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    Green Monster Games - Curt Schilling

    For the love of god please do NOT have an "in-game" tutorial. I loved the way EQ originally did it with the out of game tutorial. That tutorial gave you a quick and easy walkthrough of the game mechanics, it gave you an idea of melee and spell casting and after you had tried it all you THEN...
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    Green Monster Games - Curt Schilling

    Yes, and the former has a large part in leading to the latter. That said I think a important part of the race/class in a MMO is also a sense of identity, and this EQ did extremely well with racial starting areas like Akanon, Felwithe, Halas, ect... where your character really was a gnome or a...
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    Green Monster Games - Curt Schilling

    That is the problem though right there. If you do NOTHING but DPS along with 3 other classes then every one of those classes needs to be doing pretty much identical DPS because if you only do one thing you better do it as well as anyone else and better then anyone else who does DPS and ANYTHING...
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    Green Monster Games - Curt Schilling

    So how does a Catalyst differ from a reagent? A different bag system? One thing I miss about EQ was the bone chip market for necro and SK pets. I spent alot of time as both classes and I farmed alot of bones to sell to high level necro"s when I was a noob and I also spent a huge amount of gold...
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    Green Monster Games - Curt Schilling

    My personal favorite is enforcing land based travel early in the game and then opening up some ease of travel later in the characters life via portal gates in or near major cities, items from lengthy quests that have the ability to transport a person to specific locations, ect... I would...
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    Green Monster Games - Curt Schilling

    I agree with this totally. It would be a great day when combat is based on avoiding damage and mitigating it, only having those hard hits that put someone on the brink of death be a rare occurance when a heal is nessesary. Utility classes should play a huge role in making NPC"s miss their...
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    Green Monster Games - Curt Schilling

    I don"t mind that in the slightest, in fact it makes more sense given that elves are not going to engage in combat with the same moves or for the same motivations as an ogre. The only thing is when you get close to the same attribute types I don"t mind the classes being not totally isolated to a...
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    Green Monster Games - Curt Schilling

    I would say at character creation if you want a particularily strong human then for sure attribute points that you can spend at creation, as has been stated before in this thread if you use quests as a way to award attribute points at times then perhaps the player can also choose where they...
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    Green Monster Games - Curt Schilling

    Because if you use atributes then each point of dexterity not only affects crit but also increases your chance to parry an attack, it may decrease the chance of an incomming attack interupting or delaying a spell casting, It may increase your ability of getting a spell casting crit, it will help...
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    Green Monster Games - Curt Schilling

    I was not quite thinking along those lines but you are right, other then closely related races whose stats are relatively similar (an elf and a human both being able to be a ranger). The human and other races of that size/attribute type could be a Knight as their warrior type of class, and the...
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    Green Monster Games - Curt Schilling

    It is my hope that new games will bring back more meaning to the actual physical stats. Instead of +dodge just make Agilityand intelligence the modifers of dodge and put agility on the gear instead. Instead of +parry just make dexterity and strength the main modifiers. Instead of +crit gear just...
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    Green Monster Games - Curt Schilling

    Given that I am curious. Do you find anything in a MMORPG fun if it does not entail loot?
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    Green Monster Games - Curt Schilling

    No, that is not really what I said in the slightest. What I said was that if you want to create a system where people are required to kill "trash" then you need to create a puropse behind that trash killing that makes the people feel like they are doing something more then just wasting their...
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    Green Monster Games - Curt Schilling

    Hmm, not too bad really. This is similar to dungeon design in the Sunken Temple in all honesty, a phenomenally well designed dungeon where you have to kill the various trolls and hit switches in order to get the final bosses in the zone. Those trolls themselves don"t drop anything, but killing...
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    Green Monster Games - Curt Schilling

    Tis true, technically if you did a game that really made the advancement be based on quests and completing content then the exp would be moot anyhow, you would be doing that quest for the bear form or that +3 to strength or that 2% run speed, or your new pet summoning spell, ect... The more I...
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    Green Monster Games - Curt Schilling

    This is true, the reality is that WOW has touched on most of the great ideas talked about on the past couple pages but they did not implement them throughout the game and use them to good effect. EQ"s world almost seems that it was built for things such as the above discussions. The ancient...
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    Green Monster Games - Curt Schilling

    You REALLY snipped that quote for brevity. Min Maxing sucks but honestly it is going to exist in any MMORPG that is put out these days. Talents in WOW were originally intended to add some flavor and variety to players and instead people number crunch every single point you can spend into a...
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    Green Monster Games - Curt Schilling

    The point is though it is alot more of a gradual progression of power to get one point here, one spell there, and all with quests or mobs you kill or places you visit as the reason for the gains in power instead of "ok I just killed 600 orcs and dinged, now I can spend 40 gold and get 5 new...
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    Green Monster Games - Curt Schilling

    LOL I can remember fighting the Frenzied Ghoul and all of us in the group going "do you think he is hitting faster, he seems to be hitting faster, he must have the sash this time!!!". Never really worked, but ya, every time you tried to determine if he had it anyhow. Best I heard of was taking a...
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    Green Monster Games - Curt Schilling

    I would say combining what you said there is a attribute based progression would be ideal. Having hard caps on when you can learn a spell such as "you need 76 base intelligence and 70 base wisdom to learn this spell". In order to learn a certain new warrior attack from a mob in a temple you have...
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    Green Monster Games - Curt Schilling

    Tranquil shot basically. WOW had alot of really good ideas that they could have ran with and built upon and instead they simply dropped the ball and went on walking just leaving it sitting there.
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    Green Monster Games - Curt Schilling

    The thing about a system like this is that the more you implement like this the less people are going to go camp a single mob for a single quest drop. If there are 20 quests like this in the game people will seek them out and camp them. If the world quests are actually quite common then people...
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    Green Monster Games - Curt Schilling

    Just a small point on this, if it is at all possible a richer faction system that gives tangible rewards for higher faction with certain groups and making some quests give large amounts of specific faction would be one way to at least mix up the reward. If the quest you speak of took lets say 4...
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    Green Monster Games - Curt Schilling

    I editted my post above to add some stuff. As I said in the stuff I added, this stuff does not need to be some rare drop. Instead that book you mention could just have easily been a world spawn in a library area deep in Dire Maul. You fight through Dire Maul, you get to a library deep in the...
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    Green Monster Games - Curt Schilling

    You might be onto something. It would be alot better in these games to have alot more "random" quests pop up in the game as opposed to running around clicking on people with a "!" above their head. WOW has a small few quests of that nature where a item drops off a mob and it leads to a quest. I...
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    Green Monster Games - Curt Schilling

    If anything of quest nature is connected to raiding it should be nothing more then an addition to what the raid is going to be doing anyhow. AKA if you have a quest and you want the person doing the quest to require forging a sword in the hottest forge in existence then add a forge to the area...
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    Green Monster Games - Curt Schilling

    Wow, if you could read this would be so much easier. But if you instead want to simply parrot what I say in later posts go nuts I guess.
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    Green Monster Games - Curt Schilling

    There is no way the grind would work with EQ"s world design. BUT if a game adds alot of rich quest content and good group, dungeon and even mini-raid content at the level ranges in question you can sure as hell have alot longer levels then WOW offers. One of the big problems WOW has with...
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    Green Monster Games - Curt Schilling

    And something tells me you are part of the silver spoon generation of kids who expect everything to be handed to them on a silver platter, surrounded in everything they ask for and always then just wanting and expecting more, never truly satisfied. You were the kid in the grocery store at 3...
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    Green Monster Games - Curt Schilling

    I am hoping that you can at least give us some of both. WOW"s instant gratification can satiate the masses with standard decent loot that gets them along in their quest to max level. But add some of what EQ gave as well in regards to rare loot, take for instance the Sword that dropped in Zul...
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    Green Monster Games - Curt Schilling

    Very very good post. As far as WOW"s rewards being so predictable go I actually have no interest even at the point that I don"t yet have a reward. Because I know if I spent x hours in y dungeon I would have z loot so I can actually weigh the time I will need to spend in game with instead...
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    Green Monster Games - Curt Schilling

    God that would suck. I seriously get too much of that in WOW, I want a slow paced combat game with strategy on which spell to cast, not some twitchy "try to shoot the eyes!!!" experience. If they make a interesting world with lore written by Salvatore and overlay that with a FPS style of play I...
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    Green Monster Games - Curt Schilling

    No gunpowder in my MMORPG please. I would rather have swords, magic, bows and arrows, dragons, ogres, and other fantasy stuff. I dont want to see robots, space aliens, missles, airplanes, air balloons, guns, cannons or anything like that. I would also rather do away with flying mounts...
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    Green Monster Games - Curt Schilling

    Not in the slightest. From what I gathered from Grave"s idea was that the quests would be quite epic. Instead of doing 30 different mini-quests such as "kill 10 orcs, kill 8 gnolls, get my necklace from the lake" ect.... you get a quest that is multi layered and has many steps to do within the...
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    Green Monster Games - Curt Schilling

    While this system is kind of cool and must have taken some work I cannot help but say it is further down the path that I dread seeing the MMORPG"s go. I am sure there are people who would disagree with me but I like my MMORPG"s to be immersive as possible, and systems like this only serve to...
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    Green Monster Games - Curt Schilling

    While it is true WOW makes it essential to have mods galore I am not sure I see that as a positive. Alot of the reason mods work so well in the game are that mobs are often quite predictable, AOE"s go off on timed intervals, mobs do various things at various times or HP percentages. I think a...
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    Green Monster Games - Curt Schilling

    He does not seem to be a huge raider in WOW. But in the name of a great Studio38 MMORPG Casual could offer to take Curt on a trip through some raid content a few times to get the idea of WOW raiding from the MC-Nax content and through all the TBC stuff. I mean, heck, that would have to be worth...
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    Green Monster Games - Curt Schilling

    Well other then being a puller on the triplets there is nothing in NToV that comes remotely close to the complexity of Ony, or Rag, or alot of other WOW raids. WOW in all honesty shocked me with the complexity and challenge of alot of their raid content. That said, you could create raids with...
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    Green Monster Games - Curt Schilling

    The funny thing though Wynd, back in EQ we pretty much had no limit on raid sizes, people through as many bodies at Naggy, or Vox, or Trakanon, or TOV, as they could manage. Usually the raids were 50"ish but I remember having upwards of 60+ people in TOV and plowing through that place. Sure we...
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    Green Monster Games - Curt Schilling

    While you may be kidding it does bring up a thought I had during the production of VG. I would love to see more variety in group numbers and raid numbers in the game. Have some dungeons made for only 4 people, some for 6, some would allow 8 in the group, ect... Balance the dungeon difficulty...