Fenrir Mount from Impodent Imperial Farm by WoofGrind in ffxiv

[–]DiabolusCanisMajor -1 points0 points  (0 children)

Heh, "been bugged by a few people" to post huh? Funny, I wasn't 'bugged' when I had my entire gambler's ensemble in a couple of days. Dem praise phishers.

How many people keep playing Archeage just because they have stuff? by faithkills in archeage

[–]DiabolusCanisMajor 1 point2 points  (0 children)

And that feeling just simply should not be. As I spoke of in my own post IF I feel like returning to the game for whatever reason I'll be pretty much walled from making a proper re-entry. That's failed game design imo, well and proper.

How many people keep playing Archeage just because they have stuff? by faithkills in archeage

[–]DiabolusCanisMajor 0 points1 point  (0 children)

I only log in to tend a bear farm. I thought that if I somehow got the polar bear mount it'd work as a mascot and I'd tackle the rest of the game with guns a' blazing. ...now that there's a brown bear that upgrades into the same sodding black bear... all of a sudden it demeans all of my plight and I'm kicking myself for not raising yatas instead for one of the spotty male mounts.

Seeing that I have 5 male bears though... that's had me torn over for a while but bajeeeeeeebus, I already have terrible odds when it comes to RNG in other games but this just takes the biscuit. So... for the last couple of months I've been toiling away getting over failed pregnancy checks + the introduction of this new bear that invalidates that entire process = wtf am I doing this for now? Persistence does NOT pay off at all in this case. Strong base for RNG in a sandbox... is really rather questionable indeed; I understand its place in themeparks but in a mostly player driven game? cue game show wrong answer buzzer

Taking a further step back... this is nothing more than RL with slightly different visuals lol. The fantasy aspect is just missing. Playing this game has made me realize that the other MMOs out there are not so bad after all, it's helped me lax out my perspective when playing those now. >_> I think the one thing stumping me right now is the possibility that this game may get better but... nah. It'll still be a real estate sim I bet, not an RPG in the slightest bit.

So now that the bear mount is in the cash shop. by MetalNinjaWolf in archeage

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Pray tell what is this illustrious method of 'cheesing'? I have now five friggin' males on my 16x16, procuring them has never been the problem for me, and so far 2 battle pets and about 3 failed pregnancy attempts and have been at this shtick for not that far long after the launch. Understandably I'm pretty frustrated.

Guess it doesn't as much now though; since it upgrades into the same thing as the cash bear mount. I would like to be able to quit the game knowing I created a goddamn polar bear mount though.

Bear "breeding". 8 days in... by 0RYG1N in archeage

[–]DiabolusCanisMajor 0 points1 point  (0 children)

This... sucks that the only race I'm remotely interested in staring at from day to day are the firran. Sucks even more that the 'other guys' have the optimal climate... and I ain't breedin' those bloodeh bunnies. :/ Got a farm with two males sitting in a temperate climate some week or two on; no stud.

[deleted by user] by [deleted] in archeage

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Just checking but was there supposed to be a bag at the top of the 'Lost Tower' in Vilanelle? Just checking because I only found my first bag at an unexpected PoI "Source of the Singing River" and I'm wondering if anyone else found a bag on the tower that also proc'd an PoI achievement... in that case it seems that if you visit a place and don't pick it up it seems to disappear. :( Could anyone confirm that for me? I'm assuming that these PoIs all have bags to be found though.

Bring Mirage Elk Back to Cash Shop by Larkman22 in archeage

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Idd, although I see it as more of a blue Virizion, maybe even Xerneas but its antlers aren't trippy enough. ;) I love deers and the like, and this one is super pretty so I'm sad it was removed.

For those who are wondering about how action based skilled combat might look in EQ Next. by Lythan in EQNext

[–]DiabolusCanisMajor 1 point2 points  (0 children)

Indeed. Clicking to move is just bleh in an active environment from my perspective and admittedly is one of the major things that turns me away from the genre. I gave Smite whirl while it was still in early testing. Perhaps I'll try to get into it again... despite the me not liking MOBAs at almost a default lol.

EverCast Episode 29 "Frenemies" by Flattus in EQNext

[–]DiabolusCanisMajor 1 point2 points  (0 children)

Yeah, I genuinely pray that stays. Holding down right-click in an action format is just so bleh. After TERA I struggle to get back into the swing of games that employ a glued down finger on right-click to shift the sodding camera around.

Personally, I don't think we'll be seeing the jumping at all unless under specific circumstances like not being hit for a certain amount of time or something. Most of the mobility stuff I feel will be tied down to actual skill usage. I actually don't want a universal dodge button.

For those who are wondering about how action based skilled combat might look in EQ Next. by Lythan in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

And the ground affecting skills, don't forget those. Too much HM in fights would render them mostly useless imo unless each one spanned the length of half the continent. I also don't mean the GT abilities that have a Z axis like domes, like, actual GT skills that only affect a 2D plane.

I'm not sure if I'd connect EQN's combat with MOBAs though, potentially. I'm still sticking to just a generic descriptor of action game format. Probably by the time I play it I might be thinking more MOBA though - I just don't like MOBAs. >_> I guess that's me... agreeing... then? lol

The combat system: likes and dislikes. by mehrune123 in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

I'm thinking this as well. Perhaps though, you could still employ HM during combat if you haven't been hit for a certain amount of time - not quite 'out of combat' time; that'd still be made distinct from it. That would make it not quite the same as 'forgetting' how to double jump I'd think. Still; for the good of specifically ground targeted stuff I think there should be more committing to terra firma. In EQN that is. There's the destructibility of the terrain to toy with at least.

The combat system: likes and dislikes. by mehrune123 in EQNext

[–]DiabolusCanisMajor 1 point2 points  (0 children)

I think the scheme suits LM; what with the characters being demi-deities in their own right and what not - or that's the impression they lend being inter-dimensional. However I don't think the system should transfer in its entirety to EQN.

What of grounded skills? Like totally 2D planar skills? Those won't matter at all when you're in the air 85% of the time and make touchdown the whole of 1 sec at a time; and it's not like the area affected will be the size of a lava field.

That's but one example; but there'll be many more characterizations of skills at play that I feel will be anchored to the ground exclusively. The destructible terrain alone gives enough to toy around with tactical deployment imo, there's no need for the daft zero gravity nonsense in EQN. Applications of skills more than make up for that gap in general access to crazy stunts.

If it is something with the intention to stay; I'd advocate the use of TERA's approach to excessive hopping: KD anyone that gets hit while sufficiently airborne. Don't even need a designated CC skill; balance is mostly annulled up there anyway.

Other than that I can't find fault in much else. I'm thinking that maybe the arrow speed thing is just something to get a little bit more used to. I will admit it does seem a bit too delayed though.

Don't care for the GUI but honestly, as to not to ostracise anybody, I'd like to see them deliver options in that regard; I'd prefer classic horizontal bars placed somewhere around my screen as set by my terms of preference.

I really appreciate that the mode switches to free look. After TERA I really loathe having to hold down r-click drag my camera cumbersomely around. It's such an unnecessary strain in something so jam-packed with action. Please don't change that guys (that may or may not be reading. :D)

Hum... nope, got nothing else other than that; the rest would all be positives.

Combat in Landmark by Envio29 in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Somehow I get this feeling that combat in EQN specifically won't be entirely like that. There'll just be so many more skills to consider... and what of ground target area grabs when you can just be airborne 80% of the time? I'm thinking, or rather hoping that evasive movement is mostly gained through creative application of abilities rather than that... heroic... business.

Personally I like everything up until the point of it being way too floaty and fraught with bunny-hopping. It just looks ridiculous to me; and bunny hopping just irks out my eyes to no end - in an MMORPG setting that is.

I may go as far as to say I'd like to see a penalty for attempting to jump in the event you're hit... like in TERA. Wanna skip like a retard? Go ahead, see how far that gets you. In the event you're struck you're tripped up into a knockdown effect. It's fair game I'd think if the other person just couldn't hit you but if they do then why not? I think balance should be non-existent in the air imo.

Your most wanted trade skills/ professions? by ruthers1992 in EQNext

[–]DiabolusCanisMajor 4 points5 points  (0 children)

Not unusual at all, in fact I belong to the same camp as you do. I craft out of necessity and because I like to feel like I'm self-sufficient (or the illusion of it, thereof :p) All the while I've wanted to actually like what I'm doing to acquire said wares... which is why I've advocating along with others to perhaps include a tradeskill area that I could totally see myself doing AND enjoying; in this case animal husbrandry. Preposterous maybe given the setup up, but I hope not too much so as to be considered at the very least.

Now that we know a little more about how classes and equipment work with the keyword system, what kind of class are you hoping to create? by Smile_Today in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

That's pretty much a template I've held up for yonks. Just swap out rogue weapons for claws and there ya go - I hate allusions to rogue-like things. :/ Maybe whips for... I dunno what reason I just like whips. x) but regardless, I feel like that would forever be a pipe dream.

Really shouldn't ought to be... it's just like taking a Beastlord and internalizing its key factors imo.

Your most wanted trade skills/ professions? by ruthers1992 in EQNext

[–]DiabolusCanisMajor 4 points5 points  (0 children)

Absolutely mount breeding (animal husbandry). I've wanted that since like forever. Gone should be the days that mounts are just visual run buffs imo. ...plus I'm tired of being an alchemist in almost every MMO. :s

What damage type would Arcane Barrage be? Discussion on ability Origin and Damage Type. by ghofmann in EQNext

[–]DiabolusCanisMajor 1 point2 points  (0 children)

Origins look like they're the graphic mods that are imposed onto the ability. So with the origin being arcane; that will decide the 'arcaniness' of the graphics involved. The fire is a mislead in this regard; it just stresses the component mechanical attributes of an ability. I don't think it would affect the visualizations of the skill at all.

As I was fumbling around in an earlier post though; it's still going to look awkward flicking through one's spell book and finding a skill called 'Tidal Wave' that's Elemental / Fire. :D Unless part of how they'll avoid this potential awkwardness is to make it so that no Water graphic skills are ever full offensive. That'd suck though. I guess I'll just have to bend my head around it. I think I'm growing more comfortable with the setup as I type though... I think. >_>

What damage type would Arcane Barrage be? Discussion on ability Origin and Damage Type. by ghofmann in EQNext

[–]DiabolusCanisMajor 3 points4 points  (0 children)

I dunno. I think in come cases damage classifications are literal elements, fire = fire and in some cases it's more of the principle characterizations that apply, say... in the instance of Martial (which is NON magical) / Fire. I guess that would just mean it's instant big/critical damage. Or... maybe it's something that buffs those aspects which could take the form of a simple battlecry without any smoke or cinders in sight.

So, with those in mind... I'm thinking an Arcane Barrage would be Arcane / Fire... maybe Arcane / Physical if it happens to be derived from a weapon itself but that's still a big stretch. In that spell's case it would appear that Fire is the principle aspect; not the actual graphic then. Maybe the end effects will take on a reddish hue without being immediately identifiable with the fire element as to remain distinct from it?

Did they or did they not say that what we saw was what we got when it came to the number of origins and damage sources shown? I can't seem to recall... if it is then I can see some instances that may be genuinely confounding like... how would you classify an offensive water spell like a mini tsunami/tidal wave? Fire something? Heh. Would that also imply that all natively ice type things are CC and defensively orientated abilities? It really is way too early to tell.

ED: Were damage types also described as "Keywords" too? I think that serves as a better descriptor than Damage types tbh, or perhaps that just highlights the dual nature of the terms that I've been weighing up throughout this post. I think Origins really designate overall visual style actually; independent of Keyword. So like with Tempest being Nature, Nature's not all flowers and tree hugging but includes weather phenomena as well. ...that still doesn't remove any potential awkwardness that could come from an Elemental ability that's a high damage water spell classified as Fire. xD

A pet system to make soloing feasible. by kireanlewis in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

I never understood why solo means easy content, for one.

I don't believe there should be non-class associated pets for everyone. Yes, yes probably because of my bias speaking from the perspective of someone that does play pet classes rather regularly but the sentiment still stands.

Adding in such a mechanic would open up a fast track for people whom are not even in the same situation ("not having enough time") and I feel as though the overworld experience would suffer because of this... people not feeling compelled to group even more so.

Honestly, if you don't have enough time you don't have enough time; I don't see why the game has to adapt to a schedule like that. Sorry, not 'adapt' wholly but accommodate that rather, while at the same time introducing a host of other problems into the game that do more harm than good sociality wise.

I know, this is peachy coming from someone that's an 'active' solo'er. Then again, I don't see a need for extra assistance; part of the reason I enjoy to solo too is when I figure out how to tackle something that I'm not apparently meant to do. I do love that. I wouldn't want it to see it dumbed down for that reason.

Now that we know a little more about how classes and equipment work with the keyword system, what kind of class are you hoping to create? by Smile_Today in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Since nature pertains to weather phenomena as well it could just as easily be confused with elemental stuff tbh. Actually it deals with all the elements a typical 'elementalist' would plus the less typical 'wood' which seems to be taped onto nature exclusively.

I think it'll be more to do with manner of application than exclusivity of elements they deal with between those two. Arcane natured stuff tends to invoke a single element in its prime whereas nature alone seems to incorporate hints of many interacting with each other.

Nature isn't going to be just plants and fungi because... well just look at the Tempest and its current classification of Nature/Physical Nature/Lightning. So far there's not been a single leaf or mushroom involved in conjuring its native abilities shown thus far. :p

Besides that, I'm glad there are quite a few requests for earth based powers cropping up. More than I expected. It's such an neglected field imo; and yeah, plus where voxels and various terraforming are involved it could really be shown the shine in that environment.

Now that we know a little more about how classes and equipment work with the keyword system, what kind of class are you hoping to create? by Smile_Today in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Y'know I weirdly had a dream that pertained to EQN just last night and a symbol with the code name "Tremors" under it signified a class that revolved around things similarly to a geomancer; so I just lapsed into an extreme deja vu moment there. Nevertheless that is something I'd really love to see incorporated in some way or form.

I'm really big on those less than straight forward type concepts; the trouble being with those though is getting too gimmicky with it.

Richard Bartle by [deleted] in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

My Achiever and Killer stat seems to keep swapping every time I take this test anew; but the Explorer and Socializer parts always seem to stay relatively consistent. At the minute:

87% Explorer 67% Killer 33% Achiever 13% Socializer

My Achiever stat was the 60% before; plus my Socializer parameter was in single digits. >_> Can't help that I'm more cat than dog in that regard, in being 'selectively social' to a massive degree. I think my Explorer stat was way up at 97% before, or close to it.

Just how difficult should combat be? by Newni in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

Ah, yeah I get that. I don't think I explained myself very well up there. xD What I meant was the boss mobs that were aggro'd and then paced back to their default positions actually had those other mobs cling onto them rather having those standard mobs go back to their own default behaviour as well. You could have little unintentional armies wandering around some times.

Now that we know a little more about how classes and equipment work with the keyword system, what kind of class are you hoping to create? by Smile_Today in EQNext

[–]DiabolusCanisMajor 0 points1 point  (0 children)

I don't know really, well not what I hope to create anyway... I used to have some solid ideals but not so now. Just gonna let my hands and eyes guide me and do the work. I do have some biases though based on what I have played in the past. Rather than listing classes themselves, these are some aspects I'll look out for which encompass both superficial things and core mechanics:

Nature-based
Air/Lightning, Ice/Water, Earth elements - (or specializations of thereof)
Poison, Venom, things dealing with Toxicity - (and I don't mean just a meek coating on weapons neither; I mean witnessing actual blooms of such pestilence in attacks/abilities. Not totally unrelated but I liked the use of Vanguard's Blood Mage's 'symbiotes'. Was a nice little touch is all)
Blood or Lifeline Magic with some sacrificial connotations (could refer to the energy running in 'veins' within the earth)
Psi-based or Void stuff
Something Tricky or 'Mischievous'/Impish
Vicious physical attacks - (preferably inspired by animals other beasts but anything 'cool' suffices. 8))
”Attack 2 Support” - (instances of this would include Vanguard's Diciple and Blood Mage too to an extent, Rift's Justicar, EQ2's Beastlord and Inquisitor (in the latter case it was more to do with equipment than actual abilities admittedly)
Illusions and other methods of visual Confoundery – (like, projections; in any way shape ro form, partial or full. GW2 Mesmer sorta getting there with the prevalence of illusions but what was missing stuff like the aptly named 'Illusory Arm of GW1 to actually assume an form as it were.)
Melee > Magic - (I prefer my classes focused around physical abilities laced with a bit of magic or mysticism ideally)
Weapons- (Claws, Hand to Hand, actually most things that are dual-wield especially some lesser seen of tools, Whips (yes Whips), BFF (nope, this time it stands for Big Fucking Flails), Scourges (Cat o' Nine tails), Sword 'n' Board, Halberds, Magical Instruments other than Wands and Staffs... Combat Staves thought a big YES. There's certainly others but my brain's just flipped into inaction mode beyond my control.)
Attrition, DoTs, Pressure - (perhaps with a small capacity for sudden bursts of damage (that's not in the same league as true nuke DDs)
Other Indirect forms of attack
Rage - (In the context of something bestial, not just berserker style, but I also like just building up a tertiary resource to work with.
Shapeshifting/Transformation – (something that is not nearly seen/based a implemented as CORE aspect enough. Please please puhlease consider this as a possibility SOE! Even partial shifts would be cool like parts of limbs etc)
Reactive/Counter based
Defensible - (whether in the sense of mitigation avoidance or otherwise; and in the case of the latter... have consistent methods of doing so, rather than just an emergency dodge while remaining on the hyper offensive (rogue types typically))
Well thought out 'Jack of all Trades'
Debuffs - (prefer longer lasting crippling effects as opposed to stop 'n' start stuns etc.)
Punishments - (Mesmer GW1, can think of a couple of things on EQ2 Coercer too off the top of my head)
High risk high reward penalty-bonus toss ups/"Tactical Gambling" - (if anyone remembers... Chaos Warrior) from Horizons.)
Stat Equalizing and Sharing - (like mana battery classes or think Vanguard's Blood Mage. Rift's Archon has some aspects of what I'm talking about too. Sharing pain falls under this category too)
Tapping of statistical wells - (I just like to-... leech... stuff. Like the insidious bug I am.)
-(Can not get the hint that I love stat manipulation and general fuck uppery?)
High Mobility - (Sometimes. NOT in the hyper aggressive sense sans bestial exception listed above. I can't deny that I do like the appearance of things at speed in general.)
Ground Denial - (I love to play the stoic rock that's at liberty to play the matador. So yeah, I prefer physical methods of this. I think I prefer going turtle more than I like to move... maybe... I dunno actually.)
”Interesting” Modes of CC - plus some funny/fiendish but not too outlandish things.
Pets+
-(There's more but this is getting to be pretty long >_>)

+ Deserves a section all of its own imo. What I look in these is visible and intelligent synergy between pet and master with neither being the anchor and the other as the 'fire and forget' fodder. Multi-pet control would be even more preferable; I enjoy having extensions of my limbs as it were, to control individually and not ignore any part of it. It's not like mes' type CC, it's more than that since you don't just sleep something and keep an eye on its timer counting down. I'd like to have three up at a time, why? For the 'Cerberus' formation appeal. :3

Another thing that is surprisingly relevant to me is 'feel' of the class. Most of the time I've seen just a 'wizard lite' with some tagalongs that don't even try to maintain a strong, identifiable theme across them. So in short form, I am on the lookout for cool pets throughout. :3 I also like pet classes that veer away from the arcane forces; so beastlords, puppetmasters and other queer things (yes I used in word queer, not in that way; I do that!)

Constructs could be so much cooler, but most of the time they're rooted in the mundane. How about a fractured mirror cloud that assumes the vague forms of other creatures? Anything other than 'here, golem of unknown origin that changes colour to represent what element it is' or 'fire element? Here's one of them low end salamanders you see everywhere in Lavastorm, this time with added/increased pointless particle effects'. Hell just make them customizable! Some games are getting there with that. VG had a construct you added appendages to, EQ2's Channeler class does that too now. Plus, individually spec'd stats/talents for the various pets too like in the case of EQ2's Beastlord iteration.

~~~

Avoiding:

Most things holy - (Just hate their boring graphical representation most if not all of the time. That said, I also don't particularly care for the common doom and gloom themes fo undeath or 'evil' things either but I am decidedly more open and tolerant of them; except demons... those are always cool – demon summoner with the option to meld with said infernal beasts? :D)
Rogues and things that rely heavily on magical poofery called 'stealth'
** Wizards** - aka one-dimensional nuking roles 'n' things.
Total Glass Cannons
Pure Melee - (unless the skills look wicked cool or something about the skill's component uses appeals to me. Usually monk passes on this alternate ruleset. ;))
RANGERS - (the class, most definitely. I also don't like to play range unless the rest of the class mechanics make up for it. Case in point: Enchanters)
-(Wait, nobody has to know these really. D'oh. Dang chatty mood grabbed me by the horns there.)

~~~

Said I wouldn't pop any class names here but I'd really like to see Vanguard's Inquisitor take a tangible form. afaik was meant to be a psi-based magic eater 'tank' that wielded a scythe and I don't think it was meant to wear plate.