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Old 01-27-2008, 02:01 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

rofl owned, i miss you euron ='(
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Old 01-27-2008, 07:03 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

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Originally Posted by Davram View Post
It looks like it has started:

MAYONG MISTMOORE. No, seriously. Have him dream up nightmares from his bed-time stories, and have us fight an orange x4 at 75 and 25. Much like that courts raid with the weaver if you did not use the item. This raider`s nightmare would be Vampire Lord Mayong Mistmoore with a Libant or two at 75% and Overseer of Change at 25%. Level 87 style.

There is so much potential with this mob alone, and the current script in live is very underwhelming.
.
that guy already dreams up nightmares you must fight or get rid of. First he dreams of all the other dragons in the zone making fun of him.
you kill those.
then he falls asleep and he is dreaming of you(a nightmare).
imo just beef up the trakanon guy to epicx2 and give t a wingbeat or some shit. and then when u are dreamed up make them like attack you.
raid vs cpu raid?
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Old 01-27-2008, 07:05 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

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I think the most retarded think in the OP is the fact that he wants mobs to be immune to specific damage types.
Where did I mention immunities exactly? I asked for an intelligent way to encourage raids to actually bring scouts/fighters. And yes, I played as a Coercer during T5/T6 and as a Dirge entirely through T7.

Last edited by Davram : 01-27-2008 at 07:15 AM.
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Old 01-27-2008, 07:51 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

it is also retarded to let gems drop from specific mobs, as there isnt the same amount of golems, raptors, elementals, drakes etc. just get rid of all the gem idea, it sucks if the amount which drops is just or a lil bit lower to fit the pattern drop rate.
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Old 01-27-2008, 08:52 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

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Where did I mention immunities exactly? I asked for an intelligent way to encourage raids to actually bring scouts/fighters.
1)Fix melee hit rates.
2)Don't nerf casters.
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Old 01-27-2008, 10:16 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

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Originally Posted by Kall View Post
Too many guilds have already cleared it multiple times to start tweaking with the encounters. If they were going to tweak the difficulty of the zone they should have been doing it in early December, not now.

VP is a failure, move on to something else.
using the "it's already been done this way, we can't change it" excuse is pretty fucking poor. i dont care if every single guild with an average level above 73 has cleared a chunk of content... if the content is too hard, too easy, or not engaging and enjoyable, it needs to be tuned.

VP is (for now, and probably even after SoH) the "premiere" raid zone of this expansion. much like EH was in EoF, even after the release of TNT. it is the massive, pseudo-linear, many-boss zone. it has a lot of lore and EQ history behind it. it has a lot of potential. as the OP has already said, the zone itself (graphically) is pretty well designed. however, in the end no one gives a shit, even if the textures and particles in a zone mesmerize you IRL and make you go "wowie" every time you turn a corner, if the actual encounters in the zone dont engage and challenge you, people will loathe going there. i don't want the deal with RoK's premiere raid zone being this fucked up for the next 8-14 months until we get slapped around by a new expansion's content.

MMO's are, by nature, a living product. a live beta test. it's pretty obvious that no player wants to actually test the product before it's released... the endgame guilds all climb over eachother for a beta slot just so they can develop the strats early and then pounce on a nice WW 1st when the content goes live. it's all about the e-peen. (and if you're in a top 20 guild worldwide and deny this is true, i will call you on your pathetic bullshit excuses right down to the end... no one wants to sit around and legitimately alpha-test content in a game that they play for fun, unless they're getting paid to do it). claiming that "this sort of tuning should have been done in early December" is not realistic or fair to the devs. the expansion had been out for a period of about 3 weeks, and they were working on fixing bugs and smaller issues that were affecting a lot larger % of the players. there wouldn't have even been a decent sample size of guilds that had cleared VP multiple times at that point to make intelligent suggestions on how to fix the content.

anyway, i apologize to the readers of this thread... i went massively offtopic just to squelch one idiot's bullshit opinion and hopefully prevent it from tainting more of this thread. if i was a moderator, i'd have just deleted his counterproductive, offtopic post and moved on with my life. if you want to silently take heed of what i just wrote and not respond to it further, that's fine. =)

And now for a few general suggestions on VP content:

-leave trash encounters at the difficult they are now. as it stands, some of the trash has a much higher chance of wiping the raid than the nameds do, but that's not due to the trash mobs being out of whack. fix the nameds instead.
-i am indifferent as to the gem drop mechanism. i don't think it's out of line right now, but if popular community opinion says it should be tweaked i wont cry into my beer.
-HIT RATES NEED TO BE LOOKED AT ON ORANGE MOBS. everything is in line for yellow epic encounters... both casters and melee get their 95% hit rates, and no one complains. however, once the mob flips over to even the lowest level of orange, everything falls apart. casters are pulling very close to 100% hit rate on raid-debuffed mobs... everyone else who relies on melee to do damage is showing about ~67-70% on zonewide hit rate, even on fully debuffed encounters. i am a rogue with 550-600 slashing after gear, buffs, and my offensive stance, and using 2 slashing weapons i still whiff all over the place. 70% vs 99% means your combat formulas are broken somewhere; tune part of that up or tune the other part down. adding weapon skill points appears to do nothing to your hit rate. if i'm getting absolutely nothing out of +8 slashing on a weapon, i want that effect replaced with something that matters, or (preferably) tuned to actually make a difference.
-remove perma-root and never, ever, ever, implement it into this game again unless you have the requisite time to actually make an encounter challenging and fun with this mechanic in place. risk vs reward is completely skewed when the only real threat from a mob is a long-recast weak ass AE.

my suggestions were a little more general in nature. some others have put forth specific ideas for certain fights, and i'm more concerned about the overall "feel" of the zone.
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Old 01-27-2008, 11:21 AM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

You know there's a BETA for an expansion for a reason. Obviously they should have delayed the expansion release, but the problem is SOE Management never does that. They just force the release even when the content isn't done or has been tested and shown that it's incredibly easy. Yes, you heard me, I'm not blaming the devs this time, but blaming the piss-poor people in control at SOE. It's your fault for releasing a crappy expansion, so why don't you delay expansions or get more people to work on them so that when it comes to release, they actually come out as polished, rather than what we get now.
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Old 01-27-2008, 01:06 PM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

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It's your fault for releasing a crappy expansion, so why don't you delay expansions or get more people to work on them so that when it comes to release, they actually come out as polished, rather than what we get now.
The simple reason is;

Both you an I bought it. Both you an I still subscribe. Their goal is and has been achieved.

Sony is not interested in providing a good game, they are interested in making money off the game they provide.

You are however 100% correct. It is not the dev's it is the management that did not fire them when they explained they where too lazy to do their jobs.
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Old 01-27-2008, 01:12 PM  
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The simple reason is;

Both you an I bought it. Both you an I still subscribe. Their goal is and has been achieved.

Sony is not interested in providing a good game, they are interested in making money off the game they provide.

You are however 100% correct. It is not the dev's it is the management that did not fire them when they explained they where too lazy to do their jobs.
I disagree on your last statement. It could be they just don't have enough people and are overworked for what we expect out of them due to how few people they have on the game. We don't know everything behind the scenes, but we do know that it is the management's fault for pushing for an incomplete release. We don't know why, we just know it got released because of them.
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Old 01-27-2008, 01:56 PM  
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Default Re: Veeshan's Peak Design Re-tuning Criticism/Suggestions

meh i have been playing MMOs for over 10 years now...
every expansion in basicly every game i have played in those 10+ years has normally came out way before it should have
its how these games work lol
they have people alpha test them on a beta test server, then once its decent enough to start beta testing, it goes live and takes the next few months to actually get to what could be considered a finished product
or some times it just stays busted in certain reguards forever and they just placate us with more new alpha / beta testing heh
new content!
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