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Old 12-14-2007, 07:10 AM  
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Default Re: The waaaa-factor

I don't have a problem in the world with raiders getting better gear rewards so that they are equipped properly for engaging the raid content. My issue is when they leave the raid areas and use that same raid gear to trivialize, monopolize and farm normal heroic content solo. Getting a group up into MMC only to find some fabled mystic or bruiser up top farming named mobs is a good example of what is broken with the current game mechanic.
I understand that some raiders want to be able to show off their e-Peens, I am fine with that, but the developers need to alter the game mechanics so that FABLED is only equivalent to LEGENDARY when engaging NON-EPIC content.


Merry Christmas,
--Orv
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Old 12-14-2007, 09:16 AM  
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Default Re: The waaaa-factor

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Originally Posted by Sheya View Post
That's another often used claim: more people can lead to more options, which is a moot point if the options are left unused.
It's not a moot point.
Granted, EQ2 doesn't makes use of few possibilities available in a 24-man encounter. That is by choice (where limited resources dedicated to creating this content is also by choice).
If you design for a very small number of players playing together, you limit your options by design.

Say we want to tune stuff for a duo and we want to have it challenging. You will not be able to balance encounters/the game in a way that any duo of classes (or even archetypes) will have it equally challenging. The bigger the group of players playing together is, the less important/more replacable single player archetypes become.
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Old 12-14-2007, 09:43 AM  
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Default Re: The waaaa-factor

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Originally Posted by pagansaint View Post
Hey look. Another idiot who thinks it takes dozens of hours a week to be a raider.
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Originally Posted by Illuziun View Post
Why do you people that only play solo even fucking play MMO's? go rent a fucking single player game a stfu about what YOU should get over people that dedicate 50 times the amount of time and effort you do.

Man has shit changed in the MMO world, thanks WoW.
Maybe if less idiots tried to make raiding sound time consuming we'd have less people thinking it is.
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Old 12-14-2007, 10:03 AM  
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Default Re: The waaaa-factor

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Originally Posted by Uyaem View Post
Say we want to tune stuff for a duo and we want to have it challenging. You will not be able to balance encounters/the game in a way that any duo of classes (or even archetypes) will have it equally challenging. The bigger the group of players playing together is, the less important/more replacable single player archetypes become.

Ok, but duo (and even trio imo) is not a representation of something you want to make complex in EQ2, because you can't even cover all the roles in the game and a single character has a limited set of skills.

If you had a game where the only role is "dps", then yeah, even duo content could be made challenging, but since you need to have tank+healer+dps+utility (last may not be always necessary) at the very least, once you cover all these roles you reach the complexity peak so to say, everything else is redundance.

Increasing the numbers of players partecipating in an event raises the odds someone will fuck up something, because of some abstruse math some other person is certainly better at explaining, I heard it was called statistic, but I'm not so good at it

Stupid example made in 4 minutes:

You have a 6 players party: tank1, healer1, healer2, dps1, dps2, utility1.
You have this group against a script, this script includes a named that doesn't hit overly hard, heals himself a little bit with heals over time casted instantly and that for the first 10% health is plain tank and spank.

At 90% you have him spawn one add that cannot be killed, or he'll heal up fully once per second, so you have to handle it in a different way and a second add that will do little damage, but randomly stun a group member for 0.5 seconds (more like an interrupt).

At 80% one person in your group gets charmed (randomly), non removable charm, if it's the tank, get someone else to tank, if it's the healer it's going to prolong fight, etc. This charm bounces every 20 seconds to another group member.

At 70% the named splits in 2, leaves an uncurable -mitigation on the tank that brings him in the negative and the splits must be handled by different group members, maybe even one melee and one caster.

At 60% he'll stun the whole group, merge back into a single target and memwipe. The tank debuff disappears and all healing will work at a -50% on everyone for 1 minute.

At 50% he starts flying around, melee attacks cannot hit him, he does some AE damage.

At 40% he becomes immune to spells.

At 20% he goes on a rampage, dealing double damage in a frontal arc.

At 10%, he'll posses a group member, you have to kill him and once this has been done, the named gets back at 15% health with a big +dps mod (or +spell dmg).

3 seconds after dropping to 0% the named explodes, doing a big AE dd.

Ressing in the named room is impossible, just to make things more nasty.

Let's assume that this is not a typical EQ2 mob that dies in 5 seconds, but the fight will be substantially long (3-4 minutes for a 6ppl group).

Now, what a second group would add here? More adds? A copy of this encounter tuned differently? A version that has to be tanked by a mage (hi2u twin emperors)?
With a bit of creativity you can surely pull out something fun for a 2nd group too, but chances are it's going to be already very close to the first group job.

Move fights towards a more thought out approach, at least once in a while. Mobs that 1 shot everything not in plate are boring.
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Old 12-14-2007, 10:05 AM  
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Default Re: The waaaa-factor

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Originally Posted by Caswydian View Post
What is it about raiding that makes it so vastly more deserving of better gear than soloing?
thats easy.

Its logic. common sense. and you know? not being a complete dipshit.

level 1 gnoll pups carry level 1 rusty weapons and level 82 Venril Sathir's carry legendary wands of death.

you know, because he didnt get to be god-emperor of the iksar by being pushed around by small groups of adventurers and certainly not by you solo.

Their you have it, that is why logic dictates gear earned by grouping together in a raid and working as a team to deeat the most powerful beings on norrath and claim their treasures is better then whacking poor defensless gnoll pups on the head.

Damn that logic, its such a bitch.
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Old 12-14-2007, 10:37 AM  
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Default Re: The waaaa-factor

Not trying to be purposely funny Rinion, but your example and logic did nothing to prove that raiding should entail proper rewards. All your example showed was that a lvl 82 mob should carry better loot than a lvl 1 mob. I know of absolutely noone who has claimed that be to be untrue.
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Old 12-14-2007, 11:08 AM  
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Default Re: The waaaa-factor

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Originally Posted by Theorv View Post
I don't have a problem in the world with raiders getting better gear rewards so that they are equipped properly for engaging the raid content. My issue is when they leave the raid areas and use that same raid gear to trivialize, monopolize and farm normal heroic content solo. Getting a group up into MMC only to find some fabled mystic or bruiser up top farming named mobs is a good example of what is broken with the current game mechanic.
I understand that some raiders want to be able to show off their e-Peens, I am fine with that, but the developers need to alter the game mechanics so that FABLED is only equivalent to LEGENDARY when engaging NON-EPIC content.


Merry Christmas,
--Orv
I totally agree. In EQ1 I remember they had this system whem I left where if you where below a certain level, your gear simply had shittier stats. If you looked at the item and you where below the recomended level, there was the regular stats of what it should be, and then in red next to each stat entry was the stats it would bestow on you at your current level.

This would work perfectly for raid gear imo. When you are in an epic zone, your gear is epic quality. When your not in an epic zone, your gear is Legendary quality.

Then youd have the best of both worlds. You could still wear your epic gear all the time, so that the dudes who felt it was neccesary to stand on the EFP docks in combat poses or atop thier rhinos for 5-8 hours a day afk could still flex thier nerd dicks in public, yet when that same toon goes out into the world to handle his daily shit, hes on the same playing field as everyone else.

Of course, people will say gear doesnt matter that much, you cant really think theres that big of a difference between avatar loot and legendary, its the quality of the players skills behind the toon, but until you have been in a group where your zerker went DPS mode in Karnors because the Avatar dripping Inquisitor could tank better than he could, you wont understand I guess.

I wonder what would happen to all these dudes crying that the new expansion is to easy would think if they where suddenly put back into Legendary gear when they werent in a raid zone?
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Old 12-14-2007, 11:28 AM  
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Default Re: The waaaa-factor

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Originally Posted by Manratten View Post
Not trying to be purposely funny Rinion, but your example and logic did nothing to prove that raiding should entail proper rewards. All your example showed was that a lvl 82 mob should carry better loot than a lvl 1 mob. I know of absolutely noone who has claimed that be to be untrue.
and it does nothing to explain why a level 82 God-Emperor is much more powerful then a level 82 common soldier?

ok sure you win, Epic mobs should be group instances, and raiding is dumb. riiiiighhht
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Old 12-14-2007, 11:37 AM  
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Default Re: The waaaa-factor

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Originally Posted by Rinion View Post
and it does nothing to explain why a level 82 God-Emperor is much more powerful then a level 82 common soldier?

ok sure you win, Epic mobs should be group instances, and raiding is dumb. riiiiighhht
Now you're just being purposely obtuse because your reasoning's retarded. Raid reward should be the better because more people work at gettting it.
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Old 12-14-2007, 11:47 AM  
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Default Re: The waaaa-factor

Rinion said:
Quote:
ok sure you win, Epic mobs should be group instances, and raiding is dumb. riiiiighhht
I didn't say anything of the sort. I just pointed out your example didn't do anything to attempt to prove your point. As Cuz just posted, maybe you want to work in the multiple people working together in your argument.

I mean, do what you want, but if you are going to bust someone's chops and you claim to use logic, what the hell, might as well use some.
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