Noaani wrote: » For the most part, when people in EQ2 talked abotu best in slot items (which was almost never, as the best item available was usually build dependent, and different builds were 100% viable), items from contested content were excluded.
Noaani wrote: » The reason for this is simple - not all contested encounters were guaranteed to ever spawn - let alone drop the item you wanted. In the time I played, there were contested encounters that we all knew to exist, had data mined the rewards from, but didn't spawn a single time on any server in the game.
Noaani wrote: » There were other encounters that spawned but were never killed. You couldn't just go back to these encounters at the next content cycle, as these encounters were redesigned completely (and reitemized) for each expansion (well, for 3 or 4 expansions before they were retired)
Noaani wrote: » Thus, there were many, many items made that players never actually saw.The developers couldn't actually design content around players having this gear because it was perfectly viable that literally no one would have it. As to the effect it would have on making content easier (which seems to be the point you are making) - not really. I mean, a little, but not really. The items in question were perhaps 2 or 3 percent better over all (I'll get to this "over all" point in a bit) than instanced dropped items. There was one of these specific items dropped per contested encounter kill (there were also other items, but they were on par with instanced raid loot). They spawned about once a week, but weren't able to be killed every week. As such, a guild wouldn't be expected to have more than 10 of these items at any given time even if they had their server on lockdown (the one guild killed every contested encounter that was killed). So, 2 or 3 percent better over 10 slots, with players having 22 gear slots each, and 24 players in a raid. This means that a raid with 10 of these items would be about 0.059% better geared. Then when you factor in that only about 80% of a characters potential is from gear, the remaining 20% being from ability/spell upgrades, this means that a guild with 10 of these items is about 0.0472% better off. Now, the way EQ2 did raids, they didn't usually get harder as time went on or anything like some other games. The only increased difficulty as an encounter got more drawn out was in relation to basic general chaos (this always devolve as time goes on). For the most part, killing an encounter 0.0472% earlier isn't going to make the difference between killing it or not killing it.
Noaani wrote: » If the best gear in the game comes from the hardest encounters in the game, how can the hardest encounters require the best gear? These things are far more complex than you are probably assuming.
morphwastaken wrote: » I'm just getting a feeling of hardcore projection, rather than reality of a situation. I would call such person a "reddit expert" in a different community. Idk if it's true, but that's how i feel.
NiKr wrote: » morphwastaken wrote: » In which games? Give some examples of hardest raids you've done.
morphwastaken wrote: » In which games? Give some examples of hardest raids you've done.
Mag7spy wrote: » NiKr You can't just believe everyone online cause they say something. It is fully in your power to do so and give them the benefit of the doubt. But if there is doubt or weirdness you can't just say everything they are saying is true. It is up to them to prove it though experience be it sharing content and talking about it and their overall knowledge.
Mag7spy wrote: » Saying you were doing top end raiding in EQ2 like 15 years ago does not mean much to the present. Unless you are in some well known guild that has been doing such things from then and still does those things now.
NiKr wrote: » Mag7spy wrote: » NiKr You can't just believe everyone online cause they say something. It is fully in your power to do so and give them the benefit of the doubt. But if there is doubt or weirdness you can't just say everything they are saying is true. It is up to them to prove it though experience be it sharing content and talking about it and their overall knowledge. There is no tangible way to make sure that anyone on this forum is telling the truth. The only choice is to either trust people or not. And I definitely don't want to be George Mag7spy wrote: » Saying you were doing top end raiding in EQ2 like 15 years ago does not mean much to the present. Unless you are in some well known guild that has been doing such things from then and still does those things now. Again, if this mattered then all my posts would be meaningless, because they're built on a 20y.o. game that I played over 7 years ago for the last time, all while majority of my posts reference the game how it was over 15 years ago, just as Noaani seems to do with EQ2. The entire point of Ashes is to return back to the time where EQ2 and L2 and games from that time were the best. So having opinions from that time seems fine to me, cause lord fucking knows we'll have a SHITTON of current opinions once the game reaches the masses.
Mag7spy wrote: » It isn't black or white or George or not George. There is definitely an inbetween even more so since this is the internet. And from discussions you can see inconsistences many of which have shown up.
Mag7spy wrote: » And you have a vibe to want to actually understand other people.
NiKr wrote: » Mag7spy wrote: » It isn't black or white or George or not George. There is definitely an inbetween even more so since this is the internet. And from discussions you can see inconsistences many of which have shown up. And I try to clear those up when I see them Mag7spy wrote: » And you have a vibe to want to actually understand other people. That's what I make other think, because it's beneficial for me to come off that way. Noaani just doesn't care about how he comes off to others. He's like George in that regard. There's no point in taking any of the forum people seriously. Whatever we write here most likely has barely any influence on Intrepid's decisions, because there's, like what, a dozen or so of frequent posters? Any dev discussion or q&a gets several times that in unique posters. I use this theory when talking to other posters on the internet. Each and every poster has something "wrong" with them. And the more they post - the more that's true. I'm one of the biggest examples of that and Noaani is definitely up there as well, as are majority of usual posters on here. And with that in mind - why would I care what crazy people say and I always expect others not to care about what I say, because none of this is in any way serious. This is why I call majority of discussions here silly and arguments even sillier.
Neurath wrote: » What a bleak disposition. I must say, I try not to lie because lies are difficult to keep track of. What other people get up to is their own affair. Also, I am classified as crazy by some but crazy does not equate to liar.
NiKr wrote: » Neurath wrote: » What a bleak disposition. I must say, I try not to lie because lies are difficult to keep track of. What other people get up to is their own affair. Also, I am classified as crazy by some but crazy does not equate to liar. I find it way less stressful Like, look at George. Do you really think it's healthy to be that angry? Even if he's a super professional troll who just likes to pretend to be angry, do you think that would be healthy? I think it isn't. So why should I waste my nerves on random internet discussions when I have enough on my plate irl? I'd rather just see it all as silly, because that's what it is. The "craziness" is an exaggeration, as the OP from that reddit post says. But the quirkiness of what the "crazy" implies still remains. Every poster here has their own quirk that they usually repeat in their discussions/arguments. It's not a bad or a good thing, it just is. A more positive outlook on that pov could be "yall are all MCs of the story, while everyone else is literally an npc". Though it's obviously only positive if you're the MC in this context And this outlook would obviously be called toxic by the supposed "npcs".
Neurath wrote: » I think its a natural disposition of a mischievous bugger who has spent too many years arguing with some closed society or other
NiKr wrote: » Neurath wrote: » I think its a natural disposition of a mischievous bugger who has spent too many years arguing with some closed society or other I guess it's about preferences then. I find aggressive trolling shitty, so if George is that - well, I disagree with his choice. And if he is just that aggressive irl - I can only feel pity for him. And I don't call others npcs, I just think they are (though again, pretty much no one on this forum is, cause yall crazy). And me not calling everyone npcs is exactly why Mag thinks that my general vibe is "trying to understand others". In other words, one must be smart about the way he presents himself. Which ties us back to Steven's poor presentation of his game! Boom! Full circle, this was not a spam chain of messages
morphwastaken wrote: » Noaani wrote: » Most of my MMO experience has been in running top end raid guilds In which games? Give some examples of hardest raids you've done.
Noaani wrote: » Most of my MMO experience has been in running top end raid guilds
NiKr wrote: » Noaani wrote: » For the most part, when people in EQ2 talked abotu best in slot items (which was almost never, as the best item available was usually build dependent, and different builds were 100% viable), items from contested content were excluded. Ok, then the question remains. Ashes will have BiS from contested fights. Which means that instanced content will be able to get cleared way easier if you're farming it with contested gear. Or, alternatively, the instanced fight is tuned for contested gear and it's even worse than what EQ2 had (I'd assume?). So will you still play that kind of game?
Noaani wrote: » The reason for this is simple - not all contested encounters were guaranteed to ever spawn - let alone drop the item you wanted. In the time I played, there were contested encounters that we all knew to exist, had data mined the rewards from, but didn't spawn a single time on any server in the game. This sounds like the dumbest design ever to me. Why create content that NO ONE will see.
Noaani wrote: » There were other encounters that spawned but were never killed. You couldn't just go back to these encounters at the next content cycle, as these encounters were redesigned completely (and reitemized) for each expansion (well, for 3 or 4 expansions before they were retired) So, pretty much, L2 just wanted its players to experience all the content they made, so even with updates quite a bit of older content was still accessible and even valuable. While EQ2 just said "fuck you" to all the devs who worked on those super rare mobs (well, until the time when they didn't, as you point out at the end).
Noaani wrote: » Thus, there were many, many items made that players never actually saw.The developers couldn't actually design content around players having this gear because it was perfectly viable that literally no one would have it. As to the effect it would have on making content easier (which seems to be the point you are making) - not really. I mean, a little, but not really. The items in question were perhaps 2 or 3 percent better over all (I'll get to this "over all" point in a bit) than instanced dropped items. There was one of these specific items dropped per contested encounter kill (there were also other items, but they were on par with instanced raid loot). They spawned about once a week, but weren't able to be killed every week. As such, a guild wouldn't be expected to have more than 10 of these items at any given time even if they had their server on lockdown (the one guild killed every contested encounter that was killed). So, 2 or 3 percent better over 10 slots, with players having 22 gear slots each, and 24 players in a raid. This means that a raid with 10 of these items would be about 0.059% better geared. Then when you factor in that only about 80% of a characters potential is from gear, the remaining 20% being from ability/spell upgrades, this means that a guild with 10 of these items is about 0.0472% better off. Now, the way EQ2 did raids, they didn't usually get harder as time went on or anything like some other games. The only increased difficulty as an encounter got more drawn out was in relation to basic general chaos (this always devolve as time goes on). For the most part, killing an encounter 0.0472% earlier isn't going to make the difference between killing it or not killing it. You pretty much described L2's epic jewelry Only a select few would have it in the entire raid and the %s of power increase were probably close to EQ2's too. Noaani wrote: » If the best gear in the game comes from the hardest encounters in the game, how can the hardest encounters require the best gear? These things are far more complex than you are probably assuming. Ok, I assume the stuff that boss gave would be the stuff that you need for the next expansion, right? So the question remains, would you play a game where the next iteration of instanced content requires you to have contested gear to clear, because it's tuned for it instead of instanced stuff? I believe you kinda said no to this, when I suggested that hardcore instanced content should only give cosmetics as rewards. But before that you said you're fine with ow bosses in Ashes giving BiS stuff. This is what I'm trying to clear up.
Noaani wrote: » It wasn't needed for the next expansion. There should never be a situation where you need to clear contested content in order to run instanced content. Every expansion should provide players that have never raided before with a clear path to get started, not require them to go back and run content that guilds need to contest in order for them to start raiding the new expansion. Remember, the point of instances is to get more people running content, the point of contested content is to get fewer. Requiring contested in order to run instanced is counter productive.
Mag7spy wrote: » You really do have a heathy mind set haha