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Re: The Dino raid.

Posted: Tue Jul 09, 2019 5:13 pm
by Curry30423
I believe( at least based on our attempts) that for the most part the raid is balanced in terms of orb spawns and bashing. There are many bugs/glitches that need to be worked on including Teleportation and Targeting. The orbs aren’t really hard to avoid once you’ve figured out their patterns. The thing is, this raid still has some rng aspects to it that make it difficult for many servers.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 5:32 pm
by Romeo
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
LOL

Re: The Dino raid.

Posted: Tue Jul 09, 2019 5:43 pm
by Eragon123
I believe( at least based on our attempts) that for the most part the raid is balanced in terms of orb spawns and bashing. There are many bugs/glitches that need to be worked on including Teleportation and Targeting. The orbs aren’t really hard to avoid once you’ve figured out their patterns. The thing is, this raid still has some rng aspects to it that make it difficult for many servers.
Bugs/glitches are understandable because this is introducing some newer game mechanics (or at least it is using existing game mechanics in a new way). However, VR should really prioritize nailing those bugs down. That being said, that may or may not be possible or ever happen...I mean just look at the Reaver weekly battle in the gardens. That still occasionally bugs out and freezes, not dealing any damage - making it easy to finish off. Just had that happen last week when my clan was killing it.

The RNG aspects are just part of the challenge. Clans tend to kill endgame bosses by controlling the entire environment - instantly killing the priestess/sentinels at Mord, holding Gele mobs at specific locations, and so on and so forth. Having more RNG in the combat makes that harder, forcing clans to communicate quickly and efficiently in order to not fail.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 5:48 pm
by Shivahh
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
Im sorry but have you actually participated in an attempt to kill the dragon is the first question that popped into mind when i read this.
Theres a fine line between difficult and ridiculous.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 6:14 pm
by Eragon123
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
Im sorry but have you actually participated in an attempt to kill the dragon is the first question that popped into mind when i read this.
Theres a fine line between difficult and ridiculous.
I personally like to walk both sides of that fine line, leaning one way or the other depending on the subject at hand.

No, I have not been part of a dino attempt yet, but hope to soon. Sulis has been going through a pretty massive clan change recently - the two biggest clans just merged (at one point, we had 76 players online last night for the reset, almost all of which were over 200 - it was glorious).

I don't want to get into the discussion of whether or not the encounter is too hard, since I haven't experienced it first hand yet.

Of course my post is oversimplified and poking fun, but do you agree that those three stages are mostly accurate?

Re: The Dino raid.

Posted: Tue Jul 09, 2019 6:17 pm
by xXzeemXx
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
All was fine untill that part came in. No one likes tp. We wanted a raid that requires lower numbers but not one that punishes us the players for wanting to participate in a raid.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 6:27 pm
by Eragon123
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
All was fine untill that part came in. No one likes tp. We wanted a raid that requires lower numbers but not one that punishes us the players for wanting to participate in a raid.
I like the idea of the teleportation mechanic, it's unique and presents unexpected challenges. I haven't experienced it myself so I can't accurately give my opinion as to whether it's bad in practice.

I do agree that the player count cap is unfortunate...especially coming from a player whose characters are on the lower end of the "top players" scale (and therefore less likely to be involved in a dino raid).

That's one of the many reasons why I'm glad I'm not a game developer - it's hard to balance content.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 6:48 pm
by xXzeemXx
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
All was fine untill that part came in. No one likes tp. We wanted a raid that requires lower numbers but not one that punishes us the players for wanting to participate in a raid.
I like the idea of the teleportation mechanic, it's unique and presents unexpected challenges. I haven't experienced it myself so I can't accurately give my opinion as to whether it's bad in practice.

I do agree that the player count cap is unfortunate...especially coming from a player whose characters are on the lower end of the "top players" scale (and therefore less likely to be involved in a dino raid).

That's one of the many reasons why I'm glad I'm not a game developer - it's hard to balance content.
The orbs mechanic is enough to make the raid more punishing with more numbers. If u run in with 50 ppl and3 orbs are up (thats when its about to rage) there is so much room for human error, which is a reasonable risk. But tp is just ridiculous, so ridiculous even Epona, the famous open server, had to limit their players from participating in the raid and only allow 30 ppl to participate (or so i heard). Not criticizing Epona’s decisions here, I don’t really blame them.
Orbs and 5* adds are manageable but they still have aspect of rng to them, like an orb spawning right at ur feet but that can be countered by learning orbs paths i guess.
Also 5* slash add can be annoying /:

Re: The Dino raid.

Posted: Tue Jul 09, 2019 9:00 pm
by Kaliset
Players don't mind challenge, we expected this boss to be hard too. Challenge isn't fun when it's close to impossible to succces. Servers have certain amount of active players, certain amount of good gear, DG sets. Speaking for Herne we have 40+ active players with good gear (gele, Bt), we have discussed strategies and practice them several times. We know what we are doing, what's needed to take Dino down. We just can't deal with this much RNG. We can kill 5* add fast enough, but we can't target it.

Re: The Dino raid.

Posted: Tue Jul 09, 2019 11:41 pm
by Shivahh
Players: "We want harder bosses with better loot, but don't make it so that we need a huge number of players to overwhelm the encounter and make it easy".
VR: *Releases a harder boss with better loot, that is limited to a lower number of players*
Players: "This is too hard".

Ah yes, the wonderful challenges of game development.
Im sorry but have you actually participated in an attempt to kill the dragon is the first question that popped into mind when i read this.
Theres a fine line between difficult and ridiculous.
I personally like to walk both sides of that fine line, leaning one way or the other depending on the subject at hand.

No, I have not been part of a dino attempt yet, but hope to soon. Sulis has been going through a pretty massive clan change recently - the two biggest clans just merged (at one point, we had 76 players online last night for the reset, almost all of which were over 200 - it was glorious).

I don't want to get into the discussion of whether or not the encounter is too hard, since I haven't experienced it first hand yet.

Of course my post is oversimplified and poking fun, but do you agree that those three stages are mostly accurate?
There are other ways around making a raid difficult rather than turning a mob into a bomb which could end the raid at any moment if there's a slip up, that's not difficult that's ridiculous.

Congrats on your merge but it doesn't necessarily mean having more numbers is superior to the raid if that's what you're trying to say.

My best advice to you is to experience the raid for yourself and then come back for an opinion on whether you think the current mechanics of the boss is up to your expectations as being a "difficult" raid.