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Thread: End the Endless Endgame Grind

  1. #11

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    Quote Originally Posted by gcustoms View Post
    True, but it seems t5 is just to tide us over while they finish Palace of Cetriss. Although the critigation amount of t5, plus critigation buffs from set bonuses, ring, etc. kinda scares me.
    The only scary thing is how useless those critigation buffs are.
    ༼ つ ◕_◕ ༽つ Evil Elitist Veteran Wanker ༼ つ ◕_◕ ༽つ

    -- Make AoC Great Again --

  2. #12

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    Quote Originally Posted by Ernests View Post
    It is understood that most of the players is fastidious. It is not enough for them that the content is only interesting, as for example Achievement system or T3,5 (partially, this also applies to T5). They need content to be both interesting AND give them something powerfull. Otherwise, the players will continue to leave the game and choose a MMOG what can it offer.
    I know that there are some players who have all achieved and continue to play only PVP. But they are in the minority. If other players will continue to leave the game, then soon there won't be any more opponents to play PvP. Sadly.
    A bigger problem is that many of the players in the game is no longer something to do, there is no objective to achieve.
    Kattas - 10.PvP, full T6 and full AA demo

  3. #13

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    I would say either increase some costs and requirements, or do not touch them at all. The game is currently too fast in terms of progression at 80.
    Making the game simple will cause a strong population decline. People will leave either after being dissatisfied because of simplicity and likeness to other MMOs or after progressing enough.
    Last edited by LunaticAsylumLA; 5th May 2015 at 07:48.
    • Remove daily rewards and the raid finder;
    • remove membership bonuses;
    • disable PVE XP for daily challenges;
    • remove WBs forever on Crom;
    • slow down the AA gain;
    • lower the PVP XP gain or remove the streak system;
    • remove AoE looting;
    • add the missing mobs back to Khesh., F. of the Dead, and Eigl. Mount.;
    • fix the 250+ms ping;
    • take the key away from Saddur;
    • revert T3, T3.5 (10.21.15), T4 (10.21.15), and GGG changes;
    • remove energy and add skills (like taunt) back.

  4. #14

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    It may come as news to the Op but this IS the grind reduced! Problem if you reduce it too much is people will complete their gearing and many will leave because they have no more progression.

    I agree though on 12 man raids but you can effectively 12 man Wing 1 already. But I do think FC needs to think about making specific 12 man instances or an instance that scales with the amount of players.

  5. #15

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    Slithering Chaos was at one point expected to be 12 man dungeon, which is kinda fail since we asked for 12-man raid instead.
    Your Storm Field critically healed Officer of the Wolves for 7038.

  6. #16

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    Players always need the donkey carrot. You can do it like WoW; making the game easier and easier, so causual players can achieve everything in a very small amount of time and effort, and to keep their interest awake you throw out new content each quarter. But to guarantee this you need a huge team of workers. Blizzard can afford this, Funcom not.

    The Oracle once said it: Everything, that has a beginning, has an end. This is for MMOs also. You cannot guarantee player satisfaction for eternity.

    The question is: is there too much grind in AoC generally? Well, if you declare every content, which has to be repeated several times, as grind, then there is. But not more, than in any other MMO. Look over to Arche Age. There you have exactly ONE dungeon, they all crowd like hell every day. Or those weapons, which are only available by a terrible grinding in a particular Region. This is Grind. The faction questing in AoC offers you in the same time the opportunity to get familiar with the region, improve your skills and get better all the time. This really sweetens the "grinding" factor. In other game you have just to gather materials like an idiot. This is not the case with AoC. Well, maybe they could tweak a little bit, but honestly: how much T3 Runs do you need, to achieve the entire gear? Not that much.
    __
    Phoenix Embers [Legacy of The Matrix Online, 2005]
    "Die Alternative zum Sein ist das Nichts. Also sei."

  7. #17

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    Quote Originally Posted by Bibik View Post
    Slithering Chaos was at one point expected to be 12 man dungeon, which is kinda fail since we asked for 12-man raid instead.
    What is the difference between a 12 man dungeon and a 12 man raid? As far as I know a raid is a group of more than 6 players. So technically a 12 man dungeon is a 12 man raid?
    Fass
    Professional northmen slayer of saga
    {Circle of Eternity}

  8. #18

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    Quote Originally Posted by Fass View Post
    What is the difference between a 12 man dungeon and a 12 man raid? As far as I know a raid is a group of more than 6 players. So technically a 12 man dungeon is a 12 man raid?
    Haha was thinking exactly the same.
    Moriala - The Ivory Tower

    [Youtube Channel]

  9. #19

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    Quote Originally Posted by Laurina View Post
    Players always need the donkey carrot. You can do it like WoW; making the game easier and easier, so causual players can achieve everything in a very small amount of time and effort, and to keep their interest awake you throw out new content each quarter. But to guarantee this you need a huge team of workers. Blizzard can afford this, Funcom not.

    The Oracle once said it: Everything, that has a beginning, has an end. This is for MMOs also. You cannot guarantee player satisfaction for eternity.

    The question is: is there too much grind in AoC generally? Well, if you declare every content, which has to be repeated several times, as grind, then there is. But not more, than in any other MMO. Look over to Arche Age. There you have exactly ONE dungeon, they all crowd like hell every day. Or those weapons, which are only available by a terrible grinding in a particular Region. This is Grind. The faction questing in AoC offers you in the same time the opportunity to get familiar with the region, improve your skills and get better all the time. This really sweetens the "grinding" factor. In other game you have just to gather materials like an idiot. This is not the case with AoC. Well, maybe they could tweak a little bit, but honestly: how much T3 Runs do you need, to achieve the entire gear? Not that much.
    I agree, lowering the "grind" would increase the pressure for new content, and its not realistic to assume releases of new content in high enough pase.
    Moriala - The Ivory Tower

    [Youtube Channel]

  10. #20

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    Difference is you don't itemize the same a dungeon than a raid. I'm surprised you missed that point ;o
    Dungeon instance = 90% blue vendor trash+some bags/boxes with Moonspills and Fine Quartz dust. Oh, yes, don't forget thoses minipets.
    And 10% epic with dungeon stat budget (= same as we had with Kithaï/DS). What the point of needing 2 time more people to do that dungeon if you gain exactly the same as doing K-6 ?

    Raid instance is epic gear, with better stat budget. Much more appealing, especially if the goal is to give something to do to medium/small-sized guilds which can't do 24-man raid.

    Unless they might consider adding a middle-stat budget between dungeon and raid gear ?
    Last edited by Bibik; 6th May 2015 at 12:21.
    Your Storm Field critically healed Officer of the Wolves for 7038.

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