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3/05/08 5:39:49 PM#21
Originally posted by heerobya I will add to it. The fact that MOST WOW players never raid (someone has some statistics somewhere but I don't have the reference handy) shows that raiding is not forced. |
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3/05/08 6:33:40 PM#22
Originally posted by heerobya When I read the scaling loot vs difficulty, I hear a problem. Most people don't mention a cap on it. In fact, I suspect most people want to use it as a way to exploit a system. Lets take a "raid Encounter", it is a 20 dollar final boss and normally takes 40 people. What I imagine you are suggesting is if you go into this raid with 10 people, you don't want that 20 dollar final boss to by 20 dollar, but some number higher than that. That would be exploiting and meta gaming to me. Scaling is fine, but a given mob or encounter needs to have it's explicit limit. If you want to go for it with less than the number it was designed for so you can feel a "challenge", that is great. But a 20 dollar encounter is a 20 dollar encounter. |
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Originally posted by wjrasmussen Well yeah there obviously needs to be caps on the high end and the low end. You don't want to make them soloable by someone with good enough gear/skill (or do you?) and you don't want to have them scale up too high. But still, scaling requires the devs to create or "randomize" multiple encounters... I suppose they could put things on some kind of slider but you'd have to make sure every point on the scale is balanced and the loot matched the difficulty... In other words, a hell of a lot of work. The heroic vs. normal 5-person dungeon split is a "simple" solution that offers pretty much the same results. "You'll find a great many of the truths we cling to depend greatly upon our point of view." |
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