O
old.Mirandalia
Guest
Well I don't know about the rest of you, but I'm really interested in the PvE aspect of the game, and therefore also intersted in the upcoming Master Levels, which comes with Trials of Atlantis.
I surfed the net some (yes I'm at work), and found some good links for those interested, but I would like to know more, so if _you_ have any links, post them!
Fetched from:
Master Levels on emeraldcircle.com
Master Levels
It's a great concept (I might be expected to say that, since I proposed something similar). DAoC certainly needs something to make high-end PvE worthwhile and enticing. I love the possibilities. There are a couple of potential problems, though...
First - the balancing required will be greater than it would be if Mythic were adding new classes. Assuming Mythic adds a variety of useful new skills/styles/spells/whatever for each class, there will be possible combinations that may overpower a class. With all 39 classes having access to these new Master Levels, it seems fairly certain that at least a few serious balance problems will arise.
Second - You have to pay to compete. No one's ever really argued that the playing field is level between the rich and the poor. If nothing else, there is always hardware and connection to consider. But for the moment, there is no gameplay advantage in the area where conflict matters - RvR - for those who have paid for an expansion. But if Master Levels are useful in any way (which they must be, or they'll be a disaster for other reasons), then those with ToA - those who can afford it, and those who have machines which can handle it - will have a clear advantage over the rest. The player base will be separated into the haves and the have nots - and the distinction will matter.
It also sets the precedent in DAoC that UO has now embraced - pay for performance. There really isn't much of a difference between paying for an expansion that gives you a higher maximum potential and just paying to reach a higher potential (buying levels, skills, equipment, whatever). There aren't any indications that Mythic will ever go down that road, but I'd like to see a firm stance from them saying it won't happen.
Finally, Master Levels are needed for all high-level PvE content. If you can get Master Levels in ToA, why visit the PvE end-game in SI or in classic DAoC? Content that there is no reason to make use of might as well not exist - so essentially the only PvE end-game content will end up being in ToA.
Some information off an ezboard forum:
Master levels
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I found something interesting over at the VN Reaver Boards.
The Important Information (asides from the TLs vacation - bleh. )
"The goal of the Master Level Abilities is to add things to classes that are cool, fluffy, or add utility (or all three). We do not want to change power level with these abilities.
One example I passed on that I saw on the Ranger TL report feedback thread:
" Falconry - Ranger takes shade form similar to a necro. Flying pet can do no damage, ranger cannot move, and assumes the vision of flying pet. Pet gets killed, Ranger has 1/10 hp left. Ranger CAN be killed in "shade" form. "
There will be some master abilities that are specific to each class. There will also be some master abilities that will be shared by class type. (i.e. stealth based MAs for rogues)
So please try and make suggestions for both."
Sorry if this was a pre-mature post, k8t, i'm rather excited about this new idea.
In fact, I think we should start listing our ideas.. RIGHT NOW!
Of course, i'm not about to end this without throwing out my ideas..
Imobilization: Mercenary bear hugs, trips, "grapples" with the target and effectivly rendures the two unable to perform any actions. The mercenary occupies the target by any means nessessary, and as thus the mercenary gives up all ability to deal damage. While the merc and his target are entangled in eachother, neither one can do any actions untill the timer runs out, the merc volentarly ends it, or the target makes a resist check (an automatic resistance check on the table similer to grapple. If grapple is unresistable, then it should be on the crush template as that best represents the situation). Both targets will not be damageable, all the moving is so entense that there is no way to land a shot on the current opponent - OR - make both targets attackable, but give an increase chance to miss, fumble, and/or hit a realmate. This looks cool and pointless (what we want ), and I see none to very little advantage that could take place with this ability (heck, the reaver wants to force people to release. That's pretty game-effecting). lasts 7 seconds, re-useable every 15 minutes.
Coin Drop: Said it befor somewhere.. Oh well. Every KillSpam (Landing the finishing blow on a target) done by the mercenary causes said target to drop one gold peice. Fluffy, uniqe, makes you wonder "Why bother?"
Just so you know, it's really hard to think of something that doesn't make you "better", per-say. I want to say things like "delay cut" or "thrust of death doom destruction unpleasent feelings of anguish tourment and sarrow", but those would make us better (and probably crazy).
Light Tank Speed: first level caster speed.. we're pretty light on our feet, arn't we?'
Soft Landing: pretty much safe fall I.
Spot: Passive that lets us see stealth just a wee bit better. Not see hidden, but just a better chance.
Furious Swings: PBAoE Bleed.. i'm just reaching out of thin air now.
Will post more later.. If waiting on a more offical response from k8t, ignore/remove this one.
---
The fulfilling answers from Mythic employee:
GB: Tell us about the Master Levels that you'll be introducing in ToA. How will this advancement system work and what will players have to do in order to gain access to some of the new abilities, spells, etc?
Matt: There are nine Trials and after surpassing each Trial, players are granted a Master Level, so there are nine Master Levels in all. At each Master Level, players are given new abilities that will make them more full-featured, instead of strictly more powerful.
Please post more information if you got any
I surfed the net some (yes I'm at work), and found some good links for those interested, but I would like to know more, so if _you_ have any links, post them!
Fetched from:
Master Levels on emeraldcircle.com
Master Levels
It's a great concept (I might be expected to say that, since I proposed something similar). DAoC certainly needs something to make high-end PvE worthwhile and enticing. I love the possibilities. There are a couple of potential problems, though...
First - the balancing required will be greater than it would be if Mythic were adding new classes. Assuming Mythic adds a variety of useful new skills/styles/spells/whatever for each class, there will be possible combinations that may overpower a class. With all 39 classes having access to these new Master Levels, it seems fairly certain that at least a few serious balance problems will arise.
Second - You have to pay to compete. No one's ever really argued that the playing field is level between the rich and the poor. If nothing else, there is always hardware and connection to consider. But for the moment, there is no gameplay advantage in the area where conflict matters - RvR - for those who have paid for an expansion. But if Master Levels are useful in any way (which they must be, or they'll be a disaster for other reasons), then those with ToA - those who can afford it, and those who have machines which can handle it - will have a clear advantage over the rest. The player base will be separated into the haves and the have nots - and the distinction will matter.
It also sets the precedent in DAoC that UO has now embraced - pay for performance. There really isn't much of a difference between paying for an expansion that gives you a higher maximum potential and just paying to reach a higher potential (buying levels, skills, equipment, whatever). There aren't any indications that Mythic will ever go down that road, but I'd like to see a firm stance from them saying it won't happen.
Finally, Master Levels are needed for all high-level PvE content. If you can get Master Levels in ToA, why visit the PvE end-game in SI or in classic DAoC? Content that there is no reason to make use of might as well not exist - so essentially the only PvE end-game content will end up being in ToA.
Some information off an ezboard forum:
Master levels
--------------------------------------------------------------------------------
I found something interesting over at the VN Reaver Boards.
The Important Information (asides from the TLs vacation - bleh. )
"The goal of the Master Level Abilities is to add things to classes that are cool, fluffy, or add utility (or all three). We do not want to change power level with these abilities.
One example I passed on that I saw on the Ranger TL report feedback thread:
" Falconry - Ranger takes shade form similar to a necro. Flying pet can do no damage, ranger cannot move, and assumes the vision of flying pet. Pet gets killed, Ranger has 1/10 hp left. Ranger CAN be killed in "shade" form. "
There will be some master abilities that are specific to each class. There will also be some master abilities that will be shared by class type. (i.e. stealth based MAs for rogues)
So please try and make suggestions for both."
Sorry if this was a pre-mature post, k8t, i'm rather excited about this new idea.
In fact, I think we should start listing our ideas.. RIGHT NOW!
Of course, i'm not about to end this without throwing out my ideas..
Imobilization: Mercenary bear hugs, trips, "grapples" with the target and effectivly rendures the two unable to perform any actions. The mercenary occupies the target by any means nessessary, and as thus the mercenary gives up all ability to deal damage. While the merc and his target are entangled in eachother, neither one can do any actions untill the timer runs out, the merc volentarly ends it, or the target makes a resist check (an automatic resistance check on the table similer to grapple. If grapple is unresistable, then it should be on the crush template as that best represents the situation). Both targets will not be damageable, all the moving is so entense that there is no way to land a shot on the current opponent - OR - make both targets attackable, but give an increase chance to miss, fumble, and/or hit a realmate. This looks cool and pointless (what we want ), and I see none to very little advantage that could take place with this ability (heck, the reaver wants to force people to release. That's pretty game-effecting). lasts 7 seconds, re-useable every 15 minutes.
Coin Drop: Said it befor somewhere.. Oh well. Every KillSpam (Landing the finishing blow on a target) done by the mercenary causes said target to drop one gold peice. Fluffy, uniqe, makes you wonder "Why bother?"
Just so you know, it's really hard to think of something that doesn't make you "better", per-say. I want to say things like "delay cut" or "thrust of death doom destruction unpleasent feelings of anguish tourment and sarrow", but those would make us better (and probably crazy).
Light Tank Speed: first level caster speed.. we're pretty light on our feet, arn't we?'
Soft Landing: pretty much safe fall I.
Spot: Passive that lets us see stealth just a wee bit better. Not see hidden, but just a better chance.
Furious Swings: PBAoE Bleed.. i'm just reaching out of thin air now.
Will post more later.. If waiting on a more offical response from k8t, ignore/remove this one.
---
The fulfilling answers from Mythic employee:
GB: Tell us about the Master Levels that you'll be introducing in ToA. How will this advancement system work and what will players have to do in order to gain access to some of the new abilities, spells, etc?
Matt: There are nine Trials and after surpassing each Trial, players are granted a Master Level, so there are nine Master Levels in all. At each Master Level, players are given new abilities that will make them more full-featured, instead of strictly more powerful.
Please post more information if you got any