Sure, and as of right now, most players that have been 50 for a decent length of time will scoff at that gear as anything other than seals or glamour. The thing is that it can serve the purpose of qualifying new players for ST and the like. I get that XI players really want it to be relevant longer, but the way they're doing progression, it's just a quick stepping stone.
I'm not sure that if you took away the lockouts that you would drive players into raiding. Some folks just can't handle mechanics and won't do it. Is the FC useless? For some. I don't think there are really enough reasons for me to join one. I've got one with my wife just so we can have the garden plot, but otherwise we've done fine without one.Do you realize that you pointed out the real issue? only a few people re able to get into raids and this is the true problem! And this isn't even the fault of the players, it's the fault of the game iself for tagging every single things that matter to do with huges daily/weekly lockouts, everywhere!!! there is no uses of a free company than having food buffs and co :x because of all the lockouts this game have we re bound to play the game at a very slow progression, the whole weekly token system act like as a fake lure to force your sub going while giving you illusionary feelings of going somewhere
If the game had more raid contents without any kind of lock out than useless / worthless /wasted lv50 dungeon... It would boost the community more in a dynamic way, giving a true meaning of having a FC.
I'm also not sure I'd call the dungeons wasted or worthless. No content stays current forever and it should eventually idle off. SE has opted for 3-6 months for its timer. Is that the right amount of time? No idea. If they keep things relevant longer in 3.0 then we'll know that they didn't think so.
Never said you couldn't. You should tell them what you want. Honestly? I'd like to see more gear with set bonuses and that seems like it's going to be a thing in 3.0. I get why people get burned on the gear treadmill. I'm not saying you're wrong to feel that way. I've taken more time with this game and stepped away for that reason. I don't want it to become a job and if it starts feeling that way, I step away from it.
For most of us, lost city is just seals or glamour. Current dungeons are a little better (AF2), I know a few people using those as filler for alts that they didn't get gear for in ST. SE is following blizzard's gear model with the dungeons, which renders them just as that, filler pieces to qualify you for the better content to jump forward.And my comment about Lost City's gear is pretty much true for all players after they reach Level 50 and start doing any activities for Tomestones (of the month) or Coil (or future End Game). Even if you skip End Game, and just turn in current Tomestones for gear it is better than the gear in any of the Trash Mob Dungeons being released. It's a fact.
I'm not sure how far he'll go with it. 3.0 will be the test of things. How much of the baggage of 1.0 they keep around and how they adjust gear progression. I wouldn't expect them to abandon vertical progression entirely though.What I was referring to was that when a player reaches Level 50, they can for all intents and purposes jump straight over and through --> ALL of the "Hard Mode" and other Trash Mob Dungeons and get iLevel gear that eclipses all of that without going to End Game (just with the current Tomestone (flavor) of the month).
I'm saying for all that extra effort the Dev Team put in, they could've adjusted it to be something far more useful for Horizontal Progression or Side Grades. Yes, that involves an inherent change to his philosophy, but he's acknowledged the possibility in his last Fan Fest talk.
There is a design philosophy that goes along with the decisions they made. I know plenty of people get irked that players jumped past content, I don't. It's still a grind to get there and existing players still have every advantage in the form of already geared alts and already unlocked content.
Fair point. They could have had it be one less dungeon each patch and put that development time toward another full or alliance duty or adding in an open world event.I'm not saying all dungeons have to be "end game," but he seems to be trying to "retrofit" a gear path into a game that most players don't need.
Which games are you talking about? SWTOR? Sure but the patches are slow coming. WoW? Not fully voiced and same cost as this one?
The sylphlands and sapsa for undergeared players is a pain in the rear if you're chain heavied/paralyzed. I'm not saying suggesting it's a common occurrence. You say zero risk, I say you're wrong. Limited risk, but not zero.How? Unless they let themselves get petrified you can literally walk away from any open world fight as soon as it becomes evident you bit off more than you can chew. Sight mob are extremely easy to avoid thanks to narrow and short detection cones. Hearing mobs are completely avoidable by walking instead of running and have even smaller detection areas. If you fight a ranged mob you have to start walking earlier but the point stands. There is zero actual risk in any aspect of the open world.
You aren't seeing the toxicity in yourself. The community is toxic, you're part of that community and not helping.Ironic bad attitude aside, the game, official forums, and reddits all abound with people of the mind that "holy $$%^ this community is toxic," and it's almost entirely the result of the game's content being presented in the way it is.
Not all of us do this. Some of us go out of our way to make sure new players get what they need. On WoW it was a lost cause. Here? It's not.- Instances are glorified standardized testing. Success is graded on how well you've memorized the fight. Toxicity arises when friendly but clueless players join without having watched a video or something, usually.
- Older players grinding tomes have to deal with people wanting to watch up to 40min of CS in some cases, new players watching CS have to deal with rude veterans harping on em or kicking em.
I do think that SE has several missed opportunities with free companies that they still can fix (adding more than just 10% buffs to the menu). Right now they scarcely offer more than a LS does.- The only non-casual/social "community" is in the form of statics which mostly renders FCs irrelevant.
The content locks are problematic. I'm still curious why they didn't go with an ST style loot system instead. Probably they found that the gear progression happened too quickly for their liking. The hunt trolls....Look, many aspects of this game are designed to reduce the chance of being griefed. That's one that still exists. Those players are going to be in any game you play and they are going to find ways to be obnoxious. How to fix it? No idea.- Content locks make both static and PF politics toxic. Skilled players flock to statics leaving PF pugs to wallow in mostly less-skilled players, leading to frustration and toxicity.
- Hunt trolls.
Pretty much every aspect of the design lends itself to toxicity and deters actual friendly cooperation and teamwork.
"Toxic Community" Got a mirror handy? Say it again and look into the mirror. Being a jackass and then calling the community toxic is lame.Lrn2read. "Horizontal progression style grind." The vertical grind is stetched out as much as possible. Gear is earned with almost as much grind as one would expect of gear in a horizontal progression system but it's still totally bland vertical progression disposable trash with no real options to speak of. Players pay and play more for less.
The vertical grind is done over a three month patch cycle. That's stretched out? People talk about horizontal progression with platitudes about having to spend months getting a sword that they then hold onto for 8 months because that's how long it took to get...and the like. If it was truly "the same grind...." you wouldn't be swapping sets in three months.
I read it just fine. Claiming "satirical" and then not is nonsense.Lrn2read x2. Pretty easy to comprehend. You can literally play other games or even respond to vapid counterarguments, such is the freedom granted by fishing. It was a bit of a satirical remark, but it's true. At least fishing doesn't try to disguise the fact that it's a shameless time sink and it rewards you an item that's markedly better than anything comparable... not like DoW/DoM gameplay where everything is pretty much on par.