Friday, March 11, 2016

Debunking EoC: Being Maxed Trivialized Content

One of the concerns I heard from 'someone' during the EoC betas, was that if you were a high level or maxed player, certain content became trivial or too easy.

That's simple to address. First of all, they higher leveled you are, the more convenient everything should be for you. That's fairly normal.

But back in 2011, Runescape didn't have a lot of things that actually pushed the limits of what players could do. Corporeal Beast and Nex were meant to be unsoloable, but eventually people were finding ways to do that to both.

The solution to the game becoming easier as you max out, is to accept what has become easy and for Jagex to release things that are actually difficult or balanced around a maxed level player with powerful gear.

Actually, I think RS3 tries to do this with EoC bosses nowadays. Things like Fight Kiln were sort of reaching that point, but you could still do that a couple 30-40 levels below being maxed.

The thing is, at least as soon as EoC came out, EoC hugely trivialized all of the PvM in the game. Suddenly all PvM became super easy. I actually theorized that that is part of why some people decided to upvote EoC in surveys, since they could now kill every monster in the game that wasn't really adjusted for EoC combat - which was the entire game.

Infact, I remember them releasing it while not bothering to adjust even the health of monsters in Dungeoneering, so you were pretty much doing 10x damage. Jagex just said they'd fix it later.

Dungeoneering though, was like a master piece for RS2 combat and skilling. Don't get me wrong, doing more than one Dunge for me got extremely tiring because of the effort involved, and I'm the type of player who did Barbarian Assault for full Penance and the Master Trident, and who did Pest Control for full elite voids + deflector + void knight mace. I was a minigame fanatic.

But the way Dunges always worked out... you really had to use all the resources you could get. No matter what your party structure was, apparently the Dunge was designed to fit whatever skill levels you all had.

Most importantly, you really had to scrounge for food, armor, and weapons for the boss, you really had to try for the boss, and you could really really feel it. I mean, really feel the difference in how difficult the boss is based on how well you raided the dungeon or how badly you lazed out on raiding.

It was like the epitome of doing everything you can with everything the game had to offer. Heck, even your choice between stab/slash/crush was very important.

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