fronglo wrote:
Be great if these LDON 2.0 were for a large level range. IF its just more 95+ content then meh.
/agree. I'd like to see it at least 80-100, preferably even 70-100. Basically allow folks to do instanced missions above the level range at which the old LDON's stopped.
I'd also like to see them change/remove the group requirements on them. One of the things that basically killed ldon was that once folks moved on, it was dead. You could not do anything with it unless you could get a group there. Which left boxers as basically the only consumers of the content. I understand the concept of wanting to get people to group and interact socially, but the reality is that as content ceases to be "new", this serves only to make it "unusable" later. I'd honestly prefer if group requirements were lifted on a whole host of current content as well (but I'm not holding my breath). If someone wants to get some flag/achievement/whatever from 20 level old content that is more or less trivial, why the hell require that person to have a 3 person group? We often complain that everyone just ignores old content and grinds/PLs there way to the top, but this is part of the reason. I *could* stop and smell the roses along the way, but unless I happen to run into someone doing the same time when I happen to decide to do so, a whole lot of those roses are fenced off.
It looks like they're creating this as a side path for gear, rather than an upgrade. Which, despite crying and moaning on the main site, I think is a great idea. Progression shouldn't be linear with one "best path" through it. I like the idea that you can get equivalent gear via different paths, depending on what you want to do. It also alleviates some of the bottlenecks to higher level content.
Dunno. We'll see what it's really like when they release it. I did find it amusing that at first all the folks on the SOE boards were complaining about new higher content when they haven't finished the top level of the current stuff, then when they found out that there wouldn't be a level increase or significant gear upgrades, they started complaining about that. Guess you can't please some people. To me, this is a standard "in between" expansion, which expands things horizontally rather than vertically. I happen to think that's a good thing. It gives the top guys time to finish the top tier stuff, while having something on the side to play around in when boredom sets in. It also gives folks still moving up alternatives to the linear progression that a single tiered expansion model tends to create.
Being able to gear up mercs and get them AAs sounds nice, but I'll wait to see how it's implemented. There's some risk here IMO. One of the nice things about mercs is that they are generic. A given merc type at a given level is identical to any other. There are choices in terms of race, but those are pretty much cosmetic differences. Allowing folks to customize the actual abilities of the mercs raises the question of switching them. Currently, you *can* buy/obtain additional merc slots, but by default you get one and only one at a time. But since there's no real negative to dismissing my current one and hiring a new one (other than immediately having to pay the upkeep cost), other than convenience of switching out in the field, there's no real need. With gear and AAs on mercs, that may change. I would not be terribly happy about this if you lost everything on a merc if you dismissed him (if for no other reason than I've accidentally dismissed instead of suspending at least twice). Now, if it's a tracked by merc
type rather than individual merc, that would be fine. Or if any given level of merc gets a set number of AAs you can customize when hiring, that would be fine as well (cause if I don't like the current config, I can just dismiss that one hire another and try a different combo).
Gonna really depend on how they implement some of these things IMO.