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	<title>Comments on: EQ2: The Firemyst Village crafting mission</title>
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	<link>http://westkarana.com/index.php/2008/11/26/eq2-the-firemyst-village-crafting-mission/</link>
	<description>A blog about EverQuest, EverQuest II and MMORPGs in general</description>
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		<title>By: Milia</title>
		<link>http://westkarana.com/index.php/2008/11/26/eq2-the-firemyst-village-crafting-mission/comment-page-1/#comment-11063</link>
		<dc:creator>Milia</dc:creator>
		<pubDate>Mon, 01 Dec 2008 20:46:18 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2328#comment-11063</guid>
		<description>I really like the ability to progress with something that doesn&#039;t require killing or raiding 6 nights a week to progress.  I hope they develop the crafting missions along the lines you outlined above - put some challenge back in crafting.  More strategy, more puzzle solving.  Isn&#039;t that what makes a dungeon fun in the first place?  Finding out how to progress rather than just a simple tank and spank.  We tried to help our Champion kill the out of control clockwork and several of us ended up getting killed after it turned out we had attacked our own Champion.  Let the crafters in on the fight - or have to sail the boat to some sort of fabled loot - and make it hard enough you can&#039;t get it easily on your first try.

So far I am enjoying the crafting missions.  I like that crafting is hard again and you do have to really work, almost use strategy, to get a combine - or so it seemed to me originally.  So far I have done one mission solo and 4 duo and one with a full group.  I&#039;m doing them on two toons, a jeweler and a provisioner.  I would SWEAR to you that between Thursday and Sunday the combines on the missions became MUCH easier.  And this isn&#039;t because I am getting more experienced or better - the rolls seem to be consistently better and I haven&#039;t upgraded my gear yet (that happens tonight!).  Originally, I had found you couldn&#039;t spam the arts not in your direct line because failing to counter or mis-countering an event caused such a hit to progress and durability.  No so my last three dungeons.  I was dissappointed and embarassed when, after I had been telling them how much harder it was, I got my guildies in and *poof* mission complete without one combine lost!  

In addition, the first mission I did, I got 3 or 4 Far Seas Innovations - one of which rewarded a coin and another a silicate.  Another person in my guild was regularly getting 3 - 5 FSI per solo mission.  The last 2 missions we haven&#039;t had ONE FSI.  Another duo in our guild did one last night with nary a rare counter.  That is very disappointing.  

I also liked the weekly mission.  It could have been made more puzzle-like by having to kill in a certain order or having the statues placed in such a way that you had to get in a certain place before you could neutralize a mob.  Maybe have the last warrior on the dragon&#039;s nose or have to run down one of the dragon&#039;s whiskers to get in the right place.  They could incorporate the doors there as well.  They can be used but I think they are a challenge to get closed.

Over all, a nice addition.</description>
		<content:encoded><![CDATA[<p>I really like the ability to progress with something that doesn&#8217;t require killing or raiding 6 nights a week to progress.  I hope they develop the crafting missions along the lines you outlined above &#8211; put some challenge back in crafting.  More strategy, more puzzle solving.  Isn&#8217;t that what makes a dungeon fun in the first place?  Finding out how to progress rather than just a simple tank and spank.  We tried to help our Champion kill the out of control clockwork and several of us ended up getting killed after it turned out we had attacked our own Champion.  Let the crafters in on the fight &#8211; or have to sail the boat to some sort of fabled loot &#8211; and make it hard enough you can&#8217;t get it easily on your first try.</p>
<p>So far I am enjoying the crafting missions.  I like that crafting is hard again and you do have to really work, almost use strategy, to get a combine &#8211; or so it seemed to me originally.  So far I have done one mission solo and 4 duo and one with a full group.  I&#8217;m doing them on two toons, a jeweler and a provisioner.  I would SWEAR to you that between Thursday and Sunday the combines on the missions became MUCH easier.  And this isn&#8217;t because I am getting more experienced or better &#8211; the rolls seem to be consistently better and I haven&#8217;t upgraded my gear yet (that happens tonight!).  Originally, I had found you couldn&#8217;t spam the arts not in your direct line because failing to counter or mis-countering an event caused such a hit to progress and durability.  No so my last three dungeons.  I was dissappointed and embarassed when, after I had been telling them how much harder it was, I got my guildies in and *poof* mission complete without one combine lost!  </p>
<p>In addition, the first mission I did, I got 3 or 4 Far Seas Innovations &#8211; one of which rewarded a coin and another a silicate.  Another person in my guild was regularly getting 3 &#8211; 5 FSI per solo mission.  The last 2 missions we haven&#8217;t had ONE FSI.  Another duo in our guild did one last night with nary a rare counter.  That is very disappointing.  </p>
<p>I also liked the weekly mission.  It could have been made more puzzle-like by having to kill in a certain order or having the statues placed in such a way that you had to get in a certain place before you could neutralize a mob.  Maybe have the last warrior on the dragon&#8217;s nose or have to run down one of the dragon&#8217;s whiskers to get in the right place.  They could incorporate the doors there as well.  They can be used but I think they are a challenge to get closed.</p>
<p>Over all, a nice addition.</p>
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		<title>By: Saylah</title>
		<link>http://westkarana.com/index.php/2008/11/26/eq2-the-firemyst-village-crafting-mission/comment-page-1/#comment-10985</link>
		<dc:creator>Saylah</dc:creator>
		<pubDate>Thu, 27 Nov 2008 01:04:04 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2328#comment-10985</guid>
		<description>While I have to admit to having not problem whacking things in MMOs, I do have two best friends who simply refuse to do it.  I want so badly to have a game we can all play together but I can&#039;t do the pure social MMOs like Habba and SL.  I keep peaking at SL because they dabble in there but after going Wow over the cool structures designed by players, I&#039;m done.</description>
		<content:encoded><![CDATA[<p>While I have to admit to having not problem whacking things in MMOs, I do have two best friends who simply refuse to do it.  I want so badly to have a game we can all play together but I can&#8217;t do the pure social MMOs like Habba and SL.  I keep peaking at SL because they dabble in there but after going Wow over the cool structures designed by players, I&#8217;m done.</p>
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		<title>By: Stargrace</title>
		<link>http://westkarana.com/index.php/2008/11/26/eq2-the-firemyst-village-crafting-mission/comment-page-1/#comment-10974</link>
		<dc:creator>Stargrace</dc:creator>
		<pubDate>Wed, 26 Nov 2008 15:45:55 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2328#comment-10974</guid>
		<description>I love having alternative means to gaining things in game. These tradeskill instances have been fun - and I hope to see more then the three we currently have. I&#039;ve already written about how underestimated the popularity is in these types of progression forms (the crafting community in VG is huge and very passionate for example) and moving a game along that caters to different methods of advancements is fantastic instead of just the hack and slash portions.</description>
		<content:encoded><![CDATA[<p>I love having alternative means to gaining things in game. These tradeskill instances have been fun &#8211; and I hope to see more then the three we currently have. I&#8217;ve already written about how underestimated the popularity is in these types of progression forms (the crafting community in VG is huge and very passionate for example) and moving a game along that caters to different methods of advancements is fantastic instead of just the hack and slash portions.</p>
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		<title>By: tenfoldhate</title>
		<link>http://westkarana.com/index.php/2008/11/26/eq2-the-firemyst-village-crafting-mission/comment-page-1/#comment-10972</link>
		<dc:creator>tenfoldhate</dc:creator>
		<pubDate>Wed, 26 Nov 2008 14:49:13 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=2328#comment-10972</guid>
		<description>I too would love to see games with progression that can be achieved by averting violence or avoiding violent resolutions to conflict. It could be done--and done pretty easily. When I think of some of my favorite single-player PC games of the nineties, I immediately think of Myst and the 7th Guest. The thing is, after seeing what happened to Myst Online (which I never had the chance to play) I think there does need to be a balance between action-based progression and alternatives to killing. Even if you think of the old text based games like Zork, there was killing, but it wasn&#039;t the primary type of advancement. I think Vanguard touched on this with diplomacy, but their execution was just all wrong and got really dull really quickly. Don&#039;t get me wrong, I love the old hack-and-slash, but it does seem silly that the only formula to gain wealth, renown, and experience in today&#039;s MMO worlds is to bludgeon forest creatures to death and decapitate goblins.</description>
		<content:encoded><![CDATA[<p>I too would love to see games with progression that can be achieved by averting violence or avoiding violent resolutions to conflict. It could be done&#8211;and done pretty easily. When I think of some of my favorite single-player PC games of the nineties, I immediately think of Myst and the 7th Guest. The thing is, after seeing what happened to Myst Online (which I never had the chance to play) I think there does need to be a balance between action-based progression and alternatives to killing. Even if you think of the old text based games like Zork, there was killing, but it wasn&#8217;t the primary type of advancement. I think Vanguard touched on this with diplomacy, but their execution was just all wrong and got really dull really quickly. Don&#8217;t get me wrong, I love the old hack-and-slash, but it does seem silly that the only formula to gain wealth, renown, and experience in today&#8217;s MMO worlds is to bludgeon forest creatures to death and decapitate goblins.</p>
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