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Locking expansion spells behind language skill and questsFollow

#1 May 26 2012 at 6:51 AM Rating: Decent
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Just got my toons to 25 in Alaran language skill and I was ASTONISHED how many very useful (indeed, NECESSARY) spells were locked behind the completion of that work. My boxed set is caster-heavy and I just bought over a 100 spells, many of them providing HUGE boosts for my level 95 toons. It was "nice" that the single-target versions of symbol, skin, haste and crack don't require any minimum Alaran but it's sure nice now to have the group versions and not to have to cast these spells individually on each toon.

Yeah, I did this part of VoA advancement very belatedly. Which made it a lot easier for me since I did all the quests in Lunanyn and the zone was empty most of the time, giving me competition-free access to camps and spawns. I can imagine what a logjam these quests must have been back when VoA first went live.

This expansion appears to have been rather UNpopular and I think a lot of the reason was locking spells (and AA's, and to a great extent, quest armor) behind acquisition of language skills achievable only by doing specific quests. Frankly, I think I should and could have done this a lot earlier but the general negative discussion about VoA in various game-related forums led me to procrastinate tackling these "challenges", as I never like to be "forced" into certain very limited paths for advancement. My loss, ultimately. But I do think it was a major mistake to sell customers an expansion with a 5-level cap increase but locking vital spells behind quests which are rather hard to do without attaining those levels first. In essence this forced players who invested their hard-earned dinero in this expansion to play "crippled" for quite a while until they levelled up and geared up enough to cope with the challenges of the quests needed to unlock the spells and AAs. Yeah, some players will argue that these kill and loot missions weren't all that hard but those players tend to be well-geared raider types. I do remember first tackling a couple of the kill missions at level 90 and they were pretty brutal.

I think locking Rank II spells, and maybe a few exotic spells (nice to have but not class-defining or otherwise essential) behind quests isn't a bad idea. But how they did it in VoA... well IMO they won't ever do this again because very few players are ever going to list this particular expansion among their favorites, I don't think.

And don't get me started on how they locked druid and wizard VoA ports behind ludicrously HIGH Alaran language skill requirements. That's a rant for another weekend when the sun isn't shining and the birds aren't chirping! ;)
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#2 May 26 2012 at 9:34 AM Rating: Decent
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I don't have any toons even close to 90 but from what I have seen and heard I don't care if I ever step foot into a VOA zone. Hopefully the next expansion will remove the requirements for massive questing to unlock spells. IF they don't and I reach that lvl range I will just have to do without them. I almost bought VOA when it was on sale but I Figure by the time I am lvl 90 and have enough AA's to move on there will surely be another all i one expansion and will just consider it.

Off-topic abit but I really think they should consider another expansion that does more than give content to end-game players. I think we need some new places to lvl from the 60's to 80+ and we don't need another lvl cap increase. Give us a Utility AA available at low lvl that increases our chance to get casting skill-ups also. MAybe something like at lvl 60 you can buy it. Give 3 ranks 5, 10, 15% better chance to increase your casting skills at 3, 6, 9 aa each. Have two different AA's. One would be for casting skills, the other could be for combat skills (Kick, Taunt, Bash, etc) I know im not the only person who is sick of standing around chain casting minor shielding for about 1 skill up per 10 minutes when they reach about lvl 65ish to 70 and fizzle 20 times to cast a buff.
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#3 May 26 2012 at 11:26 AM Rating: Decent
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Wow I'm surprised at your problem with raising casting skills. I made a few new toons recently and since I PL'd them quite a bit, I was WAAAY behind in my casting skills. I found by chain-casting a cheap mana low level spell I was raising the skill VERY VERY rapidly, usually getting one skillup with EVERY cast. I actually figured they must have made code changes to accelerate the pace at which spell-casting skills rise. I'm shocked to hear you're levelling so slow.

I agree with you about future expansions should have content for lower levels, especially if Sony is trying to "grow" the customer base. I'm sure it's a razor-sharp balancing act for them between catering to the dedicated raiders, their hard-core consumer base, as well as satisfying the more casual players, many of which are at max or close to max level, and then trying to add content for the smaller but not insignificant group of mid-to-low level players, and then finally trying to entice newcomers (or returnees) into the game. Another expansion like Serpent's Spine, with something for every level, would be sweet.

Introducing a new class would be a huge boost to the game as well, methinks. They haven't added a class since Gates of Discord (berserkers). That class was NOT a big hit when introduced, although it's reasonably popular and in-demand for raiding now. Would love to see an expansion with (a) a new class, (b) new zones for every level, and (c) raise the cap <finally!> to 100!

I can dream, can't I?? :)
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#4 May 27 2012 at 2:41 PM Rating: Decent

Yeah, I don't understand fronglo's complaint either. A friend of mine PL'd a shaman to 85 and almost 1700 AA. She might've cast 10 spells during the entire period. Her casting skills were in the single digits. I logged her in (while at work) and sat her in the Shaman guild hall in Halas with a Nostromo gamepad set on repeat (basically, hit hotkey 1 every 2 seconds) and she was maxed in every casting skill, had high specialize alteration, and almost maxed the other specialize skills, by the end of the work day (so 8 hrs later). At low level, casting skills rise ridiculously fast by simply using it. There are edge cases (Wizards with Conjuration, for example) but they aren't important enough to give an AA with very little use.

I think VoA has been an unmitigated disaster, by and large. It's not just the language thing (though that was a really stupid decision) but from a lore perspective as well. How many more alien species are going to "invade" our reality? The Akhevans did it years ago, the Army of Discord did it, now this. Could they not have expanded upon existing lore (what happened to all those corrupted eggs in The Nest?) or used another method (like a new strain/civilization of Iksar no longer twisted by Cazic Thule's power)? It doesn't help when one of your devs essentially codifies what everyone else has already had an idea of for years (8 months after the expansion is released, language skill walls come down). I have two accounts with VoA. The one I actually paid for was bought strictly for guild halls. I've gotten kinda jaded over the years because it seems like since they went with the annual expansion, the features have been hits but the content misses (SoF faction walls, SoD's progression wall, UF gear barrier, etc). HoT was a bit better until they eviscerated the xp, and thus people's motivation to do the missions more than once (for plat or otherwise). My problem with SoD, pre-accessibility change, was the content being balanced around characters who have the spells that most people were doing the content to acquire.

The problem with non-cap raising expansions is, non-raiding people at the cap may not feel a need to buy it if there is no overt increase in power (which is what a higher cap does). I really think some members of the dev team need to play current MMOs to get an idea of what works and what doesn't. Locking spells and such behind progression is fine, if you don't design that progression with the assumption that the people doing it already have the rewards granted...by doing that progression.
#5 May 28 2012 at 8:51 AM Rating: Good
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Sippin wrote:
Just got my toons to 25 in Alaran language skill and I was ASTONISHED how many very useful (indeed, NECESSARY) spells were locked behind the completion of that work. My boxed set is caster-heavy and I just bought over a 100 spells, many of them providing HUGE boosts for my level 95 toons. It was "nice" that the single-target versions of symbol, skin, haste and crack don't require any minimum Alaran but it's sure nice now to have the group versions and not to have to cast these spells individually on each toon.





Rank 1 Spells
•Rank 1 Spells have the following language requirements: •Basic Rank 1 spells from level 91 to 93 are available with no restriction.
•Basic Rank 1 spells from level 94 to 95 are available if you have a language skill of 25 or more.
•Uncommon Rank 1 spells from level 91 to 93 are available if you have a language skill of 25 or more.
•Uncommon Rank 1 spells from level 94 to 95 are available if you have a language skill of 50 or more.

Rank 2 Spells
•Rank 2 Spells have the following language requirements: •Level 91 spells are available without restriction.
•Level 92-93 spells are available if you have a language skill of 25 or more.
•Level 94-95 spells are available if you have a language skill of 50 or more.

Here is a breakdown of your skill increases up to 70:
•+10 Skill - Do any 5 kill tasks from Argath or Lunanyn, each grant +2 skill.
•+36 Skill - Do either of the 6 quests chains in Argath or Lunanyn, the first 3 you complate grant +5 each, the next 3 grant +7 each.
•+24 Skill - Do the 2 group missions in either Argath or Lunanyn, each grant +12 skill.



yup, they sure are a-holes there at sony. you have to do as few as 5 quests to get to 25 and 8 quests to get over 50 and unlock all rk 2 spells. i ran my 3 box crew, who were at 92 at the time (1 shaman with 2200 aa's and HoT teir 2 raid gear and 2 mages under 300 aa's and HoT tier 3 group geared) through all of argath's quest line in one sunday afternoon. i sure had to do tons of work for them spells.




Edited, May 28th 2012 10:56am by Radiant
#6 May 28 2012 at 12:11 PM Rating: Decent
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I knew this kind of response was coming. I didn't call anyone an "a-hole" and I wasn't even particularly bothered by having to do these quests. I was indicating that I agree with the many players who express the attitude, as Remianen says:

Quote:
Locking spells and such behind progression is fine, if you don't design that progression with the assumption that the people doing it already have the rewards granted...by doing that progression.


Honestly, I find it "remarkable" that a group with 1 shaman and 2 under-AA'd mages (presumably with mercs?) could get thru all those missions in one Sunday afternoon. I misunderstood the requirements and did the 5 kill missions first (which evidently you don't NEED to do first, actually) and it took me several days of casual play to get them all done. That's with 6 toons so they all needed to accomplish all 10 tasks (the way I undertook it) so I had a bit more to do. But still... my toons were all 95 with a very well-geared tank. You doing it with a level 92 merc tank (or, Heaven Forbid, a level 92 or under mage pet tank)... well, my hat's off to you.

I stand by my original point, though. For a game struggling to maintain and grow its customer base, this approach to rewarding players with the benefits of an expansion is unwise, to say the least. Ultimately, I will say that I enjoyed tackling these tasks/quests and the rewards in terms of 120 or so spells was retroactively motivating, in a Pavlovian response sense. I do wish I had undertaken them earlier.
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#7 May 28 2012 at 1:23 PM Rating: Good
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Remianen wrote:

Yeah, I don't understand fronglo's complaint either. A friend of mine PL'd a shaman to 85 and almost 1700 AA. She might've cast 10 spells during the entire period. Her casting skills were in the single digits. I logged her in (while at work) and sat her in the Shaman guild hall in Halas with a Nostromo gamepad set on repeat (basically, hit hotkey 1 every 2 seconds) and she was maxed in every casting skill, had high specialize alteration, and almost maxed the other specialize skills, by the end of the work day (so 8 hrs later). At low level, casting skills rise ridiculously fast by simply using it. There are edge cases (Wizards with Conjuration, for example) but they aren't important enough to give an AA with very little use.


Shame on you, thats botting and can get you banned pretty quick. Not something i would openly admit to. Besides saying its easy when it takes 8 hours and you're not even maxxed in everything is pretty silly.
#8 May 28 2012 at 2:24 PM Rating: Decent
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The problem raising casting skills isn't until about 200ish. After that it can take forever. Just like my druid for example that is about 50 points low on conjuration. Stood there with max wisdom (planar power is also maxed) and summoned 3 stacks of food (so 60 casts) and got 1 skillup. My mage is now at 76 and I have to fizzle my newest damage shield about 3+ times to cast it because abjuration is low. Have spent time just standing there casting minor shielding and the skill up speed is just painful (in this case 290+). Also there is no fun in standing casting the same spell over and over again.

Sure going from 1 to about 150ish is about every cast or 2, but it doesn't stay that way all the way up.
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#9 May 28 2012 at 7:16 PM Rating: Good

Is it really that much different than locking them behind a faction though? It's really all the same. Getting faction, raisting language, heck, even doing missions for special currency to buy them with. They are all just ways to put roadblocks in our path to make us spend time in the expansion to get the expansion benefits.
#10 May 29 2012 at 5:38 AM Rating: Decent
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amastropolo wrote:

Is it really that much different than locking them behind a faction though? It's really all the same. Getting faction, raisting language, heck, even doing missions for special currency to buy them with. They are all just ways to put roadblocks in our path to make us spend time in the expansion to get the expansion benefits.


You're right that HoT had a faction "lock" to acquire spells. The big difference as I see it is that VoA had a level cap increase so the new spells were much more important.

Edited, May 29th 2012 7:39am by Sippin
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#11 May 29 2012 at 3:18 PM Rating: Good
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Sippin wrote:
amastropolo wrote:

Is it really that much different than locking them behind a faction though? It's really all the same. Getting faction, raisting language, heck, even doing missions for special currency to buy them with. They are all just ways to put roadblocks in our path to make us spend time in the expansion to get the expansion benefits.


You're right that HoT had a faction "lock" to acquire spells. The big difference as I see it is that VoA had a level cap increase so the new spells were much more important.

Edited, May 29th 2012 7:39am by Sippin




HoT had a level cap increase also.
SoD had a level cap increase and spells locked behind currency and quests/tasks.
SoF had a level cap increase and spells locked behind 5 different factions which required completeing dozens of quests/tasks for each faction..

in VoA, you have a level cap increase and spells locked behind a grand total of 8 quests. they made you work a "faction" called alarn to get these spells. they even made it so you can see exactually what you score in this "faction" is. and let me repeat this again, you can unlock all rk 2 after doing a grand total of 8 quests/tasks. what do you want in the next expansion? want them to change the name to "Ever" and remove all quests?

Edited, May 29th 2012 5:41pm by Radiant
#12 May 29 2012 at 6:12 PM Rating: Decent
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IIRC none of those expansions had so many spells locked behind quests, faction or currency requirements. I do believe VoA set a new standard for this.

What do I want in the next expansion? I already answered this:

Quote:
Would love to see an expansion with (a) a new class, (b) new zones for every level, and (c) raise the cap <finally!> to 100!


Changing the name of the game is not required.
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#13 May 29 2012 at 11:17 PM Rating: Good
TouchinMyself wrote:
Remianen wrote:

Yeah, I don't understand fronglo's complaint either. A friend of mine PL'd a shaman to 85 and almost 1700 AA. She might've cast 10 spells during the entire period. Her casting skills were in the single digits. I logged her in (while at work) and sat her in the Shaman guild hall in Halas with a Nostromo gamepad set on repeat (basically, hit hotkey 1 every 2 seconds) and she was maxed in every casting skill, had high specialize alteration, and almost maxed the other specialize skills, by the end of the work day (so 8 hrs later). At low level, casting skills rise ridiculously fast by simply using it. There are edge cases (Wizards with Conjuration, for example) but they aren't important enough to give an AA with very little use.


Shame on you, thats botting and can get you banned pretty quick. Not something i would openly admit to. Besides saying its easy when it takes 8 hours and you're not even maxxed in everything is pretty silly.


Hi, most of my other characters don't have all their specialize skills maxed. How's your cleric's specialize conjuration?

I'd admit to it because it's an edge case and can't be tracked (my work IP doesn't even trace to the same STATE I live in). I'm at the keyboard (technically) so how is it botting?

The Great Radiant wrote:
in VoA, you have a level cap increase and spells locked behind a grand total of 8 quests. they made you work a "faction" called alarn to get these spells. they even made it so you can see exactually what you score in this "faction" is. and let me repeat this again, you can unlock all rk 2 after doing a grand total of 8 quests/tasks. what do you want in the next expansion? want them to change the name to "Ever" and remove all quests?

Edited, May 29th 2012 5:41pm by Radiant


Riiiiight. Like the 'Quest' part of the name had any correlation within the game until well after late 2004 (gee, I wonder why?). So all of a sudden the name means something just because they add a handful of 'must do' quests while the rest are garbage and ignored by the vast majority of the populace, eh?

I have no beefs about requiring a particular type of progression. None. I raged when they opened the tier 2 planes and made the PoJ trials superfluous. I raged when that other company did away with attuning (flagging) and made Kael'thas an afterthought because he was hard, awwww. What I have a problem with is balancing things for people who no longer need those things. That's why they had to go back and castrate all the mobs in SoD and Underfoot and they'll probably do the same thing in August for VoA. UF at launch was balanced (from Brell's Rest on) for people in Korafax gear. The majority of the playerbase was not in Korafax gear, so they couldn't really survive that, not to mention all the see invis/see SoS stuff. The expansion, by all accounts I've seen, was not well received (financially). That's what I have a problem with. No one in Korafax gear cared a whit about anything that dropped in BR. You had to get to Pellucid or Cooling Chamber to even see anything that didn't scream, "Gratz, my trader!".
#14 Jun 06 2012 at 9:50 AM Rating: Decent
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TouchinMyself wrote:
Shame on you, thats botting and can get you banned pretty quick. Not something i would openly admit to. Besides saying its easy when it takes 8 hours and you're not even maxxed in everything is pretty silly.


Techincally, yes it is against the EULA; however, the use of game pads for button pushing has not been enforced since, well, ever. There are even some key stroke macros out there that will do the same thing. Think of it as AFK /melody for non-bards.
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