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Old 04-03-2007, 10:08 PM   #1124 (permalink)
Kaffis
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Join Date: Mar 2003
Posts: 2
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Quote:
Originally Posted by UnchainedAcolyte View Post
I wish leveling were slower, due to content issues. The major issues I've seen have not been a lack of interest in POI's/dungeons or frustration with leveling but the ability/willingness by players to actually hunt and find them. I've tried to direct players to areas with quests/dungeons that were level-appropriate and I think if that were done more, players would be less concerned about their level and grow to appreciate a content-based focus.
I think people's resistance to trying new things out isn't because they don't know about them -- it's that some areas' quest rewards are so head and shoulders above other level equivalent stuff, once the word gets around, people go "why shouldn't I go to CIS and Arena? It's the best loot in the 20's and early 30's by far."

And since WoW has given us the "pick your quest reward" model, it's not even an instance where class X has its best loot here, class Y its best loot there, and class Z its best loot some other place, but they all have to spread out some to make the groups work and let anybody get anything (somewhat like Hate vs. Fear for planes armor); because the best quest has rewards for everybody -- and if it doesn't, or if some of the rewards are lesser quality (or even perceived to be lesser quality, due to itemization vs. player valuation quirks), a barrage of complaints are levelled at Cylus until they get balanced to each other.

I'm not sure where the breakdown occurred -- was it an underestimation on the devs' part of the willingness of players to farm drops for quests for legendary gear, no matter how long it takes (ala Tsang's, infineum armor, candles, etc. etc.)? Is it the fault of the premise that the best stuff be quested in the first place, and that premise is flawed in that it creates "must do" quests players see as sure things and refuse to skip, rather than set themselves limits on how long they'll linger in an area for the chance at something (like we all used to do with drops in EQ)?

I don't know. But I think there's something amiss that's driving the current player behavior, and it's a player behavior (following a trail of "best gear" breadcrumbs from one quest series to another) I wouldn't mind discouraging. Not only do I find it disruptive to the adventurer by upsetting the even distribution of players (and thus ease of finding groups) across content, but I think crafters are also finding it disruptive when they can't "beat" some of these legendary rewards that it's turning out 90% of the playerbase is gunning for.
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