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Solo or group? How will we tell mob difficulty?

KarbleKarble Member UncommonPosts: 750

Will there be specific class types that are only good at solo or grouping, but not both?

So lets so I wanted to play a pure rogue. Some games make rogue sneaky and back-stabby. Others make them a high dps low armer tank. What will be done with Rogue to make it viable for both solo or group content?

 

Groups usually rely on a synergy between classes to form a more powerful and efficient unit. Some classes may be healing and adding crowd control. Others may be adding reactives and dpsing, Others still may be absorbing buckets of damage.

These are all fun and viable. Just curious to see what is done in EQ Next to make different play-styles attainable.

Would like to see the return of AOE specialist groups, well balanced groups, pet oriented groups, and other fun forms of play that made EQ so much fun.  And of course the soloing is very important as well. Need to have that option in case friends or others aren't around or some way to offset this with hirelings perhaps.

Also, how are we going to be able to tell mob difficulty in this new game? Will it be a simple con system or target color or will it have UP arrows noting differences between single person, more than one person, group, raid?

PS...bring back quad kiting, feign death....etc  :)

Comments

  • AvanahAvanah Member RarePosts: 1,615

    To answer the title:

    I think Mob difficulty should be trial and error.

    If you run into something and it kills you easy, make a note. Come back later and try again.

    Learn the mobs as you go instead of having their status already spoon fed to you. Much more immersive I would think.:)

    You will have no levels, so monsters/critters should not either.

    "Hmm, I wonder if I can kill that Troll that killed me 3 days ago? Going to find it and see as I did get stronger."  :)

     

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  • AwDiddumsAwDiddums Member UncommonPosts: 416

    I don't want to see AoE grps again, if I remember correctly suchs grps brought about their own nerfs once devs realised the impact they had in some zones, yes it was exp intensive but also a rather selfish way to obliterate a zones population.

     

    As for mob difficulty, I'm in the grp that says trial and error aswell, it's too easy just to click on a mob and know more or less that your going to kill them, I want to have that unknown element brought back when I'm squaring off against a mob, far more realism if your not totally sure you can take down that Goblin wizard, you took down the Goblin scout, but this guy shoots fireballs from his hands.

     

     

  • SovrathSovrath Member LegendaryPosts: 32,002
    Originally posted by AwDiddums

     

     

    As for mob difficulty, I'm in the grp that says trial and error aswell, it's too easy just to click on a mob and know more or less that your going to kill them, I want to have that unknown element brought back when I'm squaring off against a mob, far more realism if your not totally sure you can take down that Goblin wizard, you took down the Goblin scout, but this guy shoots fireballs from his hands.

     

     

    I'm in the trial and error camp as well.

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  • TheLizardbonesTheLizardbones Member CommonPosts: 10,910


    Originally posted by Ivylena
    To answer the title:I think Mob difficulty should be trial and error.If you run into something and it kills you easy, make a note. Come back later and try again.Learn the mobs as you go instead of having their status already spoon fed to you. Much more immersive I would think.:)You will have no levels, so monsters/critters should not either."Hmm, I wonder if I can kill that Troll that killed me 3 days ago? Going to find it and see as I did get stronger."  :) 

    Yeah, that's probably not going to happen. Pretty soon after the game released someone would post a relative power table, showing players which monsters they could or could not kill within their power level, and then people would get tired of looking stuff on the internet and then they'd probably go play ESO.

    I can not remember winning or losing a single debate on the internet.

  • TribeofOneTribeofOne Member UncommonPosts: 1,006
    the game is going to be so instanced and "layered" that the question is meaningless.  some of you still seem to be under the misconception that EQ:N is going to  "old school" in any way
  • AIMonsterAIMonster Member UncommonPosts: 2,059
    EQ was pretty much trial and error.  Sure you could con things, but it was hardly ever a good indication of how difficult something was.
  • CeallachCeallach Member Posts: 7
    Originally posted by Ivylena

    To answer the title:

    I think Mob difficulty should be trial and error.

    If you run into something and it kills you easy, make a note. Come back later and try again.

    Learn the mobs as you go instead of having their status already spoon fed to you. Much more immersive I would think.:)

    You will have no levels, so monsters/critters should not either.

    "Hmm, I wonder if I can kill that Troll that killed me 3 days ago? Going to find it and see as I did get stronger."  :)

     

    I enjoy that factor in a lot of games, and i am tired of seeing monsters stats being spoon fed; i dont mind the originally eq con system; What would you like your tombstone to say? etc. but I completely agree; Id like to see a feature list for EQ next though, there are no levels ?

    image
  • KarbleKarble Member UncommonPosts: 750
    Originally posted by Ceallach
    Originally posted by Ivylena

    To answer the title:

    I think Mob difficulty should be trial and error.

    If you run into something and it kills you easy, make a note. Come back later and try again.

    Learn the mobs as you go instead of having their status already spoon fed to you. Much more immersive I would think.:)

    You will have no levels, so monsters/critters should not either.

    "Hmm, I wonder if I can kill that Troll that killed me 3 days ago? Going to find it and see as I did get stronger."  :)

     

    I enjoy that factor in a lot of games, and i am tired of seeing monsters stats being spoon fed; i dont mind the originally eq con system; What would you like your tombstone to say? etc. but I completely agree; Id like to see a feature list for EQ next though, there are no levels ?

    I would be perfectly ok with the con system and mob color as well. It's interesting to stumble onto a mob that is named and looks a bit different, but is much more challenging. Learning these things was part of the fun for me in the original EQ.

     

    There are a sort of level they are just not calling a level. They are tiers, I believe tier 1 through 5. This tier system will impact everything from gear to crafting to gathering to exploration to class abilities.

    Basically you start at tier 1 and would get wiped by tier 4 mobs. I am imagining that at tier 2 of class you won't be able to equip tier 5 axe either...but this part hasn't been fully talked about that I have noticed.
     

  • KarbleKarble Member UncommonPosts: 750

    Another thing I was thinking of...

    Instead of hitpoints there could just be a red bar. The way to tell the extent of damage would be how much bar is left, but also visual damage.

    This visual damage could be scrapes, then cuts, then loss of parts etc.

    An example would be:  When fighting an epic named turtle named "Lodizal". As he receives damage his shell starts to crack. Eventually his shell falls away and phase two of the battle starts until he is torn up and finally slumps over.

  • CalmOceansCalmOceans Member UncommonPosts: 2,437
    Originally posted by AIMonster
    EQ was pretty much trial and error.  Sure you could con things, but it was hardly ever a good indication of how difficult something was.

    EQ had zones though, it wasn't very hard to judge a zone. You killed one mob and you pretty much knew if you would do well in that zone or not. There were very few surprised in EQ, you knew what you were up against in most zones.

    Exceptions were GoD zones, you have no idea what you were up against in those zones.

  • CalmOceansCalmOceans Member UncommonPosts: 2,437
    Originally posted by Karble

    Another thing I was thinking of...

    Instead of hitpoints there could just be a red bar. The way to tell the extent of damage would be how much bar is left, but also visual damage.

    Vindictus does this, I think it doesn't show HP at all on some raid mobs, not even a bar.

  • VincerKadenVincerKaden Member UncommonPosts: 457

    Put me down for "trial and error" also. SOE did it before with the original SWG release. Creatures weren't grouped by "level". You had to learn what you were capable of taking on, and make sure you had the right type of gear. Even within the same mob, you had to be smart: Don't shoot a female ronto if a bull ronto was nearby. Know your eopie: the desert variety was much more dangerous then the standard type. Etc. Etc.

    It was far more engaging of a world to have to bring your own learned experiences back into it. It helped you interact with others as you helped teach them the ropes. The game was less about numbers and more about adventure.

    I hope SOE does the same with EQN. Mix it up and keep us guessing.

    In regards to "classes", I hope that there's enough customization across every possible skill set that lets people make up what they want: solo/group, tank/DPS, etc.

    image

  • AmbrosiaAmorAmbrosiaAmor Member Posts: 915
    Originally posted by AIMonster
    EQ was pretty much trial and error.  Sure you could con things, but it was hardly ever a good indication of how difficult something was.

     

    Or FFXI for that matter. Hey that bunny cons easy prey with low def and low eva. I'm going to kick its ass!

     

    10 seconds later...

     

    OMFG run away! The cute adorable bunny is kicking my ass! I hope the zone line is close!

    image

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