Experimental gear in Dungeon Maker is the fastest leveling ?

Discussion in 'General Gameplay Discussion' started by Rutaq, Dec 20, 2012.

  1. Koleg Active Member

    Who's to say DM XP rewards wasn't too high... Dev's surely saw people leveling 20-95 in DM in a short time ... it's obviously giving too much XP. Enjoy the double Nerf, and remember calling out game mechanics from your myopic point of view might look different to other people. Whats that saying; "You Reap what you sow" a.k.a. "You asked for the DM Nerf and now you GOT it" , Enjoy!
  2. CoLD MeTaL Well-Known Member

    The exploit needed to be closed, should have been closed in Beta (If i understand correctly it was reported in Beta). That should have never gone live.

    nerfing the XP was just too far, but I can see why since overland mobs in EJ/OP give about a third of what DM solo mobs gave. I would rather have had EJ/OP mobs pumped up in XP.

    Of course I don't need any more XP until the next expansion so I'm only speaking theoretically at this point.
  3. Feldon Well-Known Member

    People also whined and complained about people "exploiting" Public Quests, wasting hundreds of development man hours coming up with a "participation detection" algorithm just to stop people from getting some legendary gear for free. Then hundreds of hours more were spent repeatedly tweaking this code and addressing player complaints from healers and others that suddenly stopped receiving rewards. We should have Public Quests in every zone right now, instead they barely developed beyond the two in Velious. What should have been a great feature available throughout the game was basically killed.

    There are occasions when listening to players is a bad idea.
    Cyliena, Atan and Elostirion like this.
  4. Wirewhisker Well-Known Member

    It's not anymore... :rolleyes:
  5. crazyeyes321 Active Member

    So, just curious (and too lazy to google eq2i), besides the 2 in divide and one in commonlands, where are the other PQs
  6. Grumble69 Member

    Yeah, I agree with you.

    DM really needs an overhaul in a big way. If you've got a normal dungeon (i.e. mobs not stacked), the xp and rewards are abysmal. Sure, it's nice to stroll through, but that's about it.

    What they should do is dramatically increase the xp that mobs give in DM. Make it worth running and spending time in. BUT cap the xp that a single run gives. That would effectively kill the dungeons where you have 1000s of stacked mobs, but not penalize the dungeons that were legitimate.
  7. Koleg Active Member

    No, becasue they are a waste of a players time due to poor design and rewards for the effort.
  8. CoLD MeTaL Well-Known Member

    Now they are. After the ginormous nerf bat hitting hard and continously.
  9. Feldon Well-Known Member

    Nonsense. Public Quests were absolutely PACKED with people the first 2 months, and even 8 months later saw people doing them for the quests which rewarded the Signature Red adornments. People ran Public Quests because:
    • They were a lot of fun. Up to 100 players, whether you were grouped or not, could participate.
    • Destiny of Velious heroic access quests were broken for the first 2 weeks, so people just did PQs while they waited for these bugs to get fixed.
    • PQs drop gear that was better than Tower of Frozen Shadow heroic zones.
    • The yellow and red PQ adornments were second-to-none.
    • The AA XP baubles and Transmuting materials were quite nice.
    That's just what I can think of off the top of my head. Public Quests were an event that people went out of their way to do. Hey, Storm Gorge was fun too until it got turned into an escort mission where we have to try to babysit an NPC tank with slow-casting heal buffs and the sort.
    There aren't any others. Windslasher ended up wasting hundreds of hours adding and tuning "anti-slacker" code to the existing Public Quests to try to prevent people from getting rewards unless they "actively participated". Eventually he moved to another part of the company.

    Windslasher had all these great ideas about how he was going to add PQs to other zones in EQ2. There was supposed to be a PQ just outside of Sleeper's Tomb and in fact it was on DoV Beta for a very short time. It's all a very sad tale of completely obliterating an awesome feature due to cowing to player whining. I'd hoped that sort of mindset of nerf-first-ask-questions-later would go away with the departure of the Lead Designer.
    Wirewhisker likes this.
  10. Wirewhisker Well-Known Member

    I thought Storm Gorge PQ was great...in fact, I still do.

    My problem is with the something-for-nothing players that don't want to cooperate, and barely participate in a SG PQ...they don't hail the gnome to get items to protect/enhance the General, they don't assist, and they insist on standing next to the boss when he shows up then scream for a rez even though they're inside the range of the boss's uber-AE...

    ...which is probably why SG utilization dropped precipitously, while Ringwar was still going even up to the release of Skyshrine.
  11. Estred Well-Known Member

    PQ's were a great idea, who cares if there are a few moochers, the problem is with SG was the you HAD to buff up the General ridiculously. It was fun, except for those players like what Wireshisker mentioned. Lazy players will always exist and trying to cater the game to their complaints and desires will ruin the game.

    There are fundamentals of design with these sorts of things and sadly there are a few rules I thought were self-evident in game design that have been broken recently. Such as you don't place gear disproportionately powerful to an area without making it very hard to get either through a Quest or very low Drop Rates. This can be seen by Raid-Trash gear dropping (yes on a rare chance) from Solo Zones. Not just a few pieces but a whole set. I like that Soloers have options to get decent armor's now but they shouldn't be getting better than what they can get in Heroics even on a rare shot due to getting a full set means they don't need to run Heroics thereby removing for them, the option of Grouping for Rewards instead it becomes "Grouping, cause bored"

    Edit: Ethreals are a great addition even to Solo zones, but that's only 2 slots... not a full set of Armor that tops Heroic-Fabled... hopefully the Heroic Revamp for CoE changes that.
  12. Cyliena Well-Known Member

    The only other PQ is in Antonica. Like the Commonlands one, it is close to worthless to do, even for characters of the appropriate level.

    The biggest thing that killed PQs was that better gear became solo-available elsewhere (GU63). They could make PQs interesting again by adding a new one that drops current, relevant 95ish gear, but that will again become obsolete once the cap goes up and it doesn't help existing PQs. It was a short-sighted system that required too much dev time for its shelf life. Maybe if they had made a universal token currency instead of armor drops as PQ rewards, then put in a merchant whose armor scales up as you leveled, all the PQs could have stayed relevant.

    Not sure what this topic had to do with DMs, but there's my tangent on PQs. :)