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View Full Version : Guards give exp/treasure = BAD IDEA


Dazzler_Twodir
02-16-2006, 08:37 AM
<div>Back in EverQuest 1 you had the laziest high levels on the planet.</div><div>Guard campers.</div><div>The guards in the newbie areas had the best coin and experiance for thier time due to a six minute repop.</div><div> </div><div>These people never ever went to a dungeon they just sat at the guard area and picked on them all day long.</div><div> </div><div>In EQ2 they serve a purpose to direct people if you allow treasure and exp nobody will ever find a guard when they need them.</div>

Yask
02-16-2006, 08:45 AM
<div></div><p>Agreed, its one thing I hated in EQ1.</p><p> </p><p> </p>

xbraindeadx
02-16-2006, 08:57 AM
<div></div>i kind of like, it. im sure they will implement some unattackable guards to direct

EtoilePirate
02-16-2006, 09:00 AM
<div><span><blockquote><hr>Dazzler_Twodirks wrote:<div>Back in EverQuest 1 you had the laziest high levels on the planet.</div><div>Guard campers.</div><div>The guards in the newbie areas had the best coin and experiance for thier time due to a six minute repop.</div><div> </div><div>These people never ever went to a dungeon they just sat at the guard area and picked on them all day long.</div><div> </div><div>In EQ2 they serve a purpose to direct people if you allow treasure and exp nobody will ever find a guard when they need them.</div><hr></blockquote>The guards in the newbie areas are probably not the ones worth killing.And going after the ones in Freeport that are worth killing is not, seemingly, going to be an easy camp.I wouldn't worry too much; so far this looks to be a fun change. *grin*</span></div>

AsukaKazuma
02-16-2006, 09:28 AM
<div>Eh.. most of the guards are RIDICULOUSLY strong now. I mean, chrissakes, you've got 60+ heroic guards running around the city now!</div><div> </div><div>Am I not the only one just a little miffed by how weak they make me feel? Am I?</div><div> </div><div>Way to reward my time and effort... /sigh</div>

Jai1
02-16-2006, 09:30 AM
<div></div>If guards are strong then its warrented. If they are like EQ1 FP guards then they will change them.

graxnip
02-16-2006, 09:44 AM
heh i better get off my [Removed for Content] and get that dusty blue stone bit outta the way for that heritage )<div></div>

Chefren
02-16-2006, 12:32 PM
<div><span><blockquote><hr>AsukaKazuma wrote:<div>Eh.. most of the guards are RIDICULOUSLY strong now. I mean, chrissakes, you've got 60+ heroic guards running around the city now!</div><div> </div><div>Am I not the only one just a little miffed by how weak they make me feel? Am I?</div><div> </div><div>Way to reward my time and effort... /sigh</div><hr></blockquote>You're sneaking into an opposing city. Compared to the previous "they kick you out" situation, at least now you have a chance to get away if the spot you. Or just group up and take them down.</span></div>

AsukaKazuma
02-16-2006, 05:27 PM
<div></div><div>Running away... from guards twenty-five levels higher than me? Is that even possible? Even as a 'zerker it's impossible for me to take hits from mobs that high!</div><div> </div><div>/sigh</div><div> </div><div>Guess it's just become a suicide run for those of us who don't like to grind...</div><div> </div><div> </div><div>On another note, just how DO you explain guards suddenly bypassing the many months, maybe years, of experience that adventurers need to become so strong -- and some of the guards are stronger than every adventurer in the game!</div><div>Geh. The lack of logic astounds me...</div><div> </div><div>Wait, this is SOE. Nevermind.</div><p>Message Edited by AsukaKazuma on <span class="date_text">02-16-2006</span><span class="time_text">04:32 AM</span></p>

Rattfa
02-16-2006, 06:26 PM
I have a ratonga berzerker lvl13 running around qeynos at the moment...its been quite fun. been 'two shotted' a few times by the guards, and my armour is now at 10% but i have gotten all the new quests done in the newbie zones <span>:smileyhappy:</span><div></div>

Xelrek
02-16-2006, 06:57 PM
<div><span><blockquote><hr>AsukaKazuma wrote:<div></div><div>Running away... from guards twenty-five levels higher than me? Is that even possible? Even as a 'zerker it's impossible for me to take hits from mobs that high!</div><div> </div><div>/sigh</div><div> </div><div>Guess it's just become a suicide run for those of us who don't like to grind...</div><div> </div><div> </div><div>On another note, just how DO you explain guards suddenly bypassing the many months, maybe years, of experience that adventurers need to become so strong -- and some of the guards are stronger than every adventurer in the game!</div><div>Geh. The lack of logic astounds me...</div><div> </div><div>Wait, this is SOE. Nevermind.</div><p>Message Edited by AsukaKazuma on <span class="date_text">02-16-2006</span><span class="time_text">04:32 AM</span></p><hr></blockquote>I don't see the problem here, generally we would have avoided going through the main entrances of the apposing city due to the annoyance of getting kicked out. So what's the difference now? If you need to get into the city for a reason and not to kill guards, you can avoid them anyway. I like having killable guards and don't see a problem with them dropping loot and giving xp either. As long as there is one guard that is for the newbies to look for directions it should be ok for the guard killers.As far as the guards levelling up quick, better that than seeing them running around killing all my xp mobs <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></div>

Hekynn
02-16-2006, 07:43 PM
<div></div>hehe ya I like the idea =  ) and if the guards at 55+ good xp for my main then since he is a lvl 54 sk

Hecklerko
02-16-2006, 10:57 PM
<div>I just hope it doesn't turn into a zerg fest in the cities with higher lvl guilds/groups being bored and deciding it'd be fun to see if they can kill every guard around. Nothing worse than running for your life to the guards, hoping they'll save you, only to find out they aren't there and there's a L60 Troll SK picking their remains from his teeth <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>Also, somebody mentioned getting all the newb quests in an opposing city.  I thought they changed it a long time ago so that folks in the opposing city wouldn't deal with you. Has that changed back?  Or is that person mistaken?</div>

Krooner
02-16-2006, 11:01 PM
<div>I certanly hope that there is a one way down side faction in place for this.</div><div> </div>

EtoilePirate
02-16-2006, 11:22 PM
<div><span><blockquote><hr>Warbird1 wrote:<div>I certanly hope that there is a one way down side faction in place for this.</div><div> </div><hr></blockquote>One of the Freeport guards is called "Lucanic Knight" something or other.  That's the Freeport PvP faction -- so I think the faction connections will probably be different on the PvP and PvE servers.</span></div>

TimidMou
02-17-2006, 02:08 AM
<div></div>As a quester I like the change. I would agree there would be a problem if guards gave exceptional xp or drops but otherwise its just another option, why is  camping guards any more lazy than camping huuptics in feerrott? What would be neat is if guards (rarely) dropped unique pieces of armor that have a particular look. Then you could go around wearing "Freeport Guard Armor" or such like. This was one of those fun things that were done in UO that really endeared the game to me. Note that special drops do not need to be "uber" in order to be worth getting, it just has to be different <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Kegofbud
02-17-2006, 03:03 AM
<div></div><div>I like it. I have been waiting for this day for a long time. My fellow freeport guildmates have been talking about how, release night, we are going to form a group and go slay every Qeynos harbor guard we can find. We have scores to settle. :smileyhappy:</div><div> </div><div>It does bug me a little that they made them so high. If these guards are so strong, let them go out an save Norrath while I sit in my room and collect money for something like tradeskills. :smileyvery-happy:</div><p>Message Edited by Kegofbud on <span class="date_text">02-16-2006</span><span class="time_text">02:10 PM</span></p>

TimidMou
02-17-2006, 03:36 AM
<div></div>That reminds me of the good ole days of UO, where the guards would be able to kill any adventurer in a single hit... yet somehow when it comes to saving the kingdom from some horrrendous calamity, we are always the ones sent out to battle (and get our bleep handed to us) while the guards continue to slay adventurers in single blows for shoplifting. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Suta
02-17-2006, 09:00 AM
<div></div><blockquote><hr>AsukaKazuma wrote:<div></div><div> </div><div>On another note, just how DO you explain guards suddenly bypassing the many months, maybe years, of experience that adventurers need to become so strong -- and some of the guards are stronger than every adventurer in the game!</div><div>Geh. The lack of logic astounds me...</div><div> </div><div>Wait, this is SOE. Nevermind.</div><p>Message Edited by AsukaKazuma on <span class="date_text">02-16-2006</span><span class="time_text">04:32 AM</span></p><hr></blockquote><p>These guards were at their current rank and station while your little level 1 character was wrestling with crabs on the beach.</p><p>Thus I think you need to stop throwing the logic word around when you are obviously and completely bereft of it.</p><p> </p>

sstair
02-17-2006, 11:01 AM
<blockquote><div>Also, somebody mentioned getting all the newb quests in an opposing city.  I thought they changed it a long time ago so that folks in the opposing city wouldn't deal with you. Has that changed back?  Or is that person mistaken?</div></blockquote>The new quests they added can be done by ppl from opposing city.  The mob says something like "Aren't you a Qeynosian?", and you just deny it, and they'll give you the quest <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div><div></div>

Nitemare_4
02-17-2006, 11:22 AM
<div></div><p>Don't any of you know that they are turning this into WOW, even on the PVE severs there when you attack a guard of the opposing city you are City PVP flagged and I'm guessing that, that is gonna happen here on EQ2.</p><p> </p><p>Pick a fight with the guards and the players of that city will band together and kick your [Removed for Content] <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

AsukaKazuma
02-17-2006, 05:05 PM
<div></div><blockquote><hr>Sutava wrote:<div></div><p>These guards were at their current rank and station while your little level 1 character was wrestling with crabs on the beach.</p><p>Thus I think you need to stop throwing the logic word around when you are obviously and completely bereft of it.</p><hr></blockquote><div>So you expect me to believe that they actually have training methods that surpass anything any adventurer can ever hope to match in their lifetime?</div><div> </div><div>Where can I get in on these awesome, wonderful training courses? I wanna become an uber 75^^^x4 as well!</div><div> </div><div>:smileytongue:</div>

Xelrek
02-17-2006, 06:03 PM
erm, look at it this way, some of the guards there might have actually been born in Freeport/Qeynos, they didn't get off a boat with amnesia or whatever so have access to knowledge that your average refugee doesn't get access to.From a non-lore explanation, what would be the point of the devs having to increase the max level of guards with every expansion that comes out? Sooner or later we'll all be on the way to DING'ing 80 anyway and they'll be blue.<div></div>

Kasandria
02-17-2006, 09:50 PM
<div>I agree, talk about adding to lag... and making it hard to get directions.  Not to mention who wants to live somewhere the citizenry are constantly attacking the police?  DOH  And before someone tries to say that happens all the time in reality.. statistically no, we now see news from all across the country and still it's a rare day when someone goes after the police.</div><div> </div><div>This is the second time they have decided/tried to put fighting into the housing zones.  I think they are trying to save money somehow by utilizing zones that someone feels are underused.  That and the server consolidations which I do NOT believe their line about making groups easier to find... it sounds like some kind of shakeup to me.</div>

Kodros
02-18-2006, 12:36 AM
Enough with the "EQ2 turning into WoW" crap.  Having attackable guards in the city has been done in MMOs for many years.  Raiding on Cities is awesome and was really fun in EQ1.<div></div>

AsukaKazuma
02-18-2006, 02:33 AM
<div>How could you POSSIBLY look at this from a 'real-life' point of view?</div><div>We're talking about two cities who KILL EACH OTHER ON SIGHT. A Freeport citizen walking into Qeynos will not be ordered out with a pardon. They'll be SLAUGHTERED. Does this happen in reality? NO! Now quit using reality as a measuring stick! >_<!</div>

Skydawg
02-18-2006, 02:35 AM
I played EQ1 for over 5 years, and never once saw anyone camping guards.  As a lvl 60 Necro, the FP guards STILL resisted my spells and were virtually unkillable.  Don't know about how meele would have done though, but again, I never saw anyone camping guards nor did I. Now, think about it, reality check for a fantasy game...these guys are supposed to be guarding a city, do you not think, as in Maj'Dul, that there would not be at least some guards that were higher in lvl an tougher then the highest lvl chars?  That, and I don't know, so I can't say for sure, but is their loot going to be any better then any other mob?  I think it's cool, it makes more sense, a "real" guard wouldn't magically banish you out of the city, you have 40k hate towards them, they would kill you, or die trying.<div></div>

Skydawg
02-18-2006, 02:38 AM
<div></div><div><span><blockquote><hr>AsukaKazuma wrote:<div>How could you POSSIBLY look at this from a 'real-life' point of view?</div><div>We're talking about two cities who KILL EACH OTHER ON SIGHT. A Freeport citizen walking into Qeynos will not be ordered out with a pardon. They'll be SLAUGHTERED. Does this happen in reality? NO! Now quit using reality as a measuring stick! >_<hr></div></blockquote>Ummm, lol, for this yes, it does fit, do you think in reality, if we were to walk into another country's land, that hated us, they woulnd't either A. kill us on site, or B. Arrest us and jail us, with um, no pardon...Freeport hates Qeynos, and vis-versa, why would a guard let you live, especially in times of magic and swords...not using reality as a measuring stick, using common sense as a measuring stick, always thought it odd, from the get, that they didn't attack, now, it's the way it should be.</span></div>

AsukaKazuma
02-18-2006, 03:37 AM
<div>/sigh...</div><div> </div><div>Okay, look. In reality, even in war two opposing sides have interacted with each other on a regular basis (look at trench warfare during WW2 to see what I mean). Very rarely does one side immediately arrest and/or kill CITIZENS of the other, simply because they are at war. They don't. Not only is it near impossible to tell the difference between two sides (can you tell me who is a U.S. citizen from a non-U.S. citizen? Eh? Or even a Freeport vs. a Qeynos citizen!), it's just uneconomical to go after targets who pose no possible threat to your objectives.</div><div> </div><div>Killing someone just because you don't like them when they live on the other city is not common sense, it's nationalism taken to disgusting extremes.</div>

IllusiveThoughts
02-18-2006, 04:12 AM
<div></div><blockquote><hr>AsukaKazuma wrote:<div>/sigh...</div><div> </div><div>Okay, look. In reality, even in war two opposing sides have interacted with each other on a regular basis (look at trench warfare during WW2 to see what I mean). Very rarely does one side immediately arrest and/or kill CITIZENS of the other, simply because they are at war. They don't. Not only is it near impossible to tell the difference between two sides (can you tell me who is a U.S. citizen from a non-U.S. citizen? Eh? Or even a Freeport vs. a Qeynos citizen!), it's just uneconomical to go after targets who pose no possible threat to your objectives.</div><div> </div><div>Killing someone just because you don't like them when they live on the other city is not common sense, it's nationalism taken to disgusting extremes.</div><hr></blockquote><p>eh? lighten up its a game.</p><p>Killing guards sounds like it would be fun.  Especially since there are a few named guards roaming the cities <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

AsukaKazuma
02-18-2006, 04:55 AM
<div>It's only fun when they're not slaughtering and re-slaughtering you left and right... *cough*</div><div> </div><div><_<</div>

Willias
02-18-2006, 06:30 AM
<div><span><blockquote><hr>Skydawg wrote:I played EQ1 for over 5 years, and never once saw anyone camping guards.  As a lvl 60 Necro, the FP guards STILL resisted my spells and were virtually unkillable.  Don't know about how meele would have done though, but again, I never saw anyone camping guards nor did I. Now, think about it, reality check for a fantasy game...these guys are supposed to be guarding a city, do you not think, as in Maj'Dul, that there would not be at least some guards that were higher in lvl an tougher then the highest lvl chars?  That, and I don't know, so I can't say for sure, but is their loot going to be any better then any other mob?  I think it's cool, it makes more sense, a "real" guard wouldn't magically banish you out of the city, you have 40k hate towards them, they would kill you, or die trying.<div></div><hr></blockquote>Were you trying to kill the gate guards or something?  They were notoriously more difficult to kill than other guards in cities because they are there to defend low level players.  If you go inside the city of Freeport, there are guards that are much lower level, and there are some that can be camped for exp at high levels.My Beastlord killed quite a few Freeport guards in his 50s.</span></div>

denche
02-18-2006, 12:50 PM
<div>there was a paladin quest in north freeport that rewarded you for turning in freeport milita helmets..</div><div> </div><div>You did have to kill them for the helms, they didnt hand em over freely.</div><div> </div><div>Maj'dul guards have been attackable since that expansion opened..</div><div> </div><div>I personally dont care either way if they are attackable, it DOES add a better sense of "reality" if you will, I always thought it was stupid to get "insta-banished" by a guard and never more so then when trying to talk to the ogre for the stein of moggok quest.. </div><div> </div><div>Maybe they will add some quests around this as well, since as I mentioned above there used to be some (heck, Fiery Defender/Avenger required freeport guard killing in EQ1 )</div>

Bleedingheart
02-18-2006, 05:31 PM
<div></div><p> I loved killing the guards in Katta and Seru in EQ1. What a hoot it was to get a full set of guard armor from those cities...gear wasn't nothin special stat wise but it looked kinda cool wearing em <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I also loved taking down the occasional PvP dudes that took you from PvE to the PvP servers there(can't remember their names off-hand...sorry lol ). Now if I can just remember where all the pieces of my scorched and burning underwear went flying off to when I tried to take out one those Wizard spire caretakers lol(again can't remember right name...too tired lol ).</p><p>        </p>

selch
02-18-2006, 11:07 PM
<div>I bet first guards that will be griefed will be "Guard Moor" and "Guard Black" in peat bog <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><div> </div><div>However, I really think Guards should not be attackable even touchable on city war AoE's by same faction of city and if they are killed over times, they should bring re-inforcements, not spawn one at a time. May be L80 epic with no drop after a while.</div><div> </div><div>They should not be camping area.</div><div> </div><div> </div>

Kwikstri
02-19-2006, 11:16 AM
<div></div>I like this change.. maybe now someone will kill the guard in front of the freeport militia house and I can finish the level 14 quest requiring me to speak with the guard captain.  Before this, I had almost no chance of getting past the guards without getting kicked out.  Unless some else was nice enough to pull the guards away.  Ever notice that if you just stood still they wouldn't do anything to you? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> 

Erurat
02-19-2006, 09:03 PM
<div></div><div></div><p>I'm exicited about this!  Let the guard killing begin.  I'm going to kill every last Freeport guard I can! </p><p>I hated the fact that I couldn't do this from the beginning of this game.  The banishment auto zone out was kind of stupid I thought.  I loved the good old days of killing Freeport, Rivervale and Katta guards...heck every now and then I'd kill one of my own faction guards too.  I think near the end of my career in EQ1 I could only bank in Erudin and then PoK....who cared about Freeport, Qeynos, Rivervale, Katta then.  Heck even in Katta one could sneak into the bank.</p><p>To the person that said noone camped guards in Freeport...well I did and had a blast doing it.  I didn't do it for easy experience or do be "lazy" as one might think.  I did it because it was fun! </p><p>Watch out, here I come guards!  None of you are safe! </p><p>Message Edited by Erurat on <span class="date_text">02-19-2006</span><span class="time_text">08:04 AM</span></p>

SharpeRif
02-19-2006, 10:00 PM
<div></div><div><div><hr></div><div><div>/sigh...</div><div> </div><div>Okay, look. In reality, even in war two opposing sides have interacted with each other on a regular basis (look at trench warfare during WW2 to see what I mean). Very rarely does one side immediately arrest and/or kill CITIZENS of the other, simply because they are at war. They don't. Not only is it near impossible to tell the difference between two sides (can you tell me who is a U.S. citizen from a non-U.S. citizen? Eh? Or even a Freeport vs. a Qeynos citizen!), it's just uneconomical to go after targets who pose no possible threat to your objectives.</div><div> </div><div>Killing someone just because you don't like them when they live on the other city is not common sense, it's nationalism taken to disgusting extremes.</div><div><hr></div><div> </div><div> </div><div>Umm actually so long as they could be identified as the citizen of another nation-state....yes the practice of arresting and even killing citizens of another state would be quite common though nowadays it would probably less common...your point on being able to identify them is valid however your point on trench warfare during WW1(I assume you meant WW1 since trench warfare was not exactly the most common thing in WW2) is not....the "Christmas Truces" occured only in one year and friendliness between sides was quickly corrected by redeployments once troops who had met each other during these truces refused to fight each other. Quite frankly that occurence in WW1 was simply an abberation in what was a very bloody and cruel war. Quite simply so long as the Guards COULD identify our city affiliation(heh are we wearing badges or something) they would react in real life by killing us or imprisioning us......especially in an evil city like Freeport.</div></div></div>

SharpeRif
02-19-2006, 10:10 PM
<div></div>Hmmm....and come to think of it we do all wear a badge id'ing us.....our Call spell.    I wasn't taught it....it was just given.....if you want technically all the guards could be given a "sensor" magic item that can tell who has  Call of <city> and who doesn't.   That would let them ID us all at a glance...hell you wouldn't even need to say"Papers Please".

Rijacki
02-19-2006, 10:46 PM
<div></div><span><blockquote><hr>SharpeRifle wrote:<div></div>Hmmm....and come to think of it we do all wear a badge id'ing us.....our Call spell.    I wasn't taught it....it was just given.....if you want technically all the guards could be given a "sensor" magic item that can tell who has  Call of and who doesn't.   That would let them ID us all at a glance...hell you wouldn't even need to say"Papers Please".<hr></blockquote>Good point.  I never thought of the Call spell like that. </span><div></div>

Scort
02-20-2006, 01:10 AM
<blockquote><hr>SharpeRifle wrote:<div></div>Hmmm....and come to think of it we do all wear a badge id'ing us.....our Call spell.    I wasn't taught it....it was just given.....if you want technically all the guards could be given a "sensor" magic item that can tell who has  Call of and who doesn't.   That would let them ID us all at a glance...hell you wouldn't even need to say"Papers Please".<hr></blockquote>Lol, I want what he is smoking.I always found it stupid, that everyone knows what religion you are (mainly in EQ1), whose faction you are, etc., etc. There is absolutely no way a person (NPC) would know this stuff. No way what so ever. It's just a plain stupid game mechanic that makes no sense at all.