Archived from groups: alt.games.everquest (More info?)
Can anyone give me the url ? I have been looking through the posts trying to find anythin specific but i must be missing
it, either that or the guy in the crafting channel was pulling my leg.
Archived from groups: alt.games.everquest (More info?)
On Mon, 20 Jun 2005 20:24:26 GMT, Shadow <na@na.na> wrote:
>Can anyone give me the url ? I have been looking through the posts trying to find anythin specific but i must be missing
>it, either that or the guy in the crafting channel was pulling my leg.
General rule of thumb: If someone says there are changes on test and
you can't find any official test server patch notes to back it
up....someone's bullshitting you.
Archived from groups: alt.games.everquest (More info?)
On Mon, 20 Jun 2005 20:24:26 GMT, Shadow <na@na.na> wrote:
>Can anyone give me the url ? I have been looking through the posts trying to find anythin specific but i must be missing
>it, either that or the guy in the crafting channel was pulling my leg.
A couple of months ago they moved some of the combat changes to test
but they were backed out. None of the combat changes are on the test
server at this time.
--
Wulfbones Gnome Templar Qeynos Test
Wulfrunner Gnome Ranger Qeynos Test
WUlfkiller Gnome Berserker Qeynos Test
Wulffy Gnome Conjuror Qeynos Test
Archived from groups: alt.games.everquest (More info?)
Wulfbones wrote:
> On Mon, 20 Jun 2005 20:24:26 GMT, Shadow <na@na.na> wrote:
>
>>Can anyone give me the url ? I have been looking through the posts trying to find anythin specific but i must be missing
>>it, either that or the guy in the crafting channel was pulling my leg.
>
>
> A couple of months ago they moved some of the combat changes to test
> but they were backed out. None of the combat changes are on the test
> server at this time.
>
This is good, as I read they were making yellows much tougher, but when i do the solo splitpaw instance, it just seems
to be hordes of grouped yellow mobs.
Archived from groups: alt.games.everquest (More info?)
Shadow wrote:
> Can anyone give me the url ? I have been looking through the posts trying to find anythin specific but i must be missing
> it, either that or the guy in the crafting channel was pulling my leg.
The first three stages of the combat update were on Test a couple
months ago. The effect was that combat got _A LOT_ harder. They had
to pull the changes down until they got finished revamping the player's
spells/combat arts to balance out the changes.
Archived from groups: alt.games.everquest (More info?)
>> Can anyone give me the url ? I have been looking through the
>> posts trying to find anythin specific but i must be missing
>> it, either that or the guy in the crafting channel was pulling my leg.
>The first three stages of the combat update were on Test a couple
>months ago. The effect was that combat got _A LOT_ harder. They had
>to pull the changes down until they got finished revamping the player's
>spells/combat arts to balance out the changes.
What's the point? You get hit harder but you hit harder back? If
everything just scales up then its no net gain.
Archived from groups: alt.games.everquest (More info?)
>>The first three stages of the combat update were on Test a couple
>>months ago. The effect was that combat got _A LOT_ harder. They had
>>to pull the changes down until they got finished revamping the player's
>>spells/combat arts to balance out the changes.
BombayMix <bombaymix@altavista.co.uk> wrote:
>What's the point? You get hit harder but you hit harder back? If
>everything just scales up then its no net gain.
The point is that not everything scales at the same rate. I don't think hit
points changed, so scaling up damage overall is going to make for shorter
fights. And since they've changed how stats affect things, it's going to
scale differently for different classes and different individuals, changing
the balance of the game.
Unfortunately, Sony doesn't believe in sharing the overall design goals, or
what problems they think they're addressing with any given change, so
it's impossible to guess what they're actually trying to do. And they don't
(historically, at least) understand how the actual complex system of the game
actually works for a lot of players, so it's impossible for them to guess
either.
(Despite this, they somehow manage to make games that have a lot of fun
available in them.)
--
Mark Rafn dagon@dagon.net <http://www.dagon.net/>
Archived from groups: alt.games.everquest (More info?)
dagon@dagon.net (Mark Rafn) wrote in
news:6rslo2-60d.ln1@hydra.dagon.net:
>>>The first three stages of the combat update were on Test a couple
>>>months ago. The effect was that combat got _A LOT_ harder. They had
>>>to pull the changes down until they got finished revamping the
>>>player's spells/combat arts to balance out the changes.
>
> BombayMix <bombaymix@altavista.co.uk> wrote:
>>What's the point? You get hit harder but you hit harder back? If
>>everything just scales up then its no net gain.
>
> The point is that not everything scales at the same rate. I don't
> think hit points changed, so scaling up damage overall is going to
> make for shorter fights. And since they've changed how stats affect
> things, it's going to scale differently for different classes and
> different individuals, changing the balance of the game.
>
> Unfortunately, Sony doesn't believe in sharing the overall design
> goals, or what problems they think they're addressing with any given
> change, so it's impossible to guess what they're actually trying to
> do. And they don't (historically, at least) understand how the actual
> complex system of the game actually works for a lot of players, so
> it's impossible for them to guess either.
>
> (Despite this, they somehow manage to make games that have a lot of
> fun available in them.)
>
Which is probably the most amazing thing of all.
I suspect that they probably do have a better understanding of these
things in EQ2 than in EQ1, but, I could be completely mistaken.
--
On Erollisi Marr in <Sanctuary of Marr>
Ancient Graeme Faelban, Barbarian Soothsayer of 70 seasons
On Steamfont in <Insanity Plea>
Graeme, 34 Dwarven Mystic, 24 Sage, Treasure Hunter
Aviv, 15 Gnome Brawler, 30 Provisioner
Archived from groups: alt.games.everquest (More info?)
"Mark Rafn" wrote
> Unfortunately, Sony doesn't believe in sharing the overall design goals,
> or
> what problems they think they're addressing with any given change, so
> it's impossible to guess what they're actually trying to do.
They've actually been fairly open about these changes. The short
version is:
A) Non-primary stats don't have much effect. That's not the way
it was planned. We're changing damage tables to reflect this.
(IOW, *if* you concentrated solely on your primary stat, prepare
for a nasty surprise when the damage tables go live.)
B) You need to upgrade your spells/abilities to get maximum benefit
from them. As it is they scale *much* better than we expected, so
we're going to change the spell/ability system so they don't scale as
well.
(IOW, you're going to lose a lot of power on *older* spells we
didn't expect you to keep using. And you're going to be forced
to either upgrade ALL your spells to AdeptIII or make choices
which actually matter on the ones you do.)
> And they don't (historically, at least) understand how the actual complex
> system of the game actually works for a lot of players, so it's impossible
> for them to guess either.
Players adapt much better than anyone can predict. I think a lot of
the "they don't understand how the game works" symptoms are due
to "they don't understand how *well* players manipulate the system"
instead.
I'm a bit peeved they're making changes this major this long after
the game went live but a lot of it is understandable IMO. It's
almost impossible to predict how players are going to manipulate
the system. Most healers still use T2 heals, for example, at level
50 in addition to their T5 heals. I doubt that was expected.
Archived from groups: alt.games.everquest (More info?)
BombayMix wrote:
> >> Can anyone give me the url ? I have been looking through the
> >> posts trying to find anythin specific but i must be missing
> >> it, either that or the guy in the crafting channel was pulling my leg.
>
> >The first three stages of the combat update were on Test a couple
> >months ago. The effect was that combat got _A LOT_ harder. They had
> >to pull the changes down until they got finished revamping the player's
> >spells/combat arts to balance out the changes.
>
> What's the point? You get hit harder but you hit harder back? If
> everything just scales up then its no net gain.
They hit harder because the INT and STR bonuses went into combat for
the mobs only. As a result, the mobs got harder (both melee and caster
wise), but the players didn't scale with them, because their side
wasn't done yet. To add on to that, the AGL and WIS portions weren't
completed yet, so the mobs got a ton tougher without the resists to
counter it.
It isn't that they hit harder and you hit harder. It is that stats and
the 'quality' (if I can use that word in this case) of spells are
actually going to make a difference now. By quality, I mean there will
be a visible progression and a desire to upgrade your spells. No more
of this Master spell adds +1AGL over an Adept 1 version. There will be
no more power increase while effectiveness decreases. There will be a
reason for mages (all mages) to worry about their INT instead of just
for a power pool. Everybody is going to worry about their WIS instead
of just healers (suddenly, that +21wis Combine Ceremonial Coif is
starting to look pretty damn good).
It is most definately not a zero-net gain change. The end effect is
that stats are going to be meaningful (whether I agree with them or
not), group mobs will actually NEED a group, encounters will be more
challenging, and that yellow con isn't going to keel over as easy as a
blue mob.
Archived from groups: alt.games.everquest (More info?)
scritchy wrote:
>
<snip>
> It is most definately not a zero-net gain change. The end effect is
> that stats are going to be meaningful (whether I agree with them or
> not), group mobs will actually NEED a group, encounters will be more
> challenging, and that yellow con isn't going to keel over as easy as a
> blue mob.
>
Then they'll have to rewrite the soloing instance code because it seems to routinely generate groups of yellow mobs
which i, even with fairly decent gear/spells etc, have trouble with, and in splitpaw, if things go bad, you can't
exactly run for it.
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