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Unread 09-09-2005, 11:55 AM   #1
fornarina

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Did I read it right? Is it real? From yesterday's update note: ---------------------------------------------------------------------------- *** Combat Changes *** - Experience gain has been increased at all levels of play. ---------------------------------------------------------------------------- Is it just for test and to check higher level of play on test or it is something that will go through to live servers? I mean... isn't the leveling threadmill already fast enough??! --
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Unread 09-09-2005, 11:58 AM   #2
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Well, when you can only kill 1 mob every few minutes because each blue fight brings you to half health and power or lower, you kinda have to raise exp to compensate...

Message Edited by Brendien1 on 09-09-2005 12:59 AM

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Unread 09-09-2005, 12:19 PM   #3
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Leveling treadmill? Muhahaha. No wait, you don't have a toon on test do you? How reading the almost 20+ thread over in the combat revamp forum before you start complaining about an XP boost. That is gonna be the LEAST of your worries in a few days.
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Unread 09-09-2005, 12:34 PM   #4
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Brendien1 wrote:Well, when you can only kill 1 mob every few minutes because each blue fight brings you to half health and power or lower, you kinda have to raise exp to compensate...

Message Edited by Brendien1 on 09-09-2005 12:59 AM


Yeah, that would make sense SMILEY There won't be any more fast nonstop killing. Except maybe a group killing solo mobs.So all in all, leveling shouldn't be faster than it is now.
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Unread 09-09-2005, 02:00 PM   #5
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K3mik4l wrote:


Brendien1 wrote:
Well, when you can only kill 1 mob every few minutes because each blue fight brings you to half health and power or lower, you kinda have to raise exp to compensate...

Message Edited by Brendien1 on 09-09-2005 12:59 AM




Yeah, that would make sense SMILEY There won't be any more fast nonstop killing. Except maybe a group killing solo mobs.

So all in all, leveling shouldn't be faster than it is now.


That's not fun imo.  I don't play to kill one mob then stand around for 3 mins, kill another, stand around, rinse, wash, and repeat.  I want nonstop killing, that's fun!  I don't care if they have to adjust it so that I can only kill blues and whites nonstop and the xp isn't anything to scream woot about, but I refuse to "play" a game where I'm standing around with nothing to do half the time and am forced to group in order to have any resemblance of fun or progression.  Give a boost in xp to Heroic encounters(since we can't solo them anymore), give a group xp boost, give a con xp bonus, whatever you have to do but I'm not playing a game where I can't do anything without a group at all times and in every situation.  You take away the ability to solo in this game and I'm taking away my account.  I've already cancelled my DoF download and I'm not afraid to pay someone else 20 bucks a month to play a game that doesn't require 4 hours of nonstop attention and 5 other people who can readily abandon all RL responsibilities in order to get 10% of a level...
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Unread 09-09-2005, 02:52 PM   #6
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EQoobTank wrote:
That's not fun imo.  I don't play to kill one mob then stand around for 3 mins, kill another, stand around, rinse, wash, and repeat.  I want nonstop killing, that's fun!  I don't care if they have to adjust it so that I can only kill blues and whites nonstop and the xp isn't anything to scream woot about, but I refuse to "play" a game where I'm standing around with nothing to do half the time and am forced to group in order to have any resemblance of fun or progression.  Give a boost in xp to Heroic encounters(since we can't solo them anymore), give a group xp boost, give a con xp bonus, whatever you have to do but I'm not playing a game where I can't do anything without a group at all times and in every situation.  You take away the ability to solo in this game and I'm taking away my account.  I've already cancelled my DoF download and I'm not afraid to pay someone else 20 bucks a month to play a game that doesn't require 4 hours of nonstop attention and 5 other people who can readily abandon all RL responsibilities in order to get 10% of a level...



If I could still rate posts that would get 6 stars!
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Unread 09-09-2005, 03:47 PM   #7
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Given it's been universally accepted that combat has been slowed down by quite and bit, they've probably increased the xp gain accordingly to maintain roughly the same xp per hour rate.
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Unread 09-09-2005, 07:15 PM   #8
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Magiocracy wrote:
Given it's been universally accepted that combat has been slowed down by quite and bit, they've probably increased the xp gain accordingly to maintain roughly the same xp per hour rate.



If that's true, then I have to pitch my hat in with EQoobtank.

If I now take a couple of minutes to recover between mobs and get the same exp killing 20 mobs now as I did before killing 60, that means the only thing has changed is dragging out my game experience, making me fall asleep at my keyboard. Makes no sense.

edited for grammar

Message Edited by Mafdet on 09-09-2005 10:15 AM

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Unread 09-09-2005, 07:28 PM   #9
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total disagreement.  I prefer harder mobs, and better xp gains per mob.  During rest, I will take the time to socialize with my groupmates.  I played a bit on test yesterday, and while I don't have a high level char on it yet, I was overly ecstatic with the changes I saw.  Yup, that's right.  Here is one customer that thinks the game is moving in the RIGHT direction.  Tougher mobs and a bit more downtime between fights.   Let's stop the "clubbing baby seals" mentality that is so prevalent on live.
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Unread 09-09-2005, 07:32 PM   #10
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I just have one  F word for SOE...and no, not that word.
 
FUN
 
Keep that in mind with all changes SOE...I think you are losing track of why people play "GAMES"
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Unread 09-09-2005, 07:35 PM   #11
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All this talk about the xp modifier, any ideas on the % increase?
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Unread 09-09-2005, 07:55 PM   #12
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I agree whole hartitly in EQ I love the fact people would talk and get to know eachother a lil bit as we played form having some downtime.... in eq2 ive been in groups where except for stuff like OOP or INC X mob ect people dont say ANYTHING to eachother and i get bord and quit those groups.
 
so I am all for a bit more downtime but to be fair I think a EVEN solo mob / enouncter should be all the average chacacter can do because that mob or group of mobs should be roughly as good as you ... if it was cake it shoudnt be white.
 
and I think the average player should be able to kill 2 - 4 blue mobs between rests.... but that should only be about = in exp as 1 white mob.
 
and green mobs should be able to kill several between rests .... for those that just want mindless kill kill kill kill kill kill kill.
 
ofcourse better / worse players and better/ worse gear will make your mileage differ.
 
and normal heroic group mobs IE made for 3 people should follow the same stream as for solo... with more people = more / higher killing
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Unread 09-09-2005, 08:10 PM   #13
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beylanu wrote:

I played a bit on test yesterday, and while I don't have a high level char on it yet, I was overly ecstatic with the changes I saw.  Yup, that's right.  Here is one customer that thinks the game is moving in the RIGHT direction.  Tougher mobs and a bit more downtime between fights.  


I too have lower level toons on test, and if you think not being able to solo GREEN mobs at low levels is fun then someone check that paystub; SOE has got to be written all over it!  I was on for 45 minutes and could not kill a single mob!  Grouping might be different, but since I am lvl 10 atm and there were no others on in my range, I tried soloing green moat rats and got killed every time!.  Large downtime is people that would RATHER socialize than ADVANCE thier toon!  Go join a chat channel if good conversation bout life in general is what you want.  It might not be a apealling to the eye as EQ2, but it is a hole lot cheaper! 
 
As for the XP bonus, hell, you will need that because it will be virtualy impossible to level with any decent speed without an XP bonus.  The bonus is just another way the devs show how [expletive ninja'd by Faarbot] they are:
Dev1  "Lets make it impossible to solo our ^^'s and ^^^s by drastically increasing every mobs stats and SLASHING every player stat!"
VP      "Sounds good, lets put the patch on test 5 days before we go live so we can't change it back."
Dev2  "Wait we can't kill anything at low levels which means debt progression vice XP Progression.  Now we we never get any new subscribers due to the inability to level!  We are going to go bankrupt!" 
Dev3  "How do we fix it?"
Dev4  "I know, let's give them an XP bonus to be happy about so that the dumba$$es will forget that we focked up the combat system to begin with!"
Dev1  "Great Idea!"
VP      "Do it!"

 
Oh to be a fly on the wall!
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Unread 09-09-2005, 08:14 PM   #14
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beylanu wrote:
total disagreement. 

I prefer harder mobs, and better xp gains per mob.  During rest, I will take the time to socialize with my groupmates. 

I played a bit on test yesterday, and while I don't have a high level char on it yet, I was overly ecstatic with the changes I saw.  Yup, that's right.  Here is one customer that thinks the game is moving in the RIGHT direction.  Tougher mobs and a bit more downtime between fights.  

Let's stop the "clubbing baby seals" mentality that is so prevalent on live.


Currently in my groups, when taking heroics (group content), the only one who doesn't have time enough to chatter away is the MT. When I'm MT, I don't chat,,, too much to do,,, everyone else (and me when just in assist mode) is just gabbing away,,, go any slower and everyone will forget they actually need to hit a button by the time the next "inc" message sounds.

When soloing, when I wanna chat with my buds, I stop and chat,,, do it all the time,,, no need for forced "time outs" for me to talk to someone.

People who don't want to socialize won't do so just because you make the game a pain,,, they might leave so it seems like more peeps socialize cause the ones that just wanna kill stuff are gone,,,,

And peeps that do want to socialize are gonna socialize, whether they need to park for a sec to do so or not,,,

In summary, "Socializing" and "Combat" are apples and oranges,,, slowing combat to encourage socializing is like saying you're going to make mandatory pit stops for road traveler's,,, you can now go 90mph on the highway but you have to stop for five minutes every fifteen miles,,, will encourage everyone to get to know each other at the stops,,, yeah, right SMILEY

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Unread 09-09-2005, 08:15 PM   #15
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I agree with the downtime and harder fights being a good thing, I have also been in those groups where no one talks for like a 3 hour grind, that causes my interest to dwindle much more than a few minutes of downtime inbetween hard fights where you can catch up with guildies etc.  This latest patch puts the game in a direction its sorely been needing to go for quite some time now, and I havent looked more foreward to a release date since EQ2 went live.  Just my 2 cp, keep up the good job soe!
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Unread 09-09-2005, 08:19 PM   #16
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a6eaq, before you get all wound up, let me be a bit more clear... I played at 9pm-midnight CST , USA.  It's entirely possible that You and I had differing experiences if You and I played different versions of the test server.  Were you playing before the patch? I found my experience to be very enjoyable, and will encourage the devs to continue down this path. Oh by the way, if you want to start the "go somewhere" else routine, I'll happily respond that if you didn't want to play and socialize with other folks, there are plenty of solo computer games that don't require any socializing to advance and have fun in.  Perhaps you can try one of those...
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Unread 09-09-2005, 09:33 PM   #17
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Numelael wrote:
I agree with the downtime and harder fights being a good thing, I have also been in those groups where no one talks for like a 3 hour grind, that causes my interest to dwindle much more than a few minutes of downtime inbetween hard fights where you can catch up with guildies etc.  This latest patch puts the game in a direction its sorely been needing to go for quite some time now, and I havent looked more foreward to a release date since EQ2 went live.  Just my 2 cp, keep up the good job soe!


No offense, but if you want to be social and chat, you have ALL the time in the world to do it.

SOE does not need to force downtime on everyone else because you dont feel you have enough time to play and chat.

Gimme a friggen break.

How is sitting around with your thumb up your *** fun and an improvement?!?!?

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Unread 09-09-2005, 09:44 PM   #18
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The above Paladin sums up my feelings on the chat time/downtime matter. Downtime is a bad thing to start wishing for............
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Unread 09-09-2005, 09:44 PM   #19
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beylanu wrote:
a6eaq,

before you get all wound up, let me be a bit more clear...

I played at 9pm-midnight CST , USA.  It's entirely possible that You and I had differing experiences if You and I played different versions of the test server.  Were you playing before the patch?

I found my experience to be very enjoyable, and will encourage the devs to continue down this path.

Oh by the way, if you want to start the "go somewhere" else routine, I'll happily respond that if you didn't want to play and socialize with other folks, there are plenty of solo computer games that don't require any socializing to advance and have fun in.  Perhaps you can try one of those...


I'd rather TAKE downtime to chat than be forced to chat because of downtime anyday!

Forcing downtime on players is nothing but another time sink.  Yes, make mobs harder, but don't make me have to take downtime to recover from a fight if I don't want to.

I will continue to encourage the developers to stop adding time sinks to this game. SMILEY

 


 

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Unread 09-09-2005, 09:55 PM   #20
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But no one is forcing you to have downtime either...feel free to pull the next mob, as soon as you're done with the current mob. 
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Unread 09-09-2005, 10:09 PM   #21
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3 minute downtime?  Are we maybe exagerrating a bit to try and make a point?   Although my toon is only level 10 using island food and drink,  it took me 32 seconds to recover approx 70% health.  No time to talk now, my toon is waiting for me to quit posting and fight.

To quote the late great Jack Webb  "Just the facts"

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Unread 09-09-2005, 10:35 PM   #22
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Im-poster wrote:

3 minute downtime?  Are we maybe exagerrating a bit to try and make a point?   Although my toon is only level 10 using island food and drink,  it took me 32 seconds to recover approx 70% health.  No time to talk now, my toon is waiting for me to quit posting and fight.

To quote the late great Jack Webb  "Just the facts"


Thank you Im-poster! I will quote some fact right here.  At roughly midnight, Thursday Sept 8, my lvl 8 priest grouped with a lvl 8 mage, and we took on some heroic mystail matriarchs in Oakmyst.   For the record, we were killing heroic lvl 5 ^^^.  Yup that's 3 up arrows, heroic designation.  Neither of us are twinked.  This is my only toon on test and I started on this server knowing nobody.  The mage had a previous toon, but she told me she wasn't twinked either.  I'll have to take her word for it, since I can't examine her spellbook. The mage nuked and tanked, while I healed and nuked.  All fights were won by us, no deaths for either person.  Usually we finished with the following situation: Mage 30-40% hp, 10-20%power Priest 100%hp, 20-30% power Those are rough estimates based upon a glance at our bars.  Between fights we had a few lines of dialogue(usually telling each other how fun that last fight was), and then we were ready to fight again.  We kept 4 matriarchs down.  In other words, we killed all 4 that we could find, before the first one repopped. I realize this is a low level test.  But if this is what is to be expected at higher levels, I will be happy.  Larger groups could do more with no down time.  That is to be expected from large groups taking on lower cons.  But what I expect is that a white heroic ^^^ should stress a group of 5-6 people enough so that they can't simply chain pull. ----- On the isle of refuge, we had that exact encounter.  It was rockbelly.  He is lvl 6 ^^^.  We could not kill him with 4 people, 1 fighter, 2 priest, 1 mage.  We added another mage, and we were able to kill him with great difficulty.  We had to rest afterwards, for sure.  It lends a sense of great achievement to kill something that stresses you enough to make you take a break.  I know alot of people just want uber xp, all the time, everytime, non-stop.  It's apparent that they and I don't want the same game. ---- There, my experiences on test.  I was so happy and having so much fun on test, that I will be playing again tonight.  And probably all weekend.   I will be happy to post some more results as I get them.
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Unread 09-09-2005, 10:38 PM   #23
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I've got to agree with some of the above posts about the downtime-- I do NOT think of it as a benefit. 
 
You want to have some time to chat with friends in the game?  Well, you can do that already!  That isn't hindered a bit at the moment... take a break from pulling in your friendly group to chat, then go back at it.  However, if the downtime is REQUIRED do to changes, those that don't want the "extra" time to chat, are forced to sit and wait it out.  Presently (for the most part) you have the option to do either:  1) take a break between pulls and chat or 2)pull at a constant and continual state.  How can you say removing one of these options completely, is a good thing for customers?
 
Additionally, I'm not always grouped or looking for a group and due to my work schedule, I'm forced into casual gaming (believe me, as the game is presently I would play more often if I could).  This means I do spend more time logging in for an hour to xp for a bit, work on quests, then logging out.  I don't always have the time or luxury to go looking for groups.  Also, while my guild is very supportive and I enjoy their company/chat, I don't necessarily want to continually burden them with my shortened time.  I'm a healer, and it's no fun to say (once we've gathered) "um, hey folks.. I can only stay for about 30 to 45 minutes...".  If the minimal amount of time I have to do anything productive (group or otherwise) is significantly impacted by changes in the revamp, both myself and my wife may be forced to take a break.
 
 
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Unread 09-09-2005, 10:46 PM   #24
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I appreciate you all being positive about your IoR and newbie zone expriences (not being sarcastic here) but even MG himself has said that the game is night and day and between the lower levels and the higher due to the scaling.
 
When you are lvl 10 and have 100 hps, it of course will be quicker than having 3000 hps.
 
 
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Unread 09-09-2005, 11:00 PM   #25
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KBern wrote:
I appreciate you all being positive about your IoR and newbie zone expriences (not being sarcastic here) but even MG himself has said that the game is night and day and between the lower levels and the higher due to the scaling.
 
When you are lvl 10 and have 100 hps, it of course will be quicker than having 3000 hps.
 
 

While I have restrained from doing the big text obnoxious color thing to grab attention, I will try once again to explain this to you. As pulled from my previous post:
I realize this is a low level test.  But if this is what is to be expected at higher levels, I will be happy.  Larger groups could do more with no down time.  That is to be expected from large groups taking on lower cons.  That is a big IF.  I reserve my judgement on the higher levels, because I cannot experience it yet.  Therefore I can only tell the devs that I am happy with what I've seen at the lower levels. Happy?
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Unread 09-09-2005, 11:07 PM   #26
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My post was not just to you, but also to the poster above you saying how he regened 70% hps in 32 secs at lvl 10.

But thanks for restraining yourself from being obnoxious.

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Unread 09-09-2005, 11:28 PM   #27
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slow is the right word for it so far the exp bonus is no where near the lvl of exp I was getting before the changes...  I could get 5% in about 10-15 minutes now I can get 5% in 30-40 minutes mind you this is at lvl 21 killing solo blue cons.  For a soloer this newest change is gonna be the worst thing... makes soloing harder with more time standing around with thumb up patootie waiting for health and power regen.  That down time for soloer has no value for social aspects we just stand there and wait...  that downtime is terrible and with all the regen rate nerfs its gonna be worse the higher your lvl...  all I can say is SOE just cannot fid they grey middle ground ealier this year it was solo people asking for more content so what does soe do drops all heroics for solo now it seems they are gonna tick off soloers again by making any exp gain vs. time spent require a group to be worth the time investment. the mobs are harder and tougher the resists are higher the reward is still the only part of this whole revamp we have yet to see...  if risk/reward is true then loot drops and item quality should get a nice bump as well as exp since these mobs most certainly are much riskier than anything we're used to. I expect the first few days of live to be disasturous as people used to playing a certain way find out they can't anymore its gonna be shard city... lol
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Unread 09-09-2005, 11:31 PM   #28
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Just a question, if it takes so much longer to kill a mob, and more downtime between them, how will this effect crawls? How can you even get through a few mobs before respawns swamp you? And on that how can you even handle adds as easy since its not as simple to kill 1 let alone have more beeting on you for a much longer time?  I personally can't stand sitting in one place long, or taking forever to kill through mobs to get where we are headed, so just wondering what changes will be made to make this reasonably the same level, the way it sounds it would be impossible to get anywhere since respawn will get you before you get far, or even if you do it would take an extreamly long time to get even a short ways through a dungen.  Anyone play higher areas that could answer this concern?
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Unread 09-09-2005, 11:34 PM   #29
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This is exactly like EQ1 a blue fight or even green fight takes you down so much you have to spend time to med up.  and at higher lvl's even with a monk who can bind wound to 100% that is almost 1 to 2 min downtime.  I personally do not like that i like to the mow things over for exp and loot. But some people do like that and that fine you should be able to kill yellows that way, and then if you want to mow down mobs kill blue's.  BUT at this momet in time you can barly kill whites and thats loseing almost all health and power.  You cant even mow down mobs period for exp becuase only mobs you can constantly kill without downtime are greys.

Also these guys were mentioning solo. Seeing as almost 70% of the game is grouped encounter mobs(weather heroic or not) how can you solo?  Unless they changed that on test, you have to be able to take out grouped mobs to solo effectivly.  I believe you should be able to take out blue grouped mobs with substantial downtime, but now you can barly take out blue solo mobs.  Not everyone likes to group and the fact there forcing you to group is just stupid, they should make you want to group not force you.

This game is EXACTLE like EQ1 and the only reason taking a month to gain 1 lvl in EQ1 worked is becuase there were not other MMORPG's out there. So people stuck with the game.  But now there are so many MMORPG's out there people are just goign to quit EQ2 if these changes stay and go to other game that more tailor to them.

There restricting the content of this game so much and tailoring it so much to 1 group of people there just gonna lose everyone else, then try and find a group!

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Unread 09-10-2005, 12:27 AM   #30
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I'm a solo player . Sure I love to group but i'm no longer in a guild and between pick up groups there is nothing to do. On test right now soloing is just as pointless as waiting on the pier in el  with lfg  on while reading a book and once in awhile  spaming  /ooc  lvl 37 conjuror looking for group
 
 
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