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Old 01-22-2008, 09:30 AM  
Dirge-in-Hiding
 
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Default Scalable Raid Zones

IMO I think they should have Raid Zones like how Poets Palace is.

3 Different Types
Normal - Like it is Now
Hard - Mob are Harder, More plat, and double the items in chest
OMG - God like for Uber guilds

this i think would make everyone happy besides re-tuning the loot
but gives guild not in VP a chance to get there and the one that are farming it can get tougher encounters

just a thought
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Old 01-22-2008, 09:34 AM  
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Default Re: Scalable Raid Zones

Except, instead of having 1 unique encounter with hard difficulty, we have 3 encounters that are all the same and just have varying difficulty that drop all the same loot? Why would I want to kill an insanely hard mob when the easier mob drops the same loot, albit less(but honestly, so? Just means I have to kill it more)?

Your idea fails because it is a waste of development time.
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Old 01-22-2008, 09:34 AM  
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Default Re: Scalable Raid Zones

Poets palace scaling had no difference in loot.

Also, there is no difference in mob difficulty.
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Old 01-22-2008, 09:39 AM  
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Default Re: Scalable Raid Zones

I see your point Pin, what if the loot table were different. Point im trying to make is about 70% of guild are not in VP as of yet and the top guilds are farming it then they complain how easy it is, encounter get beefed up and guilds just getting there have it tougher
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Old 01-22-2008, 09:40 AM  
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Default Re: Scalable Raid Zones

Quote:
Originally Posted by Juuls View Post
I see your point Pin, what if the loot table were different. Point im trying to make is about 70% of guild are not in VP as of yet and the top guilds are farming it then they complain how easy it is, encounter get beefed up and guilds just getting there have it tougher
If the loot and encounter difficulty are different, why call them difficulty levels at all? Just make it a brand new zone.
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Old 01-22-2008, 09:45 AM  
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Default Re: Scalable Raid Zones

Quote:
Originally Posted by Pinski View Post
If the loot and encounter difficulty are different, why call them difficulty levels at all? Just make it a brand new zone.
figured tweaking the mobs script is easier then creating new raid zones
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Old 01-22-2008, 09:47 AM  
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Default Re: Scalable Raid Zones

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Originally Posted by Juuls View Post
figured tweaking the mobs script is easier then creating new raid zones
Because fighting the same mob over and over again in the same situation is fun.

Basically all you want is 3 Mayong Mistmoores like last expansion. We had that, it isn't very much fun.
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Old 01-22-2008, 09:48 AM  
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Default Re: Scalable Raid Zones

Cough, Shard of Hate. More spaz chickens and rooted mobs inc :D
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Old 01-22-2008, 09:49 AM  
Dirge-in-Hiding
 
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Default Re: Scalable Raid Zones

Quote:
Originally Posted by Pinski View Post
Because fighting the same mob over and over again in the same situation is fun.

Basically all you want is 3 Mayong Mistmoores like last expansion. We had that, it isn't very much fun.
I agree if i was in VP farming it atm I would be happy, but the top 1% of raiders complaining it's too easy are the one SOE listens to
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Old 01-22-2008, 09:50 AM  
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Default Re: Scalable Raid Zones

Quote:
Originally Posted by Juuls View Post
I agree if i was in VP farming it atm I would be happy, but the top 1% of raiders complaining it's too easy are the one SOE listens to
They do? Odd, why did we end up with 3 Mayong Mistmoores last expansion, and the content in EoF ended up in an easier state than when EoF was first released?
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