humble request on higher tier raids

I do, if people had a desire to progress themselves rather than be progressed, they would actually progress. There are going to be rough spots where it is hard to find targets, either from higher guilds doing PoLore stuff, or from other guilds just like you doing their best to progress. It is at the time when targets are scarce and raids might not be their optimum that guilds are truly tested. Not on their ability to kill targets, but on their ability to actually be a guild, and not just a glorified PuG.

Sorry, all congestion is player made. That is absolute fact. There wouldn't be any congestion without any players...

The lack of content at the end is what causes the congestion. There's way... way too many people wanting to raid way too often. At this point it's beyond simple competition.
 
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You know what I meant, come on Bud!

There is a ton of content in those tiers. The problem is a ton of guilds collapse before leaving those tiers. So you have people that under normal circumstances would be leaving the situation, are thrown back into it. That isn't the amount of contents fault, that is people being unable to compose themselves long enough to get through it. You can already progress quicker through those tiers than you could a year ago, and adding in more content for the tiers in question would only push a small group of people up to the next tier, to be replaced by another new guild that fills in the small void the first guild is leaving behind.

Its simply a matter of lower tiers being easy to get into, so there is a lot of competition. Because anyone can do it.
 
I humbly request that the entire raid game be changed so I can stab a different colored dragon each week regardless of the hours I play.

Seriously though, there are not that many characters who have killed every killable mob in the game (read: none, assuming that we consider custodian possible which the devs responsible say we should). There are definitely areas of congestion, but they are not nearly as bad as they once were, when no tier had more than one or two zones in it.

Regardless though, the population of geared raiders will balloon in every tier to the maximum allowable point, and then there will be congestion. Adding more zones is only a temporary fix, only slightly less effective than adding additional tiers. As long as loot drops people will loot and equip it, and eventually max out.

As a member of the Dev team all I can say is that more zones are coming, and we are just as hungry for them to be done and working as you are.

The bolded is correct.

For clarity, what tier are you referring to? I assumed this thread was in reference to t8-9ish (which includes everything from ED maps up to Sanctum).

The OP appears to be more in the 6-8 range, but that doesn't mean other tiers aren't relevant to the discussion
 
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You know what I meant, come on Bud!

There is a ton of content in those tiers. The problem is a ton of guilds collapse before leaving those tiers.So you have people that under normal circumstances would be leaving the situation, are thrown back into it. That isn't the amount of contents fault, that is people being unable to compose themselves long enough to get through it. You can already progress quicker through those tiers than you could a year ago, and adding in more content for the tiers in question would only push a small group of people up to the next tier, to be replaced by another new guild that fills in the small void the first guild is leaving behind.

Its simply a matter of lower tiers being easy to get into, so there is a lot of competition. Because anyone can do it.

The bolded is correct.

For clarity, what tier are you referring to? I assumed this thread was in reference to t8-9ish (which includes everything from ED maps up to Sanctum).
 
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I'm talking about lower-mid tiers. Right now, there is totally enough content in 8-10 raiding to go around. Or, the level of competition in that tier hasn't really changed at all in about a year. Guild names have changed, but the number of guilds really hasn't.
 
If nothing else, I honestly believe congestion is caused by exponential itemization. Apparently people love big numbers the same way children love bright lights. Unfortunately, the only remedy for that is a complete rebuild.
 
You missed the point. You're erroneously implying that guilds are progressing superfuck fast because progression has become excessively easy one way or the other. False. Guilds are progressing rapidly because they are dedicated. What you're suggesting would create a rift among the hardcore players because they would not earn enough rewards for their efforts. I know, factually, how much time and patience it takes to progress in SoD. Read: the current amount of time and effort it takes to progress a guild is very fucking congruent with the current rate of return. Just because you think it's not doesn't mean it's not.

You are not the only one who has progressed through tiers....and the highlighted part applies to you as well. Just because you think its fine, does not mean it is.

All of that is irrelevant; you're still wrong. What happens when you nerf the drop rates and increase the spawn timers? Progression doesn't slow down, nor does it ease the bottle neck. Why? Guilds start raiding twice a day, eight days a week. Eventually, after resentment burns deep, the hardcore players will migrate elsewhere because they aren't seeing enough return for their efforts.

Hardcore players keep SoD -- and every other game for that matter -- alive. Who the fuck do you think invests the largest stock in SoD? Not casual players. You need to start realizing that hardcore players drive and support every MMO ever.

I highly suggest you get the notion that I am anti hardcore out of your head. Its patently false. However, if you can explain to me how the top few percent 'drive and support' SoD or any game where others don't, feel free. I know some folks in the top few percent of raiders in any mmo like to think they are special and doing something worthwhile for the game itself by logging in but...its simply not true at all.

The read I get from your post is...if hardcore players have to raid a lot for loot, they will vanish. Both of us know that's absurd. Hyperbole and assumptions are fun though...
Guilds start raiding twice a day, eight days a week. Eventually, after resentment burns deep, the hardcore players will migrate elsewhere because they aren't seeing enough return for their efforts.
Ignoring your hyperbole, this happens already. This happens in any MMO regardless of the number of drops/kill. It's happened here since forever. Raiders raid, they get bored of it or don't feel they are getting the pretty new toys fast enough or they get tired of not having something to kill on raid days, or simply get burned out regardless of raid schedule, or any number of reasons.

The rate of progression reverting back to what it was in 1.0 would not be all doom and gloom like you make it out to be. There were raid guilds then too you know. Evidently you need me to repeat myself several times, so I'll do it once more....changing the drop rate, even with an increase in spawn rate will not likely ease anything without the new content that is heading your way through Ikisith. Trying to remedy the massive influx of raid quality loot onto the server that 2.0 brought is not going to happen in a single step, nor overnight. If the drop rate/spawn rate were changed before any additional content, it may not ease congestion but it would/should keep folks busy with shit to um...whats that word I am looking for.....OH...RAID!

If nothing else, I honestly believe congestion is caused by exponential itemization. Apparently people love big numbers the same way children love bright lights.
So you can say you think there is congestion due to the quality of the loot available but fail to make the leap that quantity has a major impact? That does not compute. Quality will always be relative to the content (or should be), therefore its quantity that should be re-examined unless you are correct and somehow raiders are skipping through tiers with a minimal number of loots from the previous tier....at which point would it also not be wise to reevaluate the rate a tier can be burned through(drops/kill)?

However, there is no reason to over complicate the matter with feelings or opinions or guesswork as we are both doing. Simple fact, progression is twice as fast in 2.0 vs 1.0 due to the number of drops per raider. I think that's bad, you think its fine. Oddly enough, if I were still raiding like I have in the past I also would likely be losing my shit if anyone suggested loot drops be reduced. Nobody usually likes the thought of having their candy taken away even when they are sitting on a ton already.
 
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You are not the only one who has progressed through tiers....and the highlighted part applies to you as well. Just because you think its fine, does not mean it is.

Not anywhere in this thread did I say or imply that "it's fine." I implied that your solution sucks and will not work. Now I'll state it blatantly: your solution sucks and will not work.

I highly suggest you get the notion that I am anti hardcore out of your head. Its patently false. However, if you can explain to me how the top few percent 'drive and support' SoD or any game where others don't, feel free. I know some folks in the top few percent of raiders in any mmo like to think they are special and doing something worthwhile for the game itself by logging in but...its simply not true at all.

I highly suggest you not claim to know or understand what's going on in my head. You don't.

You took this bit way out of context, or just completely misunderstood it. No where in my post did I make a reference to the "top few percent"; I clearly stated that the server is mostly sustained by a combination of the staff and hardcore players. Why the hell would casual players donate more overall than those who put more time into the game? This is bordering logic.

This is true for all MMO's, especially free ones.

The read I get from your post is...if hardcore players have to raid a lot for loot, they will vanish. Both of us know that's absurd. Hyperbole and assumptions are fun though...

The read you get is wrong, or you're being disagreeable for the sake of argument.

Ignoring your hyperbole, this happens already. This happens in any MMO regardless of the number of drops/kill. It's happened here since forever. Raiders raid, they get bored of it or don't feel they are getting the pretty new toys fast enough or they get tired of not having something to kill on raid days, or simply get burned out regardless of raid schedule, or any number of reasons.

You agree that resentment will create a rift among players and content, eventually driving them away? Why the hell do you think bludgeoning that cleft with more resentment will somehow solve the problem? Are you of the opinion that the more people you drive away will ease the congestion? You're absolutely right, it would...

The rate of progression reverting back to what it was in 1.0 would not be all doom and gloom like you make it out to be. There were raid guilds then too you know. Evidently you need me to repeat myself several times, so I'll do it once more....changing the drop rate, even with an increase in spawn rate will not likely ease anything without the new content that is heading your way through Ikisith. Trying to remedy the massive influx of raid quality loot onto the server that 2.0 brought is not going to happen in a single step, nor overnight. If the drop rate/spawn rate were changed before any additional content, it may not ease congestion but it would/should keep folks busy with shit to um...whats that word I am looking for.....OH...RAID!

Evidently you need me to repeat myself several times, so I'll do it once more...

So you can say you think there is congestion due to the quality of the loot available but fail to make the leap that quantity has a major impact? That does not compute. Quality will always be relative to the content (or should be), therefore its quantity that should be re-examined unless you are correct and somehow raiders are skipping through tiers with a minimal number of loots from the previous tier....at which point would it also not be wise to reevaluate the rate a tier can be burned through(drops/kill)?

I didn't think I'd have to foster you along this road to enlightenment like a fledgling. We are making headway though!

Apparently you missed my quip about umbrellas and flagships. Do you even understand how many guilds use ringers that basically power level them to the next tier? Fuck, you'd be hard pressed to find a guild that starts on tier 1 or even tier 2 anymore. Worse yet, it really only takes a monster tank to carry an entire guild through the tiers, and they are available by the metric fuckton.

After tier 5 is where this becomes a huge problem. Progression grows slower at an exponential rate because guilds start backgearing everyone to supplement their tank/ringers. However, they can't backfarm fast enough and are eventually accompanied by another guild. And another. And another. Then they realize there just isn't enough content to accommodate the massive influx of individuals into their tier, leaving them discouraged and bitter.

Which is a fine segue into my next reiteration: disregarding the fact that halving loot quantity is going to make people rage, coupling that with increased spawn times is going to allow more people to raid which eventually promotes um.... what's that word I'm looking for... OH... CONGESTION.

It's ironic that you're able to make the leap to blaming quantity yet can't hop to the conclusion that minimizing loot quality to negate the effects of hyperinflation would allow for a broader and more resolute range of content development, which would, in point of fact, lead to healthy rate of competition and um... what's that word I'm looking for... OH... PROGRESSION.

However, there is no reason to over complicate the matter with feelings or opinions or guesswork as we are both doing. Simple fact, progression is twice as fast in 2.0 vs 1.0 due to the number of drops per raider. I think that's bad, you think its fine. Oddly enough, if I were still raiding like I have in the past I also would likely be losing my shit if anyone suggested loot drops be reduced. Nobody usually likes the thought of having their candy taken away even when they are sitting on a ton already.

That's just not true. Progression is "twice as fast" in 2.0 because you have access tomes, more content, smaller raids, players who have already paved the way, and more fucking people to help.

You still don't get it. Increased spawn times at the cost of loot reduction is not going to solve the problem of current or future congestion in any tier.
 
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Thread is getting off topic again but Guilds fall apart because:

a) Attrition, 1 or 2 of your best players have a life change and stop playing or get pinched by a high end guild, you lose critical mass and can't raid. Guild stagnates and dies.

b) Drama, Big drama 1 or 2 or more players leave guild see a)

c) Inability to organise and get everyone logging at same time etcetera most enthusiastic players lose heart leave guild see a)

d) lack of success, lack of targets and congestion are hardly ever reasons in themselves but can stress a Guild and be a straw to break the camel's back.

What I do know is that it is insanely difficult to get a Guild started now as the combination of the above invariably mean that most Guilds will never get the 10 or more hardcore players together at the same time who will play enough, not argue and partially carry the passengers you need to raid.

There is one issue not discussed which is the non-linearity of gear progression. Gear above tier 7 shoots up in effectiveness. A tier 8/9 equipped toon can duo a huge amount of group content in the way that a tier 5 toon cannot. This does have a major impact by way of farming. Interestingly the block on progression is at a lower tier around tier 4/5. Guild that progresses to tier 5 can make it to tier 7/8 fairly quickly but the real rewards occur at tier 7+. For example, Rust raid mobs drop reasonable stuff but a lot of it has drawbacks such as negative stats. Devising and exceuting strategies on some of the Rust mobs takes skill and leaves little margin for error if you have no ringers. Similar comments apply to Sepulcher and end mobs in lower tiered zones such as PoA.
 
I love six man content, and I know others do as well. For me, it is some of the most enjoyable things to do while you chill with your closest friends. The people who get left out are bad players, not bad classes.

false. newer players to the content are forced to use a cookie cutter setup and *maybe* if your not part of the established group will they go back later and let you join in.

6 man content was and is retarded.
 
false. newer players to the content are forced to use a cookie cutter setup and *maybe* if your not part of the established group will they go back later and let you join in.

6 man content was and is retarded.

It is always best to take the most efficient group when you are figuring out a strat, but once you have the fight down, most classes can go. We have used a variety of setups on 4.2 and Mountain King. People just get left out because all they do is whine and moan that they aren't invited instead of actually trying to do the fight themselves.
 
As a new player to raiding content in EQ ( SoD mainly ) , I personally think things are fine right now.

Like Allielyn stated, lack of timed scouting plays a huge part in this. From my exprience thus far, the only issue with progression in content is higher tiered guild 1 grouping decent tier 1-4 mobs to gear up their toons, ultimately whoring a lot of content. Then again you can still argue that good scouting can go around that so it's not that much of an issue.

Many people playing are never gonna see higher content because guild instability due to a number of factor that someone that I can't remember mentionned earlier in the thread... which I completely agree with. Again from my point of view, people that seem to '' deliver '' usually will get there because even high-tiered guild recruit somewhat often due to a number of people taking breaks / real life issues . It just sucks for a certain number of individuals that are stuck in crappy guilds who have crappy individuals whoring the lewt for themselves. But it usually does not last long and these people are identified very fast.

Jadelia
 
It is always best to take the most efficient group when you are figuring out a strat, but once you have the fight down, most classes can go. We have used a variety of setups on 4.2

Has anyone brought an enc and used a bst for slows? I always wondered how well that would work. Not to hijack.
 
I remember something about a token system that might of gotten put in but never did. You could have a vendor who has loot that is unique and can be turned in for X amount of tokens that you can get from various raid mobs. There could be different tokens for different tiers too.
 
It is always best to take the most efficient group when you are figuring out a strat, but once you have the fight down, most classes can go. We have used a variety of setups on 4.2 and Mountain King. People just get left out because all they do is whine and moan that they aren't invited instead of actually trying to do the fight themselves.

The point is that if all 6 group members could actually use loot from the encounter (i.e. using no ringers), then you just won't be able to beat it with some classes.
 
Has anyone brought an enc and used a bst for slows? I always wondered how well that would work. Not to hijack.

I've done it with beast for slows but unfortunately without enchanter so I assert that you are at least 50% correct in your hypothesis.
 
One idea to "Un-clog" progression or slow it down, (and it may be a bad one ... but here it is anyway) is to give the various raiding teirs something else to do besides hitting raid targets night after night.

I rather like the quest, Kelia Tolban's Antiques, that involves getting items from the various tmaps and turning them in for a reward.

Some more quests like this, with rare drop rate quest items, or just requiring MORE drops to turn in could benefit all the raid teirs.

These quests could have progression built into them. i.e. You must loot and turn in 27 golden trinkets found only in D maps to recieve the "Sword of Orc Slaying" which allows you access to the next quest NPC who will take your "Sword of Orc Slaying" and 46 Platnum trinkets that are only found in VD maps and recieve "Sword of Goblin Slaying" etc etc

This may kinda smell a bit like the LDoN expansion thing in Live game, but using tmaps instead of instancing makes it somewhat better, and may even promote some more player interaction with some guilds who don't need the loot drops from the maps and find it faster or better to split up and do multiple maps with other non-guildy players.
 
One idea to "Un-clog" progression or slow it down, (and it may be a bad one ... but here it is anyway) is to give the various raiding teirs something else to do besides hitting raid targets night after night.

I rather like the quest, Kelia Tolban's Antiques, that involves getting items from the various tmaps and turning them in for a reward.

Some more quests like this, with rare drop rate quest items, or just requiring MORE drops to turn in could benefit all the raid teirs.

These quests could have progression built into them. i.e. You must loot and turn in 27 golden trinkets found only in D maps to recieve the "Sword of Orc Slaying" which allows you access to the next quest NPC who will take your "Sword of Orc Slaying" and 46 Platnum trinkets that are only found in VD maps and recieve "Sword of Goblin Slaying" etc etc

This may kinda smell a bit like the LDoN expansion thing in Live game, but using tmaps instead of instancing makes it somewhat better, and may even promote some more player interaction with some guilds who don't need the loot drops from the maps and find it faster or better to split up and do multiple maps with other non-guildy players.

nice idea, you should probably give it the proper attention it deserves by opening a fresh thread.

Side note about the end game raiding... Oddly enough (maybe it was with the bannings) but it was actually nice last night. It was "perfect" for the casual laid back raiding.

Thanks so much on the bannings :)
 
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