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Very Hot Topic (More than 75 Replies) fucking high road journal (Read 15441 times)
5 Foot Step
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Re: fucking high road journal
Reply #50 - Oct 11th, 2015 at 2:27am
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FranOhmsford wrote on Oct 10th, 2015 at 1:21pm:
Intended? That says a lot about the naivety of the original Devs who built that quest!

Because with DDO being supposedly a group game {and at that time a required to Group game} it's a bit unfair to players who want to be able to do an entire quest to put in a shortcut that those who just want quick xp WILL use!

Ringleader isn't even a long quest without that shortcut! {Heck how much longer does it take - 45 seconds?}.

Significantly - There's also the option for a griefer to break the crate needed to make that jump {for many players - I'm sure some can make it regardless} in the first place.


Now I'm not against all shortcuts but this one does seem to be a mistake {even if it was intended}.





FranOhmsford wrote on Oct 10th, 2015 at 2:02pm:
What gets me is that wanting to run Kobold Ringleader as intended is considered Flower-Sniffing?

We're talking about a 45 second difference in completion time for a decent player - A newbie will take longer either way.

I understand the shortcut in ToEE Pt 1 far more than I do the one in Ringleader BUT it suffers the exact same issue:
Once someone learns the shortcut they have no reason to run the rest of the quest!

If the newbie is forced into taking the shortcut on their first ever run thanks to that first run being with the wrong group then they lose something intangible.

Oh and as you've said...An RP group could easily end up taking that shortcut too {and missing out on a large portion of the quest}.


P.S. How many people run Wiz King as intended? All 6 going up one tower at a time? I'd guess it's less than 1%!


Assuming that there are "intended" ways that quests should be done is what is naive.

Any P&P DM worth his/her dice can tell you that as a rule of thumb you should plan out 3 different means to every required objective...and anticipate that your players will come up with something clever that you didn't think of...and when they do, you applaud, you don't scream "NO! DO IT MYYYYY WAY!"

This is why in older content you have quests that can be done completely by stealth, you have fights that can be bypassed with social skill, you have traps that can be timed. This is good design. Options. Ultimately, one of the options in any given quest might be deemed the "best". So what? If someone is giving you shit about not jumping the boxes in ringleader, then they are an asshole. It has nothing to do with the quest design or intentions.
  

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Meursault
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Re: fucking high road journal
Reply #51 - Oct 11th, 2015 at 3:27am
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5 Foot Step wrote on Oct 11th, 2015 at 2:27am:
Any P&P DM worth his/her dice can tell you that as a rule of thumb you should plan out 3 different means to every required objective...and anticipate that your players will come up with something clever that you didn't think of...and when they do, you applaud, you don't scream "NO! DO IT MYYYYY WAY!"

^This

I've had PnP DMs like this, they couldn't hold the group together. One even offered to buy the pizza every week and still we all bailed. Turdbin ignores this at their peril.
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: fucking high road journal
Reply #52 - Oct 11th, 2015 at 3:43am
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Meursault wrote on Oct 11th, 2015 at 3:27am:
^This

I've had PnP DMs like this, they couldn't hold the group together. One even offered to buy the pizza every week and still we all bailed. Turdbin ignores this at their peril.


Yeah, I should make my players pay for the pizza and beer more often.
  

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Re: fucking high road journal
Reply #53 - Oct 11th, 2015 at 3:44am
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5 Foot Step wrote on Oct 11th, 2015 at 3:43am:
Yeah, I should make my players pay for the pizza and beer more often.

Grin Grin Grin
  

Turdbin, keep changing the DDO rules, because McDonalds sold over 200 billion hamburgers by changing the recipe for their Special Sauce every couple of months to keep interest up.
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Re: fucking high road journal
Reply #54 - Oct 11th, 2015 at 4:33am
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5 Foot Step wrote on Oct 11th, 2015 at 2:27am:
Any P&P DM worth his/her dice can tell you that as a rule of thumb you should plan out 3 different means to every required objective...and anticipate that your players will come up with something clever that you didn't think of...and when they do, you applaud, you don't scream "NO! DO IT MYYYYY WAY!"



First rule of GMing... Plan for the best ( that they will follow the quest/campaign sequences ), anticipate the worst ( that they go sidetracked mid quest/campaign , or worse, that they jump from start to the end in a matter of minutes ).

If you never had a session wrecked by your player creativity, you haven't GMed long enough.

If you don't want to be surprised, don't prepare anything and let your players create the adventure.... ( Complete improvization can be stressing for a GM, as you need to be as creative as your player ( well actually more creative ) as things develop ).
  

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Re: fucking high road journal
Reply #55 - Oct 11th, 2015 at 4:37am
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FranOhmsford wrote on Oct 10th, 2015 at 7:45pm:
Let me put it another way:

How would you feel if the Devs put so much XP in optionals that 99% of groups insisted on clearing the entire quest every time?

How would you feel if as a Player who could still solo a tower if the Devs made it so 99% of the population wouldn't be able to and would insist you stuck with them?

That's the issue - That the Choice really isn't a choice!

Yes I can solo Wiz King and take 5 times longer than a group would splitting up {yes 5 times - remember all the extra running I'd have to do between towers} BUT why on Earth would I want to?


Okay Fran, in my opinion you're doing two things here to obfuscate the argument.
Remember that the discussion here is about whether choices are possible/desirable, not the motivations to use them.  The motivations are important, but not the focus.

You're moving from quest design/mechanics to group dynamics/behaviours and adding in an extreme example.

I would have more empathy for a real example rather than an extreme unrealistic example.

If the devs loaded all the XP so heavily on one option, I would say they have my previously articulated balance wrong.
I think they do get the optional XP balance wrong a fair bit such that it does not justify the extra time and effort.  I think this likely premised on the default assumption that most players complete optionals and thus if Optional XP is raised, it makes the quest XP too high.

The tuning does continue to get looked at and so it should.  Unfortunately, they change popular quests to make them less popular and poorly explain themselves.  I don't like this as it just adds to the perception that they nerf everything players enjoy.  VON3 as an example.  I don't have the data they do, but the perception remains that they like to spoil by bringing it back to the pack.

The next major issue you introduce is group dynamics which makes the arguments more murky. For some, peer pressure is irrelevant as they'll play as they like.  The possibility for individual play exists and is possible in most quests.  This is an MMO, so group dynamics do need to be a focus though.  There are many options in group play - PUGs vs Guild/friends.  Form your own groups vs join others - they all change the dynamic.  If you form your own group and set the difficulty, you have more say in how a quest is played.

But in the case of the avg gamer that is influenced by others, then you need to look at the behavioral drivers leading to the aberrant outcomes. 
This includes why experienced players are forcing new players to do certain things.  The bravery bonus has an impact on this and it probably shouldn't.

Lastly, I disagree with your assertion about lack of choice.  You do have choices. Some of them are less appealing than others, sure, but that is life.  If some choices are simply terrible then the balance needs tweaking.  The choices are still there, just not appealing.

My main is at cap and I have my ED's completed.  I don't run for XP at all.  I run for loot, for fun and to help others.  They have many behavioral drivers to access - they should use them better.

We all have different motivations - I like that about the game.
It would be nice if I could earn some XP and bank it, but that is unlikely to happen so I play within the framework I have.

5 Foot Step wrote on Oct 11th, 2015 at 2:27am:
Assuming that there are "intended" ways that quests should be done is what is naive.

Any P&P DM worth his/her dice can tell you that as a rule of thumb you should plan out 3 different means to every required objective...and anticipate that your players will come up with something clever that you didn't think of...and when they do, you applaud, you don't scream "NO! DO IT MYYYYY WAY!"

This is why in older content you have quests that can be done completely by stealth, you have fights that can be bypassed with social skill, you have traps that can be timed. This is good design. Options. Ultimately, one of the options in any given quest might be deemed the "best". So what? If someone is giving you shit about not jumping the boxes in ringleader, then they are an asshole. It has nothing to do with the quest design or intentions.



Absolutely this.  Well said 5FS.

Having GM'd for over 30 yrs, one of my greatest rewards is seeing innovative solutions.  I like to throw challenges at players and not necessarily predict the outcome.
In terms of story, I plan for key NPC's to have an escape route (or 3) as the players tend to surprise you.
You need pacing, plot and things to move the story in the right direction, but I don't like to pre-determine the way in which PC's solve the obstacles and challenges.  I go with what makes the story interesting and reward innovation as much as I can.

Developing an MMO should be similar within the constraints of it being an MMO - a key example being repeatability.  PnP campaigns can't be farmed for XP and loot, so this is why balance is important.  The devs shouldn't care how players spend their time, so long as it is fun.
« Last Edit: Oct 11th, 2015 at 5:35am by DropBear »  
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FranOhmsford
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Re: fucking high road journal
Reply #56 - Oct 11th, 2015 at 8:18am
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Meursault wrote on Oct 10th, 2015 at 10:33pm:
The earlier screenshot of the cliff in Sorrodusk is a perfect example. Every time I hit that, I stop thinking about being my character, and am snapped back to thought of some anonymous developer putting that wall there just to keep me from feeatherfalling off that beautiful vista. It doesn't just wreck my first run, it wrecks every single one. Granted, the lighthouses in Ataraxia and 3BC are both better jumps, but still, that one sweet jump was spoiled by a Dev with a grudge.


Actually that one is a personal bugbear of mine as well as it makes no sense.

How is it a problem for people to jump off that cliff anyway?

I like to do a full slayer clearance of Sorrowdusk before running Pt1 of Grey Moon and if soloing will do another clearance between every quest that takes more than 5 minutes {That's when the slayer resets while I'm in quest - These days not so much because I can usually finish the entire chain without resetting the slayer once!}.

The problem here is that upon finishing my Slayer Clearance I'm a good 3 maybe 4 minutes run with loading screens away from the 1st quest so I'm forced to recall and go back in!

This is Bullshit!

It's one of the reasons why I dislike Sorrowdusk but like Tangleroot - Tangleroot Slayer finishes at the quest!
I can re-run Tangleroot Slayer between every single quest and finish the clearance at the quest entrance!

Admittedly...These days I usually get through Splinterskull quests in less than 5 minutes too but I have less reason to RUSH through them then I do in Sorrowdusk!
In Splinterskull I have a reason to take my time!


p.s. Tangleroot has a max slayer count per instance of 114/115 {If the Barmaid is hiding behind the Bugbear Cottage you get 1 less kill}.
Sorrowdusk has a max slayer count per instance of 114 BUT has 3 Respawning Scorpions that seem to respawn every couple of minutes so you can park a hireling by them to get a few extra kills while you clear the top.
You could also take a hireling, and go afk in said spot and get 1500 in one run if you wanted to.

  

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Re: fucking high road journal
Reply #57 - Oct 11th, 2015 at 8:28am
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FranOhmsford wrote on Oct 11th, 2015 at 8:18am:
!

only 5 exclamations? slacking
  

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FranOhmsford
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Re: fucking high road journal
Reply #58 - Oct 11th, 2015 at 8:53am
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DropBear wrote on Oct 11th, 2015 at 4:37am:
Okay Fran, in my opinion you're doing two things here to obfuscate the argument.
Remember that the discussion here is about whether choices are possible/desirable, not the motivations to use them.  The motivations are important, but not the focus.

You're moving from quest design/mechanics to group dynamics/behaviours and adding in an extreme example.

I would have more empathy for a real example rather than an extreme unrealistic example.


The problem is that any real example would favour your side of the argument as your side of the argument is favoured in-game!

My example is unreal specifically because in-game the optimal choices ALL favour the XP/Min Crowd!

My question is what if the tables were turned? And everything in game favoured taking twice or even 3 times as long to complete the quest.
Would you be happy then? I doubt it.

DropBear wrote on Oct 11th, 2015 at 4:37am:
If the devs loaded all the XP so heavily on one option, I would say they have my previously articulated balance wrong.
I think they do get the optional XP balance wrong a fair bit such that it does not justify the extra time and effort.  I think this likely premised on the default assumption that most players complete optionals and thus if Optional XP is raised, it makes the quest XP too high.


Yep - There doesn't seem to be a clear vision about Quest XP from Turbine.

Take Gwylan's Stand and Caverns of Korromar for instance - One is Lvl 7 and gives 15-20k XP.
One is Lvl 8 and gives about 8k XP.

Now I used to think that that was because all the XP in Korromar was tied up in optionals.
Then I took a look at the XP report with all opts done and it adds maybe 2.5k!
No wonder so many people skip the opts and run the quest as fast as possible!

Take Tavern Brawl - I ran it at BB Level this week on my Warlock and it gave 5k!
5k for a Lvl 14 quest! {Yes this was on Heroic}.
And it's a brutal fight - Quick but not easy! {I hate it when I have to say this but COMPARATIVELY to other quests of the same level!}.

Why does it give so little XP?

DropBear wrote on Oct 11th, 2015 at 4:37am:
The tuning does continue to get looked at and so it should.  Unfortunately, they change popular quests to make them less popular and poorly explain themselves.  I don't like this as it just adds to the perception that they nerf everything players enjoy.  VON3 as an example.  I don't have the data they do, but the perception remains that they like to spoil by bringing it back to the pack.


Oh come on - VoN 3 absolutely needed that nerf!
Chains of Flame got buffed at the same time and now gives 95k per run with the optional completed {85k without}.
That's on par with what VoN 3 gives!
Only it takes 4 times as long! 20 mins for Chains, 5 in a decent group for VoN3.

Then you add in the run out there and I can't get anyone to join me in Chains - I run it anyway as one of my Dailies! It's actually one of my favourite quests!

The quest that really needs nerfing XP wise though is Wiz King {150k per 5 minute run each day, Over 100k on 2nd run!}.

On the other hand - EVERY EE Quest that currently gives less than 50k should give at least 10k more and some should give far more than that.
Snitch or BoB or Tharashk Arena - On EE these give less than 30k 1st Run - They should give no less than 50k! {Keep EN/EH XP the same.}.
Small Problem gives about 50k WITH Opts! Should give 80k!

Oh and the newer EE Quests in Amrath - 50K for EN - HALF what VoN 3 gives - Why?

VoN 3 being nerfed is not a problem - It's that other quests weren't buffed and that EN gives out far too much!

DropBear wrote on Oct 11th, 2015 at 4:37am:
The next major issue you introduce is group dynamics which makes the arguments more murky. For some, peer pressure is irrelevant as they'll play as they like.  The possibility for individual play exists and is possible in most quests.  This is an MMO, so group dynamics do need to be a focus though.  There are many options in group play - PUGs vs Guild/friends.  Form your own groups vs join others - they all change the dynamic.  If you form your own group and set the difficulty, you have more say in how a quest is played.


Group dynamics is a huge issue that the Devs should consider when creating quests!

This is an MMO and yes there will be people of differing styles of play and thought processes BUT the Devs should look at finding the middle ground where all can be at least partially happy!

I'm of the opinion that a Short Cut should involve a harder fight!
It shouldn't be just a short cut - The long route should be less brutal.

Ringleader is a 3-5 minute quest even taking the long route - It has no need for a short cut!

Archons Trial has the two options BUT one is ridiculously easy compared to the other - So much so that it doesn't make sense to do the trap route even on a trapper!

Move the trap route to bypass the Devil fight however and you give a reason to take that route!

DropBear wrote on Oct 11th, 2015 at 4:37am:
Absolutely this.  Well said 5FS.

Having GM'd for over 30 yrs, one of my greatest rewards is seeing innovative solutions.  I like to throw challenges at players and not necessarily predict the outcome.
In terms of story, I plan for key NPC's to have an escape route (or 3) as the players tend to surprise you.
You need pacing, plot and things to move the story in the right direction, but I don't like to pre-determine the way in which PC's solve the obstacles and challenges.  I go with what makes the story interesting and reward innovation as much as I can.


You know what - I was in a group with a great DM but sometimes he didn't want to DM, He wanted to play. So we all got a chance to DM....Only because he was so good that chance was NO chance!
We were shot from the get go!

2 Examples of when I tried to DM for that Group:

1) I told them I couldn't create a campaign without knowing what characters were going to be in it.
I said that the first session would be character creation.
30 minutes left before the end of the session and they insisted I give them something to do.
So I did {I gave them an Arena fight as they were playing Gladiators in Dark Sun} and they did nothing but complain!
I didn't get a second session!

2) I created a small dungeon and placed a nice bit of loot behind a secret door that I knew they'd find.
They found it then refused to go through it because in their words "I wanted them to go through it"!
They cut off their noses to spite their faces!

It's not always the DM who is the problem!

DropBear wrote on Oct 11th, 2015 at 4:37am:
Developing an MMO should be similar within the constraints of it being an MMO - a key example being repeatability.  PnP campaigns can't be farmed for XP and loot, so this is why balance is important.  The devs shouldn't care how players spend their time, so long as it is fun.


The Devs should absolutely care how players spend their time because they're not aiming for one player to have fun they're aiming for ALL players to have fun {or at least as many as possible!}.

If a few players are having fun at the expense of the many as in DDO that's a problem!
And don't tell me the many are having fun - The many quit within a week of downloading the game!
« Last Edit: Oct 11th, 2015 at 8:54am by FranOhmsford »  

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Re: fucking high road journal
Reply #59 - Oct 11th, 2015 at 9:41am
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FranOhmsford wrote on Oct 10th, 2015 at 7:52pm:
You know what I meant!

No we don't, Fran.

Your ridiculous writing style does not lend itself well to conveying simple cogent thoughts, much less more complex concepts you're trying to explain here.

Learn to write properly and maybe both you and your thoughts will be taken a little more seriously.
« Last Edit: Oct 11th, 2015 at 9:47am by Technomage »  

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Re: fucking high road journal
Reply #60 - Oct 11th, 2015 at 10:55am
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FranOhmsford wrote on Oct 11th, 2015 at 8:53am:
The Devs should absolutely care how players spend their time because they're not aiming for one player to have fun they're aiming to do as little work as possible.

They only care if players wind up doing something that makes more work for them. Fun isn't on their radar.
  

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Re: fucking high road journal
Reply #61 - Oct 11th, 2015 at 11:33am
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Just coming by to say that Fran is gay and retarded.
  

Dear players,

The D&D rules you were familiar with were too simple to understand, so we're continuing our move away from them to needlessly confusing subsystems that will make your play experience less fun and invalidate old builds and loot. We hope you have fun working out what the fuck MRR, PRR, MP, SP, RP, CL, MCL and all the other bullshit we made up whilst drunk means.

Love,

People who don't know how to fix their own mistakes cleanly
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Re: fucking high road journal
Reply #62 - Oct 11th, 2015 at 1:34pm
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5 Foot Step wrote on Oct 11th, 2015 at 2:27am:
Any P&P DM worth his/her dice can tell you that as a rule of thumb you should plan out 3 different means to every required objective...and anticipate that your players will come up with something clever that you didn't think of...and when they do, you applaud, you don't scream "NO! DO IT MYYYYY WAY!"


An old gaming friend of mine went off to college and started a Heroes Unlimited group while there.  He had got his players to a major fight when his players said to him, "Okay, now we set off all the explosives that we planted around the building that we didn't tell you about ahead of time because you would have found a way to neutralize them if we had told you."

Not a good fit!
  

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Re: fucking high road journal
Reply #63 - Oct 11th, 2015 at 1:44pm
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FranOhmsford wrote on Oct 11th, 2015 at 8:18am:
Actually that one is a personal bugbear of mine as well as it makes no sense.

How is it a problem for people to jump off that cliff anyway?


Okay, now apply this sentiment to the jump in Sleeping Dust.

There!  Empathy!

FranOhmsford wrote on Oct 11th, 2015 at 8:53am:
The quest that really needs nerfing XP wise though is Wiz King {150k per 5 minute run each day, Over 100k on 2nd run!}.


No.  It doesn't.  You are an alt guy, and that's cool.  Other players (myself included) like to grind out past lives, and we need quests like this, that are engaging and random enough to take the sting out of doing them over and over again.  If it gave less xp, the grind get harder, and the balance of the drive to play vs. the tediousness gets shifted in favour of me quitting the game.
  

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Re: fucking high road journal
Reply #64 - Oct 11th, 2015 at 1:52pm
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DDONoob wrote on Oct 10th, 2015 at 10:21am:
I was in the military allright.

And I know people that can swear for 5 minutes without repeating themselves. If the best you can come up with is fucking fuck, then I am not impressed  Roll Eyes


You Ma'am are sorely lacking in the use of Fuck.
https://youtu.be/26UA578yQ5g?t=1m19s
Good day, and congratulations you won the internet for most douchieness in one thread !  Tongue
  
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Re: fucking high road journal
Reply #65 - Oct 11th, 2015 at 2:57pm
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Starkjade wrote on Oct 11th, 2015 at 1:44pm:
Okay, now apply this sentiment to the jump in Sleeping Dust.

There!  Empathy!


No! Because Dust is clearly not intended and was only possible in the first place via Wings.

And because Dust is deliberately skipping a large portion of a quest whereas the Invisible Wall in Sorrowdusk slayer skips nothing other than either an annoyingly long run back through an empty slayer and 2 loading screens or a recall and re-enter {both of which have nothing to do with immersion or hurting gameplay!}.

[COLOR="#EE82EE"]No.  It doesn't.  You are an alt guy, and that's cool.  Other players (myself included) like to grind out past lives, and we need quests like this, that are engaging and random enough to take the sting out of doing them over and over again.  If it gave less xp, the grind get harder, and the balance of the drive to play vs. the tediousness gets shifted in favour of me quitting the game. [/quote]

I believe I've stated time and again that I also want other Epic Quests buffed!

I'm not asking for Wiz King to be nerfed in a vacuum!

I'm asking that the XP for that one quest is adjusted down while other quests have their XP adjusted up to compensate!

Now please tell me how exactly having more quests to run is more of a grind than having to run the same one over and over again?

The problem with Wiz King isn't that it has high XP it's that it's XP is so much higher than any other quest near it's level {quest not raid - VoN 5 is another that is ludicrous compared to other Epic Raids}.

The second problem is that it's actually a very short quest in a decent Group - 5 minutes for 150k xp on EN!
Now compare that to Chains of Flame's 20 minutes for 95k on EN{IF you do the opt} or much much worse Small Problem's 30+ minutes and insane Tieflings/Mutts for 60k with EE-BB!

150k should be what EE Small Problem gives on BB!
EN Wiz King should give maybe 100k with all Opts!
EN Chains should be upped to 120k with Opt, EE should be worth 200+ easy!
And there's many other quests that could be upped too - My changes would result in far MORE available XP not LESS!
« Last Edit: Oct 11th, 2015 at 2:58pm by FranOhmsford »  

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Re: fucking high road journal
Reply #66 - Oct 11th, 2015 at 3:09pm
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FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
No! Because Dust is clearly not intended and was only possible in the first place via Wings.



You just don't get IT. AT. ALL.

The creativity of the players made it possible. All making the jump in Sleeping does is do exactly what you just proclaimed about Sorrowdusk, eliminate "an annoyingly long run". There is absolutely nothing immersion breaking about making the jump in Sleeping any more than making the jump in High Road or making the jump in Sorrowdusk. You just find the Sorrowdusk personally annoying, so are ok to remove that wall - yet, begrudge anyone from having their own personal annoyance.

Fuck me, I just tried to reason with the most unreasonable person I've ever met....  Lips Sealed
  
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Re: fucking high road journal
Reply #67 - Oct 11th, 2015 at 4:17pm
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FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
Now please tell me how exactly having more quests to run is more of a grind than having to run the same one over and over again?


Simply, (and I can only speak for myself, something you need to learn) I don't like a lot of those quests enough to run them once per day.  I don't have enough TIME to run them once a day in addition to the other high XP quests that I do enjoy.  I can knock out my usual quests daily, and still get enough XP to make enough progress to maintain my interest in the game.  FORCING me to do more would likely ruin that.


FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
The second problem is that it's actually a very short quest in a decent Group - 5 minutes for 150k xp on EN!


I run it solo.  Takes longer than 5 minutes.  There.  I earn the XP, by your logic.

FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
Small Problem


DESPISE this quest.  And you want to FORCE me to run it to keep up my acceptable level of interest?  Dick!

FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
My changes would result in far MORE available XP not LESS!


For your playstyle, sure.  Not for mine.
  

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Re: fucking high road journal
Reply #68 - Oct 11th, 2015 at 11:52pm
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FranOhmsford wrote on Oct 11th, 2015 at 8:53am:
I told them I couldn't create a campaign without knowing what characters were going to be in it.


Metagaming noob.
  

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Re: fucking high road journal
Reply #69 - Oct 11th, 2015 at 11:54pm
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Starkjade wrote on Oct 11th, 2015 at 1:34pm:
An old gaming friend of mine went off to college and started a Heroes Unlimited group while there.  He had got his players to a major fight when his players said to him, "Okay, now we set off all the explosives that we planted around the building that we didn't tell you about ahead of time because you would have found a way to neutralize them if we had told you."

Not a good fit!


That's when I laugh, give them "the look", and then start making attack rolls.
  

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Re: fucking high road journal
Reply #70 - Oct 12th, 2015 at 1:34am
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FranOhmsford wrote on Oct 11th, 2015 at 2:57pm:
No! Because Dust is clearly not intended and was only possible in the first place via Wings.


You are truly a Fran{gay and retarded}!
Anyone with a FF item, haste pot and 40'ish jump could use the 1st shortcut to reach the spot.
You just suck as a player, suck as a metagamer, suck as a poster, and suck as a human being.   

Clearly not intended my ass.
It was there for years, Carl! YEARS!
CLEARLY, the original Devs who handcrafted this quest either KNEW about it or may even PUT it there on fucking PURPOSE.
Then, after YEARS of being a part of this quest, some NEW batch of DEVS (or producers) decided it was ruining it for THEM, mind you, not the players, not the gameplay, not the "balance" (whatever the fuck it means these days). This is all just a case of major BUTTHURT because the original Devs had a helluva lot more creativity and understood the concept of FUN. It annoyed the shit out of NEW DEVS (or producers), so they had to "fix" it.

Ofcourse players like you, Fran, are happy about such changes.
You don't want to rise above the mediocrity. You don't like to think outside of the box.
You don't want to bring your A-game, because you have none.

The fact that you keep sharing your "opinions" here and on the shithole DDO forums worries me.
Some newbies might look at your post count and think that you give out sound advice (lol).
Your idea of quest XP balance is as retarded as every other thread you start or a thread you hijack with your pointless arguments and neverending exclamation marks.
 
ILoveExploits wrote on Oct 11th, 2015 at 11:33am:
Just coming by to say that Fran is gay and retarded.


Also, DIAL*
  

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Re: fucking high road journal
Reply #71 - Oct 12th, 2015 at 4:44am
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Alex DeLarge wrote on Oct 12th, 2015 at 1:34am:
The fact that you keep sharing your "opinions" here and on the shithole DDO forums worries me.
Some newbies might look at your post count and think that you give out sound advice (lol).
Your idea of quest XP balance is as retarded as every other thread you start or a thread you hijack with your pointless arguments and neverending exclamation marks.


This. Please stop responding to the retard and maybe it will go away. If it doesn't at least it can't pad its post count having ridiculously retarded arguments with people that should know better than to feed a troll.


  
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Re: fucking high road journal
Reply #72 - Oct 12th, 2015 at 5:19am
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Alex DeLarge wrote on Oct 12th, 2015 at 1:34am:
You just suck as a player, suck as a metagamer, suck as a poster, and suck as a human being. 

rekt
  

Mockduck wrote on Aug 30th, 2010 at 2:20pm:
I don't think naming names would be a good thing for me to do, but I'd pretty much add anyone who's a know-it-all dick on the list.� Even if they are sometimes intelligent with their opinions, the way they state them in long, "i'm a lawyer at trial"-type posts makes me want to punch them in the face.� They act like whiney babies with god complexes and then freak out if someone so much as breathes criticism in their direction.
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Re: fucking high road journal
Reply #73 - Oct 12th, 2015 at 7:38am
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Well damn.  Here I had Rosy all ready for a fucking journal and I got three pages of shit.  Enough to cause ED.
  

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Re: fucking high road journal
Reply #74 - Oct 12th, 2015 at 8:01am
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Rubbinns wrote on Oct 12th, 2015 at 5:19am:
rekt


I've seen you ppl use this "expression" a few times, and I kept thinking it was an abbreviation of rectum.

Like "you just got butt fucked, sir"
  
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