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bcbroom
04-15-2005, 03:15 AM
<DIV>I'm kind of torn over the recent changes...</DIV> <DIV> </DIV> <DIV>I have two characters that I play, a 35 Wizard that I play with guild, but have done tons of soloing with, and a 23 Guardian that I play with my wife.  From a solo stantpoint, I totally apreciate the ability to fight in most of a zone, with targets of differing levels, and a large variety of quest monsters.  There were many quests in TS that I eventually deleted on my wiz because there was NO way I was ever going to take the group mobs by myself.  </DIV> <DIV> </DIV> <DIV>On the other hand, my wife and I went out hunting yesterday for a little bit, and decided to try TS instead of Stormhold.  We ran through about half of the gulley from the docks, where a mix of solo and ^^ undead used to hang out.  They were all solo.  We never did find heroic encounters.  We eventually disbanded and fought solos for a few minutes, since xp for solo mob with a group is a little weak.</DIV> <DIV> </DIV> <DIV>So, I think the addition of more solo stuff is awesome, but may have gone a bit too far.  What I would love to see is a mixture.  It seems like it has gone from all group with 1 or 2 solo, to all solo with 1 or 2 group.</DIV>

LadyEternity
04-15-2005, 03:57 AM
<DIV>Hmmm</DIV> <DIV> </DIV> <DIV>Did you and your wife try any decent conned groups of downarrows? They give a bonus to exp.</DIV> <DIV> </DIV> <DIV>I personally think the exp penalty needs to be lifted from Duo's on killing solo encounters.</DIV> <DIV> </DIV> <DIV>-tad off topic</DIV> <DIV>I do know one thing, taking on heroic content without a healer as part of the duo is really difficult, and for many classes impossible. Perhaps instead of having an exp penalty for duo's on solo encounters, they should have an exp penalty instead on duo's taking out heroic encounters, as heroic encounters exp is balanced for a group of three or more (same for soloist killing them). When you have 1-2 people earning exp that was balanced for 3 or more people, it tends to create an empty "I am losing here" feeling when they are receiving less experience for their time then they are used to. And understandably so. I happen to know the Guardian/Templar duo is WAY over powered. Doomhammer(Guardian) and Ellsa(Templar) (both on Test) were killing Orange and Yellow conning heroic's in Nek before this overland tuning went in. It really did feel 'wierd', passing solo content with them and groaning when we had to kill the solo's here and there to proceed to the groups we were wanting to slay. The reason it felt wierd is because my Necromancer couldn't even in her wildest dreams solo...or even duo with my husbands warlock...the most greenist green heroic mobs. She lives off of the solo content. Now that my husband has stopped playing his warlock and has started grouping my Necro with his Fury, we can take -limited- heroics....because of healing. You know, alot of people think that the heroic experience is the 'norm' for solo and duo play. I know the difference in leveling between my Templar and Necro is like comparing Night and Day. The Templar levels at an insane rate. Necro is a steady slow rate.</DIV> <DIV>-back on topic</DIV> <DIV> </DIV> <DIV>I was under the impression that advanced solo content was targetted at the Duo and Trio group crowd. Perhaps we need a defined definition on what SOE considered to be an advanced encounter. Perhaps the advanced encounters need to have their damage/hp/armor and so on raised...and the exp reward as well to better meet the needs of these Duo/Trio players who need more of a challenge then the standard soloist.</DIV> <DIV> </DIV> <DIV>Lady Eternity</DIV>

Proudfoot
04-15-2005, 04:56 AM
<span><blockquote><hr>bcbroom wrote:<div>I'm kind of torn over the recent changes...</div> <div> </div> <div>I have two characters that I play, a 35 Wizard that I play with guild, but have done tons of soloing with, and a 23 Guardian that I play with my wife.  From a solo stantpoint, I totally apreciate the ability to fight in most of a zone, with targets of differing levels, and a large variety of quest monsters.  There were many quests in TS that I eventually deleted on my wiz because there was NO way I was ever going to take the group mobs by myself.  </div> <div> </div> <div>On the other hand, my wife and I went out hunting yesterday for a little bit, and decided to try TS instead of Stormhold.  We ran through about half of the gulley from the docks, where a mix of solo and ^^ undead used to hang out.  They were all solo.  We never did find heroic encounters.  We eventually disbanded and fought solos for a few minutes, since xp for solo mob with a group is a little weak.</div> <div> </div> <div>So, I think the addition of more solo stuff is awesome, but may have gone a bit too far.  What I would love to see is a mixture.  It seems like it has gone from all group with 1 or 2 solo, to all solo with 1 or 2 group.</div><hr></blockquote>In TS and Nek Forest, the bigger group content is deeper in than what some may want. The areas in TS that are group-centric are further south, around Varsoon and all of the area from Giant bridge east to the bigger centaur village. All of the content on the south shore is group. Before, the group content was everywhere, giving groupers anything they wanted to kill while solo'ers had to farm deer and snakes. Rarely finding the solo gnoll or skeleton. Also, as LadyE mentioned, at 23 you should be able to find good fighting on the white and yellow non-</span><span>^^ groups. Makes you feel just as heroic taking down 5 white gnolls at once as it does killing one </span><span>^^ green. (if not moreso for me personally) </span><div></div>

bcbroom
04-18-2005, 03:06 AM
<BR> <BLOCKQUOTE> <HR> Proudfoot wrote:<BR><SPAN>In TS and Nek Forest, the bigger group content is deeper in than what some may want. The areas in TS that are group-centric are further south, around Varsoon and all of the area from Giant bridge east to the bigger centaur village. All of the content on the south shore is group.<BR><BR>Before, the group content was everywhere, giving groupers anything they wanted to kill while solo'ers had to farm deer and snakes. Rarely finding the solo gnoll or skeleton.<BR><BR>Also, as LadyE mentioned, at 23 you should be able to find good fighting on the white and yellow non-</SPAN><SPAN>^^ groups. Makes you feel just as heroic taking down 5 white gnolls at once as it does killing one </SPAN><SPAN>^^ green. (if not moreso for me personally)<BR></SPAN> <BR> <HR> </BLOCKQUOTE> <P>I totally understand the farming snakes and deer (and beetles), I spent several levels in mid 20's doing just that.  Like I said, the incerease in solo's and the paired non-heroics are an awesome chnage.  Soloers now have a chance to finish many (if not all) of the quests in the area.</P> <P>I just think its a little strange that a group coming from antonica would have to cross half of a fairly large zone to find some heroic content.  I'd also like to think that we didnt have to stay in a dungeon to fight heroic content. Just a little more heroic encounters in the overland areas is all I'm asking.  <BR></P>

Sebastien
04-19-2005, 11:00 AM
I don't know if this is considered a dead topic, but I have posted a lot of feedback on this, on Scott's producer roundtable thread. I was very hostile toward these changes, but mentoring down and playing through them at appropriate levels, I have generally warmed up to them. My suggestion, in a nutshell, is to go with the overall direction of these changes, but balance them by including more heroic, single up arrow encounters.  These encounters are the most fun for duos and trios, they are accessable but hard for soloists, and they are not completely boring or wasteful for full groups.  It's a great category of NPC that I think has always been underutilized, but now moreso than ever. If a Briarpaw is solo, make the Great Briarpaws heroic, but single arrow.  If Griffons are solo (still just feels wrong..), then make Mighty Griffons single arrow heroic.  Do the same with Ancient Rumbleroots, Ferocious Lashers, and similar mobs that represent leaders or *heroes* of their clan. <div></div>

LadyEternity
04-19-2005, 08:24 PM
<P>I think it's important to keep heroic encounters in area's that make sense ( if some are added ) and I had some idea's I wanted to share on that.</P> <P>Ok so, we have the base game play accessible now to everyone. This is great. Now we need to put in pockets of heroics that make sense. Now there are a handful of places that are heroic in nature in all zones. Lets consider on how we can expand on that without ruining any of the base in place now. Now there are quite a few 'instances' that are heroic. Lets use TS as an example. The heroic versions could be seperated from the non-heroic (meaning place the non-heroic entrance outside the area of heroic spawn, but still tastefully in the appropriate area) to retain the 'feeling' of the area, but not frustrate players. So lets use the Pirates Stash as an example. Now if it were me, I would make a 'camp' of pirates there...and remove the silly gnolls. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I'd have tents and a few chests...bones here and there...maybe a pirate flag flapping in the breeze. The camp itself would be heroic, and in the camp would be the heroic version of the stash instance. I would make a smaller camp...perhaps by a small craft on the sand..firepit...perhaps a small tent, will pullable solo encounters or a group of downarrowed pirate's of appropriate level. I would then place the new non-heroic zonin for the stash in or by this camp. You could even put a pirate ship offshore a ways out with a pirate flag, and have pirate's spawn on it..have the pirate's on deck solo or paired, and have the different decks get harder...ending with a pirate captain who would be heroic double up. All camps would have a good respawn rate enabling reasonable pulling (especially for the heroic camp). You could even expand the heroic camps to 2-3 camps if people seem to like them. I would vary the level of the pirates present in the camps, likewise also with the non-heroic camps if the need is there.</P> <P>Now you see, what I just described above is exactly how you can place in reasonable and accessible content for all styles of play, while not stepping on anyone's content. EQ2 has TONS of places you could make into the above. But the most important thing I think is to make these places "make sense". Shoot out there by the Giants in TS I would have Giant Houses, campfires and so on. I'd have cute little halflings and darkelves roasting on the fires with bones and piles of rubish lying around. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> The Giants area could be expanded on not only for flavor, but for heroic and solo play BOTH.</P> <P>By doing the above not only will you increase the 'fun' of your game (people LOVE atmpshere and flavor) but you would also provide sensible expanded group/solo content.</P> <P>Lady Eternity</P><p>Message Edited by LadyEternity on <span class=date_text>04-19-2005</span> <span class=time_text>09:27 AM</span>