I could guess the exclusivity factor for those players and the only real need for the gear is raids itself.
Should their raid level gear for people who are into PvP, quest completionist or crafting?
PvP could have it's own track of gear and WoW did do this as far as I remember.
Quest completionist may not need raid level gear if they are not raiding but they could get gear with unique cosmetics and more than ample stats.
Crafters suffer from usually having better gear end game being drops. So crafting have limitations of not being an end game device. But who creates those legrndary items? Maybe there could be RNG to create legendary gear but cash shops. People also hate RNG. Needing raided items will limit this to crafters of raiding groups. Maybe a quest that allows legendary items to be created once in while.
What do you think about highest tier gear being locked behind raids? Should there be alternative paths?
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I thought that needed correction. But I will keep to myself the opinion I have of your notions about player rewards and what little should be done to obtain them. You've heard me say it before.
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And they will constantly complain on every form of media outlet they have available to them to the game developers to make this happen while attacking anyone that may object their demands.
The problem is that, these systems never work well in conjunction with each other.
IE: Raids and Crafting Systems, since the best gear can only come from the Raids (otherwise no one will Raid), the crafting becomes mainly pointless, and a rich players pastime, often serving as nothing more than a means to make twink gear.
Personally, I think the content needs to fit the game. Nothing worse than trying to shoehorn content into a game after it's made.
Check out GW2, to see all your ideas personified.. pretty much.. everything you just said.. put into the game.. with all the problems as well.
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I don't have all the numbers. But I am confident a lot more people raid in WoW now than used to (because I played the game).
Not every mmorpg is WoW or like WoW, true. But that is what happens when the OP starts from a generality as to all mmorpgs having a "small percentage" of raiders. If you object to overgeneralizations, I would begin there.
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But I'm not having that conversation with you today, because I will end up ranting about people who want ez-mode solo hand out games.
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Havent any of you been paying attention the past 10 years or so? Bunch o' noobs.
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Subjective and personal preference. The same argument could be made with PvP. Do you feel like you should be forced to PvP to get gear?
Subjective and personal preference. The same argument could be made with PvP. Do you feel like you should be forced to PvP to get gear?
Logic, my dear, merely enables one to be wrong with great authority.
Classic WOW is proving this point very well. Catering to casuals and entitled players is a losing proposition. If you dont want to step up O well you dont deserve raid gear.
Why are more people interested in who is in the Super Bowl than what peewee league is playing another?
Again the same said could be said for PvP. Why can't it be the key holder for gear only?
So care to explain to me why some douche nozzle in an office that can spend half their day doing jack shit gets paid more than the on-site laborer that is busting their ass laying brick in 110 degree heat.
You go fight a legendary creature it has some items. Clear it out and it's gone for good. Something else spawn somewhere in the world with random setup.
sticking the term RAID in front of content does not mean diddly squat,it just means it is a wall that requires more people than should be needed.
Many games do this same idea,it is a dumb one,one that says the developer doesn't know how to create difficulty otherwise.You only NEED 4-6 people to partake in ANY form of difficulty.You need a tank,a healer,a debuff/buffer and a dps.This is why 6 was consider a good normal for a group size,allows you to add in 2 others of your choice.So for example in FFXI we would have a Thief,a great puller and also utilized the ability to transfer more hate on to the tank.
I am not even sure any other game besides FFXI had a class that would help transfer hate in a setup formation,some do it lazy like with a simple spell or a solo act.
So for years 6 was the normal and i have seen NO reason what so ever to break away from 5/6 or even down to 4.
I feel after a short time,the term RAID became more of a stigma,a term to use to brag that you did something amazing when in reality,especially in a gear based game,you did VERY little other than wear top notch gear.
Long winded point,some devs been doing it wrong for a long time,time to wise up and change from poor ideas.
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Then we had to go into the new raid and learn the fights, which took hours and hours and hours, and meant dying again and again and again.
Then, when we were able to master a fight and move on to the next one, you didn't necessarily get an item, or the item you really wanted. Occasionally you got an item. The rest of the time you were grinding out the encounters so that your guildmates could get loot too.
You don't just go on a raid and come home with a wheelbarrow full of gear. It takes months of dedicated play to get outfitted.
On top of that, if you are in a progression guild, it's even harder because you are on a clock, trying to get something done first. I have done that too in other games.
So after going through a lot of things like that I read here that the point of it all is to look down our noses at some non-raider or soloist? New flash. Raiders aren't thinking about you. They don't raid because of you. They do it for the challenge, and they expect to be correspondingly rewarded for that challenge.
If someone develops Chutes and Ladders online where solo players get best in slot gear for yanking their pud down Newbie Meadow, great, have fun playing that. I won't be there to see it.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests