Some thoughts of a returning player.

Hasrett

Dalayan Beginner
I'm posting this in SOD Discussion because of its broad nature. If the staff feels like it belongs in suggestions/requests or wherever else, feel free to move it, and sorry for the trouble. I apologize in advance for the length of the post =P

Needless to say, the changes made in the last year and a half have been dramatic. I just thought I'd post a few thoughts about the changes from the perspective of a returning player formerly approaching the high end of the game.

Raid size
It seems like one of the biggest changes has been to raid size and dynamic. The goal of making raid content more accessible to smaller guilds and more casual players is a good one. If I understand the changes that have been made correctly, though, I don't think that's what has happened. Smaller raid size is a good thing, and it increases accessibility. The old 36-man raids or whatever could be prohibitive for small guilds trying to break into raiding, given the population of the server. By essentially requiring 15 different classes, however, the new rules seem to be doing more to exclude newer high level characters than to include them. Admittedly, my new DC mains are only in their 30s right now, so I'm speaking only from an outside perspective, based on my perceptions of the system and the conversations I've had with old friends having guild/raid woes. It seems like the higher end guilds are basically closed systems now.

The problem: The existing, established guilds have the classes they need. If they didn't, they wouldn't be where they are. A guild has no need for more than maybe one or two extras of any class. It sounds like rising players will only have access to raid content if A) a player of their class quits a current raiding guild, freeing up a spot, or B) they start a new raid guild. The former is just a shot in the dark, and not really a viable means of getting access to new content. The latter is a lot to ask of a player for simply wanting to raid a bit, and it's not necessarily doable; it depends entirely on the classes available and willing to start a new guild. It takes a well-established group of players with very regular play times to put together consistent raids in which you'll have even close to 15 different classes represented without many duplicates. If you're starting a new guild there's no way you're going to find one or two people of each class, of sufficient level, available at the same time each week on certain days, who will stick around when offered a spot on an established raid guild. Bear in mind that newer guilds also probably aren't going to be sharing around all their character infor the way more established ones do, meaning that when someone can't get on for a raid, they probably aren't going to be automatically botted by someone else. It really seems to me like there isn't much of a window for newer players to get into higher end content, and that seems to go against the entire point of the changes to raids.

The solution: I can't speak to the specific mechanics, but ideally it seems like the best solution would be to encourage the inclusion of all classes by balancing the classes' raid functions, rather than an enforced system. When I left, the code giving DoTs a big use in mitigating mob DPS had just been implemented for that exact purpose. That's the sort of innovation that, IMO, has made SOD such a great server. Aside from class balances, a couple of possible approaches: 1) Reduce the requirement for class diversity. Instead of needing all 15 different classes to gain the full benefit, make the number 10 or 12. This would make it far easier for guilds that are just entering the raiding arena to actually get the drops they need. There's still a strong incentive for them to have all the classes represented in their guild, since if you only have 12 classes represented and some can't show, you're getting screwed out of drops. Keep a cap of 2 or 3 of each class and the new numbers can't be abused, but it still gives rising guilds some more options. 2) [Edit: forgot to include option 2 lol] Keep the incentive to have all classes represented, but increase the raid size from 18 to 24. Again, this would just provide more leeway for guilds that aren't firmly established in the raiding world. Obviously it would require a lot more rebalancing than the previous option, and would mean more changes for established guilds, so the previous option is probably the preferable one.

The game economy
I've done a lot of reading on the forums here, and this appears to be a significant problem. I read the threads on both of the major changes that were considered back in April, and I've gotta say, I'm very glad the rare spawn likelihood change was the one implemented.

One of the things I've always enjoyed with MMOs is the trading aspect. Back on Live, I spent a lot of time in the EC tunnel and, later, in the Bazaar, simply because I enjoyed bartering with people. It was a far more enjoyable means of making plat for me than farming - buying low and selling high. Implementing the [Battered] change to droppable gear would essentially eliminate that aspect of the game, and IMO that would be quite a blow to the overall gameplay experience for myself and a great many others. Limiting DC farming is a far preferable approach as a means of limiting oversaturation of farmable items.

One other possibility for reducing the prevalence of certain items, if specific ones are a problem, would be creating either a permanent, temporary, or intermittent turnin system. There would be a wide variety of ways to do this. Items could be turned in for some sort of token, usable for something like faction, tradeins for no drop items, or a roll in some sort of NPC casino. For example, the Newport guards might decide that they need to update their armory, and say that they need a bunch of weapons X and Y and armors A, B, and C. You would turn it in to a quartermaster, who might give you any of the following: Newport Bounty Tokens of quality based on the difficulty of obtaining the item, a cash reward, experience (probably just for the first or the first few turnins), a useful item (for high-end turnins, maybe a potion of some sort that would be useful to raid guilds), or a lottery ticket for one of a number of prizes given out at the end of the day/week/whatever. Just an example, it could easily be tweaked.

A big new part of the economy is tradeskills. With a few exceptions, they weren't a realistic option for gear a year and a half ago. I'm thrilled that there's useful player-made equipment available now. There seems to be a bit of an issue with balance these days, though. Tradeskilled gear is better than nearly all (reasonably obtainable) mob-dropped or quested alternatives at the lower levels. Take 2h weapons, for instance. Through about level 30, a mithril 2-hander is going to be pretty close to the best DPS you can get. As I approached 30, I started looking around for my next upgrade. There used to be several different quality options - corrupted sword of valor and purebladed axe are the only two I can remember off the top of my head. The CSOV is decent DPS, while the purebladed axe has pretty worthwhile stats, and is excellent against corrupted enemies. For general purpose use, though, both pale in usefulness next to a warpmetal 2hs. Consider the Warpmetal Halberd, for instance: 45/54 +11 magic damage. As long as you're fighting blues, nothing can compare, and even when you're not, it still has a better ratio than the purebladed, and lacks the disadvantages of the CSoV.

Armor seems to be the same. Mithril armor blows away anything you can hope to quest before level 30, although the cost of a full suit might be prohibitive before at least the 20s... but the antique plate quests in the badlands yield armor that looks like crap next to mithril. Consider, for example, the Mithril Plate BP versus the Antique Plate BP. By the time you can do the antique plate quests (around level 20), you can probably afford a few pieces of mithril, rendering the quests all but worthless. I won't even touch on Deepmetal.

Basically, it seems like smithed armor and weapons trump nearly all droppable and questable gear throughout the earlier levels, and in most cases at the later levels as well. I'd love to see some balancing of the droppables, quest rewards, and tradeskilled items reasonably attainable by lower level characters.


Anyway, just my thoughts on a few different topics. I might add on some other issues as they come to me. I'd love to hear other thoughts on these issues, particularly if I'm incorrect in my understanding of the raid system. Feel free to tear my arguments apart =)

(Edited to include another option for tweaking raids)
 
Hasrett said:
One other possibility for reducing the prevalence of certain items, if specific ones are a problem, would be creating either a permanent, temporary, or intermittent turnin system. There would be a wide variety of ways to do this. Items could be turned in for some sort of token, usable for something like faction, tradeins for no drop items, or a roll in some sort of NPC casino. For example, the Newport guards might decide that they need to update their armory, and say that they need a bunch of weapons X and Y and armors A, B, and C. You would turn it in to a quartermaster, who might give you any of the following: Newport Bounty Tokens of quality based on the difficulty of obtaining the item, a cash reward, experience (probably just for the first or the first few turnins), a useful item (for high-end turnins, maybe a potion of some sort that would be useful to raid guilds), or a lottery ticket for one of a number of prizes given out at the end of the day/week/whatever. Just an example, it could easily be tweaked.

cool ideas there :cool:
 
Very well thought out post with a lot of great suggestions and observations.

You put your fingers on some really problematic things (probably due to your absence, you can compare to what it was before) and also offer some fixes or alternatives. I really like the work you did with putting this together - you said quite some things that needed to be said.
 
Very interesting post content indeed, prolly due to your comebacker point of view. The thing about turning in items to factions was already talked about quite some time ago, but I guess it would be difficult to implement and not prioritary. Nevertheless good idea.

About the tradeskil items they're super powerful but after all quite difficult to make as you need the skill level + many components. The problem of these items being too cheap, hence too easily accessible is just the tradeskillers' fault. The ancient armors and stuff like Wyverfang armors which come to my mind could maybe get a look at some day, I know they're easy to do, but maybe in the WFC, lowering the molds / components drops and increasing stats on them ? There might be a lot of other items like that also but the database is so huge already, it must be super tough to keep it fully balanced.

The raid size, well, we're getting used to it after all but I always thought it could have been at least tried to be 24 limit. A raid today isn't really a raid , more like a skirmish. I don't call back the old zerg raids , not even the 36, but I would have loved seeing it upped a bit just to give it a shot...unfortunately Wiz revamped pretty much the whole dynamic. I'm not losing hope too :p it's like in France where suddenly the worktime limit is 35 hours instead of 39, not even checking if 37 works, and of course not letting the choice.
 
Hasrett said:
Raid size
By essentially requiring 15 different classes, however, the new rules seem to be doing more to exclude newer high level characters than to include them. Admittedly, my new DC mains are only in their 30s right now, so I'm speaking only from an outside perspective, based on my perceptions of the system and the conversations I've had with old friends having guild/raid woes. It seems like the higher end guilds are basically closed systems now.
:psyduck:
In what wasy are 15 class raids "essentially required?" And even if they were, which I don't think they are, what does that have to do with "newly high level characters?"
High end guilds are not at all a closed system... I have been 65 on my main Tyrone for less than 6 months, and a lot of my guild is in the same position. Our guild has moved in just a few months from raiding the minis in Stormkeep and 18-man Plaguefang raids to clearing Plane of Torment, killing bosses in Plane of Air and other places. Advancing takes a team of players willing to work.

The problem: The existing, established guilds have the classes they need. If they didn't, they wouldn't be where they are. A guild has no need for more than maybe one or two extras of any class. It sounds like rising players will only have access to raid content if A) a player of their class quits a current raiding guild, freeing up a spot, or B) they start a new raid guild. The former is just a shot in the dark, and not really a viable means of getting access to new content. The latter is a lot to ask of a player for simply wanting to raid a bit, and it's not necessarily doable; it depends entirely on the classes available and willing to start a new guild. It takes a well-established group of players with very regular play times to put together consistent raids in which you'll have even close to 15 different classes represented without many duplicates. If you're starting a new guild there's no way you're going to find one or two people of each class, of sufficient level, available at the same time each week on certain days, who will stick around when offered a spot on an established raid guild. Bear in mind that newer guilds also probably aren't going to be sharing around all their character infor the way more established ones do, meaning that when someone can't get on for a raid, they probably aren't going to be automatically botted by someone else. It really seems to me like there isn't much of a window for newer players to get into higher end content, and that seems to go against the entire point of the changes to raids.
I see guilds recruiting in /ooc every day, guilds that are raiding content from tiers 0-3, or accepting lower level players with the intention of working together to raid later. I joined Fusion before I was even level 65. You're imagining a problem where there isnt one, really.

The solution: I can't speak to the specific mechanics, but ideally it seems like the best solution would be to encourage the inclusion of all classes by balancing the classes' raid functions, rather than an enforced system. When I left, the code giving DoTs a big use in mitigating mob DPS had just been implemented for that exact purpose. That's the sort of innovation that, IMO, has made SOD such a great server. Aside from class balances, a couple of possible approaches: 1) Reduce the requirement for class diversity. Instead of needing all 15 different classes to gain the full benefit, make the number 10 or 12. This would make it far easier for guilds that are just entering the raiding arena to actually get the drops they need. There's still a strong incentive for them to have all the classes represented in their guild, since if you only have 12 classes represented and some can't show, you're getting screwed out of drops. Keep a cap of 2 or 3 of each class and the new numbers can't be abused, but it still gives rising guilds some more options. 2) [Edit: forgot to include option 2 lol] Keep the incentive to have all classes represented, but increase the raid size from 18 to 24. Again, this would just provide more leeway for guilds that aren't firmly established in the raiding world. Obviously it would require a lot more rebalancing than the previous option, and would mean more changes for established guilds, so the previous option is probably the preferable one.
Again you're kinda flying off all over the place with this. I agree that some classes need better defined roles in the raid game, but nobody is getting cheated or deprived, and nobody is forced to do anything by the bonus loots awarded to diverse raids. Before the bonus loot code mobs always dropped TWO loots, the changes have only helped "up and coming guilds get the drops they need" more. Furthermore, the devs recently increased raid mob respawn times, so they obviously felt that raid items were entering the game too fast; I doubt they are looking to increase the drops more.

You also contradict yourself pretty hardcore in this part, you complain and complain about how difficult it is for up and coming guilds to get members, but then say that increasing raid sizes to 24 people would help them; how exactly? You do realize that if raid sizes were increased that encounter difficulty would have to be adjusted accordingly, so that guilds would need to have 30% more people logged in at same time all the time to raid and work together etc. etc. In addition, you'd need to kill the same stuff for even longer to gear up a larger raid force.
 
robopirateninja said:
In what wasy are 15 class raids "essentially required?" And even if they were, which I don't think they are, what does that have to do with "newly high level characters?"
High end guilds are not at all a closed system... I have been 65 on my main Tyrone for less than 6 months, and a lot of my guild is in the same position. Our guild has moved in just a few months from raiding the minis in Stormkeep and 18-man Plaguefang raids to clearing Plane of Torment, killing bosses in Plane of Air and other places. Advancing takes a team of players willing to work.
I see guilds recruiting in /ooc every day, guilds that are raiding content from tiers 0-3, or accepting lower level players with the intention of working together to raid later. I joined Fusion before I was even level 65. You're imagining a problem where there isnt one, really.
Again you're kinda flying off all over the place with this. I agree that some classes need better defined roles in the raid game, but nobody is getting cheated or deprived, and nobody is forced to do anything by the bonus loots awarded to diverse raids. Before the bonus loot code mobs always dropped TWO loots, the changes have only helped "up and coming guilds get the drops they need" more. Furthermore, the devs recently increased raid mob respawn times, so they obviously felt that raid items were entering the game too fast; I doubt they are looking to increase the drops more.
Your standard of what used to be as a means of guaging what is now is worthless. No one who's considering joining, forming, or staying in a guild cares how many loots dropped 6 months ago. If you're putting in the time to raid, you don't want to get 50% of the possible drops. You want to get 100%. If your guild is consistently unable to do that, unless it has some other common ground for staying together, it's not going to last.

As for the change in spawn time, you may be right about the motivation, although it could also be to encourage guilds to branch out and try content other than their standard fare. I haven't read the reason behind it. It's irrelevant, though; by the sound of it, the sorts of guilds that actually stick together for the long term wouldn't get significantly more loots because they're already reaping the rewards for diversity. The only increase in loot distribution would be to those currently outside or only on the fringes of the raiding population. Besides which, it's all no drop loot, so I kinda doubt oversaturation is the main concern here.

If I'm wrong in my assumption about the majority of the raiding guilds, by all means let me know. Do most raid guilds only have enough classes represented to get the two loots per mob? Do players just not care about the extras? If so, I'll readily admit I'm wrong.

You also contradict yourself pretty hardcore in this part, you complain and complain about how difficult it is for up and coming guilds to get members, but then say that increasing raid sizes to 24 people would help them; how exactly? You do realize that if raid sizes were increased that encounter difficulty would have to be adjusted accordingly, so that guilds would need to have 30% more people logged in at same time all the time to raid and work together etc. etc. In addition, you'd need to kill the same stuff for even longer to gear up a larger raid force.
No, I complain about how difficult it is for up and coming guilds to get the exact right composition of members. An 18-person cap with (under ideal conditions) only 3 spots left open for duplicates means you can't put together a 30- or 35-person guild and just go raid with whoever's on that night. If you let 4 mages into your guild, you're screwing some of them over every night. The point isn't the number of players, it's the flexibility of who can participate. A guild that's not at all established, one whose members aren't long-time or hardcore players, is going to suffer a lot more from a lack of flexibility than an established guild full of long-time players.

I guess what it just feels like the combination of the diversity system and the stringent class caps for raids creates a country club feel for the raid-level game. It requires that guilds pick and choose their members very carefully, and only take on those who can serve a very specific function, while excluding everyone else regardless of their skill, their personality, and so on. All the things that used to factor into guild membership. You no longer look for a good guild, or a guild with your friends; you have to look for one that has an opening for your class. Yes, that used to be a consideration, but it was never the be-all end-all of recruitment.
 
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