[MUD-Dev] SOC: Will company sanctioned cheating hurtthe MMOcommunity?

John Buehler johnbue at msn.com
Thu Aug 4 16:27:05 CEST 2005


Michael Hartman writes:
> John Buehler wrote:

> RvR in DAoC was truly awesome (when they weren't busy nerfing the
> heck out of crap, or adding in the absurd Trials of Atlantis grind
> requirement). I would not compare RvR to any PvE raiding in WoW,
> EQ, etc.

[snip]

>> After doing the same raid 10 or 20 times, I could see how I'd
>> come to despise raids as much as I despise camping monsters.
>> "Same old same old" is what drove me away from the games.

> Precisely.

> It is important to remember that I am not saying raiding is lame,
> don't put raids in games.  My stance is that raiding should not be
> 100% of the end game content. There should be ways for single
> groups to obtain the same quality end game gear (maintaining the
> same time - # of players - amount of loot ratios, for balance) as
> raiding. Raiding should be done because you enjoy the experience,
> not because it is the only way to obtain gear at the end game.

> Since gear is truly the only type of "levelling up" once you hit
> the level cap, making raiding the only way to obtain the best gear
> would be like saying at level X, the only way to earn xp and gain
> levels is on raids. People would flip out if the situation was
> presented as clearly as that. Having to raid for gear is no
> different.

I understand your point about not making a single experience the
only thing available once the maximum level is reached.  I don't
understand the comment about the absurdity of adding the Trials of
Atlantis in Dark Age of Camelot.  Isn't something like Trials of
Atlantis exactly what you want?  More advancement (which is
optional), new items, etc?  There were scads of new items to obtain
all through Atlantis.  It was an area just full of stuff for level
50s to do, staged in the same way that the rest of the game is - by
levels.

I'm curious to know what you'd *like* to see at the 'end game'
levels.

JB
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