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Old 03-29-2008, 10:59 PM  
I took the red pill :(
 
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Default Re: How hard should hard be?

When half of the active players in the game are able to experience all of the content, we're getting somewhere. Don't worry, WoW will have to learn this too someday.

Or let me scale that differently. The percent of players you knew who beat Super Mario Brothers 3 within a year after it was released.
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Last edited by Illuminator : 03-29-2008 at 11:04 PM.
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Old 03-30-2008, 12:02 AM  
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Default Re: How hard should hard be?

Hard should be somewhere around requiring every member of the raid to be able to beat boss rush on I Wanna Be The Guy without dying. The amount of guilds per server is is a terrible indicator. Content shouldn't be made in mind that so and so should be able to kill it. If people want to kill something, they improve their skill. Once people have the skill, all 24 people utilizing it fully should result in a kill 100% of the time, no random bullshit. If this means only one guild ever kills it, then so be it.
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Old 03-30-2008, 12:09 AM  
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Default Re: How hard should hard be?

Hard should be the player improving their skill to that of the mob, not dumbing down the mob to match the players skill.

Hard should also test your critical thinking skills that pertain to the game, not nullify them.

That's what the term "hard" means to me anyways.

Also LFG, your argument is a bit off base imo, when I look at a mob and server, and see that 3 or 4 guilds have beaten X mob, I don't say the mob is too hard, rather I say the server lacks skilled players as a whole. There are exceptions to what I follow, but generally thats my thinking process.
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Old 03-30-2008, 01:19 AM  
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Default Re: How hard should hard be?

"Hard" changes at the expansion ages.

Look at Tarinax, he was slowly nerfed over time. By the end of KoS most casual guilds had NP getting claymore finished. Same with Mayong. By the end of EoF most casual guilds could kill him due to a few nerfs and new ease of getting Wolfsbane.

By the end of RoK I wouldn't be surprised if casual guilds will be atleast making it to Trak, if not also killing him due to Mythicals.

I think nerfs-over-time is actually the intent. That way most guilds get to experience 100% content (minus contested) before a new expansion.
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Old 03-30-2008, 01:24 AM  
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Default Re: How hard should hard be?

T7 Matron hard is what I liked, but ffs get rid of this control effects bullshit. Control effects are the number 1 thing that I fucking hate about this game. It's not hard, it's stupid and not fun at all.
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Old 03-30-2008, 01:27 AM  
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Default Re: How hard should hard be?

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Control effects are the number 1 thing that I fucking hate about this game. It's not hard, it's stupid and not fun at all.
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Old 03-30-2008, 01:35 AM  
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Default Re: How hard should hard be?

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There were like 3 hardcore raid guilds in DoF. Nobody cared about raiding and most of the original EQ1 "hardcore" guilds had already left EQ2. It was a transitional period for EQ2 between old schoolers leaving and server merges. If DMP was released now things would be different. I don't consider DMP to be a model of greatness, just a testimate to the sad state of affairs that was DoF and the downward spiral that is EQ2.

I think raiding (as a whole) was a lot healthier during KoS/TFD and onward.

But lets face it, this is how progression works.

Developer Leak > WW1 > WW1 friends > etc.

Who beat Darathar? Ardant Legion? Mmm.
Who beat Godking? NPU?
Who beat Tarinax? NPU? .. Mmm.
Who beat Trak? Mm..

What's the common factor here.
Well first of all there are A LOT more than 3 hardcore raiding guilds in DoF. If anything there were A LOT more great raiding guild in DoF compare to now since there are a lot more people playing back then. Dissolution, Malice, FoH, NPU, Arirang, Second Dawn are all great T6 raiding guilds. DMP is the model of progression, you need to farm the shit outta PPR and those other raid zone to equip your guild (specially the tanks). Only after you have a full t6 fabled raid that you can even think of doing DMP. People need to understand that the Djinn Master isn't just a complicated scripted fight, he's a beast that can 2 shot your tank at any time.

Anyways, Dissolution WW1st Godking and Tarinax so you got your progression line all wrong there.
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Old 03-30-2008, 01:52 AM  
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Default Re: How hard should hard be?

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Anyways, Dissolution WW1st Godking and Tarinax so you got your progression line all wrong there.
They let Disso get WW1 on Tarinax because they got caught red handed exploiting the access quest. That's my story and I'm sticking to it. There's no way NPU shouldn't have scored a WW1 with the head start they had. Godking does comes as a surprise me to tho.

But that said, now that SD is half of Confirmed they can give NPU a run for their developer money. Maybe throw a couple trivial encounters to Strike and CL to give the illusion that it's a competition.

Quote:
Originally Posted by Emanji
Well first of all there are A LOT more than 3 hardcore raiding guilds in DoF. If anything there were A LOT more great raiding guild in DoF compare to now since there are a lot more people playing back then. Dissolution, Malice, FoH, NPU, Arirang, Second Dawn are all great T6 raiding guilds. DMP is the model of progression, you need to farm the shit outta PPR and those other raid zone to equip your guild (specially the tanks). Only after you have a full t6 fabled raid that you can even think of doing DMP. People need to understand that the Djinn Master isn't just a complicated scripted fight, he's a beast that can 2 shot your tank at any time.
Aaring? Who the fuck is that. Malice? They were around for what, 3 weeks before they left for WoW? Gimme a break. I think Amend was in a lot of DoF top 5s, nuff said. EoF we had, Paradigm, Strike, CL, NPU, Disso, Second Dawn, Fable, Aftermath, FoH a much better crop of talent.
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Old 03-30-2008, 02:12 AM  
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Default Re: How hard should hard be?

Malice was around until December of DoF, so 3 months. Araing was the top Asian guild, until early KoS, when they crumbled. KoS and Tarinax was all about luck, considering the fact that Gorenaire and Talendor were random which one you got, and Talendor was broken/gimp for the first month, then they stealth buffed him to impossible, which fucked a bunch of guilds, then they nerfed him back down. Not to mention, the fact that the 2nd floor didn't respawn and fucked many guilds out of doing anything in AoA because they never got the item required to even spawn the drakota to get the item for the dragon.

SD wasn't really known much until near the end of DoF, but once they got DMP they became sort of well known. FoH was also fairly good still in DoF, they just a few months into KoS like most other guilds. CL was held back in DoF by being on the same server as Disso to become a top guild, because back then Disso was just better than them.

But whatever, the only guild left from yesteryear that killed DMP is NPU now, since Disso and Second Dawn are gone now, Ararang died back in KoS, and well, that was it.
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Old 03-30-2008, 02:18 AM  
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Default Re: How hard should hard be?

Top Asian guild? That mean Pandemonium suddenly became credible? ;)
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