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Leohat

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Everything posted by Leohat

  1. Say WHA? If by more feedback you mean darn near totally silent then yeah, otherwise I say that you are completely full of crap.
  2. On one side is the "hard core" that needs challenging content. They have the time to raid multiple nights per week. They have the time and patience to grind for rep, to grind for mats. They have preset groups to help with group quests. They know where the quest areas are, they know where the quest givers and receivers are. They know what the boss mechanics are. They say that content is too easy and lacks challenge. For them, that is indeed the case. I wonder how much of the problem is that players have actually gotten better. I'm betting that players are used to see certain kinds of Boss mechanics. They are used to seeing bosses summon adds at certain times, they are used to void zones, enrage timers, multiple phases, etc etc ad nauseous. Basically a 'nothing new under the sun' problem. I read somewhere that one reason that they are able to blow through content so quickly is that a lot (most?) of them have already done the content, when it was in beta. In some cases they have done it multiple times in beta. So when live comes out they appear to have blasted through it. So they have already had weeks if not months working on content. So it appears that they blasted but in reality they have not. I'm curious, of those of you that are complaining about endgame being easy, how many of you were in the beta or early-access? I'm betting a lot. Of those of you that have multiple 40+ how many were in Beta? I'll bet a lot if not most. I don't remember all the details but I recall a MMO (not wow) that pulled a 'bait and switch' on one or more of the end game raids. The raid that was in beta was completely different then the live raid. It took even the hard core guilds a few weeks to master it. I think that it was EQ2 but don't quote me on that. The other side is the "causal" that does not have the time or the patience to raid often, if at all. I fall in to this category. I don't have the time or energy to raid more than once a week if that. I don't have the time or energy to grind rep for raid level gear. We may enjoy the game in other ways, such as collecting mounts or pets or achievement metals but not raid kills. My complaint is that the story line is build in to the end game raids. Because I can't raid, I never get to see the end of the story. Personally I like to see some sort story wrap up for non-raiders. If nothing else some kind of end game cinematic. There needs to some sort of compromise; p A possible compromise may be server segmentation. Instead of just PvE/PvP/RP servers, they should be farther segmented as hardcore vs casual. Maybe a solution could be a permanent choice, like the Advanced Class choice. At 50 you'd choice hardcore or casual and that would be it. Personally I'd like to see raids/bosses scale, some sort of variation of City of Hero's Monster mechanic that automatically scaled damage by level. The CoH sidekick/mentor mechanic was also pretty cool. Too bad that game is one massive grind fest. Maybe Automatic scaling of bosses based on gear (ilvl?), with token drops reflecting difficultly, higher gear, higher difficulty thus more/higher tokens. Maybe scaling of bosses based on average DPS of other bosses/trash. Again with token drop would reflecting how far above or below the average the group is. This could have some interesting side effects, such as groups trying to sandbag it to bring down the bosses average. How low of DPS can you do and still kill the boss aka how long can you stand the bosses enrage? Of course then you might get really hardcores trying to drag the average up. Might be especially interesting if the current average is unknown. Might be an easy fight one day and a wipe fest the next. I think that as others have pointed out that some kind of visual epeen reward is needed. tl;dr I'm not sure where the middle is but both sides are right. A compromise is needed. Or possible segmentation of the two.
  3. Not according to Curse.com http://www.curse.com/addons/wow/deadly-boss-mods Created 29 Apr 2008 I've listed my citations. Where are yours?
  4. Some more comparisons. According to http://www.curse.com/addons/wow/recount Recount was released Created 17 Aug 2007 998 days Or 2 years, 8 months, 26 days after WoW release Threat meter Omen was Created 9 Sep 2007 It is 1021 days Or 2 years, 9 months, 18 days after WoW release Deadly Boss Mods was Created 29 Apr 2008 It is 1254 days Or 3 years, 5 months, 7 days after WoW release I count 39 patches of Vanilla Starting from 7 November 2004 to 13 October 2006 a span of 690 days Or 1 year, 10 months, 21 days I count 25 patches of Burning Crusade released 5 December 2006 to 15 July 2008 (Note: I started playing some time in January 2007) a span of It is 589 days Or 1 year, 7 months, 11 days I count 21 patches of Wrath of the Lich King from October 14, 2008 to 29 June 2010 A span of 624 days Or 1 year, 8 months, 16 days I count 13 patches so far of Cataclysm from 12 October 2010 to today A span of 468 days Or 1 year, 3 months, 11 days
  5. Ok. I can't help it. I've got time to burn. I want to state for the record, I was not a WoW player during the times discussed below- Vanilla WoW. I starting playing WoW sometime after the release of tBC. I stopped shortly after Cataclysm. According to wikipedia, According to wikipedia, According to WoWwiki, the first patch AFTER the official release date was patch 1.1.2 release on December 6 2004. Which only removed time zone tabs. (Big fat hairy deal). I'm going to skip this one. The next one however was significant. 18 December 2004 http://www.wowwiki.com/Patch_1.2.0 According to my math that is 26 days between release and first major post release date patch. It looks to me like there were a bunch of patches before the official release date. I'm assuming that these were patches found between the time the release to manufacture RTM and the release date. Maybe someone that remembers could fill us in Look at the huge list of bug fixes. Now lets look at SWTOR According to http://www.wikiswtor.com/Patch_1.0.1 The first major patch was Patch 1.0.1 released on 27 December 2011 According to my math that is 15 days between release and first major post release patch. Admittedly that does not include some of the small post release patches.
  6. Origin is listing the standard edition at $59.99 36.99gbp is $57.53 OMG!!! $2.46 cheaper. The sky is falling. The sky is falling!!!11eleventy. Dogs and Cats living together. Mass hysteria.
  7. Not true. While there is a 10k cap. Once you hit the cap it starts to remove LS/DS points rather than subtracting the difference. For example: The cap is 10000. You have 9901 DS points and 99 LS points. Before the cap you would be at 9802 DS . After the cap, if you farm a 100 DS points somewhere, it removes the 99 LS points you have and adds it to the DS points, you now have 10000 DS points. Anything over the cap is lost. It is indeed possible to get LS/DS V while making some opposite choices. If you are REALLY bored. it possible to farm enough LS/DS points to switch from LS/DS V to the opposite level V. Good luck with that.
  8. And this is why I dislike healing pugs. Sloppy and lazy. Groups can get away with sloppy/lazy on trash but it sets really bad habits. The bad habits that get set by sloppy/lazy groups that are used to face-rolling creates the bad that everyone hates. Tanks that won't mark. Tanks that can't/won't keep aggro. DPS that will not/can not focus fire. Etc Etc Ad Nausem. If the DPS is 'tanking' anything it means that either A) the DPS is not focusing on the correct target (Focus Fire) or B) The tank is lazy and/or stupid. (Bad aggro management) C) DPS is not managing their aggro D) Someone is deliberately breaking CC or E) Not following the kill order. Targets should be tanked by the main tank or if needed a designated off tank or CC'ed. Kill order should be marked and understood before the fight. Healers (especially healers) and DPS should not be 'tanking' anything. If you have a tank that is 3 levels low. You are behind the 8-ball right off the bat, thus the room for sloppy shrinks drastically. Letting DPS tank mobs just because they can is sloppy, and lazy work by both the tank and DPS. The raiding party fight on the Mandorian Raiders Flashpoint is the fight described by the original post. On that fight, the group fights four elite/champion mobs (I forget which exactly but it doesn't matter). For that fight, at no time should either DPS or Healers be tanking any mobs at all. None. Nada. Zip. Zilch, ZERO. All mobs on that fight should be CC'd or tanked by the main tank. The kill order should be clearly marked and understood before the fight begins. I'm not sure what level different classes get their CC but if the group doesn't have them yet, that group is too low level for that Flashpoint. If I were the healer in that group, I'd quit group too. I hate bad tanks and stupid DPS. A tank that is flat out too low level is one thing but a bad tank is something else entirely.
  9. There are a number things that I want to respond to (aka rant about) The recommended level for Mraiders is 25. So a level 22 tank is under leveled. That fight is doable but with a under leveled tank Crowd Control is MANDATORY. As in, a requirement. Coming from that other MMO, the last time I saw ANYTHING marked or focus fired was in freak'n Karazan for the Mouros fight and even that became rare as gear lvl increased. I don't think that new/younger MMO players even know what marking, focus fire or CC even IS. Let alone how to it. It takes vastly less time to mark targets and do it right the first time than it does to wipe and run back. Tanks or off tanks picking up adds? Oh man, that funny. Oh you're serious? Let me laugh even harder. Seriously, the healer should almost never have mobs on him. If the healer has mobs on him, either it is part of the mechanic of the fight (not applicable in this case) or the tank or off tank is not doing their job. Period. End of sentence. Amen. One minute plus per, on the boarding party fight? No wonder you are getting roflstomped. Your group DPS sucks rocks. Focus Fire is your friend. Repeat, Focus Fire is your friend. No way should that fight be taking 4 minutes plus. I'm mostly against DPS meters but I'll admit that they are somewhat useful at the progression raiding level. They are grossly misused at the instance/heroic level. If someone came up with a way to prevent abuse, I would be more in favor of them. I think that the meters should not show absolute numbers but a color code against group average as well as against server average for that boss. Meters against trash should be right the hell out. I'm also divided on a LFG tool. On one hand, I think that it can be a useful tool, on the other hand, it is also ripe for abuse. At a minimum , it should be restricted to server only. TL;DR- Learn to read. Get off my lawn. Mind the gap.
  10. If I remember correctly the WoW LFG tool came out well after the start of WotLK. It seems to be that at the beginning of LFG, it only worked for 80s heroics. Prior to the LFG tool, it took for bloody ever to get groups together, especially instances that were behind the curve. By the time a group got a tank, the healer got bored and left, etc, etc ad nausem. This made it very difficult for anyone that was trying get groups for older instances, trying to grind specific rep or playing at odd hours. After the LFG came out, grouping was much quicker BUT the groups were less social, mainly because: 1) People were simply grinding out boss tokens on level 80 heroics. 2) People were way overgeared for level 80 heroics, it caused a roflstomp attitude- shut up, be quiet, rush through as fast as humanly possible, any mistakes were absolutely not tolerated. 3) It was cross server, the people that the LFG tool grouped together in all likely hood would never see each other again, thus no one cared about community. I think that the combination of the above, left a bad taste for the LFG tool. I think that LFG is not in and of itself a bad thing. I think that LFG can work but not the way that WoW has it setup.
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