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#1 |
Join Date: Oct 2005
Location: Norrath
Posts: 45
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So this is what I have gathered from the replies to the fun game to play Post
Please feel free to comment on it and add clarity where there is confusion.
Urgent and Important 1. Trade skill system More Diverse end products Decrease time involvement Increase yields for consumables Allow for artisans to be more useful while adventuring Products that mesh better with classes 2. Customer service Bring on the Name police Deconstruct the network of plat farming and cheating 3. Class Tuning 4. Diversity Spells fun stuff and utility Housing better locations more models Armors for different classes Heroic Opportunities Surprise us Increase class specific quests and rewards Cloaks with emblems 5. Increase interaction with environment Sitting on furniture Increase Immersion Build upon recent designs 6. Mob Pathing Waypoints move around terrain not through it Mobs attacking from hidden view Fix mobs hidden by geometry Bring us back to the dungeon 7. Miscellaneous Graphic setting Profiles that you can save and switch based on need Add content liberally Remove content carefully Not Urgent and Important 1. Quests Diversify the tasks Allow players to share quests Allow players to see the reward before doing quest Group matching that takes into account quests 2. Guilds Guild purchased property Guild built housing and barracks Guild versus guild warfare More guild writs Guild alliances Guild brokers/merchants 3. Content Allow for solo or groups to get occasional masters Increase epic x1 and x2 mobs for mid levels Instrument usable by bards Allow for altering existing items (appearances, stats) using drops or skills All scouts using poisons Increase experience for Epic x4 raids 4. Housing Allow books to be placed on bookshelves Pet commands that last until new command is given More access to current placeable objects like paintings 5. Miscellaneous Fix stuck carpets and gryphon Tune Robes/Armor fitting for all races Polish current and older content Allow preview of armor appearances Increase the drop rates of pre level 20 items that have high cost in market Decrease broker fees on high cost items Decrease Taunt resists on Raid level mobs Cut out content that creates lag or increases zone load times
Message Edited by SephiroQA on 12-04-200503:56 PM Message Edited by SephiroQA on 12-04-2005 03:56 PM |
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#2 |
Loremaster
Join Date: Mar 2005
Posts: 73
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Sounds pretty good to me, good luck!
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#3 |
Join Date: Nov 2004
Posts: 413
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SepherioQA wrote: 2. Customer service Bring on the Name police Deconstruct the network of plat farming and cheating 3. Class Tuning 4. Diversity Spells fun stuff and utility Housing better locations more models Armors ability increases for different classes Heroic Opportunities Surprise us Increase class specific quests and rewards Cloaks with emblems Increase guild status items Guild Housing, Merchants, Brokers I dunno if that was a typo but I didnt see anything under where you listed class tuning. As for everything ASIDE from class tuning I think you hit the hail on the head with most of it and I also think a lot of great things are to come if you guys make a copy of this list and pin it on every wall at EQ2 Headquarters. Now, aside from the compliments, I think under "Class Tuning" there needs to be a few things, one of which I, (and quite a few others I might add) believe is making crowd control more useful. I know you guys are trying to think of ways to do so right now as I write this and all but I'd really feel a lot better if you added it to the list. I also know a lot of other players think some of the other classes need a little tuning, but I want to point out the one I know to be true since I play a chanter, I'll let the other class players represent their classes respectively. Thanks again SephiroQA, you rock. Message Edited by Krelfearius on 12-03-2005 06:18 PM
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Psykoala Hypnoplatypus, first Ratongan Coercer to be diagnosed with "Animal Skitzophrenia" where each personality is a different creature. Sig Update: November 16, 2005 Lvl 31 Quests 230+ Current personality: Owlbear |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 113
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![]() Sephiro, Looks wonderful to me!!!! And again, I cannot say enough how wonderful it is to see threads started by ya'll, of these types!!!!
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Sabire, High Elf-Warlock EQ2 Interior Designer Najena Server |
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#5 |
General
Join Date: Nov 2004
Location: Ohio, USA
Posts: 368
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![]() A very good list. It just seems kind of generalized though. We all posted a lot of suggestions that I don't feel can be summerized that easily. So, I'll take you up on your offer and comment / clarify.
THANKS AGAIN SEPHIRO!
Message Edited by Irras on 12-04-2005 06:11 AM |
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#6 |
Loremaster
Join Date: Dec 2004
Posts: 1,167
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![]() OOC. Comments as follows in yellow, thanks
Message Edited by Caethre on 12-04-2005 04:45 AM
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Countess Felishanna Silorielenwe [92/320 Templar|92 Sage](Koada`Dal) Lady Lorianna Ardinwena [92/320 Monk|92 Carpenter](Koada`Dal) Lady Suzanna Narinyaare [92/320 Conjuror|92 Woodworker](Koada`Dal) Lady Annaelisa Lorinfinlinde [92/320 Fury|92 Tailor](Koada`Dal) Lady Silvianna [92/320 Illusionist|92 Jeweler](Koada`Dal) Jennianna [92/320 Dirge|92 Weaponsmith](Koada`Dal) Aurielle [92/320 Wizard|92 Alchemist](Koada`Dal) Valerianna [92/320 Guardian|92 Armourer](Koada`Dal) Sarahanna [92/320 Swashbuckler|92 Provisioner](Koada`Dal) Katherianna [92/286 Beserker|92 Sage](Koada`Dal) Guildleader of The True Path - A roleplay-based guild (level 77) on Antonia Bayle |
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#7 |
Loremaster
Join Date: Mar 2005
Posts: 19
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First of all, I must say it is great to see this post. I am not certain you know just how much a post like this does to prove that you care about the opinions and conerns of us players. Keep up the great work! :smileyhappy:
- Always an important point in any MMO. Don't forget that balance does not have to come at the cost of uniqueness. Some classes feel they are too similar, a point that deserves attention as much as anything. - Diversity is always good in all its forms. The concern about lack of diversity in armor appearance seem to be missing from your list; I know it is being worked on, but it is far from finished. Adding more clothing, like cloaks with or without emblems would also be very much welcomed. Perhaps it would be worth considering headwear that mages would actually want to show?I am not sure exactly what Heroic Opportunities have to do with diversity, but alright. What they seriously need is to be improved so that they become more central to battle strategy, rather than an afterthought. - Yes, please. Every single bit of interaction adds to the feeling of actually being in this virtual world. Actually, as Irras mentioned: let us do things like sitting on objects out in the world, move things, turn things, prod things... Simply interaction, even if purely cosmetic. Immersion is a large part of EQ2, expand upon it.Once again, many thanks for both your original "forum-game" and presenting what you have gathered from it. It really feels good knowing that you have an idea of what your players want. If we are lucky some of this may actually end up in-game :smileywink:
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#8 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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As an avid tradeskiller, I think you can throw Decrease time involvement out the window since the Tradeskill XP increase. It's still involved enough to be a challange to new crafters, but it's not the grind it once was. No one who crafts regularly will be taking 6+ months to level a crafter up anymore (even if it does feel blazingly fast to us old-timers!). I'm not sure what you mean by Create more interconnectedness with adventuring, unless it's that many of our products seem to have been slapped together without actually considering the customers who might use them. For example, removing WIS from T6 Bucklers when every buckler through T5 has WIS and Priests are the only class that will use them (being the highest shield they can use) seems, well, not thought out. Similarily, take crafted arrows - they are unneccesary to Rangers, the most arrow-using class, and absolutely cost-prohibitive to the classes who might use them. There are lots of other examples. If you mean something else by Create more interconnectedness with adventuring, please do explain further. Increase yields, I think, is rather class dependant. Anything that is consumable, like food, poisons, potions, totems, and arrows are also time-consuming to produce (oh, my, especially food), and tend to be expensive to the consumer. Increasing yields here would benefit both Adventurers and Tradeskillers. On the other hand, I'm not sure I can see a benefit to making multiple shields (okay, maybe to my pocketbook!). The Provisioner forums are loaded with great ideas for their class, by the way. Oh, Crafters would like the possibility of making more Fabled items, like the items found in the 'Secrets' books. Unfortunately, these books seem largely mythical except for the level 40 series. Now, no one says these have to be easy to acquire or common; but as rare as the components are, they ought to be darn-near the end-all-be-all of game gear for their Tier. I'd add one more thing. Crafters would like to see more emphasis placed on crafting as a whole. An excellent example of our frustration is Tier 6 writs. Everyone, Adventurers included, waited two and a half months for writs. Then Adventurers got Writs, and Crafters did not. While we understand that the game is primarily about Adventuring, SoE seems to greatly underestimate how passionate a large portion of their player base is about crafting. All we want is an equal emphasis placed on the the continuing development of Tradeskills.
Thanks much for your time
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#9 |
Join Date: Nov 2004
Posts: 413
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![]() guys I don't think he CAN explain these much further.....its a rough evaluation really and as for adding character uniqueness or adding more interconnectedness or whatever I don't even think its been finalized which of these things are top priority yet so how could he possibly explain at all or in any detail what they plan to do? just sayin it.
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Psykoala Hypnoplatypus, first Ratongan Coercer to be diagnosed with "Animal Skitzophrenia" where each personality is a different creature. Sig Update: November 16, 2005 Lvl 31 Quests 230+ Current personality: Owlbear |
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#10 |
General
Join Date: Nov 2004
Location: Ohio, USA
Posts: 368
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You are right Krelfearius. I didn't want to start another 'game' thread with my thoughts. I just didn't want any of our suggestions to be lost in generalization. Sephiro is doing a great job, and if I picked too much, he has my apologies. I just feel stongly about this stuff
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#11 |
Loremaster
Join Date: Nov 2004
Posts: 126
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![]() In my humble opinion, I'd just like to see things get fixed. The olds bugs, the current problems. They are the little things about this game that really make it unpleasant. Content keeps getting pushed out but old issues don't get fixed. Pathing is very much a problem in this game, but I just want to make sure that it's realized that problems go far beyond pathing. For example. I let my husband take my computer chair and play my Templar while I went out to buy groceries yesterday. He had played the first EQ for several years. I had to explain a little bit about which buffs to use, etc. But, also I had to stop and explain about certain issues with the game he had to watch out for. Like, why some of the people in the raid he was in were invisble (in the Court of Al'Afaz, it's a problem with guildies randomly appearing to be invisble to everyone) or the fact that the raid window does not properly show who is the leader of a group. Then, we had to go through the whole issue of how sometimes the person who was last killed or targeted by a mob will cause the mob to become agro when that person is rezzed and proceed to kill whoever tried to rez that person. And, I had to exlpain my favorite, the random agro bug. For some reason a single person on the raid will be bugged in a way that mobs will always agro them no matter what they do. Like, the other day a ranger in our raid was the bugged person. We set him up in the back of the raid near the revive point and let the mobs run to him every time he revived, because sure enough, they agroed him. And those are just some issues off the top of my head :smileysad: |
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#12 |
Loremaster
Join Date: Dec 2004
Posts: 100
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![]() i like the list very much generaly but i do not like one thing Solo encounters master drops - i solo almost exclusively, yet i do not feel that i should have the same rewards as people who spend their times in groups and raiding. I can solo an make money to buy fabled armor and master spells - Catering for solo/casual players is great, but you can achieve it by giving us more solo content like quests and soloable mobs without too many agressive heroics around in the overland zones. Group play and raids are more demanding on players in time and dedication, gear requirements and it is far more risky - the rward should be greater therefore. Droprates from epic encounters should be higher sou you really get a reward after acomplishing something - killing the mob. 5 % droprate is not rewarding enough i miss one thing in the list as well - the promised ability to process whole stacks of raw materials into interims, be it with xp penalty (or none xp at all) or with risk of losing some of the items.
thanks for listening to the playerbase anyway
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#13 |
Loremaster
Join Date: Dec 2004
Location: Out and about...
Posts: 25
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![]() Love the list, 2 things: 1) Casual clothes. (Why should I need to get up to level 25 for a formal set of clothes? I mean, nothing fancy, just a tunic and some trousers. Gets a little bland seeing the same 'tan pajamas' over and over. 2) Master drops off of Solo encounters. Kind of leery of this one. Personally, I like having a Master being special. I love the frequency that they are dropping now, and they should be gotten in dungeons and such. You should not be able to get one off of Grolven out in Antonica. |
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#14 |
Join Date: Apr 2005
Posts: 53
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![]() I have to make a comment for one thing that needs to be removed from the list below. 3. Content Allow for solo content to drop more master chests Increase epic x1 and x2 mobs for mid levels Instrument usable by bards Allow for altering existing items (appearances, stats) using drops or skills All scouts using poisons Increase experience for Epic x4 raids Its number 5 in that list. " All scouts using poison". As far as I know all scouts except the bards can use poison. Bards were left out of poison for a reason, it would make us over powered. And before people say stop crying Nerf about a change thats only suggested. My main is a 57th level Dirge, and it really would be overpowering to the point other skills would have to be reduced to make room for it. I would hate to see how SOE was forced to nueter either my songs, arts or ACK the overall effectiveness of poisons in order to let "all" scouts use poison. |
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 31
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![]() Woot Sephiro! This list looks very sweet I would like to coment on the "reduce taunt resist rate" being lower on the list. In grouping this seems to work fine, and normally if I watch my agro in groups, I can do ok using combat arts, poisen, and my offensive buffs to dish out some nice damage (my main is a 59 Assasin atm, mainly quest/raid geared with only one t6 fabled atm). However on raids, it is getting quite rediculous. Our guild tank is 60 guardian and quite well geared, with a few pieces of t6 fabled and a lot of his 50+ CA's at adept 3. On raids I am ALWAYS drawing agro almost no matter what I do. Last night we were in Spirits and after much trial and error, I found a way to not get agro: no poisen applied, drop my offensive stance for defensive stance, put my agro transfer buff on the brigand in my group who offered to help me out, and use no combat arts what so ever. Needless to say this makes raiding extreamly boring, and drops my damage out put by a ton. I think that reasonably I should be able to be in offensive stance, with my agi buff on, at least a normal t6, using CA's in an intelligent manner, intersperced with my agro reducer CA's and manage my agro with more reliability. I dont expect to never draw agro (there is always room for error, or a high run of procs for me at the same time as the tank gets a high run of resists/misses), but I should be able to manage my agro much better than I do right now. |
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#16 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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Me again... can you expand on this? Do you mean restrict accessability? Restrict by class? Or node locking?
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#17 |
Loremaster
Join Date: Mar 2005
Posts: 122
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I assume its restrict skills based on ones artisan class. It's not a good idea. The ability for everyone to harvest all sorts of items is what keeps the market from getting out of control. Imagine how costly a scaled pelt might get if there were only a handful of people on the server capable of harvesting them, and they needed to be tailors.
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#18 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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Yeah, I just don't want to assume that, 'cause I can't believe that one could get that idea from reading the forums. |
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#19 |
Join Date: Oct 2005
Location: Norrath
Posts: 45
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So this is what I have gathered from the replies to the fun game to play Post Please feel free to comment on it and add clarity where there is confusion. It is ordered from highest priority to lowest.
Urgent and Important 1. Trade skill system More Diverse end products Decrease time involvement Increase yields for consumables Allow for artisans to be more useful while adventuring Products that mesh better with classes 2. Customer service Bring on the Name police Deconstruct the network of plat farming and cheating 3. Class Tuning
4. Diversity
Spells fun stuff and utility
Housing better locations more models
Armors for different classes
Heroic Opportunities Surprise us
Increase class specific quests and rewards
Cloaks with emblems
5. Increase interaction with environment
Sitting on furniture
Increase Immersion
Build upon recent designs
6. Mob Pathing
Waypoints move around terrain not through it
Mobs attacking from hidden view
Fix mobs hidden by geometry
Bring us back to the dungeon
7. Miscellaneous
Graphic setting Profiles that you can save and switch based on need
Add content liberally
Remove content carefully
Not Urgent and Important
1. Quests
Diversify the tasks
Allow players to share quests
Allow players to see the reward before doing quest
Group matching that takes into account quests
2. Guilds
Guild purchased property
Guild built housing and barracks
Guild versus guild warfare
More guild writs
Guild alliances
Guild brokers/merchants
3. Content
Allow for solo or groups to get occasional masters
Increase epic x1 and x2 mobs for mid levels
Instrument usable by bards
Allow for altering existing items (appearances, stats) using drops or skills
All scouts using poisons
Increase experience for Epic x4 raids
4. Housing
Allow books to be placed on bookshelves
Pet commands that last until new command is given
More access to current placeable objects like paintings
5. Miscellaneous
Fix stuck carpets and gryphon
Tune Robes/Armor fitting for all races
Polish current and older content
Allow preview of armor appearances
Increase the drop rates of pre level 20 items that have high cost in market
Decrease broker fees on high cost items
Decrease Taunt resists on Raid level mobs
Cut out content that creates lag or increases zone load times
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#20 |
Loremaster
Join Date: Dec 2004
Posts: 935
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Moved to "game" thread
Message Edited by retro_guy on 12-04-2005 07:22 PM
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#21 |
Join Date: Nov 2004
Posts: 120
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![]() Urgent and Important 1. Trade skill system
2. Customer service
3. Class Tuning 4. Diversity
5. Increase interaction with environment
6. Mob Pathing
7. Miscellaneous
**Add a better Raid Interface **
Not Urgent and Important 1. Quests
2. Guilds
3. Content
4. Housing
5. Miscellaneous
Message Edited by soulraiser on 12-04-200507:49 PM Message Edited by soulraiser on 12-04-2005 07:49 PM
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70th Necro of Kithicor server |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 352
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![]() I'd like ot see INT on all VLA armor for all levels, and two types of LA for each tier for both priests and melee to have suitable choices. Bring back the ornate counters that we used to be able to buy in EF, but curved and corner are sorely missed and going for huge prices since they are no longer in game, I'd also like to see the counter that is in the ironforge shop in NQ, the glass one. I'd like to see less emphasis on raiding and more on regular people, in my dream world there would be things available to those who don't raid, and only those that don't raid, everything in this game is available to the endgamers and raiders and the crumbs are left for the regular players. But first and foremost I want SOE to fix things, be honest about the true state of the game, stop catering to the raiders and not keep pushing forward when so much is left unfixed and ignored. Of all things I am unhappy about with this game, nothing compares to the feeling that I am being socially engineered, forced into grouping against my better judgement or move on to another game where there is more freedom of choice and not so much open pressure from devs to group group group like its a high school prom and the chaperones are shooing kids out to the dance floor to dance even if they dont want to.
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Eileah ToxxRoxx |
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#23 |
ZAM EQII
Join Date: Nov 2004
Posts: 7,439
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I would change that entire header to 'Not Urgent but Still Imporant'
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#24 |
Loremaster
Join Date: Dec 2004
Posts: 360
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![]() URGENT Chasing the Stat Cap - Something needs to be done about this problem... It effectivly punishes people for leveling... If your unaware of what this problem is I'll quickly explain... I'll copy post I wrote explaining it... The reason they changed it was to give an advantage to thoes who are better equiped... IE if your well equiped you should be better off than someone who is not as well equiped... IE A Level 50 person wearing T5 fabled should be better off than a level 50 person still wearing level 20 gear.... So, they made things more dependant on your stats.... IE for scouts our damage is calculated by strength... the higher your str that higher your damage... Makes sence.... Ok, where they messed up was that they set a cap on damage based off your stat cap... IE level 50 person's stats cap at 350... So let's say that you have a skill that does 1000 damage.... At level 50, if your at your stat cap, that skill will do 1000 damage.... If your below your cap, the skill would do less damage... Now, here is the problem.... When you level, your cap increases.... Thus to maintain the same damage, you must increase your stat to the new cap.... If you fail to do so, your damage will go down... IE you hit level 51, but your stat remains 350... Now instead of doing 1000 damage, because your not at the new cap, your only doing 950 damage (exagerated numbers as I don't have the formula in front of me which was previously calculated by others and posted)... Ok, let's say you level again without increasing your stat... Now the skill that did 1000 damage at level 50, and 950 damage at level 51, now only does 900 damage at 52 because you are even further from your stat cap.... Hehe.. you should watch your stats as you level a newbie... I made a new character recently and getting stats up is very difficult on a weebie (level 10 you need stats up to 70)... Each time I leveled (it's a fighter class), my avoidance dropped So, let's say your level 40, your stat cap would be 280.... Let's say you somehow got your Str and Agi up to 280.... Your damage output, power pool along with your avoidance would be maxed for your level.... Now, let's say that you ding 41, but you have nothing to take your Agi and Str up to 287.... Your attacks will now do less damage, your power pool will be reduced, and your avoidance will drop because you are no longer at your stat cap... The only way to get it back to where it was before you leveled is to bring your Str and Agi up to the new cap of 287... Let's say before you can get up to your new stat cap, you ding again and your now level 42.... Now your stat cap has increased again and you need to be at 294... Now your damage output, power pool and avoidance drop even more... The more you level without increasing your stats, the worse off your character becomes....
Gwern - 60 Assassin / Parody - 54 Troubador |
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 150
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What Gwern said. Also I would like to see Provisioners be able to make some rare type foods, maybe that give across the board stat increase + hp + pow just would take a simple rare raw material. make it a 6 combine step or something and tier based it is 5:45 am so i cant remember off top of my head but think t6 is +12 to my strength on delctable Caiman Sandwich so make a rare + 10 to all stats or something along those lines. Also yes please put the Guild house/barracks/hall whatever in and make it scalable iow a 15 person guild might just need a smaller guild hall a 50 person guild bigger etc, I know it would be asking alot not even sure if it is possible, but if there is a way here is my idea /crosses fingers. Guild hall = cash + status to obtain, then weekly status/cash cost. 1 vendor 1 official NPC ie bnaker weekly cost of cash+ status to maintain, merchant can have basic fuels for TSing even make it guild level based, the higher the guild the higher available fuel supplys. Now for the big wish. Ability to tag items in the guild bank for sale and money goes straight into the coin part of guild bank, ie. We set guild bank 3 and 4 up to put things for sale, we tag the items for sale cost wise and then click start selling, someone buys something it shows up in our guild bank log under 3 or 4 who purchased and the coin goes right into the guild bank. Unique armor/weapon apperance, better Fabled stats on T6, I know you guys are slowly getting to this but this is really something I would like to see happen make weapons look unique everyone looks the same, same with armor, same with ebony, same with robes etc, and my favorite, I got a Fabled BP other night in poets on my real server toon a assassin, I put it on and a few minutes later one of my guildies goes err thats the carbonite bp apperance...and to boot the stats on a t6 fabled BP was less then my cobalt BP and only 40 more mitigation, fabled items seriously need looked at it took me 1 hour to get a cobalt cluster and well over a month or so to get into Poets and the fabled drop is < the playermade that cost me 11gp total to have made by a guildy.
Message Edited by NerroVI on 12-05-2005 03:01 AM
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Lokas VonBlitzkrieg Assassin of Sinister Nektulos |
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#26 |
General
Join Date: Nov 2004
Posts: 21
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-Ardant
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#27 |
General
Join Date: Nov 2004
Posts: 275
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Great list Seph, thanks for the time and effort![minor hijack]RE: stat caps...the whole reason your avoidance is "dropping" is because it's being calcualted against a new level of mob difficulty with every ding. The % it gives is your avoidance against a mob of your level. So when you ding, though your stats stay the same, you're comparing them against something higher, so your displayed % drops. For example:Joe is level 10, has 40 AGI, and has 20% avoidance. This means that, against level 10 mobs, Joe avoids 20% of their attacks. Suppose Joe goes and turns in a bunch of collections and gains a level. Joe's stats don't go up -- he still has 40 AGI -- but now his displayed avoidance is against level 11 mobs -- and it drops a bit, say to 17%. The key is: if Joe were to go fight level 10 mobs, he would have an avoidance of 20%...same as at last level. If he dings again without raising stats, he could have 14% avoidance against level 12s, 17% against level 11, and 20% versus level 10s.The point is: you need to chase the stat cap to maintain the same level of performance only because your enemies are increasing in level. Your actual avoidance isn't dropping, it's just that the displayed value is being compared to sometihng different. The higher level critters can hit you better than the old ones, so you darn well better improve yourself![Disclaimer: I have no idea if this is how it works for the offensive damage, and in fact I suspect that the answer is no...but I do think that my reasoning is proper for the defensive values]Sorry for the thread detour; keep the feedback flowing!
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#28 |
Loremaster
Join Date: Dec 2004
Posts: 618
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![]() I'd be very careful when trying to balance making the same content availible to the solo/casual player as to the hardcore/raider. Think about the time that goes into obtaining gear from a raid. Unless its full lotto... which is crazy to me... guilds are using point systems based on participation on raids in the past. For instance, the last item that dropped on a raid that I wanted, went for about 50 Raid Point System(RPS)s. We get 1 or .5 RPS for a raid, depending on whether its old or new content. Raids usually take an hour or more per target depending on the staging time. That means that person who won the bid put in 50-100 hours in raiding to get one item. What makes the solo/casual player think they should get equivalent gear for the luck of the drop killing mobs they probably would be killing for exp regardless. I do realize that if the content is easy for (A) player to get, it will be just as easy to get for (B) player also. However, there should be a distiction in gear quality between the person that has obtain all his gear on his own from Herioc mobs and the player that puts in hundreds of hours raiding Epic x4s to get their set of gear usually through a DKP-like system. This won't change either because 2/3 times its a wooden chest which are RPS added to the system without any gear to take out. This adds to the amount of time we ALL have to put in to aquire the good items. Gear for the raiders isn't as common as you would think. We are all putting in a ton of time for the few bones we are thrown. We keep coming back for more though but if we can get similairly geared through easy mobs without wiping so much, that, and not raiding will be the route everyone takes. Without raiding, Im not sure why I'd play EQ/EQ2. BTW most gear goes for 30+ RPS in my guild so 50 is a highly sought after item. |
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#29 |
Loremaster
Join Date: Nov 2004
Posts: 352
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Please don't think I need schooling in raiding or DKP, it is the reason I left EQL, I am a very retired hardcore raider. I'd like you to define your casual player, because I can almost guarantee you that I play more than you, I have two accounts that I am on all day every day with few exceptions. There is nothing casual about my playtime or my playstyle, I am very good at doing what I do, both adventuring and tradeskilling, just because I do not raid, that I choose to ONLY hang out with my friends and not mingle with strangers does not mean I deserve to get any less out of this game that anyone else. I pay the same price, double in fact, to play this game as everyone else, so why shouldn't I be able to have as many, not necessarily more, options open to me and my friends that others have? To see the constant insults from Moorgard about "encouraging" players to group is just another word for social engineering, like we are all labrats that are being lead down a maze by some tasty cheese, well no thank you, I like my playstyle, I like only playing with my friends, I don't want to "meet new people", I don't play to have some horny teenage boy send me nasty tells about my breast size, I play to spend time with my friends and to keep my mind active, if I want to meet people I will do so at my own discression, not at the desire of devs or anyone else, no loot or anything can ever compel me to change my personal style, and this game should aim to accommodate all of us, not try to shape us all into the same type of player.
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Eileah ToxxRoxx |
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#30 |
Loremaster
Join Date: Dec 2004
Posts: 618
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![]() Then what they need is a Lost Dungeons of Norrath/Dragons of Norrath-type adventure packs where those who really want play with themselves can earn points to obtain nice gear and items through putting in heaps of time to earn said points. I'm not really sure why the above poster took offense to my post because all I was saying is that people who obtain their gear through raids spend a lot of time doing so. This might not be that apparent when trying to gear people in less time in the same quality.
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