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View Full Version : Old content should neither be required to run current content, nor a waste of time


Mogrim
11-12-2011, 03:27 PM
<p>This is a snippet of a post I had made a few months ago that SJ responded briefly but positively to... I wanted to elaborate a bit AND see if this is something the Dev's are actually considering.-Original Snippet, Reworded a little for Context-How do you balance making old content still useful without making it practically required? I know a lot of people who will never do the Swords, Claymore, Ring of Fate, or tons of the HQ timelines simply because they offer the gamer nothing of current value anymore. There is nothing but a time sink, tons of quests (and sometimes a broken one to bug) and then typically a useless reward at the end with a minor sense of accomplishment. I think a VERY legitimate hybrid of this to encourage the questing of everquest without making it a pre-req to be in a raiding guild is to offer some very slight encouragement for people to do these quests. I propose that there be... of sorts... a Buff of Heritage and a Buff of Signature (dummed down, I'm sure Domino or someone could come up with a better term) that gives unique, however minor buffs based on which HQs and Major Timeline SigQuests people have done. For example: +2 run speed for journey boots quest, +1 range for the underfoot bow quest, a minor mana regen proc for the manastone quest. None of these being large, but also being "there". Max-min people would be interested in doing them, but they wouldn't be enough that if they weren't complete you wouldn't be welcome in a raid guild.----------------------------------------------Main points1) Give every Heritage Quest and Major Expansion Signature Quest (Prismatic, Peacock, Ring of Fate, Dartain, Swords of Destiny, Claymore, etc) a minor corresponding self buff. VERY minor, but a little boost so say... someone who has done them all is able to have a little sense of accomplishment that makes their character better. 2) The buffs could be minor stat improvements in some cases, but should relate to their respective quests. For example, the Ring of Fate completion could award a buff that adds .1 to the proc rate of all items and spells by the buffee. Perhaps by completing both "Bag" HQs, you open up an additional bag slot on your character? Or perhaps all potion and food duration is increased by 5% for them. etc.</p><p>Similar Mentality Points1) Master Strike needs to be useful for all classes. A few of them need boosts. This ability should be desirable for EVERY class when it is able to be used. It is a "Master Strike".a) If it is a nuke, make it a darn good nuke. If it is a debuff, make it really debilitating, etc.</p><p>b) Perhaps boost this by x% for every destroyer title the player has unlocked? 2) Being Fully Mastered at every Tier should have a fun perk to it. Here are a few ideas if the game could flag that a character is unable to research anymore spells because they have everything in their spell book mastered. Here are a few options:a) Fully mastered toon would get to pick two/three/maybe all Grandmaster spells in every tier.</p><p>b) Or pick one spell in their spellbook to be Grandmastered. Resettable whenever the Character Traits window is reset.</p><p>c) Or open up a questline to be able to start researching spells for grandmaster. I'm not sure I'd like this option.</p><p>d) Open up a questline for some special ability, class unique, that allows something cool but not game breaking or needed to raid, but still useful.</p><p>-------------------------------------------------Final thoughts:The name Everquest gives us the idea that there should always be something we can be doing to improve our characters. I like the idea of having these kinds of changes in game so that we're not logging in and waiting to raid as raiding is the ONLY means of advancement. These types of changes would give a great boost to keeping people invested in their toons. The more they're invested, the better their retention will be, etc.</p><p>Hopefully this was not a waste of space. I feel strongly about these changes to help keep people invested in their toons. What we want to avoid is the feeling of "my guild is not progressing fast enough, there is nothing left for me to do, time to quit".</p>

Velenda
11-12-2011, 03:43 PM
<p><cite>Mogrim wrote:</cite></p><blockquote><p><strong>The name Everquest gives us the idea that there should always be something we can be doing to improve our characters. I like the idea of having these kinds of changes in game so that we're not logging in and waiting to raid as raiding is the ONLY means of advancement.</strong> These types of changes would give a great boost to keeping people invested in their toons. The more they're invested, the better their retention will be, etc.</p><p>Hopefully this was not a waste of space. I feel strongly about these changes to help keep people invested in their toons. What we want to avoid is the feeling of "my guild is not progressing fast enough, there is nothing left for me to do, time to quit".</p></blockquote><p>Yes! Dear gods Yes! This is so true, and true of really any other MMO out there.</p><p>It's Ever Quest not Ever Raid Badge Gear Grind. </p><p>Sure raiding can be fun, and the folks who enjoy it should continue to do so...However it shoulden't be the 'only' option at the max levels, heck, at any level.</p><p>More options is allways good, keeps more folks subscribed, and keeps the game going.</p>

Vitriol
11-12-2011, 08:00 PM
<p>I really like the ideas about the old HQs/sig quests, it'd be nice to have stuff like Claymore etc mean something again</p>

arvydys
11-12-2011, 09:48 PM
<p>I like this idea a lot.  I dont think it would take a lot of time to implement either, and they could tie it in to the achievement window as well for easy tracking.</p>

Brigh
11-12-2011, 09:54 PM
The Ring of Fate was changed but made useless for certain classes, such as casters. It has higher stats on it now but only for scouts/fighters. I sent a feedback about this. It should have stats for all classes since that is the way it was prior to its change

MixxitNDance_Live
11-13-2011, 12:02 AM
<p>This has been a massive problem for me trying to read the tso storyline and not being able to get people to do stuff like ferzhul</p>

Labruja
11-13-2011, 08:15 AM
<p>This is a wonderful idea, especially now when SoE is going to be trying to get as many people interested in joining this game as possible.  I remember the first time I did Return of the Light, how exciting it all was and how we had to cheat and take a high level ranger in with us because we did not have the gear, the experience or the numbers to do it correctly.  I still take every person I invite to this game through this quest as their introduction to a HQ.  Imo there should be really good rewards for this and yes, perhaps a little self-buff as a constant reminder, but it should not be offered if the quest is done as grey.  No offence to those in a hurry, but you should need to mentor to get the extra rewards for it.  <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" /></p>

Labruja
11-13-2011, 08:18 AM
<p><cite>Velenda wrote:</cite></p><blockquote><p><cite>Mogrim wrote:</cite></p><blockquote><p><strong>The name Everquest gives us the idea that there should always be something we can be doing to improve our characters. I like the idea of having these kinds of changes in game so that we're not logging in and waiting to raid as raiding is the ONLY means of advancement.</strong> These types of changes would give a great boost to keeping people invested in their toons. The more they're invested, the better their retention will be, etc.</p><p>Hopefully this was not a waste of space. I feel strongly about these changes to help keep people invested in their toons. What we want to avoid is the feeling of "my guild is not progressing fast enough, there is nothing left for me to do, time to quit".</p></blockquote><p>Yes! Dear gods Yes! This is so true, and true of really any other MMO out there.</p><p>It's Ever Quest not Ever Raid Badge Gear Grind. </p><p>Sure raiding can be fun, and the folks who enjoy it should continue to do so...However it shoulden't be the 'only' option at the max levels, heck, at any level.</p><p>More options is allways good, keeps more folks subscribed, and keeps the game going.</p></blockquote><p>Valenda, I cannot agree more!  I don't want raiding affected, just recognition that those who don't raid and those who love to quest or play support roles ( such as crafters ) deserve just as much respect and consideration as raiders.  </p>

sick720
11-13-2011, 09:11 AM
<p>i really like this idea, i would go as far as saying that the end buff should be powerful - with similar stats to a piece of level 90 DoV gear (and upgraded with each expansion)</p><p>maybe the final stats could be something like</p><p>120 main stat</p><p>120 sta </p><p>40 crit chance</p><p>30 MA / spell multi attack</p><p>10 pot</p><p>10 cb</p><p>and scales depending on how many of these quests done. this idea reminds of charms in EQ1 where you had to complete certain tasks to upgrade it.</p><p>i would definately go back and work through all HQ's for something like this.</p>

Vlahkmaak
11-13-2011, 02:29 PM
<p>I disagree.  The Prismatic, Claymore, and Swords lines are integral to the story line of EQ2 and should be required. The older ones are easy as pie now for running on alts.  Dragon Language has been seriously dumbed down, esp for alts on the same server.  All of the story lines can be solo'd now out side of current tier and even most of that is soloable.</p><p>HQ's have always been optional though, I have no opinion about them. </p>

gourdon
11-13-2011, 02:49 PM
<p>They could put all of the bonuses into a special white slot augment that can be placed in any equipment slot instead.  That way there would be no need for buffs.  Charms and charm augments often operate this way in EQ.</p>

Mogrim
11-15-2011, 04:04 PM
<p>To the devs: is anything like this being remotely considered?</p>

Golbezz
11-15-2011, 04:11 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I disagree.  The Prismatic, Claymore, and Swords lines are integral to the story line of EQ2 and should be required. The older ones are easy as pie now for running on alts.  Dragon Language has been seriously dumbed down, esp for alts on the same server.  All of the story lines can be solo'd now out side of current tier and even most of that is soloable.</p><p>HQ's have always been optional though, I have no opinion about them. </p></blockquote><p>They just aren't the same now as doing them at level in the past. The prismatic was fun, the godking weapon questline was a bit more work and sort of fun. After those the rest just seemed like more work than fun.</p><p>Really the only questlines that are required now are the epic weapon and the conversion of weapon to the spell but I suspect at some point in the future the class defining spells will just be added when a player hits 90. At some point you have to consider that few players will be running the zones needed for the epic quests and the conversions to spell, especially when the level cap does eventually increase someday.</p>

WanyenII
11-15-2011, 04:53 PM
<p>One thing that could eventually be possible would be turn some of these items into "reforging strategies" (it probably is too late to incorporate a feature like this in the first iteration of reforging as a mechanic). </p><p>These quest items would -neither- be components nor specific recipes, but used as a model or guide for the general characteristics of the piece.  Eg, imbued with a DD fire proc; or stun proc; or has somewhat rare blue stats -- hate mod (plus or minus), AE mod, etc.  The point would be to take at least heritage pieces and use their basic design (purpose/usability, strengths/weaknesses compared to other items of the same kind) and use that to repurpose some other item to be more like the heritage item.  The reforged item might be much more powerful than the heritage item in absolute terms (eg, the heritage sword is rated at level 35; the reforged sword is a level 80 item).</p>