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01-22-2008, 09:30 AM
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Dirge-in-Hiding
Character: Septu
Guild: Elysium
Server: Crushbone
Posts: 28
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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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01-22-2008, 09:34 AM
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Nobody
Guild: Blackberries
Server: Unrest
Posts: 8,445
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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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01-22-2008, 09:34 AM
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Character: Devastatin
Guild: Revelations
Server: Unrest
Posts: 1,870
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Re: Scalable Raid Zones
Poets palace scaling had no difference in loot.
Also, there is no difference in mob difficulty.
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01-22-2008, 09:39 AM
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Dirge-in-Hiding
Character: Septu
Guild: Elysium
Server: Crushbone
Posts: 28
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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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01-22-2008, 09:40 AM
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Nobody
Guild: Blackberries
Server: Unrest
Posts: 8,445
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Re: Scalable Raid Zones
Quote:
Originally Posted by Juuls
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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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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01-22-2008, 09:45 AM
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Dirge-in-Hiding
Character: Septu
Guild: Elysium
Server: Crushbone
Posts: 28
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Re: Scalable Raid Zones
Quote:
Originally Posted by Pinski
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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figured tweaking the mobs script is easier then creating new raid zones
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01-22-2008, 09:47 AM
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Nobody
Guild: Blackberries
Server: Unrest
Posts: 8,445
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Re: Scalable Raid Zones
Quote:
Originally Posted by Juuls
figured tweaking the mobs script is easier then creating new raid zones
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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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01-22-2008, 09:48 AM
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Visitor
Character: Pikiel
Guild: Xanadu
Server: Runnyeye
Posts: 10
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Re: Scalable Raid Zones
Cough, Shard of Hate. More spaz chickens and rooted mobs inc :D
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OMG \aITEM 2107725232 854745611:The Crap\/a
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01-22-2008, 09:49 AM
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Dirge-in-Hiding
Character: Septu
Guild: Elysium
Server: Crushbone
Posts: 28
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Re: Scalable Raid Zones
Quote:
Originally Posted by Pinski
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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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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01-22-2008, 09:50 AM
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Nobody
Guild: Blackberries
Server: Unrest
Posts: 8,445
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Re: Scalable Raid Zones
Quote:
Originally Posted by Juuls
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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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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