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View Full Version : i have not been a locker ever


Krokous
12-21-2007, 01:49 PM
i leveled 5-6 toons on nagafen up to t6-t8.  i dont see why they ruined locking, when i was bored i rolled toon to t2 and had fun for few days there,  had always  ad3s and mastercrafted gear, no big twinking and i liked game so much, now theres no place to relax... in t8 you CANT go out solo and have fun, in t2-t5 you could solo pretty good

Krokous
12-21-2007, 01:54 PM
id like to add that i cancelled my subscription on both my accounts, trying to point out serious mistakes done in past months:  1) RoK destroyed pvp (miserable environment, tough mobs = you die in seconds when someone jumps on you while "battling" solo mob LOL)2) absolutely unnecesery screwing of low lvl pvp,  ANYONE can outlevel t2 lockers in a single evening!!!3) with lu 40, resists in pvp are screwed up so i cant survive any scout jump on me (chanter), melee clases hit  clothies for 800+ with AUTOATACK!4) overall stupid sytem of HUGE zones full of single solo mobs [I cannot control my vocabulary]?!  what for do we have encounter-wide spells???one last thing: when i started on naggy this spring it was so fun, real fun. been playing eq2 for 2 years and now  devs simply push me out of it, so much time/money went to wastewhen you buy a car for example /you tried it out in test drive/ youll have similar experience with your car for several years, in eq2 instead you pay and wait to see game riuned-too badthose were my few thoughts i had on hearth

-Arctura-
12-21-2007, 02:10 PM
<img src="http://i53.photobucket.com/albums/g69/Arctura000/No-lockers.jpg" alt="" border="0" />(( just fyi, the exp you get when locked is so small it only really matters if you kill folks nonstop when locked, like... NON-stop. So no worries.And Large Kunark zones rule <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> More places to pvp!If you are having trouble finding people in these huge zones, come to Venekor! Getting new players daily as people vacate the overflowing Nagafen server <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Amphibia
12-21-2007, 02:16 PM
I'll agree with you on one thing: Resists are all wrong again. As a chanter, I'm having a hell of a time landing anything right now, stuff like mez and phase often takes 3 tries to land even with illumate up. There just isn't enough time for that many resists if you are one of the most fragile classes in the game that dies in less than 2 seconds if in range with a bow or melee weapon. It feels a little unfair, to be honest. Maybe I should just ditch the caster and go back to my monk, at least he survives more than 2 seconds against a scout and usually don't misses 3 times in a row....

Oneira
12-21-2007, 02:31 PM
<cite>Amphibia wrote:</cite><blockquote>I'll agree with you on one thing: Resists are all wrong again. As a chanter, I'm having a hell of a time landing anything right now, stuff like mez and phase often takes 3 tries to land even with illumate up. There just isn't enough time for that many resists if you are one of the most fragile classes in the game that dies in less than 2 seconds if in range with a bow or melee weapon. It feels a little unfair, to be honest. Maybe I should just ditch the caster and go back to my monk, at least he survives more than 2 seconds against a scout and usually don't misses 3 times in a row.... </blockquote>I really, honestly don't understand how, after all this time, SOE has not been more careful about resists in t8 since this was the #1 issue that pvpers beefed about in EOF for the longest time.There are so many innate advantages that the melee, esp. the rogue and pred classes get already, it's just mind-boggling that they let resists in pvp get so high.  It always seems as if with a new expansion, certain melee classes jump off the charts again as compared with casters, as their innate advantages are then magnified by the ability to resist 50% or more of a caster's spells, then it takes SOE months to make a few necessary changes to restore some kind of balance for casters. 

Eybietie
12-22-2007, 09:17 AM
<cite>Krokous wrote:</cite><blockquote>1) RoK destroyed pvp (miserable environment, tough mobs = you die in seconds when someone jumps on you while "battling" solo mob LOL)2) absolutely unnecesery screwing of low lvl pvp,  ANYONE can outlevel t2 lockers in a single evening!!!3) with lu 40, resists in pvp are screwed up so i cant survive any scout jump on me (chanter), melee clases hit  clothies for 800+ with AUTOATACK!4) overall stupid sytem of HUGE zones full of single solo mobs [I cannot control my vocabulary]?!  what for do we have encounter-wide spells???</blockquote>1) wrong. the environment is pretty good and it´s not full of mobs ie.you can easily avoid them while running throught the zones.2) i actually agree with you there but the loss of t2 pvp isnot really important to me.3) i wear plate and i get hit for the same amount ifthe scout got some decent weapons ( 6.0 delay... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> )4) i don´t like it either - but it got way better than eofwas. like i pointed out above.they did it btw so there is a solo content and you are ableto get to lvl 80 without a grp. yay ^^

Lilflier
12-22-2007, 03:13 PM
<p>I have always turned my combat xp off.  With every new character I have ever created(and that includes characters before pvp servers came online), I have turned combat experience off.  Sony has done nothing to help new players with their changes that were supposed to help new players.  They are just delaying their death for a few tiers.</p><p>First they placed a limit on the amount of AA a player could use, and second, they added xp to every player vs player kill.</p><p>The first change was poorly thought out.  New players in tier 2, who didn't know about turning combat xp off and hunting nambed mobs and doing 10+ quests still didn't have as many AA as those 14 and 17 characters that were running around at the time.</p><p>     A little bit of though might have produced..    hey...    starting at level 10 you can use three or four AA per level minus 9, which is about what you get when you level by questing. ( ex.  at 10 you could use 4...  at 11 you could use 8 )This would have put the new players in a position to fairly easily have as many AA as those hunting them.</p><p>And the number of people in tiers 3,4, 5 and 6 affected by this change would have been much less.</p><p>   The second change, should have been for new characters to have been created with combat xp turned off.   New players would learn to advance by questing, and they would never be on the short end of the stick with skills or AA that were not up to par, and in combination with decent quested gear, or help from veteran players on their side, they would have stood a fairly good chance.  Even with  combat xp turned off, it only a few days to get to T3</p><p>But no...  Sony chose to solve the griefing problem in T2, which already had in game means to combat, by killing any form of adventure player vs player gameplay, except endgame.</p><p>And before you accuse me of being a T2 griefer who has lost "god mode", or "easy mode" or whatever you want to call it, the only character I ever took to the opposite city faction's new player zones, was a shaman, alone, doing a heritage quest.   The character that i kept in t2 for a great deal of time, never even made it past the crossroads in the commonlands until she had entered T3.</p><p>And quite frankly...  the time she spent defending the graveyard from queynos players trying to get in...   was some of the most fun i had in game.   And some of the most rewarding.  What better reason to pvp then to defend home turf?  But...    if you want to defend home turf, you have to be willing to let the other side hunt.  </p><p>Thank you to everyone who didn't want hunting to take place.  Other than killing players for faction rewards, defending new player zones was just about the only pvp objective.</p><p>Thank you to veteran players who complained about new players getting killed, but didn't bother to show new players how to play, or better yet create a character and play with them and defend them.</p><p>Thank you to the end game player for piously spouting about how noble and great end game pvp is, and how much more complicated and rewarding it is, and how people who weren't trying to get to it were either noobs, or griefers, or immoral lockers.</p>

Spyderbite
12-23-2007, 01:10 AM
This is funny stuff. Weeks later people are still hog tying that little pig and attempting to put lip stick on it.Poor piggy.There's plenty of PvP going on in T2-4 right now. It just ain't as lopsided as it was before. Now its fun.

Dojac
12-23-2007, 04:19 AM
<cite>[email protected] wrote:</cite><blockquote>This is funny stuff. Weeks later people are still hog tying that little pig and attempting to put lip stick on it.Poor piggy.<b>There's plenty of PvP going on in T2-4 right now. It just ain't as lopsided as it was before. Now its fun.</b></blockquote>You actually believe that??