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Old 10-09-2008, 10:18 PM  
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Default Re: 6 boxing.. best group?

Boxing multiple toons makes it feel so much like work instead of a game.
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Old 10-10-2008, 01:24 AM  
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Default Re: 6 boxing.. best group?

Quote:
Originally Posted by Calbiyum View Post
Boxing multiple toons makes it feel so much like work instead of a game.
Boxing multiple toons makes it feel so much like work in a Chinese sweatshop instead of a game.

Ammended.
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Old 10-10-2008, 02:02 AM  
Because I'm right.
 
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Default Re: 6 boxing.. best group?

A better-designed MMO would have eliminated the incentive for it by eliminating the need, rather than other games which merely eliminate the means.
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Old 10-10-2008, 04:13 PM  
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Default Re: 6 boxing.. best group?

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A better-designed MMO would have eliminated the incentive for it by eliminating the need, rather than other games which merely eliminate the means.
A better-designed MMO will encourage it, but through structured minions and mercs. So you could multi box without needing more accounts, and fully integrated into the UI.
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Old 10-11-2008, 06:32 AM  
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Default Re: 6 boxing.. best group?

You guys pay no fucking attention. For 6 boxing you need:

zerker
wizard
wizard
wizard
wizard
templar

Preferably in your own guild called something like 'Happy Friends' or something.
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Old 10-11-2008, 06:40 AM  
Because I'm right.
 
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Default Re: 6 boxing.. best group?

Quote:
Originally Posted by Ladred View Post
A better-designed MMO will encourage it, but through structured minions and mercs. So you could multi box without needing more accounts, and fully integrated into the UI.
Without buffs, you don't need to wait for certain classes to bend over for you. Without needing strict tanks and healers, you go as you are, whenever you want, without waiting through bullshit. Minions and mercs are still in-the-box thinking.
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Old 10-14-2008, 01:49 PM  
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Default Re: 6 boxing.. best group?

I 6 box using guard, templar, warden, conjy, necro, trouby. It may not be the ultimate set-up but when it comes to ease, sending in pets with the necro, conjy for constant DPS, templar - warden for buffs/heals and trouby for utility and mezz if needed works fine for any instance out there right now.
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Old 10-14-2008, 02:07 PM  
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Default Re: 6 boxing.. best group?

Assassin, Assassin, Assasin, Assassin, Assassin and an Assassin...
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Old 10-14-2008, 05:21 PM  
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Default Re: 6 boxing.. best group?

Quote:
Without buffs, you don't need to wait for certain classes to bend over for you. Without needing strict tanks and healers, you go as you are, whenever you want, without waiting through bullshit. Minions and mercs are still in-the-box thinking.
Although I applaud your wish for no buffs and no tanks or healers, but that sort of game, in my opinion wouldn't be challenging, or entertaining.

The minion/merc system I'd like to see is a system where one person can control up to five other minion/mercs. The minions start at a certain level and cost. To level up a minion/merc you've got another cost. The initial abilties are cookie cutter. This one deals damage, this one heals. The abilities grow out from there and different types of each can be customized at purchase time. I want a ranged dps dude, I want a melee dps dude, I want a magic based ranged dps dude, I want a piercing melee dps dude. Each load out costs the same. Once the merc gets to a certain level you can add attacks, heals, and buffs to the mercs ability load out. Each of the mercs abilties are slotted, and can be enhanced by applying a loot item to the slot, very much like how abilties work in city of heroes. It would take a lot of work for a player to get his minion up to point where it can function as well as a real player character class.
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Old 10-14-2008, 06:05 PM  
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Default Re: 6 boxing.. best group?

That sort of game is just about every other game out there. Or are you saying EQ2 is better than them all?
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