View Full Version : Takes forever to kill suff on test
Aguis
01-22-2006, 02:12 AM
<div>I tried a few classes up to level 4-5 and the thing i noticed is how long it takes to kill anything on the island. I mean come on, on the Live server combat is a lot faster then that. I mean i have an uber 1-2 sword and my special attack do like 3-4 with a refresh of 15 sec, killing1 single level 1 mob is not supposed to take 45 sec.</div>
VeraIkonica
01-22-2006, 02:19 AM
<div></div>I like the beefed up mobs personally. Never really liked being able to go fight a mob whos description say 'evenly matched' and then kill him with one spell.
MadLordOfMilk
01-22-2006, 02:30 AM
Buy a new weapon from a merchant on the isle.<div></div>
Aguis
01-22-2006, 02:40 AM
<div>Problem is you gonna give newbies a wrong impression of the game (If you release it that way to live) if you make combat appear to be sooooo slow. Buying a new weapon is always an option but why don't you give us a good one to start with (like the ones we get on live) ? No reasons make combat so slow, i find it boring as it is now.</div>
MadLordOfMilk
01-22-2006, 02:41 AM
<div><span><blockquote><hr>Aguisha wrote:<div>Problem is you gonna give newbies a wrong impression of the game (If you release it that way to live) if you make combat appear to be sooooo slow. Buying a new weapon is always an option but <font color="#ff0000">why don't you give us a good one to start with</font> (like the ones we get on live) ? No reasons make combat so slow, i find it boring as it is now.</div><hr></blockquote>So you have the feel of upgrading stuff... three options: a.)buy a weapon for 1 silver, b.)finish the quest line on the isle, c.)get a weapon from a dropIf they just gave you a good item, there would be NO point to the merchant other than selling.</span></div>
Aguis
01-22-2006, 04:25 AM
<div></div><div>I wish someone could understand what i mean. I mean why changes something that's perfectly fine ? I mean i have no problem with giving everyone their final class at start, but why change the starting area and makes everyone feels like [Removed for Content] ? </div><div> </div><div>I just started a Scout on Live i managed to get to level 6 in 45 minutes, never had any problem killing mobs, in fact i love how fast they scout kill stuff.</div><div> </div><div>I go on test and star a Ranger and it's a struggle to kill 1 EVEN con mob !!!! What's the deal here ?</div><div> </div><div>On live i can kill 2-3 mobs easy, on test it takes 45 sec just to kill 1 even con, if i get an add it's almost certain death !</div><div> </div><div>Don't tell me everything is fine, i asked around and most peoples agree, killing is way too slow now.</div><div> </div><div> </div><p>Message Edited by Aguisha on <span class="date_text">01-21-2006</span><span class="time_text">06:27 PM</span></p>
Sritt
01-22-2006, 04:32 AM
<div></div>The problem isn't in changing the newbie island populations. Its in teh calss revamp. These are new skills for classes in many cases. ALso the mobs now use skills appropriate to their class rather than say a ranger mob using all scout abilities (well except a few). This makes them tougher in some aspects. This is on test so we can see where the issues lie so they can adjust the balance. Their intent was to leave the island solo friendly and balanced, we're finding it isn't and they're working to adjust it. THat's what the test server is here for.
Aguis
01-22-2006, 04:45 AM
<div>Ok one example of that non-sense. I started a Monk just for fun on test. The 1st skill i get at level 1 do 2-4 of damage (LOL !!!). On live a level 2 fighter got a spell doing something like 12-18. See the problem ? Way too nerfed.</div>
Maroger
01-22-2006, 04:47 AM
<blockquote><hr>Aguisha wrote:<div></div><div>I wish someone could understand what i mean. I mean why changes something that's perfectly fine ? I mean i have no problem with giving everyone their final class at start, but why change the starting area and makes everyone feels like [Removed for Content] ? </div><div> </div><div>I just started a Scout on Live i managed to get to level 6 in 45 minutes, never had any problem killing mobs, in fact i love how fast they scout kill stuff.</div><div> </div><div>I go on test and star a Ranger and it's a struggle to kill 1 EVEN con mob !!!! What's the deal here ?</div><div> </div><div>On live i can kill 2-3 mobs easy, on test it takes 45 sec just to kill 1 even con, if i get an add it's almost certain death !</div><div> </div><div>Don't tell me everything is fine, i asked around and most peoples agree, killing is way too slow now.</div><div> </div><div>Message Edited by Aguisha on <span class="date_text">01-21-2006</span><span class="time_text">06:27 PM</span></div><hr></blockquote><p>I agree with you 100%. But developers aren't telling what is the goal of this newbie zone -- is it for all classes to abe able to solo all quests? If that is the case they are failing miserable. It is NOT soloable as it is. The mobs are too tough and the players too weak.</p><p>Even the newbie are in EQ1 isn't this tough. I had the same results with a ranger you did. And stopped playing him. Casters are in the worst shape as they can't upgrade their spells becuase there is no tradeskills on the island.</p><p> </p>
Aguis
01-22-2006, 04:50 AM
<div>Another observation, i created a caster to check, a Dirge. Well after casting 4 spells (that's not even enough to kill 1 mob now) i'm out of mana !!! 4 spells !!! I never any mana problem before on Live.</div>
Sritt
01-22-2006, 04:52 AM
<div></div><p>There is tradeskill on the island now. Just go in the instance next to the trainer NPC. You get put to artisan 3 immediately and are give 6 recipes. There's a wholesaler merchant in there with recipe books too. At least on Freeport, not sure it got added to Qeynos as Queen's Colony doesn't have Capt Varlos yet and if you leave the island through the registrar you don't get the new crafting note (replacing the Note from Dreak) and you don't get your crafting level set to 3. I wanted to try a racial mentor's quests so didn't bother with the ts instance, figuring I'd get artisan 3 anyway when I left. Guess I should have known better since Capt. Varlos hadn't been pushed to Queen's Colony yet heh.</p>
Aguis
01-22-2006, 05:12 AM
<div>Check this out, i made a Level 2 Fighter on Live and a Level 2 Guardian on Test.</div><div> </div><div>They nerfed the class spells too much when trying to reduce their powers according to the new level we get them. Level 2 "Live" Fighter has this :Starting Weapon : Crude Sword (2-7)Starting Spells : Wild Swing (9-15) and Assault (12-20) Level 2 "Test" Guardian has this :Starting Weapon : Guardian Long Sword (1-1)Starting Spells : Swing (2-4), Shield Bash (3-5)Way tooooo nerfed.</div>
VeraIkonica
01-22-2006, 05:50 AM
<div></div><div></div><div><blockquote><hr>Aguisha wrote:<div></div><div>I wish someone could understand what i mean. I mean why changes something that's perfectly fine ? I mean i have no problem with giving everyone their final class at start, but why change the starting area and makes everyone feels like [Removed for Content] ? </div><div> </div><div>I just started a Scout on Live i managed to get to level 6 in 45 minutes, never had any problem killing mobs, in fact i love how fast they scout kill stuff.</div><div> </div><div>I go on test and star a Ranger and it's a struggle to kill 1 EVEN con mob !!!! What's the deal here ?</div><div> </div><div>On live i can kill 2-3 mobs easy, on test it takes 45 sec just to kill 1 even con, if i get an add it's almost certain death !</div><div> </div><div>Don't tell me everything is fine, i asked around and most peoples agree, killing is way too slow now.</div><div> </div><div> </div><p>Message Edited by Aguisha on <span class="date_text">01-21-2006</span><span class="time_text">06:27 PM</span></p><hr></blockquote>Well that is exactly my point YOU SHOULD NOT BE ABLE TO KILL 2-3 SEPERATE EVENLY MATCHED ENCOUNTERS AT ONCE. (caps for emphasis not yelling lol) Obviously SONY feels the solo content is not on the same challnge level as group content. If you read the description on the targeted mob it will say This creature is evenly matched for an individual. On live that is not true a solo mob does not come close to killing you unless it cons orange or is in a higher tier. Why should you be able to kill an evenly matched encounter in a few seconds, it is suposed to have just as good of a chance at killing you as you do killing it.....a yellow mob is suposed to have a greater chance of killing you than you have of killing it and orange is almost imposible to defeat. All the mobs now are operating with their CA's at app 4 or adept 1 it seems so if you are using less than that you are at a disadvantage so upgrade. Is 45 seconds really an excessive amout of time? Maybe in Diablo taking 45 seconds to kill a single creature but it seems to be on par for the rest of the tiers in everquest 2. Even at level 50 it takes a berserker longer to kill a solo than a wizardso it seems to me they are trying to get you learn how to play your class at 1 instead of waiting till 20. </div><div> </div><div>I am trying to try out a Ranger right now to see if maybe their CA's are a little off ....and I am not sure what you are talking about because I can almost one shot kill all the yellow con mobs with double shot and poison does 22 dmg ont the first proc</div><p><span class="time_text"></span> </p><p>Message Edited by VeraIkonica on <span class="date_text">01-21-2006</span><span class="time_text">05:39 PM</span></p>
Rattfa
01-22-2006, 06:37 AM
So far on the new Islands I have created a Guardian, a Bruiser, a Ranger, a Brigand, a Templar, a ShadowKnight, a Warlock and a Conjurer....None of those, with the exception of the Templar, had any difficulty soloing the entire island, all the quests, all the named mobs AND the cave.Seriously, its not that hard <span>:smileyindifferent:</span><div></div>
Maroger
01-22-2006, 10:51 AM
<div></div><blockquote><hr>themixmonkey wrote:So far on the new Islands I have created a Guardian, a Bruiser, a Ranger, a Brigand, a Templar, a ShadowKnight, a Warlock and a Conjurer....None of those, with the exception of the Templar, had any difficulty soloing the entire island, all the quests, all the named mobs AND the cave.Seriously, its not that hard <span>:smileyindifferent:</span><div></div><hr></blockquote><p>My warlock was able to solo all the island and the cave. That is the only class I have taken to the Cave so far. My summoner will go tomorrow. Bought stuff so the ranger could dual wield -- but I have the feeling the mobs are double attacking or attacking at a faster hit rate than I can cast or hit. I expect my SK will have no trouble either and the Inquisitor seems good too. But the Inquisitor has more powerful spell that do more damage.</p><p>I think the caster classes need to be at least Level 7 to solo the cave.</p><p> </p>
Erurat
01-22-2006, 06:35 PM
<div>Cry me a river.</div>
Trillien
01-22-2006, 07:16 PM
<div></div><blockquote><hr>Aguisha wrote:<div>I tried a few classes up to level 4-5 and the thing i noticed is how long it takes to kill anything on the island. I mean come on, on the Live server combat is a lot faster then that. I mean i have an uber 1-2 sword and my special attack do like 3-4 with a refresh of 15 sec, killing1 single level 1 mob is not supposed to take 45 sec.</div><hr></blockquote>I soloed the entire colony, including the cave, with my fury, using only what she was given and one drop. It was no harder than before.
<div>I have a 9 zerker on test that has died a lot. That 2-6 wild swing is still my main skill at 9. My normal attacks (with the isle 2H axe and Off stance) hits 10-13. SW is still 2-6 and thats all you get (no damage change with app2). This is just borked.</div><div> </div><div>If this patch screws my mains I will be taking my 2 all station accounts and heading else where. Given SWG, SOE should be very careful at massive game effecting changes. Reworking 1-20 is not an opportunity to balance end game again.</div>
Castonu
01-22-2006, 08:04 PM
<div>Just my own experience on test. I created a troll zerker and ran him through all quests that I could. I completed two collections. When I was killing on the island, I felt level progression was right on the money. I did not try to compare my stats or the stats of my weapons or armor to the live servers at all. I just did what a zerker does. I didn't feel gimped in any way on the island. It felt like a good natural progression of experience to combat.</div><div> </div><div>This is my own two cents here, but I like the idea of creating your final class from the beginning. It was a little tedious doing the same thing over and over if you wanted to roll another character in the same tree to finally get to 20.</div>
<div>I never said the Isle was a problem. The problem is that after leaving the isle, you are still using the same skills at lvl 9 that you did at level 3 with no damage increase at all.</div>
Xanoth
01-22-2006, 08:27 PM
<div></div><blockquote><hr>Castonu wrote:<div>Just my own experience on test. I created a troll zerker and ran him through all quests that I could. I completed two collections. When I was killing on the island, I felt level progression was right on the money. I did not try to compare my stats or the stats of my weapons or armor to the live servers at all. I just did what a zerker does. I didn't feel gimped in any way on the island. It felt like a good natural progression of experience to combat.</div><div> </div><div>This is my own two cents here, but I like the idea of creating your final class from the beginning. It was a little tedious doing the same thing over and over if you wanted to roll another character in the same tree to finally get to 20.</div><hr></blockquote><p>agree'd i've made server characters now on test and got them to about level 5-6, i felt level progression was pretty balance, damage was even betwen player and NPC of equal level. yellow mobs where pretty tough and could kill you if you didn't play out your class properly. just like on live (post 20+).</p><p>live pre level 20 at the moment is a joke, starting on the isle most scouts can one hit kill an even con or lower... how often does that happen later in the game? (other than devistation fist and similar abilities). i like the changes and think it gives a better introduction to the game... i'd jsut rather see at least SOME heroic encounters on the island... even if its just ^^ rather than ^^^.</p>
Erurat
01-22-2006, 08:31 PM
<div></div>I cried a river over you.
Maroger
01-23-2006, 02:14 AM
<div></div><blockquote><hr>Xanoth wrote:<div></div><blockquote><hr></blockquote><p>agree'd i've made server characters now on test and got them to about level 5-6, i felt level progression was pretty balance, damage was even betwen player and NPC of equal level. yellow mobs where pretty tough and could kill you if you didn't play out your class properly. just like on live (post 20+).</p><p>live pre level 20 at the moment is a joke, starting on the isle most scouts can one hit kill an even con or lower... how often does that happen later in the game? (other than devistation fist and similar abilities). i like the changes and think it gives a better introduction to the game... i'd jsut rather see at least SOME heroic encounters on the island... even if its just ^^ rather than ^^^.</p><hr></blockquote><p>I have noticed that your ability to solo on the new isles is very class dependant. Some can do it, others fail miserably.</p><p>I do NOT believe that any real newbie being introduced to the game via these islands should die 10 times to one mob ( ok I am exaggerating), but really you want some challenge but you don't want to overwhelm them to the point where they cancel their subscription. There is NO POINT in having a heroic encounter on the outposts -- PC don't have the weapons are the gear to deal with it adequately as they will when get to to the cities.</p><p>Remember they are learning the game mechanics at the same time they are doing these quests -- if you make it too hard they will cancel. Make it fun for a wide variety of players so they want to continue on in the game and see what is in Freeport or Qeynos.</p>
Sritt
01-23-2006, 07:41 AM
<div></div><p>Not sure when you last went through the IoR on live but there are no heroic encounters on it anymore. I remember when I first started a couple months after launch. The shadow serpent and many other nameds were heroic encounters and you had to group to get a chance at the loot they dropped. Now (not sure when it changed as I avoided alts for the most part until recently and had taken a few months break from the game) those encounters are solo. They are named so get a bit more health and do a bit more damage but they can be taken out solo. There's nameds that work that way on the new islands as well (a Queen Bee, Bladefin, and Mable the cow are examples on OotO and the Vulth and Direspike are examples on QC).</p><p>I do think they need to adjust the starting abilities on test a bit more as it does take longer to kill things and your weapon damage for a basic melee attack quickly increase to 2-5x the CAs. My caster classes seemed a bit better off as for balance of kiling but the melee classes start having problems around level 6-12. It took my SK until 15 to start being able to handle whites without a sever risk of dying again and it still takes him almost a minute to take out a level 10 mob (solo or heroic it seems about the same for some reason).</p>
Thunderthyze
01-23-2006, 03:31 PM
<div></div><blockquote><hr>Aguisha wrote:<div>Another observation, i created a caster to check, a Dirge. Well after casting 4 spells (that's not even enough to kill 1 mob now) i'm out of mana !!! 4 spells !!! I never any mana problem before on Live.</div><hr></blockquote><p>Same problem with a Human Warlock. Pull an ADD and its "pfttt! yer dead!"</p><p>Not complaining as such. If this is the way combat is going to be directed from here on then so be it, we will adapt as we always have. My concern however is balancing this with chars already live. Are our level 30/40/50/60 alts going to be hopelessly nerfed and left with a load of useless gear? (I seem to remember that after one LU my lvl 15 Scout ended up with a shield she couldn't use after having acquired it originally at level 10! There would be a lot of very unhappy dudes and dudettes around if that sort of combat balancing ocurred!</p><p> </p>
Rattfa
01-23-2006, 04:15 PM
<span><blockquote><hr>Thunderthyze wrote:<div></div><blockquote><hr>Aguisha wrote:<div>Another observation, i created a caster to check, a Dirge. Well after casting 4 spells (that's not even enough to kill 1 mob now) i'm out of mana !!! 4 spells !!! I never any mana problem before on Live.</div><hr></blockquote><p>Same problem with a Human Warlock. Pull an ADD and its "pfttt! yer dead!"</p><hr></blockquote>I created a human warlock, and solo'd the cave at lvl6....I dont understand why so many people are having problemsAlthough it IS harder than that old Isle, i think thats a good thing....I think its refreshing to see a bunch of newbies going a mob thats way too difficult and getting wiped! Dying a few times doesn't mean there is a problem...it teaches a new player that they arent quite good enough to take that encounter yet. I think they have got the new Islands just about right. There is nothing on the Islands that isnt soloable, its just that it might take a little bit of playing to learn what to take on and when.Its quite hilarious to see experienced gamers screaming nerf, instantly becoming a n00b because they don't even try to adapt to the change...when I say hilarious, i mean sad <span>:smileyindifferent:</span></span><div></div>
selch
01-23-2006, 04:24 PM
<div></div><p>OP is not concerning about you twinks.</p><p>We all know how to play one way or another, "I soloed that, I soloed this" because you have been playing this game long and know about mechanics, concern is for new players who can get overhelmed with that experience.</p><p> </p><p> </p>
djewt1
01-23-2006, 04:26 PM
<div></div>I have made a Ranger and a Fury ( i know the uber classes... but i liked them from the start back 1 year <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />)Only got the fury to lvl 6, he could solo but not fast, that's not bad...My Ranger i got to lvl 13 atm, the first day's he could kill even con but not more, but i noticed a huge auto dmg dps increase.Now at lvl 13 i got all my spells still app1 and kill even con 2 mobs a min or 1 yellow con.IMO that's how the game should be.Especialy at high lvl i would like to see some REAL mobs for groups of 6.All the dumbing down can't bother me much, but i do think that mobs in general give a little bit to little challenge atm esp at +lvl40Just my 2 cp<p>Message Edited by djewt1 on <span class="date_text">01-23-2006</span><span class="time_text">12:29 PM</span></p>
Thunderthyze
01-23-2006, 04:38 PM
<div></div><blockquote><hr>themixmonkey wrote:<span><blockquote><hr>Thunderthyze wrote:<div></div><blockquote><hr>Aguisha wrote:<div>Another observation, i created a caster to check, a Dirge. Well after casting 4 spells (that's not even enough to kill 1 mob now) i'm out of mana !!! 4 spells !!! I never any mana problem before on Live.</div><hr></blockquote><p>Same problem with a Human Warlock. Pull an ADD and its "pfttt! yer dead!"</p><hr></blockquote>I created a human warlock, and solo'd the cave at lvl6....I dont understand why so many people are having problemsAlthough it IS harder than that old Isle, i think thats a good thing....I think its refreshing to see a bunch of newbies going a mob thats way too difficult and getting wiped! Dying a few times doesn't mean there is a problem...it teaches a new player that they arent quite good enough to take that encounter yet. I think they have got the new Islands just about right. There is nothing on the Islands that isnt soloable, its just that it might take a little bit of playing to learn what to take on and when.Its quite hilarious to see experienced gamers screaming nerf, instantly becoming a n00b because they don't even try to adapt to the change...when I say hilarious, i mean sad <span>:smileyindifferent:</span></span><div></div><hr></blockquote><p>I was NOT screaming nerf. I continued by saying we would adpt as clearly you did. My concern is how this will integrate with the existing live servers. Either the new characters will be hopelessly underpowered compared with the existing environment, or else existing chracters WILL be nerfed in order to continue play balance.</p><p>This is, of couse, always supposing that the test elements are intended to go live. It may be just that that this underpowering is a device to keep us on the Isle and interested?</p>
Rattfa
01-23-2006, 05:08 PM
<span><blockquote><hr>selch wrote:<div></div><p>OP is not concerning about you twinks.</p><p>We all know how to play one way or another, "I soloed that, I soloed this" because you have been playing this game long and know about mechanics, concern is for new players who can get overhelmed with that experience.</p><p> </p><p> </p><hr></blockquote>My point is this: There are tutorial npc scattered around the isle to give a simple overview of the main points in the game. ok. newb goes to attack something, and gets killed. newb thinks, oh that was tough, ill kill something a bit easier. newb levels up. newb tries to kill what killed him before, newb wins. its a learning curve, and IMCO it's not very steep.bearing in mind that this update is currently at part 2 of 4 and is nowhere near finished, there are FAR too many people saying the game is broken because their dagger their toon started with only does X damage, or their starter nuke only does X damage, etc. A newbie isnt going to be able to compare how their lvl 1 spell compares to the lvl 3 equivalent on the 'old' system. The number of posts on this forum comparing this update with the old system, instead of treating it as something wholly new is riduculous, and filling the forum with pointless rants that aren't constructive in the slightest.</span><div></div>
<div></div><blockquote><hr>Aguisha wrote:<div></div><div>I wish someone could understand what i mean. I mean why changes something that's perfectly fine ? I mean i have no problem with giving everyone their final class at start, but why change the starting area and makes everyone feels like [Removed for Content] ? </div><div> </div><div>I just started a Scout on Live i managed to get to level 6 in 45 minutes, never had any problem killing mobs, in fact i love how fast they scout kill stuff.</div><div> </div><div>I go on test and star a Ranger and it's a struggle to kill 1 EVEN con mob !!!! What's the deal here ?</div><div> </div><div>On live i can kill 2-3 mobs easy, on test it takes 45 sec just to kill 1 even con, if i get an add it's almost certain death !</div><div> </div><div>Don't tell me everything is fine, i asked around and most peoples agree, killing is way too slow now.</div><div> </div><div> </div><p>Message Edited by Aguisha on <span class="date_text">01-21-2006</span><span class="time_text">06:27 PM</span></p><hr></blockquote><p>Either you are not learning how to play the new complete classes ont he new newbie isles or you have a major issue on your play style. This Sunday morning I logged on, made a new Ranger and within 45 minutes to 1 hour I was 6th level. As far as kill critters, takes me 30 seconds or less to kill evens. While I am not an expert, I woudl have to say the issue is your play style and not the game.</p><p>My $0.02</p>
<div></div><blockquote><hr>themixmonkey wrote:So far on the new Islands I have created a Guardian, a Bruiser, a Ranger, a Brigand, a Templar, a ShadowKnight, a Warlock and a Conjurer....None of those, with the exception of the Templar, had any difficulty soloing the entire island, all the quests, all the named mobs AND the cave.Seriously, its not that hard <span>:smileyindifferent:</span><div></div><hr></blockquote><p>I have made a Touborador <sp>, Ranger, Wizard and Berserker and I also found that I had no isses at all soloing 90% of the island (Needed help with the cave instance which is the way it is on Live) nor any issues with killing even cons as well as yellow single downs. Again, not an issue with the code or "vision" it has to do with your ability or in-ability to learn how to play the improved newbie isles. Stop trying to play like on Live and LEARN how to play the newbie isle.</p><p>My $0.04</p>
Ariaya
01-23-2006, 07:56 PM
<blockquote><hr><p>Zaymot wrote: While I am not an expert, I woudl have to say the issue is your play style and not the game.</p><p>My $0.02</p><hr></blockquote>But the issue is that the isle is for new players (yes there are still brand new players coming into this game) and not just for us folks who have been around a while.I purposefully picked up a class I know very little about .. a necro, and a class I know a little about .. a ranger (my main is a 51 mystic & my main alt is a 27 Swashbuckler) to try on the isle. I had to learn how to work the class as well as test out the isle, and I have a few advantages over totallly new players because I know how the game mechanics work.The necro rocked, but the ranger had a hard time killing things until level 3 or 4. Really, after multiple deaths to yellow or even con mobs (all you have at level 1) most brand new folks would seriously think twice about playing any more. There are some who will find it a challenge and keep at it, but there are quite a lot who will get frustrated and stop.The very early game, levels 1 - 3, would be very frustrating to a new player. It was frusrating enough for me until I figured out the new class and the new isles.It doesn't matter how well *I* know the game or the class, or how well *I* can adapt. It's how much fun a totally new player will have, and if they'll stay to pay and play.
<div></div><blockquote><hr>Ariaya wrote:It doesn't matter how well *I* know the game or the class, or how well *I* can adapt. It's how much fun a totally new player will have, and if they'll stay to pay and play.<hr></blockquote><p>But that is the main problem isn't it? You are basing your experiences off of your previous Live characters. Whether you played a ranger or necro before you are still expecting a "certain" playablility based on how your other characters do against even and yellow cons. You need to play your test characters with zero expectations based on the Live servers. I have a monk and conjurer on Live (only characters) and so I made a ranger, wizard and berserker since I never played them either (same theory you followed) but where you and I went on different paths is that your still based your testign mindeset on what a character on Live could do and not as a newbie that never played. I instead began as level 1 and based on the con chart that is with the game as well as the descriptin when you hover your mousr of the targets name I knew whether I should try it or not and found that I had no issues with the once that I felt I could kill, not based on what my live characters could kill based on teh con of live mobs.</p><p>Just remember, what is on test is on test and what is on live is on live. Do not assume that if your live character can kill a yellow con mob that your test character can as well. At least not until the LU is pushed live. So I think that if you take a step back and make a new character (Level 1) and play it with no expectations or previous misgivings (i.e. as a new player will) then you will find that you will not have as many issues as you first indicated. Then again I could be wrong but I as well as others have not seen the issues you have stated.</p><p>My $0.06</p>
Loki_d20
01-24-2006, 12:27 AM
The only class that I've played that has taken me more than 15s to kill a single even con creature on the Isle is a priest class. And not all of them, either. While I understand we're not walking around two-shotting creatures now, what we're fighting at now is more in line with what we will be doing when we reach 10th level. Why start off the expectations tat you can kill creatures by using just 2-3 hotkeyed abilities in a row when the truth of the matter is that it only gets harder and harder?Unfortunately, I cannot completely understand what any new player will think about this, but the time it takes to kill a mob in relationship to other games out there is about he same except in the case of some priest classes. Also, your comparison of an ability at level 1 that does 2-4 damage versus a level 3 character on Live that does more is a poor one considering the level gap and then the damage reduction. Typically you will get a combat art around level 2 or 3 (if you get combat arts) that does about 7-12 damage. This seems to be not far off from what I've experienced on Live (and I'll probably log on tonight, make a fighter, and review the damage differences tonight because I'm bored).<div></div>
Godwrath
01-24-2006, 12:52 AM
<div>Believe me or not, but i am lvling several alts as high i can, because i hated the island, but now, with the changes it takes waaay more long to do it, yes it has some different quest, agree, but at time are the same. I believe earlier lvls should be faster than how they are on test right now.</div><div> </div><div>For example an assassin. Till lvl 6, you cant do a idea about how to play your character really, when you get your first stun. Then you can kill some stuff faster and safer, playing how an assassin should be played. But before those 6 lvls, you dont learn nothing important.</div>
Loki_d20
01-24-2006, 12:57 AM
<div><span><blockquote><hr>Godwrath wrote:<div>Believe me or not, but i am lvling several alts as high i can, because i hated the island, but now, with the changes it takes waaay more long to do it, yes it has some different quest, agree, but at time are the same. I believe earlier lvls should be faster than how they are on test right now.</div><div> </div><div>For example an assassin. Till lvl 6, you cant do a idea about how to play your character really, when you get your first stun. Then you can kill some stuff faster and safer, playing how an assassin should be played. But before those 6 lvls, you dont learn nothing important.</div><hr></blockquote>Right, now it's level 6 opposed to level 26. You can't start with every tool you need, you have to work towards getting them.</span></div>
Belash
01-24-2006, 01:07 AM
<div></div><p>I also agree with the OP. It is harder to get started on the new isle. I made a barb zerker and he died killing an even con MoB that a fighter on the original Isle would finish off in a short time and be looking for the next MoB. I am not complaining as such, but it is more timely to level up now. It has nothing to do with being doable, it is just that if you compare to the old way, it is longer.</p><p>If you are a new person and this is your first character, you will probably take a longer time to get off the isle as you are learning your way around, learning the combat system, interacting more with the NPCs, etc. They do not need to add the extra difficulty of tough fights at the beginning of the game in my opinion.</p>
Giral
01-24-2006, 01:09 AM
<div></div><div></div><div></div><div></div><div><hr>Aguisha wrote:<div></div><div>I wish someone could understand what i mean. I mean why changes something that's perfectly fine ?</div><div> </div><div> </div><div> </div><div> </div><div> </div><div> </div><div> </div><div>No Combat on LIVE is not perfectly fine in any way shape or form, Mages can Tank, Pet's can Tank, Scout's can Tank, Tank's can Just barely Tank,</div><div> </div><div>Fight's way WAY to fast NO time to Build agro AND no reason to let a TAnk build agro ,</div><div> </div><div> MAges and Scout's DP's is Very powerfull especially Adept 3 and MAstered , SO Take your pick Increase Mob's to LAst long enough for Group's to perform as a GROUP Or Nerf Dp's on live</div><div> </div><div>Tank pull's taunt's,and works on Agro , Dp's SLOWLY build's into thier Nuke/Uber Attack's, and Healer's Start out SLow and work into thier strongest heal's,</div><div> </div><div>On live Tank's Are at 30 % to 40% power or close after 1 pull and DP's is at 80 % power ??? <--means they Nuked the hell out of the Mob ,</div><div> </div><div>yeah Some player's on live will wait the extra 5 second's to let a tank build agro , But in 80 % of the cases THat is only on a NAmed MOB , the rest of the mob's are just Trash and In the way ANd NO reason to Work as a group just KIl KILL kILL</div><div> </div><div>i hope Mage's die in 2 hit's to a Mob they continually pull agro off a MT, Mages Waste Healer's Power to keep them alive instead of focusing on a MT, in a Working Group set up THE LAST thing a DP's should ever wan't to do is grab agro becuase they should have a 90 % chance to DIE , and that isn't the case on live ,</div><div> </div><div> </div><div>fight's last 45 second's ? OMG , come on 45 second's is that really a Life time to you ?</div><div> </div><div> </div><div> </div><div> </div><div> </div><div>secondly</div><div> </div><div>A tank should have about an 80 to 90 % chance of Holding agro</div><div> </div><div>A Caster class should have a 80 to 90 % chance of death in group mob's If they pull agro</div><div> </div><div>Scout class should have a 70 to 80 % chance to stay alive BUt they should do Less Dp's then caster's(except in certain situation'sexample mob is non-resistant to poison But highly resistive to Heat or Cold)</div><div> </div><div>Healer's should and usually would be last group member to die they should have about a 10 to 20 % chance of death if they grab agro</div><div> </div><div> </div><div> </div><div> </div><div> </div></div><p> </p><p> </p><p>Message Edited by Giralus on <span class="date_text">01-23-2006</span><span class="time_text">12:20 PM</span></p>
LenaDarksi
01-24-2006, 03:56 AM
<div></div>i hate to break it to your 'geniuses' but having the tutorial island's mobs harder is going to have the entirely opposite reaction of attracting new customers. Tutorial areas are suppose to be breezed through, its like that in any good mmo.
Maroger
01-24-2006, 04:00 AM
<div></div><blockquote><hr>LenaDarkside wrote:<div></div>i hate to break it to your 'geniuses' but having the tutorial island's mobs harder is going to have the entirely opposite reaction of attracting new customers. Tutorial areas are suppose to be breezed through, its like that in any good mmo.<hr></blockquote>I agree newbie areas are supposed to be easy -- to lure people into the game - not chase them away.
Lydiae
01-24-2006, 04:09 AM
<div></div>If you think killing a even con MoB on live isn't supposed to take 45 seconds, you've never played a Templar. At level 51 I <strong><em>dream</em> </strong>of killing even con MoBs in 45 seconds. (OK, maybe I'm exaggerating a <strong>LITTLE</strong>.) Welcome to my world. :smileyvery-happy:
Godwrath
01-24-2006, 04:56 AM
<blockquote><hr>Godwrath wrote:<div>Believe me or not, but i am lvling several alts as high i can, because i hated the island, but now, with the changes it takes waaay more long to do it, yes it has some different quest, agree, but at time are the same. I believe earlier lvls should be faster than how they are on test right now.</div><div> </div><div>For example an assassin. Till lvl 6, you cant do a idea about how to play your character really, when you get your first stun. Then you can kill some stuff faster and safer, playing how an assassin should be played. But before those 6 lvls, you dont learn nothing important.</div><hr></blockquote>Right, now it's level 6 opposed to level 26. You can't start with every tool you need, you have to work towards getting them<div> </div><div>__________________________________________________ __________________________________________________ _________________</div><div> </div><div>Of course you cant start with every tool that you need, but being friendly with the new players is a good thing, isnt it ? you shouldnt make the combat in TUTORIAL at lvl 6 harder than when you are lvl 26, should you ?</div><div> </div><div>The tutorial should be an introduction, something fast, clean and fun. Not tedious grinding, slower than when you get to a lvl with the enough tools to be able to kill faster enough, to group, or whatever. At least till you get your tools at lvl 6 (at least for most classes i had played that is the key lvl) it should be easy, then it can get harder and harder, of course. But doing the same a lvl 1 encounter than a lvl 26, when you only have 2 combat arts/spells... it is simply not fun, sorry.</div><div> </div>
Giral
01-24-2006, 12:54 PM
<div></div><div>hoping the increased difficulty in noob island is becuase they Increased it in the WHOLE game and need to tweek it Down for the NUb's, tweak it up for level 45 + : ) as it is now time to play the game you have all your skill's time to Use them or Die</div><p>Message Edited by Giralus on <span class="date_text">01-23-2006</span><span class="time_text">11:55 PM</span></p>
GreenBlazer
01-24-2006, 01:01 PM
<div>"Buying a new weapon is always an option but <font color="#ff0000">why don't you give us a good one to start with</font> (like the ones we get on live) ? No reasons make combat so slow, i find it boring as it is now."</div><div> </div><div>while i dont exactly like having everything handed to me, i agree with this poster.</div><div>maybe they can slightly lower the amount of hitpoints the enemies have so a few bad guys die a slight bit quicker.</div><div> </div><div>to me it seems a bit better than giving you a higher dmg weapon that kills everything quicker. just make a few starter guys easier to kill.</div>
Ariaya
01-24-2006, 06:58 PM
<blockquote><hr>Zaymot wrote:<div></div><blockquote><hr>Ariaya wrote:It doesn't matter how well *I* know the game or the class, or how well *I* can adapt. It's how much fun a totally new player will have, and if they'll stay to pay and play.<hr></blockquote><p>But that is the main problem isn't it? You are basing your experiences off of your previous Live characters. Whether you played a ranger or necro before you are still expecting a "certain" playablility based on how your other characters do against even and yellow cons. You need to play your test characters with zero expectations based on the Live servers. I have a monk and conjurer on Live (only characters) and so I made a ranger, wizard and berserker since I never played them either (same theory you followed) but where you and I went on different paths is that your still based your testign mindeset on what a character on Live could do and not as a newbie that never played. </p><hr></blockquote>But a totally new player (I mean no MMO experience .. they do exist) doesn't know what the con system means ... and if you try killing the only things you can kill (at level 1, everything is white or yellow+ to you) and you keep dying, most people won't enjoy that.I'm really not thinking that my experience on test should be reflective of my experience on live .. except for the fun part. The Isle should be fun, making it too hard will only drive away new players. Dying is not fun.
Suraklin
01-24-2006, 07:22 PM
<div></div><blockquote><hr>Erurat wrote:<div>Cry me a river.</div><hr> </blockquote>only if you build me a bridge and jump the [expletive haxx0red by Raijinn] off it :p
DarkLegacy2005
01-25-2006, 01:00 AM
<div>I have been playing on test lately(waiting for PvP servers) and I have to say it progresses nicely. Me and about 6 of my buddies all started test characters while waiting for PvP and not one of us had any significant problem other then taking forever to die once we went negative(which SOE fixed). Not to mention, dieing doesnt really matter all that much. You click revive and you are back in the action...</div><div> </div><div>In addition, I think the new isle better mimics the actual game later on, instead of being a easy street walk to 20ish then getting slammed with the difficulty jump.</div>
Giral
01-25-2006, 03:28 AM
<div>Dark Legacy wrote :</div><div> </div><div>In addition, I think the new isle better mimics the actual game later on, instead of being a easy street walk to 20ish then getting slammed with the difficulty jump.</div><div> </div><div> </div><div>what difficulty jump? I remember the game getting easier after lvl 20 , your getting your Class specific Skill's and attack/ Buff's your turning into a force to be feared, generally get Grouped Way easier in Thundering Steppe's and it's away you go next thing you know your level 30 , Mob's are the Same level 1 thru 70 when do mob's turn into a Class specific, when are they fully group buffed/ self buffed? what more does a lvl 60 mob have then a lvl 20 mob?</div><div> </div>
your savior
01-25-2006, 03:37 AM
<div><span><blockquote><hr>Aguisha wrote:<div>Ok one example of that non-sense. I started a Monk just for fun on test. The 1st skill i get at level 1 do 2-4 of damage (LOL !!!). On live a level 2 fighter got a spell doing something like 12-18. See the problem ? Way too nerfed.</div><hr></blockquote>I am absolutely terrified that these effects will run through the entire game on live day. If I see my Ice Comet hit for 1-2k I will cry.</span></div>
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