Must STOP, especially by one clan/alliance/farmers/whatever. There needs to be a way to make it available to all clan/alliances who play this game. Monopolizing on raid bosses is the utterly the stupidest game design to have been released. Especially when high level people need raid bosses to level their soul crystals to get that special effect on A+ grade weapons.
Either there needs to be a sing up sheet for raids each day/week or there needs to be a system in place that deters a clan/alliance/farmers/or any group to successfully kill off all raid bosses one after another once it spawns.
I personally would suggest making Raid bosses harder to kill after the first one, from the same alliance/clan/farmer group/whatever. So clan/alliance/farmer group/whatever kills first raid boss, second one just became 2x as hard to kill for them, 3rd one 3x as hard, 4th one 4x as hard, etc... This will deter Raid boss farming. Hell killing a the 5th raid boss that was 5x harder than the first one would deter anyone.
There is an alliance that farms raid bosses on my server. There are still some raid bosses that are up at a given time, so my clan goes after them.
Because the "big" alliance is farming (and I know they'd be able to handle the 2x 4x 6x whatever) my not so big clan has to suffer the same penalty.
Why should I suffer because of someone else's activity?
Instead, I think that it's up to us to take up the mission of getting our bosses back. Not saying I'm going to take up the fight just yet, but that's what it's going to have to be.
It's a PC to PC issue, therefore it must have a PC to PC solution.
Get a bishop to go buff and heal the raid boss. There's a really nice skill that will recover some 15% (or so) of its hp.
lol your joking right? You and what army is gonna go up against the largest alliance/clans on the server? Give me a break. You have your little dream. You can dream about it all you like but it wont become reality. The only way to fight back is intervention. Huge alliance will get tired of doing 6x hard raid bosses after awhile. Believe me, all those people are not gonna hang around for hours at a time. They need to BEEF UP the raid bosses right now so that it becomes a 1/2 an hour fight for each or more, not this 5 min crap.
Thats the only way to stop raid farming. Its not gonna happen with 1 lonely avenger getting his kicks in healing raid bosses. Your liable to get PK'd off the server.
heh thats probably true but I never said I couldn't wish for it to happen. Hopefully someone at NCSOFT has this as a issue dear to their heart and will club the korean devs with a verbal barrage to implement it in the game!
Everything in L2 is limited, there isn't enough of anything people want. Not enough castles, until recently not enough good hunting spots, not enough clanhalls and not enough raid bosses.
This promotes conflict because there are more people trying to get less things.
This in itself is a good thing. The lack of instanced raid bosses is a good thing. Can you imagine a world where everyone raids the same stuff everyday but never comes accross another alliance, always gets every single boss? I think that world will get pretty boring pretty quickly.
Alliances ganking raidbosses is fine because it's what the game is designed to have. You're supposed to see alliance X hitting all the raidbosses and want to beat them to it.
However, with the farmers this gameplay feature is destroyed. The laws of reality do not apply to farmers, in that they have unlimited time, earn money from it and have unlimited resources. Add that to the fact that they can't be hurt like real players can be (xp loss, adena loss and character loss do not effect them much) then you have yourself a larger problem.
The only way for the players to hurt them is to get them banned. But even once they are banned within 1week they are back with 30 new accounts. Why? Because their profit margins must be so high they can constantly afford to come back. Or maybe it's not the original guys, perhaps someone else wants a look in on the action...
It's difficult to know how to deal with this without changing the way raiding is designed to work. I for one don't want instances because that creates a different problem. We need to look at other alternatives towards solving this problem.
Actually theres is quite a simple fix for Raid Bosses. Make them HARDER, design them to be a fight longer than 5 **** minutes. Make them a worthy RAID BOSS that you need to spend at least 1/2 - 1 hour to kill. THAT is a true Raid Boss.
In any case it shouldn't take you 5 mins to kill a Raid Boss. They just need to make it much much harder to kill, which in turn will make it take that much longer.
Farmers do Raid Bosses because for them its a no brainer. It only takes them a couple mins to kill one and once its killed, hey it might drop a valuable item, in fact theres a high likelihood that it will.
Make the Raid Boss harder and design it to be a longer fight? Farmer begins to realize that time is money and they are wasting a lot of it trying to kill the new and improved Raid Bosses that take 1 hour to kill, in the hopes the it MIGHT drop a valuable item. Raid Bosses than factor out of their equation. They need to make a quota a day, as I understand. Can you imagine what it would do to their pockets if they wasted 1 hour killing a Raid Boss and it dropped nothing? They'll quit Raid Bosses very quick after that.
Can you imagine what it would do to their pockets if they wasted 1 hour killing a Raid Boss and it dropped nothing? They'll quit Raid Bosses very quick after that.
As would normal players. It is not fun for most players to spend adena on one hour of sps-spamming and then get nothing in return.Depending on what you use, that can be 1m+ adena down the drain per player.
True but still, normal players would do it because its a challenge unto itself. Remember the days when they didnt drop anything? But you miss the biggest point of that post. Time and effort vs reward. For Farmers, that equation will not fit with a new and improved Raid Boss that will take an hour to kill. While, I bet, players will be more willing to spend the time just for the challenge aspect. Also, killing Raid Bosses has other purposes, such as leveling your soul crystal which is a HUGE one.
I'm not really sure if your advocating that killing Raid Bosses in 5 mins of effort is a good thing? Anyone can see this is a HUGE flaw in the game design of Raid Bosses in this game.
Only a select few bosses are used to lvl the soul crystals, and they're already the toughest of the tough. Furthermore, if raids would require 1h per boss, lots of normal players would pass on raiding too. As said already, it would cost alot for the slight chance of it actually dropping something. In C4, they sometimes dont drop anything, and more often they only drop keymats. Full drops are not something that you get every time. It's all based on luck in the end and I for one would not raid anything if it took 1 hour just to take a boss down that _might_ drop me 3 soes heads or _MIGHT_ if we get really lucky, drop a soes. We'd be better off hunting in some high lvl places and hoping for a full drop from a MOB. If you'd need 40 guys to take 1 boss down, and it'd take 1 hour to do that... the drops wouldnt be worth all the ss/sps and porting fees unless you solely kill a boss that drops A-grade helmet or weapon(or higher).
You can fight the farmers, they can be killed like the rest of the players. You can also kill the boss before they get to it. It just requires organization and determination.
Btw, it doesnt take 5mins usually, 1min is enough ;)
if u want longer raid fights then ncsoft should give all raid bosses a huge m.def boost or make them even immune to certain elements :eek:
the nukers are once again the key element .... :confused:
if u want longer raid fights then ncsoft should give all raid bosses a huge m.def boost or make them even immune to certain elements :eek:
the nukers are once again the key element .... :confused:
Not so true anymore, my alliance took out three raid bosses today (levels 59,60,63), we had 3 nukers (only one 60+) and no SE. Sure it took a little longer than it would have with a ton of nukers, but unlike in C3, it is possible to do them without a full nuker group.
As for the original idea, I'm not sure how you'd manage it. "Farmers" would be the ones least affected, if you do it by alliance, what stops the farmers leveling all the characters on their accounts and therefore having 9 alliances? From what I've seen it doesn't take them all that long to level.
Done like this it would really hurt smaller alliances who struggle to kill raid as it is.
My friends plays wow. Our raids are a joke compared to theirs. There is really only one strategy to ours, and it works for almost every raid boss. They are not complicated, they don't make you think or strategizes from raid boss to raid boss (which makes things realllly easy for farmers) And really they are not worth the effort a lot of the time.
I used to be co-raid manager for my alliance and getting people to show up and stick around for a few raids was a pain. Typically they would have rather just exp. And now that they gimped the drops Im sure it would ebe even harder to get a group of people to go try and find a raid boss that hasnt been farmed yet.
I think Zaken is probably the only raid that has any kind of gimic and strategy to it. The only one where you hae to know a thing or two about him, and plan your raid in accordance. Thats probably why Im a fan. But think that complexity just makes people not want to bother doing it. It would be hard to get the same motivation as wow, seeing as in wow you need to raid to get the gear you want, and their is no other means of getting it, and you cant buy it from someone or trade.
I think the raid boss specific jewelry is a great start. I think it would be great to make more raid boss specific gear, that has special attributes. Maybe like when you kill Zaken you get not only a Zaken's earring drop but Zaken's sword, which aside from looking unique, maybe has some vampiric effect. The problem is that people could buy these items off farmers, it would be nice for them to impliment a system to keep unique items from being farmed for cash. Maybe you could not sell or trade the item, you could only sell it to an NPC for a good price or use it yourself. To make sure the item goes to the right person once the raid is succesful, you could have the item be tradeable only as long as you are in the raid bosses area, as soon as you SoE the item becomes unsellable, and untradeable.
Just some ideas, but basicaly there is little to no incentive for doing raids right now, and there is no variation in strategy, they dont make you think, they dont keep you on your feet, and they are being farmed so effectively for that reason.
It would be a total redesign on how Raid Bosses are fought. A 5 mins fight for a Raid Boss is absurd. I dont care what the reasoning behind it is. If a Clan/Alliance really wanted to try a raid boss, they WILL stick around for a hour to do them. Heck most people stay online for longer as it is. You'll just have to coordinate the Raid better.
Oh but there is some planning... if a player is more than 3 levels higher of the mob, then the drops decrease accordingly, so you have to setup the party to maximize probabilities... and even tough nuker abuse is a plenty, when the off chance of not having enough nukers/healers around the attack plan needs to be changed accordingly.
A couple of days ago some people and I ran into an stalemate against one level 28 raid boss... his minions couldn't do much damage but we couldn't either. So there is a bit more to it than just bringing the big guns.
And it a problem of semantics... they should be called mini bosses or field bosses; since the true Raid monsters need strategy to take down. Antharas has been defeated alright, it took what? 2 chronicles to devise a plan and gather enough braves. No one has dared to take on Baium, And there are still the Queen Ant, Orphen and the guy at Partisan Hideaway that are raided from time to time. If anything we need more true raid bosses.
Antharas has been defeated alright, it took what? 2 chronicles to devise a plan and gather enough braves. No one has dared to take on Baium....
Excuse me, but it didn't take 2 Chronicles to devise a plan. It took us 2 Chronicles to realize how easy it actually was, and we've been fighting each other for the chance to kill him as he spawns ever since.
As for baium... he can be killed in ten minutes, and the drops isn't worth the effort.
Only few has killed Baium, but it has been done. On one server he dropped *one* Kesh. This is why he is not killed on spawn like Antharas. Has Baium's drop table been upped in C4 by chance?
Only few has killed Baium, but it has been done. On one server he dropped *one* Kesh. This is why he is not killed on spawn like Antharas. Has Baium's drop table been upped in C4 by chance?
Not on my server.
Doesn't he supposedly got boosted along with all the bosses in C4? Dropwise I mean.
Instead of B/A he drops A/S, so yes.
As for his Exp.. well.. one nuker group had 12m exp on each member... so my guess is yes on that too.
It does look like he drops less weapons though....
I'm not gonna judge on whether that pic is real or not, but it's pretty pimp!
And I love the clan tag! :D
BTW that guy should do the sin eater a few times :eek:
It's real picture, well actually there is more gear but can't fit it all in one inventory, My alliance does raid bosses everyday and farms the dragons baium etc so we have alot of gear for the entire alliance and farming s grade for everyone over 76.
Kill the people that are, IYO, farming the raid bosses. Just do it. If you cannot kill them because they are stronger then keep trying but wait until they have started on the raid boss then kill them. Just do it.
And really they are not worth the effort a lot of the time.
I used to be co-raid manager for my alliance and getting people to show up and stick around for a few raids was a pain. Typically they would have rather just exp. And now that they gimped the drops Im sure it would ebe even harder to get a group of people to go try and find a raid boss that hasnt been farmed yet.
A lot of people I know think raids are a waste of time. Many people feel that a raid guarantees a sure death with no prospect of a drop. Making the bosses more difficult will not help with this perception.
because they are farmed as soon as they spawn, visit the accursed village at midnight to see for yourself. Its not so often legit clans, and especially now that raid drops have been nerfed a bit.
not to say anyone pictured is a farmer, you draw your own conclusions, simply stating that farmer or no, they are usually done away with soon after they spawn
and as Im sure we have all learned, killing farmers doesn't teach them anything. With parties getting pick up priority on dropped items, your not gonna hit em in the pocket book. Making them lose a bit of exp hardly worries them. And to harass them appropriately you would need a full time staff of farmer farmers.
Yea, i find it funny when people say,"just kill them". Yea go right ahead and piss off the the guy(s) controlling them and see how often you are killed compared to them. Welcome to WoW or any other mmo if you try because they will run you off if possible.
NcSoft just needs to remove the Asian oriented gaming style from a NA game plain and simple. UO hasnt lasted as long as it has because of graphics.
My friends plays wow. Our raids are a joke compared to theirs. There is really only one strategy to ours, and it works for almost every raid boss. They are not complicated, they don't make you think or strategizes from raid boss to raid boss (which makes things realllly easy for farmers) And really they are not worth the effort a lot of the time.
I used to be co-raid manager for my alliance and getting people to show up and stick around for a few raids was a pain. Typically they would have rather just exp. And now that they gimped the drops Im sure it would ebe even harder to get a group of people to go try and find a raid boss that hasnt been farmed yet.
I think Zaken is probably the only raid that has any kind of gimic and strategy to it. The only one where you hae to know a thing or two about him, and plan your raid in accordance. Thats probably why Im a fan. But think that complexity just makes people not want to bother doing it. It would be hard to get the same motivation as wow, seeing as in wow you need to raid to get the gear you want, and their is no other means of getting it, and you cant buy it from someone or trade.
I think the raid boss specific jewelry is a great start. I think it would be great to make more raid boss specific gear, that has special attributes. Maybe like when you kill Zaken you get not only a Zaken's earring drop but Zaken's sword, which aside from looking unique, maybe has some vampiric effect. The problem is that people could buy these items off farmers, it would be nice for them to impliment a system to keep unique items from being farmed for cash. Maybe you could not sell or trade the item, you could only sell it to an NPC for a good price or use it yourself. To make sure the item goes to the right person once the raid is succesful, you could have the item be tradeable only as long as you are in the raid bosses area, as soon as you SoE the item becomes unsellable, and untradeable.
Just some ideas, but basicaly there is little to no incentive for doing raids right now, and there is no variation in strategy, they dont make you think, they dont keep you on your feet, and they are being farmed so effectively for that reason.
My first mmo (and to this date my favorite) had a system much like this, the high level bosses took SKILL not just throwing X of the highest damage dealers, in fact the baddest of the bad was IMPOSSIBLE to tank, not happening EVER. You had to go in, shoot, try not to get an aggro of him or his minions (and you had to ignore the minions, attacking them was a big no-no we learened that the hard way) or kite it, if you got an aggro, depending on class you had maybe a few seconds for your teamates to teleport you back away for the fight for healing and you go in again. you have maybe 6 groups doing this, with 3 or 4 DDs, 1 teleporter and 1 healer and maybe one JSer (rezer). And the raid starter would get creditkilled by all groups, so the damage credit for drop would go to the lead group, so probably guild leader, and they would give individuals loot rights and distribute it accordingly. Know what else? They droped more than one thing! yeah amazing, more than 1 or 2 people got some nice crap from the bosses. it may sound exploitable but you know what? it never happened. This was also a teir event, you had 2 hours to kill the bosses that kept spawning dropping some really nice stuff, the last boss being one bad dude. And once the leader gives you loot rights to take whatever you won the lotto for (one of the systems to determin who got what, if 3 missile launchers droped, all missile users got in the lotto, random number generator and whoever won got them) then they were untradable. Not all items were, but the very best were. Oh this was intanced (only boss that was) but it was after assembleing an expensive and diffacult to attain item, that created the instanced zone.
The other thing that made this work? Player self control. We had rotations. Week 1. Large guild A, week 2. Large guild 2, week 3. everyone else. And it worked. Just about everyone was happy with that. It seemed to me a much more mature and polite player base than this game.
i could go on, but won't. Point is, raids are handled poorly in l2.
no..don't make the raid bosses harder...make it so..if your clan/alliance does the same boss more than once a week...the boss drops nothing after the first time...then there would be plenty of bosses for everyone, and limited gear drops. but what would happen is that the alliances and clans would make different clans with alts....and hunt the bosses with those...
but no drops after the first kill i think is a good idea
if an alliance is capable of monopolizing all raid bosses on your server they deserve it
if a clan bots up 100 toons for the sole purpose of raiding and selling the profits on ige they should be banned
on my server...all good raid bosses are taken all the time....like anthrus...
he is taken down with 45 people now....
don't get me wrong..i think that they do derseve to have the dragon...
but not EVERY time
no..don't make the raid bosses harder...make it so..if your clan/alliance does the same boss more than once a week...the boss drops nothing after the first time...then there would be plenty of bosses for everyone, and limited gear drops. but what would happen is that the alliances and clans would make different clans with alts....and hunt the bosses with those...
but no drops after the first kill i think is a good idea
edit: Spelling ( I can't spell for beans :p)
that would only hurt real players. The Raid Farmers just drop their clan/ally and no bad things come of killing the same raids over and over. ITs a decent idea, just improve on it.
no..don't make the raid bosses harder...make it so..if your clan/alliance does the same boss more than once a week...the boss drops nothing after the first time...then there would be plenty of bosses for everyone, and limited gear drops. but what would happen is that the alliances and clans would make different clans with alts....and hunt the bosses with those...
but no drops after the first kill i think is a good idea
edit: Spelling ( I can't spell for beans :p)
that would only hurt real players. The Raid Farmers just drop their clan/ally and no bad things come of killing the same raids over and over. ITs a decent idea, just improve on it.
anyone in a party/clan/alliance that takes down a raid boss...
and i fthe are not in any of those...then the names...
Ok this definitely needs to be addressed. I know about the new policy about silencing complaints on these boards. But to have clans that just run around and kill raid bosses for professional farming purposes is ridiculous. To not have them fully banned in 1 week is even worse!
You need to make sure these raid farmers are gone really fast. Every time we search for a raid boss and see that there all gone I get a little more ****** at your current in-action.
For this to have gone on as long as it has and NCsoft doesn't patch a solution or ban them shows that they have slacked way off.
This is some thing that really limits game play. Raid bosses are now a huge part of getting items and organizing a clan. But this is nearly imposable now because the farmers know what bosses have the best drops and when and where they spawn.
My friends plays wow. Our raids are a joke compared to theirs. There is really only one strategy to ours, and it works for almost every raid boss. They are not complicated, they don't make you think or strategizes from raid boss to raid boss (which makes things realllly easy for farmers) And really they are not worth the effort a lot of the time.
I used to be co-raid manager for my alliance and getting people to show up and stick around for a few raids was a pain. Typically they would have rather just exp. And now that they gimped the drops Im sure it would ebe even harder to get a group of people to go try and find a raid boss that hasnt been farmed yet.
I think Zaken is probably the only raid that has any kind of gimic and strategy to it. The only one where you hae to know a thing or two about him, and plan your raid in accordance. Thats probably why Im a fan. But think that complexity just makes people not want to bother doing it. It would be hard to get the same motivation as wow, seeing as in wow you need to raid to get the gear you want, and their is no other means of getting it, and you cant buy it from someone or trade.
I think the raid boss specific jewelry is a great start. I think it would be great to make more raid boss specific gear, that has special attributes. Maybe like when you kill Zaken you get not only a Zaken's earring drop but Zaken's sword, which aside from looking unique, maybe has some vampiric effect. The problem is that people could buy these items off farmers, it would be nice for them to impliment a system to keep unique items from being farmed for cash. Maybe you could not sell or trade the item, you could only sell it to an NPC for a good price or use it yourself. To make sure the item goes to the right person once the raid is succesful, you could have the item be tradeable only as long as you are in the raid bosses area, as soon as you SoE the item becomes unsellable, and untradeable.
Just some ideas, but basicaly there is little to no incentive for doing raids right now, and there is no variation in strategy, they dont make you think, they dont keep you on your feet, and they are being farmed so effectively for that reason.
My first mmo (and to this date my favorite) had a system much like this, the high level bosses took SKILL not just throwing X of the highest damage dealers, in fact the baddest of the bad was IMPOSSIBLE to tank, not happening EVER. You had to go in, shoot, try not to get an aggro of him or his minions (and you had to ignore the minions, attacking them was a big no-no we learened that the hard way) or kite it, if you got an aggro, depending on class you had maybe a few seconds for your teamates to teleport you back away for the fight for healing and you go in again. you have maybe 6 groups doing this, with 3 or 4 DDs, 1 teleporter and 1 healer and maybe one JSer (rezer). And the raid starter would get creditkilled by all groups, so the damage credit for drop would go to the lead group, so probably guild leader, and they would give individuals loot rights and distribute it accordingly. Know what else? They droped more than one thing! yeah amazing, more than 1 or 2 people got some nice crap from the bosses. it may sound exploitable but you know what? it never happened. This was also a teir event, you had 2 hours to kill the bosses that kept spawning dropping some really nice stuff, the last boss being one bad dude. And once the leader gives you loot rights to take whatever you won the lotto for (one of the systems to determin who got what, if 3 missile launchers droped, all missile users got in the lotto, random number generator and whoever won got them) then they were untradable. Not all items were, but the very best were. Oh this was intanced (only boss that was) but it was after assembleing an expensive and diffacult to attain item, that created the instanced zone.
The other thing that made this work? Player self control. We had rotations. Week 1. Large guild A, week 2. Large guild 2, week 3. everyone else. And it worked. Just about everyone was happy with that. It seemed to me a much more mature and polite player base than this game.
i could go on, but won't. Point is, raids are handled poorly in l2.
Actually theres is quite a simple fix for Raid Bosses. Make them HARDER, design them to be a fight longer than 5 **** minutes. Make them a worthy RAID BOSS that you need to spend at least 1/2 - 1 hour to kill. THAT is a true Raid Boss.
In any case it shouldn't take you 5 mins to kill a Raid Boss. They just need to make it much much harder to kill, which in turn will make it take that much longer.
Farmers do Raid Bosses because for them its a no brainer. It only takes them a couple mins to kill one and once its killed, hey it might drop a valuable item, in fact theres a high likelihood that it will.
Make the Raid Boss harder and design it to be a longer fight? Farmer begins to realize that time is money and they are wasting a lot of it trying to kill the new and improved Raid Bosses that take 1 hour to kill, in the hopes the it MIGHT drop a valuable item. Raid Bosses than factor out of their equation. They need to make a quota a day, as I understand. Can you imagine what it would do to their pockets if they wasted 1 hour killing a Raid Boss and it dropped nothing? They'll quit Raid Bosses very quick after that.
Yes but then no one will fight the raid bosses. We're talking about a RAID BOSS, not Antharas, not Zaken, Not Valakas, and sure as hell not Baium. Those aforementioned are not raid bosses, but super bosses, as well as the Lilith/Anakim boss. Those take excessive amounts of time to kill. Antharas, when it went down on Korean servers, took like 14 hours or something, and 200+ players to kill it. You also have to take into consideration that in order to kill the raid boss faster, you need any players higher than the raid boss' level to stop hitting a third before the end of the boss' hp. The reason the 'illegitmate players' are able to exploit the bosses is because they take along high levels with them, work them down to a third of their hp, and then kill the boss the rest of the way with normal levelled players, thus securing the drop. It's not going to take an hour, there isn't an hour time limit on a freaking boss. It isn't the time that's the problem, it's the hp. And raid bosses have high enough hp already, THANK YOU VERY MUCH. You want your raid boss? Then plan ahead, scout ahead, and kill the illegits people. This is a player issue, and doesn't really exploit the mechanics of the game except that they are being attacked with third party software.
Now you go ahead, and try and get 200+ players banned all at once, on our lovely congested petition system.
Actually theres is quite a simple fix for Raid Bosses. Make them HARDER, design them to be a fight longer than 5 **** minutes. Make them a worthy RAID BOSS that you need to spend at least 1/2 - 1 hour to kill. THAT is a true Raid Boss.
In any case it shouldn't take you 5 mins to kill a Raid Boss. They just need to make it much much harder to kill, which in turn will make it take that much longer.
Farmers do Raid Bosses because for them its a no brainer. It only takes them a couple mins to kill one and once its killed, hey it might drop a valuable item, in fact theres a high likelihood that it will.
Make the Raid Boss harder and design it to be a longer fight? Farmer begins to realize that time is money and they are wasting a lot of it trying to kill the new and improved Raid Bosses that take 1 hour to kill, in the hopes the it MIGHT drop a valuable item. Raid Bosses than factor out of their equation. They need to make a quota a day, as I understand. Can you imagine what it would do to their pockets if they wasted 1 hour killing a Raid Boss and it dropped nothing? They'll quit Raid Bosses very quick after that.
Yes but then no one will fight the raid bosses. We're talking about a RAID BOSS, not Antharas, not Zaken, Not Valakas, and sure as hell not Baium. Those aforementioned are not raid bosses, but super bosses, as well as the Lilith/Anakim boss. Those take excessive amounts of time to kill. Antharas, when it went down on Korean servers, took like 14 hours or something, and 200+ players to kill it. You also have to take into consideration that in order to kill the raid boss faster, you need any players higher than the raid boss' level to stop hitting a third before the end of the boss' hp. The reason the 'illegitmate players' are able to exploit the bosses is because they take along high levels with them, work them down to a third of their hp, and then kill the boss the rest of the way with normal levelled players, thus securing the drop. It's not going to take an hour, there isn't an hour time limit on a freaking boss. It isn't the time that's the problem, it's the hp. And raid bosses have high enough hp already, THANK YOU VERY MUCH. You want your raid boss? Then plan ahead, scout ahead, and kill the illegits people. This is a player issue, and doesn't really exploit the mechanics of the game except that they are being attacked with third party software.
Now you go ahead, and try and get 200+ players banned all at once, on our lovely congested petition system.
Thank you, and goodnight. :mad:
Yes we are talking about RAID BOSSES. What are YOU talking about? Raid bosses are supposed to take a while to take down, not 5 minutes. But I guess since you and posse are the ones hijacking all the Raid bosses as soon as they spawn you dont give a rip about the rest of us, who dont even get to see one before it is killed? Its just BS that people can actually FARM Raid Bosses. What the hell is the point of having a RAID BOSS if you can farm it over and over by the same group/clan/alliance over and over? That is just a very BAD game design, particularly since RAID BOSSES make up a LARGE percentage of the end content for those centered on PvE. So dont give me this BS about its being ok to have 1 clan/alliance/farmers wiping ALL raid bosses off the server only MINUTES after they spawn.
Ok now profesional farming is against the TOS. It is a violation. It is NCSofts problem when it effects there paying player bases game play in a negative way.
As for making raid bosses harder, why? If it took san hour for 40 people to maybe get 1 EAS no one would do it.
The problem needs to be solved by ether limiting the number of times you can raid 1 boss a week or by just banning the farmers. When you have 30 farmers killing all the 60+ raid bosses and 5k people give up doing raids because of it then they need to put a rush on the bannings.
I'm sure this stratagy is done inthe Korean servers too. They have a black market run by the Chinese as well. Maybe the Koreans will protest and we can actaully see some action.