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  1. #1
    Hero JOTMON's Avatar
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    Oct 2008
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    Default Why is this game dumbing down

    I see a trend to move away from team oriented challenges to the creatation of high hp mobs that need to be surounded and meeleed in a DPS beatdown to see who drops first. Its all becoming HP and DPS.

    Seems like there is a lot of effort being made to take strategy away from the game and to go to a toe-toe beatdown game. Instead of providing challenging team oriented quests like Von5 and Titan (although I hate the having to run titan part1 and part2 in one chain, much prefer the DQ setup where you can flag then run the main quest independantly), we are getting a follow the trail kill these mobs this then kill those mobs, now beatdown the main guy, the end...

    There is so much more to this DnD style game that is being overlooked.

    Where are the puzzles that look like mumbo jumbo to the low int Barbarian, but has INT runes that lights up a partial solutions.. a discoloration in tiles on a dropout floor that a high spot/search can see but no one else can. Locked doors and secret passageways that open up a shortcut in a quest. Sneaking rogue to pull a lever on the other side of a mob infested room that will release caged monsters to attack the enemy. Ranged levers that drop a bridge across an almost impassable chasm... etc....

    Integrate more of these challenges into existing quests and get back to the teamwork gameplay where every class is usefull.
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  2. #2
    Founder ddaedelus's Avatar
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    Feb 2006
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    Quote Originally Posted by JOTMON View Post
    I see a trend to move away from team oriented challenges to the creatation of high hp mobs that need to be surounded and meeleed in a DPS beatdown to see who drops first. Its all becoming HP and DPS.

    Seems like there is a lot of effort being made to take strategy away from the game and to go to a toe-toe beatdown game. Instead of providing challenging team oriented quests like Von5 and Titan (although I hate the having to run titan part1 and part2 in one chain, much prefer the DQ setup where you can flag then run the main quest independantly), we are getting a follow the trail kill these mobs this then kill those mobs, now beatdown the main guy, the end...

    There is so much more to this DnD style game that is being overlooked.

    Where are the puzzles that look like mumbo jumbo to the low int Barbarian, but has INT runes that lights up a partial solutions.. a discoloration in tiles on a dropout floor that a high spot/search can see but no one else can. Locked doors and secret passageways that open up a shortcut in a quest. Sneaking rogue to pull a lever on the other side of a mob infested room that will release caged monsters to attack the enemy. Ranged levers that drop a bridge across an almost impassable chasm... etc....

    Integrate more of these challenges into existing quests and get back to the teamwork gameplay where every class is usefull.
    If by "dumbing down" you specifically mean that the newer quests have been puzzle, switch, secret door light, then I agree. Though I know not everyone liked those kinds of things, I did.

    However, I doubt that we'll see many dungeons which require full parties to pull 6 levers in 6 different places simultaneously or some such thing in order to complete the instance again (except maybe in raids). Those kinds of quests are limited as to what playstyle they appeal to, so won't have as a broad a sales base. I personally would not buy an adventure pack if I knew that I couldn't solo it with hireling/gold hireling help. (Missing optionals because I don't have a full party, doesn't bother me at all. Being unable to complete a dungeon that I've purchased as an adventure pack does.)
    Meh

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