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06-23-2008, 09:20 PM
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Regular
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Re: Expansion #5: Guild Hall Land
Quote:
Originally Posted by Edwin Ahe
Dont worry, something will happen and they will be delayed for another 5-6 months. (wildfires, tornado, alien invasion, communist revolution  )
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Yeah think we've all been around long enough for another slip up with the guild halls.
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06-24-2008, 12:13 AM
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Because I'm right.
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Re: Expansion #5: Guild Hall Land
Quote:
Originally Posted by Wump
You pretty much sound like every other whiney fuck in this thread.
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Except he has Tourette's.
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06-24-2008, 02:18 AM
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Hop on my Bananaboat
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Re: Expansion #5: Guild Hall Land
Quote:
Originally Posted by Wump
You pretty much sound like every other whiney fuck in this thread.
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Yep, I'm whining because someone asked what could be done with Velious and I put out ideas...
Quote:
Originally Posted by Illuminator
Except he has Tourette's.
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At least I'm not shitty at every class I play, or in your case attempt to play.
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06-24-2008, 05:40 AM
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Lady Govina
Character: it's a piece of cake
Guild: to bake
Server: a pretty cake
Posts: 1,401
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Re: Expansion #5: Guild Hall Land
Respawns too fast? Wtf, where? In KC? Granted mobs have lots of HP, but then again, get more dps I'd say. There is no frigging way you get respawns in a single room faster than you can kill. Even I with my guard/templar box can kill stuff faster than it repops.
It's the crap loot, the tiny chance of a named being up, and the low master drop rate that makes people shun these places. There should be more ring events (hard ones) that guarantee a boss at the end. There could be tiny instances with 16h lockout deep in the dungeons (see original Runnyeye) where the boss kill will drop ornate+ always. But the way Sebilis and KC are now? Just pains in the arse. Too slow, mostly single mobs, boring shit. Caster mobs. Wtf. Compare how much fun it is to blow a 14-mob group encounter to smithereens in RE to single mob wanking. Bah.
Praetor's Guard, Carotidcutter, Ganak's Torque, Gi of the Jarsath Swifttail, these items should drop in dungeons, not instances.
Last edited by mafoe; 06-24-2008 at 05:41 AM.
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06-24-2008, 09:30 AM
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Regular
Character: Pitty
Guild: Allure
Server: Najena
Posts: 568
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Re: Expansion #5: Guild Hall Land
I dont give a shit what they put in, as long as mobs, both trash and named drop interesting loot.
__________________
"Futures made of virtual insanity" - Jamiroquai
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06-24-2008, 09:40 AM
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Because I'm right.
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Re: Expansion #5: Guild Hall Land
Quote:
Originally Posted by mafoe
It's the crap loot, the tiny chance of a named being up, and the low master drop rate that makes people shun these places.
[...]
Praetor's Guard, Carotidcutter, Ganak's Torque, Gi of the Jarsath Swifttail, these items should drop in dungeons, not instances.
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Sooooo... where would that leave instances in the end? Or is Blistered Strand too awesome to be ignored?
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06-24-2008, 09:56 AM
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Lady Govina
Character: it's a piece of cake
Guild: to bake
Server: a pretty cake
Posts: 1,401
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Re: Expansion #5: Guild Hall Land
Blistered Strand ftw ofc.
And yes, in EOF people did instances a lot because they dropped set gear (which also drove ppl to do MMC and CMM for pants and shoulders). Now in RoK most set gear sucks more cocks than ... somebody really keen on sucking cocks. Or maybe the other gear (quest rewards and other legendary drops) are so much better.
People would still do Maidens (Drusella fabled drops), CoA (easy loot, used to have a decentish master drop rate once), and Chelsith. Nobody would go to Vaults anymore tho, but Vaults is a yawn-fest anyway. It's a bit silly to put in items such as the torque and the guard that are simply the best for their slot, and there is absolutely no use for any other item in the same slot anymore for non-raiders. Like... fancy any variation in different gear setups? No, not anymore. All people of a certain archetype will just wear the asme items, and if they don't in a single slot, then because the item hasn't dropped yet.
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06-25-2008, 01:50 AM
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Lost girl
Character: Dharla
Guild: Forsaken
Server: Lucan DLere
Posts: 19
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Re: Expansion #5: Guild Hall Land
Quote:
Originally Posted by feldon30
Why do I hate contested? 4 minute fucking respawns.
I know, whining, crybaby, whatever you want to call it.
I like instances because they are a measurable quantity. You know what you are getting into. Contested Dungeons start out easy because there are lots of groups clearing. If you go when nobody is around, then you have a tremendous amount of work to do to clear it, and by the time you clear one side of the room, the other side is respawning. Sorry, but 4 hours of a taut sphincter muscle, entirely dependent upon luck rather than strategy is not my idea of fun.
What would be cool is a sort of hybrid of instanced and contested. Each mob only agroes your group once, and then will not agro again on your group. Your group can clear and another group can clear right behind you, and you both have the same amount of work.
I have another idea. Why not vary respawns by # of players in zone? That way if you go in with a single group vs. 2x raid (ala Mistmoore Castle), it scales up. Also multiple groups would increase spawn time.
I would rather see the respawns scale up and down than them wholesale nerfing encounters to make them easier. I would be thrilled to GET to these boss encounters and learn the strategy and I don't mind that it's HARD. But just clearing the trash, the bar is set high because it was designed for 3-5 groups to be populating a zone at one time.
I've been in Kaladim twice. Never again. Fuck that fucking zone.
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Why not just ask for just boss encounters lined up in a row that require no work to get to them?
Fast respawns, difficult dungeon crawls, some chance of wipes, all of it is what makes things interesting. Part of dungeon crawling is staying ahead of the spawn, figuring out the timers, the pathing and what we need to do to get where we want and stay there.
What is wrong with dungeons isn't that they're too hard, it's that they're fucking worthless for experience or loot. Folks aren't going to be exploring Sebilis (short of epic updates now) when they can run CoA for fast and easy loot.
They don't need to make dungeons easier, they need to make them worthwhile again. Like original Sebilis and Howling Stones worthwhile and hard (and yes, when it first came out it was hard). Fuck instances - I'm so freakin' sick of the damn easy button. I want some content besides raids that challenges me as a player.
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06-25-2008, 02:15 AM
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Regular
Character: Pitty
Guild: Allure
Server: Najena
Posts: 568
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Re: Expansion #5: Guild Hall Land
i dont know how anyone could complain about XP in eq2
Any player worth a damn got from 70 - 80 in anywhere from 3 days to 3 weeks.
The problem isnt with XP.
The problem is with loot, and the shitfull trash mobs all over the place that drop total and utter mind numbing crap.
The only thing worth a damn in the game is the odd item here and there and masters. - they need more items with value full stop.
They need a whole new set of shit to collect, i made this post on official boards too
Take a look at wow rare trash drops, its a joy to loot this stuff, cause you know its rare and worth something. And its not just trash drops, this stuff comes from all parts of the game, its all part of a complex enchanting system. then take a look eq2's bullshit adornment system. Man there's like 6 different tiers of rare pearls in wow ffs.
And a lot of this stuff has drop rates of like 1% or less, then take a look at something rare introduced to eq2 recently like chormatic essence, not so rare anymore, and not so valuable - defeating the whole fucking purpose of having rare shit and feeling lucky in the first place.

__________________
"Futures made of virtual insanity" - Jamiroquai
Last edited by Pitty; 06-25-2008 at 02:25 AM.
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