Forums » General Pantheon Discussion

Quick Switch for Gear –

    • 829 posts
    August 11, 2017 11:57 AM PDT

    lentik said:

    You dont have to use it in the beginning of your character progression, but you can later in end game use it if you want to optimize your spells, fight and your character performance, you can use it to modify your fighting behavior for every spell in dependency of weather, mob characteristics and so on - it should be more than the normal degrees of freedom we knowing from other games right!? I want to repeat my note again: it was in FFXI while combating for shure a complicated playing experience and only a advanced player could handle it right and smooth, but for hardcore playing it was one of the most fun thing which made the combat feels like a deep meditation in a small or in a big group (and yes, not only EQ matters, the old FFXI was a fantastic, maybe one of the best game out there and if pantheon want to bring the old times back, it will be better to not ignore that fantastic game mechanics). It was realy more than all the other games to only click a button and cast a spell, it was realy innovative, a science to play and im shure the development team knows what i mean ... so please think about that things for pantheon and im shure all the EQ players will like it too, if they stay open for innovative thinkings.

    It already sounds as if combat will have enough going on while not going for "action" focused combat, I don't believe adding yet more layers to combat performance/mechanical complexity is necessary. The nature of such things is they start out non-essential and seen only for min/maxers or hardcore until it becomes generally expected of anyone who wants to do the harder end game content and then just kind of expected in general to be seen as a decent player, as content becomes balanced around people doing these things. It sounds to me more about adding more room for execution error for the player to inflate the player ceiling; making it so that it isn't enough to know what to do and when to do it and then doing so, but making it so that while you may know you have to cast counterspell you now have additional steps thrown in to make it work right. 

     

    I'm a fan of gameplay and actions you take in a game, not tons of mechanical complexity. I'd argue depth/rythyms of play far more than depth of tinkering as mechanical complexity that has no gameplay interactions, serving only to make abilities harder to use well, are artificial gateways on being able to play a character. I understand that this is somewhat controversial since a number of people play to be able to express their creativity in micro-managing complex ability/skill mechanics but in general I would try to find the complex mechanics that also bring great gameplay, rather than sacrifice gameplay for complicated mechanics. At the end of the day with the proposed system, your decision-making isn't really increased by much, but you get all the associated issues of tedious memorization, sometimes confusing or convoluted, and the need of an encyclopedic knowledge to perform well.

     

    Combat depth and complexity are not the same dial; You can have complex things with very low depth, and deep things with low complexity. I do agree with you that there is room for MMO combat to be improved, I just fundamentally disagree on mechanical complexity for abilities/spells being the addition needed. 

    • 1939 posts
    August 11, 2017 1:58 PM PDT
    I am a fan of layers myself. But I will agree it doesnt have to come all from gear. But I also think (slight off topic) this is why some classes should be easier to play/master. And others should be harder to play/master. The end result should offer solutions for different types of gamers. We can already usually see this in roles. Usually tank/healers are a harder more demanding classes than DPS. Whatever the case. Layers are good. I want to get lost in the meta. But thats just me.
    • 116 posts
    August 12, 2017 6:38 AM PDT

    Quick swap macros for armor should be in the game, but only if you're out of combat. Armor should lose weight and stay on you when you die if you have soulbound it.

    • 44 posts
    August 12, 2017 6:04 PM PDT

    What if your style is iconic and you aren't willing to change it for anyone, or under any circumstances?

     

    • 76 posts
    August 13, 2017 7:27 AM PDT

    ZennExile said:

    What if your style is iconic and you aren't willing to change it for anyone, or under any circumstances?

     

    Then you would be well-suited (pun intended) to be fully engaged in the RPG aspects of MMORPG. Just exactly the kind of player I enjoy adventuring with and socializing with in-game. I did the same thing back in EQ with my secondary character. I didn't like the way a particular helmets looked on my character and refused to wear them. I steadfastly refused to put on a helmet - no matter what the encounter. My friends in real life had no problems with it - we're just playing to have fun; my guild had no problems with it - just play to have fun and progress; others I played with in-game had no problems with it. It was part of the RPG amd persona of my character and gameplay was fun and not a problem being able to group up with others and socialize during downtimes. (generally socializing in downtimes wasn't all role-playing and you could chat about things given an understanding of the group you were with; and there were othertimes wher you chatted while still role-playing; it's a nice variety and I found indicative of maturity and generally the more mature I envisioned the player on the other side of the avatar the more enjoyment and respect I had for the game, the group, and the encounter)

    This is the kind of player or the kind of acceptance in playing these games that has me looking forward to playing Pantheon with other people out there who are looking for a more enthralling gameplay and socializing aspect of MMOs. I hope to see you in game!

    Cheers!

    • 288 posts
    August 13, 2017 5:31 PM PDT

     

    I don't see any reason why you shouldn't be able to switch in combat, if there were a combat flag in Everquest, with mobs never leashing and staying on you forever, you'd have to zone to change gear, in a dungeon this could be a huge issue.  I do not think you should be able to switch gear instantly, I think it should take a bit of time per piece outside of combat, and if you choose to switch gear in combat, it should take a considerable amount more time per piece, because you're trying to do it under stress.

     

    Maybe .5-1 second per piece of gear outside of combat, 2-4 seconds per piece inside combat.  I also don't see any reason we can't have a simple 1 button press with gear sets attached to handle this, that goes through one by one in the order you tell it to and switches it... cuz even if you don't have that functionality, my keyboard macros will.

    • 459 posts
    August 13, 2017 7:26 PM PDT

    I havn't a clue if they will do switching in combat or not. It sounds like if they DID allow something like this there would be penalties. I imagine enemies that see somebody equiping gear would see them as a good target to attack, like a mage meditating in the background. Interesting thoughts. 

     

    -Todd

    • 740 posts
    August 14, 2017 7:49 AM PDT

    I desperately hope that situational gear will be limited in use that a gear swapping mechanic won't be necessary. I do not want to have to micro manage all sorts of items in my already limited inventory. Every additional item you get for a given slot devalues all the rest. The last thing I want is to get my Cloak of Winning and only be able to wear it 50% of the time because the rest is "situational". Tying players to memorable, important pieces of gear is *extremely* important for creating a bond with the world and the game.