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03-01-2007, 08:28 PM
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Nubsauce
Character: Manic
Server: Permafrost
Posts: 356
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Re: unrest, final nail in coffin of progression?
i just did unrest under 3hours i though it was fun, something different to be honest i really enjoyed the basement area with the twins, and the effect to my screen with the big skull i though that shit was nicely done soe did a nice job on that zone.
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03-02-2007, 12:29 AM
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/flex
Character: Ishbu
Guild: Dissolution
Server: Nektulos
Posts: 2,164
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Re: unrest, final nail in coffin of progression?
Quote:
Originally Posted by Niber
Masochism. Right Ishbu? 
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Quote:
Originally Posted by Illuminator
I think it safe to say that I've played this game longer than all of my prior games in my entire life combined. Why do you suppose that is?
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We're fools with nothing but a fool's hope?
__________________
"We are looking into ways to reduce the feeling that you must always be pressing a button to contribute to the group or raid" - Aeralik, aka Chris Kozak.
"So standing around doing nothing makes you a better player and for a more satisfying game experience you dumb fucking idiot?" - Me
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03-02-2007, 02:32 AM
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'Benevolent Execrator'
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Re: unrest, final nail in coffin of progression?
Quote:
Originally Posted by Gaige
People never demanded better itemization from heroic instances than what is currently available on the hardest raids in the game, that is counter-productive.
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I take the improvement in item design coming from the instances as indication that progress is being made. I really couldn't give a toss that one or two items coming out of a heroic zone are very good quality. At least the potential is now there for improved raid loot. With no new raid content on the immediate horizon this zone at least gave the opportunity to show off what can be done.
Maybe SoE believed that it was more important to start producing decent quality items as early as possible for the entire player base than reserve that privilidge for the raiders - even if that meant incurring the wrath of, a very very limited subset of the population. There are many raiders in this thread that have already posted they have no issues with the loot coming from that zone.
Even in a game totally balanced in terms of risk vs reward there should be some way that non-raiders can pick up some very good items, even *ghasp* raid quality. They key is making sure that itemisation is controlled such that the overall quality of an entire gear set does not raise to match that obtainable by raiding.
We can either take this as a positive sign of things to come or bitch on about one or two items that are great for non-raiders and that *might* be used as an upgrade for players that raid regularly *might* use as an upgrade.
Pro.

Last edited by Pronoia; 03-02-2007 at 02:34 AM.
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03-02-2007, 02:27 PM
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Bringin the Heat
Character: Manyak
Guild: Saints of Norrath
Server: Blackburrow
Posts: 794
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Re: unrest, final nail in coffin of progression?
Pesonally, i think its nice that there is one heroic zone that drops shit like this. But my problem with it is that the zone is too easy. I mean, with a zone this easy, everyone can get the loot, hence our problem. Make the zone difficult as hell. The first real named in there is the bartender, and his "strat", if you can even call it that, is so similar to the boss in Nizara, might as well start there. Make him the same as the nizara boss pre-nerf and go from there, making all the other nameds just as hard, if not harder.
I dont care even if they copy-paste raid mob strats and abilities to the mobs in there. Id fucking love a heroic cheldrak with solo class adds or whatever......or a heroic DMP where u gotta do the instruments and everything. I just want the zone to give loot only to the best players, not just anyone....AND i want it to actually be a challenge, which no group zone is at all. This way there would be something USEFUL to do on off-times.
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Last edited by Manyak; 03-02-2007 at 02:29 PM.
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03-02-2007, 02:29 PM
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Tears
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Re: unrest, final nail in coffin of progression?
Quote:
Originally Posted by Manyak
Pesonally, i think its nice that there is one heroic zone that drops shit like this. But my problem is, the zone is too easy. I mean, with a zone this easy, everyone can get the loot, hence our problem. Make the zone difficult as hell. The first real named in there is the bartender, and his "strat", if you can even call it that, is so similar to the boss in Nizara, might as well start there. Make him the same as the nizara boss pre-nerf and go from there, making all the other nameds just as hard, if not harder.
I dont care even if they copy-paste raid mob strats and abilities to the mobs in there. Id fucking love a heroic cheldrak with solo class adds or whatever......or a heroic DMP where u gotta do the instruments and everything. I just want the zone to give loot only to the best players, not just anyone....AND i want it to actually be a challenge, which no group zone is at all. This way there would be something USEFUL to do on off-times.
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Icy Digs, it is what raiders have been waiting to replace their T5 memories.
__________________
All of the seasons and all of the days
All of the reasons why I've felt this way
So long...
So long
Then lost in that feeling I looked in your eyes
I noticed emotion and that you had cried
For me
I can see
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03-02-2007, 02:30 PM
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Bringin the Heat
Character: Manyak
Guild: Saints of Norrath
Server: Blackburrow
Posts: 794
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Re: unrest, final nail in coffin of progression?
exactly. only i just had to word it out a little better than that for the non-raiders and newer players :P
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03-02-2007, 08:15 PM
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Fucking SICK of spell resists
Character: Aleraku, Alaedraa
Server: Blackburrow
Posts: 8,803
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Re: unrest, final nail in coffin of progression?
Quote:
Originally Posted by Ishbu
We're fools with nothing but a fool's hope?
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Alas.
__________________
Blackburrow.Aleraku - 80/140 Wizard
Blackburrow.Alaedraa - 80/140 Illusionist
Blackburrow.Calandra - 75/97 Paladin
Blackburrow.Cavatina - 80/137 Troubador
Blackburrow.Selanna - 80/140 Warden
Don't vote for Obama.
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03-04-2007, 10:36 AM
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Re: unrest, final nail in coffin of progression?
Just a quick word on itemization in general (Again, this is only the opinion of one designer, so take it as you will). I'm not opposed to unique and interesting items being found outside of raid encounters. I'm not even opposed to the occasional overpowered item being found in some of the harder instances, or overland encounters. With that being said, items like Grizzfazzle's Walking Stick and X'haviz's Gown of Glory should not have been the end all be all of itemization for a particular slot for such a long time (Besides the point that items as such shouldn't have been found where they were). In the future, I can pretty much assure you that items like that will continue to drop outside of raids, but we're focusing on making sure there are upgrades in raids to counter them.
Overall, I think what's coming out of Unrest is exactly what players have been craving for some time now. Jindrack did an excellent job with the effects placed on those items, for what we hoped to be a very difficult heroic instance (Difficulty being relative of course...that isn't something I'm going to even attempt to debate here).
I spent some time over the last week going over the itemization for the Avatars, and planned to have all the upgrades on the live servers by Friday. Unfortunately, it took a bit more time then I had expected, so we're hoping they are all released Monday morning. I look forward to feedback on the changes once you all get a chance to see them.
__________________
Chris Junior
Designer, EQ2
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03-04-2007, 10:50 AM
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/flex
Character: Ishbu
Guild: Dissolution
Server: Nektulos
Posts: 2,164
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Re: unrest, final nail in coffin of progression?
Quote:
Originally Posted by Archonix
Just a quick word on itemization in general (Again, this is only the opinion of one designer, so take it as you will). I'm not opposed to unique and interesting items being found outside of raid encounters. I'm not even opposed to the occasional overpowered item being found in some of the harder instances, or overland encounters. With that being said, items like Grizzfazzle's Walking Stick and X'haviz's Gown of Glory should not have been the end all be all of itemization for a particular slot for such a long time (Besides the point that items as such shouldn't have been found where they were). In the future, I can pretty much assure you that items like that will continue to drop outside of raids, but we're focusing on making sure there are upgrades in raids to counter them.
Overall, I think what's coming out of Unrest is exactly what players have been craving for some time now. Jindrack did an excellent job with the effects placed on those items, for what we hoped to be a very difficult heroic instance (Difficulty being relative of course...that isn't something I'm going to even attempt to debate here).
I spent some time over the last week going over the itemization for the Avatars, and planned to have all the upgrades on the live servers by Friday. Unfortunately, it took a bit more time then I had expected, so we're hoping they are all released Monday morning. I look forward to feedback on the changes once you all get a chance to see them.
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Can someone remind me again why the former item person had their job so long and this guy was stuck on pvp?
__________________
"We are looking into ways to reduce the feeling that you must always be pressing a button to contribute to the group or raid" - Aeralik, aka Chris Kozak.
"So standing around doing nothing makes you a better player and for a more satisfying game experience you dumb fucking idiot?" - Me
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