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#61 |
Loremaster
Join Date: Nov 2004
Posts: 661
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I agree fast travel is a good thing, and we need more of it, but not quite to the extent you suggest. Part of the challenge, though, is getting through the zone, so I don't see the need for summoning of individual group members (although the run to Nagafen for the fourth or fifth time does get a bit old - but with the new gnomish parachutes, you can take a shortcut). I'd love to see bells in North and South Qeynos (there's already docks), although I'm not sure where they'd go in Freeport. Maybe instead of a boat, it could be set up as a ride by horse and cart (but still insta-zone). There also needs to be a quick way to get from Qeynos and Freeport to the Greater Faydark that's accessible to everyone. Once in Greater Faydark, the Steppes, or Nektulos, everything else is within a reasonable travel time. And there's little reason to not allow all classes to have an out-of-combat evac, while reserving the in-combat one as a scout ability - I really miss my shadowknight evac (and my minion Oogy, but that's another topic). I do miss some of the challenge of Nektulos, though. I love the griffon towers, but the forest just isn't the same without the Run O' Death through the owlbears. Of course, once everything's grey, there's no challenge to the run, and there should be some way to skip past it.
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#62 |
Loremaster
Join Date: Dec 2006
Posts: 298
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anywho, that's my 2cp. i have zero doubts people will skim what's been said, not really putting a whole lot of thought into it beyond how it goes against what they think / feel and immediately bash and flame saying i am out of my mind and who do i think i am for thinking that way... blah blah blah. of course, my thoughts are not the end all of anything but upping the level cap simply to "make the game more interesting" will only do so much and then SOE is right back where they started. I understnad the frustrations of needing content to keep players happily occupied. That's a given. But there is more to the game (and sense of accomplishment) then maxing out a character's level and then waiting for the next highest cap to get implimented and rush (or go slow... whatever your personal pace maybe) to the next cap. /unpacks marshmellows
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#63 |
Loremaster
Join Date: Nov 2004
Posts: 595
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No more level increases will eventually lead to stagnation and a mass exodus to another game. People play to advance their chararacters and leveling is simply one method of doing so. SOE tied so much to the idea of levels and tiers..how can you blame people now for ascribing to their system? TLC, armor, weapons etc all tied to levels.. As an adventurer I can at least get AAs so I feel some sense of accomplishment. On the other hand my crafters feel left out. At level 70 I can go nowhere. No new items to make (unless I want to spend massive amounts of plat on adornment raws) and no real goals. So as a crafter what do I do? Right now, its simple..I sit and gather dust until the next level cap increase, to be occasionally drug out to make some trinket or skill up for someones alt... To the OP: Sorry, having finished the Claymore and MoA both of which require full raids removes your ability to call yourself a casual player Message Edited by Tomanak on 01-10-2007 02:03 PM |
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#64 |
Loremaster
Join Date: Jan 2005
Posts: 95
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![]() Besides a raid when were you challenged in a instances or zone. the other night we cleared oob in like 20 mins. yes i am well equipped player and raider. come on they shouldve added more than just content shouldve added levels. besides mmc(castle) there not a hard group zone in game. i hope unrest is so hard it hurts us to go in there.
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#65 |
Lord
Join Date: Dec 2005
Location: Cleveland, Ohio
Posts: 260
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Let's hope so. Technically, they did add a new level cap with EoF though....50 AA points which are kinda like levels in that they are a form of advancement requiring that you gain experience for them.../shrug.
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#66 |
Loremaster
Join Date: Dec 2006
Posts: 298
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I also wasn't proposing that the capability to expand the abilities of your character be ceased. But i do believe that there should be a max level set... 70 works quite well imho. The addition of the aa-lines was a good way to avoid simply tacking on additional levels just to appease the masses. But that will eventaully being tiresome, i.e. EQ1... maybe a higher class structure? Could work similar to aa's i guess. /shrug You condemn transmuting and tinkering, yet you complain about not being able to level as a crafter. Agreeably, transmuting is stupid expensive. And i personally am quite disgusted with the EoF aa's for assassins because frankly, they do not benefit the class at all. But that rant has been covered elsewhere and needs not be rehashed here. But i do take time to work on levelling as well as work on quests. As i said before, There's more to accomplishment then just hearing *DING*. It's a beautiful sound indeed. But if the only satisfaction with the game you get is hearing that elusive bell tone... you're already bored with the game. You're so innured in a daily routine of logging on and hoping to do something, you don't realize it. Regardless, you didn't provide much arguement as to why the levels should exceed 70 except the one obvious generic cry of "No more level increases will eventually lead to stagnation and a mass exodus to another game". Why do you think aa's were incorporated? Did that simply slip your mind or was it too convenient to leave that out so the arguement held more then a handful of water... and you know what happens when you try to just hold water in one hand... not... very... effective. I don't know if additional aa-lines in future expansions is the answer or bumping PC max levels up to 75? 80? is the answer. I genuinely shudder at the thought of EQ2 degrading into EQ1 on how aa's were developed... repetitious trees of the same aa's only slightly stronger each time... not the right way to do things but i dont think adding more levels to the game is right either. I have no right answer but i do believe there are quite a few not-so-right answers. |
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#67 |
Join Date: Jan 2007
Location: Worcester MA
Posts: 2
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![]() From what i have read in the postings of this thread there are many opinions on whats good and whats bad about the current level cap being lv 70 from KoS and following into the current expansion EoF. I wonder if the subcribers that have made it to level 70 and are giving an omnious tone to the level cap issue have actually tried the Adventure pack : Fallen Dynasty ( lv 55+ zone). Mara Island is one of the most appealing areas i have witnessed in my time with EQ2. I have had a prior account which i had a lv 60 mystic. I understand that some people might be thinking well he hasnt made it to level 70 so why is he preaching about this... well though i agree i havent made it to 70 quite yet and on this account; i have a lv 44 illusionist , 14 warden ( both faes) all in a period of 14 days. I have seen enough to make a statement that is both well articulated and thought out. What SOE is doing is "by the book" they are pacing themselves and seeing where is the demand coming into play in the aspect of content. If SOE was to give the subscribers lv 75-80 within say 3 months, how much time do you think it would take to develope those areas and once implemented, how long would it take to achieve that level and then have the subscriber ask for more. This is all my opinion but if you look at it objectively you have Vanguard, Burning crusade for WOW, and many other MMO's coming out or are already in circulation. SOE within the next couple of years are going to have their hands full trying to develop EQ2, even EQ 3 which is being talked about currently. We as subscribers would love to have both more content and more levels but the fact still remains how much more are we going to ask of SOE to give us before they run out of storyline, old areas to restore, new monsters e.t.c. We easily sit and talk about these issues but i wonder if we truly realize what they are actually doing interms of giving us our needs. They are giving us what we ask just because its not happening now doesnt mean it wont happen at all. for those WOW fans out there that read this please dont cruxify ( pardon spelling) me. Wow is all about "End game content" Wow isnt about "Storyline" Wow may cost less, but how many time have their maitenance been pushed back 2-4 hours or more Wow may graphically look appealing but think about this how many bugs have you noticed the list can go on but my point being is that SOE is doing its best to provide a happy safe clean envoirnment for the subscribers and yes although i wished myself they added 70-80 i dont stress the issue because to be honest i loved Kelethin back in EQ1 and was happy to see it revitalized though i do disagree with some decisions so in retrospect i am neutral in this issue. I just wanted to state my opinion. but please take a look at some of the adventure packs out there for this game or if you want try playing guildwars while you wait for new levels all i can say is that this game though slow at tmes is i think meant for the subscriber who likes the "No pressure" enviornment though in some cases people have demonstrated anything but. If anything for those still holding on for 70-80 level cap send an email to SOE about an Adventure pack or pack series for lv 65-70 i am sure the developers would appreciate that a little more, given the adventurepacks dont really take much time to program into the core coding structure. Again im just a simple subscriber stating his opinion in this matter.
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#68 |
Loremaster
Join Date: Nov 2004
Posts: 197
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Seems many (certainly not all) go into a few camps, many who aren't yet lvl 70 are fine with the amount of content, many at lvl 70 are bored or looking ahead a few months think they will be.Of the lvl 70 folks some want a lvl cap increase next expansion, some don't.I think this expansion was good for the health of the game, it added a lot more zones than earlier ones, was more complete and added things for the new player. I say this while at the same time realizing the expansion didn't offer as much to myself. I've got several lvl 70 chars, another couple in the low 60s, and a few more in the 40s and 50s. I would have loved a new expansion with all the zones and content of EoFbut geared for the lvl 60+ crowd but realize it was time to have an expansion of this type.I'm one of those that is wondering how much longer the game will hold appeal for me, creating alts really isn't an option any more I've got two accounts pretty much full up of characters. I would love a few more zones and instances geared for lvl 70 with up to lvl 75 mobs.I'm hopeful the next expansion will be purely 70+ content and a lot of it. A new lvl cap would be fine with me, but if they find other ways of providing advancement I'm fine with that too. If they don't up the lvl cap I hope they figure out ways for crafters to advance as crafting will become less and less relevant at lvl 70. New recipes perhaps requiring a lvl 70 crafter and an item found while adventuring.To those that say , "if you are bored go play a new game". When I get to that point I will, the issue though, if all those that are lvl 70 get bored and leave... what if they don't come back? Typically when I move on from an MMRPG I don't come back, by the time things have been added to give me something to do I'm involved in another game (and there are lots on the horizon).I think the EoF expansion was a good move for the health of the game but the next expansion should be for the capped out players, and this too will be for the health of the game. Just imagine if they have the same number of zones and quests as this expansion but geared for the lvl 70 crowd
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(chars of note) Tyval lvl 80 Swashy Lucan Drevva lvl 73 Fury Lucan Drayus lvl 70 Mystic Lucan Tyvus lvl 70 Templar Drenna lvl 70 Dirge Lucan Brystan lvl 63 conjuror Lucan (yes I have an issue with alts) |
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#69 |
General
Join Date: Jul 2005
Posts: 255
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What I'd like to see in the next expansion is an entirley different branch on leveling. First off, this branch is only avalible once you are at level cap, and have max AA's in both your class and subclass AA's. Basically you could get say 5 sub-levels in this new advancement line (Similar to the way leveling AA's doesn't change your actual level), but each level gives you a new option to customise your class further. (Say as a Fury for example, I could choose at sub-1 to add a flat increase to my heals, procs to my debuffs that heal everytime the mob hits the tank, procs to my nukes that heal the mobs target everytime I nuke it, and so forth) Each sub-level would grant new choices along these lines. (and possibly a few new spells based on your choice as well) One of my choices could for example be to choose if I want to gain a significant auto-attack, or additional dmg procs off my nukes? Would I like to pick up a coule new DoT's for more overall added dmg, or direct nukes which don't add quite the raw dps, but are faster hitting?The possibilities for such customizations are endless. To show off ones choices you could be granted a unique title for your 1st branch choice at sub-lvl1, and then another title at your final choice (sub-5) that varies depentant on each sub-choice. (So even as a Fury I could end up with 1 of dozens of sub-5 level titles, making me completely unique) There could be sub-level aa's (say a new tree of 50) with each tier down the tree only being avalible once you've gotten to that sub level, with the end abilities being rather drastic and unique. (the purest of templar sub-level end abilities for example could give self-stun in exchange for say 95% mitigation vs all damage making them a holy shield that absorbs all damamge from the tank onto themself while preventing them from recieving any healing - effect lasts until the templar dies, and canceling the effect kills them immediatly)This would leave all old content still accessable, while allowing designers to design new content. (lvl70+) from skill levels approximatly equal to Catacombs/Kaladim up to well beyond MMCastle/Nizara difficulty - Likely not becoming remotly doeably until players have advanced to at least sub-lvl3 ish (4 most likely minimum for the hardest), with the sub lvls starting out (sub1) at the same ammount of xp required as 69-70, but doubling or tripling for each sub-lvl, So that sub4-5 would take even the most harcore player several weeks. The main thing I want to see, is new or better skills be getting earned through playing, rather than having to buy spells of broker etc. (Give the players that wish to the chance to earn full masters and then not have to worry about upgrading spells again).To denote the difficulty of the new zones (as mob levels will not be drastically increasing) we can add a 4th^ (so ^^^^) to the new encounters requiring 2-3 sub lvls, and an epic 1x tag to the mobs requiring 4-5 sub-lvls) Also at the new top end zones we should add 2 seperate max difficulty dunegons, one designed heavily around CC where a mezzer is a must, and one desigined where mezzing is of little use or un-useable. (Because the way the tough zones are now, they're either cake with a mezzer, or impossible without, we need a top end dunegon for both, with the good loot split between them so the well geared players have to show they can work both with, and without mez-support) The loot from the top dungeons would also add sub-4 as a minimum requirement to equip.
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#70 |
Loremaster
Join Date: Dec 2004
Posts: 2,587
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![]() I know many people who quit when KoS was released with a new level cap so quickly after DoF was released. They didn't want to have to work on leveling up and helping others level up all over again after finally getting geared up from the DoF content. They wanted more end game (level 60) content, they didn't wanna start all over with being an end-game guild/player.
Eof didn't raise the cap for this very reason. I'm sure future content (I would guess the next expansion) will raise the level cap or award even more alternatives for character advancement.
Some people like gear, some people like additional levels or alternative (AA) advancement to improve their characters. I guarantee every expansion will include options to improve characters in both of these ways. |
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#71 |
Loremaster
Join Date: Nov 2004
Posts: 301
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![]() Here is something to think about; If, as is sometime said "All good things must come to an end" and if as is proported, the end of EQ2 is level 200. When do you suspect this game will reach that? 5, 10, 15, years? This game in all likelyhood will not see more than another 5 years, not because they can't stretch the content creation out that long, but because public interest will wane long before that, even if interest miraculously remains, (like some kind of Simpsons phenom), the age of the game engine as it compares to new games as well as other technical issues will do it in. So I ask you again, when do you think this game will be done? Because quite frankly, I can't see myself still playing it in even 5 years. Like all good movies, books, etc they have an end, so too should EQ2. I just don't want it to become like so many other titles, television shows etc, CANCELLED. I would much prefer us to reach some kind of an end and begin the next game Everquest 3 anyone? Message Edited by Hammarus on 01-16-2007 10:49 AM
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#72 |
Loremaster
Join Date: Jan 2006
Posts: 37
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One reason I'm on a PvP server is that at 70, you always have content--other players. And when you have to fight through their raids to get to where you're raiding, it just makes it that much more fun. It also takes a bit longer to level up, as well. It's not for everyone I understand, but PvP really helps make the end-game blues less, well, blue!And why is my signature thingy copied from EQ2Players not, um, showing up except as HTML? Hmm.
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#73 |
General
Join Date: Aug 2005
Posts: 315
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I'm really hoping they don't do another level increase with the next expansion.-It means you have to basically have to re-equip yourself-It means you grey out a LOT of content from both KoS and EoF (and Fallen Dynasty even)-The spell upgrades would likely be the same spells all over againI love how AAs have been implemented, giving people incentives to explore other areas and find every little nook in zones looking for named and/or discoveries. It also allows a sense of progression without bypassing content, like someone mentioned earlier.Look at EQLive's level cap now compared to when it was released, and how many expansions it has had.
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#74 |
Loremaster
Join Date: Dec 2004
Posts: 458
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![]() What is this stupid arguement about greying out content? Bit late to throw that arguement about isn't it, cause i have greyed out 1-59 content getting to 70. So whats a 10 more levels or 20 or 30, who cares? Not me. Their is no difference between greying out a Dungeon where you won't get any xp and boring out a Dungeon. Then we have stupid arguement No.2, "The level cap shouldn't be increased cause it will put me further behind". So bascially your holding people back for your own selfish reasons, nice! Stupid Arguement 3, "the Spells will be the same". Not if the Devs put some effort into it 4th stupid arguement. "You'll have to reequip yourself". So you have 100% best of the best equipment and haven't upgraded anything since you hit 70 then? Basically all the counter-arguements against the raising the cap equate to, "Its not fair to add more steps when I still haven't dragged myself up the first 70, nevermind everyone at the top looking for somewhere else to go" or " I am to lazy to climb anymore steps, so don't add anymore, screw everyone else". EoF is a shot in the foot by SoE, see all you complaining about EoF gear being better than KoS, thats cause its Tier8 gear, they just didn't add the rest of the Tier 8 levels. Are you even thinking it through, cause to me it doesn't seem like it. "Don't raise the level cap" followed by "EoF gear is better than KoS". So they don't raise the cap next expansion and they add more tier7 gear, which will be better than both the EoF and KoS gear and probably just as easy to obtain for a lvl 70. So KoS becomes pointless, because all you need is Mastercrafted/EoF Legendary to get Ruins of the Ruins of Kunark legendary. Besides from makin expansions for 40-60 or something stupid, the problem can only get worse. So intead of "greying stuff out" like you all fear it simply becomes utterly feckin pointless, well thats much better. Nice Idea Einstein. How much content is left? Odus, several large sections of Antonica, Kunark, Velious, the Planes, the other Continents of Norrath, the Underfoot. Plus island after island like Mara. You want them to push all this into 1-70? Are you feckin insane? That will just make lots and lots of zones dead as Elvis. Funnily enough like alot of Everquest. EoF should have been 1-80, but it wasn't and large chunks of the high end content were missing on release, ie Unrest and the Big Claymore quest line. The combat system was designed for up to level 200, you don;t think it will be used?
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#75 |
Tester
Join Date: Nov 2004
Posts: 164
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Besides there is NO SUCH ANIMAL AS GREY CONTENT in Everquest 2, since there is a little thing called mentoring. No new level cap, no more money from me. Period. I already spent 8 years in EQ1 gridning 1800 AA's. I wont be that stupid again, AA's do nothing but make content trivial and easy beyond imagination. Let me reiterate, no new level caps, and I will spend my money elsewhere. |
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#76 |
Server: Antonia Bayle
Guild: Blackhawks
Rank: Leader
Loremaster
Join Date: Nov 2005
Posts: 691
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![]() Personally Id like to see a new level cap, but my idea would be make each level take a REALLY long time to get - much like they did with the guild level increase - those last few guild levels to 60 were a killer - but it made it so that it didnt feel like a race. Make the next expansion bump it to 80 or 90. Add 70-90 content in there - a TON of it - instead of say valdoons/oob - put in 10 of those type instances. Give us more to do at each block of ten than we can accomplish. Thats the key. Look at the amount of places and quests you can do now between say lvls 20 - 30 - theres WAY more than u could do before you level. It should be that way in the higher tiers too. Kind of a moot debate - the DEVs have said time and again that the game is desgined to support mobs from 1-100 and characters too. I , for one - hope to kill Naggy one day :smileywink:
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![]() "Games give you a chance to excel, and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game." - Gary Gygax |
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#77 |
Loremaster
Join Date: Dec 2004
Posts: 935
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![]() If we had any charcter slots free.
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#78 |
Loremaster
Join Date: Nov 2004
Posts: 301
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![]() __________________________ retro_guy wrote: If we had any charcter slots free. _________________________ I dunno what it was about this response, maybe the simplicity, maybe the curtness, whatever it was, it made me laugh and all content inside!! thank you:smileyvery-happy:
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#79 |
Loremaster
Join Date: Dec 2004
Posts: 482
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because i just got my nightshade and i want to have fun with until next expansion, so no level cap increase. thanks for your understanding.
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#80 |
Loremaster
Join Date: Jan 2005
Posts: 70
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![]() Funny isn't it - I probably have MORE fun fighting grey mobs for a quest than doing any of the content the "right way". A level cap increase would grey out more zones and give me more options for finishing quests in duos and trios. I'd like to see the cap increase. Still and all, I have plenty of alts to bring up to 70 so it wouldn't bother me hugely if they don't increase it. When and if my main hits some kind of brick wall, I have lots of things I can do still. Oh - Character slots. We should have em but we don't. Play in Europe & on Test to achieve the desired result (more slots). |
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#81 |
Loremaster
Join Date: Nov 2004
Posts: 194
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Whilst I don't want to see a level cap increase (due to greying out of zones) I fully understand why some people would like an increase. What I don't understand but would like to out of curiosity is why you would have more fun fighting greys MRRX? Most yellow mobs can be duoed if one partner is a healer, how is killing greys fun? Just genuine curiosity here, have I missed a point of sarcasm....
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#82 |
Loremaster
Join Date: Dec 2004
Posts: 618
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![]() I really wasn't used to cap increases that were regular in EQ1 but I found plenty of things to do in that game. I played at lvl 50 for years,60 and 65 for years and then grinded to 70 or so to quit. I haven't played in two years and the cap over there is just 75. I'm kinda hoping they take a similiar approach with EQ2. They will probably never stick in 40 level in an expansion. Why? Have patience people, lvl 100, I imagine, will eventually come because they said, on release, that the game was design to go up that high. I imagine its a glass ceiling to some extent, like it can be worked around. I imagine a single tier of content requires a lot of work to complete so we may see cap increases every other expansion or something. As a raider, I don't like going back to kill stuff like the Godking a tier above which lvl it was intended for. It is much more satisfying to work with your guild on attempts and kill it at the appropriate level so that the reward is of more value than it would be in the next tier. Then again, farming eyes sucked. So when DoF came out I hadn't defeated all the release content yet. When KoS came out I hadn't defeated all the DoF content. Some may say that there are very few guilds that beat the 'end game' for every expansion in the time before the next comes out. I believe that is because they commit a whole lot more time to progress than the casual raiders who are trucking along close behind. So people in guilds like myself just need more time to gear up and set strategies so I appreciate the EOF expansion as added content to beat vs. another cap increase and regearing for the next tier.
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#83 |
Loremaster
Join Date: Feb 2005
Posts: 1,441
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That may be but only if you raid. What about the other 95 or so percent of players? Are they supposed to just farm for plat and then what? If that is what was best for the game overall, the lvl cap would be 10 and there would just be more tier 1 zones so that no one would ever have to replace their armor with armor from a higher tier. LEVELING IS THE MAJOR PART OF ANY CHARACTER ADVANCEMENT IN ANY GAME. Replacing spells and gear is a side effect of leveling. No one wants a game that they will always be stagnate it. Their are way too many real life jobs like that. Why make a game which people play for fun that way? I never finished the God King quest. I finished prismatic after DoF came out. Guess what though. Thanks to the lvl cap raises, I could still advance (once the expansion came out anyway, until then I was farming for myself and guildies) while before DoF there was no way I would have been able to attend a pickup raid for Prismatic. Another effect of no lvl cap raise is equipment for expansions is made better and better. Its made almost too good and then all the previous lvl cap equip will be made undesirable making all the upcoming people skip most of the old post expansion content. So lets recap (pun intented) LvL cap raised = Everyone has a chance to inprove their character whether they are part of the raiding minority or not. All the raid guilds effectively get reset to very close to even so that the top raid guild of the previous tier could now possibly be beaten by another raid guild. Side effect is everyone has to replace armor and weapons. Dev's have the oportunity to add new spells and abilities for races, classes and balance them. No AA's which eventually end up helping some classes be even better but make others like warden just more bland due to not fixing any of its problems and not improving anything useful. (although the natures walk fix "might"). Eventually a certain AA will be wanted for certain content and if someone doesnt have it they will not be invited to or be "uninvited" from groups. The hard core raiders are kept too busy gearing up and raiding the new content to have a lot of free time to insult and belittle the nonraiders No LVL cap raise = Only the raiding minority can do anything to advance their characters other then minor equipment upgrades. , prior tier content can be accomplished by pick-up raids for non raid guild players, content is bypassed because the old lvl cap content/rewards is not as good as the new. Unbalancing AA's get added. AA's become required to do content and get in groups (it might not have happened yet but it will). The hard core raid guilds are still "on top" in the eyes of all those chasing them and will always be there since the non hard core raid guilds will still be gearing up to take on the new tougher raid content from the prevous expansion while the hardcore raid guilds will just jump right in and start figuring out the stratagies needed and will have beat it by the tiime the next expansion comes out. The other guilds will of course still be trying to beat it. The obnoxious people in the hard core raid guilds can put down all the non hard core raid players as beneath them and unimportant no matter how good they as a player/person and make themselves feel "special" that way while doing it since they can and do beat all the raid content and have free time left over as they turn raid instances into simple farming runs. |
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#84 |
Loremaster
Join Date: Nov 2006
Posts: 25
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![]() Level cap increases are almost ALWAYS a bad idea. The reason being, by adding 10 levels, you essentialy are deleting content from the game ( lvl 70 raids and zones become vacant, as we saw in eq1 with kunark and velious once PoP hit). Everytime you add a level cap, you force the lvl 70s to play in one new expansion, rather then enjoy a variety of content. If they were going to add anything, I'd rather it was an alternate experience bar like in eq1, that was seperate from the achievement points we already have now. But I'd rather they didn't add anything, as there are plenty of raids to do as a 70, and because expansions like EoF add more content to make the 1-70 trip fun again so the replay value is greater.
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#85 |
Loremaster
Join Date: Dec 2004
Posts: 237
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Yep, it does obsolete the old content...to a degree. Then again, you can still walk into T2-T6 zones in EQ2 and still see quite a few people. The reason that it works this way, is that mobs only about 17% below your level are greyed out. So of course, you can only fight inside your tier. I think that a good solution to this, would be to extent white, blue, and green cons down a few levels each (especially white...the probability of a mob being EXACTLY your level is quite slim indeed...so this "con" color is wasted). This would enable lvl 70 players to do T7 AND T6 stuff...of course, the mobs wouldn't give a whole lot of experience, but you could still get the nice T6 masters, and complete T6 quests, without this mentoring cheese. Another thing I'd like to see with regards to levelling and obsolescense, is a change to itemization: why do we need to have the gear of a new tier always totally wipe out gear from the prior tier? Why not just make it just marginally better, so that raiders don't get completely hosed when the lvl cap is raised?
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#86 |
Loremaster
Join Date: Nov 2004
Posts: 64
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Do Cloak of Flames quest for your main, your wifes main and all your level 70 alts. That should give you plenty to do until the next expansion comes out.
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#87 |
Loremaster
Join Date: Nov 2004
Posts: 146
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![]() I hate my work computer . . . Message Edited by Kabahl on 02-01-2007 04:07 PM |
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#88 |
Loremaster
Join Date: Nov 2004
Posts: 146
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![]() My first . . not just double post . . .this was a triple. . . sorry. - Charn Message Edited by Kabahl on 02-01-2007 04:08 PM |
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#89 |
Loremaster
Join Date: Nov 2004
Posts: 146
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![]() The thing that strikes me as oddly humorous about this entire thread is, when Kingdom of Sky came out, raising the level cap from 60 to 70, there were posts just like this complaining, "Why so soon!?! " "This is awful, now all of my gear I worked so hard for is now obsolete and I just got it!" "I can't believe you would raise the level cap this soon after the last expansion . .. " hehe . . . Fine. Sony does this, releases a whole new expansion, gives AAs for the new expansion (many whole lines of which are nothing but fluff and useles . . . but I digress . .that's another argument for another thread  ![]() I really don't envy the makers of games like this. I sometimes wonder why they even do it (well, okay, the money is good). But still, I understand sometimes why they may get frustrated, they have a LOT of people to "make happy" and, as the saying goes, "You can't please all of the people all of the time." I think Nobe said it best: Quote: Look at the amount of places and quests you can do now between say lvls 20 - 30 - theres WAY more than u could do before you level. It should be that way in the higher tiers too. The devs themselves have admitted the shock at which people have finished the high-end content of this expansion. Well, hopefully, lesson learned. MORE high end content; it's where everyone will eventually end up anyway (unless you're the type who just loves levelling up alts). This is supposed to be EVERquest . . . I find myself out of quests I can do that aren't grey to me. And although I'm not maxed out on AAs (7 more to 100) just hunting isn't fun enough to sustain my interest. So developers, please, more content. Heck, I'd even pay for an adventure pack that added not ONE new zone . . . but just added more quests and things I can, at the end of the day say, "[I cannot control my vocabulary], that was fun, now what else is out there to discover?" (of course, new zones are nice, too . . . ( - : ) . - Charn, 70 Assassin, Guk |
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#90 |
Loremaster
Join Date: Nov 2004
Posts: 33
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didnt bother reading through all the posts just wanted to throw in my thoughts. ( in case everything Im posting has already been said )I think the current adventure lvl cap should stay at 70 even with the next expansion being say a year away cause its horrible for new players to get to 80 or say 100 or whatever, AAs arent as important.what I do think is that there needs to be even more creative ways to improve your character for example:- multiclassing- some form of alternative lvls ( hero lvls? ) I personaly would like to see you get lvls for your chosen god so that it means something more than it currently does with rarely used miracles etc. this would almost require every god to be represented tho.- new AAs not tied to your class or even archetype, like for example spending 8 points for 2hs for my necro.
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Shaeli 74 Warden / 40 Weaponsmith, Splitpaw Draknishar 70 Assassin / 60 Alchemist, Splitpaw Decci 70 Necromancer / 23 Sage, Splitpaw Tsurai 56 Dirge / 9 Artisan, Splitpaw |
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