1 3 Next Next_page
Re: New Player Comments 11/29/2014 07:53 PM CST
>>In the situation you described above I would suggest they not just mash 701 over and over til all their mana is gone but to try to hit each thing once. It conserves their mana. Also like what was said by someone else, it really would be easy to find a ranger blank imbed rod in a shop and find even a mid level sorc to imbed 80 charges of 701.

These are all facts, and we did do all these things, and frankly, several others -- I coached into them over the course of the evening. I didn't just 'tell' them how to play. I wanted them to experience it, and to learn what to do, rather than just get frustrated and / or ask for help. We 'explained' as we explored.

Now - let's pretend I wasn't there to do these things. See the problem, yet?

Doug
Reply
Re: New Player Comments 11/29/2014 07:56 PM CST
>>However, I'm not convinced that the only fun way to get characters involved with the game and with other characters is via combat.

Oh, I do agree with other non-combat ways to do things. A great idea, and I don't want to detract from that discussion.

>>but I'd put my money on the newcomer not likely meeting up with many other low-level characters (if any at all)

Well, except for that part. I really want to see a concerted surge effort of new subscriptions over a longer period. If it can happen, I'd put my money the other way. :)

Doug
Reply
Re: New Player Comments 11/29/2014 08:09 PM CST
>However, I'm not convinced that the only fun way to get characters involved with the game and with other characters is via combat.

I understand and appreciate that GS is a game with a focus on RP. But the combat/exp gain is a major part of the game. So a focus should be maintained in keeping that portion of the game just as fun as the rest is important, imo. The experience gaining/leveling system is heavily reinforced as a needed thing by all but a very tiny bit of game interaction. Almost all RP based things that are sanctioned by the game story tellers (NPC RP interactions, events and storylines, etc) include forms of combat, often very high level forms of combat. So to be able to get "involved" in all aspects, one must level. That or just repeatedly die. :(
Reply
Re: New Player Comments 11/29/2014 08:09 PM CST
>This would not work as well as you'd hope. This would depend on the sorcerer getting the ward off at least 2 to 3 times before the melee killing it.

>These are all facts, and we did do all these things, and frankly, several others

Thats true, the really low level stuff doesnt really have enough health to group hunt with, especially for the bigger groups.
Reply
Re: New Player Comments 11/29/2014 08:15 PM CST
To the pure having trouble at the beginning discussion:

Please encourage them to make friends. This is a community game, after all.

Please encourage them to ring the bell at Silverwood if they have questions. That's what the Mentors are for.

Please do not say anything negative relative to the game, their class/RP choices, or anything. If the first experience a new person has is someone griping about the game, you can certainly expect them to turn around and walk out.

We're all here because we love GS. Can we show each other some of that same respect, and bring the new people in with positive and fun vibes?

Thanks all.

-The mind behind Rowmi's eyes.
Reply
Re: New Player Comments 11/29/2014 08:48 PM CST
>>Well, except for that part. I really want to see a concerted surge effort of new subscriptions over a longer period. If it can happen, I'd put my money the other way. :)
>>Doug

Yeah, I definitely agree there, but I think our planning should be for current conditions with contingencies for our hoped-for outcome.

>>I understand and appreciate that GS is a game with a focus on RP. But the combat/exp gain is a major part of the game. So a focus should be maintained in keeping that portion of the game just as fun as the rest is important, imo. The experience gaining/leveling system is heavily reinforced as a needed thing by all but a very tiny bit of game interaction. Almost all RP based things that are sanctioned by the game story tellers (NPC RP interactions, events and storylines, etc) include forms of combat, often very high level forms of combat. So to be able to get "involved" in all aspects, one must level. That or just repeatedly die. :(

My point is that even if gaining experience is a big part of the game, combat shouldn't be the only way to get it, especially for newcomers. It was just as frustrating for me as a rogue coming in and getting one hit in for every three or four shots I took. I start all my new characters in Ta'Vaalor now and don't have that problem. I don't have that problem because you can get to level 5 there running messages and taking water to the guards. By that point, you can move to thyrils or the graveyard (in either Ta'Vaalor or Icemule) and really start making some progress.

As for storylines, yes most are heavily combat-based, but just because they are now doesn't mean they have to always be. I absolutely loved everything about EG this year, especially the storyline. It involved no combat, but was a fantastic story overall. We've had some storylines in Platinum that only became about combat because that's where players took it.

New players don't have the same expectations as established players. Easing them into the game through methods other than combat will be a win-win in the long run. Fighting a thyril at level 5 is much more enjoyable than fighting one at level 2; and learning to roleplay increases not only their enjoyment, but the enjoyment of the players with whom they interact.
Reply
Re: New Player Comments 11/29/2014 08:54 PM CST
>I absolutely loved everything about EG this year, especially the storyline. It involved no combat, but was a fantastic story overall. We've had some storylines in Platinum that only became about combat because that's where players took it.

Actually there was supposed to be combat. But no one in plat attacked the demon when we were told to by the NPC. So the GM's had to improvise. And trust me, I'm really happy they did. I avoid almost all storylines that include invasions and combat, simply because I just end up dead. Being dead and dragged away to be dealt with does not make for a fun "storyline" for me.
Reply
Re: New Player Comments 11/29/2014 09:01 PM CST


I will fully and completely argue with anyone that the storyline is mostly high level hunting/invasion. A number of young player and especially newly created characters have successfully been involved in.

This i find is a bigger issue i find with a few in this game especially toward new or long away returners. Many times its about what you cant do or shouldnt do instead of being more positive. Many are so worried about making the initial mechanics newbie friendly i personally think we could keep more players by being more community friendly. Flood the person with help if its a new face. Be friendly and helpful and make a world people want to rp in.

Pups player.
Reply
Re: New Player Comments 11/29/2014 09:16 PM CST
>I will fully and completely argue with anyone that the storyline is mostly high level hunting/invasion. A number of young player and especially newly created characters have successfully been involved in.

I was not referring any specific storyline. I am simply stating that most storylines/events/etc normally involve combat, and most times, that combat is tiered more to higher levels, simply because they are more prevalent then lower levels.
Reply
Re: New Player Comments 11/29/2014 09:22 PM CST


Even then the GMs do plenty to allow the younger ones get involved. This isnt the invasions of old.
Reply
Re: New Player Comments 11/29/2014 09:30 PM CST
>>Actually there was supposed to be combat. But no one in plat attacked the demon when we were told to by the NPC. So the GM's had to improvise. And trust me, I'm really happy they did. I avoid almost all storylines that include invasions and combat, simply because I just end up dead. Being dead and dragged away to be dealt with does not make for a fun "storyline" for me.

Well, that proves the point, doesn't it? Even if we were supposed to attack and try to kill the demon, we didn't, and the GMs rolled with it. They let RP decide the outcome instead of trying to force a combat situation. I've been seeing more and more of this in storylines and I wholeheartedly approve. I'll admit that my character can be as hot-headed as the next (she is fire-attuned after all), but it's the RP around these scenarios that creates the immersion not the combat.

>>Many are so worried about making the initial mechanics newbie friendly i personally think we could keep more players by being more community friendly. Flood the person with help if its a new face. Be friendly and helpful and make a world people want to rp in.
>>Pups player.

I couldn't agree more. People want community. This is what makes Gemstone head and shoulders above the rest.
Reply
Re: New Player Comments 11/29/2014 11:03 PM CST
<This is a roleplaying game, but hunting is the core way to gain experience. There are other ways to gain experience, but they either have sharply diminishing marginal returns or are a huge <pain. In a lot of ways, you sacrifice combat effectiveness if you make choices for RP purposes (like being a pure caster out of the gate). Being a pure caster should be the best way to <advance a spellcasting class, but it doesn't necessarily follow that pures should be great or even passable at hunting at low levels.

<You should be able to gain experience from studying your craft (i.e. joining the guild and practicing your guild skills). In studying your craft, you can make trinkets that boost your combat <effectiveness and help you learn more about your profession.

<New players don't come into this game expecting to have their spellcasters swing for the first 20 levels. They don't know what to expect except that they'll probably need to learn spells. <Setting the expectation early on that training paths differ lets them know from the start that being a spellcaster will be an entirely different experience from being a square.

While there is merit to what you say, crafting skills in this game are poorly designed. For the most part it seems players find them tedious, in particular alchemy. Ideally, these tasks should be fun, they should provide experience, and I would personally like to see it follow the WoW model a bit more: where players are encouraged by design to explore their skills, both combat and otherwise and are rewarded with experience/silver/items for doing so.

Another problem is that all non-combat skills are useless at the low end. You can't typically pick locks effectively, hide, craft, or anything else when you just start out. I'm sure we can justify this by asking why a level 1 should be good at anything (do we start out as babies??), but where does it get us? I would personally love to see the bounty system encompass crafting skills, locksmithing, etc. I would love to see new players able to explore their skills for rewards. But none of this exists. The game has always been set up this way. So I'm totally with you if you want to change that.

~Taverkin
Reply
Re: New Player Comments 11/29/2014 11:06 PM CST
<This i find is a bigger issue i find with a few in this game especially toward new or long away returners. Many times its about what you cant do or shouldnt do instead of being more positive. <Many are so worried about making the initial mechanics newbie friendly i personally think we could keep more players by being more community friendly. Flood the person with help if its a new <face. Be friendly and helpful and make a world people want to rp in.

Why shouldn't it be both? I mean the OP flat out told you how much he enjoys Icemule and the community there. He's already developed a preference for it over the Landing. But he's still frustrated by these mechanics issues. You see that, right?

~Taverkin
Reply
Re: New Player Comments 11/30/2014 07:24 AM CST
>>Ideally, these tasks should be fun, they should provide experience, and I would personally like to see it follow the WoW model a bit more: where players are encouraged by design to explore their skills, both combat and otherwise and are rewarded with experience/silver/items for doing so.

I suggested almost exactly this in the "New Player Needs" thread. I'd like to see the guilds for pures changed to a different model than that of squares. Let pures join at level 3 and make the items that will boost their combat effectiveness (drink a 401 potion so you can conserve mana and get back out to the field faster; make iron wands to extend your mana, etc.). It's already there. It's already built. I just don't know how much of the underlying system would have to change to make it work at level 3. They'd also need to up the experience, but you can already sell your alchemy items to the alchemist to make silvers.

As far as fun goes, that's entirely subjective, and we've had this discussion before. I find challenge fun. I prefer roundtime to cooldowns. Some people like the gather items tasks in Alchemy. I hate them. In designing a system like this, you're not going to please everyone with every task, but each task should have some subset of players that enjoys doing it. Does that mean there are no improvements that could be made? No, but I hardly think SIMU should be taking advice on how to improve them from someone who has admittedly never used any of these systems.

>>Another problem is that all non-combat skills are useless at the low end. You can't typically pick locks effectively, hide, craft, or anything else when you just start out. I'm sure we can justify this by asking why a level 1 should be good at anything (do we start out as babies??), but where does it get us? I would personally love to see the bounty system encompass crafting skills, locksmithing, etc. I would love to see new players able to explore their skills for rewards. But none of this exists. The game has always been set up this way. So I'm totally with you if you want to change that.
>>~Taverkin

Have you ever played anything other than a wizard? My rogue was opening her own boxes from the start. The prevailing wisdom is to wait until level 10 to start locksmithing for others, but you can most certainly open your own boxes from the start. Empaths can heal from the start. Only blood at first; but as soon as they get a new healing spell, they can use it right off the bat to start healing others. Wizards can start doing enchantments as soon as they get the spell as long as they've trained properly in the ancillary skills. Same thing with clerics and raising.

You can start fletching at level 1. You gain the same experience at level 1 that you do at level 100. You can also start using those arrows immediately. Just because most people don't doesn't make it impossible or even mean it's not worth it (especially if you're level 1). The end result is that you can get a 5x bow, master fletch your own faewood arrows, and end up with a 10x weapon at a cost an order of magnitude lower than someone trying to obtain a 10x weapon of any other sort.

I don't have any characters who forge, so I can't speak to that. However, I don't generally find cobbling to be tedious. It is a little isolating, which is an area where I would welcome improvement.

As far as S&H goes, it's most definitely a combat-related skill and just like every other combat-related skill grows in power the more you train in it. As it is, Ambush isn't very effective at lower levels, either. So if hiding was made better, Ambush would also need to be made better for you to actually see any effect from it.

Before you deem all RP-related systems as useless and boring, you might want to try them out.
Reply
Re: New Player Comments 11/30/2014 11:17 AM CST
I haven't tried alchemy. The reason being that I've been playing this game for a very long time and I can infer from what other players tell me what the system is all about. I was a master at arms in the warrior guild back in gs3. I've had all I can stand of that style of system, even if I found great value in the rp aspects of that system. Even more reason for me to want to change them.

The comment on low level characters being unable to effectively use their skills was more about the skill thresholds. I am of the opinion that skills we train x per level should be competent from the start. Hiding should not be difficult at level 1 if the expectation is 2 ranks per level. No reason to require a ton of ranks, just divide by level where skills like that are concerned.
Reply
Re: New Player Comments 11/30/2014 02:44 PM CST
>>I haven't tried alchemy. The reason being that I've been playing this game for a very long time and I can infer from what other players tell me what the system is all about.

I'm sorry, but you really can't. If you could, you wouldn't make suggestions for things that are already part of the system.

Here are some tasks you can receive from the guild for alchemy. Let's see if they ring a bell:

>Go talk to the skilled masters for 5 reps.

The skilled master asks you to make a formula using [CHANT | INFUSE | BOIL | SIMMER | CHANNEL]. When you're finished, she takes the item and hands you some silvers. Depending on the recipe, this can be quite a handsome sum.

>Go talk to the inventory clerk. He'll give you a list of things the guild needs. Bring back five of those items.

You go to the clerk and ask him about a list. He gives you a list with about a dozen things on it. You can choose any five of those items (in the quantity requested) to bring back. You don't even have to bring back all five. You can bring back three if that's all you're willing or able to gather. If it takes you more than 15 minutes to gather the items, you can give them to him and immediately ask for another list. If it takes less than 15 minutes, you have to wait out your time before requesting another list.

>Sweep

Roundtime activity, similar to the square guilds

>Clean assemblies

Cooldown activity (like raking leaves, cleaning floors/windows, or watering the flowers)

>Polish lenses

Same as above

>Distill water

This induces a lot of roundtime. The upside is that later on there are formulas requiring distilled water, so you can save your results for later tasks.

>Extract

Same deal as distilling. Use an item you'll need an extraction of in a later formula.

>Grind up items

This is either for the guild or on your own. When doing it on your own, use items you'll later need to grind anyway. (Gems are perfect for this task as well as the various herbs that are required to be ground first.)

>Go out on your own and create items practicing your [CHANT | INFUSE | BOIL | SIMMER | CHANNEL] ability.

You can choose which items to make as long as they are appropriately difficult for your rank. Some formulas you can't make until you reach a certain rank. These items can be sold to the alchemist to recoup some of your cost (or at a tidy profit depending on the formula). You can also use them yourself. (The only item I ended up using myself was the slender mithril wand, which casts 910. My empath benefitted from all of my other alchemy activities.)

My biggest beef with alchemy is that there are very few formulas that are worthwhile to make at higher levels. I don't need wands that cast 901 or 903 and they're too expensive to make and sell at any kind of profit. If I want to help newbies, it's easier and cheaper to save up all my wand finds and duplicate them. These days, my wizard pretty much sticks to making ayveneh and eoveneh potions.

One of the great things about the pure guilds, though, is that all of the workshops are nodes. I'd love to have that in the rogue's/warrior's guild.

>>The comment on low level characters being unable to effectively use their skills was more about the skill thresholds. I am of the opinion that skills we train x per level should be competent from the start. Hiding should not be difficult at level 1 if the expectation is 2 ranks per level. No reason to require a ton of ranks, just divide by level where skills like that are concerned.

Low level characters are able to effectively use their skills. Are they as good as they'll be at later levels? No, and I don't agree that they should be.

The lower levels teach you what to expect at higher levels. Higher levels are easier not because the game becomes easier. They're easier because you know what to expect and how to plan for contingencies. You've learned the right tactics and that you need to adjust every time you enter a new hunting ground. The first time a deranged sentry disarmed me, I was totally shocked. The thing then picked up my weapon and started beating me with it. It was a 4x falchion with acid flares, and I wanted it back. I had to run to my locker, get a backup weapon, and then go back to try to find that dirty sentry. I eventually did and eventually got my falchion back. Thirty levels later, the same thing happened with a shan warrior. I had a nicer weapon then; but because of that prior experience, I was also already carrying a backup. Imagine how I would have felt if at level 43 I was first learning about this mechanic and it caused me to lose a very nice, expensive weapon.

There's just no way that other players can prepare new players for every contingency that might befall them during the game. Sometimes the only way to learn is through experiencing it yourself. If you provide that experience at a time when there's less to lose, it becomes a story you look back on and laugh at rather than an experience you ragequit over.
Reply
Re: New Player Comments 11/30/2014 04:29 PM CST
We're getting off topic now. I'd rather not explain my reasoning at this point as it's just going to take us further off the relevant point: things we do for new players. Suffice it to say that if you think alchemy is the solution to new player issues...I disagree strongly.

~Taverkin
Reply
Re: New Player Comments 11/30/2014 04:41 PM CST
<Low level characters are able to effectively use their skills. Are they as good as they'll be at later levels? No, and I don't agree that they should be.

Level already determines efficacy to a large degree. If, for instance, a level 1 rogue is able to hide as effectively against a giant rat as a level 100 rogue with the same number of ranks per level is able to hide against a cerebralite, the higher level rogue is still better but the combat system allows the level 1 rogue to be a rogue. That's what I'm talking about: skills based on ranks per level vs. opponent level rather than preset rank thresholds. To me, thresholds are more appropriate for ability unlocks. The base ability should be available from the start for those who train appropriately in the skill. Why should it take X number of ranks before a rogue can be a rogue? And why are all of their ability unlocks tied to CMANs and guild training? Why couldn't we also have unlocks to differentiate between rogues? Abilities associated with rank thresholds in a specific skill.

Anyway, again sort of off topic here. I have a lot of problems with the way the game works. There's nothing that says it has to work my way, but I can see how it might be handled differently.

~Taverkin
Reply
Re: New Player Comments 11/30/2014 09:59 PM CST
I think that any new player guide should include the following admonition:

"under no circumstances should you try to use the default webclient as a game front end. We're working on improving it, but in the meanwhile, download Stormfront or Wizard instead."

"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
Reply
Re: New Player Comments 11/30/2014 11:44 PM CST
We've come a long way from the "RTFM" days.

I appreciate what the OP is saying and that we need to retain players. Somestimes people may walk for many other reasons that "OMG too hard!". It may be the format. It may be the genre. At one point it was the connection fee.

A real gamer, the kind of people we are, and who we want, would push through.

I've been playing COD:AW and jumping into multiplayer, and even with preorder gear, is tough. There is a leveling system. Thats a part of what makes a game a "game".

GSIV is much easier than GSIII ever was.

Chad, player of a few
Reply
Re: New Player Comments 12/01/2014 12:05 AM CST

>>GSIV is much easier than GSIII ever was.<<

This with an exception. Data about things was usually easier to come by. Of course back in the OLD OLD days if you knew ICE you
were golden for GS :). I will say we also had a few other advantages back in the old days. Almost everyone knew what a text based MUD was. We do have to figure in the fact that the majority of game players nowadays have NO or little clue what it is. I would say the majority of our players are probably people who read more in general than your average WOW or graphical based
game player. So then the question is do we want to appeal to instant gratification types or do we want to look for people who like reading books and relaxing by the fire? :)In short
as with any product...identify your target population and make changes based on them. Theres no way we'll ever compete for numbers with WOW or SW so lets look at where we can best adjust for those who would actually be willing to stay in a MUD.


Kyll and others
Reply
Re: New Player Comments 12/01/2014 08:31 AM CST
<We've come a long way from the "RTFM" days.

<I appreciate what the OP is saying and that we need to retain players. Somestimes people may walk for many other reasons that "OMG too hard!". It may be the format. It may be the genre. At <one point it was the connection fee.

<A real gamer, the kind of people we are, and who we want, would push through.

<I've been playing COD:AW and jumping into multiplayer, and even with preorder gear, is tough. There is a leveling system. Thats a part of what makes a game a "game".

<GSIV is much easier than GSIII ever was.

<Chad, player of a few


I think you're confusing "frustrating" with "challenging". There is very little challenge in GSIV combat, as evidenced by the fact that an automated script can successfully navigate our combat system most of the time. The OP's complaint had little to do with the difficulty of combat. There is nothing inherently challenging to casting harm over and over again - it's a one-button maneuver repeated until you run out of mana! His complaint was to do with the frustration of being ineffective due to lack of sufficient mana to achieve what he considers a reasonable objective. And unlike established players from the 90s, his expectations are shaped by CURRENT game design. As a GOS empath, he expected to have some degree of success hunting low level warcamps as a pure casting empath. He expected to be able to complete some of the bounties he was assigned by the adventurer's guild. And why shouldn't he? They're available at level 3! Worse, when he switched over to a claidhmore under the advice of established players, he WAS able to achieve these objectives where as a pure caster he was not. Understandably, he found that frustrating - not too difficult, just frustrating.

~Taverkin
Reply
Re: New Player Comments 12/01/2014 08:36 AM CST
<This with an exception. Data about things was usually easier to come by. Of course back in the OLD OLD days if you knew ICE you
<were golden for GS :). I will say we also had a few other advantages back in the old days. Almost everyone knew what a text based MUD was. We do have to figure in the fact that the majority <of game players nowadays have NO or little clue what it is. I would say the majority of our players are probably people who read more in general than your average WOW or graphical based
<game player. So then the question is do we want to appeal to instant gratification types or do we want to look for people who like reading books and relaxing by the fire? :)In short
<as with any product...identify your target population and make changes based on them. Theres no way we'll ever compete for numbers with WOW or SW so lets look at where we can best adjust for <those who would actually be willing to stay in a MUD.

Let's also keep in mind that this is not an either/or. There are a great many former GS players who have left for WoW and other graphical MMOs. There are also a great many who have played those games and returned to GS. And, of course, those who currently play both. My point is that we are talking about the same players, not distinctive groups. It would be a mistake to assume that we cannot attract "instant gratification" types or that they cannot enrich our game world. Nobody is suggesting that we turn this into a WoW clone, but there are systems we have already copied from their model that are wildly successful among players. The GOS warcamp system and the adventurer's guild are copies of WoW-style systems and they are hugely popular among a great many GS players.

~Taverkin
Reply
Re: New Player Comments 12/01/2014 12:16 PM CST
Taverkin has it correct. I actually find the combat in Gemstone fairly simple and uninvovled. There is a high degree of calculations behind what is going on, but in the end I am just doing mostly the same thing until something is dead. Hopefully combat gets more reactionary later in the game, but the only reaction i've had to deal with is when something does some maneuver that I apparently have no way of block, stuns me, and I spam 'stance defense' and south to get the heck outta there! That being said, combat isn't what brought me to Gemstone ... and definitely not what is going to keep me. Unfortunately it seems that combat is required, as with most games, in order to level which I think everyone that plays a game like this wants to level and gain spells and experience content.
Reply
Re: New Player Comments 12/01/2014 01:32 PM CST
>Hopefully combat gets more reactionary later in the game, but the only reaction i've had to deal with is when something does some maneuver that I apparently have no way of block, stuns me, and I spam 'stance defense' and south to get the heck outta there!

The trouble with the GS systems that have more involved combat, and they do exist, is that users of them get outcompeted by users of the "spam till its dead" systems. Its much more satisfying to play one of the more involved systems, until there are other players around and then its just massively frustrating as they cut you out of the action.
Reply
Re: New Player Comments 12/01/2014 01:58 PM CST
<Taverkin has it correct. I actually find the combat in Gemstone fairly simple and uninvovled. There is a high degree of calculations behind what is going on, but in the end I am just doing <mostly the same thing until something is dead. Hopefully combat gets more reactionary later in the game, but the only reaction i've had to deal with is when something does some maneuver that <I apparently have no way of block, stuns me, and I spam 'stance defense' and south to get the heck outta there! That being said, combat isn't what brought me to Gemstone ... and definitely <not what is going to keep me. Unfortunately it seems that combat is required, as with most games, in order to level which I think everyone that plays a game like this wants to level and gain <spells and experience content.

Since you bring it up, I'll give you my perspective on hunting in the high end. Keep in mind that I only play a wizard and I have a very specific hunting style (bolts only!). I typically use the following spells almost exclusively: minor shock, Tonis bolt, major shock, cone of lightning, call wind, ewave (and every once in awhile tremors, for bandits) and some non-offensive support spells like mana leech, haste, rapid fire, and wizard's shield. As you say, it's fairly simple even at the cap. However, I enjoy the fast pace and deadly attacks. I like that I have the offensive power to take out my enemies quickly, but they also have many attacks that can bypass my defenses and kill me instantly and there are typically a lot of them to face at once. I find that exciting and the challenge is often to prevent them getting the chance of finding that opening.

In contrast (or perhaps in agreement with? It seems to depend on the scenario!) to RATHBONER, I find the classes designed to take their time underpowered and somewhat frustrating to play (although I am admittedly out of practice in the modern game!). Plinking away and spending significant amounts of time setting up kills when your enemies are all capable of killing you instantly requires more patience than I possess! For the same reason I dislike classes that don't have good area effect/multi-opponent capability. Too often these classes waste time setting up a kill only to be driven away before they can finish the job just because more enemies wander in. And where I hunt that happens ALL the time. The gen rates are quite high and every monster is deadly - you can't afford to ignore them while you finish your first target!

That's just my perspective, of course. I find a lot of enjoyment in the fast and deadly pace of combat in places like the Scatter. I can also admit that combat in less difficult places (plane 4, bandits) is rather boring. But that may have more to do with the fact that I'm 2x post-cap and have invested quite a lot into the gear that puts my combat stats far beyond "normal". But without that I'd have a lot of difficulty in the Scatter, so I guess it makes sense?

Anyway, I'm with you on the point that if all GS had going for it were the combat it would still fall short of other games which focus entirely on the "game" rather than roleplaying and interaction. I know some players claim they can take it or leave it when it comes to combat, but personally I suspect that's rather rare. As you say, most people probably want to level and they wouldn't be here if that's ALL they wanted.

~Taverkin
Reply
Re: New Player Comments 12/01/2014 02:26 PM CST
There's a difference between UAC (which is about as 'involved' as it can get) and boring-vs.-smart critters. Rathboner, you answered with the one but Guttersnipe was talking about the other.
Spam-hunting is what you do against lesser orcs: they don't really have any tricks so you just beat on them until they give up experience.
Dancing around in an area where you have to be concerned about maneuvers, forcing creatures to stance, watching out for spellcasters, not letting environmental effects get out of hand (siren lizards spring to mind), making sure you keep track of what's going on around you (troll king limbs spring to mind)... that is "involved" combat.
Reply
Re: New Player Comments 12/02/2014 07:27 AM CST

>Dancing around in an area where you have to be concerned about maneuvers, forcing creatures to stance, watching out for spellcasters, not letting environmental effects get out of hand (siren lizards spring to mind), making sure you keep track of what's going on around you (troll king limbs spring to mind)... that is "involved" combat.

Not all combat systems require you to stance critters, some just cut straight through it and users of those where you have to stance critters get outcompeted by users of those that cut straight through. Its not just open UAC that forces you to use set ups and results in you being outcompeted by those that don't have to. Warriors moan about their low AS for the same reason.

A mixture of a tank class to soak up the damage and a glass cannon class to dish it out is all well and good in D&D when the benefits are equally shared, but in GS you soak up the damage while they soak up the xp and it gets frustrating.
Reply
Re: New Player Comments 12/02/2014 08:47 AM CST
<Not all combat systems require you to stance critters, some just cut straight through it and users of those where you have to stance critters get outcompeted by users of those that cut <straight through. Its not just open UAC that forces you to use set ups and results in you being outcompeted by those that don't have to. Warriors moan about their low AS for the same reason.

<A mixture of a tank class to soak up the damage and a glass cannon class to dish it out is all well and good in D&D when the benefits are equally shared, but in GS you soak up the damage <while they soak up the xp and it gets frustrating.


I agree! Woah, this is getting WEIRD!

I think GS combat should play to its strengths. This isn't WoW. Over there the "plinking" model works because you don't have RT that locks you out of all other attacks (or all actions, in the case of hard RT) for a minimum of 3 seconds. They also have the additional element of 3D space. Thus even though combat relies solely on damage (no critical deaths), you use a great deal more and varied attacks. Combat - in particular the more challenging aspects of the game such as high end PvP and raiding - keeps you MUCH busier than it does here.

When we attempt to push "plinking" here in GS, we end up repeating a lot of the same attacks, waiting around in RT while spamming the repeat button, etc. And not only is that boring and uninspired, it's downright frustrating when the enemies you face can frequently kill you the instant they make a move (if you allow it!)!

That's why I say GS combat should be faster, not slower. In particular for those classes that currently find themselves too slow to finish the job before other enemies walk in. Use that amazing critical system we have and go for fast and brutal combat. We should be busy trashing enemies that come at us fast and with deadly attacks of their own. Sounds a lot like me hunting the scatter, doesn't it? Well, it should! That's where I have the most fun! I use setups, I use a variety of spells (relative to the other areas I hunt, anyway). It's still pretty simplistic, but it's VERY fast, deadly, and fun!

Just my take on it.

~Taverkin
Reply
1 3 Next Next_page