Archived from groups: alt.games.everquest (
More info?)
42 wrote:
> In article <cIlse.136811$IO.59098@tornado.tampabay.rr.com>,
> bgbdwolf@gte.net says...
>
>>"42" wrote
>>
>>
>>>To really drive the point home... imagine if the whole game worked like
>>>that: it would be EQUIVALENT to removing levelling from the game.
>>
>>At some level the whole game does work like that. Fight a level 3
>>melee spider in a newbie garden. Fight a level 30 melee spider in
>>some other zone. Fight a level 63 melee spider in yet another zone.
>>What's the difference? Art, right?
>
>
> You may recall that one of the big complaints about OoW was that we were
> in point of fact reduced to fighting rats and bats AGAIN. Art is
> important.
>
> Moreover, we want new arrangements of mobs, new pathing to figure out,
> new static spawns, new groupings, and yes... even new zones.
>
> And while fighting a 50th level rat in OoW is still fighting a rat, at
> least its not a rat in the freeport newbie yard. In some sense you have
> -progressed-.
>
>
>>>If mobs are always scaled to the same relative difficulty to you what
>>>exactly is the point of gaining a "level"?
>>
>>What's the point now?
>
>
> The sense of progression, the sense of increased power, of
> accomplishment. You go back to the freeport newbie yard and slaugter
> rats with impunity...
>
> That they aren't still even cons that are "a gamble" is crucial.
>
>
>> You get to see new mob models and zone
>>graphics. Other than that, it's largely the same - right? And, for
>>quite a bit of the mobs, it's just coloring on the same ol' mob anyway.
>
>
> True enough, but for most people, that starts making a difference. Which
> is why there were complaints about the rats and bats in OoW.
>
>
>>>A 2nd problem with zones that scale is that it undermines high level
>>>exploration.
>>
>>It's possible to level from 20 to 50 in Splitpaw. I'm not sure anyone
>>would actually do that -- it's horribly inefficient -- but it's possible.
>>So what? Personally I'd rather have the people who want to face
>>solo content without the danger of group adds or having to get
>>around group mobs "locked away" in a solo instance anyway...
>
>
> Lol.
>
>
>>Anyway, look at the reality of the situation: it's an adventure pack, a
>>minimal purchase. Because it scales, they don't need to worry about
>>limiting their potential sales. Everyone between level 20 and level 50
>>can buy it and enjoy the content, all at a fixed cost in their development
>>budget. The only difference is the level 20 fury-type mob for a level
>>20 becomes a level 50 fury-type mob for a level 50. Instead of a
>>rare T3 drop it's a rare T5 drop, or T5 armor instead of T3 armor.
>>Except for the art that goes with it, that's pretty much the only
>>difference between fighting a gnoll camp in TS at 20 and a lizardman
>>camp in Feerott at 35 anyway.
>
>
> Except you actually have to move from TS to Feerott and learn the
> subtleties of feerott. Its not big deal, but you've progressed, you've
> outgrown one and accepted the challenge of the next. It may not seem
> 'grandiose' but its surprising important. Players like defeating an
> encounter and moving to the next... defeating the encounter, gaining a
> level and defeating the same encounter that's scaled up one level higher
> has ZERO appeal to practically anybody.
>
> Advancement is important. Remember those old looping arcarde games, with
> 1 or if you were lucky 3 levels you just did over and over and over
> again while you watched your score go up until you mistepped and died.
> There is a reason those died out when technology allowed games to be
> more complex.
>
> Once you figure out splitpaw at 20, you can keep coming back until your
> keyboard wears out, and you'll never feel like you've advanced, beyond
> that its dropping level appropriate gear, which it is balanced around
> the assumption you will be wearing it so its relative difficulty stays
> the same. The number next to your character keeps going up, but
> everything else stays the same and you might as well be playing one of
> those old atari games.
>
>
>>IMO it's a rather elegant solution for what is a minor piece of the
>>game -- I hope they do all the *adventure packs* that way.
>
>
> Sure. For a one month event adventure pack, yeah you want a single piece
> of content that gets consumed by the entire playerbase all at once
> regardless of level with minimal coding effort. The problem is that the
> OP wants to see *more* of the game work like this when its ONLY remotely
> appropriate for one-off 'adventures' like this.
>
> As a long term fixture of the game they are the ultimate pointless
> treadmill. They must remain a small part of the game, used very
> sparingly. The odd adventure pack is just fine... but it should never be
> applied to the game as a whole.
>
> The point is scalable content is cool because anyone can play them
> regardless of their level; that makes them ideally suited for "story arc
> event" adventures. The problem is that they'll still be able to play
> them and they'll be exactly the same relatively difficulty forever. The
> solution is remove the forever. They should expire. The event should
> end.
>
> Obviously players might not be thrilled about shelling out for a
> 'temporary' zone... but then THAT is exactly the sort of content their
> monthly subscription fees SHOULD be covering. If they want to sell 4
> dollar micro expansions, create the zone and a dozen missions for it 6
> at various level intervals so everyone can do somehting with it out of
> the gate, and 6 at endgame so that high level players can get some fun
> out of it.
I'm a 26 paladin, and I like being a mighty force in the caves, a commanding presence in antonica, a soldier in
thundering steppes and a scared rabbit in nektulos. I also like the level adjusting dungeons. I think the game should
have both playstyles because a) the instanced dungeons do allow for instant gaming b) the normal areas offer a depth of
experience.
That said, I prefer outdoor zones where i can run if it goes bad. 8-]
The boxes are cute but i don't know how to explode the walls yet, i can't target them alas. I hope it becomes clearer later.
Ah well, back to grinding carbon inks!!