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Old 07-02-2009, 02:36 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

Three months.
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How come when I type /mvp in game after we kill a raid mob it always displays razieh?
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Old 07-02-2009, 03:36 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

The current SOE idea as I understand it is that your existing gear will become significantly less capable as you level up -- so at level 90 your current gear will have less actual crit, da etc than it did at level 80 -- maybe dramatically less. For example, your +6 crit ring at level 80 may scale down to a +3 crit ring at level 90 and you could actually do less dps against WOE. POTAO mobs etc. as a level 90 than you did at 80. That's wacky. I hope I am misunderstanding SOE's intent.

I can imagine SOE wanting to achieve 2 things:
a. making new gear more attractive than old gear; and
b. dealing with the fairly large number of toons that already have or can buff to 100% crit, da etc. etc.


Scaling down the effectiveness of the current gear as toons level up is really complicated and simply unnecessary. It should be much easier just to give new higher level mobs (beyond 85 or so) some degree of crit or DA resist, so that you really need to have well over 100% crit or DA to actually ensure that you actually crit or DA 100% of the time. Just give each of the new mobs a resist number, so it automatically reduces the applicable crit/DA percentages of every player that attacks it. I'm often at 110% now to ensure I get 100% crits. Against level 90 raid mobs, I might need something like 140% crit total on gear to get 100% actual criticals. Against level 90 heroic mobs, I might need 125%.

Seems like that's pretty darn easy, and not really disruptive at all to the pre-existing game. Sure, you would see people with 150% crit but you only need the extra crit as you get to the new content. And having over 100% crit isn't new now -- I already can get to 115% crit with existing gear and raid buffs.

My suggestion here keeps everything pretty stable -- and just means you need new gear to maintain and improve high dps against the new high level mobs. And if this is implemented properly, you won't have exponential dps growth either. Yes, casual players will now be able to get to 100% crit etc. with new gear, but they will need much higher than 100 crit against heroic or raid mobs. The uber gear from ROK/TSO will still be useful against the new high level mobs, but not as overwhelming as it previously was.


btw, I also like Crabbock's idea of adding the excess crit above 100 as a crit bonus, and adding the DA over 100 as a triple attack. Interesting, idea, but i'm not sure how you handle the current shadow tree crit bonuses, etc.
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Old 07-02-2009, 04:17 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

This is so fucking retarded i don't know where to begin. It's like back when...... you would be losing damage on your spells when you leveled up. Why are you going to repeat that mistake? Players hated it.

Players don't want to see their characters get weaker as they level up. Players also don't want gear to become obsolete but too much of a characters power is determined by gear right now and many people have spent way too much effort working on that part of their characters development.

When you build a character you can break it down; Spells, AAs, gear, level. When level has been capped you work towards the other areas. When a level cap increase is introduced I think most players understand that they need to start the process of working towards maxing their character out all over again but if you are making gear get weaker as you level proves you made some monumental design mistake. Base damage should not be determined by gear IMO, base should be reserved for level, spell and aa aspects of your character. Thats one place where you wen't wrong.

Progression does not have to be this complicated. If you have fucked up making too much shit that puts everyone at stat caps then you need to move in another direction but you already know this right?

Some interesting suggestions have been posted here like the idea that 100% shouldn't be the end. Whats wrong with 150%?

One thing here is for sure, players will react poorly to dinging 81 and seeing the damage on their spells drop or being less effective to the same mob they killed at 80.

You want the simple solution right? Well it's obvious, myth 2.0. Same thing with Armor if people are too attached to that armor make it upgradeable.

Speaking of which WHAT THE FUCK IS UP WITH THE WHOLE ADORNMENT SYSTEM? Why can't we just have some tradeskiller attach some magical rubies to our armor? Great now i'm just mad rambling! See what you did!
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Old 07-02-2009, 04:44 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

Mobs that are lower level than you should naturally take more dmg imo. They need to take a look at how mit and resist work.
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Old 07-02-2009, 05:25 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by Slippery View Post
That was probably the most retarded response ever.

Stats that can be increased? Pick a class... Crit bonus for all classes. Base for non Mages. Damage Mod for Mages/Scouts. Spell Double. Flurry. Reuse. Recovery. AE Auto Attack. Damage Proc's. +Mitigation. Chance to avoid a Strikethrough. Not to mention hoards of other lateral advancements like stoneskins, ae avoid proc's, control immunity. Proc's with debuffs to decrease mobs abilities to do things like crit, double attack, strikethrough. There is tons of useful shit that can still be done for the future.

Everything you just pointed out were stats that they were forced to put in game b/c of the simple fact there was no room for growth left. When there is no room left with double spell attack (which is just laughable to point out) they will go to triple then quadruple. Almost everything you list was created as an "oh shit we fucked up" stat. Stone skins, ae avoid are the worst things that they ever did for game mechanics.

What is the point of playing if you never cap anything? You HAVE to get to a point where you cap it and move on to something else. If you don't you haven't been moving forward and gaining anything. We gained the ability to crit 3 expansions ago with kos aa's, god forbid people advanced and are capped...
To make yourself better, it should be very very rare to cap any stat and by doing so you should be sacrificing something else. Everyone can't just be the best at everything or else you get the screwed up raidsetups and encounters we have now.

How stupid is it when we start treating spell crit and and other stat the same way we treat str, int etc. those stats are meaningless. How many people look at how much wis is on an item? no one! Theres no reason they are even there anymore. The same shit is going on with many other stats.
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Old 07-02-2009, 08:29 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

What id like to know is, is the proposed new system a 2 way street?
IE, does my being lvl 90 in lvl 90 gear make me more effective vrs lower con mobs?

But srsly we had all this before in eq2, it was fail, and was removed.

As for all the people here telling everyone were morons for not liking the proposed changes, im pretty sure ive seen you argue every change to date was going to be the thing that fixed eq2, then year down the line say its a fucking failure, and then start touting the next new change on the cards is the new best thing to happen to eq2 if only us morons could see it.
Basically you can STFU, until i see one, and i mean ONE core mechanic change implemented from SoE on EQ2, that lasts more than a year without causing a whole host of new problems that fuck the game up, ill continue to expect the fucking worst from them and oppose them for that simple fact alone.

you can on the other hand keep spewing were short sighted idiots, that don't understand the bigger picture.
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Old 07-04-2009, 12:15 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

This change is complete garbage. They should at least make it so level 80 equipment is less useful vs level 90 mobs but just as viable as it is now vs level 80 mobs. So instead of scaling gear based on your level, it should scale based on the mobs level that you are fighting.

Or... make it so resists are more important so if you don't have at least 20k resists, mobs eat you alive. That would make a lot of people shed their level 80 gear for level 90 gear except for exceptional pieces like the choker and Arm of Erollisi... To get rid of those pieces, they need to make better items for those slots. They don't necessarily need to make the choker replacement (for example) go from +10% damage to +20% damage but maybe +7% damage, +5 crit and + 3k Trauma/Arcane resists or whatever.

I just think there are better ways to go about fixing itemization.
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Old 07-04-2009, 12:39 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by stivan View Post
Mobs that are lower level than you should naturally take more dmg imo. They need to take a look at how mit and resist work.
People are soloing labs right now. Crit, DA, Haste, DPS is only a fraction of why we do more dps vs lower lvl mobs. Even with degrading gear i dont see vyemm suddenly being harder then when I was lvl 70 with the same gear. The issue i didnt like with the old system ws the sudden drop from 79-80. You litterally got much worse in 1 lvl ding. It needs to be slow and gradual. Something like 1% to 2% per level.
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Old 07-04-2009, 01:42 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by gungo View Post
You litterally got much worse in 1 lvl ding. It needs to be slow and gradual. Something like 1% to 2% per level.
So basicly you think it's ok for them to give you a nerf each time you level up? Don't give in dude, fight the system. They are asking people to pay them 40 dollars for an expansion that will nerf them if they play it.
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Old 07-05-2009, 01:38 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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What's amazing is they still haven't realized 1 good tiresome fix is better and takes less overall time than 5 lazy band-aid fixes destined to fail.
Imagine you got a fairly good-paying job as a high-level designer of a video game. You have to report progress to your superiors every month. Your superiors are likely corporate management types with BAs who know fuck about video games. They mostly want to see that you're doing something to keep the game going and not loosing too many subscriptions. You'd be milking these updates as much as you possibly can too. Why do something once when you can take 6 months doing it? If it fails, you can always try and fix it again, but at least you look like you're doing something that justifies your salary.

Put the biggest, most unpopular changes in right when management changes so it looks like it was the previous guy's idea. If you're the new guy, better start shaking things up to look like you're really doing something amazing.

Who cares if what you're doing actually improves the game for the players? Those corporate BA types don't give a shit about that. As long as subscriptions don't go down too much (i.e. as long as we keep bitching and not quitting) they don't care.

I'm not defending anyone here - I hate Aeralik more than anything in EQ2 right now and the hate potential for Brenlo is pretty high too. But if you were in their shoes, you'd be doing the exact same thing.
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