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Downtime RegenerationFollow

#1 Sep 22 2006 at 4:02 AM Rating: Excellent
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From the Patcher:

*** Downtime ***

As EverQuest has grown over the years, the amount of downtime imposed upon players has grown as well and we'd rather players find challenge in the fights themselves than in the time between them. Toward that end, we've created a new system that is simple to use, but powerful and flexible enough to control downtime as the game continues to grow.

The basics of the new system are simple. Once you have been out-of-combat for a sufficient amount of time, you can sit down (or be on a non-moving horse) and begin to rest. While resting, you enter an accelerated regeneration state that will quickly recover your mana, health, and endurance. For most single group content, once you are out of combat for 30 seconds you can rest. While dealing with multi-group content, that time is 5 minutes. The amount of time you have to be out-of-combat before you can rest varies for group content and raid content due to the different needs of the different encounter types.

This new out-of-combat regeneration system is...
...overpowering:161 (11.0%)
...a bit overpowering:368 (25.1%)
...a well-balanced game mechanism:817 (55.7%)
...not quite useful enough:50 (3.4%)
...not useful at all; I want to regenerate faster:29 (2.0%)
...something I have no opinion on:43 (2.9%)
Total:1468


(Note: You must be a registered user to vote in a poll.)
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#2 Sep 22 2006 at 4:30 AM Rating: Default
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I voted for a bit over-powering. I need to try it out more though, in various situations, to make an informed decision on it.

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#3 Sep 22 2006 at 4:31 AM Rating: Decent
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Aye, its a litle overpowered. The concept is fine, just needs a little bit of tweaking.
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#4 Sep 22 2006 at 5:50 AM Rating: Decent
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A bit overpowering...A longer wait (even a minute compared to the "30 seconds" would possibly work) would help keep it from being too out of hand...
#5 Sep 22 2006 at 6:04 AM Rating: Good
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Voted a bit overpowering. My bard would like me to slap myself for saying that, but it's true.
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#6 Sep 22 2006 at 6:14 AM Rating: Good
Why is it overpowering? They have to keep up with WOW or the game will end up being like the realm. It stops the dreaded downtime that causes EQ to seem like a grind instead of a fun experience.


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#7 Sep 22 2006 at 6:28 AM Rating: Decent
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Quote:
They have to keep up with WOW or the game will end up being like the realm.


No they don't have to keep up with WoW. EQ still has a solid player base and is still cranking out expansions every six months. If you want it to be like WoW then go play that instead.

Why is it overpowered? Before this whole med thing managing your mana/end was part of the game, now you just burn through as much as you want without having to worry about 10+ minutes of downtime.
#8 Sep 22 2006 at 6:40 AM Rating: Good
No offense. But if you where a business and you wanted to capture the most amount of customers. WOW has 6 million. EQ has what now? From a pure business stand point it only makes sense, and if it can lure old players back that is a good thing. If you can make 10 times the profit by implementing change that the majority of people want you do it as a business.

It is great that they put out expansions. One of the best things about EQ but the consistent money maker is the monthly dues. The expansions are just one way to suck out of every person as much money as possible.

I for one am glad that EQ has always been on the cutting edge of making their game better from a customer service point of view. Ive played this game since day 1. I don't think that the horrible xp penalty you used to get from death was a good thing. I remember cheering the moment I got my first rez spell for 50%. I was estatic.

It makes EQ fun to play again. It became a grind and now it allows casters to DPS and makes it alot more fun for all the classes. Something that makes the game more fun is definatly a plus. And it absoultely does not trivilize any of the content it just makes downtime alot less. Just like before 35th level you used to have your spellbook open and stare at that. This is just another example of them implementing changes that make the game more fun.
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#9 Sep 22 2006 at 7:11 AM Rating: Decent
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I voted balanced, but then I solo more than anything, so less downtime for me is a good thing.. I could see changing from 30 seconds to 60 seconds, but any more would be too much IMHO.
#10 Sep 22 2006 at 7:11 AM Rating: Decent
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I voted 'a bit overpowering'. That does not mean it is bad, but it will change the way you operate solo and in a group. This change is WAY more dramatic than when they changed to allow you to bind wound from 50% to 70%. Or when they changed the resting HP regen to increase when you are continually sitting. Those were tweaks, this is major.

This will enable you to fight some tougher mobs and push the envelope a bit. Often times (solo) you tend to fight lesser xp mobs just so you do not have to wait around to regen. Now you don't have to do that.

Overall I like it, but it is a big change.



Edited, Sep 22nd 2006 at 11:12am EDT by Dothammer
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#11 Sep 22 2006 at 7:23 AM Rating: Good
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In utilizing the mana regen, as a cleric and shaman I think it is great. Makes all the sitting around waiting for mana to get high enough obsolete. Being able to fight mobs more quickly makes the game much more interesting.
#12 Sep 22 2006 at 8:45 AM Rating: Good
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Yeah, yeah, yeah...

Sure, smart business move by SOE, perhaps. I don't play the game because I think SOE is a good business, frankly I don't care. I started playing the game because it was a challenge, more than any game I had played up to that point.

The challenge is what I enjoyed. This includes smart mana usage by strategizing the most efficient way to kill a mob, xp grind and even apply buffs. Doing it better is fun for me.

I voted overpowering, of course. Playing with this system for two days has solidified my stance on this. My cleric has been nuking more than ever, my shaman doesn't canni hardly at all and I have even noticed I can heal or buff once or twice during a battle and only the "30 second timer" is activated, not the crossed swords. I can pull much faster and kill significantly faster. Coupled with the new aa xp system I am gaining aa xp multiple times faster than before. Most of my toons are above level 51 but below level 65.

I am not complaining about the changed xp system, it may create more mid-high level groups from casual players and I look forward to soloing more with some of my characters.

Another thing to note: most melee, defensive and spell-casting skills have been increased a significant amount. On my melee characters, I have noticed greater accuracy and avoidance. The consequences (results) of this are apparent. The same content that kept me on my toes even just a little, has honestly become somewhat boring.

As others have stated, the factor of downtime was an undesireable issue which seemed to precipitate intelligent choices. They certainly are making this game available and appealing to the masses.

The way it looks to me, SOE wants to trivialize content back to a point. That will give players another reason to buy their most recent and upcoming expansions. Sony is a business, first and singularly. I certainly don't frown upon new content and Sony has every preogative to change the product they own. Doesn't mean I like some of the changes.

My post may elicit aggresive responces from certain people that feel it necessary to make insulting statements or tell me to go play another game, blah, blah, blah. I've seen it a hundred times. Contrary opinions are appreciated. But, if it makes you feel better...

Flame Away!
#13 Sep 22 2006 at 9:55 AM Rating: Default
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Actually if SOE were to go too close to WoW with new features and such, they would end up taking big hits from the current playerbase as more and more felt that they were ruining the EQ of old and quit playing out of disgust...


...then you have the newer players that would come in and have no real reason to choose EQ over WoW with both being so similar then...
#14 Sep 22 2006 at 10:46 AM Rating: Decent
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For me personally, as a druid with a family guild background, OOC mana regeneration is a godsend. I solo quite a bit due to the short, late-night play sessions that RL allows me. I used to solo with a book on my desk. Kite an orc logger, read a page or two while medding, kite another orc. Mana management in this context consisted of accumulating AAs and gear to maximize mana regeneration.

Now I solo to my heart's content with OOC med breaks just long enough to let the dog in or out. When I want to read, I read; and when I want to play EQ, I play EQ. I like that.

When I group, I have rarely been successful as main healer in challenging content, due--I believe--partly to the limitations of my spell book and gear, partly to the gear and AA limitations of the family guild and pickup group tanks that I have played with, and perhaps to my deficient mana management skills. To be fair though, my healing mana management choice is to: 1) cast my 5500 HP incomplete heal at 90% and pray the tank is still standing when it lands, or 2) spam chlorotrope and run through my 6000 mana pool in two fights (or one bad pull).

While it is true that I could have devoted more time to the game over the past few years to develop the new social network required to obtain better spells and gear, or abandoned my family guilds sooner, that would not have increased my enjoyment of EQ.

Thanks to OOC mana regen, I can now main heal somewhat more challenging content than before. Good for me? Sure is. It's also better for the four or five other people in my group. And it will improve the experience of every LFG player out there if groups get built faster around any available healer, be he cleric, druid or shaman.

To the developers, I offer thanks.

To shamen and necromancers, I offer sympathy and hope that the developers will grant you some compensation for sharing your wealth of mana with the rest of us.

To those whose enjoyment of the game is lessened by the trivialization of mana management, I hope that you will find new challenges.
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#15 Sep 22 2006 at 11:06 AM Rating: Decent
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Very interesting point in the post above me, anything that allows groups a better chance to get by with a healing class other than cleric...is a good thing, imho...


...I cannot count the times i've been MTing in a late night group, the cleric goes to log...and being latenight there not being a single muchneeded cleic to replace them...
#16 Sep 22 2006 at 11:35 AM Rating: Decent
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I love it. Since I solo alot it cuts my downtime out bigtime.
#17 Sep 22 2006 at 12:57 PM Rating: Decent
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There is one thing I don't like about it. I was pl'ing with my Shaman and it whenever the lower level toon was in combat near my Shaman it made it so the Shaman was in combat. I didn't cast any spells and they weren't grouped but I was in combat. Other then that I really like it and like everyone else has said, it makes it easier to solo.

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#18 Sep 22 2006 at 7:26 PM Rating: Decent
I really like the concept, but I think it is a bit overpowering. Getting KEI/SA/Steeloak used to really define my play style, but now an Elixir is good enough to stay above 60% mana all the time. I think less down time is great, but frankly, I need SOME time to go get a fresh beer between mobs - at least occassionally . . .
#19 Sep 22 2006 at 7:36 PM Rating: Decent
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I voted Overpowering although mabye its "just a little overpowering", but I'm going with my initial thought(as thats what your taught to do) and so I voted "Overpowering".

This trivilizes the game way too much. I used 50% of my mana and was at 100% before I could sneeze(well not that fast but darn near close). I understand the need to speed up the game so there is less downtime but that could of been in a different way by adding more +mana/HP regen(or higher caps w/out AA's), better mana preservation, more damage avoidance items or a list of other changes that didn't trivilize the game to where it stands now.

Should I be complaining as I "solo" 90% of my EQ time, probally not, but at least when I solo'd I had to think about how I was using my mana. Now if I'm in a group or solo I just use all I want with out reguard to what my mana is. It will be back before I know it (And before the mobs respawn and ive tested that one a few times now).

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#20 Sep 22 2006 at 8:10 PM Rating: Default
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Great idea, but possibly a bit overpowered. If hp/mana/endurance were regained at half to 3/4 the current ooc rate, it would seem a bit more challenging. Just getting back a 12k endurance pool in a few seconds seems a bit fast, a slight tone-down may be in order.
#21 Sep 22 2006 at 8:31 PM Rating: Decent
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As a shaman, I think it takes away some of the advantage of the class. When in a decent group, a good cleric can cast a heal over time on the groups tank as the puller is bringing mobs in. This won't get him on aggro and he can get a few ticks of rest-regen in before he has to heal.

As a shaman, I have to aggro the mobs as soon as they are in camp since I have to debuff them. In a decent group that is chain-pulling, this means that I am rarely off aggro long enough to even start resting.

With the new shaman fast nuke (which I love btw), I find that I am actually more pressed for mana now than I was before and am constantly using canni.

I do like it when I am soloing however. Before, I would pull mobs at such a rate that my mana would stay more-or-less constant. Now I can just go all out and not worry about conserving mana, then when I get lom I can just take a short break and am back at full mana again and ready to go.

One thing I have noticed though. I was in a single group plowing through Anguish and every single mob there gave a 5 min timer. This meant that we simply did not get to rest. I can understand all mobs tied to a raid fight giving a 5 min lock-out, but when just plowing the trash between the main fights it means that the only way to rest up is to sit out for more than 5 mins doing nothing. The only people who I can see doing that are warriors. I think that most of the trash mobs in most raid zones should be on the normal 30 second timer.
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#22 Sep 22 2006 at 8:48 PM Rating: Decent
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Doesnt trivilise anything. The only thing the enhanced regeneration effects is downtime BETWEEN fights. It wont help you kill a raid mob that you couldnt kill before. It will help people get stuff done in a shorter time.

What is this going to eliminate?
LOOONNNGGG CR's where it takes 20+ mins to rebuff a raid or group.
Having to sit for 8 mins after soloing a mob(which even chain killing wont get you 1/4 of the exp of a group).

What is it going to give to players?
More exp (not because of more power, but because of less sitting around with your thumb up your but waiting on mana).
Less downtime.
More killing time.

For those of you that say it is overpowering, tell me how this is going to get you more loot, more flags, or where it trivilizes any encounter.
#23 Sep 22 2006 at 9:00 PM Rating: Good
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Doesnt trivilise anything. The only thing the enhanced regeneration effects is downtime BETWEEN fights. It wont help you kill a raid mob that you couldnt kill before. It will help people get stuff done in a shorter time.

does too.

healing in groups is a snoozefest for me.

I'm playing a cleric, pretty much in endgame GROUP gear... and I no longer have to manage my mana.
#24 Sep 22 2006 at 11:12 PM Rating: Decent
I voted for well balanced. Because if you in a normal exp group that I'm used to that is constant near unending pulls. And so therefore the new out of combat recovery would not help you at all. Also it will shorten med breaks. And as far as manageing you're mana, that was a problem not a key part of the game. Who wants a wizard or any caster for DPS when they have to watch how much mana they're using? Get a monk &/or rogue, no mana really good dps nothing to slow them down. I would say this could even it up for them casters. And on the otherside if you can't seem to get a group after work at 2am it's great that you could to solo something and with minimized downtime not have it feel like a waste of time.
#25 Sep 22 2006 at 11:14 PM Rating: Decent
If you were that geared you shouldn't have needed to manage mana much anyway with some Crack a good cleric is easy to group heal in endgame stuff.
#26 Sep 22 2006 at 11:21 PM Rating: Good
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If you were that geared you shouldn't have needed to manage mana much anyway with some Crack a good cleric is easy to group heal in endgame stuff.

it's the difference between mostly using ch and an occasional light, and being able to light/remedy/desperate constantly.
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