Raid Zones

Tell your tales..
Omle
Posts: 116
Contact:

Re: Raid Zones

Post#21 » Sun May 30, 2010 4:30 pm

Kuldiin wrote:
Omle wrote:Problem is those guilds will never get anywhere


So I can get to ST by 6 boxing, yet 6 people playing their own characters will never get anywhere?

if you can organize them mabye :p
Image
Omlee Serenity 70, Monk
Omealer Serenity 70, Cleric
Ebay Buynow 70, Warrior MAIN
Glau Summer 70, Wizard
Firefly Serenity 70, Mage
Gilmore Happy 70, Ranger
McGavin Shooter 70, Ranger
Evan Serenity 70, Bard

khaliss
Posts: 357

Re: Raid Zones

Post#22 » Tue Jun 01, 2010 4:53 pm

The boxing limit question has already been raised so many times in the past. Sure it would make the server more social-oriented and all that... but there are people who actually enjoy boxing and getting stuff done without waiting for groups over an hour or so. I can solo some content, BUT there are PLENTY of stuff that I can't... that's why I'm in a raiding guild. My playtime is restricted with an average of 2-3 hours/night... if I wasn't able to box, I would not be able to accomplish anything at all (given my limited playtime). That would kill the enjoyment factor right there, and I'd just start searching for other servers that would allow me to.

There are plenty of THF players that don't actually box, so there's something for everyone on this server. Perhaps one day, when the mangement team has enough funds to purchase another server, maybe a more social version of THF with box restrictions, fully instanced raid zones, and other stuff you wish for... might be something worth looking into.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

User avatar
Kuldiin
Posts: 304

Re: Raid Zones

Post#23 » Fri Jun 04, 2010 8:06 am

Personally I'd love to see Ssra instanced.

At the moment Mofish are waiting on catching an Emp spawn, and as we are all individual players its more difficult as we have to compete with players who can solo it via 6-boxing, who as other posters have said are after him for non-flagging reasons.(I personally do have the ability to use my other toons to go in and kill Emp for them, but wheres the fun in that).

At least once we finally manage to get past Emperor, we can play in Tov/Sleepers at our own pace :)

Brontu
Posts: 757

Re: Raid Zones

Post#24 » Fri Jun 04, 2010 8:26 am

Kuldiin wrote:Personally I'd love to see Ssra instanced.

At the moment Mofish are waiting on catching an Emp spawn, and as we are all individual players its more difficult as we have to compete with players who can solo it via 6-boxing, who as other posters have said are after him for non-flagging reasons.(I personally do have the ability to use my other toons to go in and kill Emp for them, but wheres the fun in that).

At least once we finally manage to get past Emperor, we can play in Tov/Sleepers at our own pace :)


I second this ^
Bront The Rage Plower <Shattered> 70 Warrior
Havik - Havikz - Betwo - Sello - Brawnt - Havokz
Image Image
Guild Leader of <Shattered>
Wiping in DSK since 2010

User avatar
Kuldiin
Posts: 304

Re: Raid Zones

Post#25 » Fri Jun 04, 2010 8:54 pm

Tyler wrote:I want social interaction in an online multiplayer game, so Instancing is good as it is. I agree though that some players could improve the social skills abit - maybe THF helps? Only the players can change that.

Everyone is encouraged to help make/maintain THF a friendly place.


With regards to Ssra there isnt much to do there if the named are down (which are normally killed by boxers anyway) apart from farm keys for Emp, so Ssra isnt normally seen as the place to go for pickup groups (as is the case with Kael).

It would be nice if the entry level raid zone (its the first place a starting guild would come up against raid encounters), had the encounters available instead of almost perma-dead.

As it currently seems to happen now, guilds skip over the raid bosses of T1, kill Emp and head straight into T2 as its always available for them. On my first progression through Ssra, I went straight to Emperor, and it looks to be happening on my second run through with Mofish due to the lack of availabilty of the mobs.

(Ive 6 boxed the mobs to death in Ssra, as well as going through legit so I speak with experience of both sides of the fence)

Brontu
Posts: 757

Re: Raid Zones

Post#26 » Fri Jun 04, 2010 9:52 pm

I do agree. I think that if your looking for socializing your not gonna find it in Ssra. Really, if u intend on making a zone an entry lvl zone i think kael is the place to do it. Ssra, as the t1 raid really should be instanced. This would not only allow, but Encourage, new guilds to progress, thus creating a more social atmosphere. In my opinion there are two avenues for socializing, just like any MMO you have your general/global chat which to me includes the forums, and then you have guilds. Most players do stick with guild socializing or inter-guild.

I think that creating a raid boss or two that would require the combined effort of a couple of guilds would help create the social atmosphere, yes then the issue of people multi-boxing would again come into play. but thats going to be an issue no matter what.

Either way instancing Ssra is definately a way to help new guilds grow, otherwise i feel that you should consider restructuring your tiers and the flagging required for them.

I know im relatively new here, yes guilds came waaaay before me, which had to deal with an uninstanced zone, but i feel in the interest of growing, i agree with kuldiin.

just my 2 cents.
Bront The Rage Plower <Shattered> 70 Warrior
Havik - Havikz - Betwo - Sello - Brawnt - Havokz
Image Image
Guild Leader of <Shattered>
Wiping in DSK since 2010

Byokii
Posts: 1

Re: Raid Zones

Post#27 » Mon Jun 07, 2010 9:27 pm

Hello,
I am new to this server, but I played EQ live for a long time (pre and post instancing)
It seems like the answer to this problem could be solved by strategic instancing. It has been done where you enter a static version of a zone, then go to a point and enter an instanced version of the zone. I think this could be solved by instancing just the Flagging mob in question for the zones that are not instanced. The raid force would still have to fight for the mini bosses, and interact with other people, but once you reach the boss of the zone there would be an npc or clickable world item that would transport you to an instanced version of the zone that only contains mobs for the Boss and perhaps a few rooms of trash. That way guilds or players who are killing that boss for non flagging reasons would not stop new guilds.

I wish EQ-Live had more instancing back in PoP. My guild (3rd on the server at the time) had to camp in PoWater to get our first cornair kill so that we could be flagged for time...

Brontu
Posts: 757

Re: Raid Zones

Post#28 » Mon Jun 07, 2010 10:36 pm

Byokii wrote:Hello,
I am new to this server, but I played EQ live for a long time (pre and post instancing)
It seems like the answer to this problem could be solved by strategic instancing. It has been done where you enter a static version of a zone, then go to a point and enter an instanced version of the zone. I think this could be solved by instancing just the Flagging mob in question for the zones that are not instanced. The raid force would still have to fight for the mini bosses, and interact with other people, but once you reach the boss of the zone there would be an npc or clickable world item that would transport you to an instanced version of the zone that only contains mobs for the Boss and perhaps a few rooms of trash. That way guilds or players who are killing that boss for non flagging reasons would not stop new guilds.

I wish EQ-Live had more instancing back in PoP. My guild (3rd on the server at the time) had to camp in PoWater to get our first cornair kill so that we could be flagged for time...


I actually like this idea alot - it doesnt elimate the social aspect of friendly competition but it leaves the real problem - keying for ToV up and doable for people who really need it. Something certainly worth looking into.

And it took my entire guild camping in PoW to get server first cornair kill, camped FOR HOURS lol. But i agree PoP would have been amazing instanced.
Bront The Rage Plower <Shattered> 70 Warrior
Havik - Havikz - Betwo - Sello - Brawnt - Havokz
Image Image
Guild Leader of <Shattered>
Wiping in DSK since 2010

Insedeel
Posts: 36

Re: Raid Zones

Post#29 » Mon Aug 16, 2010 7:42 pm

Byokii wrote:Hello,
I am new to this server, but I played EQ live for a long time (pre and post instancing)
It seems like the answer to this problem could be solved by strategic instancing. It has been done where you enter a static version of a zone, then go to a point and enter an instanced version of the zone. I think this could be solved by instancing just the Flagging mob in question for the zones that are not instanced. The raid force would still have to fight for the mini bosses, and interact with other people, but once you reach the boss of the zone there would be an npc or clickable world item that would transport you to an instanced version of the zone that only contains mobs for the Boss and perhaps a few rooms of trash. That way guilds or players who are killing that boss for non flagging reasons would not stop new guilds.

I wish EQ-Live had more instancing back in PoP. My guild (3rd on the server at the time) had to camp in PoWater to get our first cornair kill so that we could be flagged for time...


Aye, this is a brilliant Idea IMHO. I would love to see something like this implemented for the new guilds/people to the server.

Holey
Posts: 25

Re: Raid Zones

Post#30 » Tue Aug 17, 2010 12:29 am

If we get SSRA instanced, then how are people aloud to GROUP or RAID non GUILDED people?
Wettank
Wethealer
Wetshots
Wetstabs
WetBuffs

Return to “Daily chat”

Who is online

Users browsing this forum: No registered users and 2 guests