do them at i170 with 2 people. they can easily tune those fights to be difficult.Treasure maps? Eh... hardly riveting game play. Now if they made a possibility of actually failing the fight with the monsters showing up due to difficulty THAT would be interesting. Perhaps I should have been more detailed however. *Combat* encounters in the open world are always awful so stop asking to fight things in open world content. Or do you actually enjoy zerg fest hunts and zzz fates?
the reason they don't is because the rewards wouldn't match that difficulty level.
Stole my words, man. But yeah, rewards in this game have always been very lackluster, which will result in them being good for a bit and then abandoned. Diadem had a decide idea with the trade in system so people could at least make money. More stuff like this might keep up longevity throughout the expansion as long as its updated and difficulty increased, but after the expansion it'll be useless again.
There's zero engagement to it. It's a bad combat system. It was bad in and before WoW as well. Fights are all super boring. You aren't allowed to interact with the enemy in any real way which leads everything to be incredibly monotonous. Abilities lack real distinction. The only difference is the effect they apply, but the attack itself is all the same generic point-and-click. It's stilted. Not a single enemy in the game reacts to you in any way.
I knew this from level 1. People told me "get to endgame, it gets better." Well I did and the flow of combat didn't change a single bit since back then. It's the exact same shit with a slightly different skin and a couple more timers to manage. That's it. The core of the combat is the exact same as your level 1 slapfights.
Last edited by Callback; 12-24-2015 at 03:05 AM.
this game would work so much better inside a wooden box with no windows or internal light source.
Just imagine the immersive content it would bring!
- lol sarcasm /off
Duty Finder made players lazy.
All those dungeon entrances for naught ; ;
I used to be Noomy...then i took shiva's Hail Storm to my knee...
People should definitely continue asking for more open world content as well as variety of content as a whole, feedback and suggestions are incredibly useful for developers when given constructively.
The only stipulation would be that players should put some real thought into suggestions before stating what it is that they want. That is the biggest issue I encounter with many suggestions and demands made on the forums. They tend to be reactionary or tainted by heavy nostalgia or bias, which often result in not getting what is actually wanted when given what was asked for because nobody bothered to stop to figure out what they really wanted and whether what they were asking for would give them that.
Keep the suggestions flowing I say, just make sure they are thought out first.
Last edited by TouchandFeel; 12-24-2015 at 04:52 AM.
It's better to encourage SE to create open world content (that's actually better implemented/executed because the open world content we have currently is either a disaster or not really that special) because first of all, we are adventurers and it doesn't mean anything at all when all we do in the game is hang out in the same place or at homes because all the relevant content is separated from an instance, and that we could queue for them anytime and anywhere.
This game also has gorgeous zones and it's such a waste to make more of them in the future just for all of it to be irrelevant in endgame, other than gathering.
There is really no adventure to this game. Lol.
Actually it will make it feel more real. Also, if an area can be camped then the "Contested" Dungeon failed. Everquest 2 KoS/EoF are a good example of preventing camping because eventually if you stood in the same spot for long periods your group would be overwhelmed. The "regular mobs." in contested zones were as hard as names were, some of them were "names" from older zones as well.
The Average Vampire in EQ2's Mistmoore Castle, would knock you back, drain your life, mezmorize your healer, break aggro and go after your healer and knock them back as well.
Getting Knocked back a little bit, was a death sentence because you had to really watch your aggro. You could only pull 2 vampires max at a time or it was surely a wipe. In a room filled with 100s.
Also, the excuse is and always will be bad. There is plenty of content for "I can only play 30 minute a day Joe".
Nothing is more real then going into a dungeon and seeing other groups there. It makes the dungeon immersive, and also makes it so you can make a huge dungeon with nameds spread all over the place.
Your one of the reasons MMOs are so boring now honestly. Literally shoving everything into instances is killing games. MMOs should have NO instances whatsoever. The only reason it would be cramped is it would be the only contested dungeon in the game because its *gasp* actually fun to corporate and have to actually speak to other players.
In a contested dungeon, you have to speak to your group. You have to make sure nobody screws up and pulls for you or makes mistakes. You have to keep up, you can't be half-afk you have to be paying attention.
That is probably why most people hate it. Nobody likes paying attention or talking to other players. I imagine the average Duty Finder player is watching netflix with a nostromo running a rotation macro.
Last edited by Nektulos-Tuor; 12-24-2015 at 04:48 AM.
Has it ever occurred to you that some people might enjoy parts of the game that you dont?
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