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Old 12-12-2007, 04:31 PM  
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Default Re: The waaaa-factor

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Originally Posted by Echelon View Post
Ok ok I have to post this cause I feel like talking and I'm bored.
What are you, a woman?
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Old 12-12-2007, 04:38 PM  
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Default Re: The waaaa-factor

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All of these are arbitrary design choices. Soloing can be made harder than raiding, solo mobs can be made harder than epicx4's, how many people it takes to do each content type doesn't matter if the content is tuned appropriately, and finding a group or joining a guild are also arbitrary commitments demanded of a player (even good players waste time in LFG-mode). Raiding doesn't require fabled gear and master spells unless the devs say it does; they could just as easily tune raid mobs to handcrafted and apprentice 2 spells.

The argument in favor of raiding at this point is reduced to "just because". The problem with EQ2 right now is that it's too afraid to go gung-ho for either player pool and therefore it is wishy-washy and medicore on all game aspects.
Enlighten us. How you create challenging solo encounter?
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Old 12-12-2007, 04:39 PM  
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Default Re: The waaaa-factor

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Enlighten us. How you create challenging solo encounter?
Look at single-player games. They are all essentially solo encounters, so there is a lot that could be learned from them when it comes to designing challenging solo content.
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Old 12-12-2007, 04:42 PM  
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Default Re: The waaaa-factor

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Enlighten us. How you create challenging solo encounter?
Give solo mobs a random chance to 1 shot you, because thats how you code intellectually engaging, and challenging raid encounters. Right?
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Old 12-12-2007, 04:43 PM  
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Default Re: The waaaa-factor

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Originally Posted by Caswydian View Post
Look at single-player games. They are all essentially solo encounters, so there is a lot that could be learned from them when it comes to designing challenging solo content.
In solo-game you don`t have healer and tank class.
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Old 12-12-2007, 05:08 PM  
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Default Re: The waaaa-factor

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Originally Posted by Edwin Ahe View Post
In solo-game you don`t have healer and tank class.
What was the name of those solo games that healer and tank classes ........

Oblivion
PS2 Champions of Norraths
Guild Wars ( yes its pretty much a solo game even though you can hire bots to help you )
Diablo 1 & 2 could fall on this line

Quite a few games out there that have the differnt class structure and still viable solo games so umm here ya go

How to make a challenging solo encounter ...........
Lock encounter to where it can only be soloed.
Give mobs more abilities and a more clever AI ......... like scout that might snare and bow ya ............ can really get inventive here ( then again thats why we dont see this stuff in game )
If you really want to see challenging solo play, roll a pvp toon. Alot of mob AI tactics can be thought up just watching two players go at it.

How much in depth you wanna get with this? I can bring out dynamic mob AI for class specific encounters against same mob if ya like.
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Old 12-12-2007, 07:01 PM  
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Default Re: The waaaa-factor

I couldn't care less if raiders get the sword of ownage and I fight with a rusty spoon, as long as we both have enough content and the balance is not totally fucked towards one or the other. Loot is tailored to the content.

Loot is not the last of my concerns when I play, it's nice to have a carrot ahead as a reward for your efforts, but it's not the only driving force, I want to have fun and do funny content and get something for it, nothing more, nothing less.
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Old 12-12-2007, 07:10 PM  
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Default Re: The waaaa-factor

As a soloer/pick up grouper, I wouldn't mind if they actually made raid gear better then solo/group content gear.
Would actually give you a sense of progression for doing the tougher things in the game, something that hasn't really been there since after the few months after launch.
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Old 12-12-2007, 08:18 PM  
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Default Re: The waaaa-factor

Solo'ing in an MMO enviroment can and always will be limited in how difficult it can be made. The simple fact that there are 24 different classes forceses it to be that way. Depending on which of those classes a player plays will color their outlook on the difficulty of existing solo content.

Talk to a guardian, templar, zerker or other similar classes and they will have a very different perspective on how hard solo content is compared to a wizard, chanter, predator or rouge. If the Dev's up the difficulty then those classes that are weak at solo'ing won't be able to solo period. And the Dev's know this and create solo content so that everyone can do it.

Group and raid content on the other hand can be tailored in difficulty. Simply because it's not set against 1 of 24 possible classes but a combination of those classes.
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Old 12-12-2007, 09:36 PM  
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Default Re: The waaaa-factor

Personally I'd like to see reward = Risk, but then everyone would be unhappy since eq2 has virtually no risk involved what so ever.
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