Getting Closer to LIVE™: What do YOU think about the latest patch?
41 members have voted
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1. Overall, how would you rate the July update?
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1 crusty, mouldy cardboard star: I don't care for it - gameplay has gotten considerably harder and more time-consuming/grinding for levels or farming for credits9
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2 cheap brass stars: I'll deal with it, but think that while loot was too abundant and mobs too weak, the devs could have used a softer touch, and/or gradually increased difficulty over a longer period of time instead of this "sudden jarring change".9
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3 silver stars: I think the changes were good, but did not go far enough: MOBs could be toughned up even further, and/or loot made even more rare (i.e. especially L8-L9 drops or endgame mob drops)2
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4 gold stars: I think the changes are just fine, and brings us closer to what existed in Live™ for mob strength and loot tables.16
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5 platinum stars, and free beer for the Devs from my next donation: I think these changes are absolutely spot-on, and the devs are on the right track5
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2. In terms of difficulty of content and rarity of desirable loot: Should the Emulator be made as close to Live™ as possible?
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No, it should be scaled downward to the user base (lower population of mostly older people who have RL jobs and families, and may not be able to devote dozens of hours to online gaming as some did in Live™)9
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No, difficult should be scaled (down) somewhat to reflect the smaller, older average user base... but L50+ mob content and any raid should require grouping15
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Yes, the emulator should be made as close to Live™ as possible, regardless of server population or gaming time people can spend11
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Yes Emulator should be as tough as Live™, and perhaps there might be room to actually make content HARDER than Live™, since there may actually be more powergamers/hardcore EnB'ers than the silly poll author thinks there is...6
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3. How about those Loot tables? Good, Bad, or Too Much Ugly?
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Good: Great move! Spot on! About time the Devs mucked out that barn and nerfed certain people from hogging the drones and other moneymaker mobs.12
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Bad: Changes were needed, but this is a little too tight (note: Devs ARE considering upping the vendor sales value of trash loot)13
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Too Much Ugly: This nerf has effectively gimped my farming toons since it costs me more to farm for junk loot even using Archos/Zets and vendor ammo... I might have to go back to mining, or shield nova-ing scuttlebugs... (see note above about junk loot)5
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I've only got a miner toon, and this really doesn't affect me, at least until pop roids are put into game.3
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Boy, do I hope some of them phat lewts that were reduced from farming mobs make it into hulks...!8
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4. Mob strength. Too much, not enough, or just right? (Choose as many as apply to you)
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Too Much: My lower levels toons (under OL120 or under CL40) and this change has made the game nearly unplayable at my current level (example: L36 sporemothers vs. balanced OL120 toon is reportedly very difficult)18
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Too Much: My high level toons (over OL140, balanced) with a fair amount of FB/GoBB/Controller and elite PM gear... and farming mobs near my CL and non-raid/boss endgame mobs have both gotten much more difficult5
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Just Right: I see no particular change in combat difficulty for my lower level toons (under OL120)11
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Just Right: I see no particular change in combat difficulty for my high level toons (over OL140, balanced)9
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Not Enough: My PRIMARY lower level toon (under OL120 or under CL40) can solo mobs with substantially higher CL's than me, and I am NOT a missile user.2
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Not Enough: My PRIMARY lower level toon (under OL120 or under CL40) can solo mobs with substantially higher CL's than me, and I AM a missile user.1
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Not Enough: My PRIMARY high level toon (over OL140, balanced) can EASILY solo raid/boss/other end-game mobs, and I am NOT a missile user.1
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Not Enough: My PRIMARY high level toon (over OL140, balanced) can EASILY solo raid/boss/other end-game mobs, and I AM a missile user.3
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5. Grouping and Difficulty of Raid, Boss MOBs (FB bosses, Warder, GoBB, Controller, etc) and farming L60+ mobs
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We are still in a testing phase, and these kinds of MOBs should be doable with a single group of 2-4 OL150+ toons (various reasons may apply), please post WHY you think this might be a good answer...9
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We are in a testing phase, but are late enough in the stress test and there are more than enough unique (i.e. non duo-boxed) OL150 toons to field at least 3-4 full groups on raid bosses. MOB AI vs. massed player formations needs testing too...13
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Regardless of testing, 3-4 full groups is probably ideal for raid/bosses. Seeing TEs soloing GoBB/Controller or TE/TTs duoing them is wayyy overdone.7
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Raids should vary in difficulty (Kuei in its *current* configuration, and GoBB perhaps a tad easier, and Controller & Warder being tougher) for the number of groups required (2-3 for "easier", and 4-5 for "harder")7
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Damn the (Hellbore) Torpedoes, and go for the mixed metaphor gusto: raids should be a massive server-wide event requiring 40+ OL150 toons. Between VonCorp, Static, Builders Inc. and everyone else, WE KIN DOOO EEET!5
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