Some people like timed, puzzle or even fail condition raids. But I gander most doesn't. Long raids with quest terminating fails (other than wipe at the end boss) just plainly sucks.
And please don't make another raid where you have to run it 50-60 times to get one item you like - such as with ToD. There are other mechanics that can be used to make the item rare such as with Shroud.
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Funny...in all the years I played D&D, I don't remember any 12-player "raid"-type modules ever being released.
Think they only exist in DDO to satisfy the WoW-GW mindset.
All that is wrong with DDO, life, taxes, poltics, religion, music, fast food, education, the criminal justice system, the weather, society, the universe, and previously-discontinued-but-now-on-their-way-back snack cakes, is all the fault of Wizards of the Coast. I know this because Fred told me so, and Mind Flayers are smart.
All these are good... especially this one...
Raid boss is not lured into fighting in one static place through intimidate or dps or is one huge static animated body.
Make it impossible for us to maneuver a boss into hitting just one guy...
Personally, I'd like to see an end-boss situation a lot like part 2 of the Shroud was when it first came out... Let's make it so we have to split the raid party into 3 or 4 groups to win the fight.
I like your defended a fortress idea... if the fortress were in scope sectional like a castle. I do not like one room concepts we've a few raids where the pre-raid were more exciting than the raid itself.
I like things broken out add in getting to the boss as part of the raid... an air ship fight along the way would be cool or maybe an outdoor scope like TS but with objectives along the way ... stop and rescue x, seal gate along road y to slow down the enemy. Changing scenery adds depth.
Then make way to a stronghold only to find some enemy are already there and those/that which you are protecting in the keep barely holding out...
Eliminate that advanced enemy resecure the fortress and prepare for the major force, Fend them off sending out people to cut their supplies, demolish key enemy leaders/weapons until dusk and a chance sets in to gather your strength and make way to the boss camped upon the hill in the distance.
Last edited by Emili; 07-25-2011 at 12:19 PM.
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I thinks its you not noticing what the trap does that actually kills you.
First you go Holy **** what was that trap?! Im fine Im good red bar is full. That is a waste of a trap.
Secondly During combat you go why arent I hitting, why is my dps so low, wait what arggg .....ping.
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Cool kids play on Mabar!
i want too see a end boss , that picks up pepps and bites there heads off and rip's barbs and wizards in half .
he will jump in the air and smash the little folk.. not something that jsut stand there while 12 pepps jsut beat on him or her for 5 minutes
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Hogwash and balderdash. In 1st edition modules, large parties were expected and accommodated. For example, from the introduction to G1-2-3 Against the Giants:
"The optimum mix for a group is 9 characters of various classes, with an average experience level of at least 9th, and armed with 2 or 3 magical items each."
"And you ate an apple, and I ate a pear,
From a dozen of each we had bought somewhere;
And the sky went wan, and the wind came cold,
And the sun rose dripping, a bucketful of gold. " - Millay
Well, as we seldom receive new content in the form of an end-game raid; I'm a bit reluctant to suggest anything completely extaordinary that might just get a "Yea, Right" response by a dev skimming over the suggestions. Although, I do agree- It would be even more amazing if the context of sirgog's suggestion would have a defense type objective or what not.
Posting my Raid thoughts in the hope that they may be read by a dev and to see if I'm the exception or the rule...
Reavers fate- Never running this now I have 2 x Madstone boots.1 or 2 people do all the work Nice puzzle idea but....
HoX- Never running this now I have levik's. It takes a month to get to the entrance and 1 or 2 people do most of the work. Nice puppy/mother idea but...
VoD- Will run this one since it's a good DPS tester, quick to get to and quick to complete. Requires a bit more teamwork than the others, but hardly a full-on challenge.
Shroud-Ingredients, crafting, a good raid with variety that (in places) requires real teamwork and co-ordination
ToD- A good Raid with rings as an incentive to re-run.
Chronoscope- Personally I think this is a fun Raid, though easy to pike around on.
The summary would be that if both the content and the item-based incentive are there, then the Raid will be considered a success.
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Beware My Gifts!!!
I want some sort of puzzle, similar to the 'lights on' puzzle in the shroud, only no one can unlock it. You either take the 5 min to figure out a puzzle and loot, OR you die, and your soul stone goes onto the next part. None of this 4 free chests for dancing by a door please.
I'm not a fan of puzzles in raids, full stop. If one person solves theirs instantly and another takes 3 minutes, that's a 3 minute 'time out' to the person that instantly solves theirs.
Particularly annoying is the epic VON5 floor tile puzzle, where 3-6 people need to stay there and solve it (and protect the solver) and the rest of the raid have only a limited amount of things they can do until the thing is done.
Puzzles in DDO don't reward brains or character abilities, they reward memorization (for complex floor tile ones), or alt-tabbing out to solvers (Litany questionaire, Monastery end puzzle, Titan preraid).
I do like them in solo/duo/6-player content, however. Less people are forced to pike (or kill endless respawns) while the puzzle is solved.
I don't have a zerging problem.
I'm zerging. That's YOUR problem.
It could be worse , the devs can have a raid with a maze where you guide it thru the entire raid.
HEY, I'M TRYING TO SOLVE THAT!
STOP TOUCHING MY PUZZLE!
TOUCH MY PUZZLE ONE MORE TIME AND YOU'LL BE SORRY!
PEOPLE LIKE YOU ARE WHAT'S WRONG WITH THIS GAME -- I QUIT! AND YOU SHALL DIE!
"And you ate an apple, and I ate a pear,
From a dozen of each we had bought somewhere;
And the sky went wan, and the wind came cold,
And the sun rose dripping, a bucketful of gold. " - Millay