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Malakie0016 karma

Your target audience seems to be those who historically blow through content quickly. Given your philosophy on Content being King, how do you expect to be able to keep up with folks who tend to quickly conquer all high end content without using methods that are tedious for players such as Vex Thal keys, etc.?

The Kickstarter page indicates a strong emphasis on grouping and group content. It also hints that travel will take longer and/or be more difficult. How will you help the players find out which areas/dungeons have other players wanting to group? It was incredibly frustrating in EQ to travel 15+ minutes to an area only to find absolutely no one there. This was an even bigger issue as the game aged for lower level zones.

Thank you for doing this AMA.

EDIT: Forgot a word

Malakie005 karma

Do you feel that there was too much combat in the new TR? Do you want to see future TR games having equal amounts of combat and exploration, or more of one over the other?