montgomery, AL
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Project Gorgon
  • Ashes of Malmouth Expansion Launches - Grim Dawn -

    Bought it the other day and got to play it tonight. So far I am really liking inquisitor/demolitionist. :)
  • Old school design flaws... are they real problems !

    Kyleran said:
    Loke666 said:
    Loke666 said:
    The mobs are generally as stupid today as they have ever been, in more then a few games stupider then ever.
    Not exactly true. There was a time (UO, AC1, EQ1) when mobs would only run to you in a straight line, and therefore also could be exploited with the terrain easily. Pathing has improved BIG TIME since then.
    Pathing is better yes, but the mobs are more predictable and you have less you need to focus on now then in EQ. Let's call it a draw.
    Well, instead of running straight to you, mobs nowadays (at least in WoW, GW2, BDO, ESO and LOTRO) will flee to get help, and you can quickly end with a lot more on you that you can deal with in difficult areas. And I'm talking right now, in those games, today.
    Happened to me in a public dungeon in ESO no later than today. One caster felt a bit too vulnerable under my arrow barrage, and he ran away around the corner and came back with 5 more of his friends.
    Sorry, I can't call it a draw compared to the utterly dumb mobs that ran only in a straight line to you in UO, AC1 and EQ1. Granted, they aren't genius level intelligences today, but it's still much, much better than it ever was.
    I never played the three titles you mentioned,  but in 2002 DAOC had mobs which did exactly as you describe, along with bringing friends (BAF) based on party size.

    It also had roaming mobs and aggro through walls and floors which could cause some unfortunate and inexplicable  wipes. 

    Often players would attribute the unpredictability to bugs,  perhaps so but the result was (and still is on the free shard) far more challenge and losses than is seen in most games today.

    In your archery example above, did the 5 adds wipe you? In DAOC they definitely would have especially as an archer,  only Necros , BoneDancers and Chanters really had any chance in that circumstance, everyone either fled to zone or entrance or until aggro dropped. 
    Indeed, FFXI also had a cool aggro system where mobs would aggro based on many different things. Of course some did with sight and sound so as long as you snuck behind them or had a spell that silenced your movement things were fine. However there were others like smell, magic aggro, and blood aggro. You can guess the magic one however blood aggro (most undead had this) happened when your life was 25% or lower I believe and the undead would have a large aggro range for this. It made things interesting when you were running from mobs and night time hits and all these undead appear that were always at least 10 lvls higher than the normal mobs in the zone. :p  
  • Live in Australia? Domino's Pizza Delivers Themed Delights - Final Fantasy XIV -

    DMKano said:
    I know I am a minority - but just seeing those pizza slices - yuck, so gross.

    Yeah I hate pizza
    You don't like pizza!! That is like not liking ice cream or mashed potato's. That's ok I make lamb. :)  
  • Latest Patch Notes, PAX West Plans & 10M Players - Final Fantasy XIV -

    lahnmir said:
    Tiamat64 said:
    lahnmir said:

    FFXI active player numbers were easy to get, you just took the number of subscriptions. FF14 is F2P till lvl 35 so publishing 'just' the subscription numbers would result in a much lower number, a wrong number.

    If that 10 million cumulative players includes F2P players, that makes it a lot less impressive :open_mouth:
    It would indeed. I have no clue if these were included tbh. 

    SE has already said multiple times that it does not include the trial numbers. The game is doing well much to the dismay of the haters. :p
  • "The Pantheon Difference" (from the official Pantheon website)

    Distopia said:
    Just wanted to respectfully disagree about alt friendly meaning fast and easy lvling to end game. To me this just means you can easily make multiple characters with little to no restrictions and play through as you wish. Also a solo friendly game doesn't make it not old school as EQ wasn't the only old school design for MMO's.
    I have to disagree with that as there's no real point in making alts if it's a long/hard process to level just one toon, not in a progression based design anyway.. As you'd never truly get anywhere on any of them if you keep starting over. Unless we're talking over years and years of playing (which isn't alt friendly by any means as most won't play that long to begin with). Most alt friendly designs simply mean it isn't a long tedious slog to get through the leveling process with lots of vertical progression, nothing else really makes logical sense. GW1 is an alt friendly design, ESO as released was not ( if you planned on maxing out the end level points grind). 

    Pantheon and games of this sort are all about Progression, content will be gated behind progression be it level based or gear based. What's the point in having a bunch of toons that can't do anything because you're spending a bunch of time moving from toon to toon? Alt friendly implies the normal everyday player can get somewhere with multiple toons, not just those who play 22 hours a day.

    I see what you mean and will concede that point as you have laid it out very well there. When I think about the Progeny system will make it even less alt. friendly.