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Kala Asuras
10-04-2007, 12:03 AM
<span class="postbody">I will wait to see how the removal of heroic content from the overlands zones goes but it has me more then a bit worried. Granted I did very little grouping in the overland zones of EoF but I hope SoE doesn't miss the fact that EoF was an unusual expansion because the level cap was not raised. Looking back it was when I was hoping to get the most XP for the amount of time given that these heroics in the main zones was the most useful. I remember killing the giants in Thundering Steps, the dune and desert spiders in early DoF, Cyclops when getting closer to the lvl 60 cap, Breeding grounds in TT and countless others. If they do continue with the plan to move group content into instances I hope that they will make more zones like Cazul's Mesa, Cleft of Ru'jark, the top temple area of CT, and some of the zones off Antonica and CL. If i have to spend an entire expansion fighting with a roof over my head or down some dark tunnel I will go crazy. Please, a little sunshine and trees for this half elf ranger.  Don't make the game population that doesn't care for soloing only see the work you have put into such large zones from horseback as they run past.</span>

zerfall
10-04-2007, 12:56 AM
Please correct me if I'm wrong, but I don't recall SoE saying that they were removing group content from overland zones.  I do, however, recall hearing that they would like to cut down on the contested epic content on overland zones, and moving/creating that content in dungeons/instances.  That is a dismay to me as it is, but I can understand the reasoning that they gave.Personally, I miss the here-and-there kill everything in its path mobs that existed in some zones in EQ1 (ie. WC hill giants, some dragons, etc).  You saw this thing off in the distance and suddenly zone-wide shouts went out letting everyone know to beware the uber_mob001 that was coming their way.  Then, invariably some higher level player or group would come along and save all the "lowbies" that the zone was intended for. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" />

Iseabeil
10-04-2007, 01:33 AM
The concept of overland zones is going towards the current state of zones like commonlands and antonica. You might find a heroic if you are lucky, but mostly you wont. Whilst its nice that there is content for soloers, I do think that throwing all non-soloers into dungeons is overkill.

Kala Asuras
10-04-2007, 02:42 AM
<p><i><span class="style2"><span class="pn-content-page-body"><b>Savanja:</b> What prompted the decision to move nearly all of the heroic content from the overland zones? </span></span></i></p> <p><i><span class="pn-content-page-body"><b>Scott Hartsman: </b>The fact that overland heroic content went largely unused was the biggest driver in this decision. It doesn’t take a long visit in any of the global level channels to infer that very few people go through the effort of grouping to adventure in an overland zone, and the logged combat data backed this up. Solo/Duo-capable outdoor content gets played; heroic content very seldom does. It’s a case of the game adapting to the way people actually play, compared to how they were originally assumed to want to play. People don’t “group up, then wander around looking for something to do” in open-ended hour-after-hour six person play. People are objective-based, generally conscious of how much time they have available to play, and tend to want to group with people whose goals for the moment match theirs. Taken as a whole, they form groups with the express purpose of going out to do something specific. Many also prefer to know ahead of time that they’re embarking on an adventure they have time to complete. In EQII, both of those specific attributes of grouping can best be addressed via dungeons and instances. On top of all of that, the split between outdoor/indoor also reduces frustration on both ends and it sets an expectation that people can begin to rely on. Solo/duo folks can consistently enjoy their own play style by not encountering unattainable group content in the overlands. Those group folks who do play-by-wander won’t be frustrated by all of the ‘useless’ solo creatures there – They know to head indoors.</span></i></p><a href="http://www.eq2.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=1269" rel="nofollow" target="_blank">Ten Ton Hammer's interview with Scott Hartsman</a>A couple times he mentioned that the heroic content in the open zones isn't played.  I just hope they are looking at data from the release of each level raise expansion to make this assumption.

Xanrn
10-04-2007, 08:32 AM
<p>So do you people actually do quests or just grind xp on mobs...</p><p>Their will be plenty of xp to get you to lvl 80.</p><p>You can go from 1-70 now purely on quest and disco xp.</p><p>You will be able to do the same from 70-80 and thats with combat xp off.</p><p>Anyway Kunark had several open air "dungeons", the giant fort in Frontier Mountains, the giant fort is Warslick Woods, the Sarnack Fort in Lake of Ill Omen.</p>

Nuhus
10-04-2007, 12:08 PM
<p>Yeah, that part of the interview has me concerned. I understand what they mean, but I don't really want to spend ALL of my grouping time in Dungeons/Instances. Some outdoor group adventuring is nice as well. I honestly have not been too impressed with the quest content that involves dungeon/instances, I find them quite lacking. I do enjoy the small 3 person/duo group of the outdoors. But I also dig something thats challenging. Besides some epics, I can't think of anything that I wasn't able to kill with a duo/trio group.</p><p>Challenging quests are fun, challenging as in fighting not camping. For me, I think if every quest or darn near outdoor was solo. I think I would get bored quickly. Even with running mind numbing dungeon crawls that server only loot.</p><p>We'll see what happens, but I do have some concerns as well.</p>

Ratkhan
10-04-2007, 01:06 PM
<p>I think the best way to do it would be to have the majority of mobs in overland solo, but leave in the linked multimob solo encounters, leave in heroic named mobs and leave in some heroic content that is away from paths people need to travel on to get from A to B.  The drastic de-linking everything and making EVERYTHING solo is not needed, but some overland zones would benefit from more solo content.  LS and EF in particular need more solo questlines and content (but without making EVERYTHING in the zone solo).  For example, I think Nektulos was best after they made it more solo the first time with a mix of solo and heroic content, but the latest nerf was overboard, going so far as to make a HQ in teh zone soloable.</p>

Kamimura
10-04-2007, 01:42 PM
I just hope they leave in some open areas with heroics.. My warden spent all her time in SH, FG, then RoV, into RE.. and when a group one day decided to go to Rivervale, it was such a nice change from the tunnels and such we were all use to. Just a few outside but heroic areas would be really nice.

Illmarr
10-04-2007, 02:46 PM
<cite>Ratkhan wrote:</cite><blockquote><p>I think the best way to do it would be to have the majority of mobs in overland solo, but leave in the linked multimob solo encounters, leave in heroic named mobs and leave in some heroic content that is away from paths people need to travel on to get from A to B.  The drastic de-linking everything and making EVERYTHING solo is not needed, but some overland zones would benefit from more solo content.  LS and EF in particular need more solo questlines and content (but without making EVERYTHING in the zone solo).  For example, I think Nektulos was best after they made it more solo the first time with a mix of solo and heroic content, <b>but the latest nerf was overboard, going so far as to make a HQ in teh zone soloable.</b></p></blockquote><p>QFT! First time I did SBH in early '05 it took 2 nights and 6 hours just to get 60 Owlbear updates. I felt cheated last week when finally got some people to help an alt with T'Sane and he spawned by himeself after clearing one set of skeletons and was a <b><i><u>^ non-heroic! </u></i></b></p><p>Just so sad and a disservice to people coming up. At some point they <i>will</i> run into Heroic content. Putting that point later and later into their development does not help them, it [Removed for Content] them.</p>

Nuhus
10-04-2007, 05:28 PM
<p>Yeah, I think what happened with CL/Nek was a shame. I mean, I understand reducing heroic content - but they obliterated it from those zones. Which is why the comments in the interview worry me some. </p><p>I know EF and LS should probably be scaled back on heroics, but not to that extent.</p>

Bamfa_dexter
10-04-2007, 05:32 PM
<p>Please have some Heroic content in the overland zones, so at least there is some <span style="font-size: medium;color: #cc3366;"><b>thrill</b></span> or sense of<span style="color: #cc0066;"><b><span style="font-size: medium;"> risk</span></b> </span>running from instanced to instance.</p>

Naglfar
10-05-2007, 06:12 AM
<p>Yes even if not a lot of people are killing overland heroics anymore, I think a lot of people love the sense of risk we can have during travels. </p><p>Just remember the first time you saw Doomsquall in thundering steppes... </p><p>And instead of dumbing a zone, why not just upgrade the rewards and the number of named we can find in the overland zones ?</p>

Rocksthemic
10-05-2007, 08:34 AM
Yes, they look at the current data, and they're right. No one uses overland heroic content that much. But you must ask yourself why? The answer, at it's most basic lvl, is loot. There isn't a single overland heroic named that I've seen in all my travels upon Norrath that drops a really nice, or even halfway decent item for the lvl. So where do people get items that are decent for the lvl, and can be killed with a group instead of soloed? Well that's right, instances and dungeons. So you have SoE providing the largest reward for the risk in instances and dungeons, and then them wondering why more people don't use overland content? I remember when I was lvl'ing in this game in the beginning. There were camps all over antonica with group content. The "Bandit camps" where there were tents, and if you cleared the bandits, another group spawned, you cleared them, and it had a chance to spawn a named, like a ring event. Those were ALL over the place, but hardly ever got used. And the reason why? Well first not many knew about them, and second even if you got a boss mob, it usually dropped crap. You cannot beat someone with a baseball bat and then be puzzled when the data shows that they don't like it. Right now trying to find heroic content in an overland zone is not easy at all. Most of it is solo mobs. I am one who LIKES dungeons (mistmoore castle is the best zone ever, but again not utilized as much as it could be because the loot doesn't compare with Unrest, which is a much safer place to go, and easier) But I recognize that not everyone wants to crawl into a dungeon slaying undead. But to make overland zones strictly solo isn't what your customers want, despite the data, it is what they've been FORCED into. You are guilty of the very thing you're trying to avoid, and that is thinking you know a certain way the customers want to play. I gaurantee you... make the loot worthwhile from named mobs in overland zones, and you will find someone always there killing it, trying to kill it, or waiting for it to spawn.

Cocytus
10-05-2007, 06:02 PM
<p>I guess the devs haven't heard people talking about how disappointing and dead Antonica/Commonlands are now....And Steppes, and Nektulos, though people didn't like Nektulos anyway.</p><p>Not all of us like hunting in [Removed for Content] dungeons. I HATE DUNGEONS. I WANT TO KILL OUTSIDE.</p><p>/groan.</p>

LadyEternity
10-06-2007, 12:23 AM
<p>As a game matures, so do the levels on the characters the players are playing. While having a plethora of group content when a game is launched is fine...what is to happen when people have leveled and are in different parts of the game, and this new guy over here who just got the game is trying to find a group to do the content.....experience the story...have fun...and cannot because everyone has already moved on? That new guy is going to get mad and frustrated. He paid the same money, he wants to see the content he paid for. Makes sense to me. But because the content requires groups, he is locked out. If the content is not being used for grouping, then there is no point in having it in the game...sitting there...unused, when it could be decreased in difficulty and new players trickling in would be able to use it easier. It's all a matter of used or not used, and making the game fun for new people coming in that are not part of a large influx of players to group with. It's important for the life and survivability of the game over the long term.</p><p>Unfortunately this syndrome is the bane of the forced grouping game. Nothing can be done about it really except make a steady unhindered progression available to the solo/small group players. And that is ofcourse is done by reducing the amount of undoable group content. Who knows, in the furture we might even see scaling dungeon instances. All depends on if the content is being used or ignored by the newest players coming in. Gameplay that bends to the user is the future. Players bending to the gameplay is the past. I give SOE huge kudos for having the gumption to correct issues as the game matures. It shows they really care. While I might feel a bit 'hrmph' at knowing I had to group to complete the shiny brass hally and they can solo it, I am not so prideful as to deny someone else the chance to do the quest simply because I think they should have to group. Maybe they cannot find a group. It's senseless to have such a great quest lie undone and forgotten. Personally I think they should revamp ALL the old world outdoor zones and change a great number of the old world quests to be doable with 1-3 people.</p><p>Lady Eternity</p>

Freydinessa
10-06-2007, 01:31 AM
Numbers don't lie, and if they say that the heroic content in Antonica/Commonlands etc is just not getting used, and that is the reason they changed it, well - as much as i am not for the idea - I will accept it.I think SOE should definitely not change all the outdoor areas though in this light. Lavastorm and Everfrost should be left the way they are. As was said in an earlier thread, they are <i>basically outdoor 'dungeons'</i>, and the variety of having them as such is good. <hr /><i>As Bamfa_dexter writes:</i><span class="postbody"><b>Please have some Heroic content in the overland zones, so at least there is some <span style="font-size: medium;color: #cc3366;">thrill</span> or sense of</b><span style="color: #cc0066;"><b><span style="font-size: medium;"> risk</span></b>... </span></span><span style="color: #ff0033;"><b>Thrill. Risk. Fear.</b></span>These are among the most important things to keep in a zone, AND to keep players interested in the game as a whole. I hope SOE acknowledges/understands that on some level. Thrill, Risk and Fear should be in place for all player types (groups/solos/etc) and be able to be experienced in all zones i think. But <i>just as important</i> to this is having variation in these three things throughout the zones. Just my 2 copper pieces. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> But i think this basic idea is not a new one from reading a lot of players posts across the whole SOE forum on this, and like topics.

Illmarr
10-06-2007, 05:17 AM
<p>Numbers do not lie, but they are manipulated by outside forces. It was mentioned earlier that the loot from all the outdoor heroic mobs/groups is substantially inferior to the loot from heroic mobs/groups in dungeons. I'd also be curious as to when exactly they did their internal audit of what mobs were being killed or not. Was it after EoF was released, where loot itemization and intuitive and streamlined quest arcs are vastly superior to the mish-mash of quests and comparatively [Removed for Content]-poor rewards and loot from the original release? Gee, it does not take a rocket scientist to know that people are going to flock the the much more well designed and better itemized new areas. Second level of diety quests give a level 35 reward and there are level 35 collections you complete in Butcherblock that are better than items that quests award in Everfrost/Feerrott/Rivervale which is a whole tier higher. </p><p>I guess it takes less man-hours to turn a heroic group of Gnolls into a bunch of solo Gnolls than it would to re-itemize an entire zone and bring it up to par with the new content of the same level. Sometimes the better way to do something is not the most efficient </p>

Daine
10-06-2007, 10:12 PM
Everfrost and Lavastorm were probably the zones that needed the most heroic removal in the first place and I still haven't seen them redone (maybe I've missed it?)  In order to get to anything in Everfrost you have to swim through the heroic enemies in the water, and Dreadwake is almost always up b/c some poor person comes along and is like click click quest click click OW!  It took me until my mid 50s to find the last 3/4 of BOTH Everfrost and Lavastorm because not only was the correct path hidden through an ice tunnel on the other side of Undertow or through a tiny entrance to Sol Ro Temple, but there were heroics everywhere in those zones.  Only part of EF I found at the appropriate level was the heroic area to the left on the map, and boy did that discourage me from coming back until things started going grey...I'm not saying it's a bad thing to have any heroics at all in overland zones.  However I DO understand their concerns here.  EQ2 was created for the perfect MMO world where people wanted to quest and group anywhere.  BUT-we're somewhat low on population now and a lot of classes don't come into their own for many levels, so people prefer to solo and run their own schedule.  Keep the heroic nameds but don't nerf them in most cases (I fully support the Holly Windstalker nerf however, my Antonican alts thank the devs from the bottom of their overganked hearts).  But the issue of this thread remains...give us outdoor instances and raid zones!  I love Cauldron Hollow b/c it's outdoor and I expect Kunark to have lots of outdoor zones.As always, thanks to the Devs for caring =D

Freydinessa
10-06-2007, 11:28 PM
<cite>Rocksthemic wrote:</cite><blockquote>There isn't a single overland heroic named that I've seen in all my travels upon Norrath that drops a really nice, or even halfway decent item for the lvl. </blockquote>Adventuring in Antonica yesterday it seemed a non-named place-holder solo enemy dropped a significant upgrade of bracers for me (approximately on par with the master crafted items for that tier[2]) and a rare. Just as a note. The other thread "Antonica Seems lifeless now" has an interesting post from a new player.

Ratkhan
10-09-2007, 12:48 PM
<cite>Thalesian@Runnyeye wrote:</cite><blockquote>Numbers don't lie, and if they say that the heroic content in Antonica/Commonlands etc is just not getting used, and that is the reason they changed it, well - as much as i am not for the idea - I will accept it.I think SOE should definitely not change all the outdoor areas though in this light. Lavastorm and Everfrost should be left the way they are. As was said in an earlier thread, they are <i>basically outdoor 'dungeons'</i>, and the variety of having them as such is good. <hr /><i>As Bamfa_dexter writes:</i><span class="postbody"><b>Please have some Heroic content in the overland zones, so at least there is some <span style="font-size: medium;color: #cc3366;">thrill</span> or sense of</b><span style="color: #cc0066;"><b><span style="font-size: medium;"> risk</span></b>... </span></span><span style="color: #ff0033;"><b>Thrill. Risk. Fear.</b></span>These are among the most important things to keep in a zone, AND to keep players interested in the game as a whole. I hope SOE acknowledges/understands that on some level. Thrill, Risk and Fear should be in place for all player types (groups/solos/etc) and be able to be experienced in all zones i think. But <i>just as important</i> to this is having variation in these three things throughout the zones. Just my 2 copper pieces. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" width="15" height="15" /> But i think this basic idea is not a new one from reading a lot of players posts across the whole SOE forum on this, and like topics.</blockquote><p>I completely agree about having a mix of heroic and solo content in a zone being the best.  However, I think that EF and LS definitely need a revamp, but just not in the drastic Nek-style way.  What those zones need are quest additions and improvements - to increase the solo content while leaving in many heroic areas and quests.  Right now, the outdoor zones that are balanced right in this regard are EL and Zek... a lot of solo quests and mobs, with a dash of heroic encounters, heroic named, and a few heroic quests.  That's how all the overland zones should be like, IMHO. </p><p>I think EF and LS should have solo content added because I'd like there to be some more solo outdoor quests available on the mainland for the mid-late 40's.  </p>

Magic
10-09-2007, 05:23 PM
<p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p>

Freydinessa
10-09-2007, 10:10 PM
<cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p></blockquote>What is it like to be a pure soloist? I know it's a little off topic but can relate in an abstract kind of way. What's your favourite area/s Magical? I'm curious as i'm probably 50% myself, but really just do either as is needed.

Darq
10-18-2007, 12:01 PM
<cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p></blockquote>why are you playing a MMORPG again, and not a singleplayer RPG ?i too have been against forced grouping in the past, and there have been quests i couldn't solve solo, so eventually i asked if someone would help me and sometimes someone answered and what do you know we almost always had a good time and did other quests together. sometimes this other person was that much "compatible" with me that we continued the next day and that day after that too. in time we met a third and we would adventure together.whats a sack of gold worth if you can't share it with anyone?

Mighty Melvor
10-19-2007, 05:19 PM
<cite>Ilmaaaaah@Lucan DLere wrote:</cite><blockquote><cite>Ratkhan wrote:</cite><blockquote><p>I think the best way to do it would be to have the majority of mobs in overland solo, but leave in the linked multimob solo encounters, leave in heroic named mobs and leave in some heroic content that is away from paths people need to travel on to get from A to B.  The drastic de-linking everything and making EVERYTHING solo is not needed, but some overland zones would benefit from more solo content.  LS and EF in particular need more solo questlines and content (but without making EVERYTHING in the zone solo).  For example, I think Nektulos was best after they made it more solo the first time with a mix of solo and heroic content, <b>but the latest nerf was overboard, going so far as to make a HQ in teh zone soloable.</b></p></blockquote><p>QFT! First time I did SBH in early '05 it took 2 nights and 6 hours just to get 60 Owlbear updates. I felt cheated last week when finally got some people to help an alt with T'Sane and he spawned by himeself after clearing one set of skeletons and was a <b><i><u>^ non-heroic! </u></i></b></p><p>Just so sad and a disservice to people coming up. At some point they <i>will</i> run into Heroic content. Putting that point later and later into their development does not help them, it [Removed for Content] them.</p></blockquote><p>/100% agree</p><p>I had an alt (34 guardian) that needed T'Sanne so I asked in chat if anyone could help... /crickets</p><p>A guildie offered to help (lvl 30 zerk).  When I met up with him outside of Gul'Thex I took a look at his armor.  PFT, he was still wearing starter island gear.  Being the nice guildie, I said nothing but said to myself "We going to get owned".  When T'Sanne spawned I was like [Removed for Content]?!?!  I could have easily soloed him had I known they nerfed him so badly.  Was a shame <img src="http://forums.station.sony.com/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>That entire HQ takes about 1-2 hours max now.  Oh yeah, and what ever happened to the assassins?? GONE!</p>

Heimdall00
10-19-2007, 09:14 PM
Personally I would love to see a small overland zone that would be as packed with named encounters and ring events as a regular dungeon with loot on par with most instances. That would be an interesting test case for SoE to see if people are still interested in heroic overland content. Something bigger than the area outside OoLS but with 10+ camps and some very choice no-drop loot (to discourage RMT farmers) as well as REALLY deep loot tables (to encourage return visits). I believe that people's interest is guided primarily by rewards, so if the carrot is big enough, they will come.

Bamfa_dexter
10-20-2007, 10:56 AM
To get back on topic, the OP was talking about RoK and Heroic not old world zones. 

Bamfa_dexter
10-20-2007, 10:58 AM
<cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p></blockquote>If you want to solo go play Never Winter Nights. 

Ratkhan
10-26-2007, 11:34 AM
<cite>Kaif@Befallen wrote:</cite><blockquote><cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p></blockquote>If you want to solo go play Never Winter Nights.  </blockquote>Rudeness.  Some people want to play first person, open ended RPGs in a very large world.  NWN is third person and definitely not open ended.  The only series out there making something close to that is from Elder Scrolls, and the Oblivion world was too small.  

TheSpin
10-26-2007, 11:44 AM
<p>I think most of you are overreacting.  Do NOT look at commonlands, Ant, and Nek forest as examples of what to expect in RoK.  Look at Darklight woods and EoF content for examples and everybody loves those zones.  The updated old world zones were changed a bit, but they didn't put a lot of work into the changes because it's just an easy fix for old outdated zones.</p><p> EoF does indeed have heroic content in its overland zones, it's just tucked out of the way where you won't stumble into it on your way to solo content.  Also...New Tunaria is a good example of an outside dungeon and it's a pretty fun place, but people don't really go there.  Darklight woods doesn't have much heroic content, but I see small groups there questing all the time.</p>

LordPazuzu
10-26-2007, 11:58 AM
<cite>Kamimura wrote:</cite><blockquote>I just hope they leave in some open areas with heroics.. My warden spent all her time in SH, FG, then RoV, into RE.. and when a group one day decided to go to Rivervale, it was such a nice change from the tunnels and such we were all use to. Just a few outside but heroic areas would be really nice.</blockquote>Rivervale is technically a dungeon zone.  It's just an 'outdoor' dungeon.  So is New Tunaria in the Greater Faydark.

Darsat
10-26-2007, 01:51 PM
<cite>Kaif@Befallen wrote:</cite><blockquote><cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p></blockquote>If you want to solo go play Never Winter Nights.  </blockquote><p>Boy....Im glad you pay 15 $ a month for his account, I bet you even deliver it to his doorstep just to make sure hes grouping<img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Anyway....  I think there needs to be some sort of heroic content in the overland zones.  A small amount, but some.  To me this gives some flexability to the duo or trio to flex their muscles without wading into a dungeon.</p>

Cercs
10-26-2007, 06:00 PM
Wow. This news is depressing. I hope EQ2 won't lose it's challenge I love. X_x

TheSpin
10-27-2007, 06:13 AM
<p>I would argue that at least 25% of EoF's outdoor content outside of Greater Faydark is heroic.  If you wanted to mob grind outdoors in bbm you could do aviaks or undead, steamfont has the craters full of heroics etc.</p><p>The fact that many people don't even know where all this heroic content is located proves that it's not used.</p>

liveja
10-27-2007, 10:30 AM
<cite>Kaif@Befallen wrote:</cite><blockquote>If you want to solo go play Never Winter Nights.  </blockquote><p>Right, because everything you ever do in EQ2 *absolutely MUST be in a group!!!!!*</p><p><img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p>

Haapy
10-28-2007, 06:01 AM
<cite>Magical wrote:</cite><blockquote><p>As a pure soloist, I'm very happy about the reduction of heroic (^^^) content from most overland zones.  My level 30 berserker recently tried to kill a level 21 heroic (^^^) and lost to it.  A level 20 is gray to me so 21 is the lowest green there is at my level.</p><p>However, I'm not against having heroic (^^^) content in overland areas that are isolated by mountains or walls.  So long as they are located out of the way so that we soloists aren't forced to go through them in order to get to other areas where we can hunt.</p></blockquote>Just pay attention to where you going and watch for mob's con/pathing. In every case you can carefully navigate the mobs that would splatter you. I would love to see more heroic mobs pathing through zones, if only to destroy those afk-levelers. Putting all heroic content out of the way and behind walls would be no different than just keeping them ALL in dungeons.

Mystfit
10-29-2007, 10:32 AM
<p>Sigh.....revenge is a dish best served.....well I can't answer that question cause my revenge was denied me...</p><p>I've been playing this game for over two years and several alts....My first toon had her sorry behind handed to her by one Miss Holly Windstalker.  A small group of us sought revenge and were denied...she took our behinds too...she's hard to find..she sneaks up on ya when you're alone or not looking. As I leveled alts, each one tried their hand at her but we either alone when she showed up or she'd not be aorund when we were grouped. Several alts alter, I have nothing to show for it. </p><p>Just now whilst harvesting in Ant, there she was....the bad lady herself. I followed her while I got someone to mentor to, gleefully I targeted her and what do I see...she's a non-heroic boring dull mob. My arrow was already in flight when I noticed it...taking her down was a snap...but do I feel revenged...no, I feel cheated.....</p><p>Personally, I like the idea of having overlands for solos, and dungeons for group content...but a few roving pain-in the behind-mobs spice things up a tad AND encourage people to be careful and the early fun of grouping...</p>

TheSpin
11-01-2007, 01:46 PM
<cite>Mystfit wrote:</cite><blockquote><p>Sigh.....revenge is a dish best served.....well I can't answer that question cause my revenge was denied me...</p><p>I've been playing this game for over two years and several alts....My first toon had her sorry behind handed to her by one Miss Holly Windstalker.  A small group of us sought revenge and were denied...she took our behinds too...she's hard to find..she sneaks up on ya when you're alone or not looking. As I leveled alts, each one tried their hand at her but we either alone when she showed up or she'd not be aorund when we were grouped. Several alts alter, I have nothing to show for it. </p><p>Just now whilst harvesting in Ant, there she was....the bad lady herself. I followed her while I got someone to mentor to, gleefully I targeted her and what do I see...she's a non-heroic boring dull mob. My arrow was already in flight when I noticed it...taking her down was a snap...but do I feel revenged...no, I feel cheated.....</p><p>Personally, I like the idea of having overlands for solos, and dungeons for group content...but a few roving pain-in the behind-mobs spice things up a tad AND encourage people to be careful and the early fun of grouping...</p></blockquote><p>This is a great point and I have to agree.  I'm all for occasional heroic encounters roaming around, but I'd have to say that I'm glad the game has become more solo friendly in terms of quests in outdoor zones.</p><p>AFK leveling is also a big pet peeve of mine and I would fully support anything that would make this harder.</p>