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#27 Apr 12 2014 at 5:26 AM Rating: Good
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Funny thing is most people think/thought PoP was a great expansion. Yes, the flagging could become tiresome. I think I performed PoJ trials at least 100 times to flag myself and guildies. No doubt that got tedious altho the sense of achievement when you finally accomplished it was tremendous.

My point was: I'm not averse to flagging requirements and keyed zones. Just don't make the process a totally Unreasonable bottleneck. That's not fun and challenging, it's irksome and aggravating.

Vaguely related comment: the 85% rule was a GREAT modification made to raid flagging requirements. That means that as long as 85% of the raid force is flagged the remaining 15% does not have to be. This eliminated the tedious need for guilds to go thru flagging tasks over and over for newly minted guildies, which often led to friction when the flagging tasks were involved and could require raid forces that made members who were already flagged have to waste their time redoing events that often no longer even offered rewards anyone needed or wanted. Just thinking about back-flagging still makes me flinch. LOL

Edited, Apr 12th 2014 7:31am by Sippin
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#28 Apr 12 2014 at 7:00 AM Rating: Excellent
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Sippin wrote:
Funny thing is most people think/thought PoP was a great expansion. Yes, the flagging could become tiresome. I think I performed PoJ trials at least 100 times to flag myself and guildies. No doubt that got tedious altho the sense of achievement when you finally accomplished it was tremendous.

My point was: I'm not averse to flagging requirements and keyed zones. Just don't make the process a totally Unreasonable bottleneck. That's not fun and challenging, it's irksome and aggravating.

Edited, Apr 12th 2014 7:31am by Sippin



I think views on PoP remain mixed. It killed the casual guilds back in the day, and still stands as a clear "different game" point vs. the classic trilogy and what Luclin started moving it towards. LoY and LDoN were both attempts at fixing the group/casual game content lacking in PoP... if you lump all 3 together as one expac (didn't they do that on last progression servers?) the overall design makes a bit more sense. For me, the "high planar" concept with no meaningful faction interaction with the previous content was a major downer to PoP (especially after visiting moon kittens).

Granted I like the planar class armor sets, but that stuff was casual accessible in the later era it appealed to me as upgrades (I think my first chanter main went from Neriak newb robe to the planar robe). The flagging was goofy and poorly thought out. Group content flags for higher group and/or low raid zones is fine. Higher raid flags from the lower raids is fine. PoP was not a style other games looked at and said "we gotta do that". The 85% rule was helpful for established guilds to deal with incomers, didn't really help up and coming guilds all that much. We lost a lot of people with PoP, mostly due to the flagging in my view.

Some of the PoP zones are fun, but most remained too difficult to use in small group setting (or solo) years after the content was current and level cap was over 65.

But, a high end guild that pushed PoP in era would likely have created a guild full of players with great memories of that era/content. The circles I was playing in at the time were mostly Velius nostalgic (even Luclin wasn't right) or right into LDoN.

PoP would be a good expac to completely revamp/redo for level 100-120, using what they have learned in recent years about zone access and difficulty settings. I think they could do a killer job of it without the complicated spider-web of backflagging, and design it that 2 expacs later people still want to do the top-end raids from it. Now that they recognize throwing bones to each play-style a bit better (New Plane of Justice Trials could be solo-group and level scalable for example) it could be fun.
#29 Apr 13 2014 at 5:30 AM Rating: Good
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No doubt the game changed irrevocably when EQ left "the planet" with Luclin and then Planes of Power. That change can be discussed endlessly, particularly as to whether in the long run it's been good or bad for EQ. But the game has not been all that "group friendly" going back to Day One, what with raids required for Vox, Nagafen, Plane of Fear, Plane of Hate, etc., all raid bosses and zones that mostly go back to Day One. Kunark, "the best xpac ever", was more of the same and even introduced epics, which everyone would inevitably desire, and which also absolutely required participation in raid encounters to obtain.

EQ has never been a "group game." Sure, you can play it "casually", only grouping rather than raiding. Heck, you can play it solo not even ever grouping! But it's a social game and its highest manifestation of this social aspect is in raid encounters. For good or for bad. Frankly, I think it has survived this long because of its emphasis on end-game and raiding.

I agree a revamped PoP for upcoming higher levels in future xpacs would be interesting. Your optimism at positing that level 120 may arrive some day is impressive.

We shall see.

Edited, Apr 13th 2014 7:31am by Sippin
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#30 Apr 16 2014 at 4:55 PM Rating: Good
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Sippin wrote:
Funny thing is most people think/thought PoP was a great expansion.


The snarky response is to point out that most people who are still playing thought PoP was a great expansion. PoP was the point at which EQ popularity began declining rather than growing. And a lot of that was that it killed the middle level game and created a gulf between raid guilds and solo/group only play.

Sippin wrote:
But the game has not been all that "group friendly" going back to Day One, what with raids required for Vox, Nagafen, Plane of Fear, Plane of Hate, etc., all raid bosses and zones that mostly go back to Day One. Kunark, "the best xpac ever", was more of the same and even introduced epics, which everyone would inevitably desire, and which also absolutely required participation in raid encounters to obtain.


Sure. You had to raid to raid. In PoP, you had to raid to group. Group content (and drops) was so much vastly better in PoP, but required ridiculously large raid events to gain access to it. Couple that with a 5 level increase and you basically cut everyone who wasn't a raid player (or played one of a handful of classes which could easy get invited to pick up raids) from accessing the new content. That was a *huge* problem.

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EQ has never been a "group game." Sure, you can play it "casually", only grouping rather than raiding. Heck, you can play it solo not even ever grouping!


Yes. Pre-PoP you could because outside of raid zones (or parts of zones), the whole rest of the world was directly accessible to the solo/group player. You didn't "need" to raid to enjoy the game from start to highest level. Today, with the much better designed tiered expansion system, you also don't need to raid to experience the game all the way to the top level. But there was a period of about 2-3 years, starting with PoP, where if you didn't raid, it was nearly impossible to enjoy or possibly even experience large portions of the current game content. You simply couldn't get there. Period.

And honestly, they compounded this error with the GoD expansion, which more or less required high end PoP gear to do more than nibble around the edges. It was "hard" even by raid guild standards, and for everyone else? Unusable. They didn't begin to fix this problem until OOW, but by then the damage had largely been done. And frankly, they still didn't really get the game back to the casual player friendly status until maybe SoF/SoD time frame (some might say TSS, but that really just provided an alternate route to level, and not so much alternative mechanics for balancing the top end of the game).

It was a terrible terrible mistake IMO. Nearly destroyed EQ.

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But it's a social game and its highest manifestation of this social aspect is in raid encounters. For good or for bad. Frankly, I think it has survived this long because of its emphasis on end-game and raiding.


I'm sorry, but I simply have to completely disagree with you. The only reason EQ has survived (and has kinda begun to experience a surge of new/returning players) was that they finally moved away from a "raid or go home" mentality. And to be perfectly honest, this didn't really start to happen until the HoT expansion, when they finally created true raid-disconnected gear options for solo/group/raid play and provided incentives for all three types of players to play.

There's a whole swath of players who enjoy just logging into EQ, doing some dailies, maybe working on a few expansion tasks for an hour or so, then logging out. They don't raid. They rarely group unless someone happens to come along working on the same thing they are. And they are perfectly fine with this level of play. I also think that Sony has figured out that their bang for the buck largely rests with these players. These are the kinds of players who may not put as much money into their pockets per player, but also aren't constantly making demands for more/tougher/higher content. I think we hear a lot more from/about the folks engaged in end-game raiding, but it's a mistake to think that's where the heart of the game lies.

Edited, Apr 16th 2014 3:56pm by gbaji
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#31 Apr 16 2014 at 6:34 PM Rating: Good
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Very interesting points. Everything is debatable here and I doubt we'd ever convince each other entirely so I'll limit myself to a few observations.

Gates of Discord was a miserable horrible expansion. It was UGLY as hell, you're right that the raids were difficult and uninviting and, unlike PoP, the raid zones, even once unlocked, were not at all suitable for grouping. There is nothing like Plane of Fire or Plane of Earth in Gates of Discord. If the subscriber base declined after PoP was introduced, it really dropped with GoD. PoP was majestic, interesting, challenging but not impossible and still well bound to the world of Norrath introduced in the preceding expansions. GoD was none of that. The pop decline post-PoP was probably inevitable as competing games came on-line and players got tired of playing EQ. One could argue this would have happened regardless of the style of play embodied in PoP. But with GoD I do believe the disappointing design and content drove a lot of players away.

You're quite right that these days the game has a large heathy population of casual gamers who log in to putter around solo or grouped and have no interest in raiding. And the game needs that population. My point is that the game wouldn't have lasted for 15 years if it wasn't for raid content and the devotion and effort invested by players who raided. The devs just couldn't have kept adding group-only content and kept the game going, I don't think. While raiders will always make up a minority of the player base, their impact on game design and development is much bigger than their numbers as a raw % of players who log in. Nobody can seriously believe that EQ would have survived to have 20 expansions if most of those had introduced just more group content.

I close with reiterating what I said before: the game's survival depends on keeping all types of players happy and engaged. You're right that at times in the past the devs failed to accomplish that and no doubt that failure was detrimental to the game. We're all lucky that EQ is so good that it survived such ill-conceived expansions as GoD.

Edited, Apr 16th 2014 8:35pm by Sippin
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#32 Apr 17 2014 at 12:01 PM Rating: Good
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This is one reason I think that having alternative ways to get Raid gear should exist. The game has alot of casuals.. and these casuals sometimes play longer and more than people who Raid. If they had an ability to get Raid gear through doing multiple quest lines etc that took large amounts of time, this would help the game more than I think it would hurt it. Yes Raiders would get mad but I think having better geared people to join in on raids and having people not have to fight over raid loot would benefit everyone. I love how SWTOR has this.... I can go out and group and get raid gear.. its very very slow. But I am able to get the gear even when I cant log in and raid with my guild. When I do get time to join my guild in raids.. I can join in and be geared and ready to go and not feel like I am being drug around because I cant play 20hours a day.
When I raided back in EQ... my biggest gripe was that I could not go to every single Raid.. and the way most guilds would do looting had me watching people who could raid every single time loot Tank gear for non tank classes or alts because they had the "points" and I did not. And of course some would argue about me joining the Raids because my gear was not that great... of course when I would point out that my gear would be better but I keep loosing upgrades to non tanks.. I would be ignored. So I became very anti raid... I had considered it was just the guild I was in but after trying out 4 other guilds I took that as a sign that Raiding was not for me. Ide love to Raid but I dont see anything different with the way loot is handled so I stay away from Raids.
#33 Apr 17 2014 at 12:27 PM Rating: Decent
they are called pick up raids. dont need to be in a raid guild. Just have to have some group willing to be raid leaders and maybe create a separt chat channel for thoes interested. get them to join and get the correct class aand start raiding T1 to get started flaging.

Same bat channel same bat time each week and your be T3 flaged over time. Raid coin to buy that item if you cant win the /rand.

Good luck


#34 Apr 17 2014 at 1:54 PM Rating: Good
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First off, I disagree that raid gear should be obtainable via anything other than raiding. It's not really necessary. Tier 1/2 gear is fine for doing any group/solo current content, and it's "good enough" to start out raiding. The gap between current tier1/2 and current tier3 isn't like it was back in the day when if you didn't raid you likely had gear designed for someone 10+ levels lower (and likely not raided either, just drops off nameds). That created a massive gulf that was nearly impossible to bridge without some serious help. In today's game, I just don't see the need for this.

Larth wrote:
they are called pick up raids. dont need to be in a raid guild. Just have to have some group willing to be raid leaders and maybe create a separt chat channel for thoes interested. get them to join and get the correct class aand start raiding T1 to get started flaging.

Same bat channel same bat time each week and your be T3 flaged over time. Raid coin to buy that item if you cant win the /rand.


The flip side of the tiered content model is that progression tasks make this form of raiding incredibly difficult to do. Yes, you can do pickup raids. But if you're doing this for anything remotely near "current", you'll likely end out doing the first couple progression tasks over and over with your pick up groups. With a pickup raid you can only do content that every random person who replies to your request for a pickup raid can do. That's rarely going to be very deep into progression.
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#35 Apr 17 2014 at 3:12 PM Rating: Good
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I guess I really just think the way it works now could be better. I like the non visible raid gear that was dropping that is tradeable and I hope I can get some....
#36 Apr 17 2014 at 6:05 PM Rating: Good
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It's called EverQUEST. I do think they should introduce involved complex but doable solo/grouped quests whose reward is something really really GOOD, i.e. raid quality or even better. If they worry about raiders getting pissy about it make the quest take a good-awful amount of time and effort but still doable alone or just with friends (as opposed to requiring full-blown raids) and making the reward be suitable for the effort and time invested. Like the old shawl quests but without the raid component that used to be needed back when the shawls were truly end-game quality (or better.)

I never understand why they do NOT do this beyond a hard-coded unshakeable deference to raiders.
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#37 Apr 18 2014 at 10:50 AM Rating: Good
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The price is going down on these. I saw someone selling the staff last night for 75k and another selling the completed bow for 100k.
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#38 May 03 2014 at 6:48 PM Rating: Good
Sippin wrote:
It's called EverQUEST. I do think they should introduce involved complex but doable solo/grouped quests whose reward is something really really GOOD, i.e. raid quality or even better. If they worry about raiders getting pissy about it make the quest take a good-awful amount of time and effort but still doable alone or just with friends (as opposed to requiring full-blown raids) and making the reward be suitable for the effort and time invested. Like the old shawl quests but without the raid component that used to be needed back when the shawls were truly end-game quality (or better.)

I never understand why they do NOT do this beyond a hard-coded unshakeable deference to raiders.


They've done this in the past. As you mentioned, the Coldain prayer shawl and Coldain rings were raid quality loot during their time (the shawl moreso than the 9th ring. The 10th ring required what amounts to a raid). Aid Grimel's earring was raid quality (to the point where uberguild members of that era were actively doing tradeskills to get it). The problem with doing this now is the fact that the players are often "smarter" than the developers. Many players have been playing this game longer than a large part of the dev team has been working on it. So we know the ins and outs of the game far better than the people creating content for it. If they come out with a quest they estimate will take 3 months of daily work to finish, the players will find a way to complete it in half the time. The only way the devs can delay that is by creating contentious bottlenecks like contested rare spawns or (as in this case) commonly known drops that are farmable. It's the 'crabs in a bucket' strategy.

I think there is a deference to raiders, which is why they've consciously made raiding more accessible over the years (to increase the pool of people who can identify themselves as 'raiders'). Do you honestly think as many people would be raiding if all of these encounters (and access to them) was set up like it was in the old days? Do we even have 'FFA' servers anymore? You talk about racing to Aten, which I've seen happen. What I've also seen happen is people blocking access to the minibosses so if you leapfrogged, you'd have to fight Aten with her AE deathtouch ability (which she wouldn't have if you'd killed the minis). I've also seen 12 hour long raids in VT because if you left anything standing, a competing guild would come in and kill it right after you leave. I'd say at least half the people who are currently "raiders" wouldn't have been able to handle it under the conditions that existed back then. Racing for spawns? Killing a mob the moment the previous guild wiped (on top of their corpses)? Racing home from work to log in because a sought after mob is up? That was the whole reason for instancing everything. So now, people can raid on a fixed schedule for a fixed amount of time.
#39 May 04 2014 at 5:49 AM Rating: Good
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Yeah, maybe experienced long-term players know the game mechanics better than most devs but the devs have all the powah when it comes to fine-tuning quests. They aren't at the mercy of clever players. You allude yourself to the fact they can fine-tune difficulty levels by tinkering with drop rates, spawn rates, etc. Yeah, this does inject some logjams but I never said I had a problem with logjams for highly desirable quested items. My problem with logjams are with things like the bow which is required for access to entire sections of the game. When the journeymen's boots were highly desired, there were logjams in that quest but as much as it could cause frustration I don't remember a groudswell of players demanding the logjams be removed. It was a quest for a very nice item and accordingly it had to have its challenges,

Remember: the most important things require effort to acquire! At least that's what my dear old mammy always told me...
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#40 May 04 2014 at 5:52 AM Rating: Good
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My memories of Vex Thal, and I spent a LOT of time there in raids, is that the major frustration was with the amount of trash-clearing involved. The competition with other guilds to get to the nameds first was exciting. The trash clearing was just plain stultifying, due to the high HPs, the worthless drops, the tiny XP (even by raid XP standards) and the fact that they were hard-coded not to be splittable or all mezzable. Plus the whole thing with the warders struck us all as an arbitrary "deus ex machina" just to ensure that no "clever raiders" bypassed the time-consuming clear to pharm the nameds when they spawned. We understood WHY the warders were needed, it's just we wished the devs could have come up with a less blatantly jury-rigged way to accomplish the same goal.

There won't ever be a Vex Thal type zone in the game again, that's for sure. Don't forget the whole process of getting keyed just to enter Vex Thal---there was a raid required just to get flagged to raid: the SSRA Emperor fight! Talk about your logjams. The emperor spawned infrequently and then the race was on for the first guild to get to his room. And guilds had to do it over and over in order to flag their entire raid force. I remember all too vividly our entire raid force porting UP to the emperor's "room" only to discover another guild was ahead of us in the entryway prepping to engage the emperor and his dangerous courtiers. Just imagine two guild raid forces of 40-50 players EACH crammed into a tiny entrance room, where even a slight mistake could trigger the encounter prematurely. One of our guild's lead shadowknights got so aggravated by the fact that we had done all this work to get thru SSRA to the room only to find another guild about to engage the emperor that he aggro'd one of the courtier mobs before the other guild was ready thereby leading to a wipeout of everyone who didn't evac. We had to boot that player from the guild once the details were uncovered---with the help of a GM!

Like I said, we won't ever see a Vex Thal again...



Edited, May 4th 2014 8:00am by Sippin

Edited, May 4th 2014 8:01am by Sippin
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