Results -9 to 0 of 138

Threaded View

  1. #11
    Player
    DarthTaru's Avatar
    Join Date
    Apr 2011
    Posts
    273
    Character
    Darth Taru
    World
    Excalibur
    Main Class
    Marauder Lv 50
    The thing to do for endgame is to do a lot of what XI did for endgame. XI didn't do everything through horrendous drop rates; it did it through multiple levels of challenge. Let's see a linkshell of casuals go after PW.
    Spoiler alert: The RNG wouldn't be their problem. PW would.

    The key to keeping everyone happy should simply be in having a wide range of challenges. Some challenging enough to be fun, some challenging enough to give hardcore players something to really sink their teeth into. If it's too difficult for some people, that's too damn bad. In XI there were mobs that were too difficult for the hardest of the hardcore. They didn't whine about it, nor should you.

    What seperates casuals from hardcore shouldn't be time, it should be skill. We shouldn't even be using the terms "casual" and "hardcore;" we should be using the terms "good player" and "bad player" and "average player."
    There were plenty of mobs in XI that only three or so linkshells on every server could kill. Not because of bots, but because if the rest claimed it they would get their faces stomped in.

    But for these people, there was plenty of things they COULD do. It wasn't so much about time as it was about the skill of the players. It's a fair game model for everyone. It allows "casuals" to gradually get better and reach new challenges and it also allows "hardcore" players to do the same.

    Content like Cutters Cry and Aurum Vale are grindfests. They're for hardcore players that can dedicate night after night to runs with their linkshells. Mobs like Cerberus and Vrtra weren't exclusive to hardcore players. A casual linkshell could just as easily go claim. It was just a measure of skill, as much of the game should be.
    (10)
    Last edited by DarthTaru; 06-20-2012 at 06:20 PM.