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View Full Version : Instances, raiding, and gear


Zell
06-30-2006, 03:29 PM
I think everyone knows the main problem with World of Warcraft is that you need to give up a lot of your time in order to get good gear. Organizing 40 people for a 40-man instance is hard stuff. I've gotta tell ya, I am very excited for this game. It sounds crazy awesome. One of the things I am wondering is how instances will be incorporated into the game. Many people in Warcraft are looking for 5-15 man instances in order to collect their gear. Blizzard, of course, just doesn't like to listen to that, and keeps producing 40 man content. In this game, I am hoping that there will be some sort of balance between those. Those that want to do 40 man content can do so and get a little better gear than those who do 10-15 man content. Or, maybe you could wipe out 40-man content alltogether, and just make it so it is 10-15 man. Just increase the level of difficulty in each instance coming out. I am just throwing ideas out here for you all.

I have been thinking about crafting a bit. If you have ever played Starwars Galaxies, you will know that crafting is basically the main way you got all of your stuff in the game. That was nice and all, but it almost caused everyone to conform. It was balanced, but balanced in a way so that everyone was basically the same. It's hard to describe. Everyone had the same armor and gear for their profession. What would be nice is that crafting could be a viable alternative to farming instances. I am thinking of the crafting profession as a complex thing, similar to SWG. Each mineral you mine will have a specific type of quality to it. No quality will ever be the exact same, so that no two items can be the same in the game. This prevents conformity. Trust me, it's boring when everyone you fight is the same. Anyway, the higher the quality, the better the armor/weapon. Now, to create certain weapons/armor, you will not only need certain minerals to create it, but you will use those certain minerals to create pieces of the weapon. For example, you will need to have 10 iron bars and a steel bar to create a weapon stock for the weapon or something. The stock will have a certain quality to it, also, so that when the whole weapon is created, the quality will be averaged, changing on how well the weapon will actually be. Now, if you go do a raid instance (10+ people), certain bosses can drop schematics or a weapon stock (once again, entirely unique to all other drops in the game) that you can use that will power up the weapon as it is being built. For example, instead of just building a generic weapon stock, you use the one you found that has, let's say...+15 to high/low end damage, +20 to accuracy, +5 to health, and a very high quality. Using that in place of the standard stock will allow your weapon you crafted to be completely different from all other weapons in terms of power. Now, that's not just the ONLY thing you can do to power up the weapon. Let's say you find a scope or something that gives +10 to accuracy. You can attatch it as you craft, but it is completely optional. You can build a weapon without a scope, but if you do build it with one, it will be better than others.

It's similar to SWGs I think, but it is also a little bit different. I'd love to see this crafting system in the game. Good luck!

deghost
07-01-2006, 09:06 PM
Soo complecated :)
What I want is a shovel and a bag of seed :P
Every one needs to eat, and I have fun growing nice plants :)

CJ_Wallace
07-04-2006, 08:43 PM
Since early conception we have thought heavily about raiding. Many of us come from such games and guilds who were into heavy raiding. In my mind for someone to develop an excellent raiding system, it's important for them to have experienced it from the casual perspective and even the extreme hardcore perspective. I can promise you that raiding is a top priority with us and we will be very happy to reveal what gamers are capable of doing during raids when the time comes.

It may even startle you a bit *wink*

deghost
07-08-2006, 01:04 AM
What about casual farming? lol

eniac
07-08-2006, 07:17 PM
if there are things that require big groups you get big comunities :)

Stiler
08-16-2006, 02:06 PM
I have to disagree there.

Raids don't build communities imo, the overall game does.

The best community in any mmo I've played was old UO, with 0 "big group required raids" or any of that things.

I hope with Kaos war they don't end up doing the usual Forced grouping/raiding of almost every other mmorpg but instead make it a gameplay option.

You want to raid? fine, do it, have fun. However you don't have to force people to raid and such.

As a more solo type of player I like to do a lot of things on my own, or simply play without having to wait 30min-hour finding some group to simply have fun. If I do join a guild I like to join the smaller more family oriented guilds who are there to have fun, not to raid raid raid and get "uber crap."

If Raids = the way to get the best gear that ends up giving you an advantage that is forcing people to raid. The causual/solo players will be forced to raid when it comes to pvp and such or they'll be left behind.

Why would it be bad to offer gameplay in all forms, from solo, to small groups, to raids, but not have one that equals the best?

jiisu
08-17-2006, 07:48 PM
Stiler, let me just say that Kaos War is a game of the people, by the people, for the people. Play how you want. There is no right and wrong way. Play to your strengths and have a good time of it alone, with close friends, or with your guild. There is no set number for how many people are needed for a raid. Dare I say one talented player could trounce a raid intended for 15 players and be barely stronger than the highest level player of that group? HERESY! you might say, but our game is not focused on how fast you hit your number keys. It's all about playing to your strengths. Some people work better alone for a reason.

Moloch
08-22-2006, 08:15 AM
There is no set number for how many people are needed for a raid.

Dynamic mob tuning based on group strength Jiisu?

jiisu
08-27-2006, 08:36 PM
Maybe... Could you repeat the question? :-p

Damon
08-27-2006, 09:21 PM
There is no set number for how many people are needed for a raid.

Dynamic mob tuning based on group strength Jiisu?


Yes Moloch Correct ;)

Moloch
09-07-2006, 09:02 AM
Smart idea :)

You might like to have a minimum number > (say) 5 in big instances to reduce the odds of farmers exploiting.

Assuming different encounters require different strats or are optimally suited for a particular class balance, your system might want to take into account class composition (assign each class toon a point score based on the relative utility of that class for that encounter. Base the mob tuning on that score rather than on a simple body count.

hanstin
09-07-2006, 01:37 PM
There is no set number for how many people are needed for a raid.

Dynamic mob tuning based on group strength Jiisu?


Yes Moloch Correct ;)

very smart indeed

colombdawg
09-10-2006, 11:53 PM
This sort of reminds of City of Heroes. CoH has its own unique mission system in which you can choose the difficulty you want of your missions, and after that depending if yoru grouped or not, will depend on how hard the mobs are and their levels. The mission is harder if there are more people in your group and if your soloing then its set so you can solo it. Its neat, but very repetivie since missions and stuff is all you do for levels. I'm not a big raider either and I like a family oriented guild/faction/group whatever its called in KW. I'm looking forward to the game, this is the only sci-fi game I've considered playing and let alone plan on playing when released.

Ziegler
09-20-2006, 03:16 PM
WHile it is nice to hear about the dynamic scaling of encounters, I am interested in the loot...

Will you take active steps to avoid item grind ala epic loot.
I am currently looking at Chronicles of Spellborn where the armor and weapons actually have no statical value at all. (though I think they just tricked it to where you put in "gems" to power your weapons and armor, which still equates to just a different item to grind for.)

I would like to know if you have any ideas on how to get away from grinding for items to power up and making sure if so, that it isnt a RAID thing. I'll never play a game that expects me to RAID on a constant basis to be competitive in game.

Also, random loot, to prevent farming, or even no loot, but just resources to turn in to the factories and stores for equipment to be made.

'nuf for now

jiisu
09-20-2006, 06:36 PM
While I can't comment on the kinds of loot we'll have, I will say there will be lots of different choices that can be obtained by many different methods. We're looking into a way to eliminate grinding AND farming. A major attribute of farming is grinding, so it sorta goes hand in hand. :-p

Your comments on ways to prevent farming are surely interesting... spoken with any mediums lately?

Ziegler
09-21-2006, 10:57 AM
Your comments on ways to prevent farming are surely interesting... spoken with any mediums lately?

Nope, but I have a dream. 8)

isobar
09-21-2006, 07:05 PM
so I got a question...

If this game is based off skill, wouldn't one man, given he is good enough, be able to solo any monster in the game? Because given enough time in a game, a player could study the monster, figure out how to avoid all his attacks, and then just kill him by himself? Or do I have the wrong impression?

Will
09-22-2006, 02:42 AM
Now I can't speak for every encounter, but I imagine a good amount of lesser beings will be able to be kited, or outskilled. The stronger foes you'll find will have a plethora of counters to such simple strategies.

z80
11-26-2006, 08:07 PM
This thread pleases me. Sounds like this game will have a rather flexible progression system. I hate forced raiding. But this game sounds like (assuming this game will have more action oriented combat rather than the old click and wait combat) it will be fun even during raids.

TeeDot
11-30-2006, 02:44 AM
uhmm interesting...
*off topic*
just one question.. since this is a ( i'm assuming) rvrvr game would there be a big war happens everyday or week that let all 3 factions beat the **** out of each other?

Mister Matt
11-30-2006, 09:05 AM
whats rvrvr?

Ziegler
11-30-2006, 09:48 AM
whats rvrvr?

RvR = Realm vs Realm (DAoC reference)
RvRvR = Deva vs Al'Gar vs Human.

a chewy rock
11-30-2006, 03:43 PM
I'm hoping that there will be all out wars between lots of players at some point in the game, whether it happens when lots of people just end up in one area or if it's a set up join in and fight thing.

TeeDot
11-30-2006, 04:25 PM
ya i really hope there will be some kinda epic battle in KW. whats more fun than having 500 ppl smashing each others til their eyeballs pops out? :)

Mister Matt
11-30-2006, 04:34 PM
the maps would have to be MASSIVE to hold that kind of battle. like 50 times the size of battlefield 2's maps

hanstin
11-30-2006, 05:00 PM
were not talking battlefield 2 here were talking KAOS WAR so you probably can expect it

a chewy rock
11-30-2006, 07:58 PM
I don't think I'd ever expect a 500 person battle. That's a bit over doing it.

rynb1n
12-06-2006, 02:06 AM
maybe doing RvR before beta is over is feezable...but RvR after game release is so unrealistic because of amount of people playing. :( It would be fun too.

Moloch
12-06-2006, 04:06 AM
whats more fun than having 500 ppl smashing each others til their eyeballs pops out? :)

Having a point to the smashing.

hanstin
12-06-2006, 12:22 PM
Having a point to the smashing.

the point of smashing is highlikely the land there trying to conqueer or just for leetness use

a chewy rock
12-06-2006, 03:26 PM
Control over territory....

hanstin
12-06-2006, 03:38 PM
already said that your to late

rynb1n
12-06-2006, 08:25 PM
or just pure pwnage of races...I would like to think that would be some sort of end game epic battle....for final control over the game...

that is if it was a single player rpg, but its NOT! WoOTS

Rhiannon
01-27-2007, 04:37 AM
That is one of the reasons I liked playing Carpe Diem :( Not so great graphics as this ofcourse will be...but players controlled the outcome of a game. Able to change the course of the game by action. Though this is more complicated and involving than CD, will probablly be future expansions in mind for whichever way this game is herded by players. Should be to the extreme, fun...

dartimous
08-02-2007, 12:29 AM
I have to disagree there.

Raids don't build communities imo

Unfortunately we cannot go back to the days of Ultima Online. The majority of the "new gen" MMORPG gamers consist of very A.D.D. type players that need fast action and fast paced gratification. What do you suppose happens to the communities that build up over time and they reach level cap with nothing to raid? Make alts for eternity? Please see the case in point: Vanguard. :)

Damon
08-02-2007, 12:54 AM
Hi Dart,

Welcome to the Kaos boards. Nice to see Ebonlore. :)

Darthorious
08-03-2007, 12:03 AM
Unfortunately we cannot go back to the days of Ultima Online. The majority of the "new gen" MMORPG gamers consist of very A.D.D. type players that need fast action and fast paced gratification. What do you suppose happens to the communities that build up over time and they reach level cap with nothing to raid? Make alts for eternity? Please see the case in point: Vanguard. :)

lol I had 5 alts in vanguard before I stopped playing. But ya there was nothing to do but grind alts and crafting after 50 and a lot of harvesting for a lot of plat.

Moloch
08-03-2007, 02:39 AM
imo a game should be designed from the meta/end game backwards.

DarkVelvet
08-03-2007, 04:53 PM
Dynamic mob tuning would be awesome, any basic ideas you can drop on how your going about this? I understand if you cant elaborate with out letting the cat outta the bag.
Only way i see it you'll have to encode a hidden item ID tag that gives a piece of gear a "score". add all the scores for given group and that will give you an idea of how strong the party is.
a group of poorly geared folks will have a much lower score and get much weaker mobs where as a group all decked out in epic quality gear will boss lvl trash mobs.
This could also have the pleasant side effect of Cockbloking one of the most annoying things i see in WoW a high level toon running low level toons thru group oriented instances.
"WTF this a level 1 dungeon, why is this thing hitting me like a tr......(loading please wait)!

Damon
08-03-2007, 08:06 PM
imo a game should be designed from the meta/end game backwards.

Super close Moloch. Our skill system looked massive in the beginning, but everything makes sense at the meta/end. From there we worked backwards.
We are really satisfied with the results. Hope you guys will be as too.

hanstin
08-04-2007, 06:12 PM
Super close Moloch. Our skill system looked massive in the beginning, but everything makes sense at the meta/end. From there we worked backwards.
We are really satisfied with the results. Hope you guys will be as too.

Any more info plx

Kayden
12-16-2007, 02:40 AM
ooooo okay after 5 pages I finally get to speak yay!....anywho where to start so many different topics.

Instances always a plus really, I mean how far do you plan on us to go with out giving us one super hard and awesome dungeon for us to conquore?

Raids, eh I'll pass. I got boared with the 50 man raids in WoW reason why I don't play anymore. Once you reach the lvl cap you kinda run out of things to do especailly if your a lock. Locks can do just about anything. Except now they've been nerfed *single tear* ... *continuing on* Raids are good for those as someone said A.D.D players, frankly I don't want to get in the middle of it cause frankly I don't want to argue with a 12 year old about how he pwned me with his +10 lvl advantage. That gets a bit annoying really.

Gear, well gear you can get anywhere I would think. Off of Instance bosses, other players, even raid bosses. Gear can come from anywhere. the quality of the gear is what makes the difference. Frankly thats not my main concern. My main concern about that is do you plan on a rolling system or a way of figureing out who gets the item in a team. I've had problems with Ninjas in games. WoW had a need and greed rolling system but that didn't help because they would roll need weither it was needed or not. Now is there going to be some kind of similar system that will be more fair to how you need/greed your rolls? Is that even possible? Just something that I'm concered about, to many times I've lost out because of someone else greed and their luck to roll higher while everyone drops out. Frankly I try to stick to close friend groups or guild runs...but sometimes thats not the case and your stuck with the PUG group. *Pick Up Group for those of you that don't know* That was my main concern the rest was kinda just normal conversation in a game deveolpment stage. :)

ramadog
01-16-2008, 06:51 PM
:p i'd just ike to say WoW sux. it sux a lot...... it is way too easy to hit the lvl cap so u do not feel like u earned your elete status and the text box is in a spot that is too easy to ignore it needed to be at the bottom their r a lot of other things that i can point out that r horrible about it but i won't it seems that the only thing that makes that game popular is their willingness to advertize on tv.
oh i forgot the "good" gear should be verry hard to get it makes u feel like you earned it rather than given it its like buying in game money or farming it. only a looser buys money online.

p.s.
WoW sux

Nurvus
01-16-2008, 09:36 PM
I seriously hope one won't need to kill the same boss 50 times searching for a certain drop that has like 1/20 chance to drop, and then 50% or more of your party members need it.
Sometimes it also screws party creation. in Wow for example, where there is a warrior, it is unlikely to be another or a paladin, at least in 5 man groups for simple dungeons, since no one wants competition for their wishlist gear.

Also making linear boss progression like "you must beat boss A to get equipment that makes you strong enough to beat boss B, and so forth" makes people annoyed, frustrated, and grow bored of the game.

Also it would be great if there were several really important bosses for a given level range, that are really really hard, but each one you beat, makes the whole damn party feel greatly rewarded, not 1 mega item drop for 20 hungry wolves.

----------
Against gold-sellers and stuff:
----------

- Remove all of the "general" channels,
<<If WoW, for example, had no trade, general, shout or "Defense" channel, there would be little to no gold spammers.
They'd have little to no tools to propagate and most importantly ruin other's immersion.>>
- Make dynamic in-game stores and trade centres where people can place adds like a boulettin board or something, or maybe create a store, and the option to create channels with password so that otehrs u wanna talk with join you.

Seint
08-05-2008, 11:38 PM
I've personally been playing WoW for a few years, and right now I can't help but say it's one of the best mmorpg's, just because the game play is better than most, and that there is the ally vs. horde, AND that it has a storyline based on previous games (the warcraft series). The game used to be way harder from what I've heard. It used to take a few days to go up a few levels playing non-stop. But the A.D.D. players came in and couldn't level up fast enough and quit, so they made the game way easier ;D.

I remember when it used to take much more skill and time to complete some of the quests, but they're all easy now, and they've increased the amount of experience you gain from every quest between lvls 30 and 60, again, for those A.D.D. players.
WoW is much to easy to level in, and it is WAY to easy to get insanely good gear. Just do a bit of pvp and bam! You have the best gear in the game :).

I think KW should have a much harder system to get these "epic gears" from pvp, since alot of the game will be based on fighting other players (so I would assume). Like, wiping out a guild from an area that they control and seizing it, that takes effort and planning. You should get a few points towards some upgrades for that kind of thing.

As for instances, yes, they are a must. I think dungeons must exist in every mmorpg. I personally think that the 40 man raids in WoW are a bit much, sure they're epic fights, but it takes forever to get enough people to do it, and not everybody who plays mmorpgs will be willing to find enough time to set it up (those A.D.D. players). I think instances/dungeons, whatever you want to call them, should be a maximum of maybe 25 people, and that the typical dungeon could be completed with only 5 to 10 people.

The gear dropped from dungeons should obviously be a bit better than typical gear from completing missions and such, but please, make a fair rolling system... the one in WoW is terrible...

Sorry if this got a little long, but it's just my opinion :)

Nurvus
08-06-2008, 01:26 PM
I agree WoW has been a little too fast in character level and gear progression, but at least they are well tuned together.

By this I mean you don't level too fast for the gear you get, nor otherwise.

Where it regards character progression - in gear and skills - as well as the way items drop, between WoW and games like Lineage II, RFO, Cabal Online and whatnot, I pretty much rather have WoW...

I personally hate grinding in all its silly forms.
It is no more than a really sad excuse for lack of content.

There are alot of ways to make a player love playing a game without making him "have" to kill 100 of certain monsters for whatever reason.

Having a quest that requires you to do so is not much better either.
Having 2 or more quests that require you to kill the same mobs (possibly at the same time) isn't an excuse either...

In a game where leveling is slow, I demand that each level makes a difference in my character.
In a game where getting gear is slow, I demand that each new piece of equipment I choose to equip makes a difference in my character.

A game that to me is an example of decent gear effects and progression is Diablo II and WoW.
As for raw item variety, is DnD.

It is a difficult task to make the perfect equilibrium between the contribution of skills and gear towards your character effectiveness.
--------------

To me, ideally, there would be no "drop chances". You'd take everything the enemy has, and period. But you'd be limited in your inventory capacity (as well as weight limit).

However, with appropriately useful mounts (that can carry weight for us) - including vehicles in more futuristic games - the problem of having to make alot of trips back to town is circumvented.

Well... that's all for now xD

Seint
08-06-2008, 03:23 PM
A good example of the "loot everything the mob has" would be obvlivion. Everything you kill has it's own unique drops, and depending on the mob it can be really cruddy gear along with 2 gold pieces, or it could be the best weapon you've ever seen in the game.
WoW's loot in instances is similar to this, but only applies to a boss, and it's always a single item selected from everything the target is wearing rather than all of it's armor & weapons. This balances it out, since if we were able to loot everything off of the boss of an instance you'd have a full set of bad ass armor for a character, and possibly a really nice weapon added to it, which would instantly over power the character :P

Avacon
08-07-2008, 05:38 AM
I seriously hope one won't need to kill the same boss 50 times searching for a certain drop that has like 1/20 chance to drop, and then 50% or more of your party members need it.
Sometimes it also screws party creation. in Wow for example, where there is a warrior, it is unlikely to be another or a paladin, at least in 5 man groups for simple dungeons, since no one wants competition for their wishlist gear.

Also making linear boss progression like "you must beat boss A to get equipment that makes you strong enough to beat boss B, and so forth" makes people annoyed, frustrated, and grow bored of the game.

Also it would be great if there were several really important bosses for a given level range, that are really really hard, but each one you beat, makes the whole damn party feel greatly rewarded, not 1 mega item drop for 20 hungry wolves.

----------
Against gold-sellers and stuff:
----------

- Remove all of the "general" channels,
<<If WoW, for example, had no trade, general, shout or "Defense" channel, there would be little to no gold spammers.
They'd have little to no tools to propagate and most importantly ruin other's immersion.>>
- Make dynamic in-game stores and trade centres where people can place adds like a boulettin board or something, or maybe create a store, and the option to create channels with password so that otehrs u wanna talk with join you.

Well Nervus you won't be disapointed because thier is sapposed to be a high end balance in the game think thier going to focus on a unique marketing system to help this as well for crafters to be a main source of items of high quality would be and is a nice venture point. the reason i say this is i've had the privalige to get my hands on the closed beta of atlantica online which has the same style of marketing by in game player crafters i was talking about. also with the highend drop rate if won't take so long as it did to be able to get the gear you want so you can use in the pvp area. also like to add somthing damon mentioned on his live tv stream he has posted on the social network. he said in the game thier will b able to have merc guilds and sovirenty alliances in the game. so you can have a good use for the items you get from those main boss fights.

jimmy6154
08-07-2008, 12:48 PM
As well an sovereignty enabled guild to be able to attack city's which makes for a cool twist on things...

Nurvus
08-07-2008, 05:09 PM
A good example of the "loot everything the mob has" would be obvlivion. Everything you kill has it's own unique drops, and depending on the mob it can be really cruddy gear along with 2 gold pieces, or it could be the best weapon you've ever seen in the game.
WoW's loot in instances is similar to this, but only applies to a boss, and it's always a single item selected from everything the target is wearing rather than all of it's armor & weapons. This balances it out, since if we were able to loot everything off of the boss of an instance you'd have a full set of bad ass armor for a character, and possibly a really nice weapon added to it, which would instantly over power the character :P

Then we are not talking about the same thing.
In WoW's Instances, bosses usually don't wield the very gear they drop.
In some they do - but mostly not.

I was talking about the enemy being equipped exactly with what it drops.
If it has a sword in his right hand, it drops that exact sword.
Not a staff or a bow.

But that is something that doesn't work on its own.

jimmy6154
08-07-2008, 08:23 PM
Then we are not talking about the same thing.
In WoW's Instances, bosses usually don't wield the very gear they drop.
In some they do - but mostly not.

I was talking about the enemy being equipped exactly with what it drops.
If it has a sword in his right hand, it drops that exact sword.
Not a staff or a bow.

But that is something that doesn't work on its own.


though cool, I think some feel it takes the randomness out of what something drops.

reddo
08-07-2008, 09:15 PM
though cool, I think some feel it takes the randomness out of what something drops.
The randomness can sit in a corner, next to the classic grind and engrish, for all I care. I like seeing what the gear looks like before I get it, even if it's on an unholy death machine.

Nurvus
08-08-2008, 10:44 AM
To me, the only thing cooler than seeing a demon wielding an insanely brutal, exotic glowing Axe, killing it and actually taking the axe for myself....
...is seeing a demon wielding 2 insanely brutal, exotic glowing Axes, killing it and actually taking both axes for myself. ^^

Similarly, the worst thing is seeing an enemy with beautiful gear that seems to fit me perfectly, killing it and never getting 1 single piece of that equipment.
--------
As for randomness, I pretty much rather have that happen from Chests.
- Chests in a room after beating a Boss
- Chests being guarded by a bunch of enemies - enemies that drop personal loot as well.
- Chests covered by moss/half-buried/etc that you have a chance to discover after beating certain enemies, like beasts

All this, as opposed to a Polearm portruding from a beast's ass after you beat it...
Ron - "Hey, I killed a toad!"
Don - "So...?"
Ron - "It... hmm... dropped an Ornate Damascus Breastplate and an Orichalcum Greatsword ..."
Don - "..."

Elorza
10-03-2008, 02:36 PM
Hello...this being my first post ill express something fast that came to my mind reading the first posts...

First of all, its not that i hate raiding...but as an old player in WoW and having tanked all BT...theres nothing to it after you do it more than once , sure i mean some instances and raids are fun , but its eally boring that you lose about 2 hours getting a good raid team...and like 4 more to be done with the instance , furthermore this is only pv-e , mobs will do the same thing over and over...i rather there be more PVP in the game, for people do tend to surprise you once in a while , and i hope that they at least have the different sets of gear , either pvp oriented or pv-e , because the only use i find in mmo's after some months when im done lvling and got all the gear i want...is pvp ;).

So all in all...i just hope raiding is only a part of the game , so that we hardcore pvp-ers get our share of noob blood on our hands ^^.

amz181
10-03-2008, 03:08 PM
Hello...this being my first post ill express something fast that came to my mind reading the first posts...

First of all, its not that i hate raiding...but as an old player in WoW and having tanked all BT...theres nothing to it after you do it more than once , sure i mean some instances and raids are fun , but its eally boring that you lose about 2 hours getting a good raid team...and like 4 more to be done with the instance , furthermore this is only pv-e , mobs will do the same thing over and over...i rather there be more PVP in the game, for people do tend to surprise you once in a while , and i hope that they at least have the different sets of gear , either pvp oriented or pv-e , because the only use i find in mmo's after some months when im done lvling and got all the gear i want...is pvp ;).

So all in all...i just hope raiding is only a part of the game , so that we hardcore pvp-ers get our share of noob blood on our hands ^^.

first and foremost welcome ;) i hope you stay

If you watch Techcrucnh50 when kaoswar were presenting. They showed their game development plan: "agile game devlopment" they showed that their first release would be basically just PvP. So you'll be able to tell them whats right and whats wrong straight away.

If you havent seen Techcrunch 50 yet, go watch it :D

Damon
10-06-2008, 07:14 PM
Hello...this being my first post ill express something fast that came to my mind reading the first posts...

First of all, its not that i hate raiding...but as an old player in WoW and having tanked all BT...theres nothing to it after you do it more than once , sure i mean some instances and raids are fun , but its eally boring that you lose about 2 hours getting a good raid team...and like 4 more to be done with the instance , furthermore this is only pv-e , mobs will do the same thing over and over...i rather there be more PVP in the game, for people do tend to surprise you once in a while , and i hope that they at least have the different sets of gear , either pvp oriented or pv-e , because the only use i find in mmo's after some months when im done lvling and got all the gear i want...is pvp ;).

So all in all...i just hope raiding is only a part of the game , so that we hardcore pvp-ers get our share of noob blood on our hands ^^.

You've come to the right place then Elorza =)