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#31 |
The L.G.
Join Date: Nov 2004
Location: Southern California
Posts: 381
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![]() Last I heard, there was more to life than raiding. Are there not areas for GROUPS of level 50s to also go looking for adventure and treasure? Maybe if your guild has too many people on and you're "hurt" by the raid size limit, the other people could ... do something ... different? EQ2 has raids, but it isn't a raiding game. EQ1 is a raiding game. EQ2's goal is to be something different than EQ1, otherwise there would be little point to it existing. Personally, I'm still thrilled I didn't rush to the end game, but that's a topic for another day
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#32 |
General
Join Date: Nov 2004
Location: Wolverhampton, England
Posts: 40
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![]() PVP leads to Class Imbalance, Class Imbalance leads to hurt, hurt leads to pain, pain leads to suffering. I think SOE should allow a more radical approach to this, I reckon all woodworkers should be able to craft a bat, but not just any old bat, it would be a bat which can be equipped by anyone, allowing it to be swung at anyone and anything. ...and thats not all, I reckon the bat should be able to be imbued, for maximum nerfage effect, plus bonuses to stamina, since nerfing the crap out of everyone and everything with be quite tiresome.
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#33 |
Join Date: Nov 2004
Posts: 10
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![]() Scott, What are you guys going to do to add content to guilds that aren't raiding guilds. Content with great drops for guilds that can only field one or two groups for events. I'm a guild that's part of a growing epidemic in EQ2. It's part of guilds that are dying because the only end game content in the game is for 24 man raids. Not every guild can field 24 people. In fact, most can't. Due to such, guilds are losing people left and right to raiding guilds because that's where the end game content is. Please balance the end game to consist of both 24 man raid content as well as a lot of lower numbered groups. It's my plea to you before a lot of guilds are gone.
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#34 |
General
Join Date: Nov 2004
Posts: 271
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![]() Scott, Thanks for your informative letter and you honest replies to earlier posters. I want to re-ask a question posed several times in this thread, and countless times on these boards: As an incentive to aid testing, why not allowing copying of live players to test server. With a level 50 toon and a level 48 toon, I'm a little burned out on grinding experience atm. With or without a 50% bonus. Sometimes I feel like I'm paying to test this game on the live servers as it is, why not make it easier for more to participate in the true testing environment. Anxiously awaiting your thoughtful reply...
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#35 |
Loremaster
Join Date: Nov 2004
Location: South Florida
Posts: 174
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![]() i think x4 being a max size on an epic encounter is killing the game right now, u can only have so much creativity with an encounter if you know ur designing it for only 4 groups. Also having "too many" or "not enuf" of a needed class is often an issue of only a couple players one side or the other. There isnt much wiggle room and you can easily wildly swing from one extreme to the other in the same day. And what may be the worst thing of all is the x4 limit splits guilds into much smaller chunks, creating a tremendous amount of raid capable units, that there will never be enough content for. I think atleast on the high end encounters should not be locked, instead disruption of zerging should be inherent in the design of the encounters; it should be designed such that "Zerging" an encounter with excessive numbers may actually work against you (rztw's adds for example, before it was gimped)
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#36 |
Join Date: Nov 2004
Posts: 25
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"EQ2 goal is to be something different than EQ1". I agree this but please in mind what can you we do with RPG type online game beside level up, quest, trade skill and raiding ? The game run over 7months now. Most players join the game from start already cap both TS and adventure level. How about quest ? I dont see any good quest beside kill 10/20 mob again and again in different level. And the last thing to keep level 50 player to play is raid. Maybe only me think like this. But I have played many other online games and I found out this. The game already have many content for solo and group and over 2000quests waiting you to do if you are not like raiding and you haven't cap lvl 50 both TS and adventure. It's time to keep the players subscribe else EQ2 just like other online game only can run around 2 years then die. CL, PF, Feerrott these 3 epic zones can done by 3 groups level 48+ very easy. If your guild can't do that mean your guild really need to do something. If your guild cant find enough guildmate to raid then you need recurit more people that want raiding at level 50. These three zones are best for guild want to start raiding beside see cap xp message at level 50. Unless SoE dont want big guild in game else please start think release the raid size limit and design real epic type end game raid. I think these big giulds players can't wait too long. We already bored since April or much early. Next expansion rise the level cap to 60. But how long for this honey moon period ? I think max around 1months then all these players capped 50 will cap again and then bored again if still no real raiding thing. I hope just zone in and kill the boss is a temporarily solution for guild that bored in game. Online Game is a earn money business and more people playing you can earn more. If you cant keep the player playing then you lose. Many guild complain losing raiders, many guild dying becasue they start losing fun. All of them are lvl 50 players and can't find anything to do in game. If the game is just a pure rise level game. I think it can't keep running too long.
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#37 |
Join Date: Dec 2004
Location: Rotterdam
Posts: 18
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I would like to see the first add-on adjusted so it used the level scaling of the new split paw add-on. That is assuming that it wouldn't be that much work... Furthermore I just hate the 0.0% experience bar. It would have been nice to let us go to 99.9%
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#38 |
Join Date: Nov 2004
Posts: 199
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I have to agree with this but also, I have found my self lately with this nasty feeling of no hope lingering. If you read a lot of the threads on raids and boss mobs, some of the posters make it look like the devs are catering to a few very effective guilds and making the raid materal out of reach of the average guilds, but here is the question ... who are these people and how are they really doing it? If you increase the difficulty of end game materal to the point where people who are professional at exploits, cheats and harsh behavior towards other players are the only one's who can be successful, is that going to be enough accounts to really support a game? I dont think so. Some poeple are going to get past anything you do by what ever means it takes to do it. They play the game of defeating the game and they wont stay longer than it takes for that to happen unless they are exploiting other players for real life money. They are not however the average player though they will say so. I really believe the majority of players are not what the "your game is lame" posters are painting them to be. It gets really old and really hard to get your guild members to want to raid when no matter what we try there is always something that the boss does like a 20k nuke that you cant seem to get past even with 4k+ resist that makes it impossible. I really dont want to have to be in a guild that carries pagers and plants spys in other high end guild's chat and raids at 2am to monoplize contested mobs. That's a job not a game. It shouldnt be necessary to have end game armor and weapons to get the mobs that are leading up to that path unless you expect players to cheat get there. Do we have to be 100+ member guilds that throw sacrificial tanks at the feet of boss mobs to get past their special skills to get anywhere? And if so what is the content for the more common player who are in more common type guilds? Currently non legendary loot is worth so little on the market thats its more profitable to sell it to NPC vendors than make it available for other players to buy, not to mention the now silver coin rewards in EF for quest. *sigh* A level 50 player in a mix of ebon and fulginate armor for example should still have a game to play.
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#39 |
General
Join Date: Nov 2004
Posts: 84
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My thoughts exactly. EQ2 seems weighted to the low end and high end with almost nothing in between. There needs to be something for groups and x2 groups to do. After a character is level 50 the only thing left to do is make an alt andf level it, when the alt is 50 what next? Make another alt? No thanks. |
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#40 |
Desert Riddler
Join Date: Nov 2004
Location: Gainesville, FL
Posts: 83
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Well I'll be the odd man out.. I LOVE teh 24 person limit on raid size.. Love it love it love it. And yes, I did the High end time/uqua stuff in eq1, and did the old AoW/Tov raids with 60+ people.. and even ol CT and Inno with 50+ people.. and Naggy and Vox.. And I ALWAYS hated doing things in a 50-60 man (or more!) raid.. To many egos, to many afk's, just on secs, LD's, to much whining about this loot or that.. NO THANK YOU. I far far prefer a small 24 or less person raid. Its SO much easier to get things done IMO its not even funny.
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#41 |
Loremaster
Join Date: Nov 2004
Location: Living in York, PA
Posts: 185
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![]() You know people complained about it.... but in EQ1 part of the fun was racing against other guids for PoP targets. Instances are killing this generation of MMOs IMO. Bring back the competition of guilds running to mobs it's more challenging and fun. Yes, it's going to cause drama, yes people will complain but it adds another layer to the game. It causes guilds to compete with one another and makes the reward all the better. Even if you don't do it for encounters like Darathar you could do it for some of the drakotas, it would make things interesting. The game is lacking the competition between guilds that EQ1 had. Yes, you have guild levels but honestly the rewards for guild levels are lame. People like challenges, I love this game and some of the concepts you guys have going. I just think if you made it less boring (add some true competition) and less downtime (ie. lock out timers) it would spur more interest. I miss PoK and PoT and the Bazaar. We have no where that we can mix and mingle in game like we did in EQ1. I understand much of instancing was done to reduce lag but surely there is something that could be done to help that too. With all the instancing I sometimes feel like me and my group or guild are the only people on the server. This isn't a good feeling in an MMO |
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#42 |
Join Date: Nov 2004
Posts: 24
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![]() I'd prefer a 18 person raid, the less the better. The more people you have the greater the chance at someone Leeroy'ing something.
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Shadowhaven: Luci 60 Templar:60 Woodworker [EtherealLegacy] Hunda 45 Ranger:60 Alchemist |
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#43 |
Loremaster
Join Date: Dec 2004
Posts: 219
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I look forward to the changes and hope that it doesn't break my character. I am a Guardian and when I was looking for upgrades to my Combat Arts it was kind of depressing to see that not much seems to change according to the discriptions of the Combat Arts that I was looking at. I don't know if this is due to a discription problem or that the arts don't really scale when you upgrade. As far as high end guilds with large raids, this is not EQ1. If I am limited from content because I have to find 72 people to do a raid like in EQ1 then the game will go on the shelf like EQ1. I run a guild, I look for people to enter the guild so that we can grow. It seems this is impossible with everyone leaving or joining the bigger guilds. It is funny how the bigger guilds complain that they can't get everyone into a raid when this game was designed to have raids of 24 people. Why do people continually try to join a guild that is too full? Look around there are other guilds trying to get big enough to work on the content. It is pretty sad that the populations on the servers have dropped to Light and not many new people seem to be entering the field. Its all good that very few guilds have many members and can do the content, but if they limit my ability to do the content because I don't have a huge guild then as I stated before EQ2 is on the shelf.
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#44 |
Loremaster
Join Date: Nov 2004
Posts: 158
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![]() Thanks for the letter, keep them coming. its nice to feel appreciated as a consumer, a gamer, and a part of the greater community.
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#45 |
Loremaster
Join Date: Nov 2004
Posts: 158
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![]() sry my bad. Message Edited by Exmortis_MT on 06-22-2005 06:25 AM
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Exxmortis |
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#46 |
Join Date: Nov 2004
Posts: 8
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![]() Scott, My major deciding factor for buying EQ2 and forgoing all of the other MMORPGs out there was the exclusion of PvP. Sure several other things have made me like the game but I felt that, because there was no PvP and to quote the Beta boards "No plans to include PvP", once I established my character it would be MY character good or bad it would be based on the choices I made. The introduction of PvP and your own statment about balancing PvP based on the current set of skills drives home once again the issues that I fear and that might make this game loose the fun for me. This issue is the change of my character/my character's skills based on the need to balance PvP. There are several examples of this, the most notable in recent MMO history (And the one I fear will happen to my Character) is the nerf in DAOC where the scout classes lost the high damage range attacks because they could put down casters in one shot. Now from a PvP stand point it was perfectly reasonable to change this ablity, however that change was not confined to the realm of PvP. That change made it impossible for any scout to effectively solo as they did prior to the change, because it changed the base mechanic of the ability. I know you have stated that the EQ2 team is trying to make PvP fun and balanced but remember some players do not want to PvP and most likely will never take part in PvP or even Duels. Any changes that you make to abilities, spells or auto attack can have direct impact on the part of the game people like me consider fun. All that being said I am excited to see the upcoming changes and improvements that you and the EQ2 team are making. One request I have, please allow players to set a flag somehow to ignore all duels/PvP style combat options. Currently it is bad enough when you are running around and get the random nearly full screen message that Person X has invited you to a Group, I can just imagine all the pop ups that griefers will be able to provide should you not allow a global "I do not PvP and Do not want to see the PvP" flag for the characters. I do not want to have to keep adding to my ignore list based on someone just wanting to Duel. Thank You Cavel
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#47 |
General
Join Date: Nov 2004
Posts: 68
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![]() After level 50. Of course if you think even harder you’ll find out there is even more to do. At the expansion and everyone is level 60 there is still... even more you can do. Raids. Also i thought of the 2x guilds. These will get not that good loot around as the 4x guilds. I think this is a shame. There should be 2x raid zones around with the same loot as the 4x zones. the only limit is that in the 2x zones only 12 can enter the 4x zones only 24. These zones are as challangeing as the other. Wich should meen they should have the same degree of loot. Tho i cant say much about this yet. I have not reached even level 50 yet in tradeskill or in class tho if i work hard ill get it in 2 weeks or so. Then for me the exploring of eq2 as a hole shall begin and trying to help other peeple of my guild do the same.
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#48 |
Loremaster
Join Date: Nov 2004
Location: Willow Wood
Posts: 229
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The challenge in EQ2 endgame content seems to be getting adjusted. I'm glad to see this happen but also have a concern of how much this will affect the current problem with raiding guilds in the game. It kinda seems like when you read a book for the 1st time it is exciting and full of adventure. After you re-read it a few times.... it gets boring. Now with the spell/skill changes it would be like flipping everyother word upside-down in that book and re-reading it again! Same story, same ending.... just harder to put together. After reading that guys rant, Im wondering how this will affect us "bored" gamers of eq2? Perhaps it will be the benchmark for up and coming content but with the expansion being months away I have plenty of recruiting nightmares to sleep thru. Anyway, back on the subject of the tread moreso.... Put duel in faster so I have something to do k thx la~~~:smileysad:
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#49 |
Loremaster
Join Date: Nov 2004
Posts: 248
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Scott: You've said that lack of challenge is not the leading cause of burnout, but is a factor - I agree. But, I'd personally very much like to see a general outline of what the staff feels are the major burnout factors, and some rough idea of priority. I think that seeing what the staff thinks needs changing in a wide spectrum would help both reassure players, and help us all make sure we mostly agree on at least the major concerns.
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#50 |
Loremaster
Join Date: Nov 2004
Location: Grønnestølen, Bergen, Norway, Europe
Posts: 11
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All seems very very good indeed, appart from one little thing, which I find all-important.You wrote "Combat and Items: Diversity, Challenge, and Rewards"The Items part...What will happen? This is in my mind far more important than classes beeing too similar, after all this is what RPG is all about, showing who you/your-character are/is.Not that I really have a clue, but place some 20 people on the task of adding item-models for a month, I am sure that would make an impact. That should be about 100.000$ in vages, sounds good to me
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#51 |
Join Date: Nov 2004
Posts: 1
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![]() Gallenite, First, allow me to say "well done" for the fine game that you and many, many others have produced. No, it is not perfect, nor is it likely to ever be. it is simply... fine, and that is much better than most MMOs, leastwise in my opinion. Better then the game itself, is your persist efforts at making this game better. That says more about a group of developers than most players may realize. Secondly, if I may comment on the bored Raid Guilder's insights, I think that you at SOE are overcomplicating this matter, and are, by way of your own admirable dedication to perfection, making the end raid game more painful for them than it should be. At times we all, for one reason or another, end up taking the very long route to a very near destination, and in the long walk we all too often, simply get lost in relation to where we were going in the first place. So then, let's shorten our path, and make the game pleasing for these dedicated, monomaniacal, player-types. To this end I would simply suggest.... Instead of crafting overly complex instances, tweaked and tworked toward balance among a set number or players with profession X and Y (not to leave out the Z players...) Just build an island in the midst of the sea... ...Stock the island with 50+ level MOBs that it would take an army to beat. In the center of the island, build a castle (temple what-have-you) that very few players will ever be able to reach... ...Make the denizens of the castle impossible (literally) to defeat... ...In the center of the castle place a boss(es) that no player will ever see, since they will always die trying to get there. At any rate, make this boss(es) mathematicaly undeafeatable by use of resistence and resilience... ...Ignore all the complaints that will flood the boards about the impossibility of defeating this island, and simply allow the great guilds to decend upon the landmass, in swelling numbers, over and over again. No group/raid number caps. Let them all chew on this toy until the expansion is realeased. By which time... ...Some players, I am certain, will have already defeated this undefeatable island. Here then is an untimed, work on it all night everynight, funland for all the bored elite. It would always be there ready to recieve any and all challengers at any time, day or night. It would gender need for massive coordination (though all efforts would fail of course). Small raids can battle on the outer fringes of the island, large guilds can penetrate the interior, and armies could perhaps even breech the walls now and then. In fact, guilds could send their armies in waves onto the shores to effect a multi-staged effort. Well, only a thought friend. Do keep up the good work please. Message Edited by Luccullus on 06-22-2005 08:07 AM |
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#52 |
Loremaster
Join Date: Nov 2004
Location: Grønnestølen, Bergen, Norway, Europe
Posts: 11
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Just a reply to htose who said its sad how Everquest hurts due to WoW, and the pricedrop that have resulted. Now I quite agree, but taken the nature of Online games into context, it is really strage that these games cost much at all initially. After all the main stream of money comes from long-term subscriptions (5 months equal at least the game itself). I cannot recall any online games that only take subscription, and sell the game itself for free, would surely make it popular =)
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Unundindur Urulunsun Leader of Tenel Alil the "no-death/roleplay project" |
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#53 |
Loremaster
Join Date: Nov 2004
Posts: 37
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![]() You obviously have never played iRO then. Unless they changed it the client was free to download.Anyways. To the guy a page back that was flipping out over the PVP being added and it's effecting his soloing ability. And anyone else who needs to buy a clue. Please please please read the notes the dev's have posted numerous times on the fact that while the pvp and pve both use the same skills the effects are both totally different in how they scale/work.If you toggle the pve Uber Damage skill it'll hit for 1k on Skellie_Unit999 but the same skill in pvp will maybe hit for 200 or whatever gimptastic value they set it in pvp to ballance it. Totally seperate variables are used so any kind of tweak they do to pvp will in no way effect the pve game.I dont even do pvp... i'm just tired of uninformed crying.
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#54 |
Loremaster
Join Date: Nov 2004
Posts: 432
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Hear, hear. Think of it like how they can reduce your stats and armor for mentoring, except on a one on one skill/spell basis vs overall. When you're in duel mode, your skills and spells will be in a special mode that has been tweaked for pvp. When you're not in duel mode, they revert to the pve model. This gives us, and SOE, the best of both worlds, since they can adjust pvp skills and spells to their heart's content without affecting pve players at all. So please.....if you didn't understand what they meant, take the time to consider this and stop worrying. Ashlian Liadan, 40 Fury, 32 Tailor of Mistmoore |
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#55 |
Loremaster
Join Date: Dec 2004
Posts: 10
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![]() Hello, One of the huge things I like about this game is the fact you only need 24 people to raid,I for one hope this is the one constent in this game.For those of you that miss your 100 + man guild raids please go back to eq1.The huge guilds really have no need in this game,I really dont see why there are guilds out there with 300 plus members.It makes me think they moved from eq1 and did not adapt.
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#56 |
Loremaster
Join Date: Nov 2004
Posts: 1,808
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![]() Hello, I have been reading all the discussions about the proposed changes to EQ2. Some sound good some sound not so good. I think one common factor in just about every "problem" that the game currently has is that there is no "middle ground"...Mobs either dont hit you or kill you in 3 shots, gear comes in 2 forms..common stuff everybody and their brother can have and ubah rare master drops that only the top of the top can get...there is nothing in the middle. I recently made level 50 and was amazed at how much of a "downer" it was. Part of what I enjoy in these games is having "goals" and always trying to advance my character in some fashion. For me I hit level 50, ive saved/harvested to get Rare crafted gear. So I say to myself...ok now its time to set new goals and try to improove the character both in gear and game knowledge....But sadly there is none of that unless I want to commit myself to the ubah raid guilds. There is no "gear" better than Rare crafted that I can either try to get with my friends or try to earn the money to buy. I think in the last 3 levels I have yet to see anything in terms of Armor better than the Ebon I have available on the broker. My quest journal is mostly a blank slate...i have a few heritage quests yet to finish, etc but based on my experience thus far 95% of the quests out there only reward EXP (which i dont need anymore) and useless loot (which is only good to sell for $$$ which again I dont need anymore, why do i need money when there is nothing to buy?). There needs to be more in terms of "reward" besided EXP and cash to make quests worth doing. Some enjoy doing quests simply for the sake of doing them...but thats not for me. If the level 50+ game is all about raiding then I can accept that but i had hoped EQ2 wouldnt go down that path like they did in EQ1. But everything I have seen thus far indicates they have. I know im rambling but its hard to put into words what my actual dissapointment with the game is... Simply put the first 5 months of playing the game were fun and provided me and my playstlye alot of stuff to do. But I now have this overwhelming feeling of "Game over". I used to log on and always have something I coudl do that progressed my character is some way...the past few weeks I struggle to even find a reason to log on let alone find something to do when I do log on. Telling me to wait for the expansion doesnt really help much and in fact just serves to further my dissappointment. |
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#58 |
Loremaster
Join Date: Nov 2004
Posts: 42
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Very nice post Luccullus, and I completely agree. Why are we even talking about guilds with 50+ members? Last I knew, this game was about guilds with 24-30 members. It really is beyond me why SOE continues to cater to those people who chose to play the game with one intention: reach 50 and raid. Nothing is more annoying than seeing "uber" players post here, about how easy raiding is, and how they've nothing to do. Everyone forgets the fact that all content is easy for them, because they cheated themselves by racing to 50 and have all the easy and best gear. Simply put, they are riding the wave. They'll always have the best and easy gear, because they are the first to conquer (abuse) the new content and get the quick and easy gear. For everyone else, the content gets fixed, tweaked, itemized and harder before they even reach it. Whatever happened to this game being all about small, focused guilds, who play the game on all levels. Adventuring, Crafting, Questing, Guild Level, Harvesting? Nothing has been less rewarding than playing EQ2 the "right" way. As far as I'm concerned, those huge raiding guilds can be discontent, and leave. None of this discussion should be about them, because this isn't their game and they can go back to EQ1. I understand there will always be players who race ahead, but what I don't understand is how that is defined. The guild that I have worked hard with since start, along with our great members, have done very well in all aspects of the game. I honestly feel WE have succeeded, and raced ahead of those that just focused on adventuring. However, from watching the forums, it always seems that we (and the others that have played the game on all levels) don't appear to be the ones SOE is catering to. SOE, it's time you got back on track. "We" are your target audience. The guilds with 24-30 members, that have done lots of quests, near or just recently at adventure level 50 and crafting level 50, near or at guild level 30, max'd harvesting. Wasn't that what the game is about?
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#59 |
The L.G.
Join Date: Nov 2004
Location: Southern California
Posts: 381
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Almeric's Blog: He doesn't know the meaning of the word "concise!" |
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#60 |
Join Date: Dec 2004
Posts: 14
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![]() "Last I heard, there was more to life than raiding. Are there not areas for GROUPS of level 50s to also go looking for adventure and treasure?" That's another part of the problem. There's maybe 1 semi-challenging single group zone in the game, that being the CT instance. Unless they've added something challenging in the past 2 months (have no played), there's really nothing challenging for a single lvl 50 group aside that one zone. And once you've done that one once, it's not hard at all. Message Edited by fatredfrog on 06-22-2005 12:20 PM |
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