yossarian wrote:
2. Is there a formula for groups? Do you need tank+healer+crowd control+damage dealing? I have read pulling is effecively removed as needed. I am wondering if the rest is similar.
groups:
not as such, but it's not a bad idea to have a bit of variety. in terms of archetypes, fighter + scout might work, since the scout can dps and fighter can taunt, where if scout is the main melee, it's sometimes wise to have a healer along, unless you can damage the mobs quickly enough to keep the scout from going down. for higher level encounters, depending on the encounter and the tactics you come up with, it's good to have a bit of everything, but it's also fun to experiment :).
pulling:
i dont agree. there is still some strategy to pulling, since if the mobs in the area are social and near enough, you can pull across an aggro range for another group, and wind up with 2 groups of 3 mobs instead of the one you intended. *which* of the group of 3 you ping for the pull can matter too, depending on the lay of the land, and mob position. there can be roamers to deal with. it's not as formulaic in some situations as some persons have implied.
yossarian wrote:
2a. How specific are the roles (if they exist at all)? Specifically, is there a class like the cleric or enchanter in Eq1 where they are considered key to a successful group?
keys, quite possibly. the way it seems to me, though, is that you can compensate for some shortcomings if you think creatively.
yossarian wrote:
3. Do people group? Is there a point in level where grouping is just way way better then solo for leveling?
i'd think this would depend on your style of play. it's definitely more solo and duo friendly than i'd found in eq1.
yossarian wrote:
6. Is there LDoN style instanced zones (private zones)? Do mobs spawn behind you? Is there some kind of port/evac that can be used from deep in dungeons? Is there any kind of "call of the hero" like mechanic for allowing people to join late? If there are private zones, can you invite others into them?
zones:
there are some groupish instanced quest zones. so far i've had no backspawns, nor heard of any, but i havent gotten very far yet in the retail version.
evac:
scouts get an ability called "escape" that looks to be an evac. havent looked into it much yet. havent heard of other classes having that ability, but that doesnt mean it's not there somewhere :).
yossarian wrote:
7. Does it cost money to set oneself up as a trader? E.g. if I'm level 3 with no cash, but I harvest some tradeskill goodies or find some kind of tradable thing I want to sell, can I do it?
if you wish to set up to trade, as stated above, you do need a room, and tha market board, and the costs above are correct.
clarifications though :):
by the time you make it to qeynos/freeport, you'll be level 6, and likely, depending on how many items you picked up to sell, will have some copper, if not a couple of silver. also, there are a lot of quests that yield considerable coin for the level, or items sellable to npc merchants for a silver or more. (the coin is scaled in 100's instead of 10's btw... so 100 cp = 1 sp).
i played for a few hours the other day with my scout, did a pile of quests by pinging every npc i ran into, and found myself with 13 silver and 1200+ cp before i realized it :x. there are ways to get coin just by running errands for the lazy npcs if you need to. ("could you take my deposit to the bank for me? i dont want to close up shop." 11-50+ cp each errand, seems to relate to distance.)
also, the rent is due every 7 RL days.
yossarian wrote:
B. Is it easy to switch into/out of game mode?
yes. alt+tab works fine, and alt+enter switches between fullscreen and windowed. i've had no problems switching out.
yossarian wrote:
C. Is there a badword filter?
yes, and it's on by default.
edits>> wow typing is bad today :x.
Edited, Wed Dec 1 17:35:18 2004 by runyariel
____________________________
EQ: Runyaessz, 5 Monk, Phinigel
EVE: Runym/Runyn/Runyl, 43M SP each
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