forced gm events

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AoiMasamune said:
Well, I was present at the inauguration event for the Dark Rot...

I have to say, you make some very good points, and I'll take this into consideration in the future.
 
khador said:
i have done high end raiding. the main person that needs EVERY buff slot.. is your main tank/backup tanks...

Not True, every hybrid that melees and uses mana sans maybe bards is at 14 buffs on a typical Ruin raid. If they are cut down to 14 max, its brutal, because you *HAVE* to sacrifice either DPS, HP, or resists, or in some cases, all. On raids where there are 1500 damage fire AEs, loosing 30 FR from clicking mage DS is brutal, and you NEED the HPs too, otherwise you suck up too much healer mana.

I almost always end up clicking off Ancient Sihalas even though it IS very nice to use a stance if I end up tanking, because I try to keep open 2 buff slots, one for HoT, and one for Rune or a detrimental effect the encounter might put on you.

The only people who don't need all 15 are priests, pure casters (dont need haste or rbow), and the manaless melees (no JB). And even then, its close for them too, with self buffs, etc. Rakeel complains all the time that there aren't enough buff slots, and with Dark Rot, its even worse.
 
volvov2 said:
Not True, every hybrid that melees and uses mana sans maybe bards is at 14 buffs on a typical Ruin raid. If they are cut down to 14 max, its brutal, because you *HAVE* to sacrifice either DPS, HP, or resists, or in some cases, all. On raids where there are 1500 damage fire AEs, loosing 30 FR from clicking mage DS is brutal, and you NEED the HPs too, otherwise you suck up too much healer mana.

I almost always end up clicking off Ancient Sihalas even though it IS very nice to use a stance if I end up tanking, because I try to keep open 2 buff slots, one for HoT, and one for Rune or a detrimental effect the encounter might put on you.

The only people who don't need all 15 are priests, pure casters (dont need haste or rbow), and the manaless melees (no JB). And even then, its close for them too, with self buffs, etc. Rakeel complains all the time that there aren't enough buff slots, and with Dark Rot, its even worse.

in my limited raiding experience of higher end stuff, not the highest but just some higher, the main tank + healers are a main portion of the raid.. assuming those 2 are good.. proper dps makes a winning raid. yea the buff slot hurts everyone. im not saying it doesnt. im just saying the people who it hurts the most is tanks/backup tanks. those are where you lose raid efficiency at its most imo. but yea.. thats just my opinion=/ i could very well be wrong.. i just found if ur healers or tank messes up its usually pretty fatal. dps just has to make sure they dont steal aggro, or iin some cases are in the right places at the right time. the swelling on my eyes should be down a bit more tomorrow and ill read ove aoi's post.

only thing i am hoping is that events kinda like this happen again.
 
Not having a buff slot can cause one or more of the following to DPS classes, depending on which buff they are loosing:

Severe decrease in DPS, 5%-10%
Severe Increase in damage taken, often resists win fights, even 50 resist points can turn someone from eating most of the AEs to someone who can actually resist a few of them, and partially resist more.
Severe Increase in mana spent keeping them alive (loosing HPs causes the healer in the group to have to heal more often, causing him to drop in mana faster, and less time healing the MT).

Any one of those 3 options can lengthen the fight by a minute more to kill the monster OR shorten the amount of time that healers have to keep the MT alive due to mana issues, not to mention the group.

Of course the raid depends on healers keeping the MT alive, its how this game works.
 
Allielyn said:
The whole event is an event in progress. You don't have to participate, as (I can only assume) the rewards will be available to all. You can go about your business as usual without giving two figs about what's going on, although I'm sure anybody you group with would at least appreciate your containing your disease. (Again, not necessary for gameplay.)

I also think this whole stuff sucks in many ways . First to stop it from spreading can only be done by higher lvl chars cause of thoose treants in wpl for the bark , well shark meat is in kedge if you want some quantities of it but there are some zones other that has a shark or 2 in it .

You see the "cure" from athica healer isnt for everybody and i do really hope the final cure will be it.
 
Latten said:
I also think this whole stuff sucks in many ways . First to stop it from spreading can only be done by higher lvl chars cause of thoose treants in wpl for the bark , well shark meat is in kedge if you want some quantities of it but there are some zones other that has a shark or 2 in it .

You see the "cure" from athica healer isnt for everybody and i do really hope the final cure will be it.

Yeah except that one turnin is enough to "cure" 10 people, it's not supposed to be made the way that everyone has to do it for themselves.
 
Wiz said:
Yeah except that one turnin is enough to "cure" 10 people, it's not supposed to be made the way that everyone has to do it for themselves.

i done 3 turn ins and got 5 potions every time to the healer
 
Latten said:
i done 3 turn ins and got 5 potions every time to the healer

It's been changed to 10, but either way the point is that it lets you help others and judging from the sheer amount of people that have gotten a potion without doing the quest I'd say it's working.
 
AoiMasamune said:
Lots of good points...

Very well said...

This really describes how I've been feeling about the war in general. At first, it was loads of fun to go fight off the invading armies. But after a couple weeks, it got monotonous and one sided. If we defeat the invaders, we gain... the opportunity to do it all over again in a couple days when they invade again, only to do it yet again a few days later. We have no opportunity to go back through the portal and confront the invaders on their own turf.

Wiz once said that it was intended that there was a very real chance we could lose the war, which really adds fun (who wants to play a game where there is no challenge). As it stands, we have absolutely no chance at all of winning the war, which eliminates most if not all of the fun. This was a great idea, and what's been implemented has been very well done. However, just as AoiMasamune pointed out with regard to the disease storyline, we're unable to follow through to the end of the storyline and are just left hanging, having to deal with repetitive invasions to no real end.
 
If you read the storyline closely, Dalaya has NEVER fared to well in the war against Kaezul. In the first invasion most of the continent was wiped and then corrupted; only Erudin Isle and few other scattered places survived at all. I did not expect to win right away when the war was implemented, and thus far it doesn't seen like Kaezul is even sending the mass of his forces against us. I mean, a flood of lb mobs with a couple field commanders doesn't seem like anywhere near his full strength.

This is a really dumbed down and probably terrible comparison, but in the classic game Space Invaders, you command a single ship against a flood of alien ships raining down on you, but you have no chance to rally up and strike back at whoever is sending this fleet at you in the first place. That's how I see these sorties from Kaezul.

I always thought that to actually win against Kaezul we would need some deus ex machina magic device, like when [NERD ALERT] Galactus tries to eat Earth. At the very least, I don't think a raid of every level 65 on the server could or should be able to match up with Kaezul's army, to do some real hurt to him we will need more storyline events and quests to increase our strength, or find some way to sever his ties to his power. There's been hinting that Marlow is helping him, perhaps that will come into play.

Obviously I'm no quest or content designer, that's just what I feel/have gathered from my involvement so far.
 
You might call it "left hanging" if you, as a player, don't know what's coming in the future. On the other hand, if DMs follow it through to the end all in one night, it's not really a war and then only becomes an "event" . . and not even one that everybody can be involved in.

Players just have to trust that the entire thing is not just half-implemented and forgotten; that the lore will continue and the storyline will unfold, and that's part of what makes it a living world.
 
I can truly see both sides of this argument, but I'd have to say This whole event is bringing the storyline along, it has already been said that losing a buff slot was the worst effect of having this disease and it won't make or break a raid. Also, correct me if I'm wrong but I believe each stage of Dark Rot lasts 3000 minutes. That is 50 hours rl time logged into the game so for you to make it to stage 5 it will take 200 hours logged in game from the time of contraction. As for now I don't see a reason for people complaining, but I could see a legitimate reason for complaining if the cure isn't found and everyone has to walk around with stage 5 dark rot because it's effects are nasty, particularly to melee and hybrids who have already taken the buff slot hit. That said I realy Doubt the GMs would do that to the the player base so there's really no point in worrying about this.
 
volvov2 said:
Not having a buff slot can cause one or more of the following to DPS classes, depending on which buff they are loosing:

Severe decrease in DPS, 5%-10%
Severe Increase in damage taken, often resists win fights, even 50 resist points can turn someone from eating most of the AEs to someone who can actually resist a few of them, and partially resist more.
Severe Increase in mana spent keeping them alive (loosing HPs causes the healer in the group to have to heal more often, causing him to drop in mana faster, and less time healing the MT).

Any one of those 3 options can lengthen the fight by a minute more to kill the monster OR shorten the amount of time that healers have to keep the MT alive due to mana issues, not to mention the group.

Of course the raid depends on healers keeping the MT alive, its how this game works.

I was just about to post something akin to this. Ty volkov :)

Yeah under Ip/thaz from my own experience you can play mix and match with most shit, miss one and nbd. Unless of course it's something like jb, or aego etc.

Rouean_Onrielas said:
I can truly see both sides of this argument, but I'd have to say This whole event is bringing the storyline along, it has already been said that losing a buff slot was the worst effect of having this disease and it won't make or break a raid. Also, correct me if I'm wrong but I believe each stage of Dark Rot lasts 3000 minutes. That is 50 hours rl time logged into the game so for you to make it to stage 5 it will take 200 hours logged in game from the time of contraction. As for now I don't see a reason for people complaining, but I could see a legitimate reason for complaining if the cure isn't found and everyone has to walk around with stage 5 dark rot because it's effects are nasty, particularly to melee and hybrids who have already taken the buff slot hit. That said I realy Doubt the GMs would do that to the the player base so there's really no point in worrying about this.

50 hours really isn't a ton of time for most. On a regular raiding schedule (or at least what I personally consider regular, 4 days/week 6 hour raids) s'about 2 weeks per stage. IF you don't play at all outside of raids. Which is rarely the case. So 2 1/2 months still stage 5. Personally, that would worry me. For example, what if the events to find a cure fail, ala the old freeport cleaning event that obviously failed as freeport is still chock full of dead stuff.
 
And now to completely switch sides...

As I pointed out earlier, theres really nothing that anyone can do at this point. Devs included.

I suggest just wait this series of events out, and look forward to the next ones which will most likely be much better. Wiz has said that he'll take my viewpoint into consideration in the future, and thats enough for me, because I really do understand the sheer volume of work an event takes.

Besides, I have it from a very reliable source that progress will be made towards finding a cure very soon, possibly tonight.
 
Rouean_Onrielas said:
I can truly see both sides of this argument, but I'd have to say This whole event is bringing the storyline along, it has already been said that losing a buff slot was the worst effect of having this disease and it won't make or break a raid. Also, correct me if I'm wrong but I believe each stage of Dark Rot lasts 3000 minutes. That is 50 hours rl time logged into the game so for you to make it to stage 5 it will take 200 hours logged in game from the time of contraction. As for now I don't see a reason for people complaining, but I could see a legitimate reason for complaining if the cure isn't found and everyone has to walk around with stage 5 dark rot because it's effects are nasty, particularly to melee and hybrids who have already taken the buff slot hit. That said I realy Doubt the GMs would do that to the the player base so there's really no point in worrying about this.

It bothers me that so many would say, essentially, "Just lie down and get the disease. The effects aren't that bad!" If that's what was intended, Wiz could have just made everyone who logged in have it automatically, with no way to contain it. When you /cm stats someone with it, it says "you should avoid contact with (insert name here) if at all possible." The game itself makes it sound like avoiding it is a viable option. Of course, with griefers and careless people, it really isn't if you want to go anywhere where any people are, since it's overwhelmingly widespread now. Hopefully a cure will be found soon, but even if it is I think the points this event have arisen are worth taking into consideration (as Wiz has said he would do.) I do ask that people TRY to understand why a character would like to be able to avoid a potentially fatal disease and still play the game...it seems obvious to me. If you don't really care if you have it, fine, but maybe other people do and would appreciate the small consideration things like moving to a corner would provide.
 
I guess what they COULD have done is make it so only people flagged for *RP* would be able to contract the disease so it would be focused for only those people who choose to play the part of their character to the fullest. However if they did that then of course anything that came out of the event would also only be for those flagged RP, which would include any new zones that are opened up down the road as a result of this. But then they would have to decide if that meant that anyone who switched to RP after the event would also be given the benefits or would they only be allowed to access new content that opened from the point of their joining the cult.
Seems pretty complicated :)
 
There just needs to be a way to keep griefing to a minimum. Any time you allow people to affect other people's characters negatively without consent, there's gonna be trouble. Disease griefing is primarily done in towns, where people pretty much have to go to travel, bank, etc. It's not at all unrealistic to keep contagious people out of a city...why would the citizens and guards see rotting people running around and just shrug their shoulders? "Eh, the effects arent that bad, no biggie." It really counters the goal of creating as believable a world as possible.
 
Allielyn said:
You might call it "left hanging" if you, as a player, don't know what's coming in the future. On the other hand, if DMs follow it through to the end all in one night, it's not really a war and then only becomes an "event" . . and not even one that everybody can be involved in.

And if you keep coming to your D&D session and each night the DM says "50 more orcs come out of nowhere and attack you!", you kill the orcs, and the DM says "That's it for tonight, we'll continue next time." without gaining any knowledge or having anything new to think about, then players stop coming (just like attendance at the invasions).
 
Didn't bother reading the thread, but...
Signing on for the idea of 'forced GM events' being bad.
I haven't logged in-game with any of my main toons since the Dark Rot thing has been around, partly because it's that holiday time of year, and partly because I can't be fucked to deal with the dark rot and that stuff. I know I'm not the only one in my guild with the same feelings/effect.
 
Wow, only read the first page and then the last page. The logic here astounds me. How is this being forced? If Wiz decides to lower the amount of buff slots on day is that forced? If he decides to lower your attack, is that forced? No, it's his call on stats, quests, gear, skills, etc. So basically nothing is forced here. If the decision was that we HAD to help find the cure then I'd agree it was being forced and if you disagreed then you quit (oh make sure he sends your money back for your subscription, oh wait...). And don't say it's unfair and changes your character. That's like saying it's unfair I have to do the master quest to get the aug. You can just choose to not do the quest and you won't have the good aug and the same could be said for not doing anything about the dark rot.

I don't agree with everything that the admins and Wiz do but I've accepted that this is his game and his rules. You either choose to abide or leave. Freedom is a wonderful thing.

I know I'm real late to the party on this but saw the last post and had to comment.
 
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