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10/17/2014 8:41:32 AM
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When VOT was released wasn't it " we aren't going to tell you how to beat this you have to figure it out" and we figure out ways that they didn't intend to be possible solutions and they punish us for it and say now you have to do it this way
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  • Whats punishing about fixing oversights? Did they take away your loot? Did they slap your hand? Did they put baby in the corner? (Nobody puts baby in the corner). NOOO, they didnt so quit bitching and just find new ways!

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  • It is about the design philosophy that they seem to have regarding the raid. IE: we won't tell you how to do it, but you need to do it our way.

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  • Wrong. Its like all raids in all MMOs ever created. The design philosophy is: we wont tell you how to do it but there is a design aspect we created that we hope you figure out. This isnt a single player game anymore with objective mapping and little hand you can hold to walk you through. They want you to figure out the mechanics on your own, not completely make them irrelevant.

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  • Edited by Orthus: 10/18/2014 1:02:03 AM
    Actually eve, swg, and wurm don't follow that philosophy from what I have read about those games. Generally the only games that follow it are the themepark MMOs.

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  • From what you have read. You dont even know what theme park models are apparently. Theme park is a much more laid back MMO environment. Theme parks have a more of a play by play model. Sandbox MMOs just throw you into the pit and let the community figure it out for themselves. WoW is themepark. Rudimentary. Ffxi is sandbox. Secrets everywhere.

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  • So u r saying there's no secrets in wow?? Lol gm island. Dead room under kara. Secret boss strategies. All of which at one point got removed or made harder since wasn't intended to be seen or found.

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  • FFXI is a great example of how a game's mechanics evolve to player strategies. Original intentions of the Devs was changed by how the players conquered the tasks put in front of them. The Devs loved this, and adapted gear and job mechanics to suit the players ways, not box them in to how the Devs wants them to play.

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  • I have played WOW and EVE for a little while. I was never a raider, however my GF and her dad were. This personal connection gave me a great perspective on the thought process of some raiders. From what I seen from both of them was that they always tried to brute force the raid instead of trying to be clever and utilize all the tools they were given(like craftables from their professions.) I have however put 1000s of hours into minecraft,starbound,terraria, and gmod. I know multiplayer and I know sandbox. I may not know MMOrpg themepark raids but that doesn't disqualify my understanding of game mechanics and game philosophy. Do you think having raids that don't force a single solution onto players would be bad, honestly?

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  • Multiple outlets for completion is no issue as long as it follows the rules of the game. Using out of bounds as a primary boss kill or using LOS that completely negates the mechanics of the boss fight break the rules of the game we are playing in. Sure the devs could have put multiple ways of beating the raid bosses that challenged players to use new strategy but the most recent and previous iterations of player "creativity" only showed players ability to break rules. Not be creative and use different skill sets to overcome the actual fights as designed.

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  • Edited by Orthus: 10/19/2014 10:47:23 PM
    Players broke no rules, all the game mechanics were working as intended.(Working as coded) Now you could say the players were following the letter of the law but not the spirit of the law, which would be correct. However not following the spirit of the law while following the letter isn't strictly illegal in all but a few extreme cases.

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  • Agreed. Search the forums and see how many ppl are searching for a warlock to push a the on off the edge... Kinda says. Lazy. When you can burn him in about 2 to 3 minutes on normal.

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  • Ding ding ding ding! We have a winner!

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