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Scobre
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PostPosted: Fri Nov 11, 2011 10:16 am


Just wanted to let you all know that dms opens it doors today!

zOMG! DMS maintenance

Hope to see you all there.
PostPosted: Fri Nov 11, 2011 10:36 am


Imma take a quick nap but I'll be there once it opens. xd

See you guys there as well. pirate

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PostPosted: Fri Nov 11, 2011 10:38 am


I took care of getting a crew to dive in first time with. Now I'm off to do something productive with my time.
PostPosted: Fri Nov 11, 2011 10:40 am


Alas! I must be at work when it opens. crying

But I'll be back later tonight to check it out.

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PostPosted: Sat Nov 12, 2011 3:40 am


So DMS is an astounding failure, eh?

Rather than actually being hard by having properly scaled new enemies and being a new zone that requires revamped strategy and actual skill, the entire zone is nothing but a sickeningly steep level jump that forces players to grind for untold hours so we can score our CL12.0 rings.

And even at that, the entire leadup I've been messing with so far has shown that the new mobs are a joke, even for being a full CL point above me.

Pooled with the loot system conning them to red to ensure absolute minimum drops... (mistake by me)


... I can't help but wonder, does anyone who was working on DMS balancing actually PLAY zOMG?

I hate being so negative about it, but I have to say... Really guys? Really? You couldn't have put a little more effort into actually balancing the area, and still making it harder?


Edit for clarity:
I'm not saying I don't like that the enemies are tougher, or that I think "balanced" means easier enemies. I'm actually disappointed at how fast and easy my first crew figured out how to take out the enemies.

What annoys me and makes my cry out in frustration is that instead of actually making the area have TOUGHER enemies that are HARDER, it just kinda hurls higher CL enemies that are as weak as ever... but just have a bigger CL.

So it's true we only do 50% damage to the CL11 enemies... but it's a cop out method of trying to make them tougher, it shows that you didn't really put any thought behind the enemies or their abilities, you just threw a higher CL on more of the same. And in doing so, BROKE YOUR GAME AGAIN, because now we're getting Red Con drops in the new area... This... This is bad... Bad bad bad. (again, small error, but the rest remains accurate)

There's no redeeming factor in saying "oh but it's so hard, that's gotta be good, right?"

NO.

HARD would be we walk in, find CL10.5 enemies, and they kick our butts! But if we happen to be awesome enough to kill them, if we're that good, if we SURVIVE, they con Orange and give us their drops, fair and square.

This? This is irksome that having killed a huge fistful of enemies, I don't even have enough orbs yet to upgrade even a single ring to 10.1 (Edit Add in: MAJOR PART HERE!!! Despite conning orange to most enemies, this part is still 100% accurate and the reason I falsely assumed the Red Conning on all enemies.)

... DMS. I am disappoint. You aren't hard, you're just poorly put together.

(note opinions are based on early areas of DMS, have not done a full run naturally, and I may change opinions as I gain enough orbs to finally con orange and get fair drops, but for now, I think this is a fair assessment.)
PostPosted: Sat Nov 12, 2011 7:21 am


Kayi Laa

I've got to wonder. What level are you that CL 11 stuff cons red to you? Everyone I've been with and all the enemies I saw barring the Nigh Fright con Orange for everyone else. One would expect you to at the very least be a proper maximum level before entering a grueling difficult area. ninja
Yes, they ARE Cl 11. Yes that is 1.0 Cl above us. NO they are NOT red to me or anyone I've played with. I remember everyone being surprised at the fright that was conning Red.

And why yes, the people making the game did play test the place. JK himself says he solo'ed the first screens at CL 11.4. A mere .4 Cl above the instace's "base" CL.
On OUR servers.

See, your complaint is all over the place.
You are right about one thing. They did make virtual difficulty by making us be just a bit below the level of the mobs. In fact, it's quite blatant and obvious that they did it on purpose. And I have to happen to have no problem with that. They want to extend DMS' lifespan, and having an instance that can be passed in the first day would be far more of a failure than having one that has such an "unfair" obstacle, one that people actually figured how to get past.
Is that a good thing? Not entirely, but the devs did warn that the are would start incredibly though and would be toned down a bit at a time to adjust to the players. JK already proposed skipping the toning down on the first two screens by suppressing stuff there to CL 10.
We were WARNED that this would happen. And it's a ******** good thing it is happening. I'll take the virtual extension for now, as the opposite - toning it up from easy until it is an acceptable challenge - is essentially WORSE as people would manage to clear the place and lose interest. Anyone that can't handle it even after tweaks can just wait until everyone else is CL 11 and capable of carrying them.

But you are wrong elsewhere. Look at the enemies and do the math. At Cl 11, vampires do 150 damage to the whole crew. And hey fear you. Werewolves around 200. I'm talking fully protected. They still have the root effects and knockback. Both still have range like never seen before and can catch someone offf guard thinking they're a safe distance. Both will do impossible large damage to anyone too cheeky to think they can just revive spam. This is still at CL 11.
These are not just enemies that are getting inflated difficulty merely trough CL, these are enemies that are effectively geared towards being fought in less numbers than the usual swarmer we see everywhere else. These are large foes that hurt - a different challenge that you have to fight slightly different than the usual. This is commendable on its own.
And are they easy? Well yes they are. For a Cl 11 crew, they don't seem much of a threat. But, you're complaining about the first screens. As far as we were told, the place is even harder on later segments, both in battle and map screwing and the first few screens are an appetizer.Will we handle larger packs of wolves and vampires? With what we learned from fighting just a few of them when they were a threat, if we can't handle more, then we're bad players.
So, I just don't get where your complaints regarding the monster being badly thought of are coming from.


I find it hilarious that you sum up your problems in that passage
Quote:
"HARD would be we walk in, find CL10.5 enemies, and they kick our butts! But if we happen to be awesome enough to kill them, if we're that good, if we SURVIVE, they con Orange and give us their drops, fair and square. "

Which besides the number on the CL, is EXACTLY what I've seen. That's the funny part: You described what IS happening.
Crews that are too dumb to retreat while learning, or that can't get trough their thick heads what cat and killing only one monster at a time is supposed to mean, or that are just generally bad and can't do something as simple as changing targets mid-battle / healing everyone / checking buffss - Crews that are NOT awesome - die and are thrown out. This is pretty effective at that, and you should do a random crew to feel it in the skin. I did and it's terrible, and some people are making decent arguments out of it.
The crews that CAN are awesome and get rewards around 80% of times (That is my current Shadow Orb drop rate. Loot is around 30% or so)
This seems exactly to be the fair fight you want.
Unless you want to complain about Shadow Orb Farm rate. That's a different issue altogether, and I can only back it with preference and nostalgia. It still isn't related to the difficulty, only to a player's patience.

I just feel like disagreeing with your entire post on too many levels. evil I wonder if we're even doing the same instance...

If you want to argue that the area isn't too hard which it actually might not be once we level up, and that we're just blowing water, then at least don't do it in a way that isn't complaining about stuff we were told to expect. From the dev's words, I'm getting exactly what I expected.

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PostPosted: Sat Nov 12, 2011 12:47 pm


Sorry, you're right, I misspoke about things conning red due to having swapped rings and having made this statement about a CL11.5 while at 9.9.

That being said, JK at 11.4 soloing the first area is far less impressive than it sounds, and it still feels artificially inflated.

Everything else I've said is accurate, the area is bloated to require so many shadow orbs for gaining levels, but it's not really HARDER. And with drop rates on the orbs so low (I'm getting about 50% drop rate on orbs) for the high cost of upgrading, the whole area is artificially bloated.

DrQuint
And why yes, the people making the game did play test the place. JK himself says he solo'ed the first screens at CL 11.4. A mere .4 Cl above the instace's "base" CL.
On OUR servers.

This is a clear sign that the area isn't working right. For being the hardest new instance in the game, and JK being able to wander into the area at nearly the right level, and simply mop up as if it was a regular day at Gold Beach, this is insulting.

DrQuint
You are right about one thing. They did make virtual difficulty by making us be just a bit below the level of the mobs. In fact, it's quite blatant and obvious that they did it on purpose. And I have to happen to have no problem with that. They want to extend DMS' lifespan, and having an instance that can be passed in the first day would be far more of a failure than having one that has such an "unfair" obstacle, one that people actually figured how to get past.
Is that a good thing? Not entirely, but the devs did warn that the are would start incredibly though and would be toned down a bit at a time to adjust to the players. JK already proposed skipping the toning down on the first two screens by suppressing stuff there to CL 10.

This... This is exactly why I'm bemoaning the fate of DMS.

This artificial difficulty curve means that as players finally grind hard enough to level into DMS, it's going to become underleveled for us. We're going to get stronger, and DMS is going to fall weaker and weaker, until it's nothing more than another location grovelling at our feet, begging us to stop speed running it.

The only lifespan of any difficulty it's going to get is going to be the brief duration where everyone has to grind shadow orbs.

DrQuint
We were WARNED that this would happen. And it's a ******** good thing it is happening. I'll take the virtual extension for now, as the opposite - toning it up from easy until it is an acceptable challenge - is essentially WORSE as people would manage to clear the place and lose interest. Anyone that can't handle it even after tweaks can just wait until everyone else is CL 11 and capable of carrying them.

I don't want either is what I'm trying to say. It sounds like I'm all over the place because I *WANTED* an instance that cons close to our levels, but we can feel right away "wow, these guys are tougher!"

Instead, the only sting most of these enemies have is that they are SO OVERLEVELED. And as soon as we get past that, they weaken substantially.

I'm happy that it starts hard and will be toned down... but I'm displeased with the methods being used.

DrQuint
These are not just enemies that are getting inflated difficulty merely trough CL, these are enemies that are effectively geared towards being fought in less numbers than the usual swarmer we see everywhere else. These are large foes that hurt - a different challenge that you have to fight slightly different than the usual. This is commendable on its own.

This... this is the only decent thing about the whole area. That they STARTED down the right path, but it still feels like they fell short.

DrQuint
Which besides the number on the CL, is EXACTLY what I've seen. That's the funny part: You described what IS happening.

Except that's the entire problem. Most of the bloat is CL based. So as soon as we level into it, DMS is going to be another yawnfest like SS/EB.

DrQuint
I just feel like disagreeing with your entire post on too many levels. evil I wonder if we're even doing the same instance...

The instance I was doing, I had a team of noobs. JonJon was there and he was probably the best player there. One had shark attack, one had dervish, and the two kept forcing the enemy we were fighting into the others, so we were mobbed on more than one occasion. Despite this, and the utter lack of DPS, they survived just fine enough to give the "who cares, this is easy" response that noobs often give in SS/EB when they bring crappy ring sets.

DrQuint
If you want to argue that the area isn't too hard which it actually might not be once we level up, and that we're just blowing water, then at least don't do it in a way that isn't complaining about stuff we were told to expect. From the dev's words, I'm getting exactly what I expected.


This... This is where we misunderstand one another I think.

I *EXPECTED* Tougher enemies that would require new strategies to take on, and use a varied amount of new tactics against us. And that they would actually be TOUGH without abusing being high CL...

I specifically WANTED them to be tough without abusing CL, because we've all seen what happens when enemy bloat is caused exclusively by CL (glitch rings).

Now that I'm in DMS and see that the brunt of the difficulty curve is the dev team going "haha, now they're CL1.0 above you."... it ... it just feels insulting that they couldn't make the enemies tougher in other ways. And I already feel that as soon as players start scoring CL12.0, the entire instance is going to quickly fall apart into "speed mob Dead Dude's Cave." (officially what I'm going to start calling it when this happens.)
PostPosted: Sat Nov 12, 2011 3:36 pm


actually you shouldn't be saying anything yet. if you only been in the first couple of rooms, yeah.... i really think there is more to dms than seen. just you need to not harp about it right now when you aren't even near the beef of it all. like, i will voice my opinion on dms overall WHEN i hit cl 11 and then again at another level up. but for now, sure it is grinding your way up. it reminds me of how i had to constantly orb farm when zomg came out. same exact thing. so no need to baw about it right now.


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PostPosted: Sun Nov 13, 2011 8:08 am


I've only been orb farming in the caves so far so I can't really comment at this point. razz The caves seem pretty random and repetitive but I've barely been able to go anywhere. Damn Night Frights! evil
PostPosted: Sun Nov 13, 2011 9:35 am


scullylam
actually you shouldn't be saying anything yet. if you only been in the first couple of rooms, yeah.... i really think there is more to dms than seen. just you need to not harp about it right now when you aren't even near the beef of it all. like, i will voice my opinion on dms overall WHEN i hit cl 11 and then again at another level up. but for now, sure it is grinding your way up. it reminds me of how i had to constantly orb farm when zomg came out. same exact thing. so no need to baw about it right now.

Perhaps that in itself is my beef, that they've created this tiny area that we are now forced to grind in before we can continue the game.

When I started zOMG, I never really felt horribly "trapped" in a few tiny rooms. The sewers were large enough to enjoy hunting around in and doing quests. Village Greens was a blast to explore. And just when things started to feel like they were slowing down... I could move on to Bill's Ranch. By the time I felt that I needed to start actually grinding before moving on to Zen Gardens, I had become addicted to Goofball, that and a few grucken events later, and Zen Gardens was about my speed. There were tons of little quests there too that made it lots of fun, obtaining the full ninja set of recipes and a little extra farming on Kat's Dolls.

Bass'ken Lake was the first real slowdown for me, because I was a bit resistant to multi-farming Papa Saw like everyone does, and I still wasn't using armors, which made enemies really tough for me (though I had divinity obviously). I got over not wanting to do PS runs, and quickly learned from crewing there that a couple armor buffs made the difference between a too-easy run, or a crew constantly heal-spamming just to stay alive (though still rare to daze).

From there, the rest of the game unfurled smoothly, I ran a couple more PS Hards whenever the lack of players in Aqueduct or Otami became an issue, but soon got to my first SS/EB run, and that was that.

...

At no point did I ever stop and say "just 300 more kills, and I can upgrade this one ring by 1.0 CL..."

The artificial curve created by this to force countless grinding hours before the area can be cleared just feels ... well, artificial.



If I'm not "to the meat" of DMS yet... to run with this metaphor... by the time I GET to the meat, I feel like I'm going to be sick of the filler. You can only eat so much stuffing before you want to vomit, and while a little makes for a good meal, I can smell the meat there, taunting me, but know if I can't shovel down another 10 pounds of Stove Top, big daddy JK won't let me have a slice of the tasty, tasty turkey.

I haven't excused myself from the table yet, but looking at the unnecessarily thick bloat to get into DMS proper, I'm starting to think I will soon.

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PostPosted: Sun Nov 13, 2011 9:44 am


and how i see it is that it is fine. i played zomg when it began. i had computer issues and was stuck in zen, bassken, and otami. i had to grind my way, farming as much as possible to level up. there wasn't a ps hard mode and all bosses were out in the open.

from my point of view, it is okay. dms is to be challenging and i rather it be a grinding test, to make everyone have patience than to be given an easy way out. i rather work hard for the orbs and to become a higher level than to have it be given to me for free.

and no one is keeping you from playing dms. if you get tired of it then take a break. i can't even go in at the moment to play because i have a flippin gc error and had to fill a ticket. and i know i would use what powerups i have on me if i went into dms.

right now dms is the "hip" thing to play. yeah you can get tired of it. but if you are someone that wants to die by kamila's hands, by all means keep playing. jk won't mind if you leave the table.
PostPosted: Sun Nov 13, 2011 10:15 am


I don't have the time, energy or patience to pick apart the rest of your posts cause I've been up all night enjoying DMS and quite sleepy right now but let me point out something really quick.

Kayi Laa
This artificial difficulty curve means that as players finally grind hard enough to level into DMS, it's going to become underleveled for us. We're going to get stronger, and DMS is going to fall weaker and weaker, until it's nothing more than another location grovelling at our feet, begging us to stop speed running it.


You have no idea what's coming down the road and already make this assumption. Come back to this when you hit the second maze (green rooms) and beyond while looking at the CL and swarms of everything and tell me then if people will be speeding through it anytime.... EVER.

I probably have more to say (again too tired to respond to them now) but some parts of your recent posts in general about DMS in here have been in some ways quite insulting thus far to everything I've seen come about with the development of the place. 4 letters in my sig say why but all I'll say is that I'm not really taking any of your opinions seriously at all right now when it's only day 2 into the release.

Come back when you hit CL11 or something and MAYBE THEN I'll try to respect your opinions in some form.

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PostPosted: Sun Nov 13, 2011 11:49 am


Gtsluvr
Come back when you hit CL11 or something and MAYBE THEN I'll try to respect your opinions in some form.

See my comment about stuffing. No matter how much everyone here praises DMS, that's really what it keeps coming back to, that to even get to CL11 is a massive bloat, and until then, the whole instance isn't actually hard, it's just mis-scaled.

So yeah. Maybe I'll have a different opinion when I get to CL11. But until then, this is my first impression of DMS.

And you know what they say about first impressions. You only have one chance to make a good one.
PostPosted: Sun Nov 13, 2011 1:28 pm


well you seem more like a baaaawer than anything. and the first impression i had was that this is exciting and scary at the same time. finally something new to do.

good luck whining because i decided you're not worth reading.


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Scobre
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PostPosted: Sun Nov 13, 2011 5:23 pm


All I can say is that I love dms even though it is using up all my hoarded powerups. Buffs, armor, and debuffs are important in there. Well we've had it easy in zOMG! so far, so about time we've had a challenging stage. Now do you all understand why s2 wants new rings and powerups for the area? I don't even care I'm not making much gold, it's so much fun.
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