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03-30-2008, 04:54 PM
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Regular
Character: EQ2
Guild: Is
Server: Dead
Posts: 109
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Re: How hard should hard be?
The definition of hard in the game is luck tbh.
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03-30-2008, 06:02 PM
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Retired
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Re: How hard should hard be?
Quote:
Originally Posted by LFG
I was in the Amend raid when we yelled it at around 10 percent to reset it, and you all zerged in and killed it just so nobody would get the loot from it. Is still one of the gayest things I've ever seen in EQ2 tbh.
Nobody was depriving you of pulls on the mob lol. You guys wanted us to give you time to practice and catch up. Contested don't work that way.
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One of my top 5 most memorable events in EQ2, better than any loot drop. It was the foundation to the anti-Cracatoa movement and the beginnings of "the revolution". What a night.
For someone who embraces PvP you sure sound like a carebear LFG. 
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Last edited by Niber; 03-30-2008 at 06:04 PM.
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03-30-2008, 09:00 PM
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Retired
Character: Rarok
Guild: Retired
Server: Najena
Posts: 75
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Re: How hard should hard be?
I am shocked there are people who feel the "hardest" part of eq2 should be killable by most server best guilds. An ideal game would be an unlimited amount of content... where there is always a goal to reach no matter what level of skill your guild is at.
Most encounters seem like luck to those who are unprepared to have that content on lock down. Is it "luck" to have everyone on your raid to do their jobs perfectly? The longer a guild progresses, the less the encounters seem like luck. Even if there is always a degree of luck to an encounter, there is usally a way to minimize it.
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Rarok, Templar of Second Dawn
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03-31-2008, 12:05 AM
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Original Gangster
Character: Trumak
Guild: Confirmed
Server: Unrest
Posts: 1,339
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Re: How hard should hard be?
hard = mega viagra son
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03-31-2008, 12:20 AM
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Bard
Character: Windain
Guild: Norrathian Fight Club
Server: Kithicor
Posts: 12
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Re: How hard should hard be?
Current EQ2 plan is 1 expansion per year. Therefore, I think the difficulty should be something like this:
4-5 months after release: Top guilds in the game finish content
5-6 months after release: Server best guilds should finish content
7-8 months after release: Middle guys finish content
10-11 months after release: Everyone but pick-up raids finish content
After next expansion: Pick-up raids finish last expansion content
Now people would say the top guilds would be bored out of their mind farming for 8 months straight. This is why after 6 months they need to release 1-2 difficult raid zones (Shard of Hate looks to be a decent example). This raid zone will probably take much less time to complete than the initial expansion (expansions are bigger and plus raid zone patches don't increase level or AAs). Worst case scenario: top raid guilds farm for 3-4 months. Best case scenario: 1-2 months farming (need to get that gear for everyone!).
We are approaching 4-5 months since release, Trakanon has been beaten (although might have been longer if it wasn't for a leak) by most top server guilds. So if anything looks like people are killing faster than my projections. Although, I must say from the sound of the fights they don't sound difficult, but rather tedious. That is another topic all together.
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Windain Shijin 80 Troubador Kithicor
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03-31-2008, 01:09 AM
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Original Gangster
Character: Trumak
Guild: Confirmed
Server: Unrest
Posts: 1,339
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Re: How hard should hard be?
Life's short and hard like a body building elf,
So save the planet and kill yourself.
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03-31-2008, 02:36 AM
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Types Too Much
Character: Sess
Guild: Iconoclast
Server: Permafrost
Posts: 164
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Re: How hard should hard be?
Hard should be to the point that dumb luck doesn't win raids, skill does. If dumb luck is causing (properly geared and mastered) raids to win or lose against specific encounters, then the encounter is broken and needs to be redesigned.
Good example coming from eq1: most mobs in Planes of Power, up to and including Quarm in Plane of Time.
Bad example coming from eq1: The Rathe Council, where a resist on mez on one of the council members meant the raid wiped.
Last edited by Xalmat; 03-31-2008 at 02:38 AM.
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04-01-2008, 06:50 AM
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Regular
Character: Zauriel
Guild: Unity
Server: Splitpaw
Posts: 670
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Re: How hard should hard be?
Quote:
Originally Posted by Xalmat
Hard should be to the point that dumb luck doesn't win raids, skill does. If dumb luck is causing (properly geared and mastered) raids to win or lose against specific encounters, then the encounter is broken and needs to be redesigned.
Good example coming from eq1: most mobs in Planes of Power, up to and including Quarm in Plane of Time.
Bad example coming from eq1: The Rathe Council, where a resist on mez on one of the council members meant the raid wiped.
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qfe
the Rathe fight was seriously gay at times
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Q : This is the afterlife and Im god.
Picard : No Im not dead as I refuse to believe the
afterlife is run by you , the Universe is not so badly designed.
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04-01-2008, 08:04 AM
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i Don't Parse Shit.
Character: Shadeyes
Guild: Fable
Server: Splitpaw
Posts: 353
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Re: How hard should hard be?
yeah was needing so many offtanks and mezzers and dps at time,that we finally did it with 200+ peeps at 2 guilds... we never did this encounter again after.
i could think about some nice encounters i miss :
- Avatar of War ( best adrenaly i got so far)
- Rallos-Zek
- Emperor Sraa (one of my favorites)
at this time, DPS wasnt enough to win ,but coordination and focus of each player yes.
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Shadeyes, 80 fae assassin
Fable , Splitpaw
Ymrir, 80 barb inquie ,Lunar Dawn, Befallen
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