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  1. #1
    Player
    lawlHT's Avatar
    Join Date
    Apr 2015
    Posts
    65
    Character
    Sonata Grayce
    World
    Hyperion
    Main Class
    Monk Lv 60
    Quote Originally Posted by Nektulos-Tuor View Post
    snip.
    None of that reflects anything remotely resembling player-friendly content. Random spawn timers mean that if you're not playing 24/7 there's a good chance you're going to miss the monster even spawning, let alone seeing any drops from it. Instanced content alleviated a lot of the down time spent doing absolutely nothing in game, and gives players the ability to tackle content at their own pace, whenever they're able to play. Yes we have to sacrifice some of the feeling that came with open world content, but it was a necessary step to make sure that players didn't have to abandon their real lives in order to progress in the game
    (4)

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by lawlHT View Post
    None of that reflects anything remotely resembling player-friendly content. Random spawn timers mean that if you're not playing 24/7 there's a good chance you're going to miss the monster even spawning, let alone seeing any drops from it. Instanced content alleviated a lot of the down time spent doing absolutely nothing in game, and gives players the ability to tackle content at their own pace, whenever they're able to play. Yes we have to sacrifice some of the feeling that came with open world content, but it was a necessary step to make sure that players didn't have to abandon their real lives in order to progress in the game
    Why does content have to be friendly? If its too easy its done way too quickly. The content should be hard and rewarding so it feels like you have to slow down and appreciate the rooms and work they put into the dungeons. In EQ2 most raids could not pass the first 2 bosses of zones, but they were meant to be more casual and easier then the rest. However it made people feel like they were progressing in the zones because they got enough good gear and got better and then started to take on harder bosses. They just didn't sit in one boss and "DIE" to it over/over/over.

    It rewarded you when you succeeded, and when you failed it didn't reward you at all.

    In this game, if you fail you get rewarded, if you succeed you get minor rewards that will be outdated in a month. GG.
    (2)