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  1. #31
    Senior Member MARKINEMPAC82S's Avatar
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    The games perfect the way it is??? Hell no its not
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  2. #32
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    Quote Originally Posted by MARKINEMPAC82S View Post
    The games perfect the way it is??? Hell no its not
    I didn't say it was perfect, it needs work; I think raids in the context of the games current mechanics wold just end up being like clan specific arkfalls, just DPS and go. (thinking along the lines of Rift's raid rifts without healers)

  3. #33
    Member thejx4's Avatar
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    Quote Originally Posted by Racheakt View Post
    I think the thrust of this game feels to me "pick up and play" "casual friendly"

    Raids are kinda the reverse of that.

    Don't get me wrong, I want to see more challenging content; I have never believed that changing equaled 60 people wailing on a giant boss. I mean SWTOR failed in that regard, their raids ended in you beating on a 50 foot jedi.

    You have a point, without a defined trinity (Which I am good with the lack thereof) this game is a ton of DPS that need to learn how to avoid taking damage in get into cover while finding the weak spots.
    Well, depending on who you're playing with, some things come naturally. My friends are very teamwork oriented players and one of us always has a BMG or something, roles don't matter. It's about making your own "trinity".

    I use stun grenades and an LMG, one of my friends usually rolls with all pyro weapons, the other uses bio, and someone else has radioactive weps. I throw a stun grenade, and combined with my bio teammate, enemies are pretty much immobilized. Then my radioactive teammate does damage (which then makes enemies more vulnerable) while my pyro teammate wraps everything up. It's not always structured and in order like that, but that's the general flow. The game doesn't force you to work together, but it does give you the tools to do so.

  4. #34
    Member thejx4's Avatar
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    Quote Originally Posted by Racheakt View Post
    I didn't say it was perfect, it needs work; I think raids in the context of the games current mechanics wold just end up being like clan specific arkfalls, just DPS and go. (thinking along the lines of Rift's raid rifts without healers)
    That has to be the most boring idea ever.
    How about a 16 player invasion for a heavily fortified Dark Matter base? With multiple paths and objectives simultaneously active, but in different areas.

  5. #35
    Senior Member Cortechs's Avatar
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    Quote Originally Posted by Racheakt View Post
    I think the thrust of this game feels to me "pick up and play" "casual friendly"

    Raids are kinda the reverse of that.
    I would say PUG-friendly, which is one of the reasons I enjoy the game. I would love new content, and harder content, as long as we can keep the coop style the game has. CoH had one of the best PUG systems for any MMO, it's too bad the combat and generated missions were so stale.

    Raids work against a PUG-friendly game IMO. You split developer man hours (or in Rift's case simply allocate them all to raids), and create a divide in your player base. I love the system as it is now. Harder coops? Sure. Raids and exclusive content that most will not see? Not a fan.

    I would rather see TR-style assaults.

  6. #36
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    Quote Originally Posted by thejx4 View Post
    That has to be the most boring idea ever.
    How about a 16 player invasion for a heavily fortified Dark Matter base? With multiple paths and objectives simultaneously active, but in different areas.
    Not really say it was an idea, just that the current mechanics of the game don't support a real trinity, and any raid content will be more or less just like the current arkfalls.

    Truth I like the idea of a base assault; There was an even in Asheron's Call (i think) once that required several teams in different dungeons to trigger door unlocks for yet another team in another dungeon, all were smallish groups but required coordination on the locks.

  7. #37
    Member thejx4's Avatar
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    Quote Originally Posted by Racheakt View Post
    Not really say it was an idea, just that the current mechanics of the game don't support a real trinity, and any raid content will be more or less just like the current arkfalls.

    Truth I like the idea of a base assault; There was an even in Asheron's Call (i think) once that required several teams in different dungeons to trigger door unlocks for yet another team in another dungeon, all were smallish groups but required coordination on the locks.
    Because trinity's force you into a playstyle. It doesn't haven't to be like an arkfall which is basically just dodging and shooting.

    Three groups, 5 players each with a commander being the 16th player and can set waypoints and access special doors, weapons, etc.

    The Commander is in a different area, and is aided by AI teammates. The other players start in 3 different areas, with certain sections allowing you to crossover to another area if you like, but the difficulty only scales if you gain more players, instead of scaling down if someone leaves. It's an incentive to keep players together.

    Shutdown the defense system or something similar, and each member of....Bravo Team takes control of a turret, to aid alpha in pushing through to the final area. Alpha team succeeds, but Charlie is locked down, so two members of Bravo and Alpha must be selected by the Commander to support Charlie. This means that those players will not experience the same fight as Alpha, and vice versa, which also creates a lot of replayability.

    The merged Alpha/Bravo team faces a boss, as well as the Alpha/Bravo/Charlie team. As all of this is happening, the Commander is trying to make his way to the rest of the team, and his EGO will allow him to teleport one Charlie soldier to his location. The Commander and the Charlie soldier are able to enter the "main" area, once the two previous bosses are defeated. Which culminates in one final battle with all 16 players working together to complete the mission.

    I had a lot more in-depth ideas, but that's pretty much the basics of how a Raid can play out, while giving you reasons to replay it. I would absolutely love to see something like this in-game...but...yeah

  8. #38
    Member Archangel's Avatar
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    I dont see how it wouldn't be possible to create a small co-op map that could hold 16 - 20 people for a raid.

    The idea would be, i hate to reference this game, but be like WoW in the same sense like a Onyxia raid. Its one big fight at the end that has phases which need to be delt with differently.

    It could also be compared to Rift where everyone enters a zone and like mentioned, a Ark fall or Alien tech/species could come out in waves and waves providing different looks of difficulty to overcome.

    Just make the zones smaller but the part size larger and make it in a co-op map vs's the open world. Private map could be increased in difficulty to promote different Ego builds.
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  9. #39
    No thanks no raids, the arkfall bosses are pretty boring. The only thing you do is shoot the boss, no challenge you could as well just shoot in to the air. Raids will just be the same.

  10. #40
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    Hmmm. I like the fact that I don't need to be in a clan or a elite clan that restrict my game time with my main to when only certain hours of the day.

    However I would like the dlc to be increased enemy A.I. I would like to be forced to either have a challenge by myself or group up and make it easier.

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