Enjoyable video, glad to see limited slots (takes me back to early EQ!, but with more importance on what is really there). Also glad to hear about the hit points healing after every fight, sounds like a good balance with the injury system, seems like it makes going out without a healer more viable (particularly if playing a bandit role), at least for short periods of time/limited encounters.
It's a pretty fantastic card, particularly if you have say, 6 items in your deck. It actually won a game for us last night, we were playing Approach to Thistletop and had failed to kill the villain like 4 times (in different locations, largely due to bad draws, bad rolls and rolling a 4 every time he came up for his increased difficulty + the largely unavoidable fire damage). With one blessing left I got it set up to where I got to roll 2d12 + 1d8 + 2d6 +1 to beat the villain on the final check, and promptly rolled a 12 total on his increased difficulty of 13. Bam, game won. I was promptly informed I may never get rid of the Luckstone.
clynx wrote:
I couldn't agree with this more, having done both it's really been a blast either way, if the game is designed properly it's fun, and if it isn't designed well with a goal and structure from the start (PvP with PvE tacked on (Warhammer Online) or the opposite (Rift/WoW/EQ etc)) it turns out horrible. Additionally there's something to be said for dealing with jerks in an PvP environment, there's plenty of jerks in PvE games who have done kill stealing, open world pulling over raids, other types of random griefing etc and there is literally no way to stop them in the PvE environment, the best you can do is report them and hope something happens to them later. At least some of the time in PvP games you can actually stop them in progress.
Nihimon wrote:
Absolutely. In fact the crafting/researching system in EVE wouldn't be a bad start either. There could even be benefits to crafting in a non-safe place (maybe crafted items would be finished faster out in an insecure settlement then in a relatively safe npc city, or they could have a higher or random bonus quality, or anything really). Also if fishing/foraging is included I wouldn't have a big problem if that was included in a very small way, maybe just the very basic fish/food could be gotten in that manner, and if you were doing any other automated task you wouldn't be able to choose fishing/foraging. Manually participating would give a chance for greater rewards, but generally speaking I haven't seen a game make fishing or foraging really interesting to participate in while playing. Anything to discourage casual botting is a good thing in my book.
Richter Bones wrote:
Certainly but it's always going to be a moving target as the technology and options change, particularly if there is a form of auto-scripting detection included within the game. The above was a response to the handling a "bot" flag (if even such a thing is a consideration) and an argument for locking someone out of commerce instead of being able to blanket kill them repeatedly, a much less annoying way for an actual player who may have set off a false positive.
Bluddwolf wrote:
There is a non-zero number of disabled people who play with software that can appear to be botting software, even if it's exceedingly rare id rather see players just completely blocked from all commerce then killed while they appeal and prove their situation. Also I'd hated to see the resources from a bot to hit the market in another manner, even if the bot owner doesn't profit themselves it still does ancillary damage to the real harvesters.
Soldack Keldonson wrote:
Not always. Say I'm out in the wilderness with a group and something comes up and I have to log (or my ISP dies or whatever). So I come back and I'm stuck alone, and have to make it back on my own. So I start traveling back and get jumped by bandits, and instead of killing me they just incapacitate me, take some stuff and move along. This could happen multiple times (even with different groups of bandits so theyre not griefing) and I'd repeatedly lose whatever time it'd take me to either get back somewhere safer or find a nice NPC to actually kill me. Sometimes just cutting your losses turns out better!
avari3 wrote:
Actually (as someone who uses his Mac frequently to game, particularly when traveling) I took it more as most of the people who use their mac for higher end gaming already bit the bullet and installed boot camp.
Rokolith wrote: I'm rather shocked at how many people here don't like jumping puzzles. I love them and enjoy the challenge. I never really cared for them when they took 30 minutes to accomplish and I jump in a manner that should work but because of inconsistent geometry (not exactly uncommon in MMOs) I land in a place that should be ok but instead fall to the ground and have to stat over 25 minutes before. After that particular style of "fun" in SW:ToR I never tried a puzzle again without watching a video of the "correct" way to do it. If they're fairly short I don't have a problem, but waiting 40 minutes for a balloon isn't fun either ;).
Harad Navar wrote: If the daily deals are to help early supporters get acknowledgement, doesn't that loose value if they can be sold? One possibility could be to have the items revert to common items if they ever leave the possession of the early supporter. However, if the bling is really important to the player then threading is the answer. Nah it's absolutely fantastic, instead of just eating a bank slot when I'm done with enjoying an item it can actually be useful to me down the road by trading/selling it for something new, and the person trading for it can get something they wouldn't otherwise have access to, and we both come out happy.
Ryan Dancey wrote:
As a correct subscriber to a theme park MMO (Rift), man is this true. It took ages (relatively speaking) to level in EQ, with the new Rift expansion we were in the max level raiding content after a week (granted we are a raising guild and are more focused then most subscribers), which was way too fast. We blew through the two continents of content in a week and now our game consists of raid progression (very satisfying while you're still working on it) and grinding the same daily quests for rep ( which is awful). Non-raid character progression outside of pvp participation (which has 0 reward for actually being good) and rep grinding there's not a whole lot to do and Storm Legion has been out for a whole month.
Hark wrote:
It was almost this way in EQ (at least when I played) except you could force eat crappy food and get the buffs from the good food without consuming any (whatever food/drink was in the top most inventory slot was considered your current food). It was nice to have the food but you typically didn't have to replenish it often, given that you didn't have to actually eat it (normally it was only lost when you forgot/weren't paying attention). |