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Author Topic: (QOTW 03232009) The Benefit of Grouping Up  (Read 3414 times)
Moll
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« on: March 23, 2009, 01:02:20 AM »

Hello everyone,

With our developers traveling to GDC in the United States (just like last year), our time this week is understandably short, and appreciate your understanding and patience. To make up for this, I can already tell you that next Monday we'll be discussing the Interface a little bit as our developers travel back from San Francisco. Additionally, I can't wait to show you some of the things we've got put together for GDC.

But let's not get off topic already, okay? We can go speculate on GDC in Off-Topic. Smiley

That said, this week's question is based on Party/Guild System:

 It has been mentioned that players can group up into squads. What are the advantages for a group of players to form a squad? 

Players in Earthrise are encouraged to support each other in combat, and the best way to do this is to form a group. While many abilities and combat attacks require the player to directly aim at or be close to a target, players in a group can still help each other out. Currently, we have implemented a  simplified interface which does not take the player away from the combat, and at the same time allows group members to potentially support each other through the use of their abilities if they choose to do so. We find this system allows the greatest amount of flexibility in playstyle and tactics, and you should be able to support each your comrades without requiring dedicated healer characters. By not requiring a healer whose singular attention is set on helping others we believe when groups are in combat every player is not only capable of fighting, but should feel free to do so!  For example, some of these abilities we are referring to can be directly used on another player as long as there's an acceptable distance between players.

Groups also have extensive loot options that allow distribution of found items between players in many ways, from random or free for all to distributing items depending on their type and quality, and we look forward to sharing more details on how that particular distribution system works in future weeks.

There are many reasons why players should feel free to form squads and groups, and when exploring the vast world of Earthrise, you may find it to your benefit to take advantage of this opportunity whenever possible. After all, it isn't always safe out there, is it...

I personally found the healer's comment to be rather interesting, and imagine some of you inclined towards support characters may as well. What do you think?
~ m.

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melkathi
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« Reply #1 on: March 23, 2009, 01:08:03 AM »

Yes the healer comment is interesting.
I enjoy playing characters that can support, but I do not wish to be dependent on others.
I also believe that some of the best group experiences (at least for me) come not from groups that had one dedicated person for each role, but those groups where everyone was doing their best to help the group in every way they possibly could come up with. I feel it really makes people push their characters to the limit.
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« Reply #2 on: March 23, 2009, 01:12:12 AM »

the healing comment is interesting not having to take your attention off the battle to micromanage health levels

everything else is pretty standard but definately looking forward to the interface and the gdc stuff keep it coming moll!

feel the same sort of thing as mel don't reaally enjoy being dependant on others but partying with people is cool.

bring on the interface and ss's though!!
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Harabeck
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« Reply #3 on: March 23, 2009, 01:13:09 AM »

Pretty interesting stuff. When I was following War early dev statements made it sound like healers would fight as much as they healed, but that turned out to be a lie. Here's to hoping ER's system will be more interesting and flexible for those wanting to play a support role.

Also, I can't wait for UI stuff and GDC.
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« Reply #4 on: March 23, 2009, 01:23:50 AM »

I'm hoping that players can still chose to put their emphasis on group support and will be able to provide more functions than people who focus on combat  Wink (even if its not as required as in most other mmo's)
« Last Edit: March 23, 2009, 01:29:30 AM by mrdall » Logged
Kole
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« Reply #5 on: March 23, 2009, 01:24:03 AM »

Hmm, sounds a lot like WAR's group buff and group heal abilities, just fire and forget, no need to target friendlies.

When I was following War early dev statements made it sound like healers would fight as much as they healed, but that turned out to be a lie.

Thats an interesting statement. I have a DoK and a Shammy that deal damage as much or more than they heal. Shall we step out to the off-topic board?
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« Reply #6 on: March 23, 2009, 02:01:24 AM »

No dedicated healing? I wonder if there will be less healing in combat than other MMOs.

Thanks for today's QOTW and for the heads up on next week's. Good luck at GDC.
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« Reply #7 on: March 23, 2009, 02:02:56 AM »

Well it wasnt exactly what I was hoping for, but still good to hear something about parties as GDC is around the corner. Still interesting to see how they intend to make it so you dont have to require a healer. I really like the idea and Ive wanted an MMO to do it for a long time, but I'd like to hear about it more in detail.


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« Reply #8 on: March 23, 2009, 02:19:53 AM »

If the game revolves more around preventing damage from being received than healing, it should feel a little more like a shooter. I'm happy with the change. Even though I enjoyed healing in other MMOs, I'd like to see some gameplay that isn't just more of the same under a different slide.

I sense that a person low on shields will truly be close to death, rather than just a big heal away from max power again. That's got to put a different feel to combat. This makes me recall AoC... the healers only had 2 significant healing spells, an instant heal with a long cooldown and a heal over time buff which was cone of effect. This was one of things that made AoC combat unique. I hope to see ER combat get a strong uniqueness from healing as well.
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« Reply #9 on: March 23, 2009, 02:38:25 AM »

Thanks for the QOTW. I am looking forward to the other shiny's that are on its way!

About the combat, one of the best experiences I have had was in TCoS. That game also has no decicated healer, but everyone is able to do "some" healing.

Due to this + some AI, combat felt dynamic, and exciting. Especially in groups. It was way harder to organise, but it kept stuff 'alive'. Same mobs felt abit different each time you fought them.

I am hoping for something like this in ER too.

Oh, and the interface, can't wait! Gief screenies!
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« Reply #10 on: March 23, 2009, 02:43:19 AM »

Interesting read. Now were are those interface screens? Grin
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« Reply #11 on: March 23, 2009, 03:41:51 AM »

Every MMO I played I played as support character. I like supporting more than fighting. So I hope there will be many support abilities I can focus on. But it is good to hear that partymates not depend on the only healer in group. And mistake of the only healer would not lead to party wipe. So supporter could have time to shoot too Smiley
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« Reply #12 on: March 23, 2009, 04:14:06 AM »


Thats an interesting statement. I have a DoK and a Shammy that deal damage as much or more than they heal. Shall we step out to the off-topic board?

Heh yeah, I trialed Warhammer, and that was the first game I had fun healing in.

The looting sounds like fairly basic MMOs, but like others have said, healing and fighting ftw, means if two groups come into conflict, it isn't as simple as "Target glowing squishy".


and a bit off topic, yay for a QOTW on my B-day, I feel speshal!
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« Reply #13 on: March 23, 2009, 04:19:02 AM »

At least, a healer will be able to solo and not be in need of group everytime someone wants to farm.
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Xyleya
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« Reply #14 on: March 23, 2009, 05:18:55 AM »

Can you say "remote repair battleship"?  Grin

Ss I understand the whole thing there will be stuff like "shield-linking" or "power-connections" available for groups, where noone has to really do something else, then linking up initially.

However, there's nothing said, that "healers" won't be in the game. A dedicated support-character with shield-transfer/boosting equipment will most likely be much more effective, then the automated systems.

Take the range-statement there...

Linking each other to power up shields and energy-systems seems to be very limited in range, whereas dedicated healing-equipment allows for much more range, etc...

At least, a healer will be able to solo and not be in need of group everytime someone wants to farm.

You can change your skillset and equipment and be no healer nomore within seconds anyways  Roll Eyes
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