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View Full Version : EQ1 to EQ2 what would you port?


Ama
07-11-2007, 07:17 PM
<p>Never played EQ1 so i'm completely out of this.  If you could port over 1 idea or 1 item or 1 thing from EQ1 to EQ2 what would it be and why? </p>

Josgar
07-11-2007, 07:18 PM
<p>You never played EQ1?</p><p>*GASPS*</p><p>anyways: All races having their own cities.</p>

kenm
07-11-2007, 07:23 PM
/gems Something to do when you're bored out of your mind. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Talz
07-11-2007, 07:35 PM
Itemization. My rogue is kind of an '04 time capsule but he has things on or bagged from the original era to some OoW before EQ2 came out.  In EQ1 newer wasn't always better.  In EQ2 though once you leave a tier the previous one is worthless for most players.  There may be a random item like the pet staff people camp but I can probably name one non-current era item with great value on my rogue for every one previous tier item game wide in EQ2 for a level capped character.

cronar
07-11-2007, 07:49 PM
<p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p>

Dasein
07-11-2007, 07:52 PM
Danger@Guk wrote: <blockquote><p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p></blockquote> So what would differentiate mob difficulty? It seems to me you'd still have solo/heroic/epic distinctions, they'd just be hidden from the player, which leads to less intelligent gameplay.

Solaran_X
07-11-2007, 08:02 PM
Lateral item progression (not flagging for zones) and itemization. In EQ1, you can still (to this day) join a group at L75 wearing some Vex Thal or Plane of Time gear and not get laughed out of the group. Try that in EQ2 wearing Spirits of the Lost or Epic Angler gear at 70.

Deson
07-11-2007, 08:28 PM
Almost nothing. Different games, different feels and EQ2 to me has really done well to find its spot outside of EQ as a different, and clearly superior and more accessible experience. I did however say almost... Necro healers. If you ever played VG think Blood Mage. Through use of lifetap, lifetap over time,and a reverse version of both, a necro could heal a tank(and only a tank really) just fine. The trade off for this was aggro risk and hawkish watching of health bars. Along with this is also a shortened FD recast. Aggro works differently here so FD wasn't and isn't the clear get out of jail free card it was when I was playing EQ1. Here it just allows a fairly safe aggro decay, there it was like aggro reset. I want my demi-god back! ....though really aside from those two factors the EQ2 necro is better than the EQ1 in near every respect. No twitch!

Rijacki
07-11-2007, 08:30 PM
Racial languages learned from using them, not from buying an item.  (and for that I'd go back to when it was 1pt per hour with skill caps at various levels, too)  It was so much more cool to learn a language gradually than instantly.

Deson
07-11-2007, 08:37 PM
<cite>Rijacki wrote:</cite><blockquote>Racial languages learned from using them, not from buying an item.  (and for that I'd go back to when it was 1pt per hour with skill caps at various levels, too)  It was so much more cool to learn a language gradually than instantly. </blockquote>I don't like either system; I'd prefer questing them all. The EQ1 system was more spam-fest than skill and became a hollow business like buff selling. 1pt per hour had the bonus of a semi-forced social interaction but was frustrating for the commitment required and dependence on other people to be willing to spam it etc... not sure there is a practical medium to be found with that kind of system.

cronar
07-11-2007, 08:44 PM
<cite>Dasein wrote:</cite><blockquote>Danger@Guk wrote: <blockquote><p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p></blockquote> So what would differentiate mob difficulty? It seems to me you'd still have solo/heroic/epic distinctions, they'd just be hidden from the player, which leads to less intelligent gameplay. </blockquote><p>For non planar mobs, there was nothing to differentiate them. In general, when a player was preparing to take on a mob, he had to make sure he had the tools to take it down and the tools to protect him from harm.</p><p>In eq1, through trial and error and experience, you knew what mobs did. Some you knew were fighter types, others healers, the ones that really made people wary were the caster types.</p><p>Some mobs were definately under or over cons. How they handled named mobs in dungeons was primarily a level difference to include more hp and harder hits.</p><p>Eq1 was more of a thinking persons game. Mobs were not prepackaged in a set encounter, and you had to think about all sorts of things before you go charging in. As a good example, as an appropriate level player in lower guk, trying to break the scryer room took skill. If you didn't, you would be dead.</p><p>Anyway, having all the mobs the same, allowed people to grind at their hearts content and not worry about moving from area to area because of intertwining heroic/solo/epic stuff.</p><p>Yes, there is technically epic stuff in planes and certain contested content, but for the most part you had to truly try to get to the epic stuff and not just wander in to it.</p><p>In regards to the response about racial languages, at least eq2 uses those languages. Languages in eq1 really mean nothing. </p>

Booutz
07-11-2007, 08:44 PM
Bardsong twisting... loved that, was loads better than eq2 songs oh and deff instruments! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Kendricke
07-11-2007, 10:15 PM
Danger@Guk wrote: <blockquote><cite>Dasein wrote:</cite><blockquote>Danger@Guk wrote: <blockquote><p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p></blockquote> So what would differentiate mob difficulty? It seems to me you'd still have solo/heroic/epic distinctions, they'd just be hidden from the player, which leads to less intelligent gameplay. </blockquote><p>For non planar mobs, there was nothing to differentiate them. In general, when a player was preparing to take on a mob, he had to make sure he had the tools to take it down and the tools to protect him from harm.</p><p>In eq1, through trial and error and experience, you knew what mobs did. Some you knew were fighter types, others healers, the ones that really made people wary were the caster types.</p><p>Some mobs were definately under or over cons. How they handled named mobs in dungeons was primarily a level difference to include more hp and harder hits.</p><p>Eq1 was more of a thinking persons game. Mobs were not prepackaged in a set encounter, and you had to think about all sorts of things before you go charging in. As a good example, as an appropriate level player in lower guk, trying to break the scryer room took skill. If you didn't, you would be dead.</p><p>Anyway, having all the mobs the same, allowed people to grind at their hearts content and not worry about moving from area to area because of intertwining heroic/solo/epic stuff.</p></blockquote><p>I can tell you that, at least when I played, you very much had to worry about moving from area to area because of intertwining solo/group targets.  You just had to know which targets were solo and which required groups from other players, corpse runs, and Allakhazam's.  Seriously, I almost never hear the term "undercon" in Everquest 2...but I heard it FREQUENTLY in Everquest.  </p><p>Those "undercons" would usually be the group targets - the ones Everquest 2 lists as Heroic.  As Dasein says, the only real difference is that Everquest 2 just tells you up front which targets are harder.  In Everquest, you had to figure it out.  </p><p>(Of course, if you insist that a "mob is a mob is a mob", I'm going to point out raid targets...and how they were listed exactly the same as every other target in the game.)  </p>

LordPazuzu
07-11-2007, 10:21 PM
<p>I'd bring back non-linked, non-leashed, non-locked mobs that turn tail and run for their lives when getting beat down and would pass its hate list socially to every mob on its own faction that it came across along the way.</p><p>Example: </p><p>Agnar the Berzerker attacks an Angry Gnoll.</p><p>Agnar quickly beats Angry Gnoll down past 50% health in a matter of seconds.</p><p>Angry Gnoll's AI decides that the fight cannot be won. </p><p>Angry Gnoll flees deeper into Blackburrow.</p><p>Agnar chases Angry Gnoll.</p><p>Angry Gnoll runs past a half dozen Gnoll Guards screaming an alarm.</p><p>Half dozen Gnoll Guards go and find Agnar and beat the everliving crap out of him and anyone else who happens to be trespassing in the area.  If they ran past anymore gnolls along the way, they'd recruit them to help as well.</p>

TaleraRis
07-11-2007, 11:04 PM
<cite>Dasein wrote:</cite><blockquote>Danger@Guk wrote: <blockquote><p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p></blockquote> So what would differentiate mob difficulty? It seems to me you'd still have solo/heroic/epic distinctions, they'd just be hidden from the player, which leads to less intelligent gameplay. </blockquote>Indeed! You had the lovely addition to the party of overcons (rare) and undercons (all over the darn place) peppered among the mobs you were fighting. That blue next to the blue that you just took down without breaking a sweat, who you pull thinking more of the same and promptly get the beat down of your life? That's an undercon. It really shouldn't be blue. It should probably be even, yellow, maybe even red. This is the wolf in sheep's clothing. Then there's the same color mob that you hesitantly lure your way once you've picked yourself up off the ground, whereupon you proceed to blow on it and it dies. That's an overcon. It probably should have been light blue, or possibly green (or grey, now, but grey is a recent addition) and is just puffed up with its own importance. I think I encountered this once....twice.....something like that. It is rare that a mob will be more of a pushover than the same-con colors around it, but it's possible.  Undercons are farrrrrrr more prevalent, though. Mobs like to hide their bulging muscles till they have you where they want you. As for what I would add-instanced missions such as LDoN/DoN, the DoDH missions, the TBS missions. Ideally it would have many camps as LDoN did so there's a change of viewpoint when you want, but the currency you earn will be the same.  LDoN's problem is that points were linked to the camps, and some classes got the shaft because who wanted to go do, say, the Guk missions when NRo was where all the plate was? The DoDH missions are nice as they reward a decent little item for completion, have a completion chest in many cases, and arcs of missions can result in unique actions. I haven't done much in TBS yet, but as you gain faction and currency from doing missions, the merchants of the city will open up a variety of things for you to purchase. Another nice point of TBS missions that I like is the fact that you can get missions for instanced adventures from quest NPCs in the zone if you don't want to go to the city. There's no camp you have to go to pick up your adventure. The lone change I would make is that the missions would come in solo/group/raid flavors.  Solo would garner less points than the group versions, but at least that way a soloer would have a way to progress in terms of gear (and spells could be included) by saving up their points for a decent upgrade of an item.

liveja
07-11-2007, 11:09 PM
<p>I have to agree with the poster that said "pretty much nothing".</p>

Lakaah
07-11-2007, 11:10 PM
Never played EQ1 but I understand that player races were a lot more unique in their abilities and strengths/weaknesses than they are in EQ2. I'd bring that over. No need to argue the (dis)advantages of this, I know many disagree and its been discussed many times already.

Katsi
07-12-2007, 12:43 AM
The alcohol/drunk effects. Tunnel vision Weavy walking scrambled typing to everyone The value of building up your alcohol tolerance - WAY better power regen from alcohol drinks than non alcohol drinks. - Katsi

Rijacki
07-12-2007, 01:19 AM
<cite>Katsi wrote:</cite><blockquote>The alcohol/drunk effects. Tunnel vision Weavy walking scrambled typing to everyone The value of building up your alcohol tolerance - WAY better power regen from alcohol drinks than non alcohol drinks. </blockquote>There are drunk effects drinks (non-crafted), but the EQ2 effect is just a blurry screen that gives me a headache because my eyes try to focus the screen and can't.  I, too, preferred the EQ1 drunk effect.

Lornick
07-12-2007, 02:00 AM
<cite>Lakaah wrote:</cite><blockquote>Never played EQ1 <b>but I understand that player races were a lot more unique in their abilities and strengths/weaknesses than they are in EQ2</b>. I'd bring that over. No need to argue the (dis)advantages of this, I know many disagree and its been discussed many times already. </blockquote><p>This isn't even remotely true.  Actually EQ2 has more racial significance then EQ1 did imho.  A couple races had some minor advantages like trolls had a little extra HP regen, iksars had a little extra mitigation, halflings had a minor exp bonus, etc.  But really nothing much beyond minor base stat differences.</p><p>Things like fae glide, erudite "caster vision" (can see which type of casters mobs are - divine or arcane), passive defense bonuses, etc are more significant to me then the stuff in EQ1.  But in both games the racial bonuses are insignificant enough that a player can choose to play any race with any class w/o any real significant consequences at the higher levels.  To me that is a good thing btw. </p>

Rahatmattata
07-12-2007, 02:17 AM
<p>Corpse runs.</p><p>Dying should suck imo.</p>

Dewlix
07-12-2007, 02:37 AM
LDoN's!! (Lost Dungeons of Norrath - for those that never played EQ1)  Those were some great & exciting instance zones, with decent mobs, special chests & mobs that could potentially give you a nice group buff or damage, pretty decent loot...and there were tons of them, all depending on which camp you entered from.  Something similar to that would be nice to see here - could be done as a nice adventure pack (which we haven't seen in a long time).

Rahatmattata
07-12-2007, 02:39 AM
Adventure packs are a thing of the past and we won't be seeing another one.

Kenrod
07-12-2007, 02:51 AM
<cite>Katsi wrote:</cite><blockquote>The alcohol/drunk effects. </blockquote>"In your drunken stooper, you have fallen off your mount" or something to that effect. Nothing more fun than arena battles with free booze and watching peoples mounts disappear one at a time.

Ragnaphore
07-12-2007, 03:08 AM
<cite>Katsi wrote:</cite><blockquote>The value of building up your alcohol tolerance - WAY better power regen from alcohol drinks than non alcohol drinks. </blockquote><p> Unless it changed since OoW, you didn't get more regen with alcohol. True you were full mana faster but it was because alcohol reduced your int/wis, making your manapool smaller.</p><p>As a necro, I miss my Circlet of Shadow <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /> (SK/necro helm with poor stats BUT with insta invis clickable from inventory)  I sure hope it will be back as a HQ in RoK.</p>

wow1970
07-12-2007, 03:56 AM
Mass Group Buffs

wow1970
07-12-2007, 03:59 AM
i know this isn't EQ1 but I really miss how people would all hang out in PoK like at the bank or where ever and look for groups, buff people, chat etc, etc,. I I just got back On EQ2 after like 2 years. Are there any places like that now in EQ2 where people like to congregate and just hang out and socialize? I miss that about EQ1.

Wildmage
07-12-2007, 04:10 AM
<cite>wow1970 wrote:</cite><blockquote>i know this isn't EQ1 but I really miss how people would all hang out in PoK like at the bank or where ever and look for groups, buff people, chat etc, etc,. I I just got back On EQ2 after like 2 years. Are there any places like that now in EQ2 where people like to congregate and just hang out and socialize? I miss that about EQ1. </blockquote> Yeah people seem to do the same thing in front of brokers though I don't see much actual socializing in EQ1 or EQ2 in either areas frankly just idling and causing massive lag.

Miele
07-12-2007, 04:26 AM
I'd bring back the higher difficulty rate of 1 group dungeons.  In EQ2 they are well done, but way too easy. A bunch of other features of EQ would be welcome from my point of view, especially everything that gave players the freedom to do crazy stuff, such as levitate, gflux, song of highsun, fading memories <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> etc. In the end I think EQ2 is a nice game and I'm not missing EQ1 much if not for the people who played it with me and that have since long left MMOs (wise, oh-wise choice!).

Terron
07-12-2007, 08:06 AM
Vaeamdar@Antonia Bayle wrote: <blockquote>Try that in EQ2 wearing Spirits of the Lost or Epic Angler gear at 70. </blockquote>I have seen someone with the +20 haste belt from Spirits of the Lost at 70.

Scottishla
07-12-2007, 08:50 AM
<p>There is a myriad of things I'd love to see integrated in to EQ2 from EQ1.  Someone already mentioned LDoN's...this would rock to have in EQ2.  </p><p>Armor graphics in EQ2 might be more detailed, but in EQ1 damnit, I could show some skin!  Apparently, SOE thinks sexy gear is just a tool for their box art to lure people in.  Once SOE gets them in the game, it doesn't take long to realize you will never see that beautiful, sexy gear that was advertised.  </p><p>Other things I'd like to see:</p><p>Death that means something.  I miss the days of DING! YAY! OK, now for at least 20% more to secure that ding <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Rezzes that mean something.  I remember the day my cleric finally got her 90% rez spell.  It was a day of celebration.  We have little to look forward to these days.</p><p>Guild Hall</p><p>Dyes</p><p>I hate the current "everyone should be equal" attitude of EQ2.  Different classes and races should have different specialities that mean something.  If you don't like it that trolls have a faster regen rate than your high elf, don't complain about it.....play a troll!  If you don't like it that Dark Elves have night vision, don't complain about it, play a dark elf!  Everyone should not be equal!Currently, there is no difference if I choose to play a Barbarian or a rat.....basically they are all the same. </p><p>Specifically......Let necro's once again summon corpses AND perhaps the most missed feature for me, bring back the <b>CORPSE DRAG</b>!  </p><p>Aside from that, the group challenge level needs to go up a few notches.  In EQ1, there were very few dungeons you could slash through in the common "quick run to (insert zone here)", 30 minute dungeon runs we see now.  Often times, when we entered a dungeon, we could be in their hours and still not reach the end.  Death was painful and came at a cost, so dungeons were even more exciting because you really had to learn it and strategize it.  Currently, you enter a dungeon, find the first named on track, hack n slash to him, pat yourself on the back and head to the next one.  30 minutes later, you've cleared all the named and start wondering where to go next.  BORING!</p><p>I'd love to see mobs that run when their health gets low.  Remember when failure to snare could get you kicked out of a group?  Ahhh...a reason to have snare...as currently it serves almost no purpose whatsoever.</p><p>Real social mobs!  Remember standing at the top of Blackburrow and looking down the hole, shooting one of the gnolls at the bottom with an arrow and within 30 seconds to a minute, you could have almost every gnoll in Blackburrow up at the top whacking on ya.  Sure it was against the rules and almost certain death if you didn't have some powerful friends to help ya, but what a spectacle it was and a feeling of accomplishment if you lived!</p><p>Out of group buffs!  Oh no...that shaman can't give you an HP buff because you're not grouped.....If we let them buff out of group then *gasp* shamans might be sought after.....same with any buff any class has that can't be cast out of group.  People hung around and socialized because they were looking for buffs....they had a reason to "hang out in PoK" and usually ended up socializing while there.</p><p>I'm sure there is more...but I'll leave it at that for now.</p>

firza
07-12-2007, 09:04 AM
LDON

Vifarc
07-12-2007, 09:30 AM
Small damage-shields, water-breathing, small healing, for the Ranger.

Azzikai
07-12-2007, 10:10 AM
<p>I'm torn on corpse runs. On the one hand death really means nothing to me. On the other, death really meant nothing to me in EQ1 either. I'm just not the type to be bothered by my XP bar moving in either direction nor the time it takes to get back to where I was. Still, I find myself saying "if I die, no worries" a lot in EQ2. Part of that is my overall mentality toward the game but the other part is that it really just doesn't do anything negative to my character. It isn't something I try to avoid because of how much it stings, more something I try to avoid because it ruins the flow of my game play. </p><p>I would like to have "runners" again. Mob gets low health? Have it flee. I miss "#$%#$ snare resisted!" and the unwanted companions that could bring. </p><p>I agree with the rez thing mentioned earlier. The problem is, though, that in order for rezzes to mean something the XP loss from death would definitely have to be turned up and corpse drag would need to be implemented. That would lead to people crying about having to have a rezzing class with them all the time etc. and so on. However, it would encourage people to interact (seriously, I cannot count how many rezzes either of the Clerics I had in EQ1 gave out to perfect strangers who sent me a tell) and maybe prevent people from using death as a free port to a more convenient part of the zone. Delicate balancing act that would probably only end in tears but I'd love to see them try it.</p><p>I'm not a fan of "grouped" mobs. I wasn't in beta and I'm still not now. I'm used to them, though, so if they were to suddenly go away I'd probably miss them, for a bit anyway. Anyone can body pull a mob (as long as they aren't drooling morons) but it took skill to separate some mobs. Splitting Vindi from his pets is a perfect example, I'd love to see the ability to do that implemented. I'd also like to see feign changed to not be an instant de-aggro ability too, the EQ1 way of handling it just feels more natural but with the grouped encounter mechanic I guess the only way they can have FD work is to have it instant. </p>

Ama
07-12-2007, 11:27 AM
<p>Deffinately love some of things that people would like to port over to EQ2 from EQ1.  I think our "Unrest" zone qualifies as a "Difficult" zone since it takes even a good fully fabled group 2-3 hours to complete.  Deffinately agree that it will be great to see more zones like this that are more complex while having minor "Quickie" zones here and there like Nest or Acadechism. </p><p>Rezzing should deffinately be something that is rewarding.  In EQOA when you got your rez it was deffinately a happy day as a healer since you became "Effective" in the group.  Each level was a surprise since you had to go and buy new spells.  </p><p>For me personally instead of EQ1-EQ2 if I could port 1 thing from EQOA to EQ2 it would be gems used in weapons, armor and Jewelry.  These things were common to semi-rare providing unique enhancements either to int, str, sta, agi, wis, and the like.  Loved finding people who had the rare stuff like Magnesium Metal Fragments or Rogue-Metal to imbue weapons with poison/disease damage.  </p>

Camibella
07-12-2007, 12:08 PM
Melody@Befallen wrote: <blockquote>Bardsong twisting... loved that, was loads better than eq2 songs oh and deff instruments! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote><p> I would delete my bard with out even batting an eye. Twisting was the worst. THE WORST evah!</p><p>Someone said Guild Halls - Those were nice. Someone said Armor Dyes - Heck yeah! Someone said LDoN's - Eh... Yea thats ok.</p><p>What would I like to see brought over form EQ1 to EQ2?</p><p>The art of pull splitting with a monk or a bard. It was an art! Should have never been lost.</p><p>I would also like to see PoK! Yes plz make one zone where I can click all over norrath in the blink of an eye if I want to vs the timesink of a boat, a spire or any other craptastic form of transportation.</p><p>I also liked the Velious quested armor that was cool.</p><p>And... I know this isnt gonna be liked by the majority of people but Flagging for PoT was an awsome ideal for building strong guilds. I liked it. and the 80/20 rule for zone entrance was nice.</p><p>I agree CR's would be cool to see! Give necros summon corps. If anything it could be used as a CotH with a kicker =P The price of death / gear decay!</p><p>And call me crazy but I liked the "Large" raids. Maybe not as many people as old EQ1 allowed but more then 24 plz to allow some padding and duplicat classes when needed.</p><p>Most of all EQ1 Raid Window / Utility. That was the bomb. You could have people in raid and not in group then raid leader could swap them where they wanted em etc and best of all you could allow "Group Leaders" to loot on raids.</p><p>~Edit~ Oh yea! and Kael Drakkel - For some reason I just miss it!!! Let us rediscover Velious!!!!!</p><p>~ Edit Edit ~ MGB /2 thumbs up! Yes! Yes! Yes! (if anything for hearts and shards) Group Sow 4tw also!</p>

Maroger
07-12-2007, 12:25 PM
<p>1. Beastlords.</p><p>2. PoK portal Stones</p><p>3. Enchanter CC spells and abilities -- Like being able to Pacify a whole room and then pulling the mob one by one.</p><p>4. "Shiny Bob" -- the Enchanter summoned pet for Coercers.</p><p>5. Instant COmbine in crafting.</p><p>6. Lore items in Shared Banks</p><p>7. EQ1 -- AA set up - much better than the AA's we get in EQ2 -- much more worthwhile.</p><p>8. Lots of Banks in all the major areas.</p><p>9. Starting towns for each race.</p><p>10. Armor Dyes.</p>

Laoch69
07-12-2007, 12:29 PM
Danger@Guk wrote: <blockquote><p>A mob is a mob is a mob is a mob.</p><p>All mobs are created equal. None of this silly heroic/solo crud.</p></blockquote>If you prefer the eq1 style of "con" for mobs, look around in your options, you can set it just like the old days <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Solaran_X
07-12-2007, 12:30 PM
<cite>Maroger wrote:</cite><blockquote><p>1. Beastlords.</p><p>2. PoK portal Stones</p><p>3. Enchanter CC spells and abilities -- Like being able to Pacify a whole room and then pulling the mob one by one.</p><p>4. "Shiny Bob" -- the Enchanter summoned pet for Coercers.</p><p>5. Instant COmbine in crafting.</p><p>6. Lore items in Shared Banks</p><p>7. EQ1 -- AA set up - much better than the AA's we get in EQ2 -- much more worthwhile.</p><p>8. Lots of Banks in all the major areas.</p><p>9. Starting towns for each race.</p><p>10. Armor Dyes.</p></blockquote>So...you want EQLive with a newer graphics engine?

Camibella
07-12-2007, 12:32 PM
Vaeamdar@Antonia Bayle wrote: <blockquote><p>Maroger wrote:</p><p>So...you want EQLive with a newer graphics engine? </p></blockquote><p> I would so pay to play that game! =) At least EQ1 didnt have to be taken down everyday =/</p>

Jynnan
07-12-2007, 12:39 PM
Bogler@Kithicor wrote: <blockquote>LDoN's!! (Lost Dungeons of Norrath - for those that never played EQ1)  Those were some great & exciting instance zones, with decent mobs, special chests & mobs that could potentially give you a nice group buff or damage, pretty decent loot...and there were tons of them, all depending on which camp you entered from.  Something similar to that would be nice to see here - could be done as a nice adventure pack (which we haven't seen in a long time).</blockquote><p>I agree! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I loved the LDoN expansion in EQ1!</p><p>For the uninitiated, LDoN consisted of 5 or 6 (If I remember correctly!) camps scattered around Norrath. You formed a group and the group leader would pick an adventure to do (collect 50 items, kill 70 mobs, etc) and the group would enter an instance and plough through it with a timer running! The level of the instance would be an average of the groups levels and you could choose either a normal or hard instance. Great fun!</p><p>You earned points for completing the instances within the time limit and the points could then be spent at the camps on buying adornments, spells or items that were unavailable anywhere else.</p>

Nainitsuj
07-12-2007, 12:39 PM
<p>/gems /gems while waiting for a contested to spawn, that would be the best time ever.  Did anyone ever make a flash version of it?</p><p>Or instruments.  As a bard I can have a grey flute or a super crappy tamborine (which happens to be one of two T7 symbols a bard can use).  Or letting bards wear plate like EQ1.</p><p>Race diversity.  For example, Iksars couldn't wear plate, but got a natural AC of reinforced leather.  And with race diversity would come racial armor.</p>

Solaran_X
07-12-2007, 12:39 PM
Sarynety@Crushbone wrote: <blockquote>Vaeamdar@Antonia Bayle wrote: <blockquote><p>Maroger wrote:</p><p>So...you want EQLive with a newer graphics engine? </p></blockquote><p> I would so pay to play that game! =) At least EQ1 didnt have to be taken down everyday =/</p></blockquote>True. But once a week it was taken down for 8-12 hours. Not sure if it still is, but it was back when DoN was the newest expansion (right before I came to EQ2).

Frankrizzo Jerkyboy
07-12-2007, 12:43 PM
The Bard epic, most beautiful piece of gear in the game.

Khurghan
07-12-2007, 12:47 PM
<cite>Amana wrote:</cite><blockquote><p>Never played EQ1 so i'm completely out of this.  If you could port over 1 idea or 1 item or 1 thing from EQ1 to EQ2 what would it be and why? </p></blockquote> Only one thing? ..... /cry Kind of "blaggy" but I would say content for level capped people (both raid and single group) - For groups - EQ1 had LDoN then DoN .. hell you could still get nice stuff in tough zone groups. For raiders ... lots of content (relatively) lots of stuff to kill in interesting zones (I think I'm gonna gouge out my eyes with a spoon if I have to fight another encounter with a boss with a tough AE that spawns adds every X seconds (or percentage of health) ). There was progression you needed to beat stuff and bosses so that you got better gear and gain access to the next tier (zone access flagging etc.), OK pop flagging sucked but at least you have to beat X bosses before moving on - having flat access content (DT being the exception) just lessens <i>any feeling of progress.</i> - Khurghan Ironstay

Gonodir
07-12-2007, 01:52 PM
<p>What kind of bugs me is they bring out all these places that supposedly existed in EQ1 and they are NOTHING like they were in EQ1. I can understand that the shattering of Luclin and the passage of time caused some changes to the lay of the land, but come on... There isn't ONE place I've seen in EQ2 that is even remotely similar to the layout of the SAME place in EQ1. I mean, I don't want them to just cut and paste everything from EQ1 except with better textures, but if SOE wants to offer some of us old EQ1 players something truly nostalgic, then they're going to have to not break the mold so completely.</p><p>There were some great places in EQ1 and I just don't get the same sense of awe from anything I've seen in EQ2 like I did in EQ1. And that's kind of sad considering the superior technology we have now compared to back then. I'm sure part of that is due to the fact the back then, MMO's were new and exciting whereas now, they are commonplace, but I don't think that's all of it.</p><p>I'd like to see Guk duplicated in EQ2 with the original layout intact. Maybe throw in some additional areas to account for those nasty frogs expanding their tunnels, but keep the original layout as it was. </p><p>Skyshrine. Temple of Droga. The Hole. Plane of Hate. [Removed for Content], I miss those places! <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Vifarc
07-12-2007, 02:00 PM
Some like in the EQ2 Shin expansion. Jynnan wrote: <blockquote>Bogler@Kithicor wrote: I agree! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I loved the LDoN expansion in EQ1! For the uninitiated, LDoN consisted of 5 or 6 (If I remember correctly!) camps scattered around Norrath. You formed a group and the group leader would pick an adventure to do (collect 50 items, kill 70 mobs, etc) and the group would enter an instance and plough through it with a timer running! The level of the instance would be an average of the groups levels and you could choose either a normal or hard instance. Great fun! You earned points for completing the instances within the time limit and the points could then be spent at the camps on buying adornments, spells or items that were unavailable anywhere else.</blockquote>

Attolia
07-12-2007, 03:31 PM
Melody@Befallen wrote: <blockquote>Bardsong twisting... loved that, was loads better than eq2 songs oh and deff instruments! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote><p> I completely agree.  I played around with several alts in eq1 (and eq2) and eq1 bard was my favorite out of everything I tried.  If bards in eq2 could twist I'd have one.  And I still have fond memories of my Thunderous Drum. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>I also had an eq1 mage, and I loved being able to summon things like focus gear and lev rings.  I wish we could still do that (of course, this would also mean they'd have to bring back levitation).</p>

shonuf
07-12-2007, 03:39 PM
this is a easy one..being a old school monk..i would say feighn death pulling..the ability to split pull mobs..this was such a art, and defined a monk!

Eriol
07-12-2007, 04:06 PM
Dungeons set up to accomodate "perpetual" groups.  Right now, if a member leaves while you're deep in a non-instanced dungeon, if you can't go on without them, you're screwed.  Evac, back at the start, spend an hour getting to where you were before if you don't have a conj.  This was near-unheard of in some of the mid-days of EQ1.  If somebody was leaving, they got a replacement BEFORE they left, and once they arrived (via invisibility) they then replaced the member, and you kept on going.  Not many dungeons "broke the mold" per se, and thus groups were dynamic entities, not "formed once, and if anybody leaves, it is destroyed" as is the case in eq2. To do this most easily: make invisibility WORK for most cases.  Currently, it isn't very useful at all.  The alternative is to give CoH-like abilities to an entire archetype so that you literally don't have a "replacement problem" at all.  You'll need to make sure that there are fewer "100% safe" zones in dungeons so you can't camp out and summon a force down deep easily, but this would add a whole new dynamic to grouping that just doesn't exist here, but was widely used in EQ1.

Decad
07-12-2007, 04:19 PM
<p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p>

Talz
07-12-2007, 04:44 PM
Decadre@Najena wrote: <blockquote><p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p></blockquote>I agree with the land part of that.  I gave up that argument though when the prevailing idiot wisdom was that Velious melted.  You just have to accept that things are what they are.

cronar
07-12-2007, 05:08 PM
<p>To Kendricke and whoever disliked my "mob is a mob" statement, let me clarify.</p><p>I was not asking for easy. I never said that the eq1 style of cons and whatnot was easier. In fact it is more difficult on average.</p><p>For the solo artist in eq1, they had to be inventive and alert to succeed. The mainstay reasons for groups were A)Safety in numbers B)Faster exp flow. </p><p>I would be very happy if they took every non epic mob in this game and brought solo mobs tougher and most heroic mobs down a little easier. Put them all on the same page. Now as an exception, i could see true "named" mobs having a bit more difficulty. Heck, i could even understand making those particular nameds staying labled as heroic. But the vast majority of the? Bring them all to a fine middle of the road line.</p><p>It is much easier to solo solo mobs in eq2, but it is also easily possible to solo most appropriate leveled creatures in eq1. </p><p>With the mistakes of vanguard came a realization that people don't have the time to be bothered with the atypical mess that was everquest of 1999. Wow proves the point even furthur with the way they make the game world work.</p><p>Everquest 2, which i am actually happy with, would be much more viable for more people if they dropped the heroic titles and opened up much more of the content to a larger audience.</p><p>Think I'm wrong? Look at most upper level dungeons. They stand barren and unused, save for the occasional group. If the heroic tag was taken away, giving more people a chance, you would see them diving into dungeons like klakanon and kaladim and a plethora of places in dof and kos.</p>

cronar
07-12-2007, 05:19 PM
<cite>Talzar wrote:</cite><blockquote>Decadre@Najena wrote: <blockquote><p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p></blockquote>I agree with the land part of that.  I gave up that argument though when the prevailing idiot wisdom was that Velious melted.  You just have to accept that things are what they are. </blockquote><p>Maybe the ice melted, but who's to say that there isn't solid ground underneath where the permafrost once stood and it is now a tropical paradise?</p><p>Also, who's to say that the jungle zone on Velious isn't now the polar oppisite and a frozen tundra?</p>

wushupork
07-12-2007, 05:38 PM
<p><i>It is much easier to solo solo mobs in eq2, but it is also easily possible to solo most appropriate leveled creatures in eq1.</i> </p><p>This would very much depend on your class in eq1, as a fairly well (mostly non-raid) geared monk, 'appropriate level' would have been green to barely light blue in many cases, this was *not* by any stretch fun and/or rewarding. I thing the current system works just perfectly. Those zones are barren because they don't have anything that brings people to them in particular. This is a 'problem' that even existed in EQ1 which is why they started adding in those Hot Zones with exp boosts to get the population out into those dungeons. If Klak'Anon was suddenly all solo-ish mobs I would still not go there once I finished my quests.</p><p>Re the topic: I agree with the LDoN style missions, it was a nice alternative way to help improve your character and every mission benefitted you in some way whether or not you got a drop inside the instance. This also promoted A LOT of grouping and helped get people to cross their guild boundaries a bit more. They did do something similar inside Fallen Dynasty but it really didn't have as tangible rewards or even a merchant to browse and drool in anticipation of getting more points. </p><p>Would also love to have the guild halls, and have them actually be something non-guildies could zone into if permitted. Of course, would also need to have placable furniture and maybe even a guild broker if you want to list something for guild to sell where funds automatically drop into guild bank.</p>

Talz
07-12-2007, 05:39 PM
Danger@Guk wrote: <blockquote><cite>Talzar wrote:</cite><blockquote>Decadre@Najena wrote: <blockquote><p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p></blockquote>I agree with the land part of that.  I gave up that argument though when the prevailing idiot wisdom was that Velious melted.  You just have to accept that things are what they are. </blockquote><p>Maybe the ice melted, but who's to say that there isn't solid ground underneath where the permafrost once stood and it is now a tropical paradise?</p><p>Also, who's to say that the jungle zone on Velious isn't now the polar oppisite and a frozen tundra?</p></blockquote>At the time it was being portrayed as having melted away and being totally gone by the self proclaimed lore experts every time the subject came up. The only difference between Velious and Halas was that they threw some icebergs in the water in IC.  My point was that it was mostly land.  They tried to give the illusion of ice caverns and icy undergrounds but there wasn't consistency.  I have no problem leaving science and common sense out of the game but some used the shattering to pass off any belief as fact.  People don't really talk about this stuff anymore though that I know of.

Kendricke
07-12-2007, 05:48 PM
<cite>Scottishlass wrote:</cite><blockquote><p>Dyes</p><p>I hate the current "everyone should be equal" attitude of EQ2.  </p></blockquote><p> I thought it was great you stated those two bits in the same breath, one right after the other.</p><p>The problem I had with dyes in old Everquest was that EVERYONE started to look the same.  You have no idea how many all-black rogues I saw.  It didn't matter if you were in level 20 storebought gear or top end Planar raid gear...you could look EXACTLY THE SAME!  </p><p>Woohoo.  <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" />  </p><p>I'm not entirely against Dyes.  However, the way they were implemented in old Everquest was a nightmare.  If I ever see another hot pink Ogre again, it will be too soon.</p>

Kendricke
07-12-2007, 05:56 PM
Danger@Guk wrote: <blockquote><p>Think I'm wrong? Look at most upper level dungeons. They stand barren and unused, save for the occasional group. If the heroic tag was taken away, giving more people a chance, you would see them diving into dungeons like klakanon and kaladim and a plethora of places in dof and kos.</p></blockquote><p>Do you honestly believe the tag creates the content?  You've got your chicken and egg mixed up here, methinks.  </p><p>All the tag does is easily identify which content is intended for 3+ individuals and which content was created with 1-2 individuals in mind.  The same basic system existed within old Everquest, using the complex /con system.  The colors alone did not immediately classify difficulty.  Some blues conned easier than others.  You just had to take the time to look around.</p><p>What EQ2 has done is remove that extra step.  They've lifted the veil.  Just as EQ2 also tells me exactly how much power/mana I have, so I don't have to guesstimate based purely on percentages, this type of open design allows players to make more intelligent decisions.  </p><p>You think people avoid Mistmoore Castle because everything's tagged as "Heroic"?  Is that why you avoid it?  I solo heroics in Loping Plains and Mistmoore Catacombs.  I spend the rest of my grouping time (when I'm not raiding) typically in Unrest, Nizara, or working on quests.  </p><p>You want to get more groups into Mistmoore Catacombs.  Create more incentives.  It's not the difficulty keeping groups out.  If that were the case, no one would be in Unrest or Nizara when they could just solo in Loping Plains.  If demand is there, supply will follow.  Removing "heroic" tags won't suddenly change that basic truism.  </p>

Bromir
07-12-2007, 06:00 PM
<p>group sow and levitation in some form </p>

Kendricke
07-12-2007, 06:10 PM
<p>And because I realized I haven't really put forth my own list...</p><p>Raid Window Functionality A year before SOE announced that there would be an Everquest II, I could assign looters, recolor class listings, reassign group leaders, and so on.  </p><p>Bazaar Search Functionality I miss being able to quickly scan a search list to see how much WIS different drinks provided.  I miss being able to look for haste gear or Flowing Thought gear.  I miss being able to quickly sort a list to see which earring gave the most STR.  </p><p>Racial Crafting It meant something to be a Human Blacksmith back then.  It meant something to be a Wood Elf Fletcher.  </p><p>Racial/Size Restrictions Remember when some items weren't just restricted by class...but by race as well?  Remember when bags weren't only sought after for the number of slots, but by the size of item they could hold?</p><p>Highkeep I miss Highkeep.  No real reason.  I just spent a lot of time there.  </p><p>Camp Checks I do miss camp checks.  I miss the alphabet soup of acronyms you'd need to memorize when you got to a new zone and had to learn what everything meant.  RCY?  ET3?  Maze2?</p><p>I miss Dark Seriously, when's the last time you felt you "needed" a torch in Everquest 2?  No one uses racial sight.  No one needs a torch really.  I remember when some items were valued just because they had a light component to them.  I remember not being able to see the road in North Karana once during the middle of the night during a storm...even with a torch.  It was crazy trying to avoid highland lions during all that.  </p>

Talz
07-12-2007, 06:20 PM
<cite>Kendricke wrote:</cite><blockquote><p>And because I realized I haven't really put forth my own list...</p><p>Raid Window Functionality A year before SOE announced that there would be an Everquest II, I could assign looters, recolor class listings, reassign group leaders, and so on.  </p><p>Bazaar Search Functionality I miss being able to quickly scan a search list to see how much WIS different drinks provided.  I miss being able to look for haste gear or Flowing Thought gear.  I miss being able to quickly sort a list to see which earring gave the most STR.  </p><p><u><i><b>Racial Crafting It meant something to be a Human Blacksmith back then.  It meant something to be a Wood Elf Fletcher. </b></i></u> </p><p>Racial/Size Restrictions Remember when some items weren't just restricted by class...but by race as well?  Remember when bags weren't only sought after for the number of slots, but by the size of item they could hold?</p><p>Highkeep I miss Highkeep.  No real reason.  I just spent a lot of time there.  </p><p>Camp Checks I do miss camp checks.  I miss the alphabet soup of acronyms you'd need to memorize when you got to a new zone and had to learn what everything meant.  RCY?  ET3?  Maze2?</p><p>I miss Dark Seriously, when's the last time you felt you "needed" a torch in Everquest 2?  No one uses racial sight.  No one needs a torch really.  I remember when some items were valued just because they had a light component to them.  I remember not being able to see the road in North Karana once during the middle of the night during a storm...even with a torch.  It was crazy trying to avoid highland lions during all that.  </p></blockquote>Absolutely.  Ogre smiths on my sever were gods. I disagree about the previous black rogue example though.  It's a rogue. <img src="/smilies/2e207fad049d4d292f60607f80f05768.gif" border="0" alt="SMILEY" /> I used Thurg armor until dyes to keep the black look.  People wouldn't believe the things I refused to loot.

DataOutlaw
07-12-2007, 06:43 PM
<p>I miss the uniqueness in the lore and gameplay of starting characters. For example, in EQ1 a half-elf Ranger had a very different levelling experience if they chose Qeynos (Surefall Glade) as their starting point instead of Kelethin.</p><p>They have started bringing back some of that with Kelethin, Neriak, and the upcoming Timorous Deep. I would like to see them expand that with more customized starting locations (with housing) like Surefall Glade, The Qeynos Catacombs, maybe let players start in Haven (sans housing), dwarven and gnomish outposts in GFay, etc. </p>

Maroger
07-12-2007, 06:58 PM
Vaeamdar@Antonia Bayle wrote: <blockquote><cite>Maroger wrote:</cite><blockquote><p>1. Beastlords.</p><p>2. PoK portal Stones</p><p>3. Enchanter CC spells and abilities -- Like being able to Pacify a whole room and then pulling the mob one by one.</p><p>4. "Shiny Bob" -- the Enchanter summoned pet for Coercers.</p><p>5. Instant COmbine in crafting.</p><p>6. Lore items in Shared Banks</p><p>7. EQ1 -- AA set up - much better than the AA's we get in EQ2 -- much more worthwhile.</p><p>8. Lots of Banks in all the major areas.</p><p>9. Starting towns for each race.</p><p>10. Armor Dyes.</p></blockquote>So...you want EQLive with a newer graphics engine? </blockquote><p>I like the soloing in EQ2 -- too bad they never added it to EQ1. Also I hate the way high levels have to get spells in EQ1. But yes there were a lot of good things in EQ1 that got lost in making EQ2.</p><p>I still think the elemental Planes were the best zones in the games and I thought TIME was the greatest zone in any game I have ever played. Great itemization in that zone too. </p>

Ama
07-12-2007, 08:12 PM
<cite>DataOutlaw wrote:</cite><blockquote><p>I miss the uniqueness in the lore and gameplay of starting characters. For example, in EQ1 a half-elf Ranger had a very different levelling experience if they chose Qeynos (Surefall Glade) as their starting point instead of Kelethin.</p><p>They have started bringing back some of that with Kelethin, Neriak, and the upcoming Timorous Deep. I would like to see them expand that with more customized starting locations (with housing) like Surefall Glade, The Qeynos Catacombs, maybe let players start in Haven (sans housing), dwarven and gnomish outposts in GFay, etc. </p></blockquote><p> You know I have to agree there even though I never played EQ1.  EQOA was very similar but different in that certain classes started in certain places.  Druids and Rangers started in Surefall glade in the "Newbie" building doing progression quests.  These quests familiarized you with your class and what you were rewarding you with abilities.  Would be the same as giving an adept I version if you received no app I version for a spell. </p><p>Mages, Clerics, Shamans, and Rogues started in Qeynos with some starting in Freeport.  If you chose SK you automatically started in Freeport if you were human.  Monks would start at a Dojo just outside Qeynos.  </p><p>Was deffinately fun doing the "Carriage/Horse" run for the first time.  Remember when I first did it I had no idea what was goin on and got 1 shot killed by a [Removed for Content] whisp.  Still [Removed for Content] about it every time a I think about it.  </p>

Jai1
07-12-2007, 08:23 PM
<p>high elf parts, wood elf parts, gnome parts, dwarf parts... etc to keep this Dark Elf fed.</p>

Ama
07-12-2007, 08:32 PM
Omni@Najena wrote: <blockquote><p>high elf parts, wood elf parts, gnome parts, dwarf parts... etc to keep this Dark Elf fed.</p></blockquote> Bah gnomes are too skiny not enough meat and dwarfs are too chewy and tough. 

mellowknees72
07-12-2007, 08:36 PM
<cite>Amana wrote:</cite><blockquote><p>Never played EQ1 so i'm completely out of this.  If you could port over 1 idea or 1 item or 1 thing from EQ1 to EQ2 what would it be and why? </p></blockquote><p> The portable crafting containers that you could keep in your inventory so you could craft anywhere and everywhere.  And the crafting system where you didn't have to play whack-a-mole...you either got your item or you didn't.  I get sooooooooooo boooooooored crafting in EQ2...ugh.  I like making items, but I hate standing at a crafting station mashing buttons.  SO DULL! </p><p>darnit, there's no yawning emoticon...</p><p>Oh - and one other thing - individual starting cities for each race.  My halflings miss Rivervale a lot.  And repeatedly killing Nillipus.  Muahaha.</p><p>(Although I wouldn't trade the return of Rivervale for my halflings being able to be any class they want...now THAT is awesome!).</p>

Jai1
07-12-2007, 08:51 PM
<p>Support Your Local Tinkerer:</p><p>Buy portable crafting stations!</p>

Lornick
07-12-2007, 08:55 PM
<p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p><p>And really, some of you guys need to list which "era" of EQ1 you are talking about.  Like corpse runs for instance.  Corpse runs in EQ1 have changed vastly since the game went live.  You almost can't even compare corpse runs in EQ1 today to the EQ1 corpse runs at launch!  So which version of the corpse run would you port over?  Again, to me having more then one version of yourself in a game (even if one is dead) is a fundamental flaw.  How can there be 2 (or 16 depending on how often you died =p) versions of the same player in the same game?  I thought EQ2 had the perfect death penalty when it was released.  Shards were a perfect compromise to corpse runs, exp debt makes much more sense then exp loss, and item damage rounded it out perfectly.  But I digress.</p>

Talz
07-12-2007, 09:46 PM
<cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p><p>... </p></blockquote>What is a fundamental design flaw with items having value and not becoming worthless to the vast majority of the player base every expansion?  People would probably be doing a lot more content if anything but your current tier wasn't slumming.  EQ2 is a very fast game with high end items entering very slowly.  Even locking experience results in out leveling content.  Obviously not every item from three years ago is decent today.  Every era had gems though that carried their value into future eras.  I just don't see how that is bad so feel free to explain it.  I'm not telling you to convince me but your statement doesn't mean much without reasoning. I will say that in my opinion you're misguided with your position on racial cities.  EQ1 wasn't the travel Candyland EQ2 is until PoP launched.  Cities becoming what they are now isn't their fault.  RoK and SoV offered somewhat foreign outposts but all those old cities were near important things and still saw activity.  EQ2 cities see the use they do now because they're connected to Qeynos or Freeport, homes and quest counters.  Spread them out like in EQ1.  Don't allow the quests to credit your count and remove homes and we'll see how many go there on a regular basis.  Wasted space was indeed a huge problem in EQ1 but in my opinion, it was a development flaw and not a content flaw. I'm not trying to convince you.  Just my two plat.

liveja
07-12-2007, 10:54 PM
<cite>Kendricke wrote:</cite><blockquote><p>Highkeep I miss Highkeep.  No real reason.  I just spent a lot of time there.</p></blockquote><p>Yea, I definitely miss Highkeep, The Hole, & Dulak Harbor. </p>

Azzikai
07-12-2007, 11:42 PM
<cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p><p>And really, some of you guys need to list which "era" of EQ1 you are talking about.  Like corpse runs for instance.  Corpse runs in EQ1 have changed vastly since the game went live.  You almost can't even compare corpse runs in EQ1 today to the EQ1 corpse runs at launch!  So which version of the corpse run would you port over?  Again, to me having more then one version of yourself in a game (even if one is dead) is a fundamental flaw.  How can there be 2 (or 16 depending on how often you died =p) versions of the same player in the same game?  I thought EQ2 had the perfect death penalty when it was released.  Shards were a perfect compromise to corpse runs, exp debt makes much more sense then exp loss, and item damage rounded it out perfectly.  But I digress.</p></blockquote><p>Who said the items have to be raid acquired? Silken Whip of Ensaring, Shrunken Goblin Skull Earring and Journeyman's Walking Stick were all useful way past their "prime", I'm going to hazard a guess that it is items like those that people are talking about. Things that aren't totally necessary but items that allow players to do something that is useful for them but not a skill their class has. EQ2 doesn't really have coveted items like that and that is a shame. Gear progression wise EQ2 feels much more like WoW than EQ1 with gear being much more temporary and, ultimately, not something you are going to covet beyond its initial usefulness.</p><p>Corpse runs in EQ1 now are pretty non-existant. With the guild lobby and summoning NPCs there is little need to interact with others beyond spamming /ooc with "can a cleric rez me" once your previous self pops up. What I specifically was talking about was going back to a time where death wasn't so easy to recover from. Where you would do a /loc and a /who shortly before your "loading, please wait" message popped up so you would know where to look or who you could send a tell to and see if they'd drag you to safety. Yes, I mean back when you would offer actual coin to some other groups Cleric or Paladin to rez in your rezzer, regardless of the % of their spell. I don't honestly ever see that sort of gameplay enterting EQ2, I don't think the overall design of the game supports it (nor would the playerbase). It is, though, something I do miss from my time in EQ and would love to be able to experience again.</p>

TaleraRis
07-13-2007, 01:56 AM
<cite>Maroger wrote:</cite><blockquote><p>3. Enchanter CC spells and abilities -- Like being able to Pacify a whole room and then pulling the mob one by one.</p></blockquote> >.< You're an enchanter! You don't pull one by one! You let them just pull the room (or you pull the room) and then lock down the 7 or 8 mobs around you! :p   This was great fun in LDoNs and my groups raked in the xp cause we easily were able to get extra by clearing the whole zone in no time at all. And I call BS on the idea that race was not a factor with certain classes in EQ1. The ogre was *the* choice for a warrior and I saw far more of these than any other type of warrior, for one reason: Racial stun resist.  Every warrior alt I ever grouped with who was being leveled for the good of whatever raiding guild they were in was an ogre. Other warrior classes were chosen by a few, but the largest majority was the ogre. I also have to challenge the statement about the old places in EQ2 from EQ1 not being familiar. I stepped out onto the sands in SS for the first time and immediately knew that in the distance I was looking at the orc highway. When I saw that tower from the docks (and even if the proportions are off a bit) my first thought was "Spectres!" even before I saw any. It's been 500 years and things have been altered, but there are still enough hints there to jog old memories.

MadLordOfMilk
07-13-2007, 03:16 AM
Danger@Guk wrote: <blockquote>*snip*<p>For non planar mobs, there was nothing to differentiate them. In general, when a player was preparing to take on a mob, he had to make sure he had the tools to take it down and the tools to protect him from harm.</p><p>In eq1, through trial and error and experience, you knew what mobs did. Some you knew were fighter types, others healers, <b><span style="color: #990000">the ones that really made people wary were the caster types.</span></b></p><p>Some mobs were definately under or over cons. How they handled named mobs in dungeons was primarily a level difference to include more hp and harder hits.</p>*snip*</blockquote><img src="http://img379.imageshack.us/img379/7358/frikkinrobeslh6.jpg" border="0">

MysidiaDrakkenbane
07-13-2007, 10:30 AM
<p>What would I bring back...</p><p>Factions actually meaning something.</p><p>Racial gods vs faction gods. </p><p>Merging classes like Chanters, Druids, Rogues.</p>

Novusod
07-13-2007, 11:17 AM
Bring back beast masters.

Decad
07-13-2007, 01:54 PM
Danger@Guk wrote: <blockquote><cite>Talzar wrote:</cite><blockquote>Decadre@Najena wrote: <blockquote><p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p></blockquote>I agree with the land part of that.  I gave up that argument though when the prevailing idiot wisdom was that Velious melted.  You just have to accept that things are what they are. </blockquote><p>Maybe the ice melted, but who's to say that there isn't solid ground underneath where the permafrost once stood and it is now a tropical paradise?</p><p>Also, who's to say that the jungle zone on Velious isn't now the polar oppisite and a frozen tundra?</p></blockquote><p>Ugh, don't even tell me that... I was hoping to see Velious in another expansion down the line....</p><p>Meanwhile I have to continue hunting on floating pieces of rock in the sky... <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> </p>

LordPazuzu
07-13-2007, 02:03 PM
<cite>Gonodir wrote:</cite><blockquote><p>What kind of bugs me is they bring out all these places that supposedly existed in EQ1 and they are NOTHING like they were in EQ1. </p></blockquote><p> <span style="color: #ffff00">Take a look at Unrest.  They stayed fairly true to the overall layout....only bigger.</span></p><p>Decadre@Najena wrote: </p><blockquote>Danger@Guk wrote: <blockquote><cite>Talzar wrote:</cite><blockquote>Decadre@Najena wrote: <blockquote><p>I miss the map layouts the most. </p><p>The way the land is now laid out after "The Shattering" just kills it for me sometimes. The dungeons too!!! </p><p>In some regards, all I wanted EQ2 to be was a graphical update to EQ1.</p><p>I think EQ2 is a lot better in the class/spell/equipment area. The world/map layout just brings it way down though.</p></blockquote>I agree with the land part of that.  I gave up that argument though when the prevailing idiot wisdom was that Velious melted.  You just have to accept that things are what they are. </blockquote><p>Maybe the ice melted, but who's to say that there isn't solid ground underneath where the permafrost once stood and it is now a tropical paradise?</p><p>Also, who's to say that the jungle zone on Velious isn't now the polar oppisite and a frozen tundra?</p></blockquote><p>Ugh, don't even tell me that... I was hoping to see Velious in another expansion down the line....</p><p>Meanwhile I have to continue hunting on floating pieces of rock in the sky... <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /> </p></blockquote><p><span style="color: #ffff00">Remember- Velious was never frozen by natural means.  The ice was supernatural and of divine origin.  Veeshan was never part of the council of gods removing their power and influence from Norrath so one could logically infer that it's very possible that Velious remains as it was in terms it's geological and weather conditions.  Remember, not even the curse of the Rathe Council could penetrate Veeshan's hold on Velious, which is why the giants and orcs of Velious retained thier intelligence and magical power.  </span></p><p><span style="color: #ffff00">Politically it could be very much changed.  The Dwarves and Giants both had their own gods abandon them whereas the dragons did not.</span></p>

Kalem
07-13-2007, 04:33 PM
<cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p></blockquote><p>Having multiple starting zones ads depth to a game.  It's something role players enjoy.  In addition to that, those that enjoy playing alts have more options.  Starting in the same area, doing the same lowbie quests over and over, gets old fast.  Actually that's what I dislike about LoTRO.  Options are a good thing. </p>

Siogai
07-13-2007, 05:24 PM
Corpse runs... no. XP loss on death (rather than debt that fades over time)... hmm, maybe. Beastlords... no. Velious... yes.  I bet we'll see it mid-2008, to compete with the release of Fallout 3. Planes of Power?  Hells. No. LDoN?  They aren't exactly "lost" anymore, are they?  Besides, I think there's enough instances, adventure packs and dungeons as it is, and really not a large enough playerbase to support what's there now, until the end-game. LoY zones?  HPH? Kithicor?  Come on.. *something* has to have been lost to the destruction of the moon.  I'm fine with certain old zones being nothing but a memory.  I think there's even a freakin' *cliff* where Guk used to be! It's dead, it's gone. Hmm, camp-calls... we could have these now if people bothered to need them.  Thing is, the idea of moving through a dungeon to... some random spot and.... stopping.... is really kinda silly.  I mean, the whole point of a "dungeon" is to fight through to some kind of boss/goal/treasure room whatever, right?  "Camping" a dungeon is a convention of first-gen MMOs... I'm not sorry to have seen them go away. Multiple starting cities... well, we have that now.  We technically had it before, your starting neighborhood for your race was much the same thing.  Life for a SFG Druid wasn't terribly different than a Kelethin Druid after a point, either you killed Orcs or you killed Gnolls.  With Kelethin... well, that's the way it's gone back to. I would like to see a greater difference between races... the problem is that part of the balance between races was class restrictions, which we don't have any more.  One reason that I, personally, never use my racial visions is because, well, they suck now.  Ultravision in EQ1 worked really well, especially given the first-person playstyle. EQ2 bluescreen? Not so much!

Trepan
07-13-2007, 06:32 PM
Sc<blockquote><p>Specifically......Let necro's once again summon corpses AND perhaps the most missed feature for me, bring back the <b>CORPSE DRAG</b>! </p></blockquote> God yes.  Then we could finally setup a Gnomeball tournament!

Lornick
07-14-2007, 05:19 PM
<cite>Kalem wrote:</cite><blockquote><cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p></blockquote><p>Having multiple starting zones ads depth to a game.  It's something role players enjoy.  In addition to that, those that enjoy playing alts have more options.  Starting in the same area, doing the same lowbie quests over and over, gets old fast.  Actually that's what I dislike about LoTRO.  Options are a good thing. </p></blockquote><p>I look at it from the bigger picture perspective.  Primarily from the developers timeframe.  Each starting city requires a significant investment in time designing the zone, populating it with npc's and noob quests.  The thing is one starting city with noob quests isn't that much different from another really.  A gnome killing rats in steamfont is pretty similar to a human killing rats outside of freeport or a ogre killing rats in feerrott or a dark elf killing rats in nek forest or an erudite killing rats....  See my point?  Since the first few levels go so fast it's not long before the various races start grouping in mid level zones.  </p><p>I think the focus of the developers time should be spent on the places that players spend the most time.  Or at the very least they should have doubled up the usage of city zones and made them dungeon like (aka maj'dul).  So you start in one city and then in your mid and upper levels you go and dungeon crawl in hostile cities.  I know in EQ1 you could kinda sorta do that, but it wasn't very well done.  You could exp grind on guards and sell their weapons for plat, but nothing useful or interesting dropped.  There wasn't quests or anything to motivate players... just grind.  Kill guard, move to next guard and kill, etc until the first guard you kill respawned and start over.  *yawn*  Anyway, the ultimate point I'm making is that if game development time was unlimited or a new method to make quality content quickly was devised then I would be all for making as many starting cities as players can handle.  But if the choice is between 18 starting cities and 10 dungeons or 2-4 starting cities and 24-26 dungeons then I'll take the extra dungeons any day of the week. </p>

Lornick
07-14-2007, 07:06 PM
Akeezi@Antonia Bayle wrote: <blockquote><cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p><p>And really, some of you guys need to list which "era" of EQ1 you are talking about.  Like corpse runs for instance.  Corpse runs in EQ1 have changed vastly since the game went live.  You almost can't even compare corpse runs in EQ1 today to the EQ1 corpse runs at launch!  So which version of the corpse run would you port over?  Again, to me having more then one version of yourself in a game (even if one is dead) is a fundamental flaw.  How can there be 2 (or 16 depending on how often you died =p) versions of the same player in the same game?  I thought EQ2 had the perfect death penalty when it was released.  Shards were a perfect compromise to corpse runs, exp debt makes much more sense then exp loss, and item damage rounded it out perfectly.  But I digress.</p></blockquote><p>Who said the items have to be raid acquired? Silken Whip of Ensaring, Shrunken Goblin Skull Earring and Journeyman's Walking Stick were all useful way past their "prime", I'm going to hazard a guess that it is items like those that people are talking about. <b>Things that aren't totally necessary but items that allow players to do something that is useful for them but not a skill their class has. EQ2 doesn't really have coveted items like that and that is a shame. </b>Gear progression wise EQ2 feels much more like WoW than EQ1 with gear being much more temporary and, ultimately, not something you are going to covet beyond its initial usefulness.</p><p>Corpse runs in EQ1 now are pretty non-existant. With the guild lobby and summoning NPCs there is little need to interact with others beyond spamming /ooc with "can a cleric rez me" once your previous self pops up. What I specifically was talking about was going back to a time where death wasn't so easy to recover from. Where you would do a /loc and a /who shortly before your "loading, please wait" message popped up so you would know where to look or who you could send a tell to and see if they'd drag you to safety. Yes, I mean back when you would offer actual coin to some other groups Cleric or Paladin to rez in your rezzer, regardless of the % of their spell. I don't honestly ever see that sort of gameplay enterting EQ2, I don't think the overall design of the game supports it (nor would the playerbase). It is, though, something I do miss from my time in EQ and would love to be able to experience again.</p></blockquote><p>There are about as many items in EQ2 that fall into this category as EQ1.</p><ol><li>Fishbone Earring (buffs 12hrs of water breathing, useable by any class)</li><li>Manastone (every class can use extra power in a pinch)</li><li>Journeyman Boots (stacks with bard song)</li><li>Golden Efreeti Boots (FT5 is still pretty nice at T7)</li><li>Prismatic weapon for some casters is still worth wearing in T7.  In fact, I think that is what my fury is currently equipped with and no one has laughed her out of a group for wearing T5 stuff.</li><li>Vessel of Fyr'Un (or overflowing version)</li><li>Tarton's Wheel (decreases threat by 800 and teleports to random location, equippable by anyone)</li><li>Glowing Azure Shard (teleport to Splitpaw)</li><li>Carpet of El'Khazi (doesn't back up slowly like other mounts, great for soloing casters)</li><li>Brock's Thermal Shocker (I don't know anyone that can't potentially use a 0 mana cost nuke)</li><li>Ring of Fate (I don't imagine "Fate Giggles" increasing attack speed by 33 for 20mins will never get old and stacks with everything)</li><li>Antivenin Hypo Bracer (cures 83 levels of hostile poison, should still be usefu into the lower T9 era)</li><li>Spring-Loaded Gnomish Stilts (player made, but equippable at level 12 and the effect is completely unique and useful for... well ever.)</li><li>Rain Caller (even when the weapon damage is crap, a 5sec stun proc can still be very handy for certain classes)</li><li>Godking Weapons are still very nice for casters</li><li>Silver Charm (vampire illusion, not terribly "useful" but fun and unique well past the level it's earned)</li><li>Fae Glide Cloak (whatever it's called)</li><li>Dragonscale Pauldrons (even when the armor class is junk the 200 hp buff for 5mins is still nice)</li><li>God Cloaks (some will be wearable well past their equip level.  War Mantel of Rallos for instance proc increases dps by 14, does 263 slash damage and 85 slash damage every 3 secs afterwards.  That will still be good into T8 and probably "not bad" even at T9)</li><li>Plumptucket's Ruby Engagement Ring and Hoo'loh Hats summon unique "fun" pets will always be worth hanging onto for giggles</li><li>Haste Items (I wore flowing black sash into T7 before I found a decent upgrade, I imagine some of the T7 stuff people are wearing will still be good into T8 like the amulet of forsworn and cloak of flames)</li><li>Shard of Vul (neck item, 1 min invis click buff, equippable by anyone)</li><li>Terramite Shard of Transformation (Gnoll Illusion)</li></ol><p>That list isn't even remotely complete either.  I'm sure other people could list stuff I missed, like those charm slot tomes that complete heal or restore power out of combat or various other class gear I'm not aware of.</p>

Meai
07-15-2007, 11:08 AM
I didn't read all the replies cause this post was way too long, so I don't know if anyone posted this before or not, but I really liked the missions in EQ1.  See a NPC, get missions and complete mission, was great fun.  I hope they add that into EQ2 at some point.

Azzikai
07-15-2007, 11:41 AM
<cite>Lornick wrote:</cite><blockquote><p>There are about as many items in EQ2 that fall into this category as EQ1.</p><ol><li>Fishbone Earring (buffs 12hrs of water breathing, useable by any class)</li><li>Manastone (every class can use extra power in a pinch)</li><li>Journeyman Boots (stacks with bard song)</li><li>Golden Efreeti Boots (FT5 is still pretty nice at T7)</li><li>Prismatic weapon for some casters is still worth wearing in T7.  In fact, I think that is what my fury is currently equipped with and no one has laughed her out of a group for wearing T5 stuff.</li><li>Vessel of Fyr'Un (or overflowing version)</li><li>Tarton's Wheel (decreases threat by 800 and teleports to random location, equippable by anyone)</li><li>Glowing Azure Shard (teleport to Splitpaw)</li><li>Carpet of El'Khazi (doesn't back up slowly like other mounts, great for soloing casters)</li><li>Brock's Thermal Shocker (I don't know anyone that can't potentially use a 0 mana cost nuke)</li><li>Ring of Fate (I don't imagine "Fate Giggles" increasing attack speed by 33 for 20mins will never get old and stacks with everything)</li><li>Antivenin Hypo Bracer (cures 83 levels of hostile poison, should still be usefu into the lower T9 era)</li><li>Spring-Loaded Gnomish Stilts (player made, but equippable at level 12 and the effect is completely unique and useful for... well ever.)</li><li>Rain Caller (even when the weapon damage is crap, a 5sec stun proc can still be very handy for certain classes)</li><li>Godking Weapons are still very nice for casters</li><li>Silver Charm (vampire illusion, not terribly "useful" but fun and unique well past the level it's earned)</li><li>Fae Glide Cloak (whatever it's called)</li><li>Dragonscale Pauldrons (even when the armor class is junk the 200 hp buff for 5mins is still nice)</li><li>God Cloaks (some will be wearable well past their equip level.  War Mantel of Rallos for instance proc increases dps by 14, does 263 slash damage and 85 slash damage every 3 secs afterwards.  That will still be good into T8 and probably "not bad" even at T9)</li><li>Plumptucket's Ruby Engagement Ring and Hoo'loh Hats summon unique "fun" pets will always be worth hanging onto for giggles</li><li>Haste Items (I wore flowing black sash into T7 before I found a decent upgrade, I imagine some of the T7 stuff people are wearing will still be good into T8 like the amulet of forsworn and cloak of flames)</li><li>Shard of Vul (neck item, 1 min invis click buff, equippable by anyone)</li><li>Terramite Shard of Transformation (Gnoll Illusion)</li></ol><p>That list isn't even remotely complete either.  I'm sure other people could list stuff I missed, like those charm slot tomes that complete heal or restore power out of combat or various other class gear I'm not aware of.</p></blockquote><p>That's a nice list but you are listing items that are quite different from the type I was talking about. Illulsion items and FT items aren't exactly game changing in the same way a Warrior being able to snare a mob was in EQ. The utility items that EQ1 had, for the most part, aren't repeated in even close to the same way. It isn't a matter of listing out all the effects that you can get in EQ2, it is a matter of understanding those effects and how the change the game compared to how things were changed in EQ1. Honestly, having a clicky heal item in EQ2 vs. having one in EQ1 (pre-changes to regen) there is absolutely no contest as to which item was more useful to which game. EQ2 isn't designed in such a way that items need to be retained past a certain point. I can't really explain it any clearer than that. </p>

colleekitty
07-15-2007, 12:34 PM
I vote no on LDON/DON type missions.  There's nothing worse than doing the same zone, over and over again...I remember trying to max my charm, after the billionth run, I was ready to never go back again.  Eventually no one did LDON, since the rewards were so poor.  When I left EQ, hardly anyone did DON either.  I know this applies to most everything in game...eventually all dungeons/zones get old, but LDON/DON was very short lived because the instances lacked excitement and variety, most people went to those zones to grind what they needed as quickly as possible and never went back. No to beastlords! I'm kinda undecided about corpse runs.  On one hand, corpse runs were lame and trivial...on the other hand, death pretty much means nothing in this game.  It would be nice to see if they could find a balance.  Yes to Guild halls, Bard/monk pulling, Bard instruments, Bard epic, Bard uber running song, Enchanter illusions/faction tricks. I loved building my characters power/abilities in EQ1 through earning aa.  There was always an aa to work for.  However, the amount of aa became ridiculous with 1K+ aa.  EQ2 aa seems too limited imo...more like wow than EQ1.  You are picking a spec, can switch specs, but everyone *mostly* picks the optimal specs for their class with a few exceptions...but my EQ2 experience is limited, so my views on AA may not be correct.  I'm sure someone will correct me if I am wrong.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I guess I am mostly saying that the EQ2 system seems limited imo.  Maybe a combination of the current system and EQ1 would be better. 

LordPazuzu
07-15-2007, 01:09 PM
<blockquote>I look at it from the bigger picture perspective.  Primarily from the developers timeframe.  Each starting city requires a significant investment in time designing the zone, populating it with npc's and noob quests.  The thing is one starting city with noob quests isn't that much different from another really.  A gnome killing rats in steamfont is pretty similar to a human killing rats outside of freeport or a ogre killing rats in feerrott or a dark elf killing rats in nek forest or an erudite killing rats....  See my point?  Since the first few levels go so fast it's not long before the various races start grouping in mid level zones.  </blockquote><p>Yes, the basic mechanics are the same for all newbie zones.  However the flavor of each area was entirely unique.  Starting in Halas was different than starting in Neriak, or Steamfont, or Oggok, or Kelethin....  Each city had it's own theme, look, and feel and that worked to really immerse you into the game world.  MMORPG's are supposed to be about more than just game mechanics.  Whatever happened to them being real virtual worlds and not "just a game"?  If starting in Steamfont or Qeynos, or Halas is truly all the same for you then the game dev team is truly wasting it's time on you in developing game lore, NPC culture, and adding any sort of graphics at all.  </p><p>The game world doesn't exist as a vehicle for delivering game mechanics, game mechanics exist as a medium for delivering the game world.</p><p>Come to think of it, that's the one thing I'd bring back from EQ1 right there.</p>

Lornick
07-15-2007, 01:44 PM
Akeezi@Antonia Bayle wrote: <blockquote><cite>Lornick wrote:</cite><blockquote><p>There are about as many items in EQ2 that fall into this category as EQ1.</p><ol><li>Fishbone Earring (buffs 12hrs of water breathing, useable by any class)</li><li>Manastone (every class can use extra power in a pinch)</li><li>Journeyman Boots (stacks with bard song)</li><li>Golden Efreeti Boots (FT5 is still pretty nice at T7)</li><li>Prismatic weapon for some casters is still worth wearing in T7.  In fact, I think that is what my fury is currently equipped with and no one has laughed her out of a group for wearing T5 stuff.</li><li>Vessel of Fyr'Un (or overflowing version)</li><li>Tarton's Wheel (decreases threat by 800 and teleports to random location, equippable by anyone)</li><li>Glowing Azure Shard (teleport to Splitpaw)</li><li>Carpet of El'Khazi (doesn't back up slowly like other mounts, great for soloing casters)</li><li>Brock's Thermal Shocker (I don't know anyone that can't potentially use a 0 mana cost nuke)</li><li>Ring of Fate (I don't imagine "Fate Giggles" increasing attack speed by 33 for 20mins will never get old and stacks with everything)</li><li>Antivenin Hypo Bracer (cures 83 levels of hostile poison, should still be usefu into the lower T9 era)</li><li>Spring-Loaded Gnomish Stilts (player made, but equippable at level 12 and the effect is completely unique and useful for... well ever.)</li><li>Rain Caller (even when the weapon damage is crap, a 5sec stun proc can still be very handy for certain classes)</li><li>Godking Weapons are still very nice for casters</li><li>Silver Charm (vampire illusion, not terribly "useful" but fun and unique well past the level it's earned)</li><li>Fae Glide Cloak (whatever it's called)</li><li>Dragonscale Pauldrons (even when the armor class is junk the 200 hp buff for 5mins is still nice)</li><li>God Cloaks (some will be wearable well past their equip level.  War Mantel of Rallos for instance proc increases dps by 14, does 263 slash damage and 85 slash damage every 3 secs afterwards.  That will still be good into T8 and probably "not bad" even at T9)</li><li>Plumptucket's Ruby Engagement Ring and Hoo'loh Hats summon unique "fun" pets will always be worth hanging onto for giggles</li><li>Haste Items (I wore flowing black sash into T7 before I found a decent upgrade, I imagine some of the T7 stuff people are wearing will still be good into T8 like the amulet of forsworn and cloak of flames)</li><li>Shard of Vul (neck item, 1 min invis click buff, equippable by anyone)</li><li>Terramite Shard of Transformation (Gnoll Illusion)</li></ol><p>That list isn't even remotely complete either.  I'm sure other people could list stuff I missed, like those charm slot tomes that complete heal or restore power out of combat or various other class gear I'm not aware of.</p></blockquote><p>That's a nice list but you are listing items that are quite different from the type I was talking about. Illulsion items and FT items aren't exactly game changing in the same way a Warrior being able to snare a mob was in EQ. The utility items that EQ1 had, for the most part, aren't repeated in even close to the same way. It isn't a matter of listing out all the effects that you can get in EQ2, it is a matter of understanding those effects and how the change the game compared to how things were changed in EQ1. Honestly, having a clicky heal item in EQ2 vs. having one in EQ1 (pre-changes to regen) there is absolutely no contest as to which item was more useful to which game. <b>EQ2 isn't designed in such a way that items need to be retained past a certain point. I can't really explain it any clearer than that.</b> </p></blockquote>Did you even read the list or are you just trying to get a rise out of me?  At least half the list allows for cross-class or unique skills.  Tinkering allows for many cross-class abilities too.  Troll-snot finger will allow warrior classes to snare and they don't even have to rely on a low damage weapon proc.  As to your last point "EQ2 isn't designed in such a way that items need to be retained past a certain point. I can't really explain it any clearer than that".  Do you want to know where I came up with most of that list?  I OPENED MY BAGS! Apparently I think they have enough value to carry around with me even though the items were attained at lower levels or I believe that a higher level item will retain value in the future.  But it doesn't really matter since you have your mind made up and silly things like evidence won't change it =p

Azzikai
07-16-2007, 08:51 AM
<cite>Lornick wrote:</cite><blockquote>Did you even read the list or are you just trying to get a rise out of me?  At least half the list allows for cross-class or unique skills.  Tinkering allows for many cross-class abilities too.  Troll-snot finger will allow warrior classes to snare and they don't even have to rely on a low damage weapon proc.  As to your last point "EQ2 isn't designed in such a way that items need to be retained past a certain point. I can't really explain it any clearer than that".  Do you want to know where I came up with most of that list?  I OPENED MY BAGS! Apparently I think they have enough value to carry around with me even though the items were attained at lower levels or I believe that a higher level item will retain value in the future.  But it doesn't really matter since you have your mind made up and silly things like evidence won't change it =p </blockquote><p>Did you read my post or are you just trying to be "right"?</p><p>You listed a lot of items with a lot of nice effects. Yes, I read it. It was readily apparent that you were just not getting what I was saying. </p><p>Again, it isn't about specific effects. It IS about how those effects affected certain classes ability to play EQ. Warriors could not snare and Norrath was full of mobs that wanted to run. With one proc from one weapon a Warrior's gameplay changed. None of the things you listed are like that. Not because the effects are different but because the games are different. </p><p>I am not discounting the usefulness of your list and I do have a few items from it. However, having said items I do know that none of them truly change the way I play in the same way that giving my Iksar War a Silken Whip of Ensnaring did. You can chose to ignore that distinction if you like, it doesn't change the point I am trying to make.</p>

Mordith
07-16-2007, 01:07 PM
1.  Faster casting "Gate" spell. 2.  Bring back the ability to <i><b>bind anywhere. </b></i>3.  Levitation. 4.  No linked encounters (just social agro).

Miss_Jackie
07-16-2007, 01:40 PM
One thing I would definitely port over is the tradeskill system. I liked the fact that I could master every tradeskill (almost all of them, if you didn't have research and tinkering).

cronar
07-16-2007, 01:59 PM
<p>I did some tradeskilling this weekend and i have to say that the term whackamole applies....</p><p>I would love to see eq1's system where you put the ingrediants in whatever proccess you are doing, click combine and let the RNG have at.</p>

mellowknees72
07-16-2007, 02:16 PM
Danger@Guk wrote: <blockquote><p>I did some tradeskilling this weekend and i have to say that the term whackamole applies....</p><p>I would love to see eq1's system where you put the ingrediants in whatever proccess you are doing, click combine and let the RNG have at.</p></blockquote><p> Yeah, I liked that old system.  It still took time, but I didn't have to poke my keyboard more than once to see if I created an item.</p><p>And I know tinkerers keep talking about buying mobile crafting stations...but it's not the same.  I want the freaking Fletching Kit/Sewing Kit/Spit in my inventory.  I miss making arrows while running through West Commonlands trying to get to an LDON as fast as possible.</p><p>I also miss the crafter titles.  I loved having "Apprentice Potter" or "Journeyman Fletcher".</p><p>And, yes, I also miss BEGGING.  My ranger had a 250 Begging Skill.  Too bad there was no "Grandmaster Beggar" title.  And, yes, I know that there was no point to begging, but there was something to be said for being able to beg coin off of the guards in Rivervale until they de-spawned! (Which I did whenever I had the time to spare...)</p>

Suraklin
07-16-2007, 02:31 PM
DMF

Kellin
07-16-2007, 02:36 PM
<p>Item linking.  In EQ1, you could link something you didn't have in your inventory.  You could see a link on a channel and link it to another.  It was simple and efficient; why did they do this drag-n-drop nonsense?</p><p>Tradeskill experimentation.  Not all the recipes were written out - they were hinted at, in quests and other places.  You could try many different combinations to try and figure out a new recipe.  They were like scavenger hunts, and there were huge threads on the tradeskill forums working them out.</p><p>There are more, I'm sure, but those are the 2 that pop to mind.</p>

raxerex
07-16-2007, 03:35 PM
the ability to be drunk again!!!!  not just blured vision, i mean running sideways and blured vision, running in to walls.

Wildmage
07-16-2007, 10:19 PM
Reloc@Unrest wrote: <blockquote>the ability to be drunk again!!!!  not just blured vision, i mean running sideways and blured vision, running in to walls. </blockquote>Even EQ1 got rid of that eq1 drunkeness is almost exactly the same as EQ2 now

Lornick
07-17-2007, 12:24 AM
Akeezi@Antonia Bayle wrote: <blockquote><p>Did you read my post or are you just trying to be "right"?</p><p>You listed a lot of items with a lot of nice effects. Yes, I read it. It was readily apparent that you were just not getting what I was saying. </p><p><b>Again, it isn't about specific effects. It IS about how those effects affected certain classes ability to play EQ.</b> Warriors could not snare and Norrath was full of mobs that wanted to run. With one proc from one weapon a Warrior's gameplay changed. None of the things you listed are like that. Not because the effects are different but because the games are different. </p><p>I am not discounting the usefulness of your list and I do have a few items from it. However, having said items I do know that none of them truly change the way I play in the same way that giving my Iksar War a Silken Whip of Ensnaring did. You can chose to ignore that distinction if you like, it doesn't change the point I am trying to make.</p></blockquote><p>Ok this game is getting old.  This will be my last reply to you.  I don't know why you are so hung up on this whip of ensnaring thing.  I played EQ1 off and on from the time it was released to about 3 years ago.  I'm fully aware of the game mechanics.  I know mobs would run at low health and it was important to snare them.  I know warriors didn't have snare therefore acquiring an item with a snare effect was valuable for soloing/duoing.  Since mobs don't have morale failure in EQ2 this dynamic doesn't exist.  But that doesn't change the fact that many items retain some value well past the level you can acquire, nor does it change the fact that many of the items allow for cross class abilities.</p><p>A guardian in EQ2 who acquires a Fishbone Earring can now do something he was unable to before that other classes are capable of.  That guardian can now breath water and therefore do things on his own that would otherwise be impossible.  That is a perfect example given your own definitions.  A guardian in EQ2 who acquires a manastone is now capable of exchanging health for power.  Something that other classes are capable of through spells (and even if a guardian was given such an ability it would still retain it's value since it's on a separate timer).  That item can change the outcome of a combat event.  Scenario A, the guardian runs out of power loses aggro and the group wipes.  Scenario B, the guardian has enough power to maintain aggro and the group lives.  Which btw is a dynamic that exists in EQ2 that didn't exist in EQ1 for a very, very long time.  Warriors didn't have power at all.  Eventually they got endurance, but it's not really the same thing as power in EQ2.  So different dynamics exist for both EQ1 and EQ2.  Each game has items that both retain value past the level of acquiring them and allows for cross class abilities that change the games dynamics.  I could write a 10 page essay on the subject, but frankly if you haven't gotten the message yet you never will. </p>

Dewlix
07-18-2007, 01:56 AM
<p>I miss the ability to mark your own maps - plotting names, loc's, camps, etc - was a great feature.</p><p>Corpse Dragging - being able to drag your dead ally to a safe spot for a Rez was great, and would be very sweet here.  Full-on corpse runs, hmmm, undecided - just didn't like the time it took to loot your body, once you were able to safely make back to your body - I did make some good loot back in the day as a rogue, doing Corpse Runs (dragging) for people.  Corpse Runs might be alright if you could use existing Revive locations, was a big time sink having to run all the way back from wherever your bind point was (but then again, you wouldn't have access to your reserve gear if you used current rev points)..just not sure on this one...</p>

Valsehna
07-18-2007, 05:41 AM
<p>Velious Meaningful death Meaninful rez Buffs (buff not grouped) Fast Gating/Flexible Binding Racial trait differentiation Meaningful factioning Guards that will kick your [Removed for Content] no matter who you are DMF/levitate Kiting - fear kiting Camps The Clink/CLank Squeaky Gate sound (from Neriak)</p><p>Somehow things were scarier...hard to define.</p><p>UNBIND OUR FEET! (can run/move normally while under attack without bound up ankles) </p>

Goldenbelmo
07-18-2007, 10:23 AM
One thing i would like to see is encounters not breaking when you ran away.  Missed having to run to the nearest guard or zone when a pull/encounter went wrong.

Ama
07-18-2007, 12:13 PM
<cite>Goldenbelmont wrote:</cite><blockquote>One thing i would like to see is encounters not breaking when you ran away.  Missed having to run to the nearest guard or zone when a pull/encounter went wrong.</blockquote><p> Well I have a feeling that's done to prevent exploiting.  There was a bug a while back where you could attack a mob a bit then bring it to a guard.  The guards would be those nasty ^^^ kind and kill the mobs almost instantly.  What would happen is you would get xp for the guard killing your mob.  Luckily that was fixed a while back, but this could create the same problem.  </p><p>Me personally I want to see mobs break off so they can reset.  This giving me a kind of "Second Chance" if you will at the mob instead of it chasing me down and breaking my neck.  Another problem is the mobs could bug up and aggro from almost all the way across the zone incase someone revives early.  Still remember xping in CT with mobs running back to the revive point killing you.  Just glad the developers managed to isolate that problem and fix it before it became a huge problem. </p>

Madmoon
07-18-2007, 01:20 PM
<p>No to beastlords!  I hated those abominations.</p><p>Yes to meaningful death.  I remember some <i>awful</i> places for CRs - Chardok, the Hole.  <b>Now</b>, you just rez and run back to the fight, if the rez point is close enough.  Some of the best adventures I had were getting my corpse back.  I would keep the graveyard concept, where your corpse would pop, so you don't lose gear, but make it take a week, realtime.</p>

Goldenbelmo
07-18-2007, 01:32 PM
<cite>Amana wrote:</cite><blockquote><cite>Goldenbelmont wrote:</cite><blockquote>One thing i would like to see is encounters not breaking when you ran away.  Missed having to run to the nearest guard or zone when a pull/encounter went wrong.</blockquote><p> Well I have a feeling that's done to prevent exploiting.  There was a bug a while back where you could attack a mob a bit then bring it to a guard.  The guards would be those nasty ^^^ kind and kill the mobs almost instantly.  What would happen is you would get xp for the guard killing your mob.  Luckily that was fixed a while back, but this could create the same problem.  </p></blockquote>Well, they could change the code where the guards wont help you unless you yell for help to prevent guard intervention. 

BarrowBott
07-18-2007, 02:57 PM
Valsehna@Antonia Bayle wrote: <blockquote><p>Velious Meaningful death Meaninful rez Buffs (buff not grouped) Fast Gating/Flexible Binding Racial trait differentiation Meaningful factioning Guards that will kick your [I cannot control my vocabulary] no matter who you are DMF/levitate Kiting - fear kiting Camps The Clink/CLank Squeaky Gate sound (from Neriak)</p><p>Somehow things were scarier...hard to define.</p><p>UNBIND OUR FEET! (can run/move normally while under attack without bound up ankles)</p></blockquote><p>I have a feeling you are kidding with some of those... </p><p>Meaningful death is overrated.  Trust me, if they implemented it, after a few bad runs you'd be kicking yourself.</p><p>Camps?  Camps?  Are you kidding me?</p><p> I miss Guk and Lower Guk.  I also miss Old Sebilis <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p>

GorgukGrimmfist
07-18-2007, 03:33 PM
Three words MGB.  THis could be done with a new AA teir or as a spell for the upcoming t8.  Im not really a raider (yet LOL), and I dont miss the lag when we would all gather around the POK bank for the incoming MGB C3, but I miss setting up my friends and anyone else really with a set of uber buffs from my and my guild and watch them own things for few hours.  Maybe a bit too highpowered but was fun.

Owilliams
07-18-2007, 06:25 PM
<p>Illusions that really have a use.</p><p>EQ1 illusions affected faction... a high elf using a dark elf illusion could enter Neriak as long as the illusion didn't fail.  The mechanics were similar to how Hooloh's illusion works for the last bit of the class hat quest (Blood of the Brood). </p><p>I find it sadly humorous that "Illusionist" illusions have no inherent usefulness.</p><p>Happy Gaming,</p><p>--Orv</p>

Wiqd
07-18-2007, 07:13 PM
Sense Heading skill ups <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Anyone remember when you first started and your compass went all over the place until you got a decent skill in sense heading? Awesome...

Valsehna
07-18-2007, 11:57 PM
<cite>BarrowBottum wrote:</cite><blockquote>Valsehna@Antonia Bayle wrote: <blockquote><p>Velious Meaningful death Meaninful rez Buffs (buff not grouped) Fast Gating/Flexible Binding Racial trait differentiation Meaningful factioning Guards that will kick your [I cannot control my vocabulary] no matter who you are DMF/levitate Kiting - fear kiting Camps The Clink/CLank Squeaky Gate sound (from Neriak)</p><p>Somehow things were scarier...hard to define.</p><p>UNBIND OUR FEET! (can run/move normally while under attack without bound up ankles)</p></blockquote><p>I have a feeling you are kidding with some of those... </p><p>Meaningful death is overrated.  Trust me, if they implemented it, after a few bad runs you'd be kicking yourself.</p><p>Camps?  Camps?  Are you kidding me?</p><p> I miss Guk and Lower Guk.  I also miss Old Sebilis <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p></blockquote><p> Oh....not THAT kind of camps, I meant the kinds such as in, say The Overthere, where groups would gather up around various locations in the zone and then socially adventure there (kill stuff and socialize).</p><p>On the meaningful death...yeah..check out my join date.  Been there, done all the flavors.  I think on one notorious run near launch my friend and I had amassed around 7-8 shards each.  Somehow we just couldn't get to the original and kept trying again.. haha.</p><p>Still think rez and death need more zing.</p>

Gnevil
07-19-2007, 01:33 AM
<p>hey what a great thread...</p><p>MBG !!!!!   please oh please give us back this AA ability and make it so we can cast our one or two meaningfull buffs on the entire raid in an area radius.  I miss this so much I could just cry .. I sooo remember getting to a raid zone with 40 to 60 peeps and every one group hugged and one after another each of the buffing classes announced MGB C3 inc in 5.  Followed by PoT9 inc in 5 ect.. you get the idea.</p><p>Also I am another that wants to bring back shards... honestly I know I am gonna get flamed for this but man that added some suspense to the game you lost something that could affect you for some time on your xp bar.  Now days no one is afraid to attempt anything, what really is the risk?  I can take a level 20 toon and make the AA xp run in KoS without any fear that it's going to adversely affect me... And please don't give me the it costs gold to repair when you die... thats just laughable unless you are fully fabled it costs from silver to gold to repair even when you have died 9 times... this is nothing and as to the xp bar slowing down .. not any more ...</p><p>Also bring back Flight of Eagles and Spirit of Eagle and let us float over the landscape again that was absolutely one of the most fun things to do float across the landscape rocked its why I like my Fae flight so much even as limited as it is...</p>

Ysandre
07-19-2007, 04:46 AM
Ah yes memories. I've even just bought the anniversary edition to take a look back at the old stomping grounds. Favourite things: 1. Monk pulling. Especially 2-3 teaming stuff 2. corpse dragging 3. City faction. The day my human monk walked into Cabilis after a months work really meant something. 4. Kurns tower. Spent *so* much time there. 5. Slow levelling Plus loads of things people have already mentioned. One thing I'm glad they did bring over... The skelly laugh. I played a necro for a long time in EQ1 and it was great to hear that cackle again in EQ2. One thing I'm very glad they didnt bring is camping. 105 hours I was in Guk waiting for Raster and the bast**d never showed!

Ama
07-19-2007, 12:38 PM
Ysandre@Splitpaw wrote: <blockquote>Ah yes memories. I've even just bought the anniversary edition to take a look back at the old stomping grounds. Favourite things: 1. Monk pulling. Especially 2-3 teaming stuff 2. corpse dragging 3. City faction. The day my human monk walked into Cabilis after a months work really meant something. 4. Kurns tower. Spent *so* much time there. 5. Slow levelling Plus loads of things people have already mentioned. One thing I'm glad they did bring over... The skelly laugh. I played a necro for a long time in EQ1 and it was great to hear that cackle again in EQ2. One thing I'm very glad they didnt bring is camping. 105 hours I was in Guk waiting for Raster and the bast**d never showed! </blockquote><p>It would deffinately be interesting to see a sort of "reclemation" story wise.  Lucan's power over freeport starts deminishing with more and more people questioning his rule.  After a while he gets ousted and Freeport turns into your basic "Free for All" type of city.  Sure there's evil, but good guys can go there to get a drink and see the DE babes. <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" /> </p>

nia
07-19-2007, 01:03 PM
      I agree with an earlier post that mentioned LDoN......I loved doing dungeons with other players and having the point system to buy things.....It was a great expansion until the later expansions made everything moot.....I met more players and played more characters in LDoN than I ever did in any other expansion....... I also miss the bazaar...TO me it seemed more realistic when I went to a seller to buy an item than when I simply buy it off a listing.....I also liked having places liek the bazaar and POK for meeting places as often there would be a couple hundred players located in these places.....It made it easier to get groups together and to get buffs when others are in near proximity.....I jsut dont see that many players hanging out in Qeynos or Freeport in EQ2.

prizm123
07-20-2007, 09:37 AM
lower guk

Ama
07-20-2007, 02:40 PM
How many people here would jump ship if they implemented the Planes of Power?

Siogai
07-20-2007, 05:04 PM
Well, me, for one.  Planes of Power, to me, destroyed all the immersion of EQ1, and I'd played since ROK was released.  PoP made it so that faction no longer mattered, as it was very easy to hop from your noob town to Shadowhaven or Shar Vahl, where faction meant nothing, and XP, popping back to PoK to buy your skills and spells out of the library that had everything, and making a jump back to Shadowhaven to the Bazaar to buy your next bit of stuff. Cities? Faction? Irrelevant at that point. I would like to see some sort of meaningful factions returned to the game, even if its within your home city and the one allied city (so Qeynos/Kelethin and Freeport/Neriak), rather than across the board.  There should be definite differences between being a resident from one and attempting to enter the other... lots more stealth and trickery and careful travel than is currently necessary. Death penalty? Hrm, no... corpse runs sucked, though I would enhance what's currently there.  If you bring an item down to 0% durability, it needs to really cost a lot to repair it, or perhaps its even totally destroyed and you need to get a new one (or replace it with something else if it was a one-time item deal, like HQs). Beastlords? Only if they completely rebuilt the class. Beastlords were broken by themselves, and their pets made them nearly unstoppable.  If they rebuilt the class, and put the class' game in the pet, like the other summoner-classes, then maybe... but BLs need to not melee like a monk/brawler and have a pet as kick-butt as a Necro, with buffs, CAs, procs, etc. on top of it all.  Make them cloth/leather only and pet-dependent, more Mystic than Monk, more caster than meleer, and maybe you have something.  Still, I think the class was pretty imba the first time around. I'd bring back boatrides. I liked riding the boat for the socialness of the 20 minutes to Freeport from BBM, and Qeynos to Odus.  This also enhances the utility of the porting classes, and adds some oceanic travel for the pirate-classes.  I miss the content that the Ocean of Tears had. Slower levelling is already implemented.  Turn off your combat XP, and go quest... or don't... and your XP slows dramatically. As fart as the "reclamation" idea goes... what about those of us who support the Overlord? Or the Queen?  If you have reclamation of Freeport, how about the take-over of Qeynos?  What was once the shining beacon of good becomes the greatest hive of scum and villany, paying taxes back to, oh, Neriak, or New Grobb or something... Honestly, I don't see that happening.  Lucan wouldn't have made it this far if he let upstarts gain even a foothold.  If you start sounding "dangerous" to Lucan... you just don't wake up one morning.  There's also the question of balance, since an "open" city removes one half of Team Evil's bases... though, really, neither FP nor Qeynos are particularly good or evil. I think Illusions could be made more useful, especially if they re-implemented factions.  Let's say I'm killing Orcs in Zek, I start losing faction to them and eventually go KOS. Then I use my Petrified Orc Eye! Well, now I look just like them, so I can move freely.... unless I start killing them as an Orc, then I lose faction, and doubly so because it's fratricide.

DMIstar
07-20-2007, 09:51 PM
* Return of Pulling Monk/SK * Meaning Full Factions * Corpse Drag/Summon * Gear Not haveing to Be Attuned or Restricted other then Class req. * levitate * Old XP Camps (Strange yes but I do miss DL,OT)

Ama
07-21-2007, 11:27 PM
Bloodravenger@Mistmoore wrote: <blockquote>* Return of Pulling Monk/SK * Meaning Full Factions * Corpse Drag/Summon * Gear Not haveing to Be Attuned or Restricted other then Class req. * levitate * Old XP Camps (Strange yes but I do miss DL,OT) </blockquote><p> XP camps were great in EQOA where you had to find a spot to start goin.  Really meant somethin when you had to trek everywhere just to find a spot.  EQ2 is a double edged sword since xp camps only half exist and yet they are meaningless since zones like SoS level ya up quickly.  </p><p>I just hope with RoK we don't see level 70 toons inside of 2 weeks like we did with KoS.  </p><p>Meaning full factions I don't see happening in PvE scenarios.  Only place I have even seen that attempted is with the Rain Caller HQ where you have to buy the dwarven string.  Even then you do 1 quest and you are automatically Amiable.  </p><p>What would really be nice is if they made it so you had to gain massive faction to do several quests or a quest line.  This quest line continued your faction, but you had to initially start it.  The item at the end would be pretty awesome being either fabled or legendary.  </p>

jagermonsta
07-23-2007, 10:34 AM
Bring back little people cities! Anyone notice that ALL the little people cities have been removed? Rivervale, Kaladim and Klak'Anon... not cool! <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" />

Vonotar
07-23-2007, 10:41 AM
Port all the characters and give them nearest equivalent gear and spells. Close down EQ1 and use saving on improving EQ2 hardware.

Ama
07-23-2007, 10:53 AM
Ranadin@Antonia Bayle wrote: <blockquote>Bring back little people cities! Anyone notice that ALL the little people cities have been removed? Rivervale, Kaladim and Klak'Anon... not cool! <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" /></blockquote><p> Rivervale is still there but for me personally I would like to see it evolve.  It has been a battle forever fought and it would be nice to see an ingame Live Event for adventurers.  </p><p>Task: </p><p>Venture deep into Rivervale to a secluded zone to seek the help of "The Tenders of The Seed".  These being Ancient Nymphs and Fairy folk that guard a power that will help or destroy the Enchanted Lands.  You have 3 possible solutions and quest lines to follow.  </p><p>People can do 10 solo quests with harder and harder progression till you reach the 9th/10th quest line.  These will be like the Trial of the Harclave scenarios or MoA3.  When you defeat the last of the 3 great evils you will receive a legendary reward. </p><p>Groups can do 6 quests with steadily increasing difficulty with the last zone would contain an epicx2 creature.  This creature would be the 2nd of the 3 great evils and wouldn't be an easy challenge, but doable by 2 groups.  Here you would get 1 free treasured reward and 1 legendary item to choose from.  </p><p>Raids would do 3 quests like the Prismatic Quest section.  The first quest would be going into a zone and grabbing information doing a kind of stealth mission.  You would have to grab items from the zone and use them to distract your opponents.  Do this three times grabbing scrolls, books and potions then your done with the first part. </p><p>Next part would be going into a zone and doing the same thing except killing specific nameds as to disrupt operations.  You would have to distract the non target specific nameds using different methods than the first quest.  Once you killed all the targeted nameds the final process began as you returned back to the quest giver. </p><p>As you enter the third and final zone a count-down initiator would trigger like the Clockwork Menace.  You have to go in and defeat each named encounter in 2-4 min with there being 4 of these guys.  After that you would have to defeat the named encounter.  You would start going at the named and as soon as he reached 50% he would absorb one ability from 1 of the nameds you defeated.  However this can be prevented if you use an incantation on him to nullify the ability.  </p><p>The same would be repeated at 30%, 15% and finally at 5%.  For your effort an hard work defeating the 3rd and most difficult general you would get a fabled item along with a title "Savior of Rivervale".  </p><p>As for the Crafting Folk they could have their challenges as well having to crank out items in a certain period of time.  Another thing they could do is minor adventuring using items they create to subdue creatures/capture them for study.  As for a reward for crafting folk you could have recipes for them to create.  Carpenters would get 7 unique house items to make, Alchemists get 2 poisons and 2 potions, Weaponsmiths get 3 new weapons to make, woodworkers get 3 special shields to make, sages get 4 new spells and so on and so forth.  </p><p>For all the effort and hardwork Rivervale would be revamped being made into a 2nd neutral city to start in.  The Halflings through their toil will be neutral to most people and their trust can be earned.  This would allow the zone to be made like Darklight Woods and Neriak combined into 1 area for adventuring/easy access.  Then as you progress from T1-T2 you can use the docks to head to Neriak to do T3.  </p><p>Just a thought <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Wilde_Night
07-23-2007, 10:28 PM
<p>I don't think I would leave for a reimplementation of PoP.. I would definitely leave if I was forced to kill my chosen deity for cool gear.  I am already minorly upset that the Avatar of Innoruuk drops some really nice druid things, but it is an avatar not actually Inny.</p><p>If they open the Planes and let us raid our gods, we are right back to EQ1 days and the whole lore reason the gods left in the first place.</p><p>I would like to see corpse runs/shards/corpse drags return in some fashion.  Death means nothing anymore (and less on the PvP servers) than some coin.</p><p>I would like to be able to have bind locations outside the cities.</p><p>Factions/Illusions to mean something would be grand too.</p><p>The old EQ1 drunk effect would make drunken adventure/raid outings more amusing.</p><p>Real boat rides available for those who want to sit on them and actually enjoy the 'time sink' with others.</p>

Ama
07-24-2007, 09:40 PM
Aeviel@Venekor wrote: <blockquote><p>I don't think I would leave for a reimplementation of PoP.. I would definitely leave if I was forced to kill my chosen deity for cool gear.  I am already minorly upset that the Avatar of Innoruuk drops some really nice druid things, but it is an avatar not actually Inny.</p><p>If they open the Planes and let us raid our gods, we are right back to EQ1 days and the whole lore reason the gods left in the first place.</p><p>I would like to see corpse runs/shards/corpse drags return in some fashion.  Death means nothing anymore (and less on the PvP servers) than some coin.</p><p>I would like to be able to have bind locations outside the cities.</p><p>Factions/Illusions to mean something would be grand too.</p><p>The old EQ1 drunk effect would make drunken adventure/raid outings more amusing.</p><p>Real boat rides available for those who want to sit on them and actually enjoy the 'time sink' with others.</p></blockquote><p>The only thing that leads me to believe they may open the plains soon is the fact the gate to the plane of fear was discovered.  There is a message that you recieve if you step towards it and you are level 70.  It says "This zone is not in game yet" meaning it will soon be implemented.  </p><p>I deffinately agree that some players will probably leave if they have the option of killing their chosen deity.  </p>

Xauphkam
07-25-2007, 05:40 PM
  ...If I could import ONE thing from EQ1 to EQ2, it would be the ability to GIVE mobs items and have them actually drop the item if you or another player kill the mob. Before you say why on Earth? I would answer that I co-manage an evil role playing player events driven guild on Lucan D'Lere, (Shameless Plug for Shadowdark Assembly - from Terris Thule and Bertox EQ1!) and in the past when I ran player quests and events in EQ1, I often used this trick for "quest drops" from mobs. I would love to see this implemented into EQ2 so that I can carry out my player quests much easier. As it stand I have to figure out what loot is likely to drop off what mobs and adjust my quests accordingly (Yeah, I found the websites that list loot by mob as well, but it's still not as easy). It more work and frankly, EQ1 was easier for this sort of role play purpose. *crosses fingers that maybe someday.....* ~Ariaxia D'Mortalis Shadowdark Assembly Lucan D'Lere ((Also always on the lookout for old Shadowdark Assembly members from EQ1 who I have lost touch with - you KNOW who you are and I know your lurking, I've already found one!....contact Ariaxia or Arnuphis on Lucan D'Lere or check our our guildportal site at <a href="http://www.guildportal.com/Guild.aspx?GuildID=191097&TabID=1614798" target="_blank" rel="nofollow">http://www.guildportal.com/Guild.as...p;TabID=1614798</a>))

Lornick
07-25-2007, 10:21 PM
<cite>Xauphkamia wrote:</cite><blockquote> ...<b>If I could import ONE thing from EQ1 to EQ2, it would be the ability to GIVE mobs items and have them actually drop the item if you or another player kill the mob. </b> Before you say why on Earth? I would answer that I co-manage an evil role playing player events driven guild on Lucan D'Lere, (Shameless Plug for Shadowdark Assembly - from Terris Thule and Bertox EQ1!) and in the past when I ran player quests and events in EQ1, I often used this trick for "quest drops" from mobs. </blockquote>Heheh, an odd choice, but I do remember doing that in EQ1.  I would give junk items to noob mobs for newbies to find instead of vendoring them.  I don't think it would qualify as the ONE thing I would import though =p

Ama
07-25-2007, 10:53 PM
<cite>Xauphkamia wrote:</cite><blockquote> ...If I could import ONE thing from EQ1 to EQ2, it would be the ability to GIVE mobs items and have them actually drop the item if you or another player kill the mob. </blockquote> That would be interesting, but it deffinately has that room for bugginess and exploitation.  <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" />

Thormiel
07-26-2007, 12:15 AM
Sounds to me like you guys just want EQ1 with an updated graphics engine and some bling :p

ZUES
07-26-2007, 12:30 AM
<p>I cant say just one so...</p><p>Levitation</p><p>Dead man floating (not sure if I got that right)</p><p>GM events and interaction</p><p>Ability for paladin to use bow</p><p>Out of group buffs</p><p>PoK or another grouping place for everybody</p><p>Dragmoors</p><p>Unlimited AA's</p>

ZUES
07-26-2007, 12:31 AM
<p>Oh ya...</p><p>Mobs that wielded weapons would drop a weapon</p>

Wildmage
07-26-2007, 01:20 AM
<cite>ZUES wrote:</cite><blockquote><p>I cant say just one so...</p><p>Levitation</p><p>Dead man floating (not sure if I got that right)<b> <span style="color: #0033cc">Since these are both more or less the same thing I can go ahead and point out Devs have stated they didn't put Levitation in on purpose and have no plans to ever bring it in</span> </b></p><p>GM events and interaction <b> <span style="color: #0033cc">This could happen though I think with all the quest system in EQ2 they feel fine just doing the seasonal and pre-expansion events instead</span></b> </p><p>Ability for paladin to use bow <b><span style="color: #0033cc">Paladins can use Bows now as can Shadowknights</span></b> </p><p>Out of group buffs  <span style="color: #0033cc"><b>A few of these do exist for example SoW</b></span> </p><p>PoK or another grouping place for everybody  <b><span style="color: #0033cc">Planes are not coming back red herrings like the Gate in Feerrott are just that.</span></b> </p><p>Dragmoors  <span style="color: #0033cc"><b>Not exactly sure what your talking about here are you talking about the lizard mounts? Kunark has Rhino mounts instead.</b></span> </p><p>Unlimited AA's  <b><span style="color: #0033cc">Never Happen Achievement points is a whole differant kind of beast from Alternate advancement.</span></b> </p></blockquote>

Deson
07-26-2007, 01:42 AM
Actually, Fae fall/glide is a lot like lev used to work so I wouldn't be surprised if they returned some of those old buffs working on that same mechanic. Just don't think it will go as far as EQ1 in allowing you to fly over entire zones and all the other exploitive/buggy goodness it had there.

Lornick
07-26-2007, 01:59 AM
<cite>Kalem wrote:</cite><blockquote><cite>Lornick wrote:</cite><blockquote><p>I find it amusing that many things people are listing as things they would like to bring to EQ2 from EQ1 I would consider fundamental design flaws.  Like someone mentioned that raid gear that dropped 3 years ago is still decent today at the new level cap.  To me there is something fundamentally wrong with that.  I've also heard racial starting cities as something to bring back.  I think the vast majority of those zones were a complete and total waste of game space.  In EQ1 once you were like level 10 or so there was almost no point in going back to your home town unless you were a spell caster making a new spell run every 5 levels or so and even then you didn't have to go back to your own hometown since any town that isn't KOS to you would sell them.  At least in EQ2 there is a reason to go home on a regular basis and there are other players there when you do.  </p></blockquote><p>Having multiple starting zones ads depth to a game.  It's something role players enjoy.  In addition to that, those that enjoy playing alts have more options.  Starting in the same area, doing the same lowbie quests over and over, gets old fast.  Actually that's what I dislike about LoTRO.  Options are a good thing. </p></blockquote>Hehe, all I have to say is <a href="http://www.thenoobcomic.com/daily/strip147.html" target="_blank" rel="nofollow">click this</a>.

Packet
07-26-2007, 12:06 PM
<cite>Xauphkamia wrote:</cite><blockquote> ...If I could import ONE thing from EQ1 to EQ2, it would be the ability to GIVE mobs items and have them actually drop the item if you or another player kill the mob. Before you say why on Earth? I would answer that I co-manage an evil role playing player events driven guild on Lucan D'Lere, (Shameless Plug for Shadowdark Assembly - from Terris Thule and Bertox EQ1!) and in the past when I ran player quests and events in EQ1, I often used this trick for "quest drops" from mobs. I would love to see this implemented into EQ2 so that I can carry out my player quests much easier. As it stand I have to figure out what loot is likely to drop off what mobs and adjust my quests accordingly (Yeah, I found the websites that list loot by mob as well, but it's still not as easy). It more work and frankly, EQ1 was easier for this sort of role play purpose. *crosses fingers that maybe someday.....* ~Ariaxia D'Mortalis Shadowdark Assembly Lucan D'Lere ((Also always on the lookout for old Shadowdark Assembly members from EQ1 who I have lost touch with - you KNOW who you are and I know your lurking, I've already found one!....contact Ariaxia or Arnuphis on Lucan D'Lere or check our our guildportal site at <a href="http://www.guildportal.com/Guild.aspx?GuildID=191097&TabID=1614798" target="_blank" rel="nofollow">http://www.guildportal.com/Guild.as...p;TabID=1614798</a>)) </blockquote><p>I agree!  I used to run around Halas in EQ1 in the good old days and give a torch to each guard.  They would take it,  equip it and partrol with it.  There was nothing cooler than watching the guards patrol Halas on a cold dark night carrying torches around in the snow covered city.  </p><p>Other than that it would have been nice to have had all the starting cities in EQ2 at launch.  I wrote a big review on Amazon before EQ2 was released saying how dumb this was going to be.  Yeah they are putting them in now but it's too late.  Not many new players are coming into the game and when they put them in everyone will try them out and race to level up and move on.  In EQ1 there was a sense of community. When you had just started out you saw a lot of the same people in your area, you got to know everybody.  Traveling to a new area was not something to take lightly.  I started in Qeynos (Surefall Glade) and heard about Kelethin, the "city of the Elves" and it seemed like a world away.  You could start new characters in different cities and feel like you were playing a totally different game.</p><p>I miss the CHALLENGE and the FEAR of death!  Now I played this game for about a month after it came out and didn't subscribe.  I just came back a few weeks ago to give it a second chance.  Being in the 20s so far I have no FEAR of death, it's just a minor annoyance.  You revive a few meters away and sometimes can even run back to get back in the fight before it's over.  You gotta repair your equipment - don't know how expensive this gets but for me it hasn't been over 2 silver yet.  Ohh...big penalty there and you get an XP debt.  In EQ1 you didn't want to die cause you had something to lose - XP and your corpse!  Now of course everyone hated corpse runs but they forced people to work together and it felt good to help somebody out.  In Blackburrow when somebody would fall through the trap door at the top and get killed and lose their corpse it seemed like half the zone would stop what they were doing and help out when they came back and said they had lost their corpse. That was a good feeling.</p><p>And speaking of Blackburrow, yes I do miss the trains!  Now come on, you can't say that wasn't exciting!  The sheer chaos and madness of the situation was a rush whenever there was a good train.  Now I know way too many people are so obsessed with getting phat l00t and have a stopwatch running to see how long it takes them to get from lvl 14 to lvl 15 so that if anybody did anything to throw them off their xp grinding treadmill they would launch into an hour long session of angry tells and whatnot.  To me, that was part of the game.  It was the players vs the mobs and sometimes stuff happened.  Unfortunately these games have evolved away from that.  Now we got locked encounters, pre-definied group sizes, nice little numbers and colors on the mob's names to let you know exactly what you're up against and they all walk back peacefully to their home spot and ignore everything else if someone runs from them.  How nice....</p><p>Oh well, this rant has gone on much longer than I planned.  I guess I just miss the adventure and the nostalgia of those good old days, I guess that's why they call them the good old days. Everything is too business-like now, too linear, too pre-definied.  I came back looking for the adventure and found about equipment tiers, AAs, attuned items and mobs that aren't worth exp or treasure cause somebody ran, etc. etc.  Was it really that imbalancing that a mob could be killed by someone else?  Yeah I know kill stealing was an issue sometimes but you know the community kind of took care of that once the names got out.  But I still would like to give a torch to the guards in Halas, if I ever get back there again.  It's cold out there you know.  Oh well, now I feel like going and loading up EQ1 again....</p><p>Oh, and I killed a fish yesterday and it dropped a treasure chest with some boots in it!  I just had to laugh.....</p>

Ama
07-26-2007, 12:20 PM
<cite>Deson wrote:</cite><blockquote>Actually, Fae fall/glide is a lot like lev used to work so I wouldn't be surprised if they returned some of those old buffs working on that same mechanic. Just don't think it will go as far as EQ1 in allowing you to fly over entire zones and all the other exploitive/buggy goodness it had there.</blockquote><p> True and it will kinda suck to hit the invisible "Ceiling" just like you hate hitting the invisible wall.  What would be nice for starters is if devs went in and removed some of the "Invisible walls" around places like The Feerrott.  There are some rocks with invisible walls on em/around them that really shouldn't imho.  </p><p>Deffinately like the arasai/fae glide feature which is pretty fun to use.  I'm tempted to take my 30 arasai brigand to TT just for fun to see if I can glide to different islands. </p>

Illmarr
07-26-2007, 12:53 PM
<cite>Packet wrote:</cite><blockquote><p>I agree!  I used to run around Halas in EQ1 in the good old days and give a torch to each guard.  They would take it,  equip it and partrol with it.  There was nothing cooler than watching the guards patrol Halas on a cold dark night carrying torches around in the snow covered city.  </p><p>Other than that it would have been nice to have had all the starting cities in EQ2 at launch.  I wrote a big review on Amazon before EQ2 was released saying how dumb this was going to be.  Yeah they are putting them in now but it's too late.  Not many new players are coming into the game and when they put them in everyone will try them out and race to level up and move on.  In EQ1 there was a sense of community. When you had just started out you saw a lot of the same people in your area, you got to know everybody.  Traveling to a new area was not something to take lightly.  I started in Qeynos (Surefall Glade) and heard about Kelethin, the "city of the Elves" and it seemed like a world away.  You could start new characters in different cities and feel like you were playing a totally different game.</p><p>I miss the CHALLENGE and the FEAR of death!  Now I played this game for about a month after it came out and didn't subscribe.  I just came back a few weeks ago to give it a second chance.  Being in the 20s so far I have no FEAR of death, it's just a minor annoyance.  You revive a few meters away and sometimes can even run back to get back in the fight before it's over.  You gotta repair your equipment - don't know how expensive this gets but for me it hasn't been over 2 silver yet.  Ohh...big penalty there and you get an XP debt.  In EQ1 you didn't want to die cause you had something to lose - XP and your corpse!  Now of course everyone hated corpse runs but they forced people to work together and it felt good to help somebody out.  In Blackburrow when somebody would fall through the trap door at the top and get killed and lose their corpse it seemed like half the zone would stop what they were doing and help out when they came back and said they had lost their corpse. That was a good feeling.</p><p>And speaking of Blackburrow, yes I do miss the trains!  Now come on, you can't say that wasn't exciting!  The sheer chaos and madness of the situation was a rush whenever there was a good train.  Now I know way too many people are so obsessed with getting phat l00t and have a stopwatch running to see how long it takes them to get from lvl 14 to lvl 15 so that if anybody did anything to throw them off their xp grinding treadmill they would launch into an hour long session of angry tells and whatnot.  To me, that was part of the game.  It was the players vs the mobs and sometimes stuff happened.  Unfortunately these games have evolved away from that.  Now we got locked encounters, pre-definied group sizes, nice little numbers and colors on the mob's names to let you know exactly what you're up against and they all walk back peacefully to their home spot and ignore everything else if someone runs from them.  How nice....</p><p>Oh well, this rant has gone on much longer than I planned.  I guess I just miss the adventure and the nostalgia of those good old days, I guess that's why they call them the good old days. Everything is too business-like now, too linear, too pre-definied.  I came back looking for the adventure and found about equipment tiers, AAs, attuned items and mobs that aren't worth exp or treasure cause somebody ran, etc. etc.  Was it really that imbalancing that a mob could be killed by someone else?  Yeah I know kill stealing was an issue sometimes but you know the community kind of took care of that once the names got out.  But I still would like to give a torch to the guards in Halas, if I ever get back there again.  It's cold out there you know.  Oh well, now I feel like going and loading up EQ1 again....</p><p>Oh, and I killed a fish yesterday and it dropped a treasure chest with some boots in it!  I just had to laugh.....</p></blockquote><p>Sounds like you need a time machine ride back to 1999. Because even today in EQ1, log in in Halas and see maybe one person other than yourself. MAYBE a handful in Everfrost if some folks want to max their LDoN charm. You died? Head to the Guild Hall and summon your corpse then donate a rezwhore to rez you with -4% exp loss. It's a brave new MMO world out there. I miss a lot of that stuff, but all ranting about it does is make you look like a grumpy old man</p><p>Oh and a moss snake kicked me once. I just had to laugh..... </p>

Wildmage
07-26-2007, 02:57 PM
<cite>Deson wrote:</cite><blockquote>Actually, Fae fall/glide is a lot like lev used to work so I wouldn't be surprised if they returned some of those old buffs working on that same mechanic. Just don't think it will go as far as EQ1 in allowing you to fly over entire zones and all the other exploitive/buggy goodness it had there.</blockquote> Not really. the only thing it has in common with levitate is the ability to fall long distances and not take damage and some minor ability to float forward. Fae do not hover a significant distance over the ground or are able to walk on water/lava/anyhostile surface.

Swarws
07-26-2007, 03:27 PM
Bard Song-weaving needs to be brought into eq2 instead of this boring melee rouge bard junk..

Ama
07-26-2007, 07:20 PM
<cite>Swarws wrote:</cite><blockquote>Bard Song-weaving needs to be brought into eq2 instead of this boring melee rouge bard junk..</blockquote><p> Actually to add diversity to bards it would be interesting to see a "Create Your Own Song" function.  First add it in as a kind of a fluff spell that allows you do use musical notation and such.  After that maybe add in 1 or 2 combat spell functions that work along the same lines.  You have to provide special combinations that sync in unison to add an overall effect that lasts a certain period of time.  If you try to do straight up say AAAAAAAA to get +200 str it instead reduces the str of the group or the raid.  </p><p>Course something like that would be way hard to implement. <img src="/smilies/49869fe8223507d7223db3451e5321aa.gif" border="0" alt="SMILEY" /></p>

ZUES
07-27-2007, 10:55 PM
<cite>Wildmage wrote:</cite><blockquote><cite>ZUES wrote:</cite><blockquote><p>I cant say just one so...</p><p>Levitation</p><p>Dead man floating (not sure if I got that right)<b> <span style="color: #0033cc">Since these are both more or less the same thing I can go ahead and point out Devs have stated they didn't put Levitation in on purpose and have no plans to ever bring it in</span> </b></p><p>GM events and interaction <b> <span style="color: #0033cc">This could happen though I think with all the quest system in EQ2 they feel fine just doing the seasonal and pre-expansion events instead</span></b> </p><p>Ability for paladin to use bow <b><span style="color: #0033cc">Paladins can use Bows now as can Shadowknights</span></b> </p><p>Out of group buffs  <span style="color: #0033cc"><b>A few of these do exist for example SoW</b></span> </p><p>PoK or another grouping place for everybody  <b><span style="color: #0033cc">Planes are not coming back red herrings like the Gate in Feerrott are just that.</span></b> </p><p>Dragmoors  <span style="color: #0033cc"><b>Not exactly sure what your talking about here are you talking about the lizard mounts? Kunark has Rhino mounts instead.</b></span> </p><p>Unlimited AA's  <b><span style="color: #0033cc">Never Happen Achievement points is a whole differant kind of beast from Alternate advancement.</span></b> </p></blockquote> </blockquote> You've obviously never played EQ1. And who are you to respond as tho you know the future of EQ2?

avow
07-28-2007, 11:11 AM
<p>here is idea: use a time tunnel/port to eq1 and allow us to use eq2 rule sets with eq1. We could translate our eq2 alts to eq1 alts or keep them as is.  We get tons of new eq1 content and yet don't have to hunt for corpes/pay a lobby rezzer or lose experience and de level, etc.</p><p>I would play eq1 again in a flash if it had eq2 rule sets!</p>

Squigglle
07-29-2007, 11:19 PM
i liked eq's world designs a little better but eq2 is good.

Ama
07-30-2007, 12:53 PM
It would be nice to see some little GM run events here and there per server giving out little prizes.  It would be nice to see "Special" in game titles given away only by GMs during events like Badges by GMs in SWG.  Have em be like Defender of X, Opponent of X, Destroyer of X, Slaughterer of X, etc... . Even have some neat ones for lore people like Historian of Norrath, Artifact Collector, Discoverer of Lost Relics, so on and so forth. 

roces9
07-30-2007, 01:23 PM
I Haven't read every page of this thread so forgive me if you guys already touched on this heavily. What I really want to see in EQ2 is bringing back racial distinctions. Yeah, yeah. I know about racial traits and glide and all that jazz, but I want people to actually notice what my race is again. Back in the EQLive days, I played a Cleric. Long story short, which race you picked greately affected your gameplay. If you were a Dwarf, you didn't have as much mana but you had a lot more Hitpoints and you had enough strength to cary your own armor. High Elves had more mana, fewer hitpoints and had to worry about being encumbered because of their heavy armor. Because each race played each class a little differently, people noticed what race you were and each race had its own distinct identity. People *noticed* if you Cleric was a Gnome rather than a Halfling. I don't want to bring back statpoints at character creation, or have classes restricted to certian races again, but I do want people to notice that my Troubador is a Gnome and that my Warden is a Dwarf. Right now the closest thing that we have to racial identities is how Trolls threaten tell my how tastey Gnomes are, and how Barbs threaten to punt me all the time. Please make each race different. Right now we're all the same.

Ama
07-30-2007, 02:08 PM
<cite>roces9 wrote:</cite><blockquote>I Haven't read every page of this thread so forgive me if you guys already touched on this heavily. What I really want to see in EQ2 is bringing back racial distinctions. Yeah, yeah. I know about racial traits and glide and all that jazz, but I want people to actually notice what my race is again. Back in the EQLive days, I played a Cleric. Long story short, which race you picked greately affected your gameplay. If you were a Dwarf, you didn't have as much mana but you had a lot more Hitpoints and you had enough strength to cary your own armor. High Elves had more mana, fewer hitpoints and had to worry about being encumbered because of their heavy armor. Because each race played each class a little differently, people noticed what race you were and each race had its own distinct identity. People *noticed* if you Cleric was a Gnome rather than a Halfling. I don't want to bring back statpoints at character creation, or have classes restricted to certian races again, but I do want people to notice that my Troubador is a Gnome and that my Warden is a Dwarf. Right now the closest thing that we have to racial identities is how Trolls threaten tell my how tastey Gnomes are, and how Barbs threaten to punt me all the time. Please make each race different. Right now we're all the same. </blockquote><p>That would be great, but i'm bettin the reason devs made racial traits minor with some benefits is due to selection.  It would pretty much suck for a guild to be taking clerics but only High-Elf clerics since they want more heals.  </p><p>Right now though certain classes get some sweet benefits that deffinately make up for it.  High Elves I believe get an Int booster along with a racial in-combat power regen ability that is permanently on.  Humans are great cause they get that nice defensive spell along with boosting their heat/cold mitigations.  </p>

roces9
07-30-2007, 02:18 PM
Yeah, I don't want every Guild to *ONLY* want Ogre Warriors again. All I really want are for the races to be destinct. When I see a short person wearing chainmail and holding a 1h Sword, that could be any combination of races/classes. When I see a short person, I want to know for sure if its a Halfling, Gnome or Dwarf pretty quickly. Same goes for all of you tall people. I can't tell if you're a Human, Bard or Erudite most of the time. Back in the "good ole days" all Humans had a destinct identity. All Dwarves, Ogres, Trolls, Iksars, Erudites etc etc all had destinct racial identities. As it stands, we're all the same.

nia
07-31-2007, 12:53 PM
<p>       One of the things I also truly enjoyed about EQ1 was that I felt I had a home with most characters....Whether it was my Dwarf in Kaladim, my halfling in Rivervale, my Ogre in Oggok, etc...... Having only two cities on each side kinda blows....I have no pride in QEynos as a Barbarian....my home should be halas......I also liked that I was hated in alot of places....The faction system feels more alive when you get clobbered by that Ogre guard or thsoe Dwarf guards surprise your evil character.....</p><p>      I also miss having alot of AAs to work on at max level.....Yeah we get 100 in EQ2 but really unless you powerlevel you only have a few left when you hit 70 adventuring......I think alot of players in EQ1 had pride that they had several hundred AAs......Alot of them would have probably quit if they had a cap of 100....I like EQ2 (have only played 3 months) but I dont see the long term potential that EQ1 had (played over 5 years).</p>