Tag Archive for endurance bar

All Running, All the Time

Since I tend to want to approach games with the thought of immersing myself into the world, I tend to do weird stuff.  At least, things other people think are weird.  Like, while playing the game Red Dead Redemption, I never used the camping method of fast travel until after I’d completed the story and was just chasing achievements.  I used the wagons, and I even did the thing there you hit the button, John says “I’m going to sleep” and you skip the travel parts, because, you know, that made sense.  But setting up a campfire and a tent, and suddenly being halfway across the game world… immersion breaking.

With that in mind, you can imagine how I feel about logging into an MMO and finding a world where everyone is running, full speed, all the time.  The funny things is, back in my days of EverQuest, people were more apt to switch over to walking, at least while in town and perhaps a little more pliable to role-playing as opposed to when they were sitting in a group on a wall whacking mobs for experience and loot.  In World of Warcraft, however, I don’t think I ever saw a person walk until I went to the RP labeled servers.

In my perfect MMO, walking would be the norm, and every player would have an endurance bar.  There wouldn’t just be walking and running either, there would be varying speeds you could toggle/cycle through.  Walking to fast walking to jogging to running to sprinting, each having an increasing effect on endurance drain.  And players could get bonuses to endurance recovery, and even reductions in endurance drain for special situations.  Like, if you just switch over to sprinting for no reason at all, endurance would drain at X rate, but if you enter into combat and your adrenaline is now pumping, sprinting would drain endurance at, perhaps, X/2 rate, allowing you to sprint longer to flee an overpowered NPC foe.

I’ve yet to decide if this endurance would be used in other places, like fighting for example, but I’m leaning toward not.  At least not the same endurance pool anyway.

Changes, they are a-comin`…

The first round of melee changes went in a little while ago. Disciplines for pure melees (WAR, ROG, MNK) were split into 4 separate timers, partially unlinking them. Hybrids got theirs split into 2 timers, but then they only get 2 high level disciplines.

Some of the less useful disciplines got revamped, like Thunderkick now enhances all kicks for 60 seconds instead of just a single kick.

SOE also introduced the Endurance bar to replace the mostly defunct Stamina bar.

And Warriors got their new taunt skill-spells put in.

At first glance, I was happy I got my disciplines unlinked, but I was worried about the Endurance. However, after playing with them a while, I’m able to juggle 3 of my current discipline – Innerflame, Whirlwind, and Ashenhand – without to much trouble. I don’t sit, and I’m regularly full endurance when its time to use one (except the rare cases when the differing timers line up and I have 2 ready to go at once). Each discipline uses from 50% to 80% of my endurance, but so far that’s no trouble.

On the test server they are still playing around with the rest of the new combat system. The original on test was pure twitch gaming. During a fight, an “opening” would appear, in EQ that was a time bar on a window that said “Offensive Opening” or something like that. Lasted approximately 6 seconds. Or rather, 1 tic. In EQ a tic is 6 seconds, or rather, it is at most 6 seconds. Some of the openings flashed by in under a second. While the opening is counting down, you are supposed to push a button for the skill you want to use, expending endurance for the effect. Some of the skills were quite nice. Rogues got a form of snare, monks got a form of root, extra damage, stuns, attack and armor class debuffs… it was looking quite cool, except for the Whack-a-mole! style gaming they introduced. You had to sit and stare at the screen, and when the opening came, pray you caught the beginning of a tic so that your brain had time to fire off a message to your finger to push the button.

There is still hope though… SOE withheld releasing the new skills in order to make them less twitchy.

In addition to those combat skills, monks will be getting a form of limited use Lull. Should make pulling interesting. But the best of all is, after being successfully feigned for 2 minutes, a message will indicate that the player has been removed from all hate lists. No more /q’ing out of the game! Woot!

So, the end result is.. it looks like they are listening. Pure melees, who were too simple to be balanced, are being made more complex, and several long standing annoyances in the game are finally being handled.