Tag Archive for 'mmorpgs'

Scope - The Breadth Fresher

For the first time in well over a year, my roommate and I went on a geocache. We really haven’t been into it since we went geocaching in Menominee last summer and ended up with dozens of ticks on us. Overall it was a fairly successful cache in that we didn’t end up with weird ass bugs on us. At the end of the run though, we walked through the park and found an overlook out over the valley that this park was situated on a hill nearby. Looking out on the valley, I sat and wondered what it would look like without all the roads, and farms, and buildings, and people. What it would be like if it were still wild.

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Return to EQ2

So I am back to that game in which I love to hate. I’ve been feeling the burn of late to play MMOs again, so I returned to EQ2 largely because I have nothing else to turn to. I have considered WarHammer Online, howver what I’ve heard about it hasn’t been great thus far anyway. Conan, blech. I have also considered the expansion of lord of the rings but that is a month away and opposite of EQ2’s own which I’m willing to give the game a second shot, even if I’m not particularly thrilled with what we’ve seen of the expansion thus far.

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EQ2: Shadow Odyssey Announced

Everquest 2’s next expansion was announced recently, and though I don’t regularly play EQ2 anymore, I still have enough interest in the game where I feel the need to discuss this upcoming expansion a little. The expansion seems to be based completely on Dungeons, including supposedly 6 new dungeons and 5 new raids.

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If it were my MMO

In the spirit of my recent design thoughts, I’ve started to think of what features I would put into an MMO if I were the designer. This list is far from complete, however, I thought I’d give it a go:

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Thoughts on Ultima Online

Thinking back on Ultima Online this last Monday (as small a thought as that was in that particular article), made me want to reminisce with the game. Many call it the first MMO, but really it wasn’t, there were many before it. Certainly it went much bigger than others before it, being the first to go to 10,000 players per server, and still remains one of only two or three to have that distinguishing accomplishment. If you consider this game to be the start of the MMO genre, it may very well be one of the only games there, sorry WoW & EQ with your 3k servers, you don’t come close.

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Landmarks in Games

Last night I realized that I never finished Zelda: Wind Waker and I got to think of why that was. I really loved the game for a lot of reasons. But in the end I just couldn’t bring myself to finish it. I started to realize that the issue laid in the fact that I got frustrated with trying to figure out where things were.

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MMO area levels

One of my bigger pet peeves with MMOs is how they divvy up where people play. The general problem that developers have had is that they need  to protect newer players to the game. They can’t very well have a level 500 dragon coming in to kill a level 1 newb. If this happened, the newb would likely think the game was too hard, get frustrated and leave. If a player does this, there is little reason to have the game around as if people quit that fast, you aren’t getting their money.

So developers have at a very early stage decided upon a basic progression of the world. You go from level 1 area, to level 10 area, and so on until you reach level 100 area. And once there, many developers discovered that you need something to do past that and the easiest way to do this is with raids (there are more ways but this is easy because it provides players with the ability to do basically the same thing they’ve always done to get to the level cap in the first place… that is to make high level huge mobs to kill to get loot).

Now with my pet peeve. By doing this what you essentially are doing is segregating players off into different corners of the world. If you are of this range you go there, if you are that, you go over there, and there is little to no reason to have the two associating whatsoever. This is a huge problem. MMOs aren’t about playing by yourself (despite what you WoW fans say), they are about playing with and meeting other people. If you are segregating people, how are they supposed to interact?

This was actually the main genius of EQ1. More than most players they forced people to play together. So they brought people in with the pretty graphics (at the time) and they keep them by establishing relationships between people. What happens is that people are less likely to leave when they have these in game connections. They will still leave if real life issues come into play, or if the game just becomes unbearable… but when those new shinier games come out in the upcoming years, they almost always return to the old games where they miss their friends, their playtime, etc. This is great for the player.

Unfortunately, raids are just about the only mechanic in these games to bring people together. EQ1 forced people to group by the time you were level 5, but not many other games do this (maybe Vanguard) and this is with it’s drawbacks as well. Namely it becomes more difficult to level for people past the first rush and thus harder for future new players to get into a game once there aren’t as many low levels there. So you see where segregation becomes an issue?

There have been a few other mechanics from time to time that help out this situation. DAoC I believe these days has an in-game help channel these days that new players automatically join and then elder players can join to help out. The elder player’s main reason for doing this is generally to recruit. Now many games do have this system, for instance EQ2 has their 1-9 channel which offers the same ability, anyone can join and help newbs. However, I think the format does change from general chat, into real help when you actually name it help and thus the newb usually gets a better experience. This system actually dates back to even earlier games, my first game Shadows of Yserbius had a server for new players to join (back in the day where you could play your character on any server you wish), this place had a guide overseeing things, but other people went to help new players and play with them as well largely for the same guild recruiting reasons. This was actually perfect for games, seperated the new player, made sure they were safe, and offered them interactions. Actually, studies have shown (sorry I don’t have a linky on this) that a player who has contact with someone else in an MMO in the first 24 hours (positive contact that is), is far more likely to subscribe past the first month than someone who doesn’t.

An evolution of this sort of help room idea was Asheron’s Call’s Allegiance system. It did almost exactly what the designers thought it would. They wanted to provide elder players a benefit for helping newer players in order to encourage a positive interchange between the two. Thus, they made it so that the higher level player would get two things… experience and a status rating. The status rating was intended to allow you to use some nicer items (and some types like crowns & scepters were only really usable by people with the rank to use them), but the real draw was the experience. The lower player never really gained anything out of this deal but the developers thought that in order for the bigger player to keep the lower player, what would happen would be that the higher level would aid the lower by offering advice, help, items, and money to the lower (oddly the last two these days the devs try to stop people from doing lol). It worked fairly well until people figured out how to game the system, but if they hadn’t made it so easily gamed, then it would have been a fine system (AC2 fixed many of the issues but made the xp gain so small that it wasn’t even really worth it for the smaller player unless they had 2 or 3 dozen players directly under him which was never likely going to happen).

The last system in place to get players together is mentoring, which allows players to move down (or up in CoH) in level in order to play with other players not in your range. Usually it offers some sort of bonus to the smaller player as well, and I do think this system works as intended. It allows friends to play with each other regardless of level but does almost nothing for complete strangers (though it could if people were in general somehow more charitable and helpful by nature).

So this leaves me with the same issue. Even with these, there is a general disconnect between the elder and newer player which hurts the society of a particular MMO. And I think a big part of this has to deal with the fact that we are segregated at our core. One of the reasons I made the suggestion a few weeks ago that SOE integrate more high level content into low level areas to get more use out of them a few weeks ago was just for this reason. The only game I really know of that didn’t have this segregation as much was really Ultima Online. In that game, it didn’t occur as bad because the world was more seemless… Yes if you went far out in the wilderness or into the dungeons, it was more difficult than if you stayed near town, but there was some variety. New players could go out really far and still find creatures to kill, while there were lizardmen and orcs that oftentimes could be found near town for the bigger players. I also think there was less difference between being an elder and a newb. In that game, it was possible to contribute to killing a larger creature at least a little, though obviously still not much. So at least the new player could find SOME use to a group that they just don’t even get in the modern MMO where if it is a red creature, you are completely useless to it.  Because this world was more mixed in the end, it ended with a healthier community and I might add had a ton of players despite constant competition. I think it stayed fairly in play until a few years ago where it just became far too long in the tooth to take, in fact it still has a fairly decent population for it’s age I am sure and probably has more people than many second generation MMOs which has been the primary reason that they are scared of making Ultima Online 2.

So is this the only way to do it? Intermingling content? And if so how exactly do you do so without putting the new player in harms way? Is this where instancing comes into place? And if you also despise instancing and don’t want to do that, how then do you do it? Or is there an alternate way to make players co-mingle that benefits both players? Is there another game that does it even better than what has been done before? Surely there has got to be a better way to do this without totally segregating players….

Thinking back to AC & AC2

The Asheron’s Call series remains as my favorite series of MMO. Sure it wasn’t the easiest games in the world, or even the most intuitive, but it was far more realistic than any game out there, the lore was great and original, the mechanics were sound, and they had (at least at the time) some of the best and most friendly developers I’ve seen in an MMO to date. Back in the days of the Big 3 (UO, EQ, & AC), we always joked that you went to EQ if you wanted to play a game where the devs didn’t care, and after 3 - 4 years in EQ2 I do confirm this to be the case (although I do believe they’ve gotten better than the EQ1 days.

But AC itself was extremely limited, while being one of the first MMOs to delve into the 3D world and remains one of only a handful to be truly zoneless (WoW fanbois beware, WoW isn’t zoneless, they have big zones, but they are still zones, and they also cover up zoning better than most games… ie look I’m running through an empty tunnel for 5 minutes). However, the game itself was extremely poor in graphics and from what I’ve heard it was built in a way that made it difficult for graphics to be upgraded very much in the future (though thank god for the upgraded textures in their expansion as it did help tremendously!). The user interface was also piss poor, though more manageable than people gave it credit for and again, was nearly impossible to update from a developer standpoint. While those things did hurt this game quite a bit as newer shinier games came out, what I think eventually turned many away (like myself) was the ever increasing cheating that occured in the game… on top of various programs that automated tasks, gave you info for stuff around you (told you where things were spawning and what was dropping on monsters without even opening their corpses). People began botting more and more as time went on. It got to the place where if you were an honest player, the dishonest ones would be the ones who got the loot and the good hunting spots and there wasn’t anything you could do about it.

So then came AC2… and AC2 was perhaps one of my biggest underrated, though reasonably not liked games. The game was very sound. Very sound. However, they rushed the launch (as many MMOs tend to) and they ended up with an overly buggy game that didn’t have enough content. It was also far too easy and people were capping out fairly quickly and wondering what they were supposed to do next. Once ya got past the first 6-12 months on this game though, the bugs got fixed, and the content began to arrive. The expansion they released late in its lifespan turned out to be a marvelous expansion which the developers really should have been proud of, but unfortunately came far too late and those of us who came back and even enjoyed the expansion were disappointed to 2 nearly empty servers… some games are just difficult to play by yourself and this was one of them. Their other real mistake was lack of an end game, the expansion was supposed to help this by raising their level cap by a large number, but in the end they still didn’t give the players a whole lot to do past go off and try to find PVP players to kill. See unlike AC1 which was intended to have a difficult to attain level cap (took 2 years for the first player to hit it, and longer for the majority until people figured out the system and made it easy), this game was intended to learn from EQ’s success and thus had a smaller level cap that was easier to attain… however, what they didn’t do is add real raids like EQ had. There were group zones at the end game for some of the best items in the game, but nothing to the effect of raids that I can recall, and no other game mechanic either to really take advantage of elder players.

In the end, the game obviously became a wash because of these issues which really is too bad because graphically AC2 is still one of my favorite games (and musically as well I must admit). EQ2 is a very bland game (they took a new direction with RoK to try to fix that but I didn’t care for it, I actually thought graphically EoF is far superior to anything else in EQ2)… WoW looks like a child drew it, they were going for a Warhammer look, I understand…. but the art is just piss poor in nearly every respect. City of Heroes is great actually, but I still prefer AC2. What AC2 did graphically was they found a nice balance of realism, fun, and art all at once… and they did it without sacrificing quality which makes it just phenomenal.

It is really too bad this game didn’t work, I thought it showed so much promise. I think both ACs could have really used expansion packs, and while I understand that Turbine doesn’t believe in expansion packs and instead thinks that they should give players value with new free content instead… after playing EQ2 I feel you can get both. We get decent content (although most of it is part of the expansion) updated throughout the year, with large expansion packs that are worth paying for. The expansions we get yearly for EQ2 far exceed the amount of free updates Turbine tends to shell out in a year, and then they top it with free stuff as well. This also keeps the game on store shelves… Other Turbine games have a hard time sitting on shelves, I don’t even think D&D online is on shelves anymore not only because it failed, but also because in 2 years of being online, it still hasn’t given a real expansion (though it has had many free updates that I’ve heard are good). This is an aspect of business Turbine never got and it is really unfortunate that their two forays into the expansion realm came at the expense at a dieing franchise that was doomed with or without them, because now Turbine likely says “look it doesn’t work” which is just totally incorrect.

For those who agreed with me, there is currently an emulation project for AC2 at http://www.rpg-le.de/forum/viewforum.php?f=6.  They seem fairly far off, but hopefully they can get it up by the end of the year, and hopefully some others join in to speed it up. I really wish there would be an AC3, but with the extreme failure of AC2 and the dieing of AC1 therefor the loss of being in the MMO gamer’s eye, I somehow doubt that Turbine will continue the franchise any further. It really is too bad though, because the story was great… hell I almost wish Turbine would test the waters again with the franchise by releasing a single player game to keep interest in it. It may not be the same, but the stories of it were epic enough for a single-player game and it would be lower cost to develop it.

Suggestions for next EQ2 Expansion

Now that Rise of Kunark has settled in, and mostly disappointedly at that… I have started thinking about the next expansion and how they can move this game forward….

Looking at the bunch of expansions there are some things worth noting… I think the current progression of what worked best and what hasn’t is Eof, KoS, and then RoK and DoF are very close to each other. Currently I would rank RoK slightly ahead of DoF which was an expansion that I never liked in the least bit, both in theme and in content. Before I began my ideas, I wanted to do a quick rundown on the positives and negatives of each of the expansions to date.

DoF +: Different landscape than had been in game, climbing, PvP… -: Largely reused creatures, crappy and worthless city, arena never was fleshed, badly designed areas

KoS +: Really cool areas, good and challenging raids & instances, AA… -: Was sometimes a pain to travel around, small zones meant lots of load times, inclusion of AA helped some on lower levels but wasn’t much for anyone other than 60+

EoF +: Something for everyone, really well designed and funny quests, large & vertical zones, the dynamics of the race was cool & refreshing, new AAs to balance, secondary tradeskills were great, challenging raids… -: raids were sometimes too hard for much of the population, despite majorly filling in some large gaps in game play thanks to zones like Klak & Crushbone, there was still a huge gap from about 58-66.

RoK +: Ginormous zones!, interesting though fairly basic race, decent instances, some areas are really cool & interesting to visit (entrance of Chardok)… -: WoWization of EQ2 (too easy, too brainless, no group dynamics whatsoever until you get to the harder instances, too focused on questing, bad & cheezy graphics often a problem), there seems to be a giant raid gap where the real raiding guilds find the raids far too easy while everyone else can’t even get past the first tier, the loot is god aweful, most of the time being worse than anything from the previous two expansions. And just god awful contested content.

So why the recap? My big idea for how to deal with the upcoming expansion is to essentially revamp the game as is…. I can imagine a lot of people would think this is a silly idea. But the reason behind it is good. While Qeynos in particular maintains its dominance as the city of choice, the areas of the old world are largely underused (with the exception of Runnyeye which is still one of the most popular dungeons in the 30s and almost always you can find a group running it), this is largely because EoF really changed the scope of everything because it was soo good, and also because server numbers are down and now anyone restarting is likely starting in one of the newer cities (they spread out the newbs!). A way to fix this is to revitalize the content. People are bored with Commonlands and Antonica and Feerrott… I think this is part of the reason why EoF was received so well, people needed new stomping grounds in the lower levels.

But my idea isn’t only to just make the old content interesting again, it is to do a better job of interweaving levels. One thing I have absolutely adored about EoF was not only that a level 10 could conceivably run into Loping Plains on accident and get his ass handed to him, but also that the whole zone ran from 1-25 pretty much. That and the bigger zones and my idea brings me to the thought of a combining of zones to make for larger old zones. Under this plan Antonica & Thundering Steppes; Commonlands, Nektolos Forest, & Darklight Wood, Rivervale & Enchanted Lands, and Sinking Sands & Pillars of Flames would be combined using the RoK technology to make the super zones come alive in these older zones.

In addition to this combination, we would see new content brought to life within these older zones. The first that I’d like to see added is new areas added via climbing. Many of the old zones have unreachable mountains that we could go up. Now these mountains were never intended to be used as play areas and thus they are often too narrow to use as solid areas… however you could easily create a climbing area in some of these sections and add high level guards and create a raid instance in the heart of thundering steppes. New ways to climb in these areas would be a really nice and easy way to really add to the game! In addition, old instances like FMG, Bloodskull, and some of the contested ones like Wailing Caves and Blackburrow would receive a revamp. Some would get level bumps (what if you made Bloodskull into a level 30 group instance and moved the heritage out?), and some could receive new areas (Blackburrow is currently a small zone, maybe we could unearth a new previously unknown cavern). I think this is important on some of the older unused zones like Blackburrow or Bloodskull that could find new uses.

With these reworks, I think it’d be cool to redo some of the graphics as well and add some new foes to the areas we know and love, make them more dynamic… add some one up nameds like the new low level areas have, take out heroic non-dungeon areas like Rivervale and Lavastorm (leave some parts heroic to keep things interesting but LS & EF especially were initially meant to be end zone contents and thus the difficulty of them was high, now they are long in the tooth and hard to play cause they weren’t meant for smaller groups/solo). I’d like to see them also pick two or three old enemies and come up with new and updated graphics to those as well as sound… who isn’t sick of hearing the cackle of the skeletons? Even if there was a different cackle to listen to, it might be nice. What about new effects for items both new and old to really add some jazz to them? Looking at some of the pictures of the epic weapons comin up, they look pretty awesome and I think this is going to be a direction that SOE goes with in future expansions so this will need to occur retroactively at some point.

I’d like to see an addition of 2 new secondary tradeskills. I think that Tinkering & Transmuting were great sucesses! Theyare difficult, useful, and make for a good money sink all at the same time, but the problem with them is that there are only two and only limited uses of each. Tinkering seems to be the more useful of the two in the long run given its no-trade items, but you do need a few transmuting items. It’d be nice if there was more options as a group. That being said I don’t know what they would add. Once upon a time, I thought item appearance changing (both in color and form) would be interesting to add into a secondary tradeskill but with the addition of the appearance tabs and the obvious use of them in higher level tradeskills (very colorful I think so that people will want them even if they don’t equip them), this might not be as nice. And you don’t want to add too much more in the way of benefits and what not or make current tradeskills/mobs useless… however, one thing I think you could do is maybe add a slotting procedure where the new tradeskiller could create a slot or two or even three in an item to put transmuted items in. This would be extremely limited though. Still I’d like to see something in this manner.

I’d also like to see 4 new classes added to the game… one for each main type… fighter, mage, cleric, and scout. Though honestly I think this might be a tall order in one expansion and would settle for 2 (I’d suggest Scout & Tank first) and do the other two in the following expansion after that. My choice for these would be a kinetics-like healer (kinetics from CoH… basically they dmg/debuff opponents in order to heal/buff the group.. it offers a really interesting dynamic into the game that this one doesn’t have), a mage-like fighter (I really enjoyed both the reaver and the thane in dark age of camelot, if they could make maybe a chain tank with some offensive spells I think it would create a very different setting for a tank (yes I know SK does this currently, but I mean one that can do serious damage which is ofset by their worse armor, maybe also taking away shield or at least anything but a buckler not that most tanks use more than a buckler)), the beastlord as a scout (i’m torn on this largely because we have a lot of pet classes and this class would be a disappointment regardless in this game because it likely wouldn’t be overpowered… however there isn’t a class with a pet that has no ability to range attack so I think that would be a decent  combo here, give it some nice debuffs and average dps and you all of sudden have a somewhat different scout class), and for mage… I don’t know but it seems like the mages we have aren’t at all interesting.  I realize classes aren’t easy to deal with because of raid & group dynamics needing to get balanced with them in it, but this would be a much better way to go than yet another race and yet another new city. Keep the cities we have, give the races a break and make some new classes. One thing I noticed with the Sarnak is that while I wanted to try them, I’ve played most of the main class types and am bored of what they had to offer, thus I didn’t really know what to play as a Sarnak… and so didn’t. This can be alleviated a bit, also add 2 new char slots with this expansion to help (expansion only though! don’t make it something everyone gets, make this something you get with the expansion.

Package Bloodlines & Splitpaw into this expansion as perks. This way those who didn’t buy them yet, will finally get them. And in so doing also bring the explosives into the normal game. This is something that could be done not only in the original content, but also DoF & KoS to really spice up zones. I would say include Fallen Dynasty into this as well and then you guys would get cheap new zones at every level, but FD was a great AP on its own and is still worth the buy. The other two really aren’t anymore and would be more to make life easier on those of us who have it to group there since they have group zones in them.

Increase the guild cap, tradeskill cap and level cap by 5 instead of 10, and then do the following expansion by 15. I Know this would be unorthodoxed, and unlikely. But it would give a greater intrinsic value that would be easy to see. It would allow some of the newer zones to be this new 80=90 level range that would need to be filled and give people something to work on. In addition to this add a new level to the AA lines. You could do one of three things… add a new skill after each line, add a new general class line (so instead of 5 lines there would be 6 to the shaman line, perhaps you could do something unique here too like adding a little of every stat or mitigation, or maybe improving a base quality of the class), or you could add an entirely new tree that would contain general things that any class could access (this tree could have a tradeskill line in it, or travel lines, or maybe a line that could reduce cost of menders & housing, etc).

If the guild housing isn’t in yet, this would be the perfect opportunity to add some. I’d also like to see some new patterns for the guild heralds (both in the basic symbol as well as trimmings that could be added to the cloaks), and honestly also wouldn’t mind seeing personal patterns (so you could choose to display a guild logo or one that you made just for yourself). I would like to see a general sweep of guild rewards to be more all encompassing. I have a feeling that some of the guild housing plans are going to do just that, but I think it is silly to have 80 levels and at best you get something every 5. Give us more for these levels at different intervals! And if you are going to wow-ize everything, why not take their banking idea and make it so guild bank is box slotted instead of tabbed and the guild levels would grant access to a new slot, where each additional one would cost more and then you’d need to put a bag in it. It wouldn’t be much but would be a minor cash drag on the economy and would also give carpenters a little more work (btw isn’t it ironic that EoF did such a great job at money drains and then RoK just went and killed all that work?)

New Underwater zones!!! I think this is generally something a lot of people have kind of wanted for awhile. There are some pretty cool underwater areas in RoK (In Seb mainly), and I’d like to see more complete zones. You could do this by basically connecting some of the older zones (so you could potentially have an area between Nek & thundering steppes underwater). This could also open up lost areas (though I don’t know the lore well so they may not be as lost as I think) like Grobb, Oggokk (this i think is in or near one of the dungeons currently), najena, guk, befallen, etc (I know odus is also wanted but think they should hold off for a bit on it still, I honestly think on the next expansion they should have mostly brand new content with a touch of eq1 addition). If they still don’t want to do pure underwater areas, I would suggest adding some new planes with this expansion but if they ever touch those planes seriously more than they currently have… for the love of god don’t make the mistakes they made in EQ1 with the planes.

3 New Deities… Don’t know anything about the EQ deities really so can’t make any particular note on what would be good… though I’d like to see a new tradeskill one that might help secondary tradeskillers in some fashion… I actually really enjoyed the RoK Deities as i think they added a lot to the game. If they bring in new classes, it wouldn’t be a long shot to have a new deity that favors them. Also in with this, I am not sure if RoK will eventually get T8 god powers, but obviously if it doesn’t this, and maybe another addition to the god powers should be made in this expansion to further flesh out that system.  (Actually guild gods might be a kind of cool twist where maybe a guild could worship a neutral god in addition to personal gods and the leader could sacrafice status for a guild wide power… would be interesting).

If you can’t tell, what I think was really special about EoF was the little bit of everything that they had. It offered great areas for all levels, new challenging high level conten, great loot, and new things to do. These are things I’d really like to see repeated in some fashion in the next expansion.

Finally… my pipe dream that wouldn’t happen in a million years… I think it’d be a great storyline if the dragons got fed up with the people of Norrath, came down and devastated Freeport and Qeynos. This would be a great live event too of having everyone come and try to protect the cities against the dragons. And could have potential of getting rid of the good vs evil system that remains on the non-pvp servers. But in the end the dragons would defeat the cities, destroying them and thus transforming the cities and he areas around them into high level zones, instances and raiding areas. Wouldn’t it be cool if like Freeport turned into a level 90 raid zone? Or if Stormhold became one of the standard instances?) Or to go near the old city gates and see everything burned and scorched, dead bodies littering everywhere… it would make for a really classic event that I think anyone involved in would remember for years to come. Though I think you could make it so that “survivors would get moved to the newer cities… forcing such a move I think would be the main reason why SOE would never touch this idea… though I think it would make for a great expansion and would really help the game out by lowering the amount of new player areas dramatically.

Another Raiding Guild

So feeling a little ripped off about my previous guild ending before we really got the chance to go raiding, I decided to start applying to other, more established raiding guilds to at least be able to go and see the raids occur, see the zones, and at least get some loot. I tried a couple and got in one fairly easily (of course it was the lesser of the two) and last night went on a raid where we killed pawbuster (breaker?) and cleared PR.

Overall, they are decent, they have far too many rules, their dps isn’t where it should be, and I’m not sure if I’m going to enjoy them as much as I had the previous guild. However, this guild’s raid schedule is much better at Mon/Wed/Fri with fill raids on Saturdays and Tuesdays that are usually just for farming or status. This means I won’t get as easily burnt because I get breaks in between and it also means I can go out and spend time with my friends without having to sacrifice four straight nights like the previous guild would have.

Still the overwhelming amount of rules is a bit of a turn off. I liked what we were setting up before… it was a rare combo of top notch players that are expected to do their jobs without worrying about micro managing all of them. Plus the players themselves did much better dps than this current raiding force which tells me we would have been much more successful without even trying. I think that would have been great, it is too bad that we just couldn’t get the membership going.