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Thread: Raid gear, world bosses and Solo'ing and Small groups.

  1. #21

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    Funcom saw this problem ages ago and solution was created for those who either can not, may not or dont want to raid - copy your character to Testlive.
    You can get up to T4 gear from raid guy and T5 gear was available from FOAs for T6 raiding.

  2. #22

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    Quote Originally Posted by avrian View Post
    Funcom saw this problem ages ago and solution was created for those who either can not, may not or dont want to raid - copy your character to Testlive.
    You can get up to T4 gear from raid guy and T5 gear was available from FOAs for T6 raiding.
    Good idea, soloplayers can go to testlive and claim the gear they want.
    Last edited by magnum92; 31st December 2015 at 12:50.
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  3. #23

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    Quote Originally Posted by Kellisia View Post
    If we keep leaving people behind, they will keep getting behind even more. We can not keep relying on those to carry us. Yes new players will come and learn to raid. But there still needs to be grounds, that if someone who doesn't get in a raid can still have a way to enjoy the game.
    ...
    But Incentives.. Well it goes more to you hard core raids than it does that solo guy. " carefully calibrated " An that is what it needs Rathothis balance, equality and calibration.
    An an ideal world, and assuming you start from scratch, I guess it may be possible to create a game which does not tie power progression to content (raids, dungeons, solo), and still offers sufficient incentives for people to engage in all aspects of the game. But in AoC, there are two main reasons why this wouldn't be a good idea:
    (i) it would require a great deal of rebalancing and a complete redesign of incentives structures, which FC's team will in all likelihood not be able to engage in (or if they do, it will be to the detriment of any prospect of new content);
    (ii) the current player base is used to this type of vertical power progression, and some may feel aggrieved if it is changed.

    [Note that this applies to PvE only. In PvP, the incentive is to be better than the next guy, and vertical power progression is not helpful in this regard - as is testified by the number of complaints on these forums and elsewhere about PvP power progression in AoC.]

    For the above reasons, I think that at least high-end raid gear should be kept exclusive to high-end tier raiding in AoC. But some mild changes along the lines suggested in some posts above (adding T1 to T3 tokens to solo rewards; adding T4 tokens to the hardest dungeons) would be helpful, in order to create a better incentive structure and keep the game more open to all players.
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  4. #24

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    FC already made all the raids into easy mode dungeons and now the gear should be given to players who never saw a raid instance from the inside? Well, why even play a MMO game if you want to achieve everything by soloing it?
    Where is the challange? People ask for easier Achievement-Timers so that all people can achieve them, people want easier raid mechanics, people want raid gear for solo gameplay...
    I just see it like that: If your raid can't beat the boss (what is now 100 times easier) you basically don't deserve the gear. If you are not willing to play in a group you don't deserve group content gear / other items.

  5. #25

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    Quote Originally Posted by magnum92 View Post
    Im okay with soloplayers getting up to T3 gear trough solocontent to get up and going, but T4 is way too high, cause its better gear than all 6man content rewards, which basically makes the majority of the game useless. All because you want do drive a ferrari in your back yard.
    The one saying "there should be content specific rewards" is right, but Kellisia is definitely not a troll. There is a valid argument, that you should be able to get powerful or satisfying rewards, independendly of what gamestyle you prefer. There is a misunderstanding at the current veteran playerbase about MMOs in general: It does not mean you have to play with people in the same content or instance, it means you CAN play with real people and these peoples can be part of the gameworld (like ultima online for example did). If someone wants to be a smith, let them. If someone wants to go dragonslaying, let them find friends and do it. There CAN be ways for interaction even (for example the smith specialist could forge the masterwork base items necessary, but the raiders could offer the best materials or recipes for enchantment for example). Having different content from different routes does not have to mean they are exclusive. Easier to gain by the intended way, probably yes. But the smith could still be able to buy the rare materials from the raider or vice versa (so BoP is part of the problem).

    Also, topraidgear does not have to be topgear in game total. AoC is special here, because main development has been for topraidgear in the past years...with the addition last year of a bit of power pvp gear. Crafting and any crossover gear is still stagnating. In this regard you can count the unchained instances as "raid" as well, because to survive them, you need to have either powerfull raider friends or have good raidgear as well. Try the new 6ppl dungeons by only doing 6ppl instances (especially if you have to find out the "tactics" by yourself).

    So the main point is, if you want to make topgear available to everyone sooner or later or keep the access to a limited group that sooner or later runs out of people or reasons to do the content (got all gear). This does not have to mean "give away for free". You can only make a true mistake here, if you make raidgear available by any other non-raid content faster than by raiding (for example world boss content in 2009 -> definitely less raids)...

    At this point i would not allow any fast access to t4+ except by t4 raids, but there should be a supplement option (for example, if you mainly raid t1-t3 and only rarely t4) or a chance to use stuff from casual raiding to improve existing gear from other game content (to increase number of potentially successfull t4+ raiders).
    Last edited by Kurt2013; 31st December 2015 at 15:52.

  6. #26

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    I wanted to write a wall of text but instead of saying that I agree or disagree on this or that I will say that it would be cool to have 12 man raids.
    T3.5 could almost be considered a 12 man raid and it's awesome for pugs and smaller guilds.

  7. #27

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    Quote Originally Posted by xCodename View Post
    ... you don't deserve group content gear / other items.
    I have a million reasons to disagree with this statement; but for fear of being called a troll and possible penalties/persecution from all parties (players & FUNCOM) , I'll play it safe ~ I AGREE 100% ~ +1000000000 ~ you tell em' xCode ... !

    Eberyone is so temperamental in this "hardcore" game.
    Last edited by Mustaine; 31st December 2015 at 18:12.
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  8. #28

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    *****edited
    Last edited by Mustaine; 31st December 2015 at 18:06.
    "Always review over the Social Guidelines before posting on the forums"

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  9. #29

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    As a primarily solo player (who likes the occasional pug raid and sixman) I could farm myself a full t2 set in 1 week of worldboss. The gear isn't good in comparison to khitai purple and t3.5+ but for oldworld stuff it's good.. Heck, it's doable for most k6nm and some HM's for non tank classes. While I'm farming wb, I frequently get t3 raid tokens for t3 gear.

    If I want better gear, I farm factions to rank 4 and farm rares for a week to buy khitai purple stuff. I fill in what I cant get with rare trophies alone with t3 gear and join groups to get the rest.

    If I want better gear at that point I join a pug raid, or make friends with guilds who have it on farm. Considering they've nerfed t3, t3.5, and t4, there's no real reason why someone who wants better gear cannot get it, even as a primarily solo player.

    Should raids have a 12 man option? Sure, why not? You can do most of t2 with 18 or less, you can do t3.5 with like 12 people or less, so it makes sense to have a 12 man option/version. Should solo players be rewarded gear that's comparable with higher tier (3.5+) raid gear? Maybe one or two pieces, but not a full raid-set, because it defeats the point of raiding.

  10. #30

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    Quote Originally Posted by Kurt2013 View Post
    Also, topraidgear does not have to be topgear in game total. AoC is special here, because main development has been for topraidgear in the past years...with the addition last year of a bit of power pvp gear. Crafting and any crossover gear is still stagnating. In this regard you can count the unchained instances as "raid" as well, because to survive them, you need to have either powerfull raider friends or have good raidgear as well. Try the new 6ppl dungeons by only doing 6ppl instances (especially if you have to find out the "tactics" by yourself).
    I don't wish to commend further into the op's opinions but what you state here is just your personal experience and not true for everyone.To survive un-chaineds you need khitai gear and half the dpsers can be in culture blue stuff and it ll work.T3 gear good enough too.Excavator's pretty much the same.But you need players to actually play on a half decent level and maybe put some playtime in it instead of calling everything too hard because the other kids had better gear.

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