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Bromir
11-14-2009, 07:16 AM
<p>What sells this expansion ?</p><p>Seems to me to be nothing more than 10 more levels and new zones ..</p><p>Several of the LU's has been more interresting with regard to new ingame systems and such.</p><p>This expansion seems to be nothing more than levels and mobs. I would love to see some more info on it but so far I'm not sold ..</p><p>Yours</p>

Rainmare
11-14-2009, 08:13 AM
<p>ten levels.</p><p>new continent.</p><p>new weapons/armor looks</p><p>if the highland stalker is any indication, new types of mounts that aren't rhinos/horses/bears.</p><p>the conclusion of the Theer/Void storyline.</p><p>finding out what the Quellthulians are REALLY up to, and what the erudites may have screwed up this time.</p><p>there will probably be more with the Order of Rime, as thier presence was a lead up to the expansion. probably something to do with Frostfang/New Halas.</p><p>New AAs</p><p>the potential to find out the true purpose/power of Aeteok and Exonus, the Soulfire and Qeynos Claymore respectively.</p><p>chanters will become more useful, as CC will become a more potent talent to have around.</p><p>Druids will be getting upgraded.</p><p>Summoners as well.</p><p>Fighters will get some more adjustments to make them more 'balanced'</p><p>but let me ask, what would you want to see that would entice you to buy the expansion?</p>

wickermanuk
11-14-2009, 09:37 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>ten levels.</p><p>new continent.</p><p>new weapons/armor looks</p><p>if the highland stalker is any indication, new types of mounts that aren't rhinos/horses/bears.</p><p>the conclusion of the Theer/Void storyline.</p><p>finding out what the Quellthulians are REALLY up to, and what the erudites may have screwed up this time.</p><p>there will probably be more with the Order of Rime, as thier presence was a lead up to the expansion. probably something to do with Frostfang/New Halas.</p><p>New AAs</p><p>the potential to find out the true purpose/power of Aeteok and Exonus, the Soulfire and Qeynos Claymore respectively.</p><p>chanters will become more useful, as CC will become a more potent talent to have around.</p><p>Druids will be getting upgraded.</p><p>Summoners as well.</p><p>Fighters will get some more adjustments to make them more 'balanced'</p><p>but let me ask, what would you want to see that would entice you to buy the expansion?</p></blockquote><p>Well for me personally I think the current format of add ten levels, sprinkle in some new armor and a few AAs has gotten very very old.</p><p>I would like to see innovation, something new.</p><p>- Weapons/Armor that grow with your character. For example example once you kill 1000 gnolls you get to choose a effect, kill 5000 and you get to choose another etc.</p><p>Over the course of time you would have players with unique builds, people who specialize in certain abilities etc. Something like this would add another aspect to the game rather than the current played out system.</p><p>- Dynamic environments that change based on factions, guilds can choose to specialize in different factions and their success would influence the environment.</p><p>- Guild wars. A option to goto war with another guild on the server, so you could PVP on the regular servers against specific people/guilds. Bounty's on players etc.</p><p>- Dual classing. I'd love the opportunity to be able to dual class and switch back and forth between those classes or some hybrid combo of both.</p><p>- Crafting revamp. Something beyond the usual boring played out tier system. For example a wood elf carpenter from qeynos would have a bunch of recipes that a ogre carpenter from Neriak wouldnt have and vice versa. Again this is another form of specializing rather than the current, every carpenter at max level has the same recipes, boring!</p><p>- Player crafted cities/Boats.</p><p>- Seasonal weather including snow storms/hurricanes etc.</p><p>- Player crafted/designed armor/weapons. Give the players the ability to craft unique armor by themselves. Wow thats impossible, maybe so but its new and something people would go crazy over.</p><p>- Boats and Zeplins. I want to own a boat, go sailing and also fly a zeplin, make it happen.</p><p>I could go on forever and yes I do realize that a lot of these are out of the scope of a game like EQ2, but you asked what I would like to see in a new expansion and this is some of the stuff.  I think SOE need to do something amazing with this expansion, the same tired formula of the tier system is SO very very dated now and played out.</p><p>With all the new MMO's coming out next year I think this is EQ2s last chance  but truthfully with SOE releasing two new MMO's soonish I dont see them putting hardly any financial backing behind EQ2 to make it move beyond the current formula. Eventually the playerbase will drop off just as it has been doing in the last few months.</p>

Levatino
11-14-2009, 10:43 AM
<p><cite>wickermanuk wrote:</cite></p><blockquote>- Weapons/Armor that grow with your character. For example example once you kill 1000 gnolls you get to choose a effect, kill 5000 and you get to choose another etc.<p>Over the course of time you would have players with unique builds, people who specialize in certain abilities etc. Something like this would add another aspect to the game rather than the current played out system.</p><p>- Dual classing. I'd love the opportunity to be able to dual class and switch back and forth between those classes or some hybrid combo of both.</p>- Player crafted/designed armor/weapons. Give the players the ability to craft unique armor by themselves. Wow thats impossible, maybe so but its new and something people would go crazy over.</blockquote><p>Love this ideas hope it would be possible</p><p>However the Guild Wars thing you mentioned is a no go at least on PVE, there is a reason people don't want to PVP.</p><p>The crafting revamp you proposed I don't like as well I want to craft more not less</p>

The_Cheeseman
11-14-2009, 12:07 PM
<p>I file this under, "if it ain't broke, don't fix it." Personally, I am looking forward to another expansion where I can explore new lands, find new weapons, and gain new levels. Class-balance issues aside, I very much enjoy playing EQ2 the way it is, and would prefer that the devs not try to convert it into some kind of entirely new game by tacking-on unrelated mini-games or mechanical sub-systems. If you want to try something fresh and new, there are plenty of other games out there that you can try, and while you are away, you can rest assured that should you choose to return to EQ2, you will be welcomed back with the same familliar gameplay that has defined the EQ2 experience for half a decade.</p>

Katz
11-14-2009, 12:23 PM
<p>Druid upgrade?  *ears perk up*</p>

feldon30
11-14-2009, 12:35 PM
It's an MMO. New levels and new content is what you get in an expansion. I'd be more interested in the original poster (who will probably never come back, and just started this thread to troll) telling us what he/she thinks SHOULD have been in the expansion..

Ealthina
11-14-2009, 01:18 PM
<p>This looks just as bad as TSO was...  Put me in the doom and gloom catagory of "this game is about to close shop" please...  stinko!</p>

Rainmare
11-14-2009, 06:08 PM
<p>yes supposedly druids are going to get more powerful/more in line with ther shaman and cleric counterparts <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>as to the op's suggestion.</p><p>sure, give me a weapon that grows with me. so that I have have one that [Removed for Content] near rivals my mythical for damage. I've killed 10k goblins, 10k undead, and 5k+ on most everything else that the game keeps a count on.</p><p>I love these kinds of requests. first. there is no such thing as 'people will specialize in different areas'. the number crunchers will find the optimum setups,and that is what pretty much everyone will choose.</p><p>They tried dynamic enviroments in EQ1, in the shadows of luclin expansion. people hated it. becuase of a few things. certain questmobs were never up becuase they were a certain race that was part of the dynamic. alot of area become moreso dangerous becuase of the faction mobs having certain skill sets. Sonic wolves, for example, saw through invis.</p><p>your dual classing idea to me, at least, simply smacks of 'I never want to do anything with anyone else, ever. so let me become both a guardian and a cleric' we have 'dual classes' already. they are called Paladins/Shadowknights. Paladins combine tanking with healing, and sks are tanking plus damage.</p><p>but they aren't what you want it seems becuase they can't do both equally.</p><p>No flying in the game. sucks, but yeah.</p><p>no need for player boats....maybe if they introduce and expansion that's all about island hopping (like to alot of the FS places)</p><p>crafters with recipes only they can get? they did that with eq1 too. not appreciated. the shaman, for example, in eq1 could make potions. no one else. guess how that market went. diety restricted armors/weapons made by the race/deity combos of said diety. I know my high elf armorer loved the plat that rolled in when I could demand any price I wanted becuase only a high elf of tunare could make the armor. and only tunare worshipers could wear it. so if you worshiped tunare, and weren't a high elf, if you wanted that armor you paid whatever price I wanted you to pay.</p><p>Alchemists had this advantage earlier in the game crafting life. and people despised it then.</p><p>the pve server guild war idea is tempting. but I can see this getting on people nerves to. like our guild has one player who has all the TS classes maxed, but only 1 of those toons is 80. and none of them are geared at all. she'd prolly quit if everytime she went to harvest she got eaten alive by a raid geared player.</p>

DukeOccam
11-14-2009, 07:09 PM
<p><cite>Bromir@Runnyeye wrote:</cite></p><blockquote><p>What sells this expansion ?</p><p>Seems to me to be nothing more than 10 more levels and new zones ..</p><p>Several of the LU's has been more interresting with regard to new ingame systems and such.</p><p>This expansion seems to be nothing more than levels and mobs. I would love to see some more info on it but so far I'm not sold ..</p></blockquote><p>First of all, keep in mind this is still 3 months off, so obviously we're not going to know as much about it as we do about Game Updates that have already been released.Secondly, level cap increase + new zones (and new mobs, quests, and storylines go along with those zones) = pretty much the definition of an MMO expansion.</p><blockquote><p>Weapons/Armor that grow with your character. For example example once you kill 1000 gnolls you get to choose a effect, kill 5000 and you get to choose another etc. Over the course of time you would have players with unique builds, people who specialize in certain abilities etc. Something like this would add another aspect to the game rather than the current played out system.</p></blockquote><p>The more specialized someone gets, the harder it is to find a group. It's hard enough IMO.<em>"No thanks, we need someone with <strong>undead</strong>-killing spec, not orcs."</em>Also, if you have weapons/armor that grow with you, then that will obsolesce much of the gear already in the game. And if it's not strong enough to do that, then no one will want to use it, so there's no point.</p><blockquote><p>- Player crafted/designed armor/weapons. Give the players the ability to craft unique armor by themselves. Wow thats impossible, maybe so but its new and something people would go crazy over.</p></blockquote><p>What do you mean? If it's impossible, who cares how crazy people would go over it? The point is moot.</p><blockquote><p>- Guild wars. A option to goto war with another guild on the server, so you could PVP on the regular servers against specific people/guilds. Bounty's on players etc.</p></blockquote><p>No thank you! If people want to PvP they can go to a PvP server. Some of us do not enjoy PvP one bit and it would be annoying to be subject to it without our consent.</p><p>I would, of course, like to see something exciting and innovative too, but let's be careful what we wish for. What one person thinks is exciting, another may find extremely annoying.</p>

Lortet
11-14-2009, 09:17 PM
<p>This thread reminded me of the scene in "Life of Brian" whan John Cleese asks his fellows - "What have the Romans ever done for us?"</p><p>Needless to say, after suggestions of health, education, roads, aqueducts, law and order etc, he asked, "Well, other than those, what have the Romans ever done for us?"</p>

brightwhite
11-14-2009, 09:31 PM
<p>my father was a R(w)oman</p>

Pins
11-14-2009, 10:23 PM
<p><cite>Bromir@Runnyeye wrote:</cite></p><blockquote><p>What sells this expansion ?</p><p>Seems to me to be nothing more than 10 more levels and new zones ..</p><p>Several of the LU's has been more interresting with regard to new ingame systems and such.</p><p>This expansion seems to be nothing more than levels and mobs. I would love to see some more info on it but so far I'm not sold ..</p></blockquote><p>Uhhh, isn't that what an expansion is?  A continuation of the game?</p>

Miss_Jackie
11-14-2009, 11:05 PM
<p><cite>Cheesers@Mistmoore wrote:</cite></p><blockquote><p>This looks just as bad as TSO was...  Put me in the doom and gloom catagory of "this game is about to close shop" please...  stinko!</p></blockquote><p>As long as they're making money off of EQ2, don't think they'll close shop.</p>

Brigh
11-15-2009, 07:59 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>They tried dynamic enviroments in EQ1, in the shadows of luclin expansion. people hated it. becuase of a few things. certain questmobs were never up becuase they were a certain race that was part of the dynamic. alot of area become moreso dangerous becuase of the faction mobs having certain skill sets. Sonic wolves, for example, saw through invis.</p><p><span style="color: #00ff00;">This doesn't make sense. There were no dynamic environments as the OP is talking about and none as you say in SoL. There is nothing special about certain mobs seeing invis. </span></p></blockquote>

Econometr
11-15-2009, 10:54 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>yes supposedly druids are going to get more powerful/more in line with ther shaman and cleric counterparts <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>as to the op's suggestion.</p><p>sure, give me a weapon that grows with me. so that I have have one that [Removed for Content] near rivals my mythical for damage. I've killed 10k goblins, 10k undead, and 5k+ on most everything else that the game keeps a count on.</p><p>I love these kinds of requests. first. there is no such thing as 'people will specialize in different areas'. the number crunchers will find the optimum setups,and that is what pretty much everyone will choose.</p><p>They tried dynamic enviroments in EQ1, in the shadows of luclin expansion. people hated it. becuase of a few things. certain questmobs were never up becuase they were a certain race that was part of the dynamic. alot of area become moreso dangerous becuase of the faction mobs having certain skill sets. Sonic wolves, for example, saw through invis.</p><p>your dual classing idea to me, at least, simply smacks of 'I never want to do anything with anyone else, ever. so let me become both a guardian and a cleric' we have 'dual classes' already. they are called Paladins/Shadowknights. Paladins combine tanking with healing, and sks are tanking plus damage.</p><p>but they aren't what you want it seems becuase they can't do both equally.</p><p><strong>No flying in the game. sucks</strong>, but yeah.</p><p>no need for player boats....maybe if they introduce and expansion that's all about island hopping (like to alot of the FS places)</p><p>crafters with recipes only they can get? they did that with eq1 too. not appreciated. the shaman, for example, in eq1 could make potions. no one else. guess how that market went. diety restricted armors/weapons made by the race/deity combos of said diety. I know my high elf armorer loved the plat that rolled in when I could demand any price I wanted becuase only a high elf of tunare could make the armor. and only tunare worshipers could wear it. so if you worshiped tunare, and weren't a high elf, if you wanted that armor you paid whatever price I wanted you to pay.</p><p>Alchemists had this advantage earlier in the game crafting life. and people despised it then.</p><p>the pve server guild war idea is tempting. but I can see this getting on people nerves to. like our guild has one player who has all the TS classes maxed, but only 1 of those toons is 80. and none of them are geared at all. she'd prolly quit if everytime she went to harvest she got eaten alive by a raid geared player.</p></blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  This is one area where EQII lags far behind WoW.</p>

TemberWolf
11-15-2009, 11:38 AM
<p><cite>Econometrix wrote:</cite></p><blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  <span style="color: #008000;"><strong>This is one area where EQII lags far behind WoW.</strong></span></p></blockquote><p>Well if eq2 had <a href="http://www.wow.com/2008/12/23/world-of-warcraft-hits-11-5-million-subscribers/" target="_blank">11.5 million subscribers</a> they could afford to hire people to do this, but as it is we are lucky enough that they have hired, basically, one person to do the sharder model upgrades.</p>

erin
11-15-2009, 01:09 PM
<p><cite>TemberWolf wrote:</cite></p><blockquote><p><cite>Econometrix wrote:</cite></p><blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  <span style="color: #008000;"><strong>This is one area where EQII lags far behind WoW.</strong></span></p></blockquote><p>Well if eq2 had <a href="http://www.wow.com/2008/12/23/world-of-warcraft-hits-11-5-million-subscribers/" target="_blank">11.5 million subscribers</a> they could afford to hire people to do this, but as it is we are lucky enough that they have hired, basically, one person to do the sharder model upgrades.</p></blockquote><p>Aside from that, frankly rather than revamping a million zones to allow for flying, I'd much rather they concentrated on content.  I really don't get the flying thing, its like the class that shall not be named.  Those are aspects of another game, get over it.  Why do people want to fly in this game so badly,what's the big attraction?</p>

miserythedrow
11-15-2009, 01:31 PM
<p>Personally I'd just like to see another race.  Thats just me.</p>

Britefire
11-15-2009, 01:44 PM
<p>we need one good - neutral race to balance out the races (I was hoping othmir this expansion <img src="/eq2/images/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" />)</p>

salty21db
11-15-2009, 02:14 PM
<p><cite>Econometrix wrote:</cite></p><blockquote><p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>yes supposedly druids are going to get more powerful/more in line with ther shaman and cleric counterparts <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>as to the op's suggestion.</p><p>sure, give me a weapon that grows with me. so that I have have one that [Removed for Content] near rivals my mythical for damage. I've killed 10k goblins, 10k undead, and 5k+ on most everything else that the game keeps a count on.</p><p>I love these kinds of requests. first. there is no such thing as 'people will specialize in different areas'. the number crunchers will find the optimum setups,and that is what pretty much everyone will choose.</p><p>They tried dynamic enviroments in EQ1, in the shadows of luclin expansion. people hated it. becuase of a few things. certain questmobs were never up becuase they were a certain race that was part of the dynamic. alot of area become moreso dangerous becuase of the faction mobs having certain skill sets. Sonic wolves, for example, saw through invis.</p><p>your dual classing idea to me, at least, simply smacks of 'I never want to do anything with anyone else, ever. so let me become both a guardian and a cleric' we have 'dual classes' already. they are called Paladins/Shadowknights. Paladins combine tanking with healing, and sks are tanking plus damage.</p><p>but they aren't what you want it seems becuase they can't do both equally.</p><p><strong>No flying in the game. sucks</strong>, but yeah.</p><p>no need for player boats....maybe if they introduce and expansion that's all about island hopping (like to alot of the FS places)</p><p>crafters with recipes only they can get? they did that with eq1 too. not appreciated. the shaman, for example, in eq1 could make potions. no one else. guess how that market went. diety restricted armors/weapons made by the race/deity combos of said diety. I know my high elf armorer loved the plat that rolled in when I could demand any price I wanted becuase only a high elf of tunare could make the armor. and only tunare worshipers could wear it. so if you worshiped tunare, and weren't a high elf, if you wanted that armor you paid whatever price I wanted you to pay.</p><p>Alchemists had this advantage earlier in the game crafting life. and people despised it then.</p><p>the pve server guild war idea is tempting. but I can see this getting on people nerves to. like our guild has one player who has all the TS classes maxed, but only 1 of those toons is 80. and none of them are geared at all. she'd prolly quit if everytime she went to harvest she got eaten alive by a raid geared player.</p></blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  This is one area where EQII lags far behind WoW.</p></blockquote><p>This is just my opinion as always but i would much rather "lag behind" in that department vs "lagging behind" in lack of content.  The mere fact that a company like SoE with tons less money puts out more content at a faster rate than said other company lol.  But it is very important i spose to have a beer stein named after said game....</p>

Jrral
11-15-2009, 02:47 PM
<p><cite>Econometrix wrote:</cite></p><blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  This is one area where EQII lags far behind WoW.</p></blockquote><p>The problem isn't implementing the flying. Making free-flying mounts in EQ2 would probably not be too hard. The problem is the zone geometry itself. We all know the world isn't infinite in EQ2, witness what happens when you fall through the world or find a spot where you can see past the edge of the zone. Right now there are "holes" in the geometry, places where you could fall through or get behind the walls of the world, that aren't a problem because it's not possible to get to them. You can't jump high enough or far enough to reach that spot, or there's an overhang blocking the jump, or there's simply no path you can walk along that takes you there. Add flying mounts, though, and all that changes. At a minimum a "roof" has to be added to all outdoor zones to limit how high people can go, and it has to be joined up with the walls of the zone so people can't fly up and over and get outside the known world. All those "holes" have to be patched, so there's solid ground or something anywhere anyone can get access to. Fixing up all the geometry is probably the biggest part of it, and there's <em>a lot</em> of geometry to be checked and fixed.</p>

Kigneer
11-15-2009, 04:13 PM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>Fighters will get some more adjustments to make them more 'balanced'</p></blockquote><p>In other words, Paladins get nerfed again and again and again, because someone thinks we're "overpowered". :rolleyes:</p><p>Let's see: Castigate not working as intended (removing now only some dets, and not useful when 6+ dets are applied immediately after). End-line AA still needs to be fixed, worthless to spend 2 AAs upon. Divine Favor stuns you when brought back to life, which means getting killed 2x in a row in a fight. Turning us into single-target tanks without the mit (because of heals) so we have to spam a ward/heals on top of the taunts/spells to do what Guardians (high mit) and SKs (self heals) do in the background.</p><p>What "balance"???</p>

CraigH
11-15-2009, 06:38 PM
<p>I think adding 10 levels is extremely boring.  Most people will race as quickly as possible to grind out those levels.  81-89 will be useless levels, especially considering there are 0 new spells.   I'd just as soon see a reverse chronomage to let you automatically mentor up to 90 instead of deja-vu Kunarking my way up another 10 levels.  The game needed something new and innovative, and I don't see anything other than more of the same.  Sadly, I think I've had enough.</p>

The_Cheeseman
11-16-2009, 02:30 AM
<p>If you don't enjoy killing monsters to level-up, getting new gear, and upgrading your spells and/or combat arts, then yes, I suggest that it may be time for you to seek out a new game. Personally, I am looking forward to it.</p>

Mythanote
11-16-2009, 03:15 AM
<p><cite>Brigh wrote:</cite></p><blockquote><p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>They tried dynamic enviroments in EQ1, in the shadows of luclin expansion. people hated it. becuase of a few things. certain questmobs were never up becuase they were a certain race that was part of the dynamic. alot of area become moreso dangerous becuase of the faction mobs having certain skill sets. Sonic wolves, for example, saw through invis.</p><p><span style="color: #00ff00;">This doesn't make sense. There were no dynamic environments as the OP is talking about and none as you say in SoL. There is nothing special about certain mobs seeing invis. </span></p></blockquote></blockquote><p>Yes, there was... if he's talking about the war you could start in ... (forget name of zone on the moon, luclin ruined EQ1. ) But back on topic, was a zone on the moon where you could kill all the *alien* looking guys, making the other mobs take over the zone and chance at named, vice versa.  Was a three way thing if I remember right, and you could control which faction had control of the zone.</p><p>Back to your regular scheduled moaning (not who I quoted, just general forum consensus)</p>

Kasar
11-16-2009, 05:16 AM
<p><cite>Larik@Antonia Bayle wrote:</cite></p><blockquote><p>I think adding 10 levels is extremely boring.  Most people will race as quickly as possible to grind out those levels.  81-89 will be useless levels, especially considering there are 0 new spells.   I'd just as soon see a reverse chronomage to let you automatically mentor up to 90 instead of deja-vu Kunarking my way up another 10 levels.  The game needed something new and innovative, and I don't see anything other than more of the same.  Sadly, I think I've had enough.</p></blockquote><p>People who haven't bothered logging in for months will log in for 4-6 weeks to blast through to max level, raid a few places, then disappear again because for some reason their primary concern is being level capped rather than playing the game for any sort of enjoyment.  I don't understand.</p><p>As for the other discussions.. the client could really use some updating, not just WRT flying mounts.  WoW's client lets you specify the audio device, which for me means headphones, desktop speakers, or to my television, and it has windowing options that I find very useful.  Maximized in window mode with no borders, it plays like full screen but you can bring up whatever app you need with the game behind it.</p><p>Does the Maj'Dul courts system fit the idea of a dynamic environment that was discussed?  That was generally panned, otherwise it might have been further developed. I thought it was interesting, but also wasn't really a fan.  I wasn't playing much during that expansion though, LU13 really changed things and my guild's lack of healers was a huge issue, the groups of a guardian and three assassins running through heroic content just wasn't cutting it anymore.</p><p>The only PvP on the PvE servers is the arenas, and that took what, a year and a half to get.  Nobody uses the arenas.</p><p>Crafting's been revised, changed, altered, and beaten to death in this game.  Various things have been tried, many are still there, like quests for recipes, faction grinds for recipes, and special recipes from crafting instances.  The original patron system might've made specialization easier, I'm not sure what the point of that system really was.</p>

Guy De Alsace
11-16-2009, 06:35 AM
<p>Might be an idea to hold off on the criticism until the expansion is actually closer than two and a half months from release.</p><p>Personally I am looking forward to an end to the horrible void storyline.</p><p>I'm hoping the emphasis on raiding will be a bit less. Mythicals left a bad taste in my mouth. I'm looking forward to having a choice again <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

MurFalad
11-16-2009, 08:23 AM
<p><cite>Jrral@Unrest wrote:</cite></p><blockquote><p><cite>Econometrix wrote:</cite></p><blockquote><p>This is something Sony should think about.  For a long time, the Blizzard devs said there was no way to implement flying throughout the older WoW content because it would involve an enormous amount of effort.  Most of the old world content is rendered in 2D.  However, recently they suggested that this will be changing and that flying will be possible everywhere.  This is one area where EQII lags far behind WoW.</p></blockquote><p>The problem isn't implementing the flying. Making free-flying mounts in EQ2 would probably not be too hard. The problem is the zone geometry itself. We all know the world isn't infinite in EQ2, witness what happens when you fall through the world or find a spot where you can see past the edge of the zone. Right now there are "holes" in the geometry, places where you could fall through or get behind the walls of the world, that aren't a problem because it's not possible to get to them. You can't jump high enough or far enough to reach that spot, or there's an overhang blocking the jump, or there's simply no path you can walk along that takes you there. Add flying mounts, though, and all that changes. At a minimum a "roof" has to be added to all outdoor zones to limit how high people can go, and it has to be joined up with the walls of the zone so people can't fly up and over and get outside the known world. All those "holes" have to be patched, so there's solid ground or something anywhere anyone can get access to. Fixing up all the geometry is probably the biggest part of it, and there's <em>a lot</em> of geometry to be checked and fixed.</p></blockquote><p>I'm not sure on flying mounts added to the game, the problem is having experienced them in WoW apart from the enjoyable bit of flying around here and there they didn't really add anything to the gameplay.  Especially added in afterwards it did trivialise much of the questing, for that reason if we got flying mounts I'd like to see them put into a zone (KoS style would be ideal) where the whole zone is designed with the use of them in mind.  Really they feel like an afterthought in WoW, classes need abilities to dismount people for PVP, fight mounted in a different way etc for them to feel truly like they add something to the world.</p><p>Or how about when people fly, make it so that they mount flys more like a plane?  Give players momentum to handle and not the pin point hovering all the other MMO's use.  They could really open up a whole new game with the flying mounts.</p><p>WoW is an interesting case of MMO though when it comes to expansions, each expansion they seem to have a gimmick/key feature</p><p>1) TBC : Flying mounts</p><p>2) WotLK : Vehicles you can control</p><p>3) CC : Flying in the old world (seems a bit weak like that, so I'm wondering if something else will get announced).</p><p>Its a interesting way to promote expansions, changing the gameplay with one new key feature per an expansion does mix it up and keep the game fresh for people.  Simple things like the addition of climbing had are what we need to see.   Personally my idea for a gimmic would be I'd like to see EQ2 redo the common lands and Antonnica to both have interactive settlements for the Gnolls and Orcs, then allow the players to get involved fighting/supplying one side or another to influence the map and who controls what.</p><p>Or maybe make this a Freeport Vs Qeynos thing, have the control of villages/flight paths/dungeons etc move from one faction to another depending on PVE or PVP actions that the players do.</p><p>Another one I'd really like to see would be classes get a complete makeover so that they way they are played becomes much more of a minigame, SF so far looks good though, its going to be interesting to see how this new continent pans out over the next couple of years.  I have a feeling though there are a lot of other big changes coming to Norrath elsewhere though.</p>

fawdown
11-16-2009, 08:52 PM
<p>I would like to see different and maybe seasonal weather patterns.  But that is probably a major undertaking.</p><p>As for guild wars...no thank you.  If you want PVP, go to a PVP server and make your own 'gang' war.  The idea of creating a guild, and working together should be somewhat universal.</p><p>As for the expansion...watch the video.  It has Kung Fu pandas!  What more could you ask for? </p><p>Since I played EQOA for a long time, I am looking forward to Odus.  It was the best part of EQOA, IMO.</p>

denmom
11-17-2009, 08:05 AM
<p>They could always make a "flying mount" by giving a winged critter to ride as normal.</p><p>Every now and then upon arrival to Tim Deep from Butcherblock, the griffin won't go away and become my toon's horse.  For a brief few moments, it looks as tho they're riding a griffin on the docks like a horse.  Then rendering kicks in correctly and the horse is back again.</p><p>The only problem would be size of the critter, especially with larger races.  That wingspan would be a pain.  Unless the critter had small wings, vesitigal, and used magic to float around.  Something akin to carpets.</p><p>Anyhow, just something to toss out that came to mind.</p>

Xethren
11-17-2009, 09:23 AM
<p><cite>Rainmare@Oasis wrote:</cite></p><blockquote><p>ten levels.</p><p>new continent.</p><p>new weapons/armor looks</p><p>if the highland stalker is any indication, new types of mounts that aren't rhinos/horses/bears.</p><p>the conclusion of the Theer/Void storyline.</p><p>finding out what the Quellthulians are REALLY up to, and what the erudites may have screwed up this time.</p><p>there will probably be more with the Order of Rime, as thier presence was a lead up to the expansion. probably something to do with Frostfang/New Halas.</p><p>New AAs</p><p>the potential to find out the true purpose/power of Aeteok and Exonus, the Soulfire and Qeynos Claymore respectively.</p><p><strong>chanters will become more useful, as CC will become a more potent talent to have around.</strong></p><p>Druids will be getting upgraded.</p><p>Summoners as well.</p><p>Fighters will get some more adjustments to make them more 'balanced'</p><p>but let me ask, what would you want to see that would entice you to buy the expansion?</p></blockquote><p>Uh huh sure. Devs have been nerfing us for two expansions now, well indirect nerfs but look at everything that is CC immune in TSO. Why sould SoE change their trend of making us buffbots?</p><p>Not saying you are wrong TC <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> just it's well known SoE hates coercers.</p>

Aanadorn68
11-17-2009, 10:11 AM
<p>It's not that they hate enchanters, I really doubt that.  It's that they don't have the creativity to include "enchanting" into an encounter.  Instead we saw the extremely lazy and uncreative TSO favorites such as instant fail conditions and whack a mole curing.  The instant fail conditions were particularly onerous couple with lag.  Sometimes I wish they would give lag a graphic and make it an avatar just so we could kill it one day.</p><p>That said there is hope, in their dev conference they did mention they wanted to make CC more prevalent in the higher level encounters and raids.  I'm not holding my breath or anything, but I hope that's the case.  They took the wrong approach with chanters, when they realized they didn't have the creativity to include CC in encounters they made us DPS, then they slowly nerf our dps.  They are going to create a lot of [Removed for Content] off chanters who never cast a mez spell, but are used to being DPS.  Typical build it up then knock it down strategy.</p><p><cite>Xethren@Antonia Bayle wrote:</cite></p><blockquote><p>Uh huh sure. Devs have been nerfing us for two expansions now, well indirect nerfs but look at everything that is CC immune in TSO. Why sould SoE change their trend of making us buffbots?</p><p>Not saying you are wrong TC <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /> just it's well known SoE hates coercers.</p></blockquote>

hansomepete
11-17-2009, 01:09 PM
<p>Actualy I want things to go back to the way they were. Shard runs, sorry but they made you think about the encouter. It wasn't just a run in and oh well I take a hit so what kind of deal. Also made bad players stand out no one would want to group with you if you acted like an a**.</p><p>I like the level progression, you started out a fighter or what ever then at 20 you became the class. Made you feel like you accomplished something. Now it's ok I'm a lv1 shadowknight weak... In real life you where a squire before you even saw a weapon.</p><p>Build on that concept, at 50 there should be another progression. Maybe the ability to wear diffrent armor? maybe grab a class spell not in your class, how cool would it be to be a warlock that can use swords or wear leather armor? at 80 same thing but maybe instead of grandmaster make a spelll that can do major devistation, possibly an epic killer. once used you can't cast it again for 7 days real time. Just throwing out ideas...</p><p>Crafting is not broke don't fix it. I still remember when just to make a backpack I had to make the leather, make the harness, make the pattern, make the thread etc... PIA took a week to get one item. At least now if I want to craft I can do a few hours, and still go out an adventure too. More recipes would be nice, even ablity to make gi's for all levels would be nice.</p><p>The master strikes are good, I like the way they are done now with the legend and lore but make them a bit more potent. I mean if your killing them to study them I would think your strike would do more damage.</p><p>I would love to see a revamp of robes, at the very least take out the stupid leggin graphic. I would love to see a bit more sexier robes not the buttoned up burka look. I'm not talking full out s**t wear just a tad bit more choices.</p><p>I liked the shard runs for armor, Myself as a solo'er at times make the solo shard run at least twice a day instead of once.</p>