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Old 10-17-2013, 08:16 PM
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knowom
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Quote:
Originally Posted by liquest View Post
Instead of making it level 1-18 or so. i would bump it up to 10-28 becaues of the HP values being so low at level 1.
I thought about that as well the other night though I actually think it would be better to have it for 50-68 that way AA's could be incorporated as a form of a skill tree also base skills wouldn't be scaled so atrociously low to begin with. It just might be easier from a development stand point as a starting point. Frankly all of that stuff can be changed, but it would save some of the hassle and workload of readjusting aspect of things to get the project itself developing more smoothly and rapidly. A lot of the development complexities should be streamlined and simplified to be basic to start with and enhanced over time on a gradual basis so we can focus on getting a overall working base to go off of.

One thing I don't want happening is a lack of structure to the project nor a lack of realistic development target goals where it leads to development fatigue and burn out. I want to see some type of structured incremental development progress where we can expand and scale complexity over time. I'd like to see ideas finished instead of half started and abandoned to fork off in another direction to try some other "new" idea that can spiral endlessly if you don't ever commit to finishing previous goals.

Right now the whole project is somewhat of a rough concept idea that's not fully structure or finalized in terms of the overall direction or plans for it yet I mean there are so many different ways things could be altered to fit or change the direction of things. I think a big question that needs to be asked is how MOBA/DOTA inspired and authentic does the project want to be or need to be and how much like EQ should it feel as well.

Personally I like the idea of using the stand Nexus, Inhibitor, and Tower spawns probably from zone line to zone line and maybe use to dynamically lock/unlock zones based around what your faction currently controls. I'd want to maintain both a basic MOBA and EQ feel fusing the best elements from both using open outdoor zones to dynamically faction lock and unlock other zone content within the game excluding specialty zones like planes and dungeons meant for grouping or raiding for some kind of item and/or XP progression elements. Zones could also automatically slowly become uncontrolled over time as well perhaps.

I'd like to see faction based City raiding tied in factions could be made immune from attacking their own cities, but encouraged to try to divide and conquer opposing cities that being the ultimate objective of the game which would be no small feat and explicitly difficult and progressively so the further into the inner depths of the cities you try to conquer. I don't exactly know what Nerdgasm's thought are on the subject however and what direction he'd prefer to go in.

BTW I love what Lecht is doing with spawns in this thread I think a lot of that sort of thing could be great for a DOTAQUEST idea I think I'd simplify the name to call it something new because it's not really MOBA/DOTA or a MMO so much as a new genre concept entirely if we go in the direction of trying to hybridize and fuse the two genre elements together something like BattleQuest or FactionQuest might be more appropriate.
http://www.eqemulator.org/forums/showthread.php?t=37277
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