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View Full Version : GU51 Playtest - 1/22/09 3pm pacific


Aeralik
01-20-2009, 10:16 PM
<p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p>

Mentalep
01-20-2009, 10:47 PM
<p>Sounds great - how is this going to work exactly?</p>

Katanalla
01-20-2009, 11:30 PM
<p>Would we be able to do it a bit earlier by chance? a lot of people raid EST, so 3pm PST gives a lot of EST raiders 1 or 2 hrs most to do test server before having to go back to live.</p><p>I have a swash feedback though!</p><p>- Swarthy Disorder needs a much longer range to be worthwile for raiding, as with a lot of raids there are split mobs as well as jousts hindering the useability of this skill in its currrent state.</p><p>- Advanced warning appear on Maintained Spells window please, it shows on the personal effects window but it gets backed up and never able to see how long is left in raids as its set as a low priority or something on that window.</p>

denmom
01-21-2009, 02:02 AM
<p>I'll try to be there.</p><p>I have both my Paladin and my Warden there.</p>

Maroger
01-21-2009, 02:17 AM
<p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p>

Revanna
01-21-2009, 04:56 AM
<p>I'm interested, wizzy 80, copying myself over now, medium raid gear.</p><p>Tiath.</p>

Aeralik
01-21-2009, 05:25 AM
<p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p>

Brook
01-21-2009, 09:33 AM
<p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>I have been there and done some soloing, it IS different honestly. Our feedback isnt going to change anything that YOU think is the way to go so asking for it isnt going to make that much difference anyway.</p><p>It feels wrong, I do more damage and its a noticeable change, I take more damage at the same time and it is just as noticeable in offensive stance. Defensive is the exact opposite, and I run the Wis line to minimize the penalties.</p><p>In defensive I dont kill fast enough to offset the damage taken in.</p><p>In offensive I kill fast enough and take a bit more damage, but an add would ruin my day and this is with blue and green ^ in Kylong plains.</p>

Kahling
01-21-2009, 10:40 AM
<p>Sound like a Positive move Aeralik, Ill be on, Paladin lvl 80 - Full raid gear ROK / 3 pieces from TSO.</p><p>Specifically would like to test, single target agro in a raid situation and multi target agro in a group situation with a warlock and assasin present in similar gear to mine.</p><p>What I'd like to see is that holding agro on the above situations is a good balance between fun and challenge in def stance.</p><p>TBH If the numbers are right then it will be just this if not then hopefully this data excersise will give you the numbers to make it just that.</p><p>Regarding the specific woes that the Paladin community has, really thats down to class balance between what their percieved role is going to be IE competition between Paladin and Guardian for single target tanking,  I don't think a test like this is going to show any of that really, it will be good for showing weather agro managment is there yet or not but it wont be good at showing that a Paladin is and I quote Aeralik here " a very close second to a Guardian" when it comes down to surviverbility.</p><p>Regards</p><p>Kahling</p>

Kahling
01-21-2009, 10:41 AM
<p>BTW this will be 11pm for me here so I only have a couple hours.  Ill try get as many people from our guild to pop on at this time as well.  Mostly similar geared to me.</p>

Antryg Mistrose
01-21-2009, 11:08 AM
<p><cite>Kahling@Kithicor wrote:</cite></p><blockquote><p> I quote Aeralik here " a very close second to a Guardian" when it comes down to surviverbility.</p></blockquote><p>I missed where that quote originally came from, but I'd like to add - if paladin is to be 2nd in survivability then we really should be first in hate, no?</p><p>I have a few chars on Test Copy, and will try to be online for this.  If it sounds like there will be enough to raid, then I'd better drag my templar long, as my illus and paladin are not as well geared.</p>

Maroger
01-21-2009, 11:34 AM
<p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>Well let me assure that with our buffs merged into the stances SOLOING is twice as hard as it used to be and a lot of fun has gone out of this game for me. But I wonder if you care about soloing and how you plan to fix it now that you have nerfed us  to the point of unplayability with your concentration on groups?</p><p>When will you fix what this GU has done to soloing which is hurt it a WHOLE LOT.</p>

Mentalep
01-21-2009, 11:49 AM
<p><cite>Brook wrote:</cite></p><blockquote><p>It feels wrong, I do more damage and its a noticeable change, I take more damage at the same time and it is just as noticeable in offensive stance. Defensive is the exact opposite, and I run the Wis line to minimize the penalties.</p><p>In defensive I dont kill fast enough to offset the damage taken in.</p><p>In offensive I kill fast enough and take a bit more damage, but an add would ruin my day and this is with blue and green ^ in Kylong plains. </p></blockquote><p>What class are you playing?</p>

Tandy
01-21-2009, 01:33 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>Well let me assure that with our buffs merged into the stances SOLOING is twice as hard as it used to be and a lot of fun has gone out of this game for me. But I wonder if you care about soloing and how you plan to fix it now that you have nerfed us  to the point of unplayability with your concentration on groups?</p><p>When will you fix what this GU has done to soloing which is hurt it a WHOLE LOT.</p></blockquote><p>If you can PM me a time you will be online on test I will glady come with my SK if I can and see if I can help you out. I can take 4 even con mobs at one time and not be close to death (in offensive stance) and 1 single mob is dead in a flash.  Maybe there might be something I can help you with because those results are not ordinary or what I have found.</p>

BleemTeam
01-21-2009, 06:04 PM
<p>I'll be there. I encourage you to come and rip aggro from me. It will help us both adjust to the new threat system.</p>

Antryg Mistrose
01-21-2009, 08:54 PM
<p>You may want to fix the chat channels on Test prior to this playtest, or it will still involve 50 fighters all soloing ....</p><p>(same bug that was on live a few days back).</p>

Kahling
01-21-2009, 09:31 PM
<p>Might be worth a dev bringing a handfull of the adept 3's of new spells added like restitution (lvl 73 paladin spell) so that people are using what they intend to when it is live.</p>

denmom
01-21-2009, 10:03 PM
<p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>The thing is, Aeralik, that's the majority of the playerbase: <strong><em>duos and trios.</em></strong></p><p>On Unrest that's the majority of what I see...I see hardly any overland groups, and when I do it's 99% of the time a hydra six boxer.</p><p>I see duos and trios running, sometimes as many as five, but always 2-3 man groups.  When questing overlaps, they join forces for that named or to get the sparse mobs needed, then part ways.  Gods know how many times in my playing since launch I've done the same thing.  I did that the other night, in fact.</p><p>I know you want full six man groups, but really, <em><strong>realistically</strong></em>, you must keep the 2-4 man groups in mind as much as these.</p><p>I've <em><strong>yet </strong></em>to see anyone call for a full six man group to run overland content.  All the groups that form, for however long, go into instances, where it's a guarantee that the tank will be defensive with the new changes. I've seen some ask for quest groups only to turn it into an instance group...I've seen replies of "If you were going to an instance, I'd join" and variations.</p><p>The ones who do overland are duos and small groups...they're just as important, imho.</p><p>I'm not out to argue, honestly am not, but this is based on my years of playing...what I've seen in this forum...what I've heard from Fan Faires and other players...duos and small groups <strong><em>are</em></strong> the majority.</p>

Antryg Mistrose
01-21-2009, 10:55 PM
<p><cite>Kahling@Kithicor wrote:</cite></p><blockquote><p>Might be worth a dev bringing a handfull of the adept 3's of new spells added like restitution (lvl 73 paladin spell) so that people are using what they intend to when it is live.</p></blockquote><p>Failing that, bring loams, as the broker is pretty empty.</p><p>p.s. I was trying to do that, by using /testcopy add with a char who was already on test - do they not overwrite? so you need to delete the char from test copy first to bring it over again?</p>

Antryg Mistrose
01-21-2009, 10:57 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>The thing is, Aeralik, that's the majority of the playerbase: <strong><em>duos and trios.</em></strong></p><p>On Unrest that's the majority of what I see...I see hardly any overland groups, and when I do it's 99% of the time a hydra six boxer.</p><p>I see duos and trios running, sometimes as many as five, but always 2-3 man groups.  When questing overlaps, they join forces for that named or to get the sparse mobs needed, then part ways.  Gods know how many times in my playing since launch I've done the same thing.  I did that the other night, in fact.</p><p>I know you want full six man groups, but really, <em><strong>realistically</strong></em>, you must keep the 2-4 man groups in mind as much as these.</p><p>I've <em><strong>yet </strong></em>to see anyone call for a full six man group to run overland content.  All the groups that form, for however long, go into instances, where it's a guarantee that the tank will be defensive with the new changes. I've seen some ask for quest groups only to turn it into an instance group...I've seen replies of "If you were going to an instance, I'd join" and variations.</p><p>The ones who do overland are duos and small groups...they're just as important, imho.</p><p>I'm not out to argue, honestly am not, but this is based on my years of playing...what I've seen in this forum...what I've heard from Fan Faires and other players...duos and small groups <strong><em>are</em></strong> the majority.</p></blockquote><p>I'm a bit puzzled by this focus on duoing/trioing overland content - are there heroic mobs in Moors I've missed? All the content looks to be aimed for solo, so even with a loss of survivability/aggro or dps (depending on stance), I'm puzzled why this poses a problem for small groups.</p>

Conna
01-22-2009, 02:26 AM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Aeralik wrote:</cite></p><blockquote><p>I'll be running a playtest on Thursday January 22 at around 3pm pacific.  If you are interested in trying out the changes feel free to copy yourself over.  All classes are encouraged especially non fighters since this is about testing all of the changes not just the fighter classes themselves.  Also, if we have more than one group everyone is encouraged to group up and then submit their feedback.</p></blockquote><p>Is this restricted to certain levels ?</p><p>Also are you running any testing for soloer to see how these changes affect them or don't you care? This sounds like it is all about groups  and benefits to them -- what about solers and duos? Are we left out?</p></blockquote><p>soloing shouldnt be all that different honestly.  You can log in and feedback that anytime.  I think a good portion of the feedback has been from the duo side of things though which is why I am trying to get a group or two going.</p></blockquote><p>The thing is, Aeralik, that's the majority of the playerbase: <strong><em>duos and trios.</em></strong></p><p>On Unrest that's the majority of what I see...I see hardly any overland groups, and when I do it's 99% of the time a hydra six boxer.</p><p>I see duos and trios running, sometimes as many as five, but always 2-3 man groups.  When questing overlaps, they join forces for that named or to get the sparse mobs needed, then part ways.  Gods know how many times in my playing since launch I've done the same thing.  I did that the other night, in fact.</p><p>I know you want full six man groups, but really, <em><strong>realistically</strong></em>, you must keep the 2-4 man groups in mind as much as these.</p><p>I've <em><strong>yet </strong></em>to see anyone call for a full six man group to run overland content.  All the groups that form, for however long, go into instances, where it's a guarantee that the tank will be defensive with the new changes. I've seen some ask for quest groups only to turn it into an instance group...I've seen replies of "If you were going to an instance, I'd join" and variations.</p><p>The ones who do overland are duos and small groups...they're just as important, imho.</p><p>I'm not out to argue, honestly am not, but this is based on my years of playing...what I've seen in this forum...what I've heard from Fan Faires and other players...duos and small groups <strong><em>are</em></strong> the majority.</p></blockquote><p>The small groups are going to take a huge hit if this update goes through as is. I'll try my best to make it to the test session. So far all I've been able to do is solo and duo.</p>

kebabefart
01-22-2009, 10:30 AM
<p>I got my 80 bruiser on test. I be there to help on radicatexxx or radicatexxxx(if he gets copied in time lol)</p>

Beajay
01-22-2009, 02:42 PM
<p>I am so confused. Is the playtest going to be on the testcopy or test server?</p>

Tandy
01-22-2009, 02:50 PM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote><p>The thing is, Aeralik, that's the majority of the playerbase: <strong><em>duos and trios.</em></strong></p><p>On Unrest that's the majority of what I see...I see hardly any overland groups, and when I do it's 99% of the time a hydra six boxer.</p><p>I see duos and trios running, sometimes as many as five, but always 2-3 man groups.  When questing overlaps, they join forces for that named or to get the sparse mobs needed, then part ways.  Gods know how many times in my playing since launch I've done the same thing.  I did that the other night, in fact.</p><p>I know you want full six man groups, but really, <em><strong>realistically</strong></em>, you must keep the 2-4 man groups in mind as much as these.</p><p>I've <em><strong>yet </strong></em>to see anyone call for a full six man group to run overland content.  All the groups that form, for however long, go into instances, where it's a guarantee that the tank will be defensive with the new changes. I've seen some ask for quest groups only to turn it into an instance group...I've seen replies of "If you were going to an instance, I'd join" and variations.</p><p>The ones who do overland are duos and small groups...they're just as important, imho.</p><p>I'm not out to argue, honestly am not, but this is based on my years of playing...what I've seen in this forum...what I've heard from Fan Faires and other players...duos and small groups <strong><em>are</em></strong> the majority.</p></blockquote><p>I know on Unrest when I go around, I see a scattering of duo's and trio's in the solo overland stuff, but the VAST majority far and away are in 6 man instances. You dont see many overland groups because...there arent any... overland is SOLO content for the most part.</p><p>Honestly if we balance around the duo's and trio's your balancing for the 5% or so of the server population who do it.  I have no problems with them getting help they need and having things for them....but you cant balance the bulk of stuff around them when the majority of people are in full groups. I have played MMO's for about 10 years now...and while there are duo's and trios they arent the majority...they just tend to know each other and NOT know the rest of the server that are doing full group content.</p><p>And honestly, not to be hurtful or mean....overland content is 99.9% solo content. It really honestly is doable alone....why should there be balancing around people who do it together when any single one of them is capable of doing it alone?</p><p>This last pass of offensive stance is primarly aimed at keeping small group tanks aggro in offensive...and its a huge clusterscrew for everyone else. I hope the tanking issues get fixed for them without impacting everyone else in the proccess I really do, but at the end of the day balance around where the majority are.</p>

Maroger
01-22-2009, 08:11 PM
<p>The test will be meaningless if all it does is cater to level 80."</p><p>If that is the case then a special fix is needed only for level 80 and all the other level should be left alone.  Fix Level 80 DON"T FIX THE WHOLE GAME - LEAVE THE GAME ALONE - Just deal with the level 80 problem in TSO.</p>

Tandy
01-22-2009, 08:15 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p>The test will be meaningless if all it does is cater to level 80."</p><p>If that is the case then a special fix is needed only for level 80 and all the other level should be left alone.  Fix Level 80 DON"T FIX THE WHOLE GAME - LEAVE THE GAME ALONE - Just deal with the level 80 problem in TSO.</p></blockquote><p>I dont understand you.</p><p>Unless you plan on NEVER EVER gaining lvls to get to lvl 80...what is your problem?</p><p>Seriously it takes less than 10 days to get to 80 these days....and you seem to act like its some long hard journey that this update is going to make even harder.</p><p>If you dont plan on ever getting to lvl 80 thats fine...your choice you can turn off all xp and stay in town and design houses or something, but dont act like sub-80 is so vastly diffrent and rough.</p><p>Common sense will tell us...if everyone who plays the game progresses...and every progression gets you closer to lvl 80...then the vast majority of your players WILL be lvl 80. Its law of averages, its basic math. If everyone keeps playing one day they too will be level 80.</p>

Maroger
01-22-2009, 08:25 PM
<p><cite>Tandy wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p>The test will be meaningless if all it does is cater to level 80."</p><p>If that is the case then a special fix is needed only for level 80 and all the other level should be left alone.  Fix Level 80 DON"T FIX THE WHOLE GAME - LEAVE THE GAME ALONE - Just deal with the level 80 problem in TSO.</p></blockquote><p>I dont understand you.</p><p>Unless you plan on NEVER EVER gaining lvls to get to lvl 80...what is your problem?</p><p>Seriously it takes less than 10 days to get to 80 these days....and you seem to act like its some long hard journey that this update is going to make even harder.</p><p>If you dont plan on ever getting to lvl 80 thats fine...your choice you can turn off all xp and stay in town and design houses or something, but dont act like sub-80 is so vastly diffrent and rough.</p><p>Common sense will tell us...if everyone who plays the game progresses...and every progression gets you closer to lvl 80...then the vast majority of your players WILL be lvl 80. Its law of averages, its basic math. If everyone keeps playing one day they too will be level 80.</p></blockquote><p>Yes but if this game wants new players then it had better be tuned for all levels - not just the arrogant Level 80's. Not everyone want to be level 80 the day after they start playing - there is too much to do and see to rush to level 80.</p><p>This game should be for ALL level and ALL playstyle - testing with only level 80 skews the results and demonstrates why Development persistently makes a big mess when they make massive chances. They don't know how to run a play test and don't make any effort to run one correctly.</p><p>If all they want to fix is TSO and LEVEL 80-- then they should not be taking a sledge hammer to the whole game just for a small group of players.</p>

Tandy
01-22-2009, 08:31 PM
<p><cite>Maroger wrote:</cite></p><blockquote><p><cite>Tandy wrote:</cite></p><blockquote><p><cite>Maroger wrote:</cite></p><blockquote><p>The test will be meaningless if all it does is cater to level 80."</p><p>If that is the case then a special fix is needed only for level 80 and all the other level should be left alone.  Fix Level 80 DON"T FIX THE WHOLE GAME - LEAVE THE GAME ALONE - Just deal with the level 80 problem in TSO.</p></blockquote><p>I dont understand you.</p><p>Unless you plan on NEVER EVER gaining lvls to get to lvl 80...what is your problem?</p><p>Seriously it takes less than 10 days to get to 80 these days....and you seem to act like its some long hard journey that this update is going to make even harder.</p><p>If you dont plan on ever getting to lvl 80 thats fine...your choice you can turn off all xp and stay in town and design houses or something, but dont act like sub-80 is so vastly diffrent and rough.</p><p>Common sense will tell us...if everyone who plays the game progresses...and every progression gets you closer to lvl 80...then the vast majority of your players WILL be lvl 80. Its law of averages, its basic math. If everyone keeps playing one day they too will be level 80.</p></blockquote><p>Yes but if this game wants new players then it had better be tuned for all levels - not just the arrogant Level 80's. Not everyone want to be level 80 the day after they start playing - there is too much to do and see to rush to level 80.</p><p>This game should be for ALL level and ALL playstyle - testing with only level 80 skews the results and demonstrates why Development persistently makes a big mess when they make massive chances. They don't know how to run a play test and don't make any effort to run one correctly.</p><p>If all they want to fix is TSO and LEVEL 80-- then they should not be taking a sledge hammer to the whole game just for a small group of players.</p></blockquote><p>The changes dont effect lower lvls all that much. Nearly all new players solo up to the 70 range cause....(drum roll please) the majority of the people are already 80 or close to it.</p><p>Its the bane of established games...once a game is so old you 'herd' people to the end game so they have social things to do...since the player base is all already up there.  It might not be to your liking but its still a cold hard fact.</p><p>This update in no way shape fashion or form makes it harder to get your butt out and solo to get close to 80. Not a chance. It might have a few rough spots....but it doesnt break the lower end game at ALL.</p>

Theren
01-22-2009, 08:43 PM
agreed

Aeralik
01-22-2009, 09:37 PM
<p>Thanks again to all those who came out tonight to help test things out.  I'll try and do another one early next week!</p>