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Economical miscalculation in Mod 6 or new Zen Shop item coming?

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  • zickyjackszickyjacks Member Posts: 144 Arc User
    edited June 2015
    There is a good deal wrong with Mod 6, however there is also a good deal right about it.

    It's a balance of sorts honestly, at least how I see it. If that's contrary to the opinion of 80% of the Forum posters, that's fine by me. I'd hazard a guess, that the posters on the Forum are a minority (at best) of the players who play the game on a daily basis. Thus I do not extrapolate that 80% of ALL players 'hate Mod 6'.

    Then again I spend a great deal of time playing the game... While also browsing the forums. :cool:

    Guess I am the rarest bird in the trees then! lol

    Yes and no. There have been some improvements with the game. But at the same time they did a hard reset on it too. And all of it does play into the kits topic we are on. From how hard the mobs hit and how much armor they have to how much health and armor pen we get.

    I won't say 80% but it's split down the many different ways. You have your pocket warriors at straight up don't care. They'll pay regardless. You have people that are hard core but don't play often and have been driven away due to the mod. Same like the beta players or some of them not all. And you have the new comers who are going to be dealt the short hand from the start.

    Whether you love or hate the mod is one thing. But it's a whole new convo when you bring into how the mod effects the future of the game.

    Back to the topic of kits and potions. Yeah stat wise I don't think they knew exactly how the numbers would pan out. Just look at the new health potions and how much they heal for.
  • ironknights1964ironknights1964 Member Posts: 69 Arc User
    edited June 2015
    There are a few who think the new difficulty is all fine and great. I don't even bother trying to outmeasure e-peen. They're gods, let's just say.

    Problem is, the rest of us aren't.

    One answer to the OP is to do what I do - avoid all trash mobs. Period. What's the point in fighting them? I think the e-peeners just want a hard zone to themselves so they can brag they're in it. Saw the same mentality in Everquest and every game since then.

    I raised one of my 60s to 70. I absolutely feel sick thinking about doing it with my other seven. No way am I going through that again. So... I log out. There it is, for those of us who aren't gods.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited June 2015
    There are a few who think the new difficulty is all fine and great. I don't even bother trying to outmeasure e-peen. They're gods, let's just say.
    Sorry if you deem me, as one who finds the difficulty better than it was (though I do believe some aspects should be tweeked!), a "god", but I'm not here to out measure anything...

    I'm simply stating my opinion. :cool:

    Avoiding trash mobs is a great idea IMO. Easier for TRs, but still doable if you follow the right lines on a given terrain. Not always possible, but definitely a valid point! :)
    va8Ru.gif
  • jondbxjondbx Member Posts: 179 Arc User
    edited June 2015
    micky1p00 wrote: »
    Narrow minded ? Maybe, though I'm not against change, I'm against endless yelling 'Cryptic the dungeons to hard' without any suggestions as to what can work.
    In this case some undertones went beyond reason. That's the only reason I choose to even post. If a person can't suggest a problem/solution without calling anyone that disagrees to have some hidden agenda, being an employ or something else.....

    Dungeon difficulty variety is a good solution with different loot, and I've suggested it various times (not in this thread).

    And about players leaving, yes it's a shame, but what about all those that left ? and what the game level should be?
    The OP mentioned two people, and I can list more that left so if we bring back mindless mod5 style grind where we will be ? With end game not balanced PvP and people who put effort in testing / math and so on leaving because what you test when you can solo with any build .

    I'm not BiS, well geared but not BIS, artigear purple (except MH) and so on, and yet I can clear ToS most times without great issues. Thanks in large to groups that willing to talk and work together and change thing s or adapt, including to weird bugs , graphic fps drops due to some skills or even having one OP respecing out of Prim because you couldn't play with two OP in a party with Prism. And even if not succeeding than no one will rage quit.
    Should I leave the game because I actually have friends / people that communicate to play with ?
    What is the purpose of the MMO otherwise ?

    As i said before, if a casual player have issues with gold, kits, getting one shot, they are all valid problems. But they are not an excuse to start a holly crusade (or something less holly) against people who manage to play the dungeons.

    There have been countless suggestions tossed out when they rolled this junk out onto preview. The problem is not everyone has good gear, in fact the vast majority have junk and good players can't and shouldn't have to carry them. Same thing with PVP etc. Mixing top gears players with junk blue equipped players is a recipe for disaster.

    The simplest solution is to introduce more dungeons so there is more to play (and less to just grind) and give them different GS requirements with different impacts to the loot.

    Oh and it wouldn't hurt if they fixed the countless bugs that have been reported for ages. Say for instance the soul forged bug where you take damage, sometimes 3 or 4 even when soul forged saves you if you have revive sickness. That had been reported since MOD2 and still hasn't been fixed. If they don't know about that one then it's quite clear the developers don't bother playing/testing the game.

    The game has to be fun and they need to retain players. Mod6 seems to have alienated a huge percentage of their remaining player base and it had already been in a big decline since open beta.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited June 2015
    I don't believe that even the fanboys (we know who they are by now) can justify an archer in a T2 dungeon doing 90k damage with one hit. That's not "challenging", it's plain stupid. The same goes for spiderlings -- one 90k hit from the weakest minion in the dungeon is just stupid. When the "challenge" gets reduced to "don't let yourself get hit -- EVER", that isn't "challenge", it's "luck".

    The designers amped up enemies to such a degree that every fight in a dungeon gets reduced to who hits first. I keep hearing the same nonsense about strategy, but when the tanks get annihilated in one second flat there is no strategy -- it comes down to whether you can annihilate the trash mobs before they annihilate you.

    Going all the way back to January, the official line about the regen change was to make it better able to cope with large damage spikes -- presumably by improving incoming healing. We now know this to be a fallacy at best and total Bravo Sierra at worst. All the incoming healing bonus in the world won't help you when you've been one-shotted. Further, all the incoming healing bonus in the world won't help when everyone in the **** party is getting hit for 90k by ranged minions due to the simple fact that a DC can't hope to heal everyone at once. Walk into a room with archers and watch your non-tank classes get one-shotted. Oh, joy.

    The fanboys can chant "l2p", but the truth is that the game has become so unforgiving that it just isn't fun. Further, the rewards aren't often worth what you have to expend to get them. How many charges of your stones of health are you burning up in these dungeons? BE HONEST.

    I'm still waiting for some acknowledgement from anyone official to the effect that, "yes, we royally screwed up the difficulty in mod 6, and we are going to tone it down". Mod 6 has been out for two months already -- what is the major malfunction that nothing has been done yet?
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  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited June 2015
    jondbx wrote: »
    [...]
    The game has to be fun and they need to retain players. Mod6 seems to have alienated a huge percentage of their remaining player base and it had already been in a big decline since open beta.

    Only the subgroup of Steam NW users, but the best published data here, and refreshed every hour....

    ...but currently the server population at the week's peak (Sunday) is as high as the lowest daily max player counts were on Wednesdays two months ago - the usually lowest day of the week.
  • araneaxaraneax Member, NW M9 Playtest Posts: 639 Arc User
    edited June 2015
    Sorry if you deem me, as one who finds the difficulty better than it was (though I do believe some aspects should be tweeked!), a "god", but I'm not here to out measure anything...

    I'm simply stating my opinion. :cool:

    Avoiding trash mobs is a great idea IMO. Easier for TRs, but still doable if you follow the right lines on a given terrain. Not always possible, but definitely a valid point! :)

    It is not that people are deeming you a " God " for your opinion on the difficulty.
    You know how you have directors running the company and then on the other side you have workers, working their *** off in a factory ?
    That is how it feels to little players.
    In mod 5, zerg time, tia, remember how people reacted to people who are geard up? " Oh look, he has a perfect vorpal, lets go in with him " to people with gear and skill it was fun and games, to little ones it was more of a : " if i do not follow them i can not do it. "

    So when you say it is better now, then it was before. We hear you. But our eyes see something different, so we do not agree with what we are hearing.

    Avoiding the trash mobs in dungeons or in zones?
    How about both? Actually, lets just make it so everything in game except bosses should be avoided?
    Best approach ever! =)
    Who needs trash mobs anyway, i mean, after all the existance of mobs is purly for looks ofc.
    d7d81448-df6b-48cf-94a0-cf1ba87d861a_zpsish6zr2v.jpg

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  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited June 2015
    hustin1 wrote: »
    I don't believe that even the fanboys (we know who they are by now) can justify an archer in a T2 dungeon doing 90k damage with one hit. That's not "challenging", it's plain stupid. The same goes for spiderlings -- one 90k hit from the weakest minion in the dungeon is just stupid. When the "challenge" gets reduced to "don't let yourself get hit -- EVER", that isn't "challenge", it's "luck".

    It's mostly about stealth -> smoke,
    or dodge in -> OF
    or LoS pull, or Tank aggro and hit fast.
    Is it a good mechanic, probably not, but I haven't seen something else, what will prevent an average non communicating group rushing in and killing everything without any strategy, class usage or anything?
    People suggested some interesting enrage mechanics and other stuff, but at the end it comes to mobs hitting hard or you can just rush in and kill them without any regard to control, your tank or your healer.
    hustin1 wrote: »
    The designers amped up enemies to such a degree that every fight in a dungeon gets reduced to who hits first. I keep hearing the same nonsense about strategy, but when the tanks get annihilated in one second flat there is no strategy -- it comes down to whether you can annihilate the trash mobs before they annihilate you.

    A lot of groups have adjusted and and healer+tank can tank for a long time, and yes,
    the general idea is to kill everything before the tank makes a mistake and will die, this mechanic is not forgiving to mistakes.

    Is mod5 strategy of gathering all the mobs in a dungeon and just slaughtering them was better ?
    It was fun at the first, it was also fun to solo a 5 man dungeon at first, but then what ? It becomes boring very fast.
    hustin1 wrote: »
    Further, all the incoming healing bonus in the world won't help when everyone in the **** party is getting hit for 90k by ranged minions due to the simple fact that a DC can't hope to heal everyone at once. Walk into a room with archers and watch your non-tank classes get one-shotted. Oh, joy.
    Why they went in first ?
    Either it's a TR the going in for the specific purpose to stealth -> daze those archers, or a CW to dodge in and control, or other variation but the strolling in casually will get a group killed.
    hustin1 wrote: »
    The fanboys can chant "l2p", but the truth is that the game has become so unforgiving that it just isn't fun.
    Is it to hard to make a point without calling anyone anything ? Maybe it's a cultural thing, I don't know.

    If some groups can do it, and others with generally the same gear can't, it's about learning and adjusting.
    It's not an insult, it's normal to have better players and worse players. People that put the time to learn to play very good, and players that want to just run something with friends during the weekend.

    So comes the question what an average player skill is, is it fair to ask the level the dungeon requires?
    Also we all use gear to compensate for mistakes how easily that gear is obtained ?
    How much content should be aimed towards each group?

    If you look at pug groups and T1 set + average r8 with lesser / normal enchants they wont make it, the gear can't compensate for the lack of communication, and it will be to difficult. They will probably fail way before the final boss.
    More so in most cases even with better gear but with a lack of team work the group will fail. Even if some members have BIS gear, if at mod 2+ some could carry entire groups, that is no longer the case in current T2.

    If you look a mix of higher geared and that average, in guilds, channels, friends and so on, they can do ToS for example, mostly. A lot of the time not easily.

    So, to whom those T2 are meant? If they are meant for an average pug to finish, that wont happen.
    If they are meant as an end game content for casual players but in guilds, channels or something.. Then maybe, dungeons like ToS can be done. But it should be adjusted.

    If they are meant to be end-game content that only groups with communication and good gear can do, then it somehow it fits.
    And yet, does it need adjustment ? Yes.
    hustin1 wrote: »
    Further, the rewards aren't often worth what you have to expend to get them.

    No, totally not worth it, and I know you talk about kits and stone and what not, but I'm not, I talk about time.
    It took / will take time to learn how to run those dungeons to somewhat smooth levels, when they came out it took hours of attempts. Is it worth it for some daily cache. no, not at all.
    A lot of people that even can run it, see no justification to do so. Especially ECC, what is the point of having it at all ? In the current one coffer per day system.
    hustin1 wrote: »
    How many charges of your stones of health are you burning up in these dungeons? BE HONEST.
    None, ever. Only have some because it came with one of the packs, or at winter festival maybe, not sure.



    Bottom line, can we agree that if there will be some content to well geared end-game players then not everyone should succeeds to do it ? It's impossible to have challenging content for well geared players that played for long time and have the same dungeon doable by a random pug.

    Is it ok to have some content beyond casual, or random group reach, IMO yes, to some extent.
    Should it be instead of end game content for everyone else? No.

    Does the current system covers it? Not even close.
    Will just nerfing the damage significantly solve everything ? Also not even close.

    Is there a to wide difficulty gap between T1 and T2? Yes.
    And that I think is the main issue, most people can do T1 some fail, some will make it, but what after ? People get stuck, fail on T2 repeatedly, get frustrated and/or bored.
    The issue is more general then getting one shot. Players getting one shot is a symptom, what should be addressed is a general concept of fitting content to player groups.

    Did mod 5 difficulty was fitting? Not even close. It had all the same problems but in the other direction, it was to easy. (I'm speaking about the dungeons)
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited June 2015
    When it comes to design a good campaign in DnD as a good DM, it is elemental to look at the character sheets of your players, know them and listen to them, to their desires and plan the upcoming game play according to it. At least that's how many tend to do it. Never ever force your will at players. A good DM only "guides" a player. Now many would argue we don't have DM's here. Not in the classical sense, but we do have some actually, they are called Devs.

    What i see as biggest problem, that the Devs changed the game too suddenly in a 180 degree style. One day we played Mod 5 in DnD like fashion, next day with a patch came Mod 6 and suddenly away with everything and here you go. They abandoned everything we were used to in 2 years time, not a single bit of transition time, but the harsh way. I can only speak from my personal opinion, that if i would go to the workers and tell them, drop your current CNC job and make chocolate for instance from next morning on the CNC machines, they would be shocked on how and what to do.

    I am not against change, but it has to go step by step, not so harsh and totally in the opposite direction.

    Some of you mentioned, we are dressed not the same way, game has many players in blue to players in BiS. Also an MMO has all sorts of players, with all sorts off skills and yet agin in my humble opinion, nobody should get the door in his face.

    Now if we follow the classical and approved DnD mechanics, the DM aka Dev should make a balance and- since a 5 man group can't be split in a dungeon- adjust difficulty by taking all types of players, in all types off gear in account. Translating this into game language it would be wise to make PVE dungeons nearly equally enjoyable for all classes, all types of gear and finally introduce some brackets in PVP.

    Not classical DnD style, but if one wishes aka our Devs, they could have also let the existing content as it was and bring in some new maps, dungeons, skirmishes for the very high end geared players. This way everybody could have been satisfied, the beginner, the causal in crappy blue gear and the wealthy players in BiS gear. Yes of course this later is pretty hard to do with the current contentless design, it would require way more maps, but hey we had them! So Mod 6 is actually-yet again in my eyes- an epic fail, we lost out heavily on content.

    But this is all my humble opinion, what still stands, gold will drain faster for medikits, than it can be produced- yet again i emphasis on the word- in long term. Now new players have no past in this game, they feel the future already.

    Wish you all a good day!
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  • ironknights1964ironknights1964 Member Posts: 69 Arc User
    edited June 2015
    araneax wrote: »

    Avoiding the trash mobs in dungeons or in zones?
    How about both? Actually, lets just make it so everything in game except bosses should be avoided?
    Best approach ever! =)
    Who needs trash mobs anyway, i mean, after all the existance of mobs is purly for looks ofc.

    Exactly. Why not just avoid... all of it? /logout
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