Quote:
Originally Posted by Draegan You don't even need to be bleeding edge, just have experience the content enough to have beaten it. If you're developing raid content you just need to know what works and what doesn't. What's failed in the past, what sounds like a good idea in theory but sucks for gameplay. You just have to be aware of whats been done. That's all. Then take the ideas of other, and then yours and tie them in to how your game mechanics work.
Hopefully the people in every MMO now being created can say the same thing. Hopefully the people making raid content now know how to actually act in a raid and not a dumbass PUG like someone mentioned they were dealing with in EQ2. |
You don't have to be/have been bleeding edge for many things, but there are aspects.......as I pointed out......of experience that you will get from that.
What my post omitted was my original point on the subject, which was all about how game design choices and mechanics all tie in at the most heightened end of the PVE game, where scripts get more elaborate and class interaction becomes more extreme. That, to me, is the most important, and what it requires is certainly not bleeding-edgeness, but I would say persistent and at least moderately successful raiding. Like, say, if you're below my average level of progression you're probably a bit too far back to say you really know
