Some opinions/ideas...

luciferblack

Dalayan Elder
My opinion is this - I'd rather have mobs coded for a SINGLE group to fight. Similar to the new 36 player limit code on higher end raid mobs (but of course set to 6). The adept idea is nice, but frankly I hate raiding. So there's really nothing eventful like this for a single group of adventurers to do.

I'm from the old pen and paper RPG camp, so the whole idea of raids has always felt silly to me. Massive armies attacking each other is one thing, but having 30 people fighting one creature just isn't very rpg-ish. It just doesn't seem very "heroic".

I like what WR does, but really as it is now, I get to look forward to raiding later on. Don't want to. I'm sure I'm a minority here. It would be nice though if there were more options for single groups aside from the usual (camp here for x amount of hours).

Quests are a great alternative, but if it's faction quests I think the people in your party should get the faction hits also. I like that exp is shared with the group when turning in quest pieces, but faction should be as well.

I haven't played much in the past 2 weeks...just haven't been feeling it. I'm sure I'll get back to playing on a more regular basis, but I just wanted to put some ideas out here and see what people thought. :)
 
Oooooh... I wouldn't mind seeing army sized enounters o.0 that'd be great fun. Take thirty people up against 20-30 yellow orcs who're programmed to use PC type tactics, keeping their casters in the back, that sort of thing. Wouldn't mind seeing the faction stuff affect everyone in the group, but I've already thought of at least one way to abuse that, maybe more. Wouldn't mind seeing single group type fights but IMO that'd get boring because you'd need a specific class set for it generally... with a 30 man raid you have all the classes represented usually so everyone gets to take a crack at it. I don't share your distaste of raiding though I suppose. I'm very fond of the precision needed to take down a raid target with a smaller group than would ordinarily be called for. In serious high end raids it's near militaristic... hehe.

P.S. in the same line as outright war type fights I wonder how thirty pc's would fare against 100 green orcs...
/me drools over the thoughts of slaughter.
 
I too am in the dont want to raid crowd. Personally, I love sticking to my duo and would love to see content that would allow me to achieve respectable gear on my own - I wouldn't expect this to compete with Raid Level or even Group Level Gear but something that would allow me to stand up nearly as well.

Making group oriented content available would be satisfactory though. The thing I don't like about raids (basing this on experiences on Live) is that usually a few pieces drop for certain classes and the mob is targeted over and over until everyone gets the piece. Then another mob is targeted with the same goal in mind. Perhaps it is not that way on WR, I havent seen enough information in that regards (nor am I near the level to participate in this).
 
Ciaran said:
No... never have

basically you take.... your entire guild... and fight off a crapton of waves of a crapton of giants attacking thurg with frost dwarves assisting you.

gets pretty intense if your raid wasnt overkill... i was usually the only bard on raids and a giant almost made it to thurgadin and won the war for the giants... i managed to highsun him about 3 feet from the cut off point.. people thought it was over.. then after they knew what happened they threw piles plat and wives at my feet...


completely factual except the ending =\
 
Damn.... that sounds sweet! I'd kill for stuff like that here, just for the experience and being able to say "oh? yeah, I did that, I kicked ass" maybe we'll get more of that type of stuff once/if Kaezul tries to come back.
 
I'd point out that while the Ring war is an awesome event, it was only when it worked right. SoE had tons of problems getting that script to work correctly. Of course they couldn't script an event out of a wet paper bag, but that's different issue.

That and it basically took over the entire zone and anyone exping or just running through was out of luck. Maybe not such a big hardship here, but back when GD was a regularly used xp zone it was a pain for the people trying to xp.

Designing 'boss' mobs that are just barely single groupable, but are limited to 6 by code is a good idea I think.
 
Cyrtho Malath and Catacombs should be right up your alley, and I'm sure more are on the way, but be patient.
 
rab said:
Cyrtho Malath and Catacombs should be right up your alley, and I'm sure more are on the way, but be patient.

This a reply for me or the people who want a ring war? Hehe

As for patience...I'm in no hurry to blow through the game and get to 65 :) There's a lot of cool low-mid level stuff out there. Just looking for more "intense and eventful" areas for single groups is all. :) If those two zones were a reply to me, I'll check them out.

Thanks for the reply.
 
cmal and cata are high level, 6 person only zones. Everything in there is a challenge for one group. However, at lower levels, nothing exists. The dungeon would need to be level limited like adepts for it to work. Otherwise a lvl 65 could zone into a challenge for lvl 40s and walk right on through it...
 
luciferblack said:
I'd rather have mobs coded for a SINGLE group to fight. Similar to the new 36 player limit code on higher end raid mobs (but of course set to 6). The adept idea is nice, but frankly I hate raiding. So there's really nothing eventful like this for a single group of adventurers to do.

What if that single group was composed of 6 warriors... With 2 clerics per warrior ungrouped but targeting their assigned warrior.. How could a code enforce that? Not just theoretically, but is there an actual way.
 
Ozzlar said:
luciferblack said:
I'd rather have mobs coded for a SINGLE group to fight. Similar to the new 36 player limit code on higher end raid mobs (but of course set to 6). The adept idea is nice, but frankly I hate raiding. So there's really nothing eventful like this for a single group of adventurers to do.

What if that single group was composed of 6 warriors... With 2 clerics per warrior ungrouped but targeting their assigned warrior.. How could a code enforce that? Not just theoretically, but is there an actual way.

Healing a tank puts you on the hate list. Single group encounters could be coded so that only 6 people are allowed on the hate list (or something along those lines)
 
Not to really bring it up again because I know that it's been said that it won't happen but this is where instancing was good, because it tailored itself to your level. Yeah it had serious problems and may or may not have helped to ruin EQ but... *shrugs*
 
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