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#1 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.
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Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#2 |
Loremaster
Join Date: Nov 2004
Location: Canada
Posts: 1,589
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(( no offence, but this game has nothing on EQ1 as far as dangerous zones go hehe..Ever been to old original Kithicor Forest at Night?That Was FUN!!!!!!!! So... so very fun. (because it was scary and deadly!
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#3 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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Yes, actually. I played EQ1 from June of 2000 up through Omens of War regularly and I still go back from time to time. I've done the kamikaze run *way* high up the wall to get to Highhold at night, even with everyone telling me just wait for daytime, and praying for all I was worth that a random zombie wouldn't spot me and pound me into mush. And that was without SoW, since I was an enchanter, and with limited visibility, because I was human. It's not an issue of dangerous zones. It's that the zone when a large amount of people come into it, especially all at once, becomes impossible to play in. I've had it happen numerous times in Loping Plains with the Headless Horseman.
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Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#4 |
Loremaster
Join Date: Mar 2005
Posts: 841
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-Arctura- wrote:
(( no offence, but this game has nothing on EQ1 as far as dangerous zones go hehe..Ever been to old original Kithicor Forest at Night?That Was FUN!!!!!!!! So... so very fun. (because it was scary and deadly!It has absolutely nothing to do with making zones "dangerous" but that contested raid mobs put unreasonable lag issues onto soloers in the overland zones, the Headless horseman popping meant I found I generally had to go somewhere else if I was anywhere near his pop area as 30 or more people are now hanging around the raid group plus hanger ons torpedoed the frame rate.
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#5 |
Loremaster
Join Date: Mar 2006
Posts: 1,719
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Well if these raid encounters are only x2 raids then it shouldn't be a lag issue.
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#6 |
Loremaster
Join Date: Nov 2004
Location: Canada
Posts: 1,589
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Wildmage wrote:
-Arctura- wrote:(( come play on PvP servers! Avatars are up 24/7.... horseman up 24/7... MO even up 24/7(( no offence, but this game has nothing on EQ1 as far as dangerous zones go hehe..Ever been to old original Kithicor Forest at Night?That Was FUN!!!!!!!! So... so very fun. (because it was scary and deadly!It has absolutely nothing to do with making zones "dangerous" but that contested raid mobs put unreasonable lag issues onto soloers in the overland zones, the Headless horseman popping meant I found I generally had to go somewhere else if I was anywhere near his pop area as 30 or more people are now hanging around the raid group plus hanger ons torpedoed the frame rate. ![]() |
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#7 |
Loremaster
Join Date: Sep 2005
Posts: 576
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Lag isn't what bugs me with contested targets. It's yet another "you'll never even get a chance to touch it" thing.It says in the note:"They are contested raid targets in overland RoK zones intended for casual raid guilds in difficulty."That's like saying money lieing in the street is only intended for the poor
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#8 |
Loremaster
Join Date: Nov 2004
Posts: 1,016
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Belaythien wrote:
Lag isn't what bugs me with contested targets. It's yet another "you'll never even get a chance to touch it" thing.It says in the note:"They are contested raid targets in overland RoK zones intended for casual raid guilds in difficulty."That's like saying money lieing in the street is only intended for the poor This is exactly what came to mind. The issue is, that there is no way in our current game mechanics that a casual or pickup raid can do epic contested content BEFORE a hard-core guild can. And lets face it, once they have killed it once, its on a farm basis since they will just count 6 days from the moment it dies and have the raid force up as its popping up next week. Its sad really, but what can one do other than watch... Maybe the rewards will not be so good that the hardcore raiders will take pity and leave em up for the rest of the server... but I doubt that.
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"Change is inevitable" - AM Sephastus 80 Wizard - Retired Onosphire 80 Guardian- Retired |
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#9 |
General
Join Date: Jan 2007
Posts: 65
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![]() I like this a lot. Especially if they are x2. Make em random spawn (from 1 day to 6 days) so nobody can predict when its up. And anyway, if ppl are out doing contested that means more PVP |
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 1,016
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Kravenon@Nagafen wrote:
In beta they were level 82-84x4... They are just stating that it will not be as difficult as diety fights, which currently are impossible to do with a casual raid group.
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"Change is inevitable" - AM Sephastus 80 Wizard - Retired Onosphire 80 Guardian- Retired |
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#11 |
Loremaster
Join Date: Dec 2004
Posts: 293
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Freliant wrote:
Kravenon@Nagafen wrote:so its just giving the ultra guilds that can kill avatars more contested to lock down away from the casual guilds?In beta they were level 82-84x4... They are just stating that it will not be as difficult as diety fights, which currently are impossible to do with a casual raid group. |
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 640
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Gwyneth@Najena wrote:
In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong.
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#13 |
Loremaster
Join Date: Mar 2005
Posts: 841
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Sabutai wrote:
Gwyneth@Najena wrote:*sips his drink* ahh yes the typical raider mindset reply I have been waiting for, the issue is overland raids DO impact gameplay for soloers, LP's headless horseman contested raid time and time again when it gets raided and 30+ people are all concentrated in one spot in a single overland zone causes zone wide lag.Sabutai try reading the post before replying.In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong.
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Anurman/Malbi/Metronome/Hydrake/Guttspawn/Perihelion/Cogwise/Popojingles Najena Server Tranquil Waters Guild |
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 1,016
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Sabutai wrote:
Gwyneth@Najena wrote:In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong. WTSF? Raiders not the priority? You get money, loot, status, AA, more story, better encounters, and a HECK of alot more dungeons than those that group up. Groups get a total of 5 group zones, 3 or which are the most frequently done compared to... what is it now 12 T8 raid dungeons, 9 dieties (lost count) and now a slew of more raid targets? Serioursly WT freak? Do I want these mobs to not be in the game? No, I don't care for them... I might get lucky and my casual raid force might actually get one, but saying that the entire expansion was dedicated to the solo/group and not raid is just royal grade B.S. Quiickest/most effective way to get Masters: Raiding Quickest/most effective way to get status: Raiding Most dungeons on T8: Raiders Most money per mob/player: Raiders Most effective way to get money: Selling overpriced masters from Raids. This expansion was geared towards 2 types of mindset: Soloers, and Raiders... Not all soloers, mind you, just the very effective ones. The rest of the community (grouping) got the shaft in content, with 3 public dungeons, 5 instances, which I might add RAIDERS STILL GET TO DO. Be happy you raid and get so many benefits for being part of the raid group you are in, but NEVER say that you are not the priority.
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"Change is inevitable" - AM Sephastus 80 Wizard - Retired Onosphire 80 Guardian- Retired |
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#15 |
Loremaster
Join Date: Jun 2006
Posts: 427
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Freliant wrote:
Actually best way to get masters is farming dungeons therefore groupsBest status is pvp, failing that writs (it is just mind numbingly borring to grind them)Dungeons with more than one named: Grouping (raiders have 3 T8 zones with more than 1 named in it, 4 with single named, grouping had 4 multi-named instanced dungeons, one single named, and 3 contested dungeons... wait they have more too)Most money per mob: epic mobsEffective cash source: tradeskill consumables (atleast on pvp servers)Now there is a lot of group content that is just not touched or really bothered with, however, that is more poor implementation or people not wanting to do it than it not being present. |
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 640
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Wildmage wrote:
Sabutai wrote:ah, how horrible for you. the whole 15 mins you're inconvienced, must just ruin your whole day.Gwyneth@Najena wrote:*sips his drink* ahh yes the typical raider mindset reply I have been waiting for, the issue is overland raids DO impact gameplay for soloers, LP's headless horseman contested raid time and time again when it gets raided and 30+ people are all concentrated in one spot in a single overland zone causes zone wide lag.Sabutai try reading the post before replying.In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong.
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#17 |
Loremaster
Join Date: Nov 2004
Location: Indianapolis, IN
Posts: 2,083
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Sabutai wrote:
Gwyneth@Najena wrote:Firstly, I'm a girl. Please try not to call me "dude". Secondly, if you actually read the post you quoted, then you would see that this is something that very much would affect my gameplay, as the same issue in other zones has affected my gameplay in the same way. I'm glad the issue of whether a casual guild would actually get a shot at these targets was brought up as well. It was often quoted before RoK released that the developers had stated they wanted to limit contested raid content in overland areas because less than 1% of 1% of the population actually got to experience it. So there is also the issue of how these mobs are going to be implemented to assure that a casual guild would be able to experience them as targets. I focused less on this point of things, however, because I would rather not see them in the proposed areas in the first place, namely because of the lag issue that drives players utilizing the zone from the zone, sometimes for their entire play session.In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong.
__________________
Gwyneth Lecarde 90 Warty Arrow Flinger 90 Sword Shiner Najena Morgasand Ka'Bael 54 Roswellian Mind Scrambler 87 Shield Polisher Najena |
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 1,016
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Uilamin wrote:
Freliant wrote:Actually best way to get masters is farming dungeons therefore groupsBest status is pvp, failing that writs (it is just mind numbingly borring to grind them)Dungeons with more than one named: Grouping (raiders have 3 T8 zones with more than 1 named in it, 4 with single named, grouping had 4 multi-named instanced dungeons, one single named, and 3 contested dungeons... wait they have more too)Most money per mob: epic mobsEffective cash source: tradeskill consumables (atleast on pvp servers)Now there is a lot of group content that is just not touched or really bothered with, however, that is more poor implementation or people not wanting to do it than it not being present. Most servers are PvE and that is what I am focusing on this discussion. So best status still is Raids. 1.5k-2k+ guild status per kill per member of the raid = 36k-48k guild status per named kill. Lets say your guild does PR 2 times a week, that is on that instance alone, 7 encounters each at minimum of 36k guild status, which equates to 252k status per run, or 504k status every week for your guild. Unless you guild has a huge group of people doing writs every waking moment, they will not even get close to this amount of status from just 2 runs of the easiest multi-boss T8 raid in the game atm. On top of this, I have seen 1-3 masters drop on every one of those named mobs... so from 7+ masters per run, and 24+ plat per named kill is 168 plat spread among the raiders equally. Mind you, this is just from one night's worth of work. If I could sign in for an hour or 2 and get 7 plat and a chance at atleast 7 masters per night... heck, that would be awesome! I have run dungeons for entire weeks and not seen that many masters drop. As for tradeskill consumables being a good source of money? Only if you have a bot harvesting for you. Many people can tell you that its tedious and boring work getting raws, and the reward per harvest is minimal at best. You are better off killing mobs for trash drops to sell and then buying the ingredients you need than harvesting them yourself. The only exception to this is rares... with loam still hitting upwards of 5 plat a piece. Yet getting one... not so easy. And lastly, reguardless of how many named mobs are in the raid dungeon, there is still much more raid content than group content, and more solo content than group or raid content. If you want to cite poor implementation of dungeons and that people are just not using them, well, then I say to you: isn't that another point in favor of doing raids over dungeons? CK, Seb and Chardok are not rewarding, and that is the truth. If you would see people linking items and weapons that would make you oohh and aahh, then maybe you would get more use out of them, but as they stand, until the next patch, they did not even have a chance at masters for the same work that you put into a regular instance. Tell me, if your raid targets had a chance to drop treasured most of the time when you killed it, would you go after it? Well guess what, group content does have that chance, its very high, and we don't even get the benefit of money, or status for the kills. So: Guaranteed loot, status and money per named kill VS no loot guarantee, no status, seldom trash drop for money. Who of the 2 do you think is doing better?
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"Change is inevitable" - AM Sephastus 80 Wizard - Retired Onosphire 80 Guardian- Retired |
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#19 |
Loremaster
Join Date: Jun 2006
Posts: 427
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Freliant wrote:
I don't know how often you raid, but at most my guild see 2 masters from clearing T1 and T2, all zones put together, usually we only see 1. Now that if you took the same people and cleared equivalent amount of RoK group instances I am sure you will see more masters.same thing goes for writs, get 24 players doing writs for the same duration that they would be raiding and the writs will give more status. Sure people won't do that, but it still gives better.For the plat generation, with tradeskill epics rares are rather simple to get, therefore, good money. However, for the amount of plat mobs drop, that varries from 10platish to 24platish. (could be more in VP, I really don't know). Now calling RoK raiding guaranteed loot is a joke as well, half the loot sucks to the point where they will get transmuted even when they are a disco. Lots of instances, quests, and dungeons give better loot.Now for the value of RoK shared dungeons, some of the loot from them is insane. People link it all the time, at least when they find out about it. The priest shield from chardok, the mage wrist in seb, the scout leggings in seb, they are just examples. And they currently drop masters too, just lvl75plus ones, if you knew about the mechanics you would know that currently the names do not drop low level t8 masters. Please at least refer to mechanics in the game as they are when arguing something instead of just making things up. |
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#20 |
General
Join Date: Feb 2007
Posts: 193
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Have you ever seen the zone split into multiple zones when one gets flooded? yeah... the majority of your guys arguments fail right there.Second, even as soloers do you people honestly spend endless hours in the same zone over and over and over? I think I finished every quest in the expansion in what... 3 days of loose playing? So what do you do once you finish your easy quests? kill solo mobs and hope a random master drops?I'm sympathetic to soloers as I do it quite often, but yeah... you don't have much weight behind your words.Third, if these mobs are of difficulty for casual guilds say such as mine, they might be up for 10-15 minutes tops once someone comes across them having spawned(and some idiot spams the channel going "omg... i just saw this big dragon and yeah, its like at X, Y, Z coordinate, and yeah, people are trying to form up but I want to see some awesome guild [Removed for Content] it"
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#21 |
Loremaster
Join Date: Aug 2006
Location: Clifton, Texas AKA the boonies
Posts: 571
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Freliant wrote:
Sabutai wrote:Think you got it backwards.. group/solo players get 4 over land zones, 3 contested dungeons, 5 instance zones. tons of solo and groupable contested nameds.Thats all new in t8. Raiders get 7 new t8 raid zones I seen 1 contested ape in fens and the new avatars. Dont even tell me that you think raiders get more of a play ground than group/solo players do. I like to know how you get 12 t8 raid zones out of the 7 that i know of.. WOW i totaly missed 5 whole t8 raid zones? pawbuster, overking, protectors realm, thuga, leviathian, venril sathir and veeshans peak.Gwyneth@Najena wrote:In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong. |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 234
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NiteWolfe wrote:
Freliant wrote:No, you're not understanding the distinction that was being made. Group content....not solo/group since content designed to be soloable isn't really group content, is it? The lack of actual decent group content is weaksauce in RoK.Sabutai wrote:Think you got it backwards.. group/solo players get 4 over land zones, 3 contested dungeons, 5 instance zones. tons of solo and groupable contested nameds.Thats all new in t8. Raiders get 7 new t8 raid zones I seen 1 contested ape in fens and the new avatars. Dont even tell me that you think raiders get more of a play ground than group/solo players do. I like to know how you get 12 t8 raid zones out of the 7 that i know of.. WOW i totaly missed 5 whole t8 raid zones? pawbuster, overking, protectors realm, thuga, leviathian, venril sathir and veeshans peak.Gwyneth@Najena wrote:In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong.
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Breanut - Dirge Tsaena - Carpenter Badjer - Brigand Martrae - Paladin Silver Phoenix |
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#23 |
Server: Crushbone
Guild: Contempt
Rank: Alt
Loremaster
Join Date: Jul 2007
Posts: 229
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Freliant wrote:
ok...i'd like to debunct some of this. For the "easiest" multi boss t8 raid zone my guild has gotten 2 masters out of PR, the named do not drop 24plat, it's more like 10-18 (which most of goes to the repair bot for my CASUAL raid guild). On the other side of the coin, I have seen 3 masters drop in 1 CoA run that took an hour. Total masters I've seen drop in instances: 11 Total Masters I've seen drop in Protectors realm: 2 I make more money spending 2 hours killing trash solo in skyfire then I do in either Instance or Raid zones (6p anyone?) on just the trash drops...so please before you try saying that raiders are the richest spoiled players, remember that in the raiding community there are the "elite" and everyone else. <---soloer, grouper and RAIDER. I do agree that RoK did fall short on group content, however disputedly some of the best tank gear actually drops in instance zones not raid zones. My opinion of the new "contested" mobs in overland zones, is that it will turn into another "raid guild" contested gank fest. The x2 in the jungle don't last long, and I know of many raid guilds who camp those contested just like the other contested in other zones. The intended guilds (casual raid guilds) will have very little shot at getting these contested before a 24/7 raiding guild gets them...so it is somewhat of a pointless update. Have had the x2 taken from our guild while trying to form up for it, we don't even bother anymore.
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#24 |
Loremaster
Join Date: Mar 2005
Posts: 841
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Splorch wrote:
Have you ever seen the zone split into multiple zones when one gets flooded? yeah... the majority of your guys arguments fail right there.Second, even as soloers do you people honestly spend endless hours in the same zone over and over and over? I think I finished every quest in the expansion in what... 3 days of loose playing? So what do you do once you finish your easy quests? kill solo mobs and hope a random master drops?I'm sympathetic to soloers as I do it quite often, but yeah... you don't have much weight behind your words.Third, if these mobs are of difficulty for casual guilds say such as mine, they might be up for 10-15 minutes tops once someone comes across them having spawned(and some idiot spams the channel going "omg... i just saw this big dragon and yeah, its like at X, Y, Z coordinate, and yeah, people are trying to form up but I want to see some awesome guild [I cannot control my vocabulary] it"sorry but not it doesn't the trigger of instancing a zone is somewhere between 90-80 people in the zone, the massive lag caused by raids results just from a concentration of 24+ people all fighting in the same place, instancing of overland will do NOTHING to help this problem.Yeah soloers take longer to go through the quest lines we are not blinged out in fabled raid gear and master 1s from the previous expansion so there was a learning curve with the higher difficulty, aquiring quest gear, and in some cases changing tactics to handle the solo mobs. 10-15 minutes assume they don't wipe over and over again like headless horseman raids often did taking over an hour of lag freezing the zone.Its additional content the devs said prior to RoK was wasteful and wasn't going to be included in the expansion they have taken a 180 degree flip on the issue and we want answers.
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Anurman/Malbi/Metronome/Hydrake/Guttspawn/Perihelion/Cogwise/Popojingles Najena Server Tranquil Waters Guild |
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 234
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And I've yet to see a master drop in an instance. All your anecdotal evidence proves is that your RNG is better than mine and Freliant's kicks both our tushes. Fact remains that more zones=more named=more changes at a non-wood chest.
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Breanut - Dirge Tsaena - Carpenter Badjer - Brigand Martrae - Paladin Silver Phoenix |
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#26 |
Loremaster
Join Date: Apr 2005
Location: England
Posts: 1,902
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![]() What boggles me is that SOE have stated that overland zones are meant to be casual/soloer oriented fun zones - at least that was the design ethic in the current releases. What this meant in general was that all the fun was removed from the overland zones and tedium layered thickly upon the ground. Now they come along and say "oh yes, its ok to bung a x4 epic in an overland zone but not grouped mobs, 2 arrow ups or heroics". Head scratching time all round. History has already shown that contested epics are simply not doable with a casual guild for reasons already stated. Why try again to introduce something thats already been shown not to work before anyway. The best way to introduce casual epics is to put some x2's that are tougher than a single group mob but not unduly so and that drops legendary loot maximum. That way you can try and have a fun raid and the professional raiders wont be interested in it because it drops inferior loot. A x4 that drops fabled will be up for approximately 1 minute before its taken down in farm mode by the full-time raiders. Look what happens on a smaller scale...you get a quest mob that looks like a named - it drops no loot and gives no AA but every bugger that sees it tries to kill it because it looks like a named and might drop decent loot. Result being the named people need for quests constantly gets iced by people casually farming. |
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#27 |
General
Join Date: Nov 2004
Posts: 496
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-Arctura- wrote:
(( no offence, but this game has nothing on EQ1 as far as dangerous zones go hehe..Ever been to old original Kithicor Forest at Night?That Was FUN!!!!!!!! So... so very fun. (because it was scary and deadly! Kithicor was never dangerous at all. I just ran along the zone wall.
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Pagris, Jhervais etc. "Sage, did I err?" Groo the Wanderer. |
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#28 |
Fansite Staff
Join Date: Dec 2004
Posts: 419
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Freliant wrote:
Sabutai wrote:I dont know what your talking about...so lets go over it.Gwyneth@Najena wrote:In the test update notes, it mentions the inclusion of contested raid targets in overland Kunark zones, the Domini. I implore the developers to reconsider an addition such as this. While this may be very exciting for those who hit these targets, it can be a nightmare for people who are trying to utilize the zone. Zones which may have been completely lag free for players questing or hunting mobs in the zone suddenly become like slogging through molasses when a raid zones in to battle a contested raid target. This was constantly the case for Loping Plains when the Headless Horseman would pop. I would be merrily questing along, experiencing no lag at all, and then a raid zoned in to hit him. Immediately, my framerate would go down to nothing and I could barely get around in Somborn, let alone the rest of the zone. It made doing anything in the zone while the raid was attempting (and sometimes wiping and attempting again and again) to kill the mob close to an impossibility. With the recent influx into previously less populated early Kunark zones that the new epics have caused, these areas have become nearly as laggy as they were when Kunark first launched. I would hate to be utilizing a zone as we were told it was to be utilized, overland zones being mainly for soloing, and suddenly be unable to continue my questing or hunting simply because a contested epic spawns and the zone becomes overpopulated. So I ask that you at least keep this in mind when you consider adding contested raid targets to areas that non-raiders are attempting to enjoy their playstyle in.All I have to say is Ha Ha Ha. I guess getting an entire expansion dedicated to solo/group play wasn't enough. Now that something comes along that will probably not affect your gameplay in the least, you have to spout up and say get rid of it. Dude, please just go away, be happy that the devs have decided that the raiding community is no longer a priority and be happy with that, no need sticking your nose where it doesn't belong. Quiickest/most effective way to get Masters: Raiding (wrong) In the months of raiding ROK my guild has gotten maybe a dozen masters...not exactly the greatest ratio.Quickest/most effective way to get status: Raiding (wrong) Other than protectors Realm raid mobs, a casual guild big on writs and tradeskilling can EXP faster by far. Just because your slow doesnt mean your being left out.Most dungeons on T8: Raiders (true..but) Risk vs reward. Plus some of the best items in game drop from the group dungeons... so the raid items arnt all they are cracked up to be.Most money per mob/player: Raiders (to an extent) When I wipe to 0% armor learning a new mob that still isnt a given kill each time.. my repair cost is close to 70g fully broken. The most money in an Epic Chest is 24pp (rarely..more like 16-19pp)... when Ive broken all my gear 10 times over on a mob like Leviathan who breaks close to 80% armor per AOE... yeah my Money aint going anywhere. tyvm. You think you have money issues? Try again... next argument please.Most effective way to get money: Selling overpriced masters from Raids. (wrong) That would be Farmers selling over priced masters... not the raiders.. THE RAIDERS NEED THEM!!!! I like many other people are reduced to farming collection items or soloing your CASUAL entire massive zone content for all ROK for Solo items to sell. Thats right, the entire continent of Kunark....Now you say.. wahhh small epic in an overland zone... with how big a zone is and the one epic dot that would appear on that map...compared to all the rest of the area..please. Dont forget, all the ROK overland zones get multiple instances.. if one is too laggy switch.. but thats too much to ask I suppose.I am of the mindset that people who complain about raiding only complain because they can't currently do it. Anyone who wants to raid CAN raid. They just find excuses not to while they complain that they dont have enough content. Casual gamers are like democrats... raiders are like republicans. Thats right I said it. lol. |
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#29 |
Loremaster
Join Date: Mar 2005
Posts: 841
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Guy De Alsace wrote:
exactly epic mobs need to be kept in instances and dungeons and not wandering the overland period.
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Anurman/Malbi/Metronome/Hydrake/Guttspawn/Perihelion/Cogwise/Popojingles Najena Server Tranquil Waters Guild |
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 547
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For all of you people stating epic's should stay in instances get bent. I'm not in a "hardcore" raiding guild, hell, we are still doing kos raids to get back into raiding form. But I miss the dangers of adventuring, the threat of something coming from behind me and beating the crap out of me. This game needs it, and needs it soon. I still say one of the major down falls of this game was the whole "encounter" thing they did.
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