First of all, I don't mind the discussion -- it's a fairly dead thread otherwise, after all
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pope_leo wrote...
I really shouldn't butt in to MagicalMaster's thread, but I think it's worth keeping in mind that one's initial playthrough of any particular world can be a radically different experience from the second, third, etc with regards to leveling speed and the soloable space. Due to any number of factors like persistant banks, muling, XP banks, no ILR, general familiarity with the world and its difficulty vectors, and so forth.
Absolutely.
AtraAngelis wrote...
Servers of today have become more Focused. Heavy RP, Action, and the community that remains is dedicated to one or two of those elements.
We'd be fine with heavy action focused that suits our desires.
Dante2377 wrote...
Kharlindale - I'm not sure what MM experienced in that he didn't like the playerbase
I was insulted and belittled for following a quest's directions too literally by a player and most of the other players seemed rather apathetic. When we were trying to figure out what the heck was going on with quest drops their general attitude was "That's the way it is, if you don't like it bugger off" instead of "Yeah, it's silly but since there aren't any active admins we just have to live with it."
The latter would be understandable, the former wasn't.
It also felt like pulling teeth at times trying to figure out basic stuff about the world like "How does healing work at higher level?" and "What kind of immunities, if any, are there?" -- and I was asking this in the server party so it's not like I was bugging one particular player too much.
Maybe I'm much more "hardcore" than the typical player and thus they don't really give a damn about stuff that I care about, but it was not a pleasant experience.
Dante2377 wrote...
That said, what he mentioned about the "main quest" was true - whoever actually dealt the killing blow to the boss got the "quest update" in journal, which can make the boss fight tricky in a group
And it makes soloing significantly better most of the time. My friend and I were trying to level together but it was incredibly obvious we'd be leveling twice as fast by splitting up, sadly. Ditto for larger groups.
Dante2377 wrote...
Not sure what MM means by "no solo play at 2/3 of level max [assume that's level 40 out of 60]" as I have several PCs who have solo'd most of the high level areas (not the entire craggy island with cleric subbosses but enough to move ahead and not die).....Biggest complaint I'd say is that getting to some of the high-level quests takes grinding through 5-8 maps of tough mobs first, but like most post-40 content, it's probably designed for parties more than solo.
Yes, I meant past 40 -- mob difficulty spiked with no clear way to compensate and some of the mobs were crazy compared to their pre-40 counterparts. Trying to get to Haven at level 40-45 was rough -- though I understand we were supposed to have a larger party instead of two people (and probably be higher level). We'd just go from mobs with 40 AB to mobs with 70 AB (or something like that) and it seemed a bit silly.
And yeah, it's POSSIBLE to solo some stuff but clearly not intended and very painful at some points.
Dante2377 wrote...
It might be slow going in some areas [for Sword Coast Adventurers] but it's doable with a good build, good gear, and solid play.
And by slow going he means it will take hours to do the runs. Not something you can log in, spend an hour, and make progress -- you'll likely need to be able to commit 4+ hours. I remember reading a thread on those forums where a person was talking about doing a dungeon, spending 4+ hours there, dying on the last boss, and then having to start all over again for some reason (either couldn't return to where they died or the boss despawned or something like that).
(That said, I seem to recall that there was some kind of bind point saving or something but not sure if that would work in some of the areas).
Dante2377 wrote...
So I think the overall feedback to Giucice's request is that from what I've seen, most high-level post-40 areas for the PW's that have them, are designed to present a challenge - meaning a party of well-equipped, max level players who are familiar with the world and at least average in playskill/tactics. e.g. a casual build by a casual player generally won't have the firepower or playerskill to be able to solo those areas. In general, unless you start scaling all the spawns by total party level or some other spawning metric, if you design the high level areas for a solo PC, then when you get a party of 3-4, there's no risk of death/failure.
Yeah -- tends to be all group areas instead of some meant for soloing and others meant for grouping.
Dante2377 wrote...
So I think your particular set of requirements (fast leveling, lots of post-40 content that's all soloable for a casual player) is going to end up with a solution set of 0 servers, which is why MM has none recommended in his list that he has tried
Bingo.
Modifié par MagicalMaster, 25 octobre 2013 - 11:05 .