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View Full Version : 6 months into game is to late to make core changes


Dracko
04-15-2005, 12:25 PM
<DIV>This is the number one reason why people left EQ1 now you already starting it again. 6 months is to late to start makeing mass core changes to the game!! The time was in beta not now not 6 months and 1 exp pac later. Its not broken. </DIV> <DIV>Just another case of SOE killling the pathent instead of cureing the illness. This change is to drastic.</DIV> <DIV> </DIV> <DIV>I'm a wizard and heres my concerns on this...</DIV> <DIV> Why take parry away from wizards if all very light gear is high in agi? Wasnt that  the point ? cause we like cant take hits so make us dodge alttle better?</DIV> <DIV> </DIV> <DIV>If you beak are roots you realize you killed us as a class that could solo right? Right now with alittle luck and alot of skill I can solo mabe half the crap a mele char of the same level can. Break are root and that goes to 0% able to solo anything. Please do not break are roots and the way they work right now. They are not unballanced and work fine.</DIV> <DIV>DONT CHANGE THE CORE OF THE GAME 6 MONTHS DOWN THE ROAD BECAUSE YOU CANT TEST THING PROPERLY AND DIDNT HAVE A CLUE!!!</DIV> <DIV>thank you</DIV>

Barneba
04-15-2005, 01:12 PM
<P>As time passes more and more "core" features are being put to a test in such of a degree, that even beta couldnt have found them due to the fact that the live servers holds many time the number of players than the beta did.</P> <P>And what seems to be working fine for you might not seem that way to the larger part of the player base - and even though we are not as vocal as many others on these boards, dosnt mean that things are the way they should be.</P> <P>Also keep in mind that with MMORPGs the games evolve all the time dynamically with more content, quests, spells, features etc. etc. And many of these new features might not have been known back in beta or pre-planning phases - and these features might not fit into the game without ajusting some "core" features unless people want things to get unbalanced.</P> <P>SOE is trying to move the game ahead all the time and making changes to make it a better game overall - and while some changes might seem hard to understand for some people right here and right now - maybe further down the road you will see the red thread (some of us see it already).</P> <P>Think about it - why would SOE make changes just to try and "ruin" their game? It makes no sense - so why not test these changes and give them time to make the ajustments they and the testers see fit to make it all work out for a better game. And remember they already mentioned several times these changes will not go live yet because they know they still have other class balancing issues to fit into the pictures before the whole puzzle can be solved.</P>

Imri
04-15-2005, 04:33 PM
<DIV>The problem is you can't expect to get one part of the game balanced when other parts are not. Core changes like this need to encompass all aspects of the game, and not just the one aspect. After all take the propsed priest changes. If all the combat changes are tweaked against what SOE has to work against now, and then they go and do a bunch of stuff to the priests, it will probably lead to more imbalancing. I think that somethng liek this could lead to breaking the fun part of the game. Right now the game is fun and very challenging. There are better ways to fix the end game part of combat I am guessing, but I am not a member of the dev team.</DIV>

LobaLobaLo
04-15-2005, 04:38 PM
<BR> <BLOCKQUOTE> <HR> Drackoss wrote:<BR> <DIV>This is the number one reason why people left EQ1 now you already starting it again. 6 months is to late to start makeing mass core changes to the game!! The time was in beta not now not 6 months and 1 exp pac later. Its not broken. </DIV> <DIV>Just another case of SOE killling the pathent instead of cureing the illness. This change is to drastic.</DIV> <DIV> </DIV> <DIV>I'm a wizard and heres my concerns on this...</DIV> <DIV> Why take parry away from wizards if all very light gear is high in agi? Wasnt that  the point ? cause we like cant take hits so make us dodge alttle better?</DIV> <DIV> </DIV> <DIV>If you beak are roots you realize you killed us as a class that could solo right? Right now with alittle luck and alot of skill I can solo mabe half the crap a mele char of the same level can. Break are root and that goes to 0% able to solo anything. Please do not break are roots and the way they work right now. They are not unballanced and work fine.</DIV> <DIV>DONT CHANGE THE CORE OF THE GAME 6 MONTHS DOWN THE ROAD BECAUSE YOU CANT TEST THING PROPERLY AND DIDNT HAVE A CLUE!!!</DIV> <DIV>thank you</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I hear ya, Drack.</P> <P>These changes prove that the guys who control the game don't have a firm combat system in mind and probably don't have a good background in RPGs -- combat systems really aren't that hard to develop, they've been around for decades in tabletop and computer form.  It's just a matter of picking one and sticking with it.</P>

Dracko
04-15-2005, 10:47 PM
<DIV>My concern is from that level 50 wizard on test thats now reporting that his ring of cold lands mabe 20% of the time and his fetter lands mabe 30% of the time!! If this goes live like it is now we are doomed!!</DIV> <DIV>My roots are the only thing that keep me alive and as it is now its not a "for sure" thing. I still do get resits even from greys but only like 10% to 15% of the time. This is ballanced right now.</DIV> <DIV> </DIV> <DIV>Yes from the patch notes it dose shound like they imroved it but real live play says otherwise. Seems there is alittle timer on it now so you can see when its going to break etc...Thats all well and good but if it never lands then whats the point? Why mess with something that isnt broken? You want to add a timer on are roots fine, but please dont make it so it never lands on a mob.</DIV> <DIV> </DIV> <DIV>The way I see it a gray or green mob should never or a(1%) chance to ever resit any of my spells. Even con mabe a 10 to 15% chance and red mabe a 20% chance to resit my spells. When doing these changes please remeber that wizards use root to solo and we are not out soloing only greys and greens. We Are not soloing anything a mele class char cant solo. In fact they solo much better then we do. If you want to change something let us dodge alittle better if anything for the simple fact we cant take hits and wear a bath robe. Takeing are parry away is a bad thing without putting in some way for us to avoid hits be it roots that work or some new dodge skill....</DIV> <DIV>Take away are way to solo even con or up and you killed the class!! This is my concern. The way it is now seems ballanced and good to me and every other wizard in my guild that solos. Its not easy, its not fool-proff, its not a cake walk. Its  DOABLE and fun with some practice. Here I'll sum it up....</DIV> <DIV> </DIV> <DIV>Add timer to root = good</DIV> <DIV>Take parry away = bad</DIV> <DIV>Change resist to roots so they never land = bad</DIV><p>Message Edited by Drackoss on <span class=date_text>04-15-2005</span> <span class=time_text>11:54 AM</span>