View Full Forums : Forcing us to use /raid


Ermok
11-13-2002, 10:09 AM
Who were we to think that Verant could make a useless feature in their game. Why, just because we want no part in it does not mean we will not [be forced to] use it!

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Exedor
11-13-2002, 10:22 AM
Yeah :( They really need to do something about how the raid feature just totally wastes exp. Most of the people I've talked to agree that it's better for one group to get great exp on a raid than it is for everyone to get very very little. So the only time peopel are using this is when it's required by the quest design. :/

Allowing us to have full exp in raid mode, including the 6 man group bonus, could have really gone a long way to making a place in groups for less desired classes. As it stands now it just throws away exp.

Doccus
11-13-2002, 04:09 PM
Heh.

Read up on the encounter.

When you're near the end, add folks to the /raid.

At least you won't waste the XP between the start and that point. The loss of XP (and justifications for it) are some of the most @#%$-backwards arguments I've ever heard come out of EQ's PR dept. Absor SMASH!

D

Maladay
11-13-2002, 05:13 PM
Well, just maybe, people are finding ways to use it that differ from SOE's intentions - that never happens right? :)

Maybe they'll change it, probably not, but its the only way to do certain things at the moment - so we're stuck with it til someone upstairs gets enough feedback (hint, feedback) to justify a change?

I'm not defending them, just offering a possible explanation since one hasn't really been forthcoming yet from SOE.

Za Arain
11-14-2002, 08:25 AM
Most people I've talked to like /raid. It's only the people that are routinely in the KS group that bitch. Everybody else likes getting *something* besides jack for the 3-6 hours they spend raiding. Raid leaders like it because people don't whine about not not getting exp and they can see group composition at a glance.

I agree that there's no real justification for the amazing exp nerf you get when in /raid but the feature itself is nice.

-Gruffydd

Maiya Samsara
11-14-2002, 09:37 AM
2% of a level of exp for being on a raid is better than the typical -2% of a level after 4 rezzes.

Of course, leave it to Sony to make the /raid feature not work well with people who don't have the expansion. It should be a free feature to stop screwing over people who bought the expansion and want to /raid with people who didn't.

Gnizmo
11-14-2002, 03:44 PM
Really they probably arent using this as a way to force you to use it, rather that is the only way to keep track of everyone involved. Think about it for a second they want a few encounters to be more difficult than just one group ok well everyone in a raid will get the tag. Now how d owe do that? Hey everyone that grabs agro gets the tag that works. Except it doesnt because than random_player_01 can come up get his spell resisted then back off and wait for his tag.

So really I think they designed the feature just for flagging everyone involved. So its not needed outside of PoP, thus its not available. Not to mention it makes people want to buy the expansion. I dont see why everyone complains about this. Sure the exp given sucks but isnt it better than what ya had before? I kinda like the way they did it. Made sure it wasnt just going to be used to get more people in a single group and thus further trivialize some group spots.

Maybe im crazy though.

Accretion
11-15-2002, 05:12 AM
My beef with the Raid feature is that it severely penalizes anything larger than a 6-person group. What's wrong with an 8-person group? Before we realized just how badly xp was nerfed with /raid, we'd routinely put together a guild group of 8-10 folks in PoI or PoD. It was fun and allowed for a completely different experience. When we all figured out the massive xp nerf, those groupings went away. So now when a guildie logs in and asks if they can get in on it, the response is "sorry, we're full atm". Not a good thing, IMO.

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Racmoor
11-15-2002, 08:16 AM
One of the reasons they touted the /raid feature is to give everyone on the raid xp. From an officer perspective I realize that raids generally hurt a guild from a leveling angle. Simply because the net result of a raid is negative xp. The /raid feature more than DOUBLES the rate at which your guild "delevels".

Given X as the total amount of XP that can be captured on a raid and Y being the amount of XP lost then your guilds overall gain/loss is

X - Y; With the result having the distinct possibility of being either positive or negative.

With /raid it's
(.4*X) - Y; Assuming a 96% rez on all corpses, the number of mobs that must be killed to recoup even one 4% loss of xp due to just one death is simply is not likely to happen in a reasonable raid. I'm saying that the raid will not accumulate the 4% xp back even if you took all the xp won on that raid and gave it to one person.

The /raid feature more than doubles the "cost" of raiding and has a significant impact on the advancing of your guild via levels.

Yes, I know you don't go on raids to get xp, but you sure don't go on raids to lose levels either.

Racmoor

JigsawDenniz
11-17-2002, 02:41 AM
Do ALLLL the math you want, /raid still makes LEADING a raid about 50 times easier.

Combine the crappy exp gained during a raid with the fact that in the 61+ work you don't LOSE that much exp when you die..

..and stop complaining.

If you don't like /raid, then don't raid. Exp groups are what a large portion of the EQ community use to get full enjoyment out of the game.

SkunkWorker
11-17-2002, 11:23 PM
Um I don't know about you ppl, but I don't go on a raid for the xp...

ArienneDileas
11-18-2002, 07:12 AM
"Um I don't know about you ppl, but I don't go on a raid for the xp..."

Neither do the wizzies

.............anymore!


The raid feature HAS saved a lot of fights over exp in my guild's raids. BUT, I don't think anyone who raids most of their gametime will ever see that "natural progression" of experience that VI mentioned when they rolled out the raid feature and PoP.