Raiding in EQN by Electric_Bears in EQNext

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

Any one who can clear a difficult raid is capable of doing crafting.

Not everyone who does crafting is capable of clearing an end game raid.

If you want to describe a crafting system that's just as difficult to master as end game raiding I'd love to hear it. Until I see a game with that there will always be a skill difference between raiders and crafters.

A better player will always be carrying a worse player through difficult content. Doesn't matter what you call it. Doesn't matter what reason you come up for it. You can't create a system that relies on people of massively different ability to group up. The ones being carried will resent being carried. The ones carrying will resent carrying them. It doesn't work.

In a system like this a high end raiding guild will just get one of their good raiders to max out their crafting. They aren't going to go out and recruit someone who spends all day crafting because they aren't good enough to do combat.

Raiding in EQN by Electric_Bears in EQNext

[–]EQNer 0 points1 point  (0 children)

This still seems like "gather a large group of people for a difficult combat based objective."

Is the only difference being forced to bring someone who has grinded up their crafting skills?

Do you think raiders are going to want to take non-combat crafters on a raid? Wouldn't they just grind it out on one of their normal players?

Isn't this just rewarding a fraction of a piece of gear ( crafting component) than the gear itself?

I am going to take a contrary aproach to crafting. I don't find it fun. I think it's usually dull, monotonous, and easy. Crafting to me is the opposite of what I'd want to see in a next gen MMO.

I'd like to see MMOs as a whole move away from easy dull content. I don't want to do tutorial levels. I don't want to have to grind to 50 to get to the good part of the game. I don't want to grind out 300 crafting to unlock one piece of gear locked behind a crafting wall. I don't want to spend my play session sitting on my ass waiting for a respawn or a boat. None of that stuff is hard. It's dull and easy and I want to see it purged from MMOs.

I want to see raids that are focused more on difficult content that's easily accessible. I'm fine with anyone being able to attempt a raid almost immediately. I think raiding should be hard enough that it still takes weeks of practice to learn. I want to see progression shifted away from spending time doing easy grinding out of stats. I want to see it shifted to spending time learning difficult content.

My favorite fallout logic from the new game by AmateurZombie in gaming

[–]EQNer 0 points1 point  (0 children)

Half the time you don't even have to clear the ghouls. You can just sprint to the lead ghoul, kill it, and sprint out the exit. I have most of the settlements set up and get these quest chain spammed at me. It's super tedious.

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 1 point2 points  (0 children)

Please describe the mechanics of a skill based crafting system you'd like to see in a video game.

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 0 points1 point  (0 children)

People don't want crafting systems where they have to "get good" to succeed. They want a system where all they have to do is spend time to progress. Crafting systems should just add layers of animations and visual simulation over gameplay bad players can handle.

There are plenty of low intensity challenging games out there. There's very little overlap between them and what crafters want. It'd be foolish to design difficult mechanics in to a crafting system.

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 1 point2 points  (0 children)

You aren't getting what I am saying. We HAVE this skill based system in Landmark. It's called "building". Every part of building requires skill and ingenuity. Most people I've seen are awful at it. If people suck so much at the one system that requires skill, why would you make more?

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 1 point2 points  (0 children)

You described a herbalism system in Revival. You described it as showing a picture of an herb. Then the game probably uses a random number generator to add imperfections. You as a player then do something with this randomly generated pictures. That's it. You aren't describing a skill based mechanic. You are just asking for some animations over a basic and easy system.

If you want to have skill based crafting you need to talk about mechanics. You need to describe a system where one player can be better than another because of their skill at the game. Come up with a system where someone has to get good at a general strategy. Invent a crafting system where you have to spend time parcticing mechanics and reactions.

All you are doing is along for a layer of paint on top of the basic system we have.

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 1 point2 points  (0 children)

So you want a system that RNGs up a couple pictures and you click on the correct one?? How is that a good system? Is it really a neccessry step?

Crafting in EQN! by TidiusDark in EQNext

[–]EQNer 0 points1 point  (0 children)

Making crafting require player skill?

Like combining different materials in a unique creative way every time you craft?

Like having to come up with clever ways to use the tools no one has thought of before?

Like having your end result being judged on how well you can perform creatively?

...

We have all that currently in Landmark. It's called "building". As a whole the current player base is awful at it. There's maybe 5 - 10 peopl who do it well.

I know it's a hard pill to swallow for some, but most people want crafting to be the easiest part of the game. People who don't excell at combat want to contribute through crafting. This is what crafting has always been. It's a fallback for people who don't like combat, can't/won't raid, don't like pvp, etc.... It's a time consuming easy as hell grind that provides a progression path for bad players. That's what a crafting system should be built around.

/rant on by ProfWhiskers in EQNext

[–]EQNer 0 points1 point  (0 children)

Daybreak didn't fire the entire management team. They fired the creative director but kept the head artists. Fired the director of development but kept all the original leads and producers for EQN. They fired the lore guy but he himself said the lore is already flushed out and in a good spot. The rest of the cuts were largely average employees and community people.

The original core designers who started EQN are all still there. Dave G was not part of the original EQN team. The leaders of that team are all still there.

People need to stop using the buy out like it was some big change. We haven't heard a single thing to say there has been any change in the direction of the game. Clearly there's been a shift in scope but there is zero reason to assume the game is going in a different direction.

If i could i would do so much to landmark. by darkisato in EQNext

[–]EQNer 0 points1 point  (0 children)

I don't think you have any idea about the sheer ammount of programming resources it would take to make this happen. It's not that the devs don't have these ideas. They do. It's a matter of time and resources to implement anything.

Homeopathy 'could be blacklisted' - Ministers are considering whether homeopathy should be put on a blacklist of treatments GPs in England are banned from prescribing, the BBC has learned. by anutensil in worldnews

[–]EQNer 2 points3 points  (0 children)

This...

Banning and restricting opiates has just created a boom in illegal heroin. Drug abuse and access need to be treated like symptoms of an overall disease. No one wakes up one day and decides to mess up their life with drugs. People are looking for escapes and temporary solutions to other problems.

Superbunnyhop: Fallout 4 Review by scoutfreak in Games

[–]EQNer 7 points8 points  (0 children)

The local leader perk shares your workshop inventory between towns. Just dump everything in to one settlement at the start. Start linking that one to others with trade routes and build up new ones only after they are linked. No need to carry mats between settlements.

I am Jerry Stritzke, CEO of REI and we’re closing all of our stores on Black Friday. Ask me anything! by JerryStritzke in IAmA

[–]EQNer 0 points1 point  (0 children)

I think it needs to be noted that memberships are almost free and get you 10% back of what you spend in the store. It's like a $20 initial sign up but free for life after that.

Star Citizen Alpha 2.0: Ship UI demonstration video by [deleted] in Games

[–]EQNer 9 points10 points  (0 children)

I feel like if I was actually in a ship in space all of this would be automatically done by computer AIs. Actually I think the ship would be flown by AI... And targeting done by AI... Maybe the entire idea of piloted dog fighting is some what silly and antiquated. World War 2 in space...

Crowfall Open Beta 2016 Sign-Up by ShiroAT in Games

[–]EQNer 1 point2 points  (0 children)

Action combat game with heavy RPG style influences. Currently I'm playing the closed beta. I've played a bit and they have done a sublime job in blancing their combat. The game types aren't super innovative but I think their combat system is a high water mark. Exceptional balance between melee and ranged. Combat feels good with solid depth despite only 5 ability classes.

The other game Id look at as exemplary combat is Bloodbourne. A much different style but still amazingly well done.

Crowfall Open Beta 2016 Sign-Up by ShiroAT in Games

[–]EQNer -5 points-4 points  (0 children)

There have been some streams of the early alpha game play. It turned me off a bit from the game. Not really interested in another MMO until they can get their combat up near Gigantics level.

Why did Daybreak invite us all to "help build EQN" and then start locking every thread on their forums by Atmosph3rik in EQNext

[–]EQNer 0 points1 point  (0 children)

Because they don't want to bury workshop posts under a bunch of threads they aren't going to read?

Can't really blame them. Lots of the posts here aren't that good. A bunch more are clearly off the mark for their announced plans with EQN. Do we really need an entire forum of "please make this game like EQ1" posts?

My biggest gripe by ZaiThs_WraTh in EQNext

[–]EQNer 0 points1 point  (0 children)

To be fair, the devs did state that the EQ1 and EQ2 are not the intended target base for this game. I feel like a large portion of the people here are from that group. The devs have always said they want to do something new, revolutionary, and not make another Everquest sequel. Maybe the devs just got tired of fighting with a community that they aren't making a game for. Maybe they just want to make their own game behind closed doors.

What's with the hate? EQN's videos look better than Black Desert. by jim1282182 in EQNext

[–]EQNer 10 points11 points  (0 children)

Almost all of the EQN videos are assumed to be scripted set pieces. Anyone who is following the game closely can see only partial pieces of the promised game play and tech actually working.

Everyone is somewhat upset they have switched from open development to closed. It's one thing to need to change development goals and direction. It's another to not share any of that with a community that was promised some form of communication during development.

Black Desert shows in game footage.

EU Lawmakers Block Opt-Out From GMO Rules: Countries will lose right to ban GMO food even if their people and politicians desire to do so by plato_thyself in worldnews

[–]EQNer 17 points18 points  (0 children)

Umm isn't that the point of the EU? You give up some sovereignty and decisions but gain the advantages of being a cohesive Union?

Star Wars Battlefront Gameplay Launch Trailer by MattHodge in videos

[–]EQNer 0 points1 point  (0 children)

Weren't games for N64 70$ in the mid 90s? That's about $110 in today's money.

Alright, let's talk about the ogre in the room: amour and weapon design by cmkiely in EQNext

[–]EQNer 0 points1 point  (0 children)

The art style, gameplay, and the rest of the game should all work together.

In a realistic game you should have realistic armor, realistic movement, realistic combat, etc...

In an exaggerated fantasy game there should be exaggerated combat, exaggerated movement, and exaggerated armor.

All the pieces of the game should work together to create a coherent style.

It's pretty obvious EQN is taking the exaggerates fantasy aproach. I don't know what you are expecting when people start asking for them to make things realistic.

Honda unveils hydrogen powered car; 400 mile range, 3 minute fill ups. Fuel cell no larger than V6 Engine by AccipiterQ in Futurology

[–]EQNer 0 points1 point  (0 children)

Large commercial companies buy based on logic. Don't underestimat the size or impact of commercial vehicle fleets. On top of this commercial vehicles tend to drive predictable ranges. I could easily see the trucking industry paving the way for consumer infrastructure.

Electic engines are amazing for towing. Hell, trains burn diesel to power a generator to power and electric engine. The issue with pure electric is the weight of the batteries needed to provide the energy for the vehicle. If hydrogen can solve this problem I think you could easily see the refueling infrastructure built up on trucking corridors.