SOLOing my view and opinions
First of all, thanks Funcom, you guys have made an excellent game and I enjoy it alot.
Second I have seen alot of whine replies like: my <insert any class here> cannot do everything the best, please fix it. I have lokkewd at all of the classes and played quite a few of them and think that they are basically well balanced in concept. Each class has a glaring weakness in addition to strengths, so that was a good design decision. My big concern is some of the latest changes have reduced these weaknesses, which I feel contribute greatly to the game.
I feel this investigation into solo and group play may be premature. Some classes still have outstanding bugs to fix, which may completely change gameplay for those classes. I would prefer a more conservative approach of waiting and seeing if the major fixes still outstanding make play different before making adjustments.
The entire concept of class balance doesn't make alot of sense to me. If a class is capable of advancing and is enjoyable to play, then it is good enough. Spend the effort elsewhere. The concept of each class being able to solo sounds good, but since the game has 3 levels of play(solo, group and eventually political). why can't some classes be better at one level than another? The reason is the experience system is completely combat based. There are currently several ways to gain experience within the game(combat, lockpicking, making items and completing missions). Most everything is in place to give the game better options for teams and help the non-combat classes. Make lockpicking more complex and traps more dangerous. Increase the rewards dramatically. In a mission, why should an enforcer be able to open all the chests? In a team some classes get an exp bonus for opening all chests. Other classes get bonuses for for using their abilities. Make trade skill items harder to make for valuable items, and components rarer. But a completed item gives a large amount of experience. Eliminate mission camping. place fixed facilities in missions, where certain items can be made. Make taking a tradeskill player on a mission rewarding for the team cause if they complete a mission(providing access to a lad for instance) the tradeskill player will make the goodies instead of the game system handing them out. Also give bigger exp for missions, enough to make setting the slider to exp worthwhile.
Finally I recommend static dungeon template for the solo missions. A core group of designed missions mixed into the random missions. More interesting mission designs could benefit non-combat ficused players.
Other ideas:
Give exp bonus to a 'crat for the team level - make a class responsible for being team leaders. In fact make the 'crat, team leader by default
give docs exp for healing others
penalize over equiping, when the buff wears off
ditch the shopping channels and allow the traders to facilitate the player trading system. The noise from shouting, and small area a shout covers is perfect. Let the traders use a channel to communicate items for sale - this gives them a revenue source from the loss of wrangling income
create a blackmarket, some items can only be bought and sold illegally
Teams? Those that get the sour end -
Me being a 123 lvl doc I've come across and noticed many things while playing in teams. There are a couple professions I have noticed that I hardly ever team with though. One profession such as this is soldiers. When we team with one, they have nothing to help us out with. All they are is a gun. I could put a better gun on than most soldiers I suppose - so does that make me 2x as better as a soldier, cuz I can heal and shoot? I think soldiers should at least get SOMETHING to add to the team. If this is a team sport where do the soldiers come into play?
my quote of the day: "all they(soldiers) are is a gun"
-Sourstuff, where the buffs flow like wine
Re: Re: Go through all the professions...
Quote:
Originally posted by eleetist
At least you have grid armor
HAHAHAHA
I would have to pay 5-10 million credits to get the grid armor crystal...i would then have to raise another dark blue skill to 320...at level 77 my other nano skills are at around 380...if you think i have the IP's, the money, or the time to try to get this rusty crown(its not that good, sorry, just not enough AC's to be worth it) for fixers you are mistaken...
Recomendation: Get your head out of the ground and read how many people have grid armor...last time i checked about 5...
B
An aid to the Team Leader
If it would be possible for the Team Leader to have a macro as such:
"We are going to attack %F next, get ready"
Where %F would insert the name of the Leader's current target AND flash either its body or head the way a player's head flashes when he speaks it would be a great boon to open field hunting.
How many times has the leader said "OK, on 3 let loose on the Matriarch" and the team unloads on two or three different targets on the count of three? It's happened to me before. /point works but this would be a nice addition to the scripting language.
Re: At Least We Now Know Why the NT Character Is Totally Ignored ...
Quote:
Originally posted by chynn
NT's don't heal; NTs don't tank; NTs can provide some crowd control but other professions do it better.
1) Running HE (Humidity Effect) nanos on them to buff their nano pools.
2) Running blind nanos to reduce an NPC's ability to "crit".
3) Running stun nanos to reduce an NPC's ability to do damage.
4) Running "calm" nanos to eliminate NPCs from a fight.
5) Running AE (Area Effect) nanos on NPCs when the team is being overwhelmed by multiple NPCs.
6) Running DD nanos whenever I am not doing one of the other five tasks.
Any improvements in the five areas I listed would help the NT profession contribute to a group.
Now here is a way to fix all kinds of things.
Start with a fix to the MOB AI. I am an MA who is always getting rooted by MOBs who then stand next to me and get the pulp beat out of them. Why? Make the MOBs run out of my range after they root me.
Now, having done that, teaming with Soldiers (another complained about profession) would be useful for their high-damage ranged abilities. Then take away NT movement roots in favor of spell roots that take away the ability to cast.
Make a heavy weapon for soldiers with high average damage and a LOW standard deviation (like 100-120 instead of 20-200).
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Now onto the reast of what I wanted to say.
You're gonna hate this.
I think that as more and more professions have more and more abilities, it is just making all professions the same. And that is boring.
It will be sad if the only reason to run an MP is so that you can give Masteries to your Engineer friends.
Or if NTs only wander around hitting people with Hum Ex.
Or MAs are only good for casting Sub Guide.
Or all traders do is Wrangle.
Or...
I think you should REMOVE some skills from all professions. Make teams that are MORE diverse have a REAL advantage.
Right now, if you want an UBER team, put 3 MAs with 3 Enforcers or Engineers. MAs heal and buff Sub Guide, everyone else beats on stuff. Boring. Why do I need a trader? Why do I need a fixer, or a doc, or a bureaucrat, NT, MP, agent, soldier?
We as players should shout for classes that are more unique, not more uniform. But everyone wants their class to be UBER. So whenever anything is done to "Nerf" a class, there is huge whining.
For those of you acquainted with game theory, this is an excellent example of "The Tragedy of the Commons".
Everyone wants a fix, but nobody wants it to affect them, just nerf the other guys.
Re: An aid to the Team Leader
Quote:
Originally posted by Bionitrous
If it would be possible for the Team Leader to have a macro as such:
"We are going to attack %F next, get ready"
Where %F would insert the name of the Leader's current target AND flash either its body or head the way a player's head flashes when he speaks it would be a great boon to open field hunting.
How many times has the leader said "OK, on 3 let loose on the Matriarch" and the team unloads on two or three different targets on the count of three? It's happened to me before. /point works but this would be a nice addition to the scripting language.
I thought you could make a macro like that alrdy.
Second, what if its not open field hunting? but marsh with lots of trees ?
Third, sorry no offensive, but when I target something and my team lets loose a rain of damage on it, there's never been a case where a third of my team are targeting another mob of the same name..the other third trying to kill another one.. I would like to imagine that my team is intelligent and watching me shoot at something before shooting at that thing.