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7/16/09 9:59:49 AM#101
I had burned out on raiding, but Vanguard has got me back into it. Also, having a great guild of adults that are punctual and listen helps a ton. We plan our raids in advance and use a custom scheduler. We also vary the raid targets, smaller raids for days when people have less time (maybe just a 12-man 1 hour raid) and larger raids for Friday nights when people have a few hours for a good dungeon crawel (24-man for 3-4 hours). Variety and flexibility with raid targets plus a great group of folks has made raiding something that I look forward to during the week. If we schedule for 7pm, everyone is ready by 6:45pm. In fact, we've had our first target dead before the schedule start time on some evenings. That kind of committment makes it fun for everyone. |
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7/16/09 10:09:00 AM#102
Originally posted by johnspartan
http://www.youtube.com/watch?v=2if5GYXOGyo |
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7/16/09 10:38:48 AM#103
Originally posted by Jimmy_Scythe
Yeah but that already happens. I mean, I could name you tons of fights where there are various player states and the boss adjusts to those states and it's totally random who get's those negative states (or positive states) so it becomes a matter of paying attention and reacting. I mean if you read the strategy online on a boss fight in a game like WoW, yeah some are easier then others but some are ridiculously complex and VERY dependant on randomness, like "if this happens to you, you have to do this" but it's totally random. Your opinion is immaterial. |
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7/16/09 11:13:58 AM#104
For me, as far back as EQ, raiding has always been both a chore and a bore. The OP summed it up pretty well, and I'd rather stab my eyes with forks than go on raids. Maximum futility and boredom for minimal results. |
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7/16/09 12:11:52 PM#105
Originally posted by johnspartan
Yeah but that already happens. I mean, I could name you tons of fights where there are various player states and the boss adjusts to those states and it's totally random who get's those negative states (or positive states) so it becomes a matter of paying attention and reacting. I mean if you read the strategy online on a boss fight in a game like WoW, yeah some are easier then others but some are ridiculously complex and VERY dependant on randomness, like "if this happens to you, you have to do this" but it's totally random.
And now we're on a much more interesting idea. Designing the AI. It isn't so much a matter of wanting more as it is a matter of wanting something more fitting to the actual game. Looking at the actions of these mobs, it becomes increasingly apparent that the developers are still stuck in the single player design mode. The raid bosses only attack the highest aggro, the boss can be easily stopped from moving by a melee tank with aggro, once stopped the boss get surrounded easily, etc. The problem is that these bosses aren't fighting the group as a group. It's more like the boss is fighting an individual with a few AOE attacks thrown in for dramatic effect. If the boss moved according to the group postition rather than the player with the most aggro AND targeted according to specific criteria (class, health, distance, etc.) then you would have much closer, and more interesting battles. Again, none of this is hard to code or taxing on the system resources. It just requires the developers to rethink how a boss should work in an MMO environment. http://www.youtube.com/watch?v=2if5GYXOGyo |
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7/16/09 12:19:31 PM#106
I used to raid weekly in LOTRO (the same raid over and over and over LOL) until I realized what a time sick it was. For me, when you have to plan your real life around a video game I've gone too far. I no longer raid because I don't have the time or interest. From past experiences I've also found that the "raider crowd" isnt the type of people I get along with unfortionately. Loot can turn people greedy, which are the type of people I try to stay away from ingame. "Mom, I play Tera for the gameplay I swear!!" http://www.youtube.com/watch?v=O-2paFdRw_U |
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7/16/09 12:21:09 PM#107
Here's something most people don't realize. In most raids only 3 people are doing all of the work, maybe 4. They are the ones having all of the fun. They are the puller / coordinator, the tank, and the primary healer. Everyone else is just there pushing their 1 button and hoping some loot drops for them. I didn't realize all of this till I was FINALLY able to gear up enough with my Paladin to off tnak Kharazan in woW. Once I wasn't sitting in the back spamming heals and was in the fray positinoaing mobs and using all of my skills to hold aggro and stay alive, this concept hit me right in the face.
I prefer a single group experience over the raid experience anyday. At least the single group experience involves each team mate to contribute 100%. |
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7/16/09 12:22:01 PM#108
Originally posted by Jimmy_Scythe
Very well said, but I already see problems. Your opinion is immaterial. |
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7/16/09 12:29:09 PM#109
I have two answers. A short and a detailed one.
Some posters above already mentioned it. Visit a new raid dungeon a couple of times and it gets old hat.
It's not mainly the raid / game mechanic that turns me off after some time. But it's best I first explain where I come from. It's almost 20 years now that I first started with playing computer games. Back then there were quite some games available for my home computer. They'd fall into different categories: Jump&Run, Shoot 'em up, Strategy, Adventure, War games, Roleplaying Game, etc. Roleplaying games seemed to be some sort of crossbreed between war games and adventures. Not as detailed or complex as a good adventure, but it provided enough background and story elements. There were some tactical aspects: combat, but on a lower scale than with war games. The concept did appeal to me. A few years later I had contact with some of the later SSI games: Dark Sun, Ravenloft. That got me hooked to D&D. Then I tried some of the older SSI games: Gold Box Games, etc. They provided a set of core rules. There were variations between the different campaign settings, though. Most important was that you could jump right away into the campaign setting and then enjoy the evolving story. You didn't need to study a new rule set every time you got into a new game. Again a few years later Bioware published Baldur's Gate. What I liked in this game was that you started as lone adventurer and with time NPCs joined your party (and NPC party members even provided small subquests for the sake of story flavour). And of course exploring the area around Baldur's Gate.The years after that brought some sequels and spin-offs. One of my favourites was and still is Planescape: Torment. It enhanced the story part and interaction between party members. They way you interacted with the environment was reflected in your alignment. And you were not forced to fight as much as in previous games, to advance the story. After that I played Neverwinter Nights and Knights of the Old Republic. Neverwinter Nights even offers player made modules and persistent worlds to explore. To sum it up: I liked the way roleplaying games evolved. I joined the MMO train rather late. It was some 4 years ago. Of course with WoW. A former work mate persuaded me to give it a try (although it took him several months to finally convince me). So a few months after WoW launched I started playing it. It was something new. An almost seemless world to be explored. I was greeted with some quests. It was some very easy tasks. Nothing difficult. I mostly played two classes that resembled my favourite classes from D&D. Shortly after I started to visit the first dungeons. The holy trinity: tank, spank & heal was new to me. But it was more challenging than simple questing and it was the only thing that came close to the feel of the old "group based" roleplaying games. With time I regarded questing as arduous and boring routine. I barely read quest texts (just click accept) and lost track of the overall background story and lore. I was either out exploring the world (discovering sunken ships, even swimming around the continents, etc.) or inside a dungeon. I had one toon at levelcap (a healer) and lots of others accross all level ranges. This way I could swiftly jump into dungeon groups. You could experiment with different group setups. It gives a feeling of achievment if you manage a dungeon with the least optimal group setup and the party plays smart. But what i didn't like was being dragged through a dungeon by a high level character. With time I realized that I like small group content more than raiding. No one is asking you to have the "best posible spec/build/equipment". I prefer it when teamplay matters more than equipment/build. Eventually I stopped playing WoW (some time before WotLK arrived) and went for DDO. But my impression is that it doesn't matter which MMO you play, they all have similar issues in common. Hopefully no one fell asleep while reading this. Maybe it may help understand why I don't like raiding anymore.
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7/16/09 12:52:05 PM#110
Originally posted by theAsna
1) like any group experience or team you have to commit to times that work for everyone involved and if you agree to participate you are expected to be there, if the activity requires preperation you are required to be prepared. Real world stuff. Your opinion is immaterial. |
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7/16/09 1:02:22 PM#111
Originally posted by johnspartan
The thing is that you're looking at things from the EQ / WoW perspective. Rather than retool and already broken system, why not think of how this could work from the ground up or top down?
http://www.youtube.com/watch?v=2if5GYXOGyo |
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7/16/09 1:10:19 PM#112
If you improve the AI then you can also make the bosses less deadly so the encounter does not necessarily become any harder. Making the bosses less predictable simply moves the emphasis away from pre-learned strategies and increases the need for player awareness and ability to react as a team to differing circumstances. This would give raid bosses much greater replay value and shift raiding in favour of players with skill rather than gear. Of course you need to still give players the mechanics to employ some kind of strategy. The problem with the taunt/aggro mechanic is not that it exists but that it is so overpowered: It not only determines who a boss hits, it determines where it stands and, in many cases, where it uses it's AoE attacks.
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7/16/09 1:11:22 PM#113
The thing is that you're looking at things from the EQ / WoW perspective. Rather than retool and already broken system, why not think of how this could work from the ground up or top down?
See I read this and I read your examples I can think of fights or tactics in raid boss fights in WoW that are exactly like that or similar. Your opinion is immaterial. |
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7/16/09 2:45:19 PM#114
Originally posted by Jimmy_Scythe
Very interesting. |
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7/16/09 3:05:20 PM#115
Two types of people... well not really, more like a sliding scale with two extremes. One extreme wants gear progression. The other extreme wants gear progression too. Except the first group wants progression for their character compared to how their character used to be. The second group wants gear progression so their character is better than other people's. So, me, I like to start as a scabby peasant in rags with a s****y stick as my only weapon getting owned by mangy rats and then gradually progress to where I look like one of the lead characters in a Conan film. I don't care at all about being max level. As long as I'm progressing my char in some way I'm happy. The other extreme are constantly comparing themselves with other players and so initially they hate not being max level because other players are higher level than them so they race to be max level. Then when they get to max level they have to differentiate themselves with gear. Initially raiding was an accident. A lot of players hit max level in a game so the designers needed something for them to do and came up with the raid progression idea but because "endgame" raiding ties in very neatly with a particular psychological niche it has become a monster that eats MMORPGs. I want a game with no endgame. Where the only "endgame" is a "Hall of Fame" button and when you get to max level you can mess around for a while but eventually you click the button and the game's website has a "Hall of Fame" section and a page for your char gets created with a screenshot and a Magelo type page for all your uber lootz and that's that. You wave goodbye to your little pixel hero/heroine as they get deleted from the database and you start again. |
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7/16/09 6:31:53 PM#116
Originally posted by johnspartan
I highlighted that part because I find it odd that you protest deeper strategy and flexible planning. let me clarify: There is a difference between manipulating a boss according to it's behavior patterns and controlling a boss outright through agro. The former requires quick thinking and occasional burst of creativity while the latter is just manipulating numbers on a spreadsheet. Is it any wonder why most people find raiding about as much fun as filing their taxes? To give you a better idea of what I'm talking about, let's compare some raid bosses to multiplayer RPG bosses. First the raid bosses: Vanguard: Saga of Heroes Arcon Travix notice how stationary the bosses are. They just king of stand in one places pantomiming the same attack animation over and over. There isn't a whole lot happening on the player's end either. Aside from rote memorization and some basic math that is... Now Let's look at some Multiplayer RPG bosses: Monster Hunter Portable 2nd G Volganos Phantasy Star online Final boss Part 1 Phantasy star online Final boss part 2 Notice the difference? Unlike the raid bosses, which just stood in one place while the raid group wailed on them, the Multiplayer bosses are actually mobile and varied. With these bosses you have to be much more alert and aware of what's going on because the boss isn't going to just stand still spamming the same attack on the same target all the time. If you can pull off this level of AI behavior on something as primitive as a Dreamcast, there is no reason why you couldn't pull it off on a multi-processor server cluster. http://www.youtube.com/watch?v=2if5GYXOGyo |
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7/17/09 8:59:45 AM#117
Still seen fights just as complex and mobile as those you posted. Moving bosses, bosses you have to kite, encounters that kite you... I've seen it all in WoW. I am not protesting an even deeper strategy, I'm just saying that WoW doesn't make the boss differentiate by class because it creates situations where you can't "just" have a Tank, you have to have a Warrior Tank or Death Knight Tank which is against their design philosophy of "bring the player not the class." Many fights USED to have stuff like this, like only Druids could tank Brutalis or hell in Vanilla WoW only Warriors could really tank anything. It's all just manipulating numbers on a spreadsheet in the end dude. It's code, it's all numbers. Even in single player or standard multiplayer boss fights, they all run off of numbers i.e. code and if it's a RPG it's all just spreadsheet comparisons anyway. Your dodge versus their hit rating, etc. And you are 100% wrong that "most" people find raiding as fun as doing their taxes. Many here on this site might not like raiding, but this represents a very very small subset of the MMO community, maybe 1% of 1% but in the "real" MMO community, in games like EQ2 and Lotro and WoW that feature heavy raiding, most people who hit the level cap raid or at least try to raid. I still see hundres of people every night raiding on my server, and there are literally millions raiding every night. And that is just in WoW! See you say "With these bosses you have to be much more alert and aware of what's going on because the boss isn't going to just stand still spamming the same attack on the same target all the time." But that's all you can see from a video on Youtube. Your opinion is immaterial. |
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7/17/09 10:14:45 AM#118
Originally posted by johnspartan
Again, you like raiding as it and that's fine. Most people do not. And many people who do raid would be doing something else if it wasn't for the reward. You are not right and they are not wrong. You simply have different tastes. http://www.youtube.com/watch?v=2if5GYXOGyo |
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7/17/09 10:39:59 AM#119
Originally posted by Jimmy_Scythe
I agree with you there of course Jimmy, I am very much enjoying our back and forth debate. But I think you are getting off topic. You talk about complexity and the enemy reacting to the players actions and the players thus having to react to the enemy and I am trying to tell you that this is how raiding works. You can't look at it from the perspective of a single player or a single role as you HAVE to when watching a Youtube video. There is SO much more going on. On the surface, yes it's a game of aggro management and numbers. Healing those who need healed, DPSing those who need to be damaged, tanking those that need to be tanked. Your opinion is immaterial. |
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karat76
Novice Member
Joined: 8/22/06
Greatest threat to society is letting casualties of puberty reproduce. |
7/17/09 11:08:22 AM#120
I don't raid now because I have 2 kids a wife, job, go to college and I am active in my community. I quit raiding a couple years before this because the people I ran into took the game way too seriously and treated it like a second job. The final straw was when a I told a the raid group I could not go because my kids wanted me and they had to nerve to say just lock them in their room and get your priorities straight. What functional adult with a family can justify spending 3-4 hours a night several days a week. They really need to give people with real lives more they can accomplish over many periods of play. |