8 thoughts on “What’s Wrong with EQ2 Raiding?

  1. We’ve had the same problem with our raiding alliance- we can take the first two in TMC twice a weekend (set timer midweek), we’ve cleared WoE and can clear the first five no problem twice a week- but people have become frustrated because we have 12 people who can play, 12 random others part of the time, typical attendance of about 18, and a growing divide between the “halves” of the raid force. It makes for a very unstable mix as the better players have the gear from this content, want more, and head out to other raid groups (who have the same problems).

    WoE was an improvement, but fundamentally we’re seeing the next move in raid progression is a wall, not a step or a slope, and we’re not finding any tools to climb the wall.

    Raid progression should not be progression from group to group until you find one that can go all the way. 😉

  2. I know there is a lot that needs to be done, but one simple this they could do is change the GU’s back to every month. That is one of the first things that would help people find more to do. As you, me, everyone knows, That the players will run down all the new content of a every three months GU in a week or so. This is leaving people to feel that there is not much to do, So if they went back with smaller, every month GU’s would make it feel like there is more to do. Also with every month GU’s if they mess up, It can be fixed faster.

    I am a player from all the way back to beta, And yes, I just left the game a few weeks ago. As you can tell I do still read up on it, I hope one day I will be able to come back. But I’m not holding my breath for it.

  3. Been playing on Runnyeye since release, I left the game a 3 months ago, with the plan to come back when the 3.0 shaders were put in. When they were pushed back to GU 54 I sighed deeply. Then GU 53 hit, and now I’m not sure I will come back. I miss the game, there is none that even comes close to it but… I’ll most likely have a look around GU 54, but unless things improve, I doubt I’ll stay.

    Why I left? Raiding falling apart and population collapsing/imploding = always a struggle to get a full raid, usually ending up with 15-20 players, and only now and then getting a full raid.

    As usual, (1) the devs are either oblivious to what the game needs or (2) have bosses that think they know what the game needs, and force their agenda on the devs. I think it’s more number 2 than 1. Either way, we, their customers, suffer for it.

    I honestly don’t think SOE can save EQ2 this time. They are not looking at the quality or health of their product. They are only concerned about milking the current playerbase for as much as they can, SC/LON etc.

    Now, if they made a commitment and started funding and developing EQ3 there *might* be hope, but I can’t see that happening…

  4. The boss who forced their agenda down the developer’s necks left several months back. Unfortunately, that was not soon enough and the next expansion has his finger prints all over it. I sincerely hope that Brenlo, as the new producer, is able to bring that expansion back in line with what the paying and playing population wants, in a timely manner.

    Everyone there in the office has their work cut out for them designing and implementing content that intrigues and engages all types of gamers: solo, small group and raiders a-like. A good over-arcing story quest that evolves and provides rewards at the end of each “tier” (solo, group, small raid, full raid) would go a long way to satisfying everyone’s desires. The challenge to that is having mystery around the lore provided during the quest. Two or three different quest paths that reach the same “gating” point would supply replay for those with alts.

    In addition to basing a metric on “how many characters see this quest” try for “How many quests does one account complete in this category/series/quest line”.

    I agree – bring back the monthly updates (yes, it costs money paid into Operations’ budget, but you’ll keep more money coming in). I also agree that Itemization for the last couple of expansions has been lackluster. Upgradeable items has provided a lot of incentive to continue playing – IMO you should put more weight on this sort of tactic than the creation of Yet Another Damn Token System (YADTS). All that does is highlite and enforce the perception of grinding.

    More weight on playability, REplayability and player retention and less concentration on development costs and corner trimming.

    SOE has to care about their own game to get their subscribers to continue to care.

  5. What we can see from this development is, that players consume the content faster than SOE can produce it. And the interesing thing is, that this is the case from the beginning of the game. So it seems it doesn’t pay back economically to put more recources into producing more content. Otherwise this would have been done already.

  6. The continuing and ever increasing problem with progression is SOE’s attempt to stop plat farmers by neutering content for non hardcore raiders. They destroy the loot table on lower level mobs once the hard cores are done with the content. it’s pointless to even attempt to put together lower end raids with lower level toons because they’ve removed the incentives. The idea of balancing a raid is to add ignorant “strategies” like you can’t use any spells at this point or you’ll wipe the raid! well what the hell is the point of fighting if you can’t fight ? How much fun is it when you get hit with an uncurable or unavoidable stun or stifle ? If they mobs are being taken down too easily then come up with some new mechanics to scale the mobs and the loot that comes from them accordingly.

    As for Brenlo, one word (or three i guess) SWG. The community is ignored and their development is reduced to keep revenue steady.

    People want to advance and have fun. People do not want to fail miserably because when you try to help new or inexperienced people raid it’s an automatic wipe.

    people do not want to spend months working towards a myth to end up not being able to do anything different after they get it. more raiding and more depending on 23 other people to do the right thing at the right moment.

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