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    Green Monster Games - Curt Schilling

    Mana isn"t a good resource; it"s a time limit.
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    Green Monster Games - Curt Schilling

    He"s resto running with UA lock and a shadow priest. There were a few enhancement/rogue/druid teams running though. As for shaman in arenas, they are generally one of the less represented classes because they only work in a few specific comps and are very easy to counter/lockout. If you"re...
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    Green Monster Games - Curt Schilling

    A lot of what you guys are discussing are psychology-based arguments. And most of them are good, compelling arguments for a job system. It"s not quite as easy as one might think, however. What you have to keep in mind is that every system in the game is orthogonal to the job system, and that...
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    Green Monster Games - Curt Schilling

    That was environment concept art, yes? Looked very cool.
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    Green Monster Games - Curt Schilling

    That"s exactly my point: taking people along on a tour of raiding will never give them the same understanding of someone who does it every night for years. It might spark some kind of curiosity or new awareness, perhaps. Let me put it this way: I wouldn"t open an MMA school after my first...
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    Green Monster Games - Curt Schilling

    Having a design team ruled by a few people is not necessarily a bad thing. Rob Pardo only took over as lead designer of WoW in the last 6 months or so of production. Before him, Alan Adham was the lead designer and served as the guiding vision for the game. Both of them served as the final...
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    Green Monster Games - Curt Schilling

    In theory, that"s true, but in practice, not so much. You know how everyone on the forums is convinced that their idea is the best, and that they have the perfect solution to all design problems? It"s not much different in the industry.
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    Green Monster Games - Curt Schilling

    That"s a distinct possibility. Regardless, I think it"s important to have that experience. Say you were creating a game that didn"t support raids, and the closest thing you had were extremely difficult 5-mans, or something like heroics. You"d still want people that had raided competitively...
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    Green Monster Games - Curt Schilling

    Err, unless he has some other characters other than the ones he posted in his sig, Curt doesn"t strike me as a hardcore raider. Maybe he was in EQ. Feel free to correct me if this was the case.
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    Green Monster Games - Curt Schilling

    I do not miss zerging in the slightest. It was a product of competition for limited spawns, so guilds that lacked the gear to get said spawns threw as many bodies at it as possible. I think you"re confusing nostalgia for quality of encounters. I fail to see how anyone could think that any of the...
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    Green Monster Games - Curt Schilling

    Because it"s nigh-impossible to design well-tuned, consistently challenging and rewarding content for fluctuating group sizes. Class power is predetermined by the combat designer based on a fixed maximum number of players in a group, which means the creatures are also balanced around these...
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    Green Monster Games - Curt Schilling

    It"s important to have an experienced raider creating your raid content for two reasons: perspective and history. If you were creating a superhero game, and needed to hire system designers, would you hire someone who had never played City of Heroes? No matter how smart someone might be, there...
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    Green Monster Games - Curt Schilling

    Good idea in concept, bad idea in reality. Presumably, this bandit lord will grow more powerful and drop better loot as his entourage of destruction grows. When I and my powergaming buddies figure this out, we will follow the bandit lord around and keep a close eye on him, ready to scream at and...
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    Why all the nerd rage against Vanguard

    Graphics aren"t really a selling point for me. I could care less that trees look like blobs and the water doesn"t reflect all zillion polygons of my face. So far, it"s enjoyable. Made a goblin psionicist (Are the devs serious? This class is ez-mode.) and got him up to 8 in a couple hours of...
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    Why all the nerd rage against Vanguard

    I played beta and hated it. I picked it up yesterday and so far, I"m very impressed with how much the game has been improved. Granted, I have to turn all my graphics settings down to barebones, but still. The crafting is pretty amazing, and any devs that don"t at least take a nod from it are stupid.
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    Why all the nerd rage against Vanguard

    apparently spleh bears a grudge against FoH and doesn"t like me linking here
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    Green Monster Games - Curt Schilling

    I think guys writing comics are better writers than the novelists. Mike Mignola and Mike Carey make Salvatore, Knaak... any of those guys look like glorified fan fic. They have a better grasp of character, structure, and don"t touch the melodrama.