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Old 12-15-2006, 10:32 AM  
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Default Re: Emerald Halls

This tread makes my eye's bleed.

All I've seen is dick waggling and people trying to either judge if their e-peen is bigger than another's or trying to molest every poster.

I need a beer.
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Old 12-15-2006, 12:01 PM  
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Default Re: Emerald Halls

Umm isnt that every thread on message boards? lol

/ducks

I'll take a beer too
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Old 12-15-2006, 01:45 PM  
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Default Re: Emerald Halls

This thread could be a great for some Psych major to analyze and write a paper on.
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Old 12-15-2006, 03:24 PM  
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Default Re: Emerald Halls

Quote:
Originally Posted by Johnathon View Post
This tread makes my eye's bleed.

All I've seen is dick waggling and people trying to either judge if their e-peen is bigger than another's or trying to molest every poster.

I need a beer.
Ok lets change subject the, hows the matron coming?
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Old 12-15-2006, 08:13 PM  
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Ok lets change subject the, hows the matron coming?
OMG we are tryin it 2night finally... I am excited *cheer*
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Old 12-16-2006, 12:50 AM  
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Default Re: Emerald Halls

We tried matron for the first time since eof release a week ago and she went down like a rock. Seems so much easier. Did EH afterwards and seedling was so much easier than ever after doing matron again for practice.
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Old 12-17-2006, 03:13 PM  
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Default Re: Emerald Halls

Anyone have any leet strats on defeating the Rumbler in EH?

/tight lipped

/dance
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Old 12-17-2006, 07:18 PM  
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Default Re: Emerald Halls

How about we talk some MMO theory, shall we? How about how retarded it is to create a random spawn named that must to be killed in order to progress further in a zone AND also make that random named much harder (impossible atm?) than the named that is always up no matter what.

That is the stupidest thing I have ever heard of to date. You know why? Because it takes away all comparability among top WW guilds. Guild X gets said very very difficult random named say, 3 out of 5 times in zone and is forced to leave because of it. On the other hand, Guild Y does the same zone, goes in and gets said very very difficult random named say, 0 out of the 5 times they go in the zone, and as a result get to progress all 5 times and try the next boss that is always up and is required to progress further. When Guild Y beats the second required to progress boss mob first, who is to say that Guild Y, who had 5 nights of trying said boss mob, is better than Guild X, who only had 2 nights to try it?

I'd suggest you can't legitmately say Guild Y is better than Guild X. Guild X got a bad roll on the rng and got cock blocked by shitty MMO design, imho. The better guild would be the guild that, given equal chance as any other guild is given, beats it before anyone else.

A better design, imo, would be one of the following:

1) Make said random spawned name NOT required to progress. It is simply in the zone, and can be avoided. Obviously if you kill it, you get nice loot that no one else would get by skipping it.
2) Make said random spawned name NOT randomly spawned, but simply up for everyone. That said, every guild has to kill it to progress. Then you can clearly say this guild is better than that guild because they beat it and the other guild hasn't yet.
3) Make said random spawned name NOT randomly spawned, but also NOT required to progress. It is up for everyone, but also can be avoided by anyone. Obviously if you kill it, you get nice loot that no one else would get by skipping it, and you also get bragging rights by killing an uber hard mob.
4) FIX IT so it is not as hard as the named that everyone has to kill in order to progress. It would not be a hard mob, but would be one that would slow you down the first time you came to it, but every time after, would go down easy and cough up loot.

Imo, any of those alternatives would be a good fix to what I see as shoddy MMO design. They would allow, once again, for comparability of top WW guilds, something that is lacking when you have a rng choosing who gets to continue easily and who gets to get owned by a mob that is arguably broken or needing some tweaking. I hope Dymus or whoever created this zone was sipping the tequila when he made this mistake, and that he is now sober and will realize it is poor design and change it. RNG deciding who is the top WW guild ftl.
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Old 12-17-2006, 10:27 PM  
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Default Re: Emerald Halls

Quote:
Originally Posted by Aimeadora View Post
How about we talk some MMO theory, shall we? How about how retarded it is to create a random spawn named that must to be killed in order to progress further in a zone AND also make that random named much harder (impossible atm?) than the named that is always up no matter what.

That is the stupidest thing I have ever heard of to date. You know why? Because it takes away all comparability among top WW guilds. Guild X gets said very very difficult random named say, 3 out of 5 times in zone and is forced to leave because of it. On the other hand, Guild Y does the same zone, goes in and gets said very very difficult random named say, 0 out of the 5 times they go in the zone, and as a result get to progress all 5 times and try the next boss that is always up and is required to progress further. When Guild Y beats the second required to progress boss mob first, who is to say that Guild Y, who had 5 nights of trying said boss mob, is better than Guild X, who only had 2 nights to try it?

I'd suggest you can't legitmately say Guild Y is better than Guild X. Guild X got a bad roll on the rng and got cock blocked by shitty MMO design, imho. The better guild would be the guild that, given equal chance as any other guild is given, beats it before anyone else.

A better design, imo, would be one of the following:

1) Make said random spawned name NOT required to progress. It is simply in the zone, and can be avoided. Obviously if you kill it, you get nice loot that no one else would get by skipping it.
2) Make said random spawned name NOT randomly spawned, but simply up for everyone. That said, every guild has to kill it to progress. Then you can clearly say this guild is better than that guild because they beat it and the other guild hasn't yet.
3) Make said random spawned name NOT randomly spawned, but also NOT required to progress. It is up for everyone, but also can be avoided by anyone. Obviously if you kill it, you get nice loot that no one else would get by skipping it, and you also get bragging rights by killing an uber hard mob.
4) FIX IT so it is not as hard as the named that everyone has to kill in order to progress. It would not be a hard mob, but would be one that would slow you down the first time you came to it, but every time after, would go down easy and cough up loot.

Imo, any of those alternatives would be a good fix to what I see as shoddy MMO design. They would allow, once again, for comparability of top WW guilds, something that is lacking when you have a rng choosing who gets to continue easily and who gets to get owned by a mob that is arguably broken or needing some tweaking. I hope Dymus or whoever created this zone was sipping the tequila when he made this mistake, and that he is now sober and will realize it is poor design and change it. RNG deciding who is the top WW guild ftl.
On the bright side, you could just exploit it to get past it, and then defend yourself to the end of time saying that "just because a dev says it's exploiting, doesn't mean it actually is." So you always have that route
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Old 12-17-2006, 11:24 PM  
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Originally Posted by Fumtik Muffinbane View Post
On the bright side, you could just exploit it to get past it, and then defend yourself to the end of time saying that "just because a dev says it's exploiting, doesn't mean it actually is." So you always have that route
Fuck off, that has nothing to do with what I was talking about. Keep Disso drama to that thread on their server board kkthx.
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