View Full Version : A new player with an old idea?
wishdokkta
09-12-2006, 07:15 PM
Hi,Firstly let me say that I am new to the game (1 month now) so please be gentle with me, this idea has more than likely been discussed before but an initial forum search doesnt come up with anything so please indulge me....CampsI am an SWG vet from before the combat upgrade back when the ranger class (in SWG) was awesome. One of the great things about rangers in that game was their ability to throw up camps in the wilderness. It was subsequently taken out of SWG for not being "star-warsy" enough (probably thanks to Lucasarts rather than SOE i add) but for Everquest it would be perfect. You basically obtain a skill along the ranger path that allows you to create camps out in the wilds of Antonica/Commonlands whatever, the function of these would be to allow a group to have a central area to base their raiding/questing. You could set a bind to it with the "teleport group" spell and also revive upon death there, out of combat regeneration would be vastly increased, you could even allow a trade function out there so that solo players could set up "outposts" where you could buy provisions, weapons, ammo etc. Of course the extreme end of the scale would allow you to setup mobile crafting stations - but thats an extreme example. The downside of this is that the camp would dispand if left unattended for too long and there would be an exclusion zone around major built up areas..I seriously thing this would be very cool for EQ2 and would allow solo players and groups alike to become more immersed in the game.Like I say, this may have already been talked about, but for my sakes......discuss!!Thanks for your timeGrooverider - Everfrost
valkyrja
09-12-2006, 08:08 PM
interesting idea, but it would be way too imbalanced. Giving one class such a game changing ability is a bad idea IMO.<div></div>
Rattfa
09-12-2006, 08:16 PM
I used to LOVE my ranger in SWG....he was one box away from Master Ranger before NGE struck <span>:smileysad:</span>anyway, interesting idea...i just dont really know how it would fit in the current game, or how useful it would be.<div></div>
wishdokkta
09-12-2006, 08:23 PM
Aye, I had master ranger before they took my toys away <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />I think it would be very useful and encourage more exploration - with regards to the balance issue - thats a fair point and I am not sure how you could combat that. The balance was fine on SWG from what I can remember, sorry to keep comparing to SWG but it worked a treat there and its an SOE toy so no reason it couldnt work here the only other ways around it is to make it a level 20 purchasable "charm" type item that anyone can use or to bring in a new profession - Survivalist or Frontiersman or something that has bonuses to harvesting and concealment as well as being a camp builder - but that changes the game waaaaaay more than I am suggesting :-p
TheStateFish
09-12-2006, 09:32 PM
Zones are so small in this game compared to SWG that having the bind point set to it really wouldn't matter. The out of combat regen and the fact that musicians could apply their buffs in camps were the major benefits of them. Out of combat regen would not make a class over powered, but might upset provisioners. Another supposed benefit of the higher level camps was wild animals were supposed to avoid them, though I never witnessed an aggressive creature turning away when entering the camp's proximity. The high end camps did have generic crafting stations, but any crafter could also have a crafting droid with them, so those were more for appearance than serious crafting, but it would be nice to make potions/totems/food on the spot when you need them. Their crafting system was far superior to ours here though, and with all the supplies you need to carry here including fuel, it just wouldn't work as things are now.Camps couldn't be placed in dungeons or near cities, and with most every zone here being a cramped dungeon the camps would see little use. Again, the ouside zones are just too small. I loved my Master Ranger almost as much as I loved my Master Creature Handler. This game just isn't built for their abilities.Finally, balance was not fine in SWG, and it's the reason they ruined the game with the CU then the NGE. They were fixing balance issues. With each set of balance changes there was a FOTM class. I think it was some form of BH+CM to beat the jedi near the end of the CU. Jedi had their own FOTM. But with all the balance issues and complaining that person x with character build y can do z better than i can, the game was better than it is after balancing everything and giving up unique character builds for class specific roles. I had a Ranger/Rifleman, a Creature Handler/Doctor, a Musician/Scout/Creature Handler... now I just have a spy, medic, jedi.
DeathEater024
09-16-2006, 11:20 PM
<P>Thats a cool idea! :smileywink:</P> <P>But I think as far as EQ2 goes it wouldnt work at all. Being able to sell goods out in the wild would kill merchant sales and could you imagine the amount of shops on like the nek docks that, would cause major lag AHHHHHHHHHHHHHHHHHHHHHHH</P> <P>I might be one of the few but I love are system.</P>
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