November 2003

/ This just late... - Monday, November 24, 2003 - D 0ne



/ Bwahaha! - Wednesday, November 19, 2003 - D 0ne

EverQuest Chat on November 24th at 6:00pm - 7:00pm pacific time. Melee System Enhancements!
You've been asking for them and now we're ready to discuss them. We're taking a big departure from what many of you are used to when it comes to combat. With that in mind, here is a brief summary of these exciting enhancements to better help you target your questions to us during the live chat. Don't worry if you miss the chat, we'll post the logs on EverQuestLive.com


Increase the contributions melee classes provide in a group setting
Address the current deficit between the pure melee classes and other classes
Add more depth and potential for skilled play to melee combat
Provide a system that encourages attentiveness and decision-making skills, without focusing heavily on twitch gameplay

Take advantage of an opponent's weakness. See an opening, strike home for the kill!

Monks, Rogues and Warriors will gain the ability to recognize certain weaknesses in an opponent's defense. These "Openings" will be a variety of types and can occur based on several different situations during combat. Be quick though, an opening will not present itself for long. Strike quick with a new combat skill once your character recognizes an opening. These new combat skills are being designed just for this combat system revision. Using and maintaining these skills expends the character's Endurance (a new statistic, calculated from the character's basic stats).


Here's a combat example:

A warrior is serving as the tank for his group, standing in front of a goblin. While battling the goblin, the warrior makes an exceptional parry and is presented with an opening. An indicator appears with the "opening icon" and the word "Parry" next to it (this information also appears in the chat window).

Now is his opportunity to strike back after the exceptional parry! Only certain combat skills can be used to react to a parry opening. Other types of openings will allow the use of other skills. Some skills may be usable in response to more than one type of opening. Also, your position in relation to the target can change the effectiveness of certain skills.

In this case, our warrior knows that he can use one of three combat skills, each having some merit. One might stun the target, one might increase the hate generated by the warrior for a few rounds, and one might make it easier for everyone to hit the NPC.

In this case, our warrior elects to try to stun the goblin. He presses the appropriate button and luck smiles upon him as he successfully executes the strike, leaving the goblin standing dumbly for a combat round.

Increasing Your Endurance and Learning New Skills


Increase Endurance by increasing attributes or by acquiring special items that directly increase your Endurance pool
Find tomes or instructions manuals and take them to specific trainers to learn new skills
Choose your skills from skill categories (such as Tactical) containing skills focused to a purpose
Most openings are available only to a single character, but some are available to all nearby characters
Disciplines will be transferred to this new system
Existing Discipline timers will be reviewed, and several will probably be set to their own timer
Disciplines will require an Endurance cost
Hybrids will receive a limited Endurance pool for their disciplines
There will be other changes as well. Keep your eyes on the Test server and our update messages for more details as we move forward.

This new system is much more flexible than the existing disciplines. It will be relatively easy to add new combat skills, as well as new skills that are not limited to openings. This system creates the possibility for tremendous enhancement in the future, allowing groups a large number of options when it comes to melee combat.

Talk to you in the Live Chat!

Alan


/ Life is good - Wednesday, November 5, 2003 - D 0ne

Since we're just "objects" and “examples”, "Your Top Ten Rules for MMORPG participation!"

1. If you're going to be critical of the game or the game makers/designers/employees never let them connect your criticism to your game account. Your anonymity is priceless. They will ban you. They want to ban you real bad. They want to use you as an example and they want to do it early on. Go anon early. Keep your account ID adn your online ID completely seperate.

2. Avoid dealing with gaming company staff in game and if you absolutely have to deal with them you must kiss ass, they expect you to be a fanboi.

3. Never buy the hype. If it comes from the "company" no matter how they frame it, no matter who they get to say it, it's not the whole truth. Since you protected your real identitiy, feel free to call hype, hype.

4. Remember that the companies use shills to shout down critics. That's right, they pay people to act like they don’t work for the company and to marginalize their own customers. Do not let the company draw you out and get you to do anything in anger, that's what they want. They want to marginalize you, you’re a critic you cost them money.

5. The company lies professionally. Every issue is fed into a "this works" machine and the outcome whether positive or negative isn't the goal, the goal is to make the issue marginalized. Do not allow your isasues to be marginalized.

6. Remember you are the word of mouth about the company, start a web site. When people search the web looking for game information, it's your site they will read. Tell the truth and hit the company hard, because, that is what they are doing to you.

7. If the company wants to include you/hire you, they are silencing you. If you are a critic you will be marginalized and if they can’t marginalize you they will include you.

8. Remember the company is not a person it's a profit center, the company is never happy or sad, it just makes or loses money. The company will never understand how you feel and it has no intention of doing anything other than exploiting your feelings.

9. If you volunteer to work for a company, you're being used and there are serious legal concerns. Frankly, they plan on you volunteering and they plan on using you and your time for free. You'll be nothing more than a tool, literally.

10. When you decide to leave a game, grief, cheat, make them miserable. It'll be the only time they ever care about you.

Raph, you really make me angry.


EDIT:
This part reminds me of two EQ classes:
"Reinforcing community tone
•You have great power
–Whoever you answer gets reinforced; your attention is status
–Whoever you ignore gets marginalized"

For the first see the Rogue boards. Rogues are favored. Some history: Monks displaced by Rogues as damage dealers. Rogues needed for their hide and sneak skills. Rogues needed for their pick lock skills. Rogues are needed on raids and in groups, thanks to lfg and Lost Dung, Rogues are very, very happy.

For the later see Necromancers. SOE doesn't speak with Necromancers and has nerfed them in to uselessness. The class has been reduced to nothingness, marginalized in to a D00D class.
*Remember kids, it's hard to solo if some guy with two accounts is power leveling his Ranger in your soloist spot.*


/ Sharing and Caring... - Saturday, November 1, 2003 - D 0ne