View Full Version : Force a Level Lock
LaurnaRose Fauldorn
04-28-2011, 10:11 AM
<p>Since there are so many (*keeps opinion to self) players HERE on the forums (keep in mind that the majority of players think this is nothing more than a troll fest and refuse to take part in it) who are voicing their opinion that the game does not start until 90 (reasoning that levels no long have meaning, rather it is AA that drives the game), I say force a level lock every 20 levels. </p><p>20 = locked until character reaches 75 AA</p><p>40 = locked until character reaches 125 AA</p><p>60 = locked until character reaches 175 AA</p><p>80 = locked until character reaches 225 AA</p><p>Beef up old (lower level) zones so that the content is more in line with recent expansions armor and enemies difficulty.</p><p>Beef up old armor to be more in line with recent expansions armor (scaled of course to represent level difference) *ie: change stats, change mitigation ... and for goodness sakes please bring in new art for lower level armor!</p><p>Revamp the chronomage system to make it where when chronomaged from 90 to lvl 20 you are not SO over powered. Chronomage should reduce you to abilities SLIGHTLY more than your choro'd level. As it is, if a 90 chrono's down to a 20 they fight as if they are a level 50 going in and woopin tail. Chrono'ing your level should make the zones a TAD easier (chrono to 20 as a 90 makes you "feel" like a 25), not rediculously easy. </p><p>__________________________________________________ _____________________________________________</p><h1><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;">Massively multiplayer online role-playing game</span></a></h1><div><div><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;">From Wikipedia, the free encyclopedia</span></a></div><div></div><div><p><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;"><strong>Massively multiplayer online role-playing game</strong> (<strong>MMORPG</strong>) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.</span></a></p><p><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game" target="_blank"><span style="color: #00ccff;">As in all RPGs, players assume the role of a character (often in a fantasy world) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game. This is often referred to as being offline.</span></a></p><p>__________________________________________________ ______________________________________________</p><p>EQ2 has become a MSORPG (Massive Solo-Friendly Online Role Playing Game), which it was not created to be. The new generation of gamers has grown up on platforms, which equates to "solo" play for the most part. </p><p>I'm all for expanding your horizons and creating content for the new generation player to get more people into the game, but not at the expense of the heart of the game. Give your players options, do not nullify everything they enjoy!</p><p>The majority of customers who pay for MMORPGs are mid 20's to 50's. These are people who grew up with table top RPGs! Half the fun of "game night" was finding enough friends to come over and go out adventuring with! You certainly could not run the campain by yourself to any real extent. Yes, there were solo campains created for just that ... but the heart and soul of TTRPG has always been group play. So why change that in MMORPG? Keep the heart and soul group based and add content to allow for solo play if someone desires to go that route.</p><p>Make the lower level content just as difficult at those levels as the higher level content is and add in experience bonuses for additional group members. Take some of the lower level instances and recreate them to be in line with the rest of the content, but make them solo friendly (no heroic mobs - maybe ^ boss) so that those who choose to solo play or duel box can still have means to do so.</p><p>Anyway, just a thought. Take it for what it is ... my opinion.</p></div></div>
Illmarr
04-28-2011, 11:05 AM
<p>I understand where this post came from after reading another thread in this section. While I think I share your level of exasperation at the request in it, forcing an artificial impediment to anything in the game is not a good idea. I didn't like only being able to do DoV factioning once a day for each faction. I didn't like 5 days to train the griffon, no matter what lore/roleplay justification could be made for making it so. I sure as heck would not like a forced grind due to not being able to gain any leveling experience. (I choose to divert exp to AA to round out while leveling, but the operative word there is <strong><em>choose</em></strong>)</p><p>And I'd bet a lot lower percentage of people playing MMOs in 2011 have roots in tabletops than you imagine</p>
Ragnaphore
04-28-2011, 11:27 AM
<p>Horrible idea. Artificial locks are bad.</p><p>BTW the # of AAs needed to level in your exemple are so off-base it's not even funny. </p>
Te'ana
04-28-2011, 11:42 AM
<p><cite>Ilmaaaaah@Lucan DLere wrote:</cite></p><blockquote><p>I understand where this post came from after reading another thread in this section. While I think I share your level of exasperation at the request in it, forcing an artificial impediment to anything in the game is not a good idea. I didn't like only being able to do DoV factioning once a day for each faction. I didn't like 5 days to train the griffon, no matter what lore/roleplay justification could be made for making it so. I sure as heck would not like a forced grind due to not being able to gain any leveling experience. (I choose to divert exp to AA to round out while leveling, but the operative word there is <strong><em>choose</em></strong><span style="text-decoration: underline;">)</span></p><p><span style="text-decoration: underline;">And I'd bet a lot lower percentage of people playing MMOs in 2011 have roots in tabletops than you imagine</span></p></blockquote><p>I was too busy raising kids, attending night college, and working to play tabletop games. I began palying MMOs in early 2003 when I was chosen to test Uru. That was essentially a solo game with some group components. by then all my kids were grown and out of college.</p><p>I agree that we should have choices, but I applaud the OP for posting a potential solution to the problem of lack of folks in the lower levels.</p>
Lamprey_02
04-28-2011, 11:49 AM
<p>So basically, you're pining for EQ1 and want hell levels and no soloing back? Why not just play EQ1? The servers are still up.</p>
LaurnaRose Fauldorn
04-28-2011, 11:54 AM
<p><cite>Lateana@The Bazaar wrote:</cite></p><blockquote><p>I was too busy raising kids, attending night college, and working to play tabletop games. I began palying MMOs in early 2003 when I was chosen to test Uru. That was essentially a solo game with some group components. by then all my kids were grown and out of college.</p><p>I agree that we should have choices, but I applaud the OP for posting a potential solution to the problem of lack of folks in the lower levels.</p></blockquote><p>Thank you Lateana. And I'm by no means suggesting that MY IDEA is the end all be all UBER solution! I'm just trying to brainstorm how we can get ALL of the game's content to be worthwhile and fun ... the way it use to be. </p><p>SOE raises the level cap then pushes for players to get to the level cap because they want everyone to experience the "NEW" content (because the give-me-give-me's insist that's what matters) and its a visious game-ending cycle. </p><p>Okay, so DOWN WITH LEVEL LOCKS!!! I get it ... but what about the rest of the suggestions ... These are good and sound requests and yet no one has commented on them ... /shrug.</p><p>By all means, if you think you have a better solution to the current state of the game, and forseeable state of the game, please enlighten us with your ideas. The best way to come up with good ideas that everyone can be on board with is for us to share, discuss, debate. When people get snarky and start to belittle ideas with no constructive critisim and alternatives you wind up with a conversation ending with nothing but those close minded oafs talking to themselves. </p><p>Expand your horizon ... use your imaginations ... come up with ideas that would make lower levels enjoyable for YOU, even if you cannot take anyone else into consideration. I just happen to be an empathetic person. I don't know the ends and outs of all types of game play, but I do respect them and feel that with such a wide varitey of player types in the game that we NEED options and each player type should be given just as much merit as the other. Raiders, TS's, Adventurers, RP'ers, Groupers, Solo'ers ... ect ... all these player types make up the world we choose to live in. </p><p>I would ask that if you're going to post ideas, state what type of player you are. I know its hard to put yourself in a box, but try to classify as best you can even if you have to use multiple boxes. </p><p>I personally am "Adventurer, Duelboxer, Group'er, TS'er, " in that order of frequency.</p>
LaurnaRose Fauldorn
04-28-2011, 11:55 AM
<p><cite>Lamprey_02 wrote:</cite></p><blockquote><p>So basically, you're pining for EQ1 and want hell levels and no soloing back? Why not just play EQ1? The servers are still up.</p></blockquote><p>I never played EQ1 thank you very much. Were you even playing EQ2 when it was first released? The state of the game is night/day from where it was to where it is. </p><p>And no, I do not want "hell" levels and no soloing. Reread the post ... and I quote (myself)</p><p>"Make the lower level content just as difficult at those levels as the higher level content is and add in experience bonuses for additional group members. Take some of the lower level instances and recreate them to be in line with the rest of the content, but make them solo friendly (no heroic mobs - maybe ^ boss) so that those who choose to solo play or duel box can still have means to do so."</p><p>Yes, this would ultimately make leveling take longer, it would make you put more time and effort into each level, but if they revamped the content, it would also make that journey much more exciting.</p>
CoLD MeTaL
04-28-2011, 12:26 PM
<p>No.</p><p>AAs simply need to be easier to obtain at least prior to 250. This is NOT a 'gimme' but people will not take you in their group with out certain AA's and gear, it needs to be easy to obtain a 'minimum' useful set of stuff for dungeons. Dungeons need to be easier and LESS SCRIPTED so that more players CAN participate. Currently this is a "raiders" only game. </p><p>PQs are a good start for gear and other things, they need to think about that and go to the AA drawing board.</p><p>I see what you are trying to do, but I think it is the wrong direction.</p>
d1anaw
04-28-2011, 12:40 PM
<p><cite>Anobabylon@Oasis wrote:</cite></p><blockquote><p>Since there are so many (*keeps opinion to self) players HERE on the forums (keep in mind that the majority of players think this is nothing more than a troll fest and refuse to take part in it) who are voicing their opinion that the game does not start until 90 (reasoning that levels no long have meaning, rather it is AA that drives the game), I say force a level lock every 20 levels. </p><p>20 = locked until character reaches 75 AA</p><p>40 = locked until character reaches 125 AA</p><p>60 = locked until character reaches 175 AA</p><p>80 = locked until character reaches 225 AA</p><p>Beef up old (lower level) zones so that the content is more in line with recent expansions armor and enemies difficulty.</p><p>Beef up old armor to be more in line with recent expansions armor (scaled of course to represent level difference) *ie: change stats, change mitigation ... and for goodness sakes please bring in new art for lower level armor!</p><p>Revamp the chronomage system to make it where when chronomaged from 90 to lvl 20 you are not SO over powered. Chronomage should reduce you to abilities SLIGHTLY more than your choro'd level. As it is, if a 90 chrono's down to a 20 they fight as if they are a level 50 going in and woopin tail. Chrono'ing your level should make the zones a TAD easier (chrono to 20 as a 90 makes you "feel" like a 25), not rediculously easy. </p><p>__________________________________________________ _____________________________________________</p><h1><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;">Massively multiplayer online role-playing game</span></a></h1><div><div><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;">From Wikipedia, the free encyclopedia</span></a></div><div><p><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game"><span style="color: #00ccff;"><strong>Massively multiplayer online role-playing game</strong> (<strong>MMORPG</strong>) is a genre of role-playing video games in which a very large number of players interact with one another within a virtual game world.</span></a></p><p><a href="http://en.wikipedia.org/wiki/Massively_multiplayer_online_role-playing_game" target="_blank"><span style="color: #00ccff;">As in all RPGs, players assume the role of a character (often in a fantasy world) and take control over many of that character's actions. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players, and by the game's persistent world, usually hosted by the game's publisher, which continues to exist and evolve while the player is away from the game. This is often referred to as being offline.</span></a></p><p>__________________________________________________ ______________________________________________</p><p>EQ2 has become a MSORPG (Massive Solo-Friendly Online Role Playing Game), which it was not created to be. The new generation of gamers has grown up on platforms, which equates to "solo" play for the most part. </p><p>I'm all for expanding your horizons and creating content for the new generation player to get more people into the game, but not at the expense of the heart of the game. Give your players options, do not nullify everything they enjoy!</p><p>The majority of customers who pay for MMORPGs are mid 20's to 50's. These are people who grew up with table top RPGs! Half the fun of "game night" was finding enough friends to come over and go out adventuring with! You certainly could not run the campain by yourself to any real extent. Yes, there were solo campains created for just that ... but the heart and soul of TTRPG has always been group play. So why change that in MMORPG? Keep the heart and soul group based and add content to allow for solo play if someone desires to go that route.</p><p>Make the lower level content just as difficult at those levels as the higher level content is and add in experience bonuses for additional group members. Take some of the lower level instances and recreate them to be in line with the rest of the content, but make them solo friendly (no heroic mobs - maybe ^ boss) so that those who choose to solo play or duel box can still have means to do so.</p><p>Anyway, just a thought. Take it for what it is ... my opinion.</p></div></div></blockquote><p>Give us options and then dictate that we play the way YOU think we should? What kind of crap is that? Dictating that I cannot advance until I have enough AA to satisfy your need because???? Who died and left you in charge of how I should play the money *I* earn and spend? Who are you to dictate what MY play style should be and how I SHOULD play or approach the game. What I choose to do has no bearing or consequence on you so get lost and stop telling me how to spend MY money and MY time.</p>
Questall
04-28-2011, 12:41 PM
<p>i agree that a lvl lock cant be enforced but i applaud the other ideas. I would love nothing more than a serious revamp of ALL areas before lvl 80.</p><p>A revamp that goes a bit further than refreshing the graphics as well, i might add....more variation in the quests (as i read somewhere else on forum, most quests are a variant of "go kill 10 rats" or "bring this message to...". Together with an re-itemazation and recalibration of all mobs and nameds.</p><p>I would love instances to NOT be soloable, at ANY level and no matter ur gear or AA. But also i would love to see them more interesting. Besides powerlvlers and achievement hunters, there is literally no more reason to go into low lvl instances (since the personal researcher master books are dead cheap on broker and besides, the ratio of exquisite chests in these dungeons is amazingly low...).</p><p>I would also love to see the forced faction "Good" or "Evil" gone OR bring back a purpose and the advantages/disadvantages of it. Right now i dont see any use of opposed factions at all. So either make it possible for us to earn status with EVERY faction OR make it really appealing to choose one side.</p><p>I would also love to see some kind of moral implemented, something in the nature of neverwinter nights (dungeons & dragons) or an insanity slider or something. Make our choices count! As advantage for slider movements i would love to see rather appearance changes or even npc sounds or something, rather than combat advantages/disadvantages.</p><p>There, i think there are sparks enough here to start a flamewar<img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>
melaine_dvarvensplitter
04-28-2011, 12:43 PM
<p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>No.</p><p>AAs simply need to be easier to obtain at least prior to 250. This is NOT a 'gimme' but people will not take you in their group with out certain AA's and gear, it needs to be easy to obtain a 'minimum' useful set of stuff for dungeons. Dungeons need to be easier and LESS SCRIPTED so that more players CAN participate. Currently this is a "raiders" only game. </p><p>PQs are a good start for gear and other things, they need to think about that and go to the AA drawing board.</p><p>I see what you are trying to do, but I think it is the wrong direction.</p></blockquote><p>^^^ Wow first time I fully agree with you CoLD MeTaL. Normally I only partially agree but this is the dead on truth. It's a raiders game and really a dance dance revolution game in raids. One wrong step and the raid wipes. Raids are supposed to be fun with some challenges but the trash they have now in the raids..well no fun. KoS/EoF and RoK raids were fun.</p>
Seiffil
04-28-2011, 01:52 PM
<p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p>No.</p><p>AAs simply need to be easier to obtain at least prior to 250. This is NOT a 'gimme' but people will not take you in their group with out certain AA's and gear, it needs to be easy to obtain a 'minimum' useful set of stuff for dungeons. Dungeons need to be easier and LESS SCRIPTED so that more players CAN participate. Currently this is a "raiders" only game. </p><p>PQs are a good start for gear and other things, they need to think about that and go to the AA drawing board.</p><p>I see what you are trying to do, but I think it is the wrong direction.</p></blockquote><p>The only thing I agree with you on is that this is a bad idea.</p><p>AA's prior to 250 still aren't that bad to obtain. It takes time to earn them certainly, however I honestly can't recall any groups requiring me to tell them how many AA's I have before they'll give me an invite.</p><p>Group instances being scripted is fine. I don't want to run an instance where every fight is just turn and burn, while some scripts are annoying, outside of kael only because I haven't done much there, I don't think there are really any scripts in the TOFS or Rime zones that a pickup group couldn't potentially get past, without having any raid gear in the group.</p><p>They already have made gear extremely easy to obtain, PQ gear is honestly too good compared to what you can get from instances generally, most pieces from instances tend to just be fairly minor stat increases, if they are even improvements anyways.</p>
Seiffil
04-28-2011, 01:58 PM
<p><cite>melaine_dvarvensplitter wrote:</cite></p><blockquote><p>^^^ Wow first time I fully agree with you CoLD MeTaL. Normally I only partially agree but this is the dead on truth. It's a raiders game and really a dance dance revolution game in raids. One wrong step and the raid wipes. Raids are supposed to be fun with some challenges but the trash they have now in the raids..well no fun. KoS/EoF and RoK raids were fun.</p></blockquote><p>I don't think you are truly understanding what Cold metal is referring to. He's talking about all the scripted fights in instances making stuff too difficult for non raiders in heroic instances. He's been under the impression the last few expansions that unless you raid or are willing to purchase raid gear that you will get left out in the cold and everyone will try to avoid inviting you to groups because you don't raid.</p><p>Now you might have issues with raids and fail conditions where in some cases yes they can be rediculously annoying, but that's not what Cold Metal was talking about.</p>
LaurnaRose Fauldorn
04-28-2011, 01:58 PM
<p><cite><p><cite>CoLD MeTaL wrote:</cite></p><blockquote><p><snip></p><p><span style="color: #ff0000; font-size: large;">Currently this is a "raiders" only game. </span></p></blockquote></cite></p><p><cite>melaine_dvarvensplitter wrote:</cite></p><blockquote><p><span style="color: #ff0000; font-size: large;"><em><strong>It's a raiders game </strong></em></span></p></blockquote><p>THIS ... this is the mentality that has ruined the first 89 levels of this game and left only the end game worth the dev's time and energy.</p>
Seiffil
04-28-2011, 02:15 PM
<p><cite>Anobabylon@Oasis wrote:</cite></p><blockquote><p><cite>melaine_dvarvensplitter wrote:</cite></p><blockquote><p><span style="font-size: large; color: #ff0000;">It's a raiders game </span></p></blockquote><p>THIS ... this is the mentality that has ruined the first 89 levels of this game and left only the end game worth the dev's time and energy.</p></blockquote><p>I don't understand what you guys who keep saying that this is a raider's game have issues with. </p><p>I haven't raided in DoV and have no issues finding something to do. Finding or making a group can take longer then I would like it to at times sure but that doesn't mean it's because I'm not a raider. The gear equality between raiding and casual players is actually pretty close too because of the fact they made the freebie PQ gear too good for the lack of effort a player needs to put in to obtain it, and there are raiders who actually use some PQ stuff over raid gear they may have obtained in SF.</p><p>Raid gear isn't required to have fun in this game. Raid gear isn't required to get through the instances in this game, you might have to run easier instances repeatedly until you obtain more gear that will make it easier to get through the harder instances, but you don't have to raid. You do have to understand how to play your character well. You just might need to be at a point where a coercer who keeps nodding off in the middle of named fights in an instance, still isn't outparsing all of the dps classes in the group. The issue isn't with raiding, the issue is with people who think once they get to the top level everything should be handed to them, and they should be able to compete with everyone equally without putting in the effort to learn how to play their class effectively and to continue improving on their abilities.</p>
melaine_dvarvensplitter
04-28-2011, 02:16 PM
<p><cite>Seiffil@Permafrost wrote:</cite></p><blockquote><p><cite>melaine_dvarvensplitter wrote:</cite></p><blockquote><p>^^^ Wow first time I fully agree with you CoLD MeTaL. Normally I only partially agree but this is the dead on truth. It's a raiders game and really a dance dance revolution game in raids. One wrong step and the raid wipes. Raids are supposed to be fun with some challenges but the trash they have now in the raids..well no fun. KoS/EoF and RoK raids were fun.</p></blockquote><p>I don't think you are truly understanding what Cold metal is referring to. He's talking about all the scripted fights in instances making stuff too difficult for non raiders in heroic instances. He's been under the impression the last few expansions that unless you raid or are willing to purchase raid gear that you will get left out in the cold and everyone will try to avoid inviting you to groups because you don't raid.</p><p>Now you might have issues with raids and fail conditions where in some cases yes they can be rediculously annoying, but that's not what Cold Metal was talking about.</p></blockquote><p>No I fully understand what he is talking about and it also refers to the raiding level as well <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> I dealt with the "You don't raid so therefore you suck" in a guild before and even in groups, yet I put up respectable dps for what I have.</p><p>I can handle scripts as long as they aren't overly annoying, but lately they have become as I said DDR.. no thanks. Does that mean I am the "Give me crowd" no, I work for what I have but without the "raid gear" that groups are now requiring or at least the scripting is requiring it makes it harder to do the same job and get groups <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>As far as OP, a revamp is in need for the lower tiers be it make a 80-90 version of the dungeons/instances and give us a reason to go back. I have a buttload of alts and because of those alts its the reason why I go to the older places. I prefer to do things at level and with gear found and made for that level. Self-Mentoring is great for PLing AA or farming coin which I do but it's OP for running places at level. Hopefully they will make the older material at level cap. With the way the level cap is increasing according to old rumors 100 will be the cap so that means Horizontal progression with no cap raising so would it be out of hand to have a level 90-100 version of Fallen Gate? Ruins of Varsoon? Runneye the Gathering was a great place to get decent gear and have a challenge at 80. They did it once so they can do it again. I understand the team is smaller, since they use a lot of copy/paste with loot and boss abilities it wouldn't be out of hand to slowly make the classic dungeons a Game Update every so often with new bosses/loot. Leave the zone the same but change the bosses/loot.</p><p>**** EDIT ****Oh and PLEASE Bump up the AA's earned in KoS/EoF/SF trees <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> even if its only by 10 a tree <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Too much to do and most of the time I run out of AA's before I complete content. (( There is T5 content/T6/t7/t8 content that is unfinished because I ran out of AA's. ))</p>
MystsofLedge12
04-28-2011, 02:21 PM
<p>The AA system is alright, i have a minor complaint you work for an hour to gain an AA to get an extra 1% of some stat or ability. That being said i've got one alt who i rushed to 50 and can't kill jack, another i took to 39 with a medium focus on aa's and it does okay, and i have one i locked built up aa it fares the best. My main has all the tree's end line abilities, your gameplay increases a lot from that.</p><p>It adds to the game in all, if you take time to build a good toon (minus gear) with good AA points you will be able to play better, get some gear you get even better.</p><p>Its a role play, and just like in real life, an electrician doesn't spend time in school and get out being a master electrician, they have to earn that by working so long as an apprentice, testing to journeyman working time there and finally taking a master electrician's test... for these guys it can take a few years.</p><p>If you want to mindlessly make a game go play Warcraft II</p>
hellfire
04-28-2011, 02:31 PM
<p>Wow so you want to kill the game even faster....do you work for Trion or somthing?</p>
LaurnaRose Fauldorn
04-28-2011, 02:36 PM
<p><cite>Bigron@Unrest wrote:</cite></p><blockquote><p>Wow so you want to kill the game even faster....do you work for Trion or somthing?</p></blockquote><p>Are you addressing me? If so, I understand everyone being all puffy about the idea of a level lock, so that aside, how would anything else I suggested kill the game "even faster"? </p>
Flamewi
04-28-2011, 02:38 PM
<p>OP's idea = worst idea I've seen for an MMO since... well... ever, actually.</p>
LaurnaRose Fauldorn
04-28-2011, 02:44 PM
<p><cite>Flamewing@Butcherblock wrote:</cite></p><blockquote><p>OP's idea = worst idea I've seen for an MMO since... well... ever, actually.</p></blockquote><p>Okay ... So I'll ask again ... other than the crossed out part ... what is "worst idea seen for an MMO ever"</p><hr /><p><span style="text-decoration: line-through;">20 = locked until character reaches 75 AA</span></p><p><span style="text-decoration: line-through;">40 = locked until character reaches 125 AA</span></p><p><span style="text-decoration: line-through;">60 = locked until character reaches 175 AA</span></p><p><span style="text-decoration: line-through;">80 = locked until character reaches 225 AA</span></p><p>Beef up old (lower level) zones so that the content is more in line with recent expansions armor and enemies difficulty.</p><p>Beef up old armor to be more in line with recent expansions armor (scaled of course to represent level difference) *ie: change stats, change mitigation ... and for goodness sakes please bring in new art for lower level armor!</p><p>Revamp the chronomage system to make it where when chronomaged from 90 to lvl 20 you are not SO over powered. Chronomage should reduce you to abilities SLIGHTLY more than your choro'd level. As it is, if a 90 chrono's down to a 20 they fight as if they are a level 50 going in and woopin tail. Chrono'ing your level should make the zones a TAD easier (chrono to 20 as a 90 makes you "feel" like a 25), not rediculously easy. </p><hr /><p>Please explain to me how bringing content up to par with the current expansion and making the mentor system less of a cakewalk so that it is actually a challenge rather than a "wham bam thank you ma'am" experience is the "worst idea ever".</p>
hellfire
04-28-2011, 02:51 PM
<p><cite>Anobabylon@Oasis wrote:</cite></p><blockquote><p>Beef up old (lower level) zones so that the content is more in line with recent expansions armor and enemies difficulty.</p><p><span style="color: #ff0000;">Right so you makwe it harder for new starting players to actually get to where the population currently is.</span></p><p><span style="color: #ff0000;">That my friend is a game killer.</span></p><p>Beef up old armor to be more in line with recent expansions armor (scaled of course to represent level difference) *ie: change stats, change mitigation ... and for goodness sakes please bring in new art for lower level armor!</p><p><span style="color: #ff0000;">Everything you want t do here would probably take like 2 years to do....ten it would have to berevamped again to stay up to date with the new AA armor effects and such that you gain at higher levels for everything to be balanced and progressed going foward.The game does not have the time or resources for this and would be a complete waste of effort.</span></p><p><span style="color: #ff0000;">Just hope they willconvert the old armor to have the main stats represented for the type of class the armor was designed for</span></p><p>Revamp the chronomage system to make it where when chronomaged from 90 to lvl 20 you are not SO over powered. Chronomage should reduce you to abilities SLIGHTLY more than your choro'd level. As it is, if a 90 chrono's down to a 20 they fight as if they are a level 50 going in and woopin tail. Chrono'ing your level should make the zones a TAD easier (chrono to 20 as a 90 makes you "feel" like a 25), not rediculously easy. </p><p><span style="color: #ff0000;">Its designed so that you feel like superman ....thats what was stated at a development panal.Who the heck wants to go through RE for the 15 th char and struggle like it was 2004.You have all these levels new abilitys as well as spells so on and so forth ....you SHOULD decimate the zone if you mentor down 50 levels.You are god compared to these creatures now even mentored down.It was never designed that you would have the same challenge when mentored down and thankfully you dont....its fun to destroy mobs like you are some type of god.</span></p><p><span style="color: #ff0000;">This is one of the best features of the game ...it is fun and easy to use as well as rewarding to change this would bring a real sour taste to the mouths of the currentr population imo.</span></p></blockquote><p>There you go......it would preety much be a game killer as far as im concerned.</p>
Seiffil
04-28-2011, 02:59 PM
<p><cite>Anobabylon@Oasis wrote:</cite></p><blockquote><p><cite>Flamewing@Butcherblock wrote:</cite></p><blockquote><p>OP's idea = worst idea I've seen for an MMO since... well... ever, actually.</p></blockquote><p>Okay ... So I'll ask again ... other than the crossed out part ... what is "worst idea seen for an MMO ever"</p><hr /><p><span style="text-decoration: line-through;">20 = locked until character reaches 75 AA</span></p><p><span style="text-decoration: line-through;">40 = locked until character reaches 125 AA</span></p><p><span style="text-decoration: line-through;">60 = locked until character reaches 175 AA</span></p><p><span style="text-decoration: line-through;">80 = locked until character reaches 225 AA</span></p><p>Beef up old (lower level) zones so that the content is more in line with recent expansions armor and enemies difficulty.</p><p>Beef up old armor to be more in line with recent expansions armor (scaled of course to represent level difference) *ie: change stats, change mitigation ... and for goodness sakes please bring in new art for lower level armor!</p><p>Revamp the chronomage system to make it where when chronomaged from 90 to lvl 20 you are not SO over powered. Chronomage should reduce you to abilities SLIGHTLY more than your choro'd level. As it is, if a 90 chrono's down to a 20 they fight as if they are a level 50 going in and woopin tail. Chrono'ing your level should make the zones a TAD easier (chrono to 20 as a 90 makes you "feel" like a 25), not rediculously easy. </p><hr /><p>Please explain to me how bringing content up to par with the current expansion and making the mentor system less of a cakewalk so that it is actually a challenge rather than a "wham bam thank you ma'am" experience is the "worst idea ever".</p></blockquote><p>The crossed out part was what made it the worst idea regardless of how good any of the other suggestions were. I'd be wary of beefing up lower level zones too much, since unlike when I initially leveled up my first toon, most grouping when you find it at lower levels isn't a full group, usually 3-4.</p><p>When you're saying beefing up old armor, are you saying like take the armor you earned in antonica, and beef it up to the level of gear that you earn from either mob drops or questing in Frostfang Sea or Timorous Deep? That I could understand and support. If instead you were saying, Beef up RoK quest gear to the same level as TSO quest gear, and SF gear to DoV gear, then no I probably wouldn't agree. While I wouldn't mind seeing them change lower level gear to use the stat system they've implemented in DoV, due to the current difficulty of lower level content, it's not something i'm going to be worrying about for the other toons I'm leveling up so much.</p><p>I definitely agree about the power of mentored toons being too much. This is not a problem specific to toons using the chronomages though, if they do make a change like this, it needs to be both for players who are using the chronomage system to mentor down as well as players who are mentoring other lower level toons.</p>
DoingMyOwnThing
04-28-2011, 03:26 PM
<p>It always kills me to see someone post an idea about forcing people to play a game the way they think it should be played. Why can't I play this game on my terms? I played EQ1 for several years. I remember forced grouping to do anything. I remember 72-man raids that took 12+ hours in one sitting. I would never go back to that and yet I love MMO's. Why do some people seem to want to force out people who like some interaction and not constant interaction?</p><p>What it sounds like some really want are people who are there at their beck and call so they can do what they want when they want. It probably makes them mad to get on and not be able to find a group to do things right away or at all. Just like it would totally [Removed for Content] me off to get on and HAVE to find a group to do ANYTHING.</p><p>I should be able to choose how I want to play this game based on the time I have to give it. It's very much in the best interest of this game to have a vibrant solo option and a vibrant group option and a vibrant raid option. Cater to everyone you can and grab the biggest number of people you can. Let people choose the path they want to follow to get to the pellet dispenser at the other end of the maze. If you don't, then you can have 150k subscriptions instead of 11 million or so I guess.</p>
Cloudrat
04-28-2011, 03:29 PM
<p><cite>DoingMyOwnThing wrote:</cite></p><blockquote><p>It always kills me to see someone post an idea about forcing people to play a game the way they think it should be played. Why can't I play this game on my terms? I played EQ1 for several years. I remember forced grouping to do anything. I remember 72-man raids that took 12+ hours in one sitting. I would never go back to that and yet I love MMO's. Why do some people seem to want to force out people who like some interaction and not constant interaction?</p><p>What it sounds like some really want are people who are there at their beck and call so they can do what they want when they want. It probably makes them mad to get on and not be able to find a group to do things right away or at all. Just like it would totally [Removed for Content] me off to get on and HAVE to find a group to do ANYTHING.</p><p>I should be able to choose how I want to play this game based on the time I have to give it. It's very much in the best interest of this game to have a vibrant solo option and a vibrant group option and a vibrant raid option. Cater to everyone you can and grab the biggest number of people you can. Let people choose the path they want to follow to get to the pellet dispenser at the other end of the maze. If you don't, then you can have 150k subscriptions instead of 11 million or so I guess.</p></blockquote><p>/agree</p>
Embret
04-28-2011, 03:35 PM
<p>It probably annoys people to level-lock until the AA's are built up, but I see the point. I have three level 90 toons who had less than 180 AA each when Velious released. I've done nothing but grind AA's on these three toons since Velious came out and it's getting annoying. I think AA's need to be a bit easier to obtain, especially at lower levels. I did learn my lesson and my newer toons I've locked the slider at 80% AA to level. These toons will have the appropriate number of AA's if I ever get them leveled up, but it's becoming a bit of a grind so I do it in small increments.</p><p>I too believe that there should be a revamp of the lower levels and maybe a bit of a boost to AA's. New people have no clue that you can move the AA slider and further they have no idea how important those AA's become at higher levels. In Velious I would argue you should be at least 250 AA just to greet your first otter.</p><p>I thank the OP for thinking outside the box and I would ask others to be at least respectful. You don't have to agree, but you shouldn't be an azz-clown about it either.</p>
EverRude
04-28-2011, 04:06 PM
Want to revitalize all tiers of dungeon grouping? Don't do it by forcing people to level lock and grind. Give them incentive to get off the "golden path" and or go back for the 10th+ time into a boring and ultimately unrewarding dungeon. My idea? Right now there is no AA vitality. Create it or something like it. This new AA "vitality" is charged via drops in dungeons of all tiers. Say a treasured drop that is granted to all group members. But solo drop rate is only like 2% but each additional member in group improves rate. So bigger group more vitality shards. The shards are hierloom so any character on your account can benefit from using a shard. Each shard should give something like 5% bonus per use with a average full group drop rate of 5 to 10 shards per hour. Anyways this or something it would benefit all levels and all characters while repopulating group dungeons of all tiers. My 2 coppers. Btw wrote this using my phone. Can't edit with it. Hope it ain't to messed up.
Aneova
04-28-2011, 04:43 PM
<p>you know back when this game started there WERE level locks, you couldn't enter Freeport or Qeynos Proper until you finished your Citizenship quest at level 6, and then you couldn't pass level 9 until you did your Class quest, and at level 19 you had to do a subclass quest. Gods how i missed those gates, In my OPINION the class and subclass locks should be brought back, you had to learn a bit more depth about what you wanted to play before you could proceed and often you had to do them ALONE so you had to go by your skill and if you couldn't get passed it well to bad make a new toon and try again.</p>
LordPazuzu
04-28-2011, 04:48 PM
<p>Why one earth would anyone want to make lowbie dungeons harder? Unless you just want to encourage Golden Path style leveling even more. Like or or not, the majority of the game is in the end-game. That's the nature of the MMO beast. As the game ages, the top end becomes top heavy. I agree that the pre-Velious games needs to be reitemized, but thats mostly due to the stat change. You have alot of plate armor with INT on it and the like. It's useless.</p><p>I understand that there are many people who want to draw out the leveling process and enjoy the game more thoroughly as they level. You can disable exp on your own to do so. The reality is that most people at this point just want to get their alts to 90 so they can enjoy the current content. Excessive revamping of older content to make it harder or longer is going to be off-putting to more people than it will appeal too. Spending excessive amounts of dev time to creating low-to-mid-level content is the same. Time spent on lowbie content is time not spent on fixing and adding content to the area of the game where the majority of the playerbase exists.</p>
<div></div><div>when i play an alt and group up, I have a lot of fun but then look and down and realize I gained 2 levels and only 1 aa and then start getting a sinking feeling like I should have done solo quests so I could have gotten 3 or 4 aa. my character is plenty powerful to do the content but I took another character to level 80 this way and got there with so few aa's that he was useless. </div><div></div><div> </div><div></div><div>Two easy ways to fix this. grant a bit of aa for any heroic kill so you can get your aa's grouping up or just from 10-90 grant 2 aa points at each level as a bonus for getting the level. at least then people could group up without ending out max level with just a few aa's.</div>
Narsikus
04-28-2011, 05:38 PM
<p>You lost me at "Force" on the post subject title. But I decided to click and read anyway.</p><p>My initial reaction was correct as I /disagree with literally everything you suggested.</p>
Te'ana
04-29-2011, 09:50 AM
<p><cite>Aneova@Kithicor wrote:</cite></p><blockquote><p>you know back when this game started there WERE level locks, you couldn't enter Freeport or Qeynos Proper until you finished your Citizenship quest at level 6, and then you couldn't pass level 9 until you did your Class quest, and at level 19 you had to do a subclass quest. Gods how i missed those gates, In my OPINION the class and subclass locks should be brought back, you had to learn a bit more depth about what you wanted to play before you could proceed and often you had to do them ALONE so you had to go by your skill and if you couldn't get passed it well to bad make a new toon and try again.</p></blockquote><p>I really miss those old quests. They were quite immersive and tailored to your toons alignment and class. The current method of forcing you to choose your final sub-class at creation is too much too soon for a new player. We should have the option to create a toon either way, then new folks and vets could take whichever path they preferred.</p>
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