I'm still very much looking forward to EQNext for those innovations. The Story Bricks system and the more reactive AI seem like they could open the door to new possibilities (not to mention Landmark giving the devs a veritable smorgasbord of content to pull from to rapidly iterate on the game world itself). The problem of players affecting the world in a negative fashion is at least partly negated if the world itself is too large for a single player or group of players to really put a dent in it.
I am, however, concerned that they seem to be cribbing liberally from Guild Wars 2 for their combat design... and as you can probably tell, I am not a fan of GW2 combat design.
I should note that I don't have anything against the trinity itself. After playing GW2 I realized that the trinity helps create a nice, simple structure for players to follow and makes it easier for the devs to keep the classes balanced against each other. Of course B&S then made me realize that a lot of it was just because Arenanet's combat designers are kind of incompetent, but that was much later.
I am, however, concerned that they seem to be cribbing liberally from Guild Wars 2 for their combat design... and as you can probably tell, I am not a fan of GW2 combat design.
(03-28-2014, 03:32 AM)Clover Wrote: Zyrusticae, I don't know if you've played Mabinogi:Heroes (the NA server is http://vindictus.nexon.net/), but if you like action that doesn't depend on the holy trinity, you might enjoy it.I've played it, actually, and it's indeed a fun game, but the lacking character customization made me drop it for PSO2 (which is almost an unfair comparison just looking at the differences between the two, but them's the breaks). Of course I then dropped PSO2 for, um, less horrifically-balanced games. Seriously, when one entire class is basically completely irrelevant, you know you've got issues.
It's dungeon based, not open world, but there's something about that game that made me play it for two years straight as my main. I haven't seen a better action combat system, at least to my tastes.
I eventually left the game because it's too luck based. I happened to have no luck whatsoever, no matter how hardcore I farmed *sweatdrops* (and I swear I haven't been as hardcore in my whole gaming life).
I should note that I don't have anything against the trinity itself. After playing GW2 I realized that the trinity helps create a nice, simple structure for players to follow and makes it easier for the devs to keep the classes balanced against each other. Of course B&S then made me realize that a lot of it was just because Arenanet's combat designers are kind of incompetent, but that was much later.