Merging melee professions / skills

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Well part of me says yes and part says no. Ok so you merge the 2. Then what? Merge laser and blp? Merge pistol and rifle? Where does it all stop? There should be long blades and short / pistols and rifles/ blp and laser. Each is a defined profession that people choose to follow. If you start to merge weapons then why not just make all in the same group? I agree 100% on the clubbers that the 2 handed and 1 handed get merged but dunno bout the other ones. Just my opinion.

-Bemo-
 
I sincerely hope you are also asking the same question to the Planet Partners whom may have invested quite a bit of time and effort into developing a new storyline and weapons which would maximize current melee distinctions.

If your reasoning for wanting to do this is related to current lack of interest in melee, maybe it's because there aren't enough melee weapons that compare favorably to BLP/Laser offerings.


Off topic: Why the hell is Spacecraft Engineer under combat professions instead of crafting? Ruins my average. :mad:

I haven't discussed this with anyone at all yet. Before I spend time on something I'd like to know if the players actually want it.
 
I think this is the real question of this thread.:

Will the points be added together? IE, say i have 5000 longblade points and 5000 shortblade points, following the merge my overall skill points be 10000 and therefore i can use higher skilled weapons, or how will it work?


And the second question could be this: An what is the real reason for this proposal, Kim? :scratch2:
 
Well part of me says yes and part says no. Ok so you merge the 2. Then what? Merge laser and blp? Merge pistol and rifle? Where does it all stop? There should be long blades and short / pistols and rifles/ blp and laser. Each is a defined profession that people choose to follow. If you start to merge weapons then why not just make all in the same group? I agree 100% on the clubbers that the 2 handed and 1 handed get merged but dunno bout the other ones. Just my opinion.

-Bemo-

Yes one must balance this very carefully. The objective must be to remove unnecessary obstacles without oversimplifying the game.
 
As I said merge the clubbers together, weapons in this profession can still be unique, 1 handed or 2 :yup:.
 
You know what I mean. They are different types of weapons that are handled in a completely different way, therefore they should have different skills and professions.

If you are going to go in that direction, it's a slippery slope you could slide down to make EVERY WEAPON IN GAME have it's own skill... no more rifle skills... you'd have to have a skill for the Opalo to be able to use it with the sib bonus, and that oplo skill woud not work with other similar weapons, just on Opalos and that's it, etc.... since every item is unique as they all have different tier rates, it could even go further and your skill would just apply that particular weapon, if you TTed that opalo, you'd have to start over with no skills on the next one, etc. Actually, in some ways, that's the next step for tiering...

Be careful what you wish for.

As a melee user, I say absolutely combine them.

There is very little demand for the high tt swords at the moment, which is exactly why their markup is so low. This would increase the demand for them. It would also increase the demand for knives since knives are faster, so they would become the skilling tool to use to get to where you could use the higher end swords and clubs, etc... and/or folks could be more like a kung fu fighters in the movies where they adapt from one weapon to another in no time flat... I'd say take it a bit further and let us use furniture as weapons too. I've always thought it'd be cool to see stools thrown around in bar fights, etc. in game. They have a TT value just like a sword or club, so why not?

As for the clubs, a club is really just a blunt swords in some ways, so why not. It's not like there's any realism in this game's fighting systems anyways. If there were it'd be less like a mmo and more like something else entirely. They have the potential to make it more with mocap and smart use of the fbx data that motionbuilder is using that they are using to build avatar movement, etc., but there's so much more that could be done then what is now...

If MA is going to keep the melee skills seperate, make the entire game more realistic to match it... TALK TO EA SPORT ABOUT HOW THEY DID IT NOW. They used motionbuilder to build the ultra realistic MMA game, which is the same base technolgy you folks are using to drive EU!


http://www.cgw.com/Publications/CGW/2011/Volume-34-Issue-1-Jan-Feb-2011-/Contact-Sport.aspx




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Issue: Volume 34 Issue 1: (Jan-Feb 2011)
Contact Sport
By: Karen Moltenbrey

From tennis to golf, football to hockey, snowboarding to skateboarding, sports-themed video game titles continue to grow in popularity, enabling the former high-school basketball player to relive his glory days on the virtual court, a football fan to become part of his or her favorite NFL team, or even a newcomer to step onto the ice for the first time. No matter the allure, there is a wide range of current-generation titles that put players into the sporting game of their choice.

While there are a number of developers and publishers who play in this particular genre, there are two—EA Sports and 2K Sports—that dominate the market. EA Sports’ Fight Night 4 is a knockout when it comes to boxing. A strong player in this realm, THQ, is the current ringleader in terms of wrestling, with WWE SmackDown vs. Raw. When it comes to karate and fighting games, a number of publishers have kicked things up over the years in the form of offerings such as Midway/Warner Bros. Interactive’s Mortal Kombat. Without question, the big successes in sports titles are linked deals between the developers and sports franchises (the NFL, NCAA, NBA) or individuals (Tony Hawk, Tiger Woods, John Madden)—games that feature real leagues, real teams, real players, real competition.

Working toward the premise of “the more real, the better,” EA Sports recently released MMA, a mixed martial arts title that EA Tiburon computer graphics supervisor Kevin Noone describes as a true fight simulator rather than a mashing game. “From the start, creating completely realistic human fighters was our top priority,” he says. “In the past, fighting games have tended to be more about mashing a lot of buttons than simulating a real fight. For EA Sports’ MMA, not only would the skin, hair, sweat, and blood of the fighters need to look absolutely real, but the contact and overall interaction of the fighters would be a fully accurate simulation.”


Fight Club
With the rise in popularity of mixed martial arts, it was only a matter of time until EA threw its expertise into the ring, creating a title that depicted the gritty sport. Known as ultimate fighting, no-holds barred, or cage fighting, the sport combines the techniques from boxing, martial arts, and traditional wrestling. Competitors can kick, punch, tackle, grapple, and wrestle in any combination while protecting themselves using these same techniques. This wide range of motions, along with the unpredictable nature of the sport, would present many complex challenges to a development team that ventured into this sport. It was not a game that could be rushed.

As a matter of fact, when Simon Sherr, animation director at EA Tiburon (Orlando, Florida), began working at the company more than seven years ago, he and others pitched the idea of making an MMA title. But, the timing wasn’t right on a number of fronts. But then, a few years later, things started to change. The popularity of the sport took off on a global level with leagues like Strikeforce. Then former VP of Microsoft’s Interactive Entertainment Business Division, Peter Moore, a fan of MMA, jump over to head up EA’s sports division. Perhaps most important, ANT—EA’s propriety middleware suite—was maturing and had reaped success on titles such as Fight Night and NBA Jam.

Several years ago, Sherr himself was one of the primary inventors of ANT, a game engine for EA that would enable internal teams to build just about any type of fighting game, having pitched the concept for the tool in 2004. The idea was to globalize the animation tools within EA to save time and money. After kick-starting ANT development, he later led the Fight Club team—a collaboration among EA Chicago, EA Canada, EA Japan, and EA UK (the RenderWare physics guys)—to build a fighting engine inside ANT, which, at the time, was already in existence but still in its infancy. The fighting engine consisted of a layered visual state machine tool set, a variable asset system (later called “game states”), character physics, procedural awareness, and a robust character interaction engine and targeting system.


Electronic Arts launched a new sports franchise with the release of MMA, a mixed martial arts game featuring fighters who look like their real-life counterparts and move like them, too.

“[ANT] is kind of a fight-game engine, but it allows us to build whatever we want. It has a lot of functionality,” says Sherr. ANT contains a modular animation framework for which the EA developers can build plug-ins that are very specific to a certain genre of game, whatever that may be. Initially used for Madden NFL 2006, followed by Fight Club and even NHL 2007 (using Fight Club’s state machine for skating and analog stick handling), ANT was vital in making NBA Street: Homecourt and Def Jam Icon—the first titles built using the full suite of character interaction tools and the Fight Club state machine. Currently, ANT is being tweaked by the Battlefield group for the third-person shooter.

Three years ago, when Sherr was convinced that the engine had matured, he, along with MMA creative director Jason Barnes and a handful of others, began working on a prototype to use during their creative pitch for an MMA game. “We wanted to do a true fighting simulator because a lot of us felt it had never really been done before,” says Sherr, himself a former kickboxer. “As with any EA Sports game, it was important for us to stick with what our brand is really about—to make the sports game fun and to teach people about the sport.”

According to Sherr, players expect compelling realism in titles from EA Sports. To that end, the trio sold EA execs on the concept and began assembling a small team (by EA standards) from within and outside Electronic Arts. By design, most were former martial artists, boxers, or fighters of some type—all of whom were passionate about the title. “We really wanted to create something that made us feel like we were stepping back into the cage, or ring, or whatever it was,” Sherr adds.


Move in the Right Direction
According to Sherr, the team had already done groundbreaking work with games like Fight Night, but MMA promised to be an entirely different animal. “MMA is an anything-goes style of fighting, which is much more fluid and unpredictable than Fight Night,” he notes. “From a design standpoint, we set out to create a peer simulation fighting game, giving the players absolute control. We took punch control and went way, way beyond.”

With Fight Night (developed by EA Canada), the team took ANT—which already existed—and built a suite of tools internally so that the engine could support specific fighting: in that case, two-player interaction. EA Tiburon began MMA using Fight Night’s version of the ANT tool, rather than the Madden version employed for building the prototype.

For MMA, though, the team had to build even more tools. “It’s the first game EA has made where we can do simultaneous two-person animation. That was a big part of what we had to create with our technology for this game to work,” says Sherr. “We upped the quality of the two-player interaction system to allow for independent movement and interaction.”


The game contains groundbreaking animation through the use of Relative IK, developed at EA.

The key to MMA’s success is the realism of the action. There is a sense of complete and consistent contact between the fighters: They move independent from each other but react to each other’s movements in strikingly realistic ways. Muscles twitch and flex during action; they ripple and undulate when hit. And, in a unique move, there is no “roll of the dice” anywhere in the game—that is, random numbers will not determine fight outcomes. “When you win a fight, we want you to win it. And when you lose, we want you to know what you did wrong and what you could have done better,” Sherr says. “You are not a victim to a random dice roll.”

Sherr notes that there are many simulation games on the market that actually simulate the results. “We discussed the differences between a simulation and a simulator; we wanted a simulator, which allows the users to feel like they are in complete control and can do anything they want to do, including the wrong things. We will teach them what they are doing wrong, rather than force players into doing only the believable things that a well-trained fighter would do.”

As a result, a player’s personal strategy is dictated by the skills and attributes of the fighters being used, as well as the player’s own abilities, reflexes, and reaction times. This, in turn, determines which fighters the player will have more success with during matches. “The fighting can be brutal, but it is very strategic and cerebral. You need to play to your strengths and your opponents’ weaknesses,” Sherr points out.

The characters that ship with the game are digital doubles of real-life, triple-A league MMA fighters from around the globe; also included is a customizable fighter. And, just like in the real world, each league from around the globe has its own setting that will dramatically change how fights play out—whether they are in a ring versus a cage, and so forth. The same holds true for the fighters themselves. Because they are based on real-life people, those fighters’ styles and capabilities are integrated into their virtual alter ego.


The artists and animators relied on ANT, EA’s universal middleware engine. ANT contains a modular animation framework for which an EA team can develop specific plug-ins for their particular title.

“There are some fighters who are really good at staying on their feet, and they force their opponents to fight standing up. Or, there are some who are good on the ground, and they force some of the most dangerous strikers in the world to spend an entire fight on the mat,” says Sherr. “We have taken that same approach and integrated that strategy into the game, with tactical feedback given to the player to steer them in the right direction.”


Fighting with Character
Each game character is created primarily in Autodesk’s Maya and animated using Auto!desk’s MotionBuilder. “We start and end in MotionBuilder,” Sherr says of the software. “The tool is animation’s equivalent to Photoshop. It gives animators complete control over posing and timing. We start the animation process with motion capture, but for us, it’s almost like shooting visual reference.”

That motion capture was acquired using a Vicon system set up at EA Canada as well as at the Florida Interactive Entertainment Academy (FIEA), located at the University of Central Florida campus in Orlando. The group also used a portable mocap suit from Xsens, which proved especially useful during the prototyping phase, for secondary movements, and for the referees. The mocap data was filtered through MotionBuilder and then exported to ANT.

The character skeletons comprise just under 100 joints, in addition to hyper-corrective joints: sets of 20-plus joints used to do muscle deformation, fix shoulders, twist forearm joints, and perform all the “extras,” such as chest jiggle.

The crew used the base MotionBuilder rig, the HumanIK rig, to move the characters within MotionBuilder and within the game itself. “The animation rig we animate on is the out-of-the-box MotionBuilder rig,” explains Sherr. “The animation skeleton has the default MotionBuilder joint set, and we added on top of it a set of target joints. When we bring the animation rig into our game, we have it broken up into non-hierarchical sub-rigs. So we started with the bones we move manually—shoulders, knees, elbows—and move on from there.”

As Sherr explains, the entire game is driven by the animation systems rather than specific code. “That’s what makes it so unique. We use game-state scripting to build complex behaviors, animation branches, triggers, and so forth,” he says.

The game contains 900 states, or individual movements a character can perform. Those states are pressed down into three distinctive modes: stand up, clinch, and ground, which in turn are broken up into smaller states. EA’s locomotion system handles things like directional changes, character fatigue, and so on, which are then layered on top of the animation. “It is like Photoshop, with a layers system used to mask alpha channels, only here it is a way to mask different skeletal joints, layering in animation either through adding, over!riding, or blending,” explains Sherr.


The title features various venues, many of which are modeled after actual locales in the US and abroad. The game characters follow the fighting rules and styles dictated by the virtual country hosting the event.

ANT manages all those layered interactions to create the final frames—no small job considering there are thousands of animations in the game. “Animation-wise, we are officially the largest animation game that EA makes,” Sherr proudly points out.

Sporting so many animations, however, comes with some major challenges. “We have all the problems of a wrestling game, all the problems of a fighting game, and all the problems of a boxing game—all wrapped up in one title” says Sherr. Because MMA fighting involves such a wide variety of moves, they all had to be incorporated into the game, along with subsets of those moves. “You wouldn’t believe how quickly that can balloon up into a massive volume of animation,” he adds.


Smooth Moves
With the focus on realism, it was imperative that the characters move realistically and logically, despite the unpredictability resulting from so many movement options. Moreover, the fighters have to move independently of each other but still react to each other’s movements in a plausible way. Accomplishing these ambitious animation goals, particularly between characters of different sizes and proportions, required believable contact between the characters. To this end, one of the groundbreaking developments in the game was the introduction of Relative IK (RIK), which uses a combination of HumanIK and MotionBuilder to forge complex relationships between the characters. Its use was twofold: to solve player-size scaling issues (it will adjust how player contact works depending on the size and girth of the opponents) and to prevent a player from losing control of the character (it will enable the characters to fight simultaneously by adding multiple layers of animation onto the characters using the Photoshop-like methodology).

When the MMA opponents connect physically, that contact has to be precise—no easy feat when the characters can vary greatly in size and girth. This issue was resolved with non-uniform scaling, which involves changing the length of a character’s limbs and joints to convey different body sizes and proportions, and then applying the animations to the scaling rig using HumanIK.

The player’s target joints—key points on the body that move according to body type—are linked to the surface of the skin, allowing the animators to grab or punch positions on the body that are on the surface and totally independent of the girth of the fighter. “So if the character’s stomach or chest becomes larger, we can still stretch the actual surface of the skin,” explains Sherr.

Unlike most other fight games, MMA enables players to maintain control of a character during two-player animation situations while still having single-player interactions align with the other fighter—all without incurring cosmetic issues. For instance, if you are being grappled or pinned, typically you cannot fight back. But the two-person animation in MMA enables the characters to fight simultaneously—so if you are being pinned, you can still punch your opponent and land crushing blows. “The fighters still could punch and do all the things they normally could do independently of one another, but now they could do it at the same time as the opponent did.”

Once the animators developed a polished, two-man animation, they devised all the important contact relationships between the fighters. “The fact that HumanIK is integrated into both ANT and MotionBuilder is a huge plus for us because the interoperability is essentially seamless,” says Sherr. “I can go into MotionBuilder and add auxiliary effectors on one fighter and parent them to his opponent. For instance, if I am grabbing him by the head, twisting his arm, rolling him over, I can create auxiliary effectors for those contacts, all of which makes transitioning between those positions more realistic.” Those auxiliary effectors are then exported with the animation, along with each effector’s location relative to the joint to which it is parented.

Another way the team was able to get the CG characters to anticipate and react like skilled fighters was through procedural awareness, developed for EA Sports’ FIFA Soccer franchise, which eliminates what Sherr describes as the “dead cow stare” typically found in most fighting games. “Using procedural awareness, we can give our characters a lot more personality,” he says. “With eyeball tracking, we can fine-tune how each body will react to a specified target in space as the eye follows it.”

Lastly, the animators used HumanIK to develop realistic foot pinning to determine precisely where and how each fighter’s foot would be planted for a particular move.


A Champion is Crowned
With a totally committed team, defeat in the form of a mediocre game was not an option. In all, the crew spent nearly two and a half years in full-time production—more than double the time a team usually gets at EA—making sure it delivered a product of which they could be proud. “When we started this, we convinced EA that we had to do it right, and that it would take time,” says Sherr. “We wanted a small team who would work on it for a long time, and that is what Peter [Moore] gave us. He was dedicated to the idea that this was going to be EA’s next triple-A title. It’s not every day that you launch a new sports franchise, but we didn’t want to release a game that felt like a first-year title.”

Over the development time, the crew expanded from a dozen people to close to 70 at the end. “I’ve never worked on a game where we have been able to apply this level of polish,” Sherr adds.

And throughout that time, the crew had kept their eyes on the ultimate prize. “Everything I have done with EA to date since I started in 2003 was with this game in the back of my mind,” relays Sherr. “I am very proud of what we have done with MMA, and even more excited about where we are going next with it.”

Without question, though, it will be the game players who will be the real winners as they step into the virtual arena for a truly unique MMA experience.

Karen Moltenbrey is the chief editor of Computer Graphics World.
http://www.cgw.com/Publications/CGW/2011/Volume-34-Issue-1-Jan-Feb-2011-/Contact-Sport.aspx
 
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I think this is the real question of this thread.:




And the second question could be this: An what is the real reason for this proposal, Kim? :scratch2:


Two reasons:

1) Easier to manage item progression with fewer categories to maintain.

2) Players can use more of the items they find rather than selling them on the auction.
 
Yes one must balance this very carefully. The objective must be to remove unnecessary obstacles without oversimplifying the game.

what do you understand for "unnecessary obstacles" ?

unnecessary obstacles for what? :scratch2:
 
Two reasons:

1) Easier to manage item progression with fewer categories to maintain.

2) Players can use more of the items they find rather than selling them on the auction.

that is enough reason for me... you got my vote :)
:yay::yay::yay::yay:
merge that shit please :)

I have 12k longblade... but not much shortblade and would love to use the PoD and or other melee weapons...

melee is melee :) lets do this
 
As the title suggests I've been thinking about merging one/two handed clubber to a single profession and skill. The same goes for longblades and shortblades.

Is this something you would like or not?

Clubs, since there's not much about them in-game,
It wouldnt be harmfull.

But longblade and shortblade would harm the market imo.
 
Although I don't use melee that much I think this is a good idea for clubs as well as blades. I like simplifying ideas you are bringing us like only 3 ammo types.
 
I see no reason not to merge the club professions, that was always a pointless distinction imo, and they're almost identical anyway.

Merging shortblades and longblades is a lot more controversial. Some people have worked for years on skilling these and changing how things work could well make them massively pissed off. I'm not much of a melee user myself but I sure wouldn't want you screwing around with BLP professions. The potential to make such significant changes to years of progress and established markets does not increase confidence in the way MA are running things.

So I would say clubs yes, blades no.
 
I see no reason not to merge the club professions, that was always a pointless distinction imo, and they're almost identical anyway.

Merging shortblades and longblades is a lot more controversial. Some people have worked for years on skilling these and changing how things work could well make them massively pissed off. I'm not much of a melee user myself but I sure wouldn't want you screwing around with BLP professions.

So I would say clubs yes, blades no.

but these same people that skilled years on shortblade but never picked up a longblade... can now seemlessly transition to a Rainbow blade... vs only using a PoD or something of this sort...
 
but these same people that skilled years on shortblade but never picked up a longblade... can now seemlessly transition to a Rainbow blade... vs only using a PoD or something of this sort...

I've worked for a long time on BLP handgun with the long term objectives of maxing XT and ultimately Maddox IV. This has cost me a great deal more than skilling laser handgun would have done. If the two were merged so that, overnight, people who've been grinding with P5a suddenly were able to use the high level BLP weapons, I would be massively pissed off.

I don't know enough about the high-end blade weapons to know whether there is a comparable situation in longblade v shortblade.
 
Clubs, since there's not much about them in-game,
It wouldnt be harmfull.

But longblade and shortblade would harm the market imo.

kinda... which market?
the UL weapons market would see a nice increase...

for example...
100 melee hunters in game
25 long blade
75 short blade

there are many UL longblade...

which makes one more demanded and one less demanded...

by merging these 2 now they can be equally demanded because for DPS purposes there is no difference... between weapons...

and now these skilled shortblade users can now pick up cheap longblade weapons and use them where as before they couldnt... and visa vie...

like myself i couldnt use PoD but with this change now i can exlpore shortblades i couldnt use before...
same for other users :)

as you said i only get one vote so i guess i stop posting
 
kinda... which market?
the UL weapons market would see a nice increase...

for example...
100 melee hunters in game
25 long blade
75 short blade

there are many UL longblade...

which makes one more demanded and one less demanded...

by merging these 2 now they can be equally demanded because for DPS purposes there is no difference... between weapons...

and now these skilled shortblade users can now pick up cheap longblade weapons and use them where as before they couldnt... and visa vie...

like myself i couldnt use PoD but with this change now i can exlpore shortblades i couldnt use before...
same for other users :)

as you said i only get one vote so i guess i stop posting


But well this is my opinion.
Ofc the scale of melee users is not huge.
But i'd compare it to the same thing that merge BLP with Laser for example
Or merging Rifle with Handgun.
 
As the title suggests I've been thinking about merging one/two handed clubber to a single profession and skill. The same goes for longblades and shortblades.

Is this something you would like or not?



When MA plan to change something, I always think that they are planning to create more "nerfs".

The suspicion is based on a pattern that they always follow.

So how much do we need to lose this time.!!!!
 
Two reasons:

1) Easier to manage item progression with fewer categories to maintain.

2) Players can use more of the items they find rather than selling them on the auction.

1. A part of the game is choosing paths and progressing down them until you decide to follow another path. Doing this will remove that aspect of the game and in effect remove the motivation for a lot of people to grind/skill in their chosen profession.

2. While this is good for the individual I question its value for the games economy. The economy is based off of me selling what I cant use to buy what I can. I might be wrong but this looks like it could cause stagnation.

---------------------------------------------------

Joker has pointed out the goods to this proposal. It would be easier to pick up another weapon which you haven't worked for. This may or may not affect the value of higher end items, I am not sure.

When weighed against the possible negatives though, I think I am against it.

I would vote for merging 1 and 2 handed clubber professions, and leaving the rest alone.

narfi
 
Two reasons:

1) Easier to manage item progression with fewer categories to maintain.

2) Players can use more of the items they find rather than selling them on the auction.

I think merging professions is a bad idea. Great diversity is a key feature of the game and should be preserved.

If players want to use the items they loot, they should skill up. If there are not enough weapons to skill up with, the problem is a loot balancing problem and not a skill overkill diversity.

/Slupor
 
I'll have to vote no, I like the difference between the two professions.

Shortblades are faster but deal less damage per attack whereas longblades hit slow and hard (generally).
But then again I wouldn't mind a massive profession boost after I've skilled both rather high already :laugh:
 
Yes only to merging 1 and 2 handed clubber.
The rest, leave alone.

You say you would merge the skills on short/long blades, if I have spent a few years skilling longblades, and have a much higher lvl on it, that level will ultimetly be lowered, when merged with short blades, to the average of both.
I'm not for this at all.

Leave them alone, it's not that complicated to know exactly what a short blade or long blade skill refers to.
 
-Merge one and two handed clubber: yes ofcourse, there is no reason to not merge them
- Merge longblade and shortblade : if this would mean that you get the average off the two , then no. If these two proffesions would be added to eachother why not.

- Instead off merging melee professions i would love to see melee amps ingame. Also dropping more (L) melee weapons would be good thing.



ps: proud owner off a Ul nano Katana
 
Why do you want to do this?
 
I feel a little sad about this suggestion :(

So far we have lost makeup, taming and beacons, we have had space introduced and mindforce was overhauled very well, however I think the game is already getting over simplified. (I know people that wont play because the game is to limited as it stands).

Why break the professions? It sounds more like the reason this is suggested is to decrease the workload of the developers rather than increase the playability of the game. People like simple so most people will probably want this change.

Sasha
 
As the title suggests I've been thinking about merging one/two handed clubber to a single profession and skill. The same goes for longblades and shortblades.

Is this something you would like or not?


I strongly disagree with this move, the problem with melee skills right now is there inst enough weapon choice. Dont make it simple for yourself. Plently of people have skilled up Longblades and then skilled up shortblades. And you want to destory all there time and effort by merging this together.

I could see the point in merging one/two handed clubber as its basicly the same skill need to get skill it up. But not SB LB!

The choice between a weapon that attacks fast with lower dmg or slow with big damage in certain weapons is our choice.

Please do not go ahead with the SB/LB merge!


Alan Mo
 
When MA plan to change something, I always think that they are planning to create more "nerfs".

The suspicion is based on a pattern that they always follow.

So how much do we need to lose this time.!!!!

That's pointless imo, if they wanna nerf something then they don't ask and they simply do it. I like how Kim discuss his ideas with us. Ofc we won't make them less greedy and ofc we won't have better loot but now I have feeling we can change something and make EU a better place to be.
 
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