bloodprophet wrote: » Interesting. Showing a demo two years before launch is now equal to overall game difficulty
novercalis wrote: » they did jump almost las minute. He said they played it today at 10am-11am then it was supposed to be livestreaming 2 hrs later.
novercalis wrote: » bloodprophet wrote: » Interesting. Showing a demo two years before launch is now equal to overall game difficulty we dont know if this is their standard of difficulty, so its better to give feedback now then when it's too late
NiKr wrote: » They constantly pulled more mobs who then would almost oneshot some of them. And that big wipe of the tank during the blue forcefield against several mobs showed that a tank can't just defend the whole party in that forcefield. An 8-man group would risk pulling even more mobs, so the danger would be higher. We also have a super basic AI on these mobs, so we don't know how difficult they'd be on release. And as for def/hp/resist values on mobs - that can always be tweaked if needed. Overall I'd say that the danger lvls are already nice. AI will push it even higher and stats will finetune it if needed.
Azherae wrote: » Looking aside from the fact that the Aegis forcefield ability is technically just silly, I'm interested in something from you specifically before I get too negative. Is this really what you expect in these games? Is this 'danger' and 'gameplay' for you? (lmk if this comes off as vitriolic, I can't tell).
Azherae wrote: » Tweaking the amount of damage a group does to a mob or the HP values the mob has doesn't actually change the difficulty or the gameplay. "The Mob kills you fast" isn't 'difficulty' when you are already riding your cooldowns and spamming your CCs.
Azherae wrote: » I don't think I saw Steven make a single recognizable 'choice' in that stream.
novercalis wrote: » 2) with that being said - I dont think a 4 man should be able to compete in the area. Maybe the regular elite mobs but DEFINATELY NOT on bosses. Seeing them being able to still overcome "bosses" as a 4man is disappointing.
NiKr wrote: » Azherae wrote: » Looking aside from the fact that the Aegis forcefield ability is technically just silly, I'm interested in something from you specifically before I get too negative. Is this really what you expect in these games? Is this 'danger' and 'gameplay' for you? (lmk if this comes off as vitriolic, I can't tell). Yep My bottom line is really low, so while watching that showcase I was literally internally screaming "let me play this fucking game". The forcefield, if I understood its mechanics correctly, is pretty much an ability that I was imagining for a tank. A "others get hit, but the damage comes my way"-type thing, but a full player-controlled thing, both on the tank's side and on the partymates' side. But again though, this is the base level that already has me excited. Adding proper AI, adding proper ability sets on mobs, proper mob group mentality and proper stat interactions (across all types of stats) would obviously elevate the gameplay ever higher. Would I've loved to see all of that right now? HELL FUCKING YES. Am I ok with what was shown? Also yes. In other words, I'm doing a similar thing to what you were doing during some other showcases. I'm trying to see where this could go with future development. I might be completely wrong with my assumptions, but all of us are wrong in them until proven otherwise. Mine are just a few levels below yours, because I can be pleased by a much more simpler gameplay. P.S. the comment could come off as vitriolic in text, but I'd like to think that I get intentions correctly most of the time, so I didn't apply any vitriolic sentiment to it. Azherae wrote: » Tweaking the amount of damage a group does to a mob or the HP values the mob has doesn't actually change the difficulty or the gameplay. "The Mob kills you fast" isn't 'difficulty' when you are already riding your cooldowns and spamming your CCs. Some mobs could get the same CC diminishing return mechanic as players will have and some (or same) mobs could have proper resistances to the abilities whose CDs you'd be riding. But I'd definitely like to hear what else I'm missing in term of difficulty. Cause to me, the danger of every hit is the difficulty. If I die - I have failed. If I've failed - the difficulty was higher than what I could manage. Steven said that they're not working towards pure iframes on dodges, so that already boosts the potential danger of each mob hit. And one- or two-shots from mobs seem quite dangerous to me, if I can't just endlessly dodge them w/o taking a single hit. Azherae wrote: » I don't think I saw Steven make a single recognizable 'choice' in that stream. It's also Steven though. He's juggling a top of "showcase" stuff, while also not being the peak lvl player. Though yes, this was definitely a pretty basic showcase, but they've addressed that part in the stream. And as much as I'd like them to be finished with all the detailed development already - they're not, so I'm judging exactly what I'm seeing.
Azherae wrote: » Basically you're my 'litmus test' for if this is likely to be 'hey they're not done' vs 'This is what they are trying to make'. So I thank you, and I'll relay it to the others.
Lark Wyll wrote: » I had the opposite reaction. Gameplay looked tedious fighting one mob at a time for that long a period of time. I hope this game doesn't go the way of NW with long TTK per mob as they're damage sponges and have the pace of combat drone on. I'd rather see more mob waves or packs and much lower ttk. The old school single mob dense area isn't interesting and makes getting in and out a grind. It's fine for demo purposes but single mob fighting as a group ad nauseum with high ttk is boring. Basically every mob becomes a boss and you have to slowly turtle forward and hear the complaining between tank vs dps waiting for the tank to build up threat generation before playing as any other role. This is an outdated gaming experience.
Karthos wrote: » I honestly don't understand why they don't get 4 more people to help out. I'm sure in their office they could get 4 more people for a video.
superhero6785 wrote: » novercalis wrote: » 2) with that being said - I dont think a 4 man should be able to compete in the area. Maybe the regular elite mobs but DEFINATELY NOT on bosses. Seeing them being able to still overcome "bosses" as a 4man is disappointing. He said he used admin commands to assist the party, which IMO is even worse because that's just one more reason we can't take this showcase seriously to form an opinion on how the tank plays... because honestly we did NOT get a genuine showcase of the tank. The more I talk about it, the more I'm utterly disgusted with this months Livestream.
novercalis wrote: » Lark Wyll wrote: » I had the opposite reaction. Gameplay looked tedious fighting one mob at a time for that long a period of time. I hope this game doesn't go the way of NW with long TTK per mob as they're damage sponges and have the pace of combat drone on. I'd rather see more mob waves or packs and much lower ttk. The old school single mob dense area isn't interesting and makes getting in and out a grind. It's fine for demo purposes but single mob fighting as a group ad nauseum with high ttk is boring. Basically every mob becomes a boss and you have to slowly turtle forward and hear the complaining between tank vs dps waiting for the tank to build up threat generation before playing as any other role. This is an outdated gaming experience. that is the beauty of it tho. idk about NW and let's not ever talk about that trash but it was those tedious moments that made the immersion of a fantasy world alive in EQ and vanilla WoW, as it appeared to be in L2 as well. Pacing and Slowing things down IS A GOOD THING. It creates players having to be synch with each other. I'm here for social co-operation gameplay. We gotta move slow, gotta respect each player to make sure they are ready for the next pull or we all die. I not only need to worry for myself, but for my teammate. I don't need the adhd dopamine drip every 5 seconds. I don't want to rush to high lvl in 1 week or 1 month or 3 months. Enjoy the details. There won't be any complaining when that is the standard, people will then relax, talk until everyone is rdy then continue fighting. you know, being a sociable human being. everyone is trying to move fast, run fast. Slow and Steady wins the race. Less is more. Savor your food, enjoy the food instead of gulfing it down in an instant. Pacing matters in a mmo.