Bring back OMM.

Discussion in 'The Veterans' Lounge' started by Oranges, Dec 18, 2012.

  1. savrin Augur

    OMMs got nerfed because they were not tuned properly, like most Monster missions are. That is why they really don't make them in the first place.

    The gear was far too powerful and even after they decided to make you raid before you could get the raid gear the xp was far too much at lower levels. Lower level toons got 20 aa per mission so yeah its perfectly understandable why they nerfed them. They were also no risk so nerfing them was the right decision imo. You can still grind them out and get the nice aug and raid gear that is still useful today.

    They could have removed them from the game entirely, which considering how bad they were back then, it would have been perfectly reasonable to many people to do that. Fortunately they decided to at least keep them in the game.
  2. Xnao Augur

    I saw low levels gain LEVELS from a mission.

    5 level 85s and a level 60..

    Best way to pl ever.

    Please bring them back.
  3. Oranges Augur

    Not a good excuse.

    To do this you needed higher level players to get the average level up. A newbee with higher levels gets 20 AA in the 15 minutes it takes to do a single OMM, you can get far more than 20 AA in 15 minutes in hotzones on a newbee with 0 AA if you use AE DS. And OMM have a lockout, PL'ing doesn't.

    I don't mind if they nerfed them because of that, even if the excuse is unreasonable to begin with, but there was no reason to take away the 2 AA a normal player gained.

    If you think 2 AA per 15 minute missions is OP, you seriously suck at this game. There was no justification to remove content like that by nerfing it when half of the playerbase enjoyed it, none.

    They're bonehead decisions that make no sense to me, likely spurred on by the whining of some individuals.


    The no-risk excuse, again a ridiculous excuse, every zone that allows only 2 AA to be gained every 15 minutes by regular players IS a low-risk zone, at that point you're fighting ligh-blue cons, I could make 2 AA in 15 minutes on green cons. If you die in a zone with green or light-blue cons, sorry but again, the reason is not the game, it's the fact you completely suck at the game if that is happening and you would likely die on OMM too if you're that bad.

    I get the feeling that people who think OMM were OP were simply bad players and thought that the XP gain on OMM was something you couldn't do outside of OMM.
  4. Elricvonclief Augur

    Risk versus Reward was way off with these. The gear was much too good (raid level at the time).

    Also it encouraged folks to level/AA up with absolutely NO clue how to play their class. I still remember running into max level folks, with very few augs in their armour, and absolutely clueless on how to play their class.

    I wouldn't mind seeing these given a slight bump in xp to bring it in line with today's typical group, perhaps modern group gear being awarded as well. That said, lockouts, or another method to encourage folks to play their toons in live content would be needed.
  5. Leerah Augur

    Bad players need xp too!
  6. Battleaxe Augur

    The declared reason that OMM were created in the first place was to help people who needed some acceleration to get ready for the next expansion. That new expansion was released and subsequent AA acceleration if you had less than 2500AA's (?) and bridge content/easy to obtain gear and augments eliminated the need for this content and the desirability for having it remain in the game.

    The declared reason that the experience from them was nerfed was that developers wanted players to play the regular game when the new content became available. Not only did players (encouraged to do so by SOE) move on to something else, you can as well.

    In another post you suggest high level players whined and got them nerfed. I personally complained:

    Raid quality gear could be bought with points acquired in shrouded group content missions once you had beaten the shrouded Vox and Naggy raid missions. The rewards were completely excessive given the tiny bit of raid accomplishment needed to acquire them. (This was ultimately changed). You can argue the at release version of OMM was fine but you would be incorrect.

    Shrouded missions subvert a character development game where your advancement is determined by previous effort being applied to new and greater challenges that you face, You can argue otherwise but you would be incorrect. The fact that people were piled up looking to do these non-progression/non-expansion missions to the exclusion of the rest of the game is darned good evidence that they were in fact "wrong".

    The shrouded missions were little risk for reward. You couldn't lose experience in them. The worst you could do was to waste your time. It was "shooting fish in a barrel". This is inconsistent with RvR. You could argue otherwise but...

    Finally your most persuasive argument: they provide casuals with something they could do (shrouded missions guarantee traction/you don't have to earn traction) without startup delay and that only took 15-30 minutes to complete - a snack food version of EQ for people on the go. I don't think EQ is intended to be a swing the bat in the general direction of a pinata and collect the $$$. With low quantity AA acceleration, mercs, hotzones, Defiant gear, etc. etc. etc. there's enough casual mode EQ without a parallel vending machine version.

    IMO OMM should have never existed in the first place (given a ridiculously easy path players will invariably take it and stay on it). Surely that being the case OMM's should not be re-energized.

    Perhaps when asserting higher levels whined and got it nerfed (nerfed? It shouldn't have appeared in the first place) you might consider your whining to (quite unnecessarily) bring it back. It's time (if there was ever a time when it was appropriate) is passed.
  7. dalead Elder

    Meh. The augs are still quite relevant. Couldn't hurt to bring them back at the 2AA cap.
  8. Oranges Augur

    I never did the raids, if the raids were getting people gear to easily, that should have been changed. Most people I know who did OMM did not do them for the raids.

    Again, not a reasonable excuse to shut down OMM. Would you suggest they take away the warrior class just because shakerpaging was totally OP?
  9. Oranges Augur

    It had NOTHING to do with risk.

    You get 2 AA every 15 minutes.

    You know what zones give you 2 AA every 15 minutes? Zones with green and light-blue cons. You feel your argument makes sense still?

    Are you that bad of a player that you die on green cons or can't get 2 AA in 15 minutes with raid gear Battleblade?

    Ridiculous arguments you guys use to nerf stuff.

    You're supporting top of the line raid gear Battleblade, you want to talk about me about risk in the grouping game? You have no risk, all your risk got removed the moment you started walking around with OP raid gear in group zones.

    If you really were against no risk means of getting xp, you would question how it's possible that people like you encounter no risk in group zones at all. But you don't, because that would undermine your own means of completely OP xp progression through raid gear. You seem to have no issues with that do you?

    Gonna need some time to counter that one I bet.

    The only reason people who wanted the 2AA did those missions is convenience of not having to bother spending time getting a group together, time constraints, and because socialising is ... fun.

    It had also NOTHING to do with gear or progression, people who had UF maxed out raid gear were doing these missions, not because they couldn't find xp somewhere else, not because they wanted the crappy raid gear from OMM, not because it was low risk, because it was convenient and fun.

    OMM allowed you to log on and do something for 20 minutes without having to run somewhere or getting a group together, which meant there was no time for xp'ing anymore.
  10. Kilzit New Member

    They removed the xp from omm because they wanted people to get out and play the game...Hmmm ive seen more players that theyre only skill is zoning into Feerrott.
  11. Xnao Augur

    Hard to support top of the line raid gear. Very easy to sport it though.
    NickDanger likes this.
  12. moogs Augur

    OP: Can't help but point out that in the time you have spent fighting a one-man battle on the forums, you could have started up a couple of F2P accounts and boxed the missions several dozen times to get whichever reward it is you've been pining for.

    The missions are still there. If you love them so much, then have fun doing them. As for the XP...it was there for a period of time to fit a specific purpose. That purpose is gone, and so is the XP. It's gone, man. Gone. Repeat it out loud and get over it. Get back to enjoying the game.
    Elricvonclief likes this.
  13. Battleaxe Augur

    I earned that raid gear. What precisely does one do to earn playing a character that is not their own? Nice sword, where did you earn it?

    Risk in the grouping game?
    1. Let's talk about my rewards in the grouping game shall we. That low hanging fruit non-raiders pick up in group content...most of it doesn't do me a bit of good. RvR. My rewards are less, a lot less and as night follows day so are my risks.

    2. And the rewards I do get - augments, experience, and flags all once were available when playing my prefered playstyle - raiding. Grouping isn't some kind of gift to me. It's something imposed on me.

    /shakes head

    You cite a benefit (easier group content) largely devoid of benefit (upgrades are not as common for raiders in group content as they are for non-raiders) imposed on me despite my objections (augs, raid flags, and experience could all be obtained by raiding if SOE would simply make it so)

    while excoriating me for using the raid gear I earned in some of the hardest content in the game while you strut about in shrouded gear you did not earn doing content that can be soloed unwilling to move on to the larger game.

    I assure you most of what I've gotten came with game risks unlike OMM gear.
  14. Xnao Augur

    I do not agree with battleblade often, but I do here.

    It feels wrong.

    How would groupers feel if doing raids like ritual of terror were required in order to progress in the group game?
  15. Oranges Augur

    You (ab)use your raid gear to steamroll group content, do you not? Yes you do.

    You think your gear in group content is balanced? No it's not, it's the most unbalanced thing ever in this game, you are able to make AA and XP at a rate that is exponentially higher than a grouper.

    What gives you the right to whine about OMM that result in 2 AA every 15 minutes?

    You talk about RvR and balance, meanwhile you're the guy who is steamrolling through group content with top of the line raid gear, utterly OP.

    I am playing with gear and a character that is balanced for the content in the OMM, you are not. You are playing in group zones with items that are completely and utterly OP.

    Don't even talk to me how 2 AA every 15 minutes is OP when you can make 20+ with your gear.

    You're a complete hypocrite.
  16. Oranges Augur

    Ooh yeah, there are so many risks involved in guild bannering in and out of the guild hall. Nothing says risk like putting a banner next to your instance and bannering in and out like a clown. Hell, you put the banner inside the instance and zerg it half the time, even OMM don't allow those kind of exploits.

    OMM require corpse runs if you die, when is the last time you did a corpse run on your raid? I mean you don't run to the raid, you don't corpse run, you don't even have a reasonable timer on your raids. What a joke trying to pretend raids have risks, they're the definition of a zergfest with infinite tries, without any risks.

    You're one of those raiders who would fail the first OMM because they forgot who to get up a ladder.

    Keep digging.
  17. Noobieguy Augur

    It's gone, don't think they plan on bringing it back. People who used it to PL lowbies are probably to blame. It wasn't that great of EXP for higher levels, but at lower levels, and when you had very few AAs, it gave a TON of exp.. WAY more than a poorly geared and poorly AA'd toon could get doing "normal" grouping/ killing.
    .
  18. Gnar Augur

    I would love it if they returned exp to the OMM's but this thread is detrimental to that cause.