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Old 05-26-2006, 09:56 PM   #37 (permalink)
Zawicki
You are my hero
 
Join Date: Oct 2002
Posts: 29
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Quote:
Originally Posted by Tuivian
Step 2: create a formula that takes the Item level average of the *highest item currently equipped or in inventory for the entire party, this then would place your group into a category based that can scale with the difficulty and loot of the dungeon upon zoning in.
Many issues can arise with attempting to exploit this scale i.e. zoning out and changing equipment. If upon entering again, it re-calculates your Item level average, if that average goes up the difficulty of the dungeon is increased while the loot stays the same, so in turn it just made the dungeon harder for easier loot. (The dungeon would never scale down once created to prevent exploitation)

In example... an entire group of players are equipped with blues averaging a total of Item level 60 for all pieces. The difficulty of the dungeon would scale on creation to be suitable for that degree and loot would be on par to I62-64. That way the items are an upgrade.

If the group is composed of all purples and their Item level average equates to 75, the enemies would scale accordingly and drop loot around Item level 78.

Obviously the #'s can be toggled to get the right fit, but this delivers to every group.

Thought on the mind boggling theory of creativity?
Here is a serious flaw with this "suggestion". Mainly with the part in bold.
You get your dungeon with everyone having an average level item of 75. Run through the dungeon and get an upgrade better than level 75...say 77 for 2 people. Zone in with the SAME group and your average is now higher...you run through this slightly harder dungeon and get 2 items lvl 77 and 78 for 2 people. You now have 3-4 people among this group that have upgrades. The SAME group goes in again and boom higher average level again.

Do you see the Cycle? You'd have people with Demi-god gear in a matter of a week or 2. This is an absurd suggestion, not even close to bridging the gab between casual and hardcore.

The casual gamer just wants the hardcore gear for a pentance of the difficulty that the hardcore goes through to get it. Life don't work that way bud. Doctors get paid a shit-ton of money because they worked their ass off in school and then "paid their dues" in residency. A fast-food worker shouldn't get the same pay as the doctor because he made the Big Mac well 10 times, then moved up to the Whopper.

What is the answer to bridge the gap? You Don't. It's a shame yes, but no amount of small raids should lead up to gear that it takes an insane amount of time, teamwork, and resources to accomplish. PERIOD.

*This is coming from someone who was an "End-Game" raider. I gave it up because of the timesink it was. I love raiding, I love the teamwork involved, and I love the sense of accomplishment when you rip thru that boss that has been a pain-in-the-ass for 3 weeks of every night raiding it. I gave it up, but wouldn't expect to restart playing and do a few small raids to get insane gear.

You want better gear for your casual gamer? PAY THE PIPER and adjust so you can raid. Or option 2 (and my personal favorite) Learn to enjoy the game that is presented to you without "being uber geared". Droip the jealousy/envy (that is all this argument is) and play the game you have time for, or quit and stop whining, because no one fucking cares to be honest...except those with the same penis-envy "we should have uber gear for nothing" attitude.
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