I think some of the stuff he talked about would be fun.
I don't think player-made dungeons need to be a bust. They might not be littered everywhere. They might implement portals to them similar to how they do inn rooms, but have those portals scattered around.
As for player skill -- I think EQ1 left more room for player skill, with creative pulling being one of the biggest skills. Bard charm kiting is another, and even enchanter charm killing (very different from how bards do it). Even normal quad-kiting requires skill to do without dragging the mobs over other people. I also for a time was doing mass root-rotting technique with the clicky-DoTs on my druid. I discovered I could keep up all my clicky DoTs on 7 mobs at a time, plus a mana-costing DoT on one of them. So I'd find an appropriate place and snare/root anything that came close. It was interesting XP flow. Or how about various forms of crowd control, mixing in mes's with snare-kiting adds and rooting.
The only skill I'm finding in EQ2 is learning how to run around zones without taking unexpected agro plus how to avoid taking agro off the tank. These aren't new to EQ2, of course.
I think they dummied down these aspects of the game when they made EQ2. Heck, I was frustrated with EQ1 in that the game was entirely about brute force. Subtlety was in there just enough to help you control the order in which you applied the brute force.
But I'd love to be able to advance my characters through subtlety. By NOT killing the mobs. In EQ1, I dual-comped druid and chanter, and the chanter is all about subtlety and guile.
I'd love to be able to get XP or gain skills just by getting somewhere, and to have tricky ways to be able to do it. It shouldn't be all about DPS.
Of course, if I can find a way to push a mob off a cliff, I wouldn't mind the resulting XP.
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