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Unread 12-04-2005, 04:25 AM   #1
Sephiro

 
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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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Unread 12-04-2005, 04:34 AM   #2
Kain Hammersmith

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Sounds pretty good to me, good luck!
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Unread 12-04-2005, 05:17 AM   #3
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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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Unread 12-04-2005, 06:34 AM   #4
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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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Unread 12-04-2005, 07:51 AM   #5
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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.


 


SephiroQA wrote:
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 - Sounds good.

Decrease time involvement - Oh yes please.

Create more interconnectedness with adventuring - You mean like Manastone / Stein of Moggok?  If so, this sounds good, but don't force people to level up tradeskills too much if that's not their thing.

Increase yields - Yes, as in mass producing tempers and refining.  Certainly not major combines.

2. Customer service    

Bring on the Name police -  Yes please, and personally I'd like to see the name policy a little more strict than it is.  How hard is it to come up with a REAL NAME instead of "Nukem Tilltheydie".  IMO, names should not be allowed to be sentences or phrases.

Deconstruct the network of plat farming and cheating - I know you all have your rules on how to go about this.  But when it's glaringly obvious that "Mjhmnp Yllprt"  and all his random named friends haven't slept for 3 days, something should be done.

3. Class Tuning - ...you were saying?  lol :smileywink:  Templars, Inquisitors, Guardians.  That should get you started.

4. Diversity

Spells fun stuff and utility -  Better joke spells that represent your class.  I'm not sure what you meant by utility.

Housing better locations more models - Locations seem fine to me, you can live virtually anywhere in any city.  More models?  Meh, don't put this too high on your to-do list.

Armors ability increases for different classes -  If this means giving mages the ability to wear leather / chain, I hope that there would be a penalty put into effect for doing so.  Sure, your mage has great Mitigation now, but his power pool should suffer for it.

Heroic Opportunities Surprise us -- No, no no...don't suprise me.  Most of my responce to your game was about Heroic moments.  After all the ideas I gave and layed out for you, there shouldn't be much of a suprise there.   No offense, but a SoE suprise is something you should save a gift reciept for.   lol  :smileywink:    Please use the suggestions we gave you.  This section should actually be a little more BOLD.

Increase class specific quests and rewards - Yes!  After your level 20 armor quest, where do we go?   There is no direction in the game, NPC's should keep you on the move, and intereacting with other NPC's that can help your class.

Cloaks with emblems -  Would love to see this.  Let us customize our emblems, or offer TONS of presets.   Also refer to the guy who mentioned slider bars for cloaks.  ie, how many you see, how far you see them, self only, guild only....ect.

Increase guild status items - The more you have, the more people will want to pack into their 100 item limit room.  What I would like to see is more interactive house items.  "Elrolisi's Charm" for instance.

Guild Housing, Merchants, Brokers - What about them?  This doesn't have much to do with diversity.

5. Increase interaction with environment

Sitting on furniture -  And not just in your room.  Out in the world, in taverns, tree stumps...go nuts.

Build upon recent designs - More dungeons that require thinking.  Splitpaw is great.  Nektropos is everyone's favorite.  Again, go nuts.

6. Mob Pathing

Waypoints move around terrain not through it - No comment needed here.  Sounds good.

Mobs attacking from hidden view - Goes with moving in the terrain.

Remove walls widen passages - No need to remove walls if you get the mob pathing working good.   And widen passages?  I like the feel of crawling deep into a dungeon and the walls are closing in.  I would however like to see walls removed in Zek, and Everfrost.  I never go to these places b/c I can't get around them easily.

Bring us back to the dungeon -  YAY!   Darker, scarier, more riddles.  How amazing would it be to go through a dungeon that actually scares you and brings you to a crawl simply out of fear of things that will make you jump?  Remember  the "scare" crow?  It made that zombie jump out of your screen!  That thing made me jump so many times.  How about building on this, and as you are making your way through a dark dungeon, a shadow quickly moves across your screen.  Add random *CLANG!* sounds to keep us guessing if we're under attack.   And please do something about those skeleton voices SMILEY

7. Miscellaneous

Graphic setting Profiles that you can save and switch based on need - This doesn't bother me too much, but I'm sure it would be a welcome change.

Give with Gusto cut with precision  - *nods head, smiles, and backs aways slowly*  /shrug                 

Not Urgent and Important

1. Quests

 Diversify the tasks

 Allow players to share quests

 Allow players to see the reward before doing quest  - Maybe sometimes, but picking and chosing a quest based on reward will take it's toll on how many quests you guys have to keep throwing in the game to keep everyone happy.

 Group matching that takes into account quests - Here's what I would like to see.  You're part of the Freeport Militia.  There you are standing in front of one of a few new NPC's which offer anyone standing near to preform a Class specific quest.    For instance a group of warriors sent to ward off an invasion of the freeport gates.  A party of scouts to break into Qeynos' military installments using stealth, and disarming traps along the way.  Priests to rescue and heal npc guards who are protecting their city.  And mages who need to combine their efforts to bring down the walls of an orc fortress to allow their army entrance.   I'm coming up with this stuff as I'm typing it.  Surely SoE can bring us more events like this.

 2. Guilds  

 Guild purchased property - This is going to have to be an entire new zone.  I don't want to see 10 guild houses spread throughout the Commonlands.

 Guild built housing and barracks - Again, a new zone.

 Guild versus guild warfare -  Don't stop there.  City vs. City is what we want.

 More guild writs

 3. Content

Allow for solo content to drop more master chests -  I don't like this one.  I remember the first time I saw a master chest drop from a solo mob.  I was ecstatic, and would hate to start thinking of this as common.     Also, people are already farming Runneyeye for master chests.  It's going to drive the value of master's down.

Increase epic x1 and x2 mobs for mid levels -  Epic x 1 is an amazing idea.  One group vs a very intellegent creature.  Btw, Intellegent does not equal a 2000 dmg hit or a 20 second stun / stifle.

Instrument usable by bards -  Finally.

Allow for altering existing items (appearances, stats) using drops or skills -  And allow us to preview the changes before we make them.

All scouts using poisons  It just makes sense.  However, since bard classes are the "Jack of all trades"  they should have limits.

Increase experience for Epic x4 raids 

 4. Housing 

Allow books to be placed on bookshelves

Pet commands that last until new command is given -  I think they just want the "sit" command to apply here.  I don't think my cat would like to do back flips until I come back home.

More access placeable objects

5. Miscellaneous

Restrict Harvesting skills -  What does this mean?

Fix stuck carpets and gryphon

Tune armor fitting for all races

Allow preview of armor appearances - And Furniture!!!!

Increase the drop rates of pre level 20 items that have high cost in market - No, don't dumb down the game for newbies.  I agree that adepts for pre level 20's should drop more, but nothing else.   I'm should probably be the spokeman for poor people, and I'm getting along just fine.  I don't have all the cool armor my friends have, but I still love the game.   I want to work for it.

Decrease broker fees on high cost items - YES,  nobody sells online anymore, and prices are insane.

Decrease Taunt resists -  Why?  Shouldn't a mob be able to ignore us?   Taunt resist seems fine to my level 53 berserker.  I cannot speak on the topic of raid mobs however.

Cut out content that creates lag or increases zone load times - Yes please, and how about some new loading screens?




 

THANKS AGAIN SEPHIRO!

 

Message Edited by Irras on 12-04-2005 06:11 AM

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Unread 12-04-2005, 09:26 AM   #6
Caethre

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OOC.

Comments as follows in yellow, thanks SMILEY


SephiroQA wrote:
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 - some classes do well here, some not so well. Talking final products, Sages get just 1 type. Could do with some variation here. =p

Decrease time involvement - time involvement for subcomponents seems to large, that for final products seems fine.

Create more interconnectedness with adventuring - crafting of fabled level items would be good, from rare components. These rare components should be obtainable only by adventuring. Note this does NOT mean only via raiding, but they should not just come easily either.

Increase yields - would be useful for products that are used up and are in high demand, currently notably provisioner products.

2. Customer service    

Bring on the Name police - PLEASE YES! I would love the naming policy to be enforced, and indeed, on the RP servers, made more stringent.

Deconstruct the network of plat farming and cheating - hard to do, I know, but would love to see it.

3. Class Tuning

- FIX TEMPLARS!! Personally, my no1 issue, as it has caused me to feel like an XP leech, and made me roll a Fury to play. This issue has thousands of posts on it now on these boards. Pre-LU13, a Templar was a FAR better healer than, say for example, a Fury, which balanced with a Fury being FAR better damage/utility in solo and small group settings. Healing was made equal-ish, damage/utility was left as-is, meaning now, for non-raiding players, Templars are underpowered next to other priests. If Templars are not going to have a CONSIDERABLE healing advantage over the druid classes restored (and I do not expect to see that, given SoE's statements on 'equal healing'), then I'd like to see my 53 Templar in full Legendary actually soloing (and duoing) at a rate that is similar to that my Fury will be able to manage by the time she is 53 and in similar gear, rather than less than she can manage now at 48 in handcrafted.

- There are similar issues for Guardians, for almost entirely analogous reasons.

4. Diversity

Spells fun stuff and utility

Housing better locations more models - it would be nice to see more housing types in the original villages. For example, cant I get a better room *in* Castleview Hamlet? SMILEY

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 - none of these things are important to me personally, though all would add colour to the world of Norrath.

5. Increase interaction with environment

Sitting on furniture

Build upon recent designs - neither of these things are important to me personally, though all would add colour to the world of Norrath.

6. Mob Pathing

Waypoints move around terrain not through it - would be nice to see fixed.

Mobs attacking from hidden view - would be nice to see fixed.

Remove walls widen passages - I'd make a special request for Nektulous Forest zone. Do we HAVE to have those unclimbable obstacle walls all over, causing us to always have to run twice or three times as far to go round things, for no good reason?

Bring us back to the dungeon

7. Miscellaneous

Graphic setting Profiles that you can save and switch based on need

Give with Gusto cut with precision                   

Not Urgent and Important

1. Quests

 Diversify the tasks

 Allow players to share quests

 Allow players to see the reward before doing quest - no thanks, its a spoiler / ruins immersion.

 Group matching that takes into account quests

 2. Guilds  

 Guild purchased property

 Guild built housing and barracks

 Guild versus guild warfare - I know some people want this, and an even smaller number want more extensive pvp. I want none at all personally. However, if this is added, id suggest it came with an optional opt-out for individual players who do not want to be harassed into non-consentual pvp. Just 'being in the guild' is not giving each individual the choice, other than to deguild, which would be somewhat extreme. Finally, any limited pvp must never actually affect anything at all in the background pve game. No 'benefits' of any kind for pvp participation. If pvp-ers want that, create a pvp server for them, so the rest of us can be left well out of the grief that comes with all that.

 More guild writs

 3. Content

Allow for solo content to drop more master chests - nice idea, most players are not hardcore raiders. The best loot should NOT always come from raids, there should be many routes to it. Of course, that does not mean it should be easy to come by, infact, it most certainly should not be, it needs to be maintained as rare and hard to attain. Personally I would suggest access to such solo or in small groups would be best via a long and arduous series of quests, ones requiring time, dedication and commitment, rather than solely from 'lucky' drops, though there is a place for all options.

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 placeable objects

5. Miscellaneous

Restrict Harvesting skills - what does this mean? I might be concerned at this, but simply no clue what it is implpying.

Fix stuck carpets and gryphon

Tune armor fitting for all races

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

Cut out content that creates lag or increases zone load times




Felishanna [53 Templar]
Annaelisa [48 Fury]

Message Edited by Caethre on 12-04-2005 04:45 AM

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Unread 12-04-2005, 02:05 PM   #7
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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:

SephiroQA wrote:3. Class Tuning
- 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.

SephiroQA wrote:
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


- 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.

SephiroQA wrote:5. Increase interaction with environment

Sitting on furniture

Build upon recent designs


- 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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Unread 12-04-2005, 02:36 PM   #8
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SephiroQA wrote:
 

 Urgent and Important 

 1. Trade skill system

More Diverse end products

Decrease time involvement

Create more interconnectedness with adventuring

Increase yields



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 SMILEY


 

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Unread 12-04-2005, 06:41 PM   #9
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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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Unread 12-04-2005, 07:16 PM   #10
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Krelfearius wrote:

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.




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 SMILEY
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Unread 12-04-2005, 07:17 PM   #11
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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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Unread 12-04-2005, 07:42 PM   #12
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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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Unread 12-04-2005, 08:57 PM   #13
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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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Unread 12-04-2005, 09:29 PM   #14
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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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Unread 12-04-2005, 11:28 PM   #15
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Woot Sephiro! This list looks very sweet SMILEY

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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Unread 12-04-2005, 11:52 PM   #16
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5. Miscellaneous

Restrict Harvesting skills




Me again...  can you expand on this?  Do you mean restrict accessability?  Restrict by class?  Or node locking?
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Unread 12-05-2005, 03:08 AM   #17
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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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Unread 12-05-2005, 03:58 AM   #18
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Alevyan wrote:
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.



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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Unread 12-05-2005, 06:08 AM   #19
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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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Unread 12-05-2005, 08:09 AM   #20
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Moved to "game" thread

Message Edited by retro_guy on 12-04-2005 07:22 PM

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Unread 12-05-2005, 08:46 AM   #21
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 Urgent and Important 

 1. Trade skill system

  • More Diverse end products -allow things like Sages to make spells that are 1 time use fluff spells -- fireworks effect, illusion, or something fun--Jewlers to make Wedding rings with Names engraved on it when u inspect.. Better minning equipment etc..
  • Decrease time involvement -- think the increased vit helps ppl lvl faster as is
  • Increase yields for consumables  -- agree
  • Allow for artisans to be more useful while adventuring---Best way to do this is to allow Ultra rare drop tradeskill items to be made into Fabled items ... weapons armors,  house items etc..
  • Products that mesh better with classes -- humm Maybe have some type of item in game that was class specific that could give to armor that would allow slight veriations in way armor looked on different classes... sk paly war etc...

2. Customer service    

  • Bring on the Name police-- agree to many ppl with names like Flyp Em'off
  • Deconstruct the network of plat farming and cheating -good there is so many of them and so ovisous to point them out just look at player stats on most servers -- Kith for example u can see top kills. top deaths all below to like a crowd of 10-15 ppl all either unguilded or in same gulid -- and all it takes is one day to follow them and u watch 1 person move then 5 ppl autofollow him from camp to camp

3. Class Tuning

4. Diversity

  • Spells fun stuff and utility-make some more fun type spell maybe make something for intown fluff that fits Majudu theme like fire or sword eating hehe
  • Housing better locations more models-- Plz make more esp in Majidu those bright colors and layouts are desperate for imporvement
  • Armors for different classes --as stated above need more armor that is class specific -- sk gear that looks like a sk not a pally same for other classes
  • Heroic Opportunities Surprise us -  agree as is now we basicly dont ever use them .. i know i dont not worth it as a necro to cast solo ones as the one dmg spell i have that triggers it isnt that effective for triggering -- **hint** put lifetap on some type of icon i can use in heroic opportunity
  • Increase class specific quests and rewards aye loved the lvl 20s class armor quests be nice to see some these at higher lvls --
  • Cloaks with emblems -- would be cool and rogues would rejoice but graphix may be hard to impliment

5. Increase interaction with environment

  • Sitting on furniture--aye need sitting on chairs and NEED some sort of Bar / gathing area for ppl to mengle and have fun
  • Increase Immersion - is always good
  • Build upon recent designs -- agree like the wall climbing blowing things up moving of stuff in SP to advance in a zone .. EXPAND on it and continue using it in OTHER zones

6. Mob Pathing

  • Waypoints move around terrain not through it -agree
  • Mobs attacking from hidden view -- agree
  • Fix mobs hidden by geometry -- agree
  • Bring us back to the dungeon -- agree lov how you have been revamping older zones dungeons ... hope something is in works for SE and perma  -- and of course SOMETING for 50+ crowd ))

7. Miscellaneous

  • Graphic setting Profiles that you can save and switch based on need -- aye hate setting graphic up some when soloing getting it tweeked the way i like then have to go max performance and loosing settings when i raid
  • Add content liberally -- yes need more content esp for the t6 crowd
  • Remove content carefully  

 

**Add a better Raid Interface **

  • One that allows Raid leader to move ppl between groups
  • assign loot to ppl in raid not just group
  • Setting to allow everyone to look at loot WITHOUT the option of looting so you dont hit loot button by mistake and loot a no trade item u can use
  • Designate a MT or MA in raid window or other options would be nice

           

Not Urgent and Important

1. Quests

  •  Diversify the tasks  -- yep fun to do stuff beside kill X number of mobs
  •  Allow players to share quests -- good idea
  •  Allow players to see the reward before doing quest -- sorta kinda spoils the thrill some
  •  Group matching that takes into account quests

 2. Guilds  

  • Guild purchased property --
  • Guild built housing and barracks--God we have wanted these for ages
  • Guild versus guild warfare -- not guild prefer town to town but guild would be fun even if it was in areanas
  • More guild writs- agree
  • Guild alliances  -- be interesting to see what u could do
  • Guild brokers/merchants

 

 3. Content

  • Allow for solo or groups to get occasional masters -solo masters may be nice but would allow even more farming
  • Increase epic x1 and x2 mobs for mid levels -- please
  • Instrument usable by bards
  • Allow for altering existing items (appearances, stats) using drops or skills -- looks in a game like this mean alot
  • All scouts using poisons
  • Increase experience for Epic x4 raids agree they should be so high as to be like before nad use to powerlvl BUT u should still get some XP off raids

 

 4. Housing 

  • Allow books to be placed on bookshelves
  • Pet commands that last until new command is given -- also way to show what buffs are on pet -- maybe a tooltip effect of pet control box ??
  • More access to current placeable objects like paintings

 

5. Miscellaneous

  • Fix stuck carpets and gryphon
  • Tune Robes/Armor fitting for all races -- PLZZZZzzzzzz add new robe looks
  • Polish current and older content
  • Allow preview of armor appearances -- and Furniture
  • 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-- God this is horible as is
  • Cut out content that creates lag or increases zone load times

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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Unread 12-05-2005, 09:57 AM   #22
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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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Unread 12-05-2005, 10:18 AM   #23
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SephiroQA wrote:

Not Urgent and Important

 



I would change that entire header to 'Not Urgent but Still Imporant' SMILEY
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Unread 12-05-2005, 10:44 AM   #24
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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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Unread 12-05-2005, 04:00 PM   #25
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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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Unread 12-05-2005, 08:44 PM   #26
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SephiroQA wrote:

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 - Please Being an armorer, 2 types of armor for over 8 classes is kinda weak.

Decrease time involvement - Not so bad anymore

Increase yields for consumables - That would be nice. While you are at it you can cut down on fuel costs.

Allow for artisans to be more useful while adventuring- Please... Why can't i repair my own [expletive haxx0red by Raijinn] amror. I did make it!!!!!!!!!

Products that mesh better with classes -Enough said

2. Customer service    

Bring on the Name police- Names really do not bother me all that much.

Deconstruct the network of plat farming and cheating- Ya... i feel you guys have done a pretty good job at finding them but your punishment is tad week. Also fix the other stuff first.

3. Class Tuning- Two things that come to my mind is one- Give zerkers back there haste, do not base it off a chance to proc. Also make illusionist more usefull in raids, instead of making 2 of there hotbars useless becuase target is too powerfull

4. Diversity

Spells fun stuff and utility- Other stuff first please

Housing better locations more models- SOunds good

Armors for different classes For the love of god put this in

Heroic Opportunities Surprise us How about just more HO's

Increase class specific quests and rewards Ya i dont' like quest ahaha

Cloaks with emblems WOOT

5. Increase interaction with environment Like all of these

Sitting on furniture

Increase Immersion

Build upon recent designs

6. Mob Pathing PLEASE

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 OMG PLEASE YES... would love hit like ++ and switch from like normal to RAID settings.

Add content liberally

Remove content carefully                 

Not Urgent and Important

1. Quests

 Diversify the tasks YES

 Allow players to share quests OK

 Allow players to see the reward before doing quest This would be nice... so i know if it is worth my time.

 Group matching that takes into account quests ?

 2. Guilds  

Guild purchased property It would be nice

Guild built housing and barracks I think that a guild hall would be cool. To show how UBER WE ARE

Guild versus guild warfare OMG i know what guild i am killing first SMILEY

More guild writs Good idea

Guild alliances Hmmm

Guild brokers/merchants How about for single players too... alow them to put them in our room instead of having to zone into somewhere to buy them.

 3. Content

Allow for solo or groups to get occasional masters Well i got a master killing gaurds in Maj Dul one time a month ago.

Increase epic x1 and x2 mobs for mid levels Would be cool... But make them non aggro haha. Nothing pisses me off more then running through TS and having DoomSqual pwn me and then pwn me 4 more times while i try to get my corpse.

Instrument usable by bards Why was this not in the game in the first place.

Allow for altering existing items (appearances, stats) using drops or skills Yes please... so the wemon in my guild quit [expletive haxx0red by Raijinn]ing about there ugly armor colors

All scouts using poisons Not a scout

Increase experience for Epic x4 raids Yes there was no reason to change it in the first place. Right now you can go into SS kill 100 of the 4x mobs and get 1percent exp.

 4. Housing 

Allow books to be placed on bookshelves DRRRRRRRRRRRRRRRRRRRR

Pet commands that last until new command is given Nice

More access to current placeable objects like paintings Yes give carpenters more items

5. Miscellaneous

Fix stuck carpets and gryphon Should be fixed anyway

Tune Robes/Armor fitting for all races Cool

Polish current and older content  YES

Allow preview of armor appearances  Yes nothign worse then getting a piece of fabled and finding it looks like poo.

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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Unread 12-05-2005, 08:55 PM   #27
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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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Unread 12-06-2005, 12:09 AM   #28
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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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Unread 12-06-2005, 12:48 AM   #29
Eileah

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Jai1 wrote:
I'd be very careful when trying to balance making the same content availible to the solo/casual player as to the hardcore/raider.


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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Unread 12-06-2005, 01:21 AM   #30
Jai1

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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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