Dygz wrote: » He only hires people who have worked on other MMORPGs and also enjoy playing MMORPGs, so... I dunno why he would be simply acting on the hearsay of rando players and ignoring the imput of his dev team.
NiKr wrote: » Noaani wrote: » You couldn't just farm mobs for gear, as itemization was based primarily on mob difficulty. Aa difficult mob could drop good gear, a dead easy mob would drop vendor trash (or coin). Even if you killed 10,000 dead easy mob, the best you could hope for was 10,000 pieces of vendor trash. What about bosses though? Or were they just "very hard mobs" with their own very top lvl gear? And I'm assuming the difficult mobs had a long spawn cd, or were they so difficult that even groups of people could only kill them once in a while?
Noaani wrote: » You couldn't just farm mobs for gear, as itemization was based primarily on mob difficulty. Aa difficult mob could drop good gear, a dead easy mob would drop vendor trash (or coin). Even if you killed 10,000 dead easy mob, the best you could hope for was 10,000 pieces of vendor trash.
Noaani wrote: » Dygz wrote: » He only hires people who have worked on other MMORPGs and also enjoy playing MMORPGs, so... I dunno why he would be simply acting on the hearsay of rando players and ignoring the imput of his dev team. I dont know why he isnt listening to his development team either - all I know is that he is not listening to them. Maybe they are too scared to tell him that 90% of those on his team disagree with something he has already run his mouth on. All I know is, I have yet to see an experienced MMO developer or CS worker that is against allowing players to use trackers.
Mag7spy wrote: » Noaani wrote: » Dygz wrote: » He only hires people who have worked on other MMORPGs and also enjoy playing MMORPGs, so... I dunno why he would be simply acting on the hearsay of rando players and ignoring the imput of his dev team. I dont know why he isnt listening to his development team either - all I know is that he is not listening to them. Maybe they are too scared to tell him that 90% of those on his team disagree with something he has already run his mouth on. All I know is, I have yet to see an experienced MMO developer or CS worker that is against allowing players to use trackers. Suddenly he thinks he is speaking for his development team and knows what they are thinking, tell me trackers are not toxic again lmao.
Noaani wrote: » In terms of spawn timers, solo bosses would be an hour, group would be 1 to 4 hours, and raid would be 5 days+ (some raid bosses literally never spawned on some servers). In terms of difficulty, solo bosses basically just required tou to know your class. Grouo bosses ranged from "I'll just solo it" up to "this is actually a group boss designed for raiders on their day off", and raid bosses were mostly only worth attempting by actual raid guilds that were clearing current content. However, there were also instances. Solo and group instances could usually be done once a day, and most raid instances were once a week.
NiKr wrote: » EQ2 seems to have operated on not only high boss pace, but gear too, if all the new harder bosses provided the new better gear to farm said bosses.
Noaani wrote: » This did slow down gear progression to a reasonable pace. You could generally expect to get an upgrade to most items once every 6 months or so.
NiKr wrote: » Noaani wrote: » This did slow down gear progression to a reasonable pace. You could generally expect to get an upgrade to most items once every 6 months or so. Ah, so there you go. L2's and EQ2's gear pacing were very similar. It's just that one was concentrated on pvp in its design, while the other was more about pve.
Noaani wrote: » How many gear slots did L2 have? With 21 slots, upgrading most slots every 6 months meant close to an item a week.
SongRune wrote: » akabear wrote: » What is the driving desire for a tracker?If there is an open market then you can obtain wealth without leaving town. If gear is not bound, then you do not probably need to raid to get gear, just buy it when the guilds get saturated with gear and start selling If there is a cap on xp, you do not need to raid for level Only thing that you would need to build to focus on is pvp skill? Why would I want to always sit in town? What do I need gear for, then? I want to raid. Who cares about levels? I'm here for experiences, not for numbers. Trackers exist to help me do what I enjoy. I'm here to play.
akabear wrote: » What is the driving desire for a tracker?If there is an open market then you can obtain wealth without leaving town. If gear is not bound, then you do not probably need to raid to get gear, just buy it when the guilds get saturated with gear and start selling If there is a cap on xp, you do not need to raid for level Only thing that you would need to build to focus on is pvp skill?
akabear wrote: » To me, raids are fun occasionally but bore the hell outa me if done frequently. It`s repetition.
akabear wrote: » L2 main bosses that can remember (cut and paste from online site) Baium’s raid hard raid but to kill a hardcore boss, players need to have the best game equipment and come together in an army of 100–200 players. Antharas was necessary to gather all the alliance members (more than 200–300) to kill this raid boss, Valakas, The Fire Dragon - One of the main difficulties of killing this raid boss (which is common for Lineage 2) was to win a massive battle between players to attack the dragon. All the strong clans and alliances wanted to get the raid boss epic jewelry. Such battles could last for several hours. Only after that, the winning side killed the dragon in about an hour, if their mages had enough power damage and mana pool. Many veterans of the game remember this beast. A maximum of 200 players can enter the lair at once, and had to be the right combo. And maybe only one ring dropped! For each group that won the pvp to get to the boss, there was often a similar sized group that failed. How does that compare to other MMO raids?
Noaani wrote: » akabear wrote: » To me, the thing with both L2 and Archeage raids (Archeage by experience, L2 based on comments made on these forums) was more about having numbers than having skill or ability - and those numbers were more about dealing with the PvP than the actual mob. . Can`t say with any authority, as I was never a top player.. however, each of the different raid bosses required parties that had optimal different class combinations makeups.. So one particular raid I would get invited to quite a good many times another not so often with the class I played (DPS Hawkeye), more as a filler if the right class was not available.. then there were players brought in for the pvp side of things and did not participate in the raids. Each boss did have mechanics that were unique and only found at each boss. So a first time player did need coaching. But overall, probably not so difficult compared to what is on offer nowadays. I have no problem with getting access to a raid being more challenging than the raid itself. Would like to see epic pre-boss fight pvp of several hundred vs several hundred players in 1-2hrs of intense pvp to get access to a 30-60min raid.. hard work done to get the access.. a moderately challenging raid is the reward. That feeling has not been found in another mmo since, my end
akabear wrote: » To me, the thing with both L2 and Archeage raids (Archeage by experience, L2 based on comments made on these forums) was more about having numbers than having skill or ability - and those numbers were more about dealing with the PvP than the actual mob. .
Noaani wrote: » akabear wrote: » Sounds similar to Archeage raids, other than the cage aspect. Many players fighting each other, until either all but one group leave out of boredom/frustration, or until more people focus on killing the dragon than each other. With Archeage specifically though, if you manage to get to it with no opposition, less than 20 people could kill 2 out of the three boss encounters that were there while I played in less than 20 minutes. To me, the thing with both L2 and Archeage raids (Archeage by experience, L2 based on comments made on these forums) was more about having numbers than having skill or ability - and those numbers were more about dealing with the PvP than the actual mob. At least to me, in my time in Archeage, the top end encounters (Red Dragon, Kraken and Leviathan while I played) were PvP events, not PvE. Such encounters are something I expect to see in Ashes - but if that is all we get, then the game fails at being anything more than L4. I do Hope they make the world Boss a true PvX, massive PvP to secure the boss and PvE to actually kill it. But the PvE can probably be zerged unless they implement a Buff system on the boss depending on the number of player withing a certain range. The death penalty also change the PvP settings a lot compare to L2 or Archage. as for beeing just an L4 the main difference will be the economy, but it has a clear weakness : Hacking, glitch, duplication that will kill the game.
akabear wrote: » Sounds similar to Archeage raids, other than the cage aspect. Many players fighting each other, until either all but one group leave out of boredom/frustration, or until more people focus on killing the dragon than each other. With Archeage specifically though, if you manage to get to it with no opposition, less than 20 people could kill 2 out of the three boss encounters that were there while I played in less than 20 minutes. To me, the thing with both L2 and Archeage raids (Archeage by experience, L2 based on comments made on these forums) was more about having numbers than having skill or ability - and those numbers were more about dealing with the PvP than the actual mob. At least to me, in my time in Archeage, the top end encounters (Red Dragon, Kraken and Leviathan while I played) were PvP events, not PvE. Such encounters are something I expect to see in Ashes - but if that is all we get, then the game fails at being anything more than L4.
akabear wrote: » I have no problem with getting access to a raid being more challenging than the raid itself.