by Bigcat Daddy-o » Fri Aug 15, 2008 3:04 pm
A: This should be in the general. I read it at work, where I cannot reply, and came home to reply to it, but couldn't find it... Just an opinion, but it should be up in the main page.
2: !!!
yellow: <this concludes my demonstration of monk counting> OMFG! that would be AWESOME! Incorporating it would be interesting, and hopefully they don't make the mistakes they have in the past of watering something down so much (shrouds) that it is BARELY useful.
My implementation thoughts: 1 mercenary per character. Basically cutting the group size need in half. This would help a lot. I would totally 3 box forever, 5 boxing gives me a headache, and I am only good for about 2 hours of 6 boxing.
Other path would be max group sized on mercenaries. I think the revenue cost would be exessive though. Why multibox when you can just have five mercs. I think there must likley be a limitation, to maintain some kind of socializing and social order. How would they be implemented in PVP comes to mind as a question.
As far as key roles, I can't see them doing CC, as that is a complicated decision tree, but I can see healing. I believe that one of the uses of a banned (MQ)program was to box a healer. As I understood it the healer would be set on certain parameters E.g. CH at 60% health , else if health <30% int CH cast quick heal, else if health < 10%, interrupt quick heal cast instant heal else instant heal is on cooldown, continue quick heal.
I dunno. I might have gotten carried away on that if then else statement, and it probably isn't logical but the point is, that you could fill key roles in a limited way. Perhaps having to give a set of 'orders' to the healer, that would be followed. Always heal bob the tank, unless bob the tank is at full health and punk the monk is at <30%... Or, never heal anyone but bob the tank.
In any case, I am certain that implementing mercenaries will pull me, and probably 3 accts of mine back in to EQ.
Ride free brother.