View Full Version : Changes pre-KoS and QoL
<div>First off -- if you wish to flame or add posts that have nothing to do with my post here -- i will be come mute to you. I don't really care for it.</div><div> </div><div>I have noticed a few changes going on even know of the ones being in the past. First, the game is becomming increasing easy even a trained monkey could play it (please no pun nor do i mean to offend the monkeys out there).</div><div> </div><div>More importantly let me list a few of the things i've noticed as of late:</div><div> </div><div>1) PLing and loot farming</div><div> </div><div>this happens because of the removal of the auto-locking for encounters -- SoE doesn't want to back track so they make some other changes listed on another thread. Athough, to end it, just add it back in. Gray mobs don't drop chest -- no exp for yelling anyway. Shoot -- problebm solved.</div><div> </div><div>2) Red Mobs will always agro even if gray'd</div><div> </div><div>Not sure but this changed goine live a few updates ago -- but annoys me. I guess If they cannot fix #1 lets chance the way mobs are. Hell -- lets make it hard to gray mobs when you are trying to get through a zone or even after a bad fight when trying to regroup. Forbid us players from doing that. I guess we get pentalized for those people who do #1.</div><div> </div><div>3) Removal of sub-classes for Adventure lvl</div><div> </div><div>This again bothers me. One of two things that I liked of the game (the other being the auto-locking system before the change). This was find as is or maybe those people who get lost and cannot seem to find out why their adventure level doesn't raise cause they need to do the sub-class quest. This actually made you work for it -- though I think the quests were a bit too simply to understand the class but some of them were fun.</div><div> </div><div>4) Removel of sub-combines for items</div><div> </div><div>This is being done because of the items require like ever workbench out there. I would hate for players to have to buy subcombines in some way. Hell, they added it so any could make all the subcombines for their items now they just remove them.</div><div> </div><div>In one way makes crafting easlier, on the other hand can make it to easy.</div><div> </div><div> </div><div>The more changes they do the more the games becomes just and advance, better looking EQ1 and not its own game. Oh, i forgot -- this is suppose to be EQ1 or did i miss the memo. Some of the KoS things they are added are good. I never did like the AA system of EQ1 -- was too linear and the price for some abilities were down right too high and near the last expansion the AAs were stupid.</div><div> </div><div>The problem with EQ1 is: it is scalling too fast for the players. Each expansion has better drops and better exp for less downtime. Hell, thats why the Old Norath has been revamp'd into 50+ zones that no one even goes to. Thats why the epic 1.0 are almost not done besides for the cleric one and afew others. Its easy and have the trouble to get the 1.5 or 2.0.</div><div> </div><div>I hope that doesn't happen with EQ2. Although, if they don't go down "the road less traveled" we could just end up with another EQ1.</div><div> </div><div>If i have to camp a named for 30 hours just for a robe in EQ1 -- thats insane and boring. Its not all about the "best" equipment or drops. I like quests and i like to get rewards from them. I don't want to sit around in some raid for hours on in and never get anything -- no armor no quest drop ... nothing. Granted I like helping guildmembers -- but boring is boring.</div><div> </div><div>Take this as you will.</div>
<div></div><p> Well, to start with the autolocking...I was one that was happing they made the option to turn it off, because it *can* be turned on if thats what you want. I like to play healers and it was terrible to run by a fellow player that was getting his butt whipped, and couldn't do anything. Yea...He could have yelled...but who wants to yell when you've did all this, nearly dying to kill this mob...Lose all XP and STILL possible die. Why not try and see if you can pull something out of your [expletive haxx0red by Raijinn]? Well, now I can be their savior and help them out when I see it...even a 20 pt heal can mean the difference between life and death.</p><p>The game though, I agree, is getting easier. Though I see their reasoning behind it and though at first I didn't agree...I have to say...I like them. Its happening, more and more of the MMORPG gamers are not hard core, they are your moderate players, who work...and though they may want to raid and do all that other stuff (Some people still consider themselves hard core because they raid and all that) they don't have 10 hrs per day to contribute to the game. So what has SOE done after seeing this? They've made the game so an average person, with an average amount of time can play the game..get up in level in a moderate time and get good loot for the time they spend and then they've added the bigger raid stuff for those that like that. I have yet been able to understand how people claim their is no high level content, I walked into a zone the other day that was nothing but 57+ epic x4 mobs...nothing else was in there. I have a feeling the ones that really complain are the ones that dedicate 10 or more hours to it and get in level so fast that it makes your head spin...and maybe a few who don't dedicate that much time, who knows. </p><p>The AA system, I think will be pretty cool...needless to say it'll be a way to start diverting your character from everyone elses path, though you will have the..."All troubadors need this AA to be "Good" " people running around, but..eh...doesn't that already happen even with armor and weapons? The game has its broken stuff, such as some of the classes...I still think Coercer is broken, baddly; but as far as the game itself...I think its coming along nicely. All in all, theirs been several ideas passed around, I'm sure, on many things in the game...some have went live and others have gotten the choppin block, the ones that have went live aren't *always* good (I for one am still dissatisffied with the loss of spirit shards, but a dev said they had other plans and this was just the first step in it...so I'm willing to wait), but for the most part they are good and woth while...LU19 for instance...I can't wait for it...I really want to be done with the citizenship quest and the advancement...I want to play a necro...but I don't feel like going through the 20 levels before I get to it...its so...troublesome. Some will disagree with that, that it makes it better, that you learn your class...Bleh, well...good for them...I know how to play, its pretty much a standared MMORPG and the learning curve is next to nill and you WILL learn your class through the first 20 levels no matter WHAT advancement system they have.....and if you don't, then perhaps you need to look at another game. </p><p>All in all, things are good...and pretty much the mass will agree, even if the few don't. Everyone in my guild is happy...all my friends are happy, I'm happy...most unhappiness I've seen is based around classes not the game itself.</p><p>But, his is my opinion, just like what you said was yours...Hopefully thigns will get better for ya! Enjoy your game!</p>
<div></div><blockquote><hr>Kaanha wrote:<div></div><p> Well, to start with the autolocking...I was one that was happing they made the option to turn it off, because it *can* be turned on if thats what you want. I like to play healers and it was terrible to run by a fellow player that was getting his butt whipped, and couldn't do anything. Yea...He could have yelled...but who wants to yell when you've did all this, nearly dying to kill this mob...Lose all XP and STILL possible die. Why not try and see if you can pull something out of your [expletive haxx0red by Raijinn]? Well, now I can be their savior and help them out when I see it...even a 20 pt heal can mean the difference between life and death.<font color="#ff0000"> I agree -- but at the same time the way XP works, people warned that it was going to cause exploits and power leveling. People should know how far they can push it and get out before they get killed. Sometimes takes practice -- and somes you can still die but dieing is all in the learning process.</font></p><p>The game though, I agree, is getting easier. Though I see their reasoning behind it and though at first I didn't agree...I have to say...I like them. Its happening, more and more of the MMORPG gamers are not hard core, they are your moderate players, who work...and though they may want to raid and do all that other stuff (Some people still consider themselves hard core because they raid and all that) they don't have 10 hrs per day to contribute to the game. So what has SOE done after seeing this? They've made the game so an average person, with an average amount of time can play the game..get up in level in a moderate time and get good loot for the time they spend and then they've added the bigger raid stuff for those that like that. I have yet been able to understand how people claim their is no high level content, I walked into a zone the other day that was nothing but 57+ epic x4 mobs...nothing else was in there. I have a feeling the ones that really complain are the ones that dedicate 10 or more hours to it and get in level so fast that it makes your head spin...and maybe a few who don't dedicate that much time, who knows. </p><p><font color="#ff0000">I am not hard-core. I don't spend 10 hours on the game but I don't want to breeze though content because its way to easy. There is a line to making it easy and making it challenging and they are flriting with it. EQ1 was easy -- LOL -- shoot with one shammy in the group, i could AFK for like an hour come back buff C3 and haste and leave for another hour. How fun is that? I guess people enjoy the easy road.</font></p><p>The AA system, I think will be pretty cool...needless to say it'll be a way to start diverting your character from everyone elses path, though you will have the..."All troubadors need this AA to be "Good" " people running around, but..eh...doesn't that already happen even with armor and weapons? </p><p><font color="#ff0000">Maybe, but armor and weapons dont' make any character especially casters. Considering I play on -- ever caster at 20 has the same spells -- maybe not the same level of effectiveness but the same ones. With AA's everyone told you *need* these skills. If you wanted to ever raid -- you need the extend enchaments ones and MGB. If you want this .. you need that. Period! I don't like this system. No only that the xp that you needed per 1 AA was long and boring just to get ability that is somewhat useful.</font></p><p><font color="#ff0000">KoS, I am hoping, will add a change *if* they do it correctly.</font></p><p> </p><p>The game has its broken stuff, such as some of the classes...I still think Coercer is broken, baddly; but as far as the game itself...I think its coming along nicely. </p><p><font color="#ff0000">So is the illusionist -- but instead of *fixing* them .. they just drop the subclasses</font></p><p>All in all, theirs been several ideas passed around, I'm sure, on many things in the game...some have went live and others have gotten the choppin block, the ones that have went live aren't *always* good (I for one am still dissatisffied with the loss of spirit shards, but a dev said they had other plans and this was just the first step in it...so I'm willing to wait),</p><p><font color="#ff0000">Ahh, forgot about the shards! yes this made it so much easy. the xp debt was so minor who cares if you die any more!</font></p><p>but for the most part they are good and woth while...LU19 for instance...I can't wait for it...I really want to be done with the citizenship quest and the advancement...I want to play a necro...but I don't feel like going through the 20 levels before I get to it...its so...troublesome. </p><p><font color="#ff0000">Troublesome? I guess developing a character is troublesome. I think this added depth to the game and depth to a character.</font></p><p>Some will disagree with that, that it makes it better, that you learn your class...Bleh, well...good for them...I know how to play, its pretty much a standared MMORPG and the learning curve is next to nill and you WILL learn your class through the first 20 levels no matter WHAT advancement system they have.....and if you don't, then perhaps you need to look at another game. </p><p><font color="#ff0000">That is true -- but most of this is through xp gaining nothing else. with the sub-class system you learned more of what the class was and knew getting to 20 was worth it. Now its not even worth 20 -- shoot it will be Ding 20! (nothing else) -- who cares any more. </font></p><p>All in all, things are good...and pretty much the mass will agree,</p><p><font color="#ff0000">Not sure -- nor can you say this without a poll. = </font></p><p>even if the few don't. Everyone in my guild is happy...all my friends are happy, I'm happy...most unhappiness I've seen is based around classes not the game itself.</p><p>But, his is my opinion, just like what you said was yours...Hopefully thigns will get better for ya! Enjoy your game!</p><hr></blockquote>
Rattfa
01-24-2006, 09:10 PM
<span><blockquote><hr>Flamus wrote:<div> </div><div>4) Removel of sub-combines for items</div><div> </div><div>This is being done because of the items require like ever workbench out there. I would hate for players to have to buy subcombines in some way. Hell, they added it so any could make all the subcombines for their items now they just remove them.</div><div> </div><div>In one way makes crafting easlier, on the other hand can make it to easy.</div><div> </div><hr></blockquote>Can you please explain to me how less subcombines and less timesink equals easy?Making 1 subcombine was EASY and required no skill whatsoever</span><span>Making 10 subcombine was EASY and required no skill whatsoever</span><span>Making 1000 subcombine was EASY and required no skill whatsoever</span><span>Making 1 finished product was EASY and required no skill whatsoeverReducing/removing subcombines doesnt make it any easier, only reduced the time you spend doing the same thing, over and over and over and over etc X infinity until ZzZzZzZzZzZ</span><div></div>
Jaffa Tamarin
01-24-2006, 09:23 PM
<div></div><div></div><blockquote><hr>themixmonkey wrote:<span>Reducing/removing subcombines doesnt make it any easier, only reduced the time you spend doing the same thing, over and over and over and over etc X infinity until ZzZzZzZzZzZ</span><div></div><hr></blockquote><p>No, removing subcombines actually increases the amount of time you're going to spend doing the same thing over and over. Without subcombines, all you're doing is the same few final combines, at the same crafting station, over and over and over. With subcombines, at least you have sometimes to use different crafting stations, and you have some (minor) extra complexity of inventory management to deal with.</p><p>Subcombines may not have made crafting any more difficult, but they do (IMO) make it a bit more interesting. I will be sorry to see them go.</p><p>Edit: and for the record, I'd like to say that I think removing the pre-20 adventure subclasses is a bad idea too. Having "new" classes at levels 10 and 20 gives low-level characters a nice goal to work towards, and a sense of achievement at those levels that is lost if you start immediately in your final class, and keep it all the way through the game.</p><p>Message Edited by Jaffa Tamarin on <span class="date_text">01-24-2006</span><span class="time_text">08:28 AM</span></p>
Lader
01-24-2006, 09:34 PM
<div>i for one am ecstatic about the removal of the archetypes and classes. For example, its mindlessly boring to:</div><div> </div><div>Level mage-summoner-conjuror Up to level 60.</div><div>Level a mage-sorcerer-wizard up to 60.</div><div>Level a mage-summoner-necromancer up to 60.</div><div> </div><div>See...the 10 levels of mage is the same every single time. It eventually comes to the point where you dont look forward to levelling except to get out of the archetypical range and into the class range. Even then if you are trying to see what the "other side" is like for one of your characters you have to go through 20 levels of the same exact spells and experiences, save different environments. With the changes you can still develop a character background, still get a feel for how your character will be raised and what he'll be like in another 55 levels, as well as the history of your race. The changes to the isles are nice, if you havent experienced them on test, you should consider creating someone over there to try it out.</div>
Rhianni
01-24-2006, 09:42 PM
<div></div><blockquote><hr>Flamus wrote:<div>First off -- if you wish to flame or add posts that have nothing to do with my post here -- i will be come mute to you. I don't really care for it.</div><div> </div><div>I have noticed a few changes going on even know of the ones being in the past. First, the game is becomming increasing easy even a trained monkey could play it (please no pun nor do i mean to offend the monkeys out there).</div><div> </div><div>More importantly let me list a few of the things i've noticed as of late:</div><div> </div><div>1) PLing and loot farming</div><div> </div><div>this happens because of the removal of the auto-locking for encounters -- SoE doesn't want to back track so they make some other changes listed on another thread. Athough, to end it, just add it back in. Gray mobs don't drop chest -- no exp for yelling anyway. Shoot -- problebm solved.</div><div> </div><div>2) Red Mobs will always agro even if gray'd</div><div> </div><div>Not sure but this changed goine live a few updates ago -- but annoys me. I guess If they cannot fix #1 lets chance the way mobs are. Hell -- lets make it hard to gray mobs when you are trying to get through a zone or even after a bad fight when trying to regroup. Forbid us players from doing that. I guess we get pentalized for those people who do #1. <font color="#ff9900">I hated this in WoW. There was no reason for a lvl 10 mob to attack a lvl 56 player. They cannot win. Its just there to annoy.</font></div><div> </div><div>3) Removal of sub-classes for Adventure lvl</div><div> </div><div>This again bothers me. One of two things that I liked of the game (the other being the auto-locking system before the change). This was find as is or maybe those people who get lost and cannot seem to find out why their adventure level doesn't raise cause they need to do the sub-class quest. This actually made you work for it -- though I think the quests were a bit too simply to understand the class but some of them were fun. I choose to play a paladin when I started. <font color="#ff9900">Took my 20 levels to start to see if my idea of a paladin matched SOEs. If it didnt and I would have changed I would have wasted that much time. Why leave a game was fine as is when it can be made better. I liked the early zones but I didnt like being a paladin without spells or heals.</font></div><div> </div><div>4) Removel of sub-combines for items</div><div> </div><div>This is being done because of the items require like ever workbench out there. I would hate for players to have to buy subcombines in some way. Hell, they added it so any could make all the subcombines for their items now they just remove them. <font color="#ff9900">I've said it many times on the crafter forums and I will say it again. I am an armorer. Its silly for me to do as much as 13 subcombines that dont matter if I counter or monitor to make 1 item. If its not going to be challenging at least lessen the parts that are boring.</font></div><div> </div><div>In one way makes crafting easlier, on the other hand can make it to easy.</div><div> </div><div> </div><div>The more changes they do the more the games becomes just and advance, better looking EQ1 and not its own game. Oh, i forgot -- this is suppose to be EQ1 or did i miss the memo. Some of the KoS things they are added are good. I never did like the AA system of EQ1 -- was too linear and the price for some abilities were down right too high and near the last expansion the AAs were stupid. <font color="#ff9900">Sarcastic comments are just going to get you flamed. Wish you had some points other then just to whine. Any ideas on how to improve the game? Didnt think so.</font></div><div> </div><div>The problem with EQ1 is: it is scalling too fast for the players. Each expansion has better drops and better exp for less downtime. Hell, thats why the Old Norath has been revamp'd into 50+ zones that no one even goes to. Thats why the epic 1.0 are almost not done besides for the cleric one and afew others. Its easy and have the trouble to get the 1.5 or 2.0. <font color="#ff9900">Most people like seeing a chest drop and imagining what is inside. If loot in expansions werent better then what is in game that thrill would be removed. You just sell whatever is inside.</font></div><div> </div><div>I hope that doesn't happen with EQ2. Although, if they don't go down "the road less traveled" we could just end up with another EQ1.</div><div> </div><div>If i have to camp a named for 30 hours just for a robe in EQ1 -- thats insane and boring. Its not all about the "best" equipment or drops. I like quests and i like to get rewards from them. I don't want to sit around in some raid for hours on in and never get anything -- no armor no quest drop ... nothing. Granted I like helping guildmembers -- but boring is boring. <font color="#ff9900">Wow you really didnt have a point did you? You just wanted to throw a tantrum.</font></div><div> </div><div>Take this as you will.</div><hr></blockquote>
selch
01-24-2006, 09:42 PM
<div></div><div><blockquote><hr><div>2) Red Mobs will always agro even if gray'd</div><div> </div><div>Not sure but this changed goine live a few updates ago -- but annoys me. I guess If they cannot fix #1 lets chance the way mobs are. Hell -- lets make it hard to gray mobs when you are trying to get through a zone or even after a bad fight when trying to regroup. Forbid us players from doing that. I guess we get pentalized for those people who do #1.</div><div> </div><hr></blockquote>No, aggro mobs won't aggro to players who already "naturally" grayed to them. It will just aggro to players who are still blue/green to them naturally. Which means if you are L50, L30 aggro mob won't attack you. But if you are L50 and grouped with L35 guy, it will aggro to L35 guy naturally and since you are L50, who cares, can't you protect them?</div><div> </div><div> </div><p>Message Edited by selch on <span class="date_text">01-24-2006</span><span class="time_text">08:43 AM</span></p>
Tomanak
01-24-2006, 09:42 PM
<div></div><blockquote><hr>Flamus wrote:<div></div><blockquote><hr>Kaanha wrote:<div></div><p><font color="#ff0000">Maybe, but armor and weapons dont' make any character especially casters. </font></p><p><font color="#ff0000">That is true -- but most of this is through xp gaining nothing else. <strong>with the sub-class system you learned more of what the class was</strong> and knew getting to 20 was worth it. Now its not even worth 20 -- shoot it will be Ding 20! (nothing else) -- who cares any more. </font></p><hr></blockquote><p>As a caster my Damage is directly tied to my Intelligence (as is my power pool). My resists are directly tied to my Wisdom. Both of these stats are enhanced by armor and to a degree the 'weapon' I use. This makes them important.</p><p>How did I learn how to be a better warlock (an AE specialist) by playing a generic mage for the first 20 levels? How do I learn to be a better Guardian by playing a generic fighter/warrior? I agree that they added more value to levels 10 and 20, but you learnt little to nothing about playing your final class. Its not like they are just going to make you a level 20 as soon as you zone off the island. You still have to fight/play through those first 20 levels. The only difference will be now you can better understand your archtypes unique role. A summoner learns nothing about running pets as a sorceror, neither does an Illusionist learn Jack about crowd control...</p></blockquote>
Rattfa
01-24-2006, 09:48 PM
<span><blockquote><hr>Jaffa Tamarin wrote:<div></div><div></div><blockquote><hr>themixmonkey wrote:<span>Reducing/removing subcombines doesnt make it any easier, only reduced the time you spend doing the same thing, over and over and over and over etc X infinity until ZzZzZzZzZzZ</span><div></div><hr></blockquote><p>No, removing subcombines actually increases the amount of time you're going to spend doing the same thing over and over. Without subcombines, all you're doing is the same few final combines, at the same crafting station, over and over and over. With subcombines, at least you have sometimes to use different crafting stations, and you have some (minor) extra complexity of inventory management to deal with.</p><p>Subcombines may not have made crafting any more difficult, but they do (IMO) make it a bit more interesting. I will be sorry to see them go.</p><p>Edit: and for the record, I'd like to say that I think removing the pre-20 adventure subclasses is a bad idea too. Having "new" classes at levels 10 and 20 gives low-level characters a nice goal to work towards, and a sense of achievement at those levels that is lost if you start immediately in your final class, and keep it all the way through the game.</p><p>Message Edited by Jaffa Tamarin on <span class="date_text">01-24-2006</span><span class="time_text">08:28 AM</span></p><hr></blockquote>Inventory management isnt fun either, its a major PITA <span>:smileyvery-happy:</span> not for me atleastanyway, devs have said that exp gains by the end of testing will reflect any loss of not having subcombines to do anymore, so levels 1 - 60 means roughly the same number of finished productsIn my opinion, making the finished product was fun. If it was something for me, the product I got at the end of it was my acheivement. The endless number of subcombines to get there for 1 item put me off to the point that none of my toons have passed about lvl 20 in tradeskills. (inventory management was the icing on the cake lol)Thats all just my opinion, and I appreciate the fact that some people might find making a endless numbers of subs fun, but its the 'no subcombines = easy' statements that are thrown about that irritate me, because it blatantly isnt true.</span><div></div>
Rhianni
01-24-2006, 09:50 PM
<div></div><blockquote><hr>Flamus wrote:<div></div><blockquote><p><font color="#ff0000">That is true -- but most of this is through xp gaining nothing else. with the sub-class system you learned more of what the class was and knew getting to 20 was worth it. Now its not even worth 20 -- shoot it will be Ding 20! (nothing else) -- who cares any more. </font></p><hr></blockquote>I very much disagree. Being a lvl 10 fighter didnt teach me how to control aggro with my paladin's ward. It didnt teach me when to stop using fast attacks and to time my slow heal. The sub-class system is good for those that need 10 levels to figure out 1 or 2 concepts of the game before having others introduced.</blockquote>
Ildarus
01-24-2006, 10:21 PM
<div></div><blockquote><hr>Rhianni wrote:<div></div><blockquote><hr>Flamus wrote:<div></div><blockquote><p><font color="#ff0000">That is true -- but most of this is through xp gaining nothing else. with the sub-class system you learned more of what the class was and knew getting to 20 was worth it. Now its not even worth 20 -- shoot it will be Ding 20! (nothing else) -- who cares any more. </font></p><hr></blockquote>I very much disagree. Being a lvl 10 fighter didnt teach me how to control aggro with my paladin's ward. It didnt teach me when to stop using fast attacks and to time my slow heal. The sub-class system is good for those that need 10 levels to figure out 1 or 2 concepts of the game before having others introduced.</blockquote><hr></blockquote><p>I agree with Rhianni. I have created three differenent toons on test now since LU19 took effect. I can tell you I have leveled a lot of alts to 20 and dumped them. Now that you have your class at level 1 you get a true feeling of what your class is going to be like the rest of the game. My level 1 Swashy plays just like my level 42 Swash. Same goes for my Conjurer that I created on test. I decided to try a couple others that I scrapped on live and guess what, I knew before the end of 2 levels why I scapped them and that is why I think this is a good idea. You don't have to waste time getting to 20 to find out what your class is going to be like to play. My personal experience is that everything changed after 20.</p><p>And no, I will not say which classes I scapped because some people enjoy those classes and my play style is why I don't like the classes I scrapped.</p>
2) This has absolutely nothing to do with encounter locking- mobs that con red to a player would still aggro as far back as April at least.<div></div>
oneeyedlotus
01-25-2006, 05:38 AM
<span><blockquote><hr>Flamus wrote:<div>1) PLing and loot farming</div><div><font color="#3300ff"> You cant turn on auto lock if you want to</font></div><div>2) Red Mobs will always agro even if gray'd</div><font color="#3300ff">no comment havent had this as a issue for me</font><div>3) Removal of sub-classes for Adventure lvl</div><div> </div><div><font color="#3300ff">There is good and bad points to be made but at this point in the games devlopment most of the new chars are alts of old chars the ratio of new players to alts is more to the alt side now i would think and most of us didnt want to run thru the subclass quests again (personally i hated them, when it was my first char yes it was nice but after lvling countless alts to 20 to see if i like a class then deleting them because i didnt liek then) i like the fact that after 10 lvls or so i get a feel for the class not spending a weekend lvlin to 20 just to start over again</font></div><div> </div><div>4) Removel of sub-combines for items</div><div><font color="#3300ff"> </font></div><div><font color="#3300ff">Iam not a crafter due to sub combines it was to much for me to keep track of i didnt liek the fact that i spent 30 mins doing sub combines just to make 1 sword, perhaps it makes it to easy but from what ive read it seems most crafters use a bottin system or something anyway, i am personally against that and i like the fact that some honest crafters will now be around and we wont have to spend weeks looking for a jewler (or whichever class) everytime i get a rare</font></div><div> </div><div> </div><div> </div><hr></blockquote>just my 2 cp<img src="http://i23.photobucket.com/albums/b353/stoneyeq/newstoney60sig.jpg"></span><div></div>
Sritt
01-25-2006, 07:20 AM
<div></div><blockquote><hr>Magus` wrote:2) This has absolutely nothing to do with encounter locking- mobs that con red to a player would still aggro as far back as April at least.<div></div><hr></blockquote>Yep it was there in March last year when I first started playing. I remember trying to get shards back while under 20 in TS due to being sent to the 'front door' to the Ruins of Varsoon for a location update for a under-20 quest. Needless to say most skeletons in that area (and all the goblins at the entrance) were red to me. A level 50 grouped with me to grey things out. Guess what all those reds were still aggro to me (but not to him so I got killed again because they jumped me and ignored him). That's not anything new. The change to aggro is to make it so if they're aggro and green or higher to the character if they were solo they'll still be aggro.
<div><span><blockquote><hr>Sritthh wrote:<div></div><blockquote><hr>Magus` wrote:2) This has absolutely nothing to do with encounter locking- mobs that con red to a player would still aggro as far back as April at least.<div></div><hr></blockquote>Yep it was there in March last year when I first started playing. I remember trying to get shards back while under 20 in TS due to being sent to the 'front door' to the Ruins of Varsoon for a location update for a under-20 quest. Needless to say most skeletons in that area (and all the goblins at the entrance) were red to me. A level 50 grouped with me to grey things out. Guess what all those reds were still aggro to me (but not to him so I got killed again because they jumped me and ignored him). That's not anything new. The change to aggro is to make it so if they're aggro and green or higher to the character if they were solo they'll still be aggro.<hr></blockquote>I never noticed this but I still find this disturbing because the change happened because of PL'ing and farming again because of the removal of the auto-locking like i stated above. </span></div>
<div><span><blockquote><hr>oneeyedlotus wrote:<span><blockquote><hr>Flamus wrote:<div>1) PLing and loot farming</div><div><font color="#3300ff"> You cant turn on auto lock if you want to</font></div><hr></blockquote></span></blockquote>thats "can" but that wont' stop it either way. I have it set to auto when i am leader in a group but that doesn't stop the PL'ing or loot farming nor the chances to the game because of it.Ppl will try to cheat the game anyway they can and because SoE dismissed the warning of the player base before the was set to optional and now the player base has restrictions placed on them.</span></div>
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