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0 Pre-Open Beta FAQ




Note: The more complete, though outdated, pre-"open beta" FAQ may be found here.

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» 34. Raids
+ 34.1.  Someone said most of your content is going to be for groups? Does that mean there's no raiding?
+ 34.2.  How much content will be raid content then? How big will raids be? Will encounters be scaled?
+ 34.2.1.  What about Zerging?
+ 34.3.  What kind of Raid Loot/Rewards will you offer?
+ 34.4.  Can we have 'short' raids for players who are time starved?
 34.5.  Are you saying Raid Rewards won't necessarily be better than Group Rewards?
Last updated: 2005-12-07 19:05:16 [ sharable link ]

What I'm getting at is that there should be multiple routes to accomplishing goals in these games, including the acquisition of powerful items. The more variety the better in a general sense, but specifically if we can find multiple routes that appeal to players with different play styles or contiguous amounts of time to devote to playing, the more appealing the game will be to more people. And the more variety that will exist even for the same people who are simply in a different mood and want to try out different parts of the gameworld. -
Source: Aradune Mithara


Some powerful items will only be obtained by raiding, and by raiding I mean a contiguous amount of time spent involving significant risk and reward.

But please don't stop reading there. I think there are many other ways to create challenge and therefore reward than just a long contiguous raid. You can have a very long quest, but one that you can complete in short segments. In that case, you're able to spread the 20 hours out over days as opposed to having to commit to it in one session. You can involve extreme skill in an area, or extreme luck (just a super rare drop). You can do thinks like reward the player with an item, but then require that item in order to complete another series of quests, etc. So you can stop at anytime with an item that is X good, or keep going, eventually giving up that item, but hopefully earning an item that is Y (even better) good.

Anyway, lots of ways to keep things rare, exotic, intriguing, sought after without using only one or a few ways to obtain rare items. This allows players with different play styles, skills, etc. to obtain powerful items, although the extra effort to make the items distinct is worth it.

All that said, and here's where I risk some wrath, the most powerful items will likely require skill, challenge, risk, and contiguous time commitments involving a lot of people. The reason is that by putting all of those challenges together, you get a bigger challenge. The additional commitment to stay on those extra hours, the organizational skills necessary to lead and organize a large group of people, etc. There's still something to be said about all of that, even though it will be the minority of content, as per what I've commented on in the past.
Source: Aradune Mithara

+ 34.6.  What's your rationale behind making raid rewards better than most party rewards?





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