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View Poll Results: What method should be introduced to prevent downtime?
In game spells for mana and hp regen 31 81.58%
In game items that have +% enhance regen 20 52.63%
Special Event influenced rewards 10 26.32%
Racial or passive abilities 19 50.00%
Multiple Choice Poll. Voters: 38. You may not vote on this poll

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Old 10-09-2006, 07:37 AM   #11 (permalink)
Korinth
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Re: HP & Mana Regen

Down time can be controlled by being economical with your mana rather than going all out in every encounter, which have become the norm in EQ2.

In game hit points and mana regeneration is what I preferred as long as not all the classes have the exact same effectiveness with their respective buffs.
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Old 10-09-2006, 02:05 PM   #12 (permalink)
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Re: HP & Mana Regen

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Originally Posted by Alexiel View Post
All, downtime sucks. People say it gives you time to socialize and form strategies.. But if you need downtime to force you to do those things, then that's a different problem.

If I had to pick just one though, i'd go with spells and abilities.
No amount of downtime will force you to socialize. But a 30 second or more rest period before groups of enemies gives you the opportunity to talk where you'd otherwise be too busy fighting.

Personally I hate not having downtime, constant killing with no chat is beyond boring.
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Old 10-09-2006, 06:12 PM   #13 (permalink)
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Re: HP & Mana Regen

Before groups of enemies? How many though? Each group of enemies? 30 seconds adds up. Most groups i've been in tend to talk while fighting, as most MMO combat really isn't very involving. Maybe there should be a ratio of "involvement" vs. "downtime".
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Old 10-09-2006, 06:53 PM   #14 (permalink)
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Re: HP & Mana Regen

All are good ideas. All are tried and true for me in one form or another. Im hoping in general there will be less of a reason to gather provisions then proceed to xp in one place for as long as you can stay awake.
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Old 10-10-2006, 01:19 PM   #15 (permalink)
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Re: HP & Mana Regen

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Originally Posted by Alexiel View Post
Before groups of enemies? How many though? Each group of enemies? 30 seconds adds up. Most groups i've been in tend to talk while fighting, as most MMO combat really isn't very involving. Maybe there should be a ratio of "involvement" vs. "downtime".
Melee players in FFXI had lots of time to chat mid-fight, casters much less. One could argue black mages had time if they're not involved in status application and removal and stunning. I typically was. But WoW and DAoC, forget about it.
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Old 10-10-2006, 03:38 PM   #16 (permalink)
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Re: HP & Mana Regen

Whitout any downtime, it all just becomes a grid. One mob to the next.
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Old 10-11-2006, 02:31 AM   #17 (permalink)
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Re: HP & Mana Regen

Please, Please, Please Let manna spells effect bards. Or at least our own songs.

I did vote for all four.

There should be some form of:
Natural Regen
Resting ( IE sitting maybe a short timer before regen starts)
Spell regen/song
Item regen
Level based regen boost ( similar to EQ1 AAs Just makes since)
Tmeple Regen ( a temple or bar or something that increases regen )

Of course were talking +1 for most of these. Better gear = beter regen.

Thats really all I got to say about this.

Rao
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Old 10-15-2006, 07:50 AM   #18 (permalink)
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Re: HP & Mana Regen

Downtime doesn't suck by itself, it just isn't as fun as the rest of the game.

So, instead of making the game without downtime, make the game almost ENTIRELY downtime.

Think about it. A game focussed on empire building, socialization, economic management, reading of lore, puzzle solving, heavy focus on crafting, long periods of exploring with almost no agro mobs (except a few in dungeons and ruins, and PvP of course). Add in a heavy death penalty, realistic item decay, no unrealistic drops (no flies dropping swords) and make wounds take weeks to recover from without magical healing! Almost nobody will adventure, and those who do will be revered and special!

Now I've got myself all exited about a fantasy MMORPG where the objectives are not just to kill 1000s of default_mob001 for exp and loot, but no game exists. Since when did fantasy RPG = goblin slaying? There are plenty of other roles to play in a fantasy world aside from adventurer! Leatherworker, nobleman, politician, musician, city guardsman, explorer, skinner, philosopher, clergyman etc.
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Old 10-16-2006, 10:28 AM   #19 (permalink)
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Exclamation Re: HP & Mana Regen

Quote:
Originally Posted by Doddy Curumehtar View Post
Downtime doesn't suck by itself, it just isn't as fun as the rest of the game.

So, instead of making the game without downtime, make the game almost ENTIRELY downtime.

Think about it. A game focussed on empire building, socialization, economic management, reading of lore, puzzle solving, heavy focus on crafting, long periods of exploring with almost no agro mobs (except a few in dungeons and ruins, and PvP of course). Add in a heavy death penalty, realistic item decay, no unrealistic drops (no flies dropping swords) and make wounds take weeks to recover from without magical healing! Almost nobody will adventure, and those who do will be revered and special!

Now I've got myself all exited about a fantasy MMORPG where the objectives are not just to kill 1000s of default_mob001 for exp and loot, but no game exists. Since when did fantasy RPG = goblin slaying? There are plenty of other roles to play in a fantasy world aside from adventurer! Leatherworker, nobleman, politician, musician, city guardsman, explorer, skinner, philosopher, clergyman etc.


I dont know about everyone else...but i kinda look forward to slaughtering countless mobs...and gain ubah loot...and exp...yeah a MMO should have everything you mentioned sure..(except for the wounds taking forever...no magical healing...and just about everything else.) MMO's are good the way they are now, just need a little tweeking to make them great..when you take away the gruesom battles...i fear alot of people wont bother with it.
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Old 10-16-2006, 12:30 PM   #20 (permalink)
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Re: HP & Mana Regen

Quote:
Originally Posted by Doddy Curumehtar View Post
So, instead of making the game without downtime, make the game almost ENTIRELY downtime.

Think about it. A game focussed on empire building, socialization, economic management, reading of lore, puzzle solving, heavy focus on crafting, long periods of exploring with almost no agro mobs (except a few in dungeons and ruins, and PvP of course). Add in a heavy death penalty, realistic item decay, no unrealistic drops (no flies dropping swords) and make wounds take weeks to recover from without magical healing! Almost nobody will adventure, and those who do will be revered and special!

That's not downtime. Downtime is when you are waiting for something and have nothing to do but chat or whip out a Gameboy.

Quote:
Now I've got myself all exited about a fantasy MMORPG where the objectives are not just to kill 1000s of default_mob001 for exp and loot, but no game exists. Since when did fantasy RPG = goblin slaying? There are plenty of other roles to play in a fantasy world aside from adventurer! Leatherworker, nobleman, politician, musician, city guardsman, explorer, skinner, philosopher, clergyman etc.
Ever since RPGs began to be made for computers and consoles.
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