i wanna know how the fuk we (Kaineng) got matched up against such higher ranking
servers than our selfs…… i thought that the new matching system was to make things more fair… we almost always seem to be match with servers alot higher than our own….. HOWEVER!! what we lack in numbers we make up for in spirit, courage and skill. LONG LIVE KAINENG!!!!!!!!!!!I hope we play Kaineng every week. That’s the only way we can have SHAKA here on a normal basis. That is, until we get him to transfer.
She has heard my silky smooth voice, so it’s only a matter of time. I have infected a number of Ai
Wait…. SHE??? That’s a relief. Now I don’t have to feel uncomfortable about being giddy over a guy anymore.
Lucky with RNG? There shouldn’t be any Luck when it comes to RNG. If certain players are getting “lucky” then the system is flawed. Plain and simple.
There is no luck in random.
But the perception of “luck” is real.
Nah Sarah. I think he got access to the Tin Foil Hats [TFH] guild stash.
:D
i wanna know how the fuk we (Kaineng) got matched up against such higher ranking
servers than our selfs…… i thought that the new matching system was to make things more fair… we almost always seem to be match with servers alot higher than our own….. HOWEVER!! what we lack in numbers we make up for in spirit, courage and skill. LONG LIVE KAINENG!!!!!!!!!!!
I hope we play Kaineng every week. That’s the only way we can have SHAKA here on a normal basis. That is, until we get him to transfer.
I’d just like to make a note of one thing that I think people aren’t considering when they transfer to stacked worlds. You will not, repeat will not, be able to receive the reward based on overall world place in the league, unless you achieve the meta achievement for the season. If you aren’t able to get into WvW much, you won’t get the rewards. So it is absolutely taking a risk to transfer to a world that has a large WvW population.
This… doesn’t… answer… the question. People transferring there are obviously there to mostly WvW.
I hear rumors that T1 has a 5 hour queue in the BLs.
Both the mobs and the timer are part of the challenge. Working as intended I’m afraid. That’s why you need defenders to focus on defending the Turrets, so there won’t be CCs that pull you off. And with the 15 minute timer in place, you no longer have unlimited time to just spam “1” all day until Teq’s dead.
Also, dying and having to WP is part of the challenge too. That’s why they blocked the nearest WP in the back. It forces you to either play well and not die, or spend a minute running back from the other WP.
I prefer this Tequatl to the one before. Spamming “1” for 5 minutes just to get a guaranteed Rare loot isn’t fun. The fact that a portion of the player base is avoiding this fight is a good thing. The intent of this fight was to be an Elite challenge.
Because they are exotic?
Well that’s my point, they aren’t really.
Crafting one is a matter of minutes and a little gold.
Grinding Exotics via WvW or Dungeons takes more time, sure, but it’s still a safe way to get there.
Karma is also a way to get exotic gear.
I’d wager 95% of level 80 players are wearing “exotic” gear and it’s not that much effort.
It’s just the drop-rates don’t seem to correlate with how common exotics are from other sources.
You’re talking about different things here. Crafted Exotics and Loot Exotics are different because the latter provides unique skins and a wide range of Superior Sigils/Runes. And certain Loot Exotics are required for the crafting of a Legendary weapon. This also explains why certain Exotics are more valuable.
Hope that helps.
Oh, agreed.
GW was not quite as twitch-based as GW2. Sure, if you were protting, were the infuser or were running interrupts — timing had to right on those, and on spikes. PvE challenge came from a combination of hard hits and attrition, and was managed by protection, healing, line of sighting and a variety of tactics (some unique to particular encounters). Many areas in hard mode were made easily manageable by he use of Discordway, for instance. Yes, the GW AI was better. However, it could be and was exploited (one example was Slaver’s Exile VoR Voltaic Spear farming, killing mobs from behind a wall they couldn’t attack through).
The devs designed GW2 PvE combat to showcase the mechanics they used to replace the “healer.” “Challenge” comes primarily from big hits, with mobs attacking slowly. That fits with the evasion/invulnerability frames mechanics. What happens, though, is that once a player knows the tells, he can avoid damage entirely, so how big the damage is, is irrelevant. This is mechanically different, but otherwise the same as players “learning” to trivialize the PvE content — especially open world PvE content — in other MMO’s.
Speaking as the Monk Infuser for the HoH teams that I’ve been apart of, things like reflex dodging to evade an attack in GW2 will never be comparable. With monsters in GW2, there are at least tells that an attack is incoming. Then it’s just a matter of learning the timing to avoid it. Being an Infuser or Prot in GW1 HoH, the only tell was when your teammate’s HP disappeared. I had to play with 110% focus on both positioning and the party menu, with my cheeks squeezed because I was so tense. Then we’d have to deal with the fallout on Vent or TS if we failed, and the enemy Ghost caps the alter….
GW2 mechanics are a godsend for PvE and PvP.
SHAKA, how much Gold would it cost me to have you draw a penguin being shot out of a Ballista… that was just flung out of a Treb?
note – I’m not cute like Eva, so I know it won’t be cheap…
i am inept at drawing things of a mechanical nature
HAHAHAHAHAHAHA!
Maguuma shall fund your transfer to our server. ’Tis written in our by-laws.
By suggesting there be some guarantees in getting an item, you throw the idea of rarity out the window.
The other way around, actually.
By assigning the chances too low to resolve in a reasonable amount of attempts, you destroy the intended rarity of an item and assign its rarity value to almost pure random.
Sure the item will maintain “some” rarity, but not the intended one. You don’t just assign weapon damage to a random number, do you? It has to be more or less precise. Otherwise it just won’t work in practice.
Loot is no different. You need precision in its distribution.
Then you turn the game into a pure grind fest, because the grind then guarantees an outcome.
Ironic, don’t you think? What does the game look right now exactly? Is there no grind? Where do most players spend their time in the world?
But yes, you’re right, it’s an inevitable outcome of such a system. It’s an inevitable outcome of having a known reward for a known task. The ultimate outcome is that you can actually do it.
If you simply remove the outliers from the graph, then yes, people “grinding” will receive more of a reward than anyone else (just like they do now). That’s perfectly logical. But, the key question is, whom would that hurt exactly?..
1) Loot is different than weapon damage. With weapons, the min/max damage is based on level + rarity. With loot, rarity is based on rarity. There is no minimum or maximum chances to obtain said loot, nor should there be. It’s a flat “x percentage roll on the loot table”. That is fair, since everyone has the same chance to get a rare item. “Fairness” in distribution is another way of saying “guaranteed chance to get”.
2) Grind does exist, as it does in all MMOs. The thing here is that Anet says they “don’t want to make grindy games”. They’ve actually succeed in that, since their intention was to not “force grind” on players. We can enjoy the game completely without ever having to grind. But for players who make the conscious choice to grind, that option is available. And circling back to the debate at hand, by putting in systems that say “get this item for doing something x-times”, you force the grind on players.
Thus none of this will ever happen. RNG is RNG. If you want to better RNG, increase your Magic Find to the max 300%. Or to avoid RNG altogether, buy items on the Trading Post from players who are lucky with RNG.
If you read about the Steam Controller in the link I provided, that’s exactly what it’s addressing. :P
From targeting:
The most prominent elements of the Steam controller are its two circular trackpads. Driven by the player’s thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. The trackpads allow far higher fidelity input than has previously been possible with traditional handheld controllers. Steam gamers, who are used to the input associated with PCs, will appreciate that the Steam Controller’s resolution approaches that of a desktop mouse.
In my experience with Playstation type controllers with 2 thumb controls, I’ve never been able to get the same accuracy that I have from my mouse. That’s part of the point I was trying to make. I’m sure players would be able to get over the learning curve of such an item, as I have friends who would play FPS games with a thumb trackball thingy.
But to me, nothing beats the old school W-A-S-D.
Keyboard and Mouse is the best way to go when you have to multitask with different keys. IMO, controllers don’t have as much ability to map the amount of buttons for serious play. On a side note, are controllers as accurate as a mouse when you want pinpoint targeting?
Can you elaborate on what you mean by what I bolded? How are the percentages different for the each event?
They’re not. But that doesn’t mean it’s “fair”.
Even though you might have the same “chance” (i.e. 1 in 1,000) as the other guy, you don’t actually have “the same chances” in a random environment, in the sense that you do not get the same outcome, or even close to the same outcome.
You may think that having the same “chances” no matter what would put someone who grinds for hours and hours on the same footing as someone who logs out occasionally, but it really doesn’t. That grinder could very well be getting a thousandfold more epic loot than you. Or they could be getting nothing at all.
It’s just luck of the draw. It’s unfair by definition.
In fact, if you want to offer players “same chances”, you’ll want to follow some of the basics described in OP. Without proper thresholds, intended controls of an item’s rarity become a competing force aimed towards pure random, at which point designer’s original intentions towards rarity, time gating, rewards, and fairness of loot and combat fly out of the window.
The problem here is that you have two paths. One is the “randomness” of the drops, which say you have x% chance to get across the board. Magic Find can help alter the equation, but the base line % is the same for everyone, thus is fair. The other path is basically saying that you’re guaranteed to get “specific rare item” for doing a certain event X times.
By suggesting there be some guarantees in getting an item, you throw the idea of rarity out the window. Then you turn the game into a pure grind fest, because the grind then guarantees an outcome. On the same thought, by adding “thresholds” to RNG, you basically eliminate RNG.
I hear a lot about this mythical ‘press 1 afk’ beast, but I’ve been doing boss battles since before you were even likely to get a rare from them and I’ve never actually met one.
The Shatterer (aka The Beast) would like to have a word with you.
Not Getting Our Mails? Yahoo, Gmail, Hotmail & more.
in Account & Technical Support
Posted by: Smooth Penguin.5294
Gaile, just to add regarding G-mail. The recent update to the G-mail inbox has my Anet e-mails going to the “Promotions” tab in the main folder. Players should also look there, in addition to Junk/Spam/Deleted.
You’re probable burned out because you’re rushing a process that’s meant to take time. Ascended gear is purposely gated to prevent it being rushed through. Play the game was normal, and you’ll see that you get a lot of needed items, like Dragonites and Empyreals. I already got about 5 stacks of each, mostly from WvWing.
With this, hopefully Arena Net realizes that they have to make even harder content.
Harder /= fun, which is what they made the Teq fight. I can finally get into Sparkfly in my home server to try the fight because everyone realized it was boring and a waste of time. Golem Mk2 should be the target they’re shooting for here: They made it harder AND more fun at the same time.
The Golem is only slightly harder. You don’t have to do much kiting, since they shrunk the electric fields he spawns. The Fire Ele is much harder though. He spawns little embers on top of you, regardless of where you stand. And his multi fire rain thingy can easily down you, and then get killed by the roaming embers.
But I digress. Teq is a lot of fun, because it requires team work and coordination to complete. I would love to see it even harder.
Asking this question is like wondering out loud “why is the sun hot?”
They’re rare because of rarity. Sure they aren’t the best gear in game, but at the same time, Exotics don’t drop more often than Ascended.
Best topic ever.
You speak the truth.
Ihave no log to check not sure if its an unclicked menu option or what. it happens both behind and out front of the turrets. I am outside of his tomp/wave attack range. it also isn’t the mobs that kamikaze and cause condition bomb effects.
In the chat menu, there are options to create different tabs. In addition to that, you can select what each tab menu will show (i.e. Combat log, loot, emotes, etc.)
No way to know, except to log on, or maybe contact Customer Support. You would need to provide a lot of information to support if you went that route, though.
Seriously. Why would you recommend someone contact the Support Team for a non-issue? You’d be wasting their time for addressing a question that’s easily answered by simply logging in. I believe it’s more important for the staff to help players with hacked accounts, than to help someone who doesn’t want to even log in.
And, still the question is, what’s the point of all that? Why?
I guess I gotta just come out and say it. It’s a gate.
If you let the water drip out of the jug, the water lasts longer. If you take off the cap and turn the jug over, the water empties out.
This thread. WE NEED TO STICKY IT!!!
You need to apply the theorem from a game wide perspective, not from an individual player’s one.
But you do. In the end, the whole point of the game is the player playing it, no?
The item still maintains its rarity, and RNG helps to keep it at such a level. So RNG is working as intended.
Quite right. Across thousands of players doing thousands of tasks thousands times a day, it will average out. (Maybe.)
What’s the point of that though? Why would you do this?
You want to be sure an item’s value isn’t diluted with the availability of so many all at once. Precursors are desired because they are rare, and needed for Legendary weapons. Without RNG, there would be no rarity, and no demand for the item, since everyone would have the same thing.
Fortunately, there are ways around RNG. The Trading Post provides a way for players to trade goods on an open market. If RNG isn’t your thing, you can buy it and skip the whole “random” talk.
That’s just a theory based on the assumption that any random number rolled enough times will average close to an expected number.
Right.
I would like to draw your attention to the fact the Law of Large Numbers is an established fact, not a theory.
This is actually kind of a big deal. It’s the foundation of the entire field of Science.
If you get a Precursor in your first 100 attempts, your personal views would be that RNG is favorable, thus that is the average for that player. If another person attempts 5,000 forgings, and yet doesn’t get a Precursor, their personal view would be that it’s impossible.
Yep.
That’s what my whole point is about: if you select a very low probability, it will take an enormous amount of attempts before it averages out and becomes “fair”.
A six-sided die is the most common example, and it’s something you can test at home with some pen and paper. It’s a random roll. You don’t know where it’ll end up. But if you keep track of the numbers, it will come closer and closer to average the more you roll – by 100th attempt, it’s most likely you’ll have to keep track using decimal places after 3.
It’s totally random, but somehow it averages out.
That’s the whole point of random numbers in games: sooner or later, they average out and become “fair”. Those “fair” numbers is what’s ultimately used in all the calculations and all the discussions of combat balance and item rarity. The problem is, when you’ve set the probability too low in your estimations of rarity of something, it might take a couple thousand years for it to get to that point – and until then, it’s all up to luck.
And luck isn’t fair.
You need to apply the theorem from a game wide perspective, not from an individual player’s one. If Dusk had a predetermined chance to drop at .3%, that will average out through all servers combined. When you take the individual, and place him in the RNG calculation, it’s then up to luck if he draw the right drop. The item still maintains its rarity, and RNG helps to keep it at such a level.
So RNG is working as intended.
What is the bigger hassle?
1.) Waiting around for over a week and not getting anything done. Not getting into the main servers and even when you do, chances are they fail…..or
2.) Join a guild that was made to take down Teq (TTS), that you can sign up for here in the forum, and getting it done 2-3 times that same night?! You never have to leave your server, and since you can be a member of up to 5 guilds, you probably don’t have to drop a guild. Just rep, type in guild chat, and you will get a party invite, then just taxi on over to one of the 2 overflow servers and get it done!
….I joined 2 days ago. I played the event 5 times. ALL 5 were successful!
They are both a hassle. There should be a third option.
Yeah option 3, just don’t do it.
Seriously though, if you consider option 2 a hassle…. and if this is for something you really want to accomplish, then I’m afraid to see how you handle real life situations. People are providing you with options and it sounds like you are just to lazy to try them. You want to be able to just pop in at the last minute and have the chest handed to you. Then you come on the forum and just complain about how bad you have it, rather than taking charge of the situation and making Tequatl your kitten.
To be fair, making friends can be hard for some people. There’s a psychological term for it, but it escapes me at the moment.
TC is currently queued.
I don’t understand where the complaints are for Soulbound items for low level characters. If you outgrow your weapons or armor, simply sell them to a merchant, and buy new ones. If you’re level 50, and run around with a lv 20 weapon, get rid of it.
Now as for sharing equipment between characters on the same account. No. You decrease the value of the item if you have unlimited uses for it. Why buy multiple weapons when one will do? Vol brings up good points that the OP should read.
As for the complaint about being busy, and not having enough time to farm. That’s a personal issue best dealt with by the individual.
The Law of Large Numbers is not subject to personal opinion. It exists.
Likewise for the rest.
That’s just a theory based on the assumption that any random number rolled enough times will average close to an expected number. However, it’s how you perceive the average to be. If you get a Precursor in your first 100 attempts, your personal views would be that RNG is favorable, thus that is the average for that player. If another person attempts 5,000 forgings, and yet doesn’t get a Precursor, their personal view would be that it’s impossible.
So the Law of Large Numbers is basically a math formula to tell if you are lucky or not to get the item that you desire.
It’s actually 0.004%. You now have four times more chance to get the item.
Yeah, you’re right.
The problem is, four times almost nothing is still almost nothing.
That’s true for the ultra rare items. Once you start to hit 100%+ MF, people who farm are reporting a noticeable difference (or at least think there is).
If you provide the same guaranteed loot for each enemy that you kill, you end up killing the game. What good does having 100 Final Rests in my inventory do? I can’t sell it, seeing as how everyone else has the same.
…
Now onto the idea of RNG modifiers for loot tables. That’s also a bad idea. The more you fail = increasing odds that you’ll still get loot. That leads to more guaranteed drops, which is completely counter productive to the idea of item rarity.
…
One more thing. Being random, there is no true average, only the illusion of it.All of these points are already in the OP. Did you read it?..
Actually, my version is shorter, and more correct.
Your Magic Find isn’t high enough.
Why…
Okay, whatever. But it still needs a reminder: Magic Find has an absolutely pathetic impact on your chances of getting good loot.
Let’s say there’s a Rare item that rarely drops from mobs. Let’s say a 1 in 1,000 chance, or 0,001%. Let’s say you get your Magic Find up to a full 300%. Congratulations! It’s now a 0,003% chance. Feel any better about it?
It’s actually 0.004%. You now have four times more chance to get the item. That’s why I’m aiming to max my MF.
Edit –
100% MF = 0.002
200% MF = 0.003
300% MF = 0.004
(edited by Smooth Penguin.5294)
To simplify the answer to the main question at hand: “Why does RNG even exist?”
If you provide the same guaranteed loot for each enemy that you kill, you end up killing the game. If I go out to farm the Shadow Behemoth daily, and each time he drops a Final Rest staff, why would I even continue to do it. What good does having 100 Final Rests in my inventory do? I can’t sell it, seeing as how everyone else has the same.
Now onto the idea of RNG modifiers for loot tables. That’s also a bad idea. The more you fail = increasing odds that you’ll still get loot. That leads to more guaranteed drops, which is completely counter productive to the idea of item rarity. It turns the game into “Just kill 10 rats and you get your Godly Skritt Gauntlets of Doom”.
You can’t have item rarity without a mechanic that randomizes the drops. The lower the RNG %, the more rare the item. Sure someone might get lucky on their first drop, but that’s the beauty of RNG. Someone might farm the same event over their lifetime and still don’t get the drop they want.
One more thing. Being random, there is no true average, only the illusion of it. If you did something 500 times, and take the average drop rate of the randomness, you’ll have what you believe to be the sweet spot number. Take a different person doing the same thing 5,000 times, and there’s the chance his numbers will be vastly lower/higher.
I’ve never seen such a broken RNG system in my life to be honest. If you can play 3000 hours like I did, and only get one exotic drop, then there’s something majorly wrong with that system.
I did finally break through that a couple days ago when I got 5 exotic drops and an ascended weapons chest in about 7 hours of champion farming. I couldn’t believe my eyes when I got the exotics, and then I just plain out refused to believe that I actually got the ascended chest.
Since then, I salvaged about 14 rares, and I’ve received not a single ecto. Somehow I managed to get the crappiest mats from those rares though. There’s some RNG for you.
I’ve completely given up hope on looting a precursor.
Your Magic Find isn’t high enough.
You can’t say the fight isn’t hard, but then go on to explain why it’s hard. It’s like saying “SAB Tribulation Mode isn’t hard, as long as you know what you’re doing”
The high HP and timer to defeat him is part of the challenge. You need to plan a strategy so that you can actually succeed within the stated time limits.
- a mechanism such that the overall success of said group hinges primarily on 6 players
Unfortunately, a lot of people who fail this event a lot tend to blame the Turret gunners. But that is incorrect. You need all players in the fight to understand their tasks. This is a team fight. If Turrets fail, you all fail. If defenders fail, you all fail. If the main attacking group fails, you all fail.
I’m sorry you’re unable to complete the fight. I’m sure with time and practice, your server can pull it off. This is permanent content, so there’s no real rush.
If your time is limited, and you’re unable to get a bunch of people together to organize the fight/raid, then perhaps you should try a different World Boss to fight during the week. Once Saturday or Sunday rolls around, you can try again.
Why not just make numbered and selectable districts for overflows, like in GW1? Is it really that hard?
And if the district you want to get in is full, you can’t get in. Overflows are working as intended.
snip
You forgot to mention how the Tequatl fight is one of the best updates to the game yet!
Restoration of accidentally destroyed item
in Account & Technical Support
Posted by: Smooth Penguin.5294
In a moment of utter foolishness I managed to apply my wings of the sunless to the wrong spineguard, and then to compound this tried to use a black lion salvage kit to get it off again. This being the wrong option (I now realise) I contacted the customer support team to see if I could have the wings recovered. They responded that they were unable to do this:
“Although I can’t disclose information on our policies, I’d like to inform you that restoration of items is very seldom. For future reference, you might want to use a Transmutation Splitter, as it will undo a transmutation, and avoid salvage kits as they only have a chance to save upgrades (like runes) that are set onto items.”
So they are able to restore items but are choosing not to, and are unwilling to explain why. NB Transmutation splitters (which I have now looked into) are not obtainable ‘in game’ but only from the gem store hence why I had not come across them before.
Does anyone actually know what the policy is for this and why they will not help when someone makes an admittedly stupid error in hindsight? It seems that this would not hurt the game in any way (as the item is account bound and cannot be sold, for example) so this does seem a but arbitrary.
I have to admit to being very disappointed in the response from the admin in this case (generally they have been excellent in responding and I cannot fault the speed they turn around help requests in).
Any advice (other than ‘give up and don’t be such a twpsin next time!’)?
Why are you mad at the Support Team? They’re not the ones who made the mistake. Everyone does something they regret from time to time. Take this as a lesson, and be more careful in the future.
And yes, Anet doesn’t undo player mistakes.
Since Kiel is behind the whole invasion, it make sense for her to keep an eye on her subordinate Scarlet.
Just got it today. I used the jump pad next to the Mega Laser to get it. Had to spam F, since a lot of people were trying at the same time, and only 1 person can jump.
Topic changed to more accurately frame the debate at hand.
There’s nothing wrong with the Tequatl fight itself. The only thing that could use fixing is the AFK timer for the map.
How do you know, in the heat of combat, which turret is the problem? He can certainly put on a good show of doing his job, but NEVER fire a #2 shot directly at Teq, or do anything else actually useful. I defy you to pick out which specific turret gunners are doing a good job or a bad one, and if you can then clearly you aren’t doing your own job with the rest of the members of the group. The only way to tell that someone isn’t doing their job is for the scale stack to keep climbing, but there’s no more way to tell which gunner that is than it is to tell whether a player in the zerg is running Zerker gear.
So at this point, you’re complaining for the sake of complaining? If the Bone Wall comes up, that means a majority of the Turrets failed, not just one person. Your suggested nerf would be on the assumption that if you made the Turrets NPC controlled, that solved your problems?
It doesn’t matter if you have people running around with Cleanse backpacks, or NPC controlled Scale removal. What you’re doing is asking that the fight become easier. So as you want the fight to be easier, I will defend the mechanics, because people are successful when they band together and play the fight correctly.
Turret gunners need to multitask far more than the people DPSing Tequatl up front. That is part of the challenge at hand. If you want NPCs to be in charge of Scale removal, might as well as Anet to take that part of the challenge away. What you need to do is find good players, and put them on Turrets. But if you fail the fight without a single Bone Wall coming up, then you know where the problem is then.
That feature isn’t available when you guest on different servers. It only applies to players from the same server, playing on that server.
It’s because there’s nobody left on Kaineng. Pls come to Maguuma
I guested to TC once and ended up in the middle of a pregnancy RP in LA. This is my only experience with any sort of transferring.
Maguuma is the #1 NA Community Server. Just avoid PC in LA, and you’ll be fine here.
If you say, “I am a solo player” – group content isn’t for you. Scarlet’s last mission let you choose to go in solo or with a group, so there’s no excuse for not being able to do it. As for having a poor group, all you can do it find another one.
I really doubt that this new instance won’t be a 5-men dungeon, since it was announced as a new path inside an already existing 5-men dungeon (TA).
But my point is that people will complain about it. There is no way to please everybody, and the only way for a player to like every single update is to be open to try new things. Because, IMO, the updates were all good (the Canach Lair was really disappointing, but overall I liked SoS).
The first time in this game that I tried to party up with people that are not my two closest friends was for the Molten Alliance Facility, and it was so awesome that I started trying other stuff in the game too, stuff that I’ve never tried before (PvP, other dungeons, roleplaying in English…) and I found out that I liked everything. For some people, all they have to do is to try the content before saying it is bad.
I was only speaking in general terms. If you need a party for the new content, solo players should be praising the new LFG tool, since it makes joining people as easy as clicking a button. Joining a good group however…
Casuals are the same as Hardcore. They are both players. A subset of that are players who like easy content, and players that like a challenge. As such, this game has different offerings that appeal to different player types. I love the Clock Tower JP. I know people who hate it. I love Tequatl, yet a lot of people don’t.
The best solution to all of this is to just find what you like, and stick to it. If you want to try your hand at new content that’s extremely hard to do, you’re more than welcome to try. Anyone can go in and play whatever this game has. It’s up to you if you find it fun or not. What I don’t like is when one set of players wants hard content made easier. Sure they’re free to state their opinion on the matter, but imagine the complaints if I were to ask that all their easy content were made harder?
In a sense, there’s already balance in the game. Is Tequatl too hard? You can fight the Shadow Behemoth in Queensdale. Is Urmaug’s Secret JP in LA too easy? Wait for the Clock Tower later this month. There’s something for everyone.
(edited by Smooth Penguin.5294)