[MUD-Dev] Re: [ssows] thinking about EQ2 - kill locking
Morris Cox
morriscox at gmail.com
Sat Nov 27 17:39:35 CET 2004
On Fri, 26 Nov 2004 04:37:18 -0500, Dread Quixadhal
<quixadhal at shadowlord.org> wrote:
> Having played both the original EverQuest, and the new version for
> a week now, I will say that pulling individual mobs out of a group
> is pretty close to impossible now. This is unfortunate for those
> who play the stealth classes, since it diminishes their strategic
> value. If the spell caster classes eventually get group hold
> spells, that will become the preferred way to handle groups. I
> have noticed that single target roots seem to stay held until a
> certain amount of damage (random) happens to them, at which point
> they break their hold. It may be a timer based thing, but it sure
> feels like doing damage makes them more likely to break free. A
> group hold would allow an entire group to be frozen and individual
> targets taken one at a time, if this continues to be true at
> higher levels.
Are the Enchanters as useful and powerful as they are in EQ1? I
guess that having a group aggro on you for attacking one of their
own is more realistic though I can see a lone warrior trying to take
on a group of players.
> I'll add that crafting in EQ2 is also intended to be a group
> discipline. Both the adventuring classes and the crafting system
> use a tree structure for advancement. That is, you begin as a
> generic "artisan", and then at a certain point choose to
> specialize into either craftsman, scholars, or outfitters. At
> this point, the recipes you have to create goods will usually
> require components from more than one of these specialists. To
> make a spell scroll, you need to use a more advanced type of quill
> which only a craftsman can make. To make these quills, craftsmen
> require resins and oils that only the scholars can make.
I was in the beta for Horizons. I really liked the crafting
system. Of all the games that I've played, I liked the crafting
system in that one the best. The crafting system in EQ2 sounds
similar to that one, albeit more of a group thing.
> Because grouping in terms of crafting is a loose idea (as opposed
> to the adventuring group which sallies forth from the tavern to
> fight side by side), it tries to make an environment of
> cooperation amongst all the players. I think the game is too
> young to make any predictions, but it feels rather tense and
> forced to me right now. Most people seem to be trying to fit the
> various crafting disciplines into their existing combat groups.
In Horizons, people could donate material (didn't have to be raw)
towards a house being built, even if it wasn't theirs. And one could
belong to both a combat school and a crafting school or just one.
--
Morris Cox
http://profiles.yahoo.com/morriscat
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list