Gating difficult content permanently, especially content that is gating storyline is a horrible idea. Everquest and Everquest 2 were both notorious for this. I was a huge lore-freak on Norrath. I was also a hardcore raider for a good chunk of my time in that game and saw tons of lore that the majority of players would never get a shot at witnessing because they didn't have the time to devote to doing it. The worst part? For a goodly chunk of the early run of the game EQ1 went into a giant lateral progression phase. From the Launch of the first expansion until the launch of the fourth there was no level cap increase, then there was only a five level increase. The gear that was attainable from any form of group dungeons was utter crap even compared to raid content from the first expansion up until the fourth expansion. Much of the group content in the fourth expansion was based around you already being raid geared from the second or third expansion. What happened? The casual game gradually melted away. It came to the point where five-six boxing botters and hardcore raiders were the only players you saw anywhere on the servers. Sometime around expansion seven or eight SoE finally realized they needed to level the gear curve a bit so there was the slightest of possibilities of people going from group player to raider, but by then it was far too late to preserve any shred of community, at least on my server. My point is, it's a good, nay, EXCELLENT idea to reduce the difficulty of existing content after it is no longer end-game relevant. Raid players rarely revisit content they've farmed out, even if it's left in its original difficult state. Unless there is some late-game-quest relevant item drop or item that is good for twinking an up and coming alt that comes from there, the old 'late game' zones in EQ1 are barren wastelands and have been since the expansion that made their drops no longer relevant. Game design ala FFXI and EQ1 are relics of the past. If you take off the rose-colored glasses and think about it, you'll realize that they belong there. If there's something new to do, and the guild/fc/ls has geared their players past content, IT WON'T GET TOUCHED if it is left above the difficulty threshold of very casual players. Better to reduce the difficulty and let people see what they missed while it was fresh than to leave it forever beyond their reach and ostracize them from the game altogether.

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