PDA

View Full Version : Re:UF Raid Design: Atrocious



Newsfiend
02-19-2010, 02:30 PM
The progressions discussion is one we just can't win.

If we put in meaningful (which some read as: long, drawn out, with lots of tasks) progression, people complain of artificial roadblocks, tedius camps/raids/missions, etc.

If we make the progressions shorter, people complain it's too easy or not meaningful progression, etc.

So what we do is try to balance this along the lines of how quickly we feel the content can be consumed. In the case of Underfoot.. we felt guilds who beat the 1st tier of events once, and then rushed into the next tier of raids would get destroyed due to a lack of gear. So to not-so-gently suggest you spend some time gearing up, we make the required number of keys to move to the next tier larger, with fewer dropping on each raid. Is this a roadblock, or meaningful progression? Personally, I think it's a minor roadblock, but a necessary one to help guilds be prepared for the more difficult content ahead.

There is no right answer for everyone. Some guilds will progress faster than others. There is no magical tuning point where everyone is happy.



More... (http://forums.station.sony.com/eq/posts/list.m?topic_id=161028&post_id=2399287#2399287)