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| | #46 (permalink) | |
| Registered User Join Date: Sep 2003
Posts: 289
+2 Internets | Quote:
The secret to making clerics fun was playing alot of them at once. I remember doing some raids running 3 of the 6 clerics in the CH chain. Made it so I was forced to stay awake and move around as opposed to sitting there pressing a macro every 10 seconds and occasionaly manually pressing on a fizzle. Playing just one cleric was so boring. On the topic of the 18 hour encounter, I don't know about everyone else here but I spent something like 18 hours straight camping quillmane back in my hardcore EQ days and I know monks who spent days straight on raster. Sure it wasn't quite as intensly focused and I could take a break, but don't act like none of us havn't ever done something like this considering the audience this board appeals to. That doesn't change the fact that an 18 hour boss fight is absolutely retarded, vulak was something like 45 minutes and was just insanely boring because he was pitiful once slowed. The only thing that made the encounter challenging was when a shaman fell asleep and slow faded resulting in a wipe because no one even has their heals hotkeyed. | |
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| | #47 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,319
| I sort of dig on the idea of content released in one expansion that isn't beatable for a few, then after enough power gains the content is managable and people go back and own it. 18 hours, if that's the real intended time, is fucking retarded, period. FFXI power gains haven't been that massive from expansion to expansion, so I'm really curious what the developers were actually thinking.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #48 (permalink) |
| Registered User Join Date: Dec 2003
Posts: 2,437
+4 Internets | Any fight longer than 20 minutes is too fucking long, some of you people are insane.
__________________ Saban - Paladin, Dark Iron |
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| | #49 (permalink) | ||
| A whole slew of crazy Join Date: May 2006 Location: Stamford CT
Posts: 19
| Quote:
Don't quote me on any of this » ProjectXI.org :: A Final Fantasy XI Emulator Quote:
Last edited by m A n i a; 08-19-2008 at 01:43 AM.. | ||
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| | #50 (permalink) | |
| unprincipled Join Date: Jan 2007
Posts: 835
| Quote:
Maybe the content should be terribly hard at the beginning of an expansion but after you've farmed kara and gruul and magtheridon you have a shot at killing vashj and kael? You know, in a way that makes sense? | |
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| | #52 (permalink) | |
| Registered User Join Date: Feb 2007
Posts: 1,076
+8 Internets | Quote:
Thank you for the memories Square Enix but fuck you. | |
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| | #53 (permalink) | |
| Registered User Join Date: Nov 2002
Posts: 617
| Quote:
The fact you keep coming back to "old content" after an expansion boosts your power enough to now handle it keeps that content alive and makes your game world a better, more cohesive place. *now this assumes that this uber old content has new content level rewards on par with its difficulty* Blizzards way of doing it, where each expansion invalidates 99% of old content, is pure ass. Its a single player game sequel mentality, not a MMO one. The dichotomy of this design philosophy combined with their continued insistence that folks go back to starting towns for AH/trainers/etc just so these areas never seem like ghost towns flat out boggles my mind. And god knows, they've got enough unused content hooks floating around old-world still... It's still only be a token effort, but would it really have been that hard to give us lvl 70 Grim Batol with TBC, and lvl 80, Uldamonimonacona (or whatever) in Tanaris with WotlK? Assuming they gave us new AH's/trainers in Shat and [whatever the WotLK equivalent(s) are]; they could easily have Azeroth get sucked to the ocean floor, for all that it matters. Make that part of a cinematic when you hit level 58 and migrate to Outlands. Then when you leave Outlands for Northrend at 68, TBC could spiral into the sun. Bingo, lore fits the reality of the game.
__________________ Macrabra of Dragonblight | |
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| | #54 (permalink) |
| Registered User Join Date: Oct 2004 Location: laughlin afb
Posts: 159
| This pisses me off. I already Ctrl+A+Del my first thoughts. I play ffxi on Seraph (51 war), I enjoy the game because it's a challenge. I've camped VE against 5 other players and won the claim and got my pin, my heart was racing, it was exciting. But this is demotivating to me. My ambition is to experience the end game, but what is anyone leveling up for to hit a wall like this? I'm level 51 right now and I love leveling up, exp chain 5 makes me hot, but I've spent 45 minutes duoing Dozekar, an hour+ on Acidic Mass. An easy 12h trying to clear PoTime in one go. I read the post by the Blt member, a projected 20-24h for their LS. Not to totally hate on SE though, I've done stupid shit in games before (mostly EQ). Camped Rage Fire for 5 days straight because we didn't form up fast enough the first time and lost claim (to farsight). Spent 27hours in Velks at US exping to finally pass out at my keyboard. I've spent longer than 18h playing a game but this isn't just one person, this is as many people as you're LS has.
__________________ The cake is a lie. |
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| | #55 (permalink) |
| unprincipled Join Date: Jan 2007
Posts: 835
| Yeah, I think it'd be fun to still have a reason to do Naxx/AQ/BWL in the current expansion, and why not, do Black Temple in WotLK, but you implied that you wanted them nigh-UNBEATABLE in their prime. This is batshit fucking retarded design and is worse than having the old world fade away except as anything as a curiosity as it is now. Running back through tanaris to go see Uldum (hi2u running through tanaris to go to CoT) isn't going to fix anything about tanaris or make the old world more relevant. Adding Grim Batol as an instance or quest hub in the wetlands isn't going to do anything but get more lowbie alliance ganked. Last edited by r3probate; 08-19-2008 at 12:46 PM.. |
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| | #56 (permalink) |
| Registered User Join Date: Jan 2002
Posts: 1,319
| I still fail to see any downsides from having a couple of mobs in the game that aren't intended to be defeated until an expansion has been released to amp power enough to make em doable. I'm not talking adding a raid zone that isn't meant to be beaten with 5-6 bosses and storyline that took months to design. I'm saying having an AoW scenario where a mob or two in the game simply are too badass for even the best of the best to down till the next expansion. Nothing like having an entire expansion devoted to Illidan and then having him be broken impossible to beat, keeping people from finishing the expansion or something equally silly. I'm talking random badass in the hills who simply rapes face when people attack him being "unbeatable" until an expansion is released to amp power levels. It's the exact same thing as creating a solo raid boss for the next expansion, only it's already in the game. Doesn't add or remove development time from the game and requires no additional expenditures. Like I said, I fail to see the downside besides someone simply disliking the idea.
__________________ Jesus on the dashboard, Whenever it feels right. |
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| | #57 (permalink) |
| unprincipled Join Date: Jan 2007
Posts: 835
| So is this new badass in the hills going to have req level 80 loot or req level 70 loot? WoW already experimented with optional butt-rape bosses (see Viscidus) and how many people bothered to kill him? Even raid-stacked with druids and priests and C'thun on farm my alliance guild had tons of trouble on him. Or kill Lord Kri last? I don't know anyone who actually bothered there. You could make an argument that Netherspite and Nightbane were optional "challenges", I suppose. Regardless, all you're saying to me is "waste dev time on unkillable content for the current expansion so that the next expansion will have more content in place". |
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| | #58 (permalink) | |
| On The Neverending MMOG Merry-Go-Round | Quote:
what is the upside? It is a waste of time and space unless you are looking to have the effect of griffons in commonlands.
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| | #59 (permalink) | |
| This is how I look when I post. Join Date: Apr 2003 Location: St. Louis, MO
Posts: 2,780
+5 Internets | Quote:
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| | #60 (permalink) |
| Registered User Join Date: Dec 2004
Posts: 236
+2 Internets | While 18hours + is crazy for one fight (barring old school camping type scenarios). FFXI isn't exactly the type of game where people run out of stuff to do. I haven't ever really heard that as a complaint. Sure some things could be improved, but they release content in a timely manner, and uber LSs in game almost never beat all the content. Between Einherjar, Dynamis, Sky, Sea, that new worm they just added, old kings, BCNMs, Limbus, Salvage, Beseiged, etc etc most end game LS's have to decide which things they concentrate on. It's not even humanly possible to do all the stuff anyway. So as far as taking dev resources, sure, but its not a scenario where people are constantly needing more raids in FFXI. Square isn't also known for having buggy releases and they are able to do internal testing on their raid content, so really, where is the harm? I do support that they should have spent more time (when the game was new) on the UI and lower player engaging content. I don't think that they'd get a huge increase over their 500k subs by doing that now, so I hope they keep it in mind for future games.
__________________ =Ssin'urn D'Ssinns= |
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