MxO vs Raiding

3 posts · 2008-01-16 13:11:00 to 2008-01-18 13:04:00

#36300387904 01/16/2008 13:11 MxO vs Raiding

I was reading a the broadcast depth and some people think the idea of having difficult content is a terrible idea.

From my own point of view. This game has really no goal oriented other than a few things which i am told are soloable. I do not like WoW because WoW- is easy. WoW is for kids, but WoW DOES have challenging content. If just buying hard to find gear-sitting at your auction window earning cash- dueling to test your skills. What does it all lead up to? What is it all worth?

Raiding.

I would like to know why players havent promoted raiding for this game.

Compared to 9 dragons (ive gotten to lvl 65 as a healer) I really do not see a difference except im paying for this game instead of the other.

For those that do not know what 9 dragons is. This is a Free to Play game that uses Kung Fu with the use of weapons and Chi Kung(Spells) and an assortment of weapons.

Each have an assortment of quests as you level that are done solo. With a Bazaar/Market which most people "live" selling and buying.

Back to my question. Why wouldnt you want to be involved in a raid party within the Matrix?

You have all these factions that serve what purpose? A simple clique of players that trade gear to gear around to each other. And the upmost productivity a faction in this game does is- PvP. The members come together and assist each other in pvp (some actually do). Otherwise, you hold parties. Listening to music raffles and so forth. Those are player made events.  Are there any players here that demand some Enviromental content to challenge them?

If you cannot handle a raid. Is it the amount of Time you are able to put into the Matrix?

There are Instanced Raids. SoE is a company that knows how to instance things and make it work. They can take casual gamers to that plane. It is possible.

But what makes this game lack real hard content that makes you want to do it to help out friends. We farm missions. Archive Missions to be precise. Doing them over and over. What is the difference between that and a raid? Simply; you're relying on a team. Where as a team/crew/faction do you and your friends have their stengths.

I honestly believe that with raid content within the matrix, factions will merge together, there would be more coordination between same org factions, communication, pvp guarding over real territory rather than hanging out at Mara C. Waiting for friends/Opponents.

Seriously, does this community have desire to be a part of something special as a 20 man raid? 30?

The path of the One was made by the many. Where are we going as a whole? Where have we been going when all we do is play by ourselves?

#36300388741 01/17/2008 11:43 MxO vs Raiding
The AI in MxO is not advanced enough to support a Raid system and the combat structure would need a complete revamp given the current class system (ie. No specific class is necessary in a team to accomplish anything).

The reason we have Zombies at Halloween, and Snow monsters at Christmas is because there is nothing else. There are no more models, the AI cannot be changed particularly well due to the mess of coding that is MxO, the game system is not flexible enough to allow for the things that could make it truly worthwhile.

Personally, why would I play a second-rate, uninteresting, unchallenging, Raid in MxO, when I can have a challenging, intriguing, and truly demanding Raid in a game that is more disposed to Raiding and teamwork?

There is a whole market of MMOs that offer Raiding. MxO has always been outside of the traditional generic MMO structure, and I hope it remains that way and builds upon the things it already has.
#36300389410 01/18/2008 13:04 Re:MxO vs Raiding
Jack's Wasted Life wrote:

The AI in MxO is not advanced enough to support a Raid system and the combat structure would need a complete revamp given the current class system

Advanced in what way? Can you be more specific?

A Raid System such as? A raid Menu with group names?

Combat Structure need a revamp? Why? Explain this to me like I am a 2 year old.

There are no more models

Again- you dont need new models. Everything I have stated ALREADY exists. Commando models exist. Vampires. Succubi, Lycans all exist. A high end raid Archive would not be worth while? Does anyone else feel the same way? Risk Vs Reward ring any bells here?

Personally, why would I play a second-rate, uninteresting, unchallenging, Raid in MxO, when I can have a challenging, intriguing, and truly demanding Raid in a game that is more disposed to Raiding and teamwork?

Exactly, there are so many elements that are untapped just in this game alone. Everyone knows it but nobody says anything. We have threads about new districts but the disctricts and archives we have can be altered(we've seen it done, we know they can do it)

There is a whole market of MMOs that offer Raiding. MxO has always been outside of the traditional generic MMO structure, and I hope it remains that way and builds upon the things it already has.

You mean like Second Life with their Sex Clubs? or the rest of the Free to Play games that have Item Malls? This is a product of Sony and everyone knows *CENSORED* well they have a responsibility to their reputation as headliners when it comes to MMOs.

Consider your "NPC war" between Lupines, Vampires, Succubi.  If this is implemented in a similar way to PBs and The Commando helipad (ie.  These NPCs won't attack you because you are their allies) then what you get is not a raid, it is simply a progression of NPCs who offer absolutely nothing different from Generic NPC #1 in a mission.

A Raid needs to be challenging, and killing numerous enemies, no matter their level, is not a challenge.  NPCs rush towards you, shoot, and wait for you to engage them in Interlock, there are very few exceptions to this rule (if any), they do not truly assist one another (Healer NPCs don't tactically heal, they heal when their companion drops a few health and they don't have the intelligence to realise that healing might be best used elsewhere, Buffer NPCs don't use all the buffs they [i]should[/i] have access to, MA NPCs don't attack with any degree of intelligence whatsoever, they do not specifically line up attacks to get states etc.). 

When an enemy is so predictable, it is not a challenge.  No NPC in the game requires a modicum of sense to defeat, spam attack and the NPC dies.  In games that have Raiding, NPCs are able to adapt on the fly (Balrog of LOTRO for instance, switches his attacks and his defenses, and his damage type throughout the fight at specific Morale triggered intervals, this makes it engaging because you have to adapt along with the fight.  The Giant preceding him, cannot be killed but while he is alive waves of enemies appear, as each one is defeated the Giant has a change of heart eventually leaving the battle before the true boss arrives with more waves of enemies.  They heal one another if within range so they must be divided up, once they are dead, the boss must be drawn near to specific areas to be harmed..these things are challenging and rely on interaction between numerous classes) in this game NPCs do not adapt, they continue to attack in the same method, and they continue to die using the same method.

Reward vs Risk - Where is the risk?  I have never felt a risk fighting anything in the game, no NPC is intelligent enough to offer such a risk.  Level is unimportant, it just lengthens the fight to a war of attrition, you attack, block to build up IS, then attack some more and trust the enemy doesn't recover enough health. (See below for example).  No risk, but a supposedly significant reward.

SOE successfully destroyed their reputation with the faux pas of NGE, they are not the Headliners of the MMO genre and MxO isn't a headliner for SOE, in fact on half the station pages it is not even mentioned. [and Raiding says nothing of being a headline MMO.  PotBS does not have a traditional form of Raiding and yet it is one of the most innovative games on the MMO market at present

I don't disagree with the intention, but the game is too broken, too far down the line, too understaffed to follow the structure of "EQ" MMOs so late in the day. 

If they could adapt the AI, if they could create instanced encounters (with NPCs requiring more than Interlock-death), and keep them interesting and challenging, then they might create some fun content.  But if people are seeking Raiding, they would not be satisfied.