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Do the professions with an adequate number of hit-points to "tank" (survive with monsters bashing them) have enough ways to keep the monsters focused on them? (As in viable "Aggression Enhancers" and Nano Programs?) Are you able to do your job?
As a level 111 Doc nobody I team with mentions even using "Aggression Enhancers". The only class that bothers to use its taunts are enforcers, and even then, it is only the mongo line. I’ve been told by soldiers that their taunts are usable, but they are single target and less effective than mongo at any given level. Martial Artists also have taunts; from what I have heard, they are also single mob and less effective than mongo. My suggestion is give all the combat AE taunts and make them on par with mongo.
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Do the professions that heal (Doctors, Martial Artists and Adventurers) have any use / purpose in the team? Do you really need a healer when the monsters drop in 5-10 seconds?
I’m a Doctor, I’ve yet to see any red mobs drop in 5 – 10 seconds, do you think a team would go out and hunt green or yellow mobs?
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A natural follow up question here is: Should we increase the unpredictability of monster spawns so that they are more "surprising", and different - so that more healers are needed. (More on this later.)
No. The idea of monsters just popping is a bad idea.
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Do the "crowd control" (the ability to temporally suspend monsters from battle by "freezing" them, "slowing" them down, or totally "wiping" their mind) professions have any use? Do you need a Bureaucrat, Agent, Fixer or Trader to keep monsters at bay?
The only one useful is calm. Maybe roots to some extent. I have not seen a mob effectively controlled by slowing it down.
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A question to those of you venturing into static dungeons: is there any difference here?
Not really.
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Do enough professions have crowd control capabilities? Which do you lack? Suggestions?
As a doctor, I would like to be able to clam, or charm. Maybe the nano-formula could be called “Trust me, I’m a Doctor.”
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Does support people have any real use? I have noticed many players on low levels having an inadequate number of NCUs to really take advantage of the beneficial nano programs ("buffs").
Most people level fast, I doubt its really a problem.
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Do you meet monsters that require skill and tactics to fight other than in the static dungeons?
Yes. Nevertheless, it’s always the same tactic. De-buff the current team target, calm or root its friends.
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Would you like us to add them, or would that seem like we are reducing your capabilities to solo?
I would like you add weakness to the mobs. Like a certain mob is weak against fire, and take double damage from fire. Another could be weak against cold or disease.
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Imagine going to the mines in Mutant Domains or Lush Fields to fight monsters. Suddenly, larger and tougher monsters spawn among its fellow "cannonfodder" friends. It would have more hit-points, higher damage output, and a higher chance of unique item-drops (Loot). Would that be fun, or a pain in the ...?
It would be a pain in the backside. What would be fun how however is if a larger Mob had a routine. It would periodically wander around. They should not just pop spawn in the middle of the group. I suggest you make them spawn at some known location, its lair perhaps. It drops unique items 100% of the time, but make it a range items that vary, with each kill.
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Do you have enough time for socialisation?
Yes. However, not while I am doing anything else. I don’t socialize between fights; I don’t see this as a problem.
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In some other MMORPGs there is a much higher "down-time" factor.
Current down time is suitable.
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Does the GUI support you in your effort?
It’s adequate, but not great. Some things are fiddly like the Def-Agg bar. The health bars in the team window are often lagging behind the actual health of the character.
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Is the Map GUI with your team members listed, the team GUI with health and nano enough for you to cooperate? Any good suggestions here?
I like the map. I need to be able to increase its size though.
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Give more professions the ability to "crowd control" to some degree. (Adventures getting lower-aggro range nanos i.e.)
Sound like a good idea, it would be useful in solo aswell.
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Make more interesting monster camps.
Definatly, I suggest you make the terrian a more usable part of the battle.
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Check for a quick death-respawn cycle. If so you increase the chance of a "boss monster" to spawn.
Would be nice. Current boss monsters are often over hunted at peak times.
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They will have higher level, more hit-points, and an increased chance of dropping unique loot.
More unique loot is good.
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Give monsters a more complex AI when you meet them with a team. Let them pick dangerous opponents, basically be "nastier", more challenging... (More fun?)
Be nastier? Nope. Use tactics such as running away, yep.
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Go through each profession and make sure it has something unique, or at least very good, to contribute to a team in a fight.
You mean this was not done when you designed the game? *shock horror*
I think you should go a head and add new stuff.
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Include different team-missions. Finally turn on the team-mission booths and give them tougher monsters, more of them, better loot and several levels. Maybe with a boss at the end? + Multiple reward and tokens.
Yep. Team missions are good. Definite need for everybody in the team to get a token when it’s completed though.
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Let me stress again that this should in no way change the way you solo, or your ability to solo. Those aspects should remain as good as they are today.
It would be nice if you could make them better, it quite boring doing missions solo, there should be some indicator of mission size. I don’t want to spend two hours doing a mission for a single token.