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Old 01-22-2008, 09:50 AM  
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Default Re: Scalable Raid Zones

Was trying to find a common ground before we see these zones beefed up for the top 1%
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Old 01-22-2008, 09:51 AM  
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Default Re: Scalable Raid Zones

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Originally Posted by Juuls View Post
Was trying to find a common ground before we see these zones beefed up for the top 1%
They won't beef the zones up, no matter what people want. This is SOE, they make zones easier, not harder.
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Old 01-22-2008, 09:56 AM  
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Default Re: Scalable Raid Zones

well you talked some sense into Pin, I have to agree with ya now
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Old 01-22-2008, 10:30 AM  
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Default Re: Scalable Raid Zones

Most people who raid seem to be doing (tier - 1) content. That's who you can expect raids to be tuned for in the long run, otherwise it's the simple matter of the wider customer base's needs not being fulfilled. Eventually they catch on and stop waiting patiently like peasants for year-old content to give them what they have time for.
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Old 01-22-2008, 03:18 PM  
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Default Re: Scalable Raid Zones

They need an adventure pack or free expansion/pack that is very similar to Lost Dungeons of Norrath for EQ2. Increase the amount of dungeons out there for plays level 15 to 80; also you earn your way up through the ranks of said dungeons to garner better gear.
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Old 01-23-2008, 01:16 AM  
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Default Re: Scalable Raid Zones

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Was trying to find a common ground before we see these zones beefed up for the top 1%
Shut the FUCK up. The people they listen to are people like you, and that is why the game is so terrible.
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Old 01-23-2008, 09:44 AM  
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Default Re: Scalable Raid Zones

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Shut the FUCK up. The people they listen to are people like you, and that is why the game is so terrible.
Bah, I think my suggestion from way back in the day of getting mannequins put into the game is some nice fluff for the casual part of the population. Its something new and unique.. So even though this guys suggestion sucked balls, doesn't mean he shouldn't have suggested it. It just means he should deal with the fact that is sucked and we should let this thread die.

So quit feeding the retard fire.. k thanks bye =)
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Old 01-28-2008, 04:49 PM  
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Default Re: Scalable Raid Zones

Wow has something like this. But it's the 5 man instances not raid zones. Pretty much same zone just the heroic (harder zones) mobs hit harder than normal and drop badges (stuff to buy gear) and a little better loot. It works well for normal instances but raid zones I doubt it would.
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Old 01-28-2008, 09:02 PM  
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Default Re: Scalable Raid Zones

I could see this working, if SoE did it right.

What SoE would have to do

1. Ensure that the end mobs were still a challenge of some sort even after guilds have defeated it on the easier setting.

2. Ensure that doing it on the easier setting is not overly rewarding.

3. Ensure that the hard setting has a sufficient reward to keep going back even after it gets on farm mode.

The way I envision it is the gardner encounter in EH.

Easy or Normal lvl - Gardner does elemental damage AE, summons adds, and maybe even do the AE blue bubble that stifles.

Hard lvl - the charm and fear are added.

In order to keep the rewards from being too good for the easier lvl's, you would have to bring back T5 style loot.

Yes, the dreaded wooden chest from a raid mob. If you're doing it on easy mode, deal with it, get over it, you got to learn the basic encounter strat and get an idea of the mobs strengths and weaknesses.

For the harder mode, there has to be some reward for going to the zone even after you have learned the extra trips of the mob, and have a gauranteed master chest (because it WILL be farmed out after a while, probably in a much shorter time than you developers think)

The solution for this? Put a 2%, even a 1%... heck even a .05% chance of an uber peice of loot. Similar to the mythical shard from cheldrak. If you put ONE peice of avatar lvl gear on a boss mob in a raid zone, and make it have a very small chance to drop, then guilds will continue to go there even after it's farmed.

If you use some foresight, you can also put one type of gear on each boss in different zones. IE one boss mob can drop uber mage item, another an uber scout item, etc.

That is the only way I could see it working. If it was implemented correctly, it could be a good thing.... if done wrong though it would wreck this.
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Old 01-28-2008, 11:08 PM  
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Default Re: Scalable Raid Zones

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Originally Posted by Thundaarr View Post
If it was implemented correctly, it could be a good thing....
No.

Quote:
Originally Posted by Euron Greyjoy View Post
Shut the FUCK up. The people they listen to are people like you, and that is why the game is so terrible.
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