 2006, 03:36 PM // 15:36
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#63
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Wilds Pathfinder
Join Date: Aug 2005
Guild: SMS
Profession: E/Me
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Quote:
Originally Posted by KurtBatz
How are they supposed to increase the difficulty of PVE?
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Well, they can take the easy way out and boost everything's level - well, everything but us. But aside from that, they could improve the AI, balance the mobs better, give monsters more/better/more complimentary skills. Hell, they could reduce the party size if they wanted.
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Jul 18, 2006, 03:37 PM // 15:37
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#64
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by KurtBatz
Okay, I'll ask it again
If your character can NEVER level, if the level of armour and weapons isn't increasing, if hences are maxed at 20
How are they supposed to increase the difficulty of PVE?
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Actual puzzles perhaps?
Less of the "Go from point A to point B, kill something, go to C for your reward"
and more of the
"Solve puzzle A, which is randomly generated, go through gateway B, kill a boss while solving a timed puzzle C, which is also randomly generated"
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Jul 18, 2006, 03:37 PM // 15:37
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#65
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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So how long will it be before we see the dreaded "Accountant" class or the feared "Bailiff" class?
ANet need to start coming up with better hooks than just new character classes, otherwise the class system is going to become bogged down and overly-complicated incredibly quickly.
I can't believe that they would be so stupid as to try and shoehorn 2 new classes into the game with each new chapter.
It's already beginning to look like "Generic Fighter Variation #37".
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Jul 18, 2006, 03:43 PM // 15:43
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#66
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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I agree - the more professions they bring in, the less value each new profession will have. There will be less to buy/farm for them, less elite skills, etc... A lot of skills seem to be covered by the already existing professions, short of some very different professions (verging on wierd/warped/'inventive') any more professions after Nightfall will just seem pointless.
I'm liking Lyra Song's puzzle idea...
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Jul 18, 2006, 03:43 PM // 15:43
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#67
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Ascalonian Squire
Join Date: Dec 2005
Guild: Guild Of Tweakers
Profession: E/Mo
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But if the maxcap inceases it must to increase for each previous chapter too, shouldn't it?
Because otherwise shared places like UW and Tombs can't be possible any longer, can they?
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Jul 18, 2006, 03:44 PM // 15:44
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#68
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Lion's Arch Merchant
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Sorry to piss in your pool of fun but I'd keep a lid on it till we actually see them. Assassins were supposed to be these sneaky, deadly killers but wait a second:
Assassins:
damage GOOD
defense MEDIOCRE
healing OMGGOREDENGINE BAD
...and oh wait we had that gimped tele elite too, cool huh?
Dervishes on the other hand are supposed to be defense/healing melee class which would suggest big damage. Simple pro/con comparision would give the following result: dervish>>assassin. This would however ruin game balance so it may all be just a huge load of bullhype and we're left witha flawed novelty class played by the same people who can't delete their assassins because they invested a good deal of money in 15k luxon armor. Trolling off...
Last edited by Karmaniac; Jul 18, 2006 at 03:47 PM // 15:47..
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Jul 18, 2006, 03:47 PM // 15:47
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#69
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Quote:
Originally Posted by Nexus Icon
So how long will it be before we see the dreaded "Accountant" class or the feared "Bailiff" class?
ANet need to start coming up with better hooks than just new character classes, otherwise the class system is going to become bogged down and overly-complicated incredibly quickly.
I can't believe that they would be so stupid as to try and shoehorn 2 new classes into the game with each new chapter.
It's already beginning to look like "Generic Fighter Variation #37".
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Well here's what I wanna see: exactly what you're stating you're afraid of. I want the game to be so complicated that people will run many many different types of builds in PvP, and frequently at that. I want more of the PvP battles where you have no idea whether or not you're going to win or lose, and you never know what to expect from your enemy so you have to be able to make quick decisions.
The reason I play PvP is to try and chase those sadly few games where the action is so intense and unpredictable that your heart-rate jumps up and you're on the edge of your seat. I don't see those types of matches often enough
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Jul 18, 2006, 03:48 PM // 15:48
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#70
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Krytan Explorer
Join Date: May 2006
Location: Florida, USA
Guild: Imperial Order of the Iguana [IGGY]
Profession: R/
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Quote:
Originally Posted by KurtBatz
Okay, I'll ask it again
If your character can NEVER level, if the level of armour and weapons isn't increasing, if hences are maxed at 20
How are they supposed to increase the difficulty of PVE?
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By being more creative with quests and the complexity of missions.
Difficulty is not only in the ability to kill ever-bigger monsters.
Bumping the cap would unbalance all of the earlier chapters. Think fo a level 30 Dervish showing up in Lion's Arch... it would make the entire PvE campaign a joke.
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Jul 18, 2006, 03:52 PM // 15:52
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#71
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Desert Nomad
Join Date: Nov 2005
Location: Check behind you again.
Profession: N/
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I swear I am gonna buy Nightfall, Even if the content is shit.
Those new professions PWN man!
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Jul 18, 2006, 03:52 PM // 15:52
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#72
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Frost Gate Guardian
Join Date: Jun 2005
Location: The internet, mostly.
Profession: Mo/
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Quote:
These holy warriors are capable of striking at multiple targets simultaneously
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lolsmite
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Jul 18, 2006, 03:53 PM // 15:53
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#73
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Krytan Explorer
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Quote:
Originally Posted by Gamepsot.com
The profession's most powerful ability, however, is to temporarily transform into the physical embodiment of a god.
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OMG NERF! NERF!! NERF!!!
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Jul 18, 2006, 03:54 PM // 15:54
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#74
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Quote:
Originally Posted by Ragu
lolsmite
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Mo/D or D/Mo ultimate 55er anyone?
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Jul 18, 2006, 03:54 PM // 15:54
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#75
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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I honestly thought that their basic original idea for expansions was better than the direction they seem to be moving in.
Wasn't the idea to just add more skills for the core classes, some new PvE content and some new PvP content?
If they concentrated on coming up with new, original skills for existing classes rather than gimmicky new classes, I think we'd be getting better quality.
So how about trying to double the current range of available skills WITHOUT just duplicating current ones, and adding a continent the size of Tyria plus say 10 new arenas, 10 new guild halls and 3-5 different play types?
Now THAT I would fork over cash for almost immediately.
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Jul 18, 2006, 03:58 PM // 15:58
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#76
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Frost Gate Guardian
Join Date: May 2006
Location: Harrismith, South Africa
Guild: [SAGA]
Profession: W/Mo
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i have no more char slots. which sucks
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Jul 18, 2006, 04:04 PM // 16:04
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#79
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Krytan Explorer
Join Date: Jan 2006
Location: California, USA
Guild: The Elite Knights of Tarnia [PwnD]
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Quote:
Originally Posted by lyra_song
Well lets see whats been happening...
World Championship, Skill Balance, and then poof! New class previews. o.o
I think it would be naive to think this is all not linked together >.>
It will probably be just a PvP weekend anyway.
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They did mention that it will be a PvP weekend. Both classes look very promising; guild leaders may just as well build a Paragon just for the feel of "leading" the battle. Dervishes seem to be somewhere between a tanking War and the high attack/low defense Sins. Imagine how they would fare battling in Cantha. And since we're getting early reports of the Dervishes' capabilities, don't you think we're going to see swarms of PvE mobs in Nightfall?
Quote:
Originally Posted by Shadow Dragon
i have no more char slots. which sucks
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I think most of us share your feelings, but then again, didn't most us did that when we were testing out Factions? The ability to buy new slots looks promising, but they should certainly add 2 more slots when Nightfall goes live, sometimes in 2007, I think. As for raising the lvl cap to, say, around 30, probably not. It would just be overkill for someone to get a Prophecies character to 30, go through that campaign, smack the Lich, go through Factions, smack Shiro like a fool, then go through Nightfall.
Do I get a feeling that Jeremy Soule will be working on a score of Arabic, or African-themed BGM's now?
Last edited by LordDeArnise; Jul 18, 2006 at 04:12 PM // 16:12..
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Jul 18, 2006, 04:05 PM // 16:05
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#80
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Jungle Guide
Join Date: Feb 2006
Location: Oregon
Guild: Mo Mo Patty Blinks [MoMo]
Profession: R/
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Quote:
Originally Posted by Nexus Icon
I honestly thought that their basic original idea for expansions was better than the direction they seem to be moving in.
Wasn't the idea to just add more skills for the core classes, some new PvE content and some new PvP content?
If they concentrated on coming up with new, original skills for existing classes rather than gimmicky new classes, I think we'd be getting better quality.
So how about trying to double the current range of available skills WITHOUT just duplicating current ones, and adding a continent the size of Tyria plus say 10 new arenas, 10 new guild halls and 3-5 different play types?
Now THAT I would fork over cash for almost immediately.
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I think their orginal idea is exactly what they are doing. I never saw a statement saying they were just going to upgrade old professions in future expansions. The "idea" for each expansion is to try and incorporate new and different types of challenges/experiences. That doesn't neccesarily mean they need new professions, and there's no statement saying each new chapter will have 2 new profs, but if they want to incorporate new ideas with new professions, then that's following their original plan.
Though it's a bit slow, they have indeed been adding new original skills to the core classes. The "gimmick" classes is their way of marketing. If you don't like the appeal of one new chapter, perhaps the bonus chartypes of another will appeal to a potential customer.
Anyway some people, prolly a good ammount really, would get bored with just new variations to a core attribute. I mean in the end it's still just Air Magic, or still just Axe Mastery. "New" usually has more appeal to the general populus than simply "upgraded".
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