Dambro
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Registered: 06-2003
Location: Pittsfield, MA.
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What says you to these ideas for change...
http://eqoaforums.station.sony.com/eqoa/board/message?board.id=discussion&message.id=51843
http://eqoaforums.station.sony.com/eqoa/board/message?board.id=discussion&message.id=46059
http://eqoaforums.station.sony.com/eqoa/board/message?board.id=discussion&message.id=40713
http://eqoaforums.station.sony.com/eqoa/board/message?board.id=discussion&message.id=36594
I wanted to see what my VC Family thought...just didn't want to retype everything.
--- Dambro ~ The Order of the Sleepless Knights
Davlannan ~ Vertically Challenged
Groovy ~ Troubador of the Tethelin Walkabouts
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5/21/2004, 12:01 pm
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Kazmara
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Registered: 03-2004
Location: Middle Earth
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Re: What says you to these ideas for change...
Wow, Dambro, you have been a busy bee!! Good job, I hope the devs respond appropriately. I wish I could post on the Sony boards from work - but I can't
I will try to add a bump later from home. Thanks for taking a stand to get these issues fixed. I love the xp aggro thing to address PLing! Well done!
You totally rock
Kazzy
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5/21/2004, 3:10 pm
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Berkin
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Re: What says you to these ideas for change...
Dav, I always make it a point to read your posts when I see them pass through the EQOA forums, even though I don't always post a response. You always offer valuable ideas which would advance gameplay, but like all things, we never know if it makes it to the Devs desk for review.
---
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5/21/2004, 4:32 pm
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Carrion
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Re: What says you to these ideas for change...
Here is an alternative to your share xp based on agro suggestion.
1. When a group or person gets agro from a mob, the mob is locked, can only be hit from within the group that has agro. The mod to an outside party is untargetable, like a pet. Mob will not shift agro to anyone outside the initial agro group. Is this how FF works?
2. Help - a person or group can ask for help. This releases the mob lock. At that time the mob is targetable by anyone. Agro may shift. When/if the mob is killed it will give no experience points.
3. To support cooperative groups on raid sized mobs, add the raid party. At this point the raid party functions like a group for things mentioned in point 1. The raid party is coordinated through the raid leader, who invites group leaders into the raid party. This will allow shared xp among all groups, everyone can do damange to the mob and rolls would be visible throughout the entire raid party for raid looting. Raid chat would be nice.
These things need to be implemented at the same time.
No more training or kill stealing. No way to lose agro to someone not in your group.
-Dan
Last edited by Carrion, 5/27/2004, 11:43 am
--- Danadek Dwarf Warrior - 5/170 cm; armorer (up to lvl 18)
Dadaf 19 Dwarf Cleric
Sharkin 16 Halfling Rogue
- Stoval / Qila Hodstock
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5/27/2004, 11:19 am
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Dambro
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Re: What says you to these ideas for change...
Dan I hope you posted this at the boards too!
It's a great idea!
--- Dambro ~ The Order of the Sleepless Knights
Davlannan ~ Vertically Challenged
Groovy ~ Troubador of the Tethelin Walkabouts
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5/27/2004, 11:27 am
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Carrion
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Re: What says you to these ideas for change...
I'm not much of a 'poster', you may post this one from the VC guild if you would like.
--- Danadek Dwarf Warrior - 5/170 cm; armorer (up to lvl 18)
Dadaf 19 Dwarf Cleric
Sharkin 16 Halfling Rogue
- Stoval / Qila Hodstock
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5/27/2004, 11:30 am
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Djarum
Registered: 01-2004
Location: Bloomington, IN
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Re: What says you to these ideas for change...
quote: Carrion wrote:
1. When a group or person gets agro from a mob, the mob is locked, can only be hit from within the group that has agro. The mod to an outside party is untargetable, like a pet. Mob will not shift agro to anyone outside the initial agro group. Is this how FF works?
2. Help - a person or group can ask for help. This releases the mob lock. At that time the mob is targetable by anyone. Agro may shift. When/if the mob is killed it will give no experience points.
3. To support cooperative groups on raid sized mobs, add the raid party. At this point the raid party functions like a group for things mentioned in point 1. The raid party is coordinated through the raid leader, who invites group leaders into the raid party. This will allow shared xp among all groups, everyone can do damange to the mob and rolls would be visible throughout the entire raid party for raid looting. Raid chat would be nice.
That's pretty much exactly how FFXI works. Except that (as I understand from my conversations with players, never having played the game myself) their "raid group" is just a simple means of allowing group leaders to "chain" their individual groups together, to get past the aggro "lock" issue, so I don't know if it supports raid chat/rolling explicitly. Also, this is essentially how the combat system for EQII is supposedly going to work.
EDIT: I'm pretty sure implementing this idea in EQOA would be impossible, since it would require a fundamental change to the combat system and possibly the game engine itself. But obviously it's on SOE's radar, since they are basing EQII on that design.
Last edited by Djarum, 5/27/2004, 11:50 am
--- >> Moved to EQ2 >>
Django Bloomingtune of Mistmoore -- Kerran Troubador
Djarum Bloomingheart of Mistmoore -- Barbarian Paladin
"They still call me DJ."
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5/27/2004, 11:48 am
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Ryverwynd
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Re: What says you to these ideas for change...
I wouldn't say its impossible, but at least very hard and probably not worth it.
The targetting change would probably be the biggest. EQPC did not start with raid groups (if I remember correctly, never really played past 1st month) but it was an added feature in an expansion. The same feature could be expanded to EQOA, but I doubt it would actually happen.
--- Ryverwynd, Level 42 Barbarian Shaman
Ragnash, Level 23 W. Human Bard
Heffe, Level 20 Dwarf Cleric
Almumit, Level 13 Ogre Necromancer
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5/27/2004, 12:07 pm
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