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Unread 01-27-2005, 01:41 AM   #241
Celebrati

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What a great letter, thank you! I am so validated that soloing is recognized by the staff as a valid way to play an MMORPG.  Thank you so much!  This has really made my week!
 
With that said I cant resist the need to express that I sincerely hope that you will also consider making crafting a soloable task as well.  Currently, crafters must rely on other crafters in order to complete a project and they must rely on adventurers to find dropped recipe books for those special items. This isn't working for many of us and there are ways to fix this without hurting those who enjoy teaming up with other crafters.  Everyone wins.
 
If individuals could craft their own items then those who enjoy crafting would not have to wait on others in order to finish a project, and crafters would not be able to or feel the need to dominate the market with over priced or rare items, because everyone would have the ability to make what they wanted with some solo time and effort.
 
I propose that crafters be allowed to quest in order to obtain mastery of the other tradeskills.  Oh how exciting!  Please do this!  This would be so amazingly fun!  I also propose that crafters be allowed to quest for specific recipe books rather than rely on adventurers to find them (and have the time to sell them on the market). 
 
Thank you so much for the changes you are making to solo play.  Your response to player demand is touching and validating and I have renewed faith that crafting will also somday get a fix that is equally surprising and validating!
 
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Unread 01-27-2005, 01:41 AM   #242
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I have sent in many, many feedbacks in the past couple of months and from your letter, it appears the input you received from others closely parallels my own. I appreciate the fact that you say you are paying attention to our input because for many of us EQ1 simply did not and we left.
 
From play this morning, I can visibly see the improvement in experience. Thank you!
 
The "added" solo content, over the past few weeks, too often still requires a group to do or complete (or am I missing the solo stuff? If so, some directional assistance would be nice).
 
Finally, delivering on the remainder of your letter is the right thing to do for us and SoE. I am looking forward to seeing and experiencing its implementation.
 
I now have 7 active characters (not counting Test). I like a lot of variety and it takes a lot to keep me interested. Your follow through on this letter will keep me busy and keep both my accounts active.
 
Thanks again for letting us know "The Plan"
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Unread 01-27-2005, 01:45 AM   #243
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I do hope that all the changes that are mentioned are just as good for solo or small groups.  I do think tho one thing, it is hard enough to harvest in many area's with so many people, understandable.  Tho i do find it a little hard to understand when you have the ability to make spells if you are a scholar class that requires rare harvested items   and it drops so few and far between.  How can it be benificial to be able to scribe and sell those type of spells when components are very hard to come by.  I understand rare, meaning maybe 2-5% chance of recieving an item, but it seems it is less then that.  Let alone make jewlery or armor with the rare drops.  It is all nice to see the items to be able to be made with the rare drops at different levels of crafting skills; but, it would be better if they were put on the advanced scrolls as to not tease you so bad with thinking you can do it, but never find the items needed. Just my two cents worth on that matter. 
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Unread 01-27-2005, 01:49 AM   #244
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I wished people would stop asking for an ETA. No company is going to give you an ETA on software development, so just stop asking for it. It is getting boring. The fact that things are being worked on should be sufficient.
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Unread 01-27-2005, 01:52 AM   #245
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I think that is great about the exp bonus for small groups and solo players.  Being a person that only gets to play an hour or two in the morning that will help alot.  The only thing I want to say is that even though it is a start it still give the biggest benifit to the players the are on all the time and accually gives them even more of an chance to advance faster.  Where small time players like myself will still be behind the pack.  I have played a couple different online games like EQ1, DAoC, WOW, and now EQ2.  I think WOW  has the best solution to the time issue and that is to give bonus exp to the char based on how long it is offline.  This would be great especially for trade skilling it took me 4 days to work up my skill a few levels between harvesting and making the items.  I dont know how hard it would be to put something in place like this but to be on an even lvl with the player that play all the time would be great.  Please dont get me wrong I not a WOW fan but there are a couple things I think they did right.  Along with the time issue is the selling issue (I know off track alittle but) I think it is crazy to have my char logged on to sell or to have to sell with my char and not game with that time.  Star Wars had a Bazaar and WOW has an Auction both you pay a vendor to sell your items for you that would be the best yet if something like that would be establisted.
 
Anyway just my 2cp worth
 
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Unread 01-27-2005, 01:57 AM   #246
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Nerjin wrote:
It would be nice to see a listing of the top concerns posted for the community. it would not need to be daily but, a brief list once a week as to some of the main concerns would be nice. This would end a lot of speculation as to what is being looked at and may provide additional info for you from us players.
-----------------------------------------------------------------------------------------------------------No company is going to publish their internal todo lists. Your company would not and neither will any other company.

Message Edited by Clandor on 01-26-2005 12:58 PM

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Unread 01-27-2005, 02:02 AM   #247
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Tseramed wrote:My vision:Each zone is set to a certain challenge level. When I go into Sunken City at level 25, most of the mobs there are an even challenge. There are a few boss mobs that will be more difficult. If I come back at level 40, the same scenario applies. When I go into Wailing Caves, this is a difficult zone. At level 25, most of the mobs there are a difficult challenge. There are a few boss mobs even much harder. When I come back at level 40, the same scenario applies. Basically, when I enter a zone, I know I'm going to have fun and not run past a bunch of grey mobs that can't touch me -- no matter what my level is.
You vision is flawed because zones would be overcrowded. The reason the zone grays out is so you will move on making room for the next group of adventurers who are ready to adventure in the zone you are leaving.
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Unread 01-27-2005, 02:05 AM   #248
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Welcome Scott aka Gallenite....
 
I read your letter on my way to log on and had to stop and link from it to post here right away. 
 
I am very, very excited about Sony's plans for soloist and small groups.  I was a 2-boxer in EQ1 for 5 years and now in EQ2 I one-box and solo a SK.    In EQ1 I grouped with hubby and daughter in a small group, but we were limited in what we could do.  In EQ2, we have our family group and are having a blast.
 
I tend to be a soloist although I do have a cleric in EQ2 I am starting to think about being a strictly pick-up group character.   Guilds do not fit into my solo, small family group and occasional pick-up group nature.
 
I love soloing my SK and have grouped occasionally with quest seekers where we had a common goal.  Once achieved, we went our separate ways.  Our family group of 3 usually can manage most quests and will send out an /ooc request for members if we need more help with a quest or adventure.
 
Soloing, small groups, pick-up groups give flexibility and playing time always tailored to our mood and RL situation atm.  If I could not solo or our family could not accomplish anything but limited outdoor exp, we would have to look for an online game which would.   But....thanks to your letter, we can stick to Everquest, which we have loved for these many years. :smileyvery-happy:    Thank you!
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Unread 01-27-2005, 02:14 AM   #249
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To be honest I dont know what to say about this thread. This game is already so easy yet folks want it to be easier and I just dont get it. Heres my solution....Create a new server for the "GIVE IT TO ME NOW" players. When you join you will be lvl 50 with 10 plat, the best armor and weapons, and master I upgrades to all your spells. You will be able to kill solo or in groups if you want. God mode for all on the "GIVE IT TO ME NOW" server.

Message Edited by Onup Foo on 01-26-2005 01:17 PM

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Unread 01-27-2005, 02:22 AM   #250
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I normally don't do this (comment on a letter) but to date this has been the most friendly and concerned letter from a developer I have read to date.
 
It's easy with my jaded sense of cynicism to chalk up all this talk to "PR" and believe it's all fluff. But Scott Hartsman (aka Gallenite) seems sincere. As a solo player, like others out there, I feel gratified that as a whole casual gamers are being validated in thier concerns. in fact i'm pretty blown away by the amount of attention. FANTASTIC.
 
I think it would be a slap in the face to ask for other stuff i'd like to see in the game after getting this "gift" of solo/small group player content. I mean personally I wasn't expecting any xp boost at all or new conent. It's a nice change to get something COOL in an update instead of getting hit across the face with a nerf bat and feeling your cheekbone shatter and lose a few teeth. (bitter much? har)
 
SO i'll see how it goes and enjoy the game. EQII is one hell of a roller coaster ride i'll give you that. I think this Scott guy is legit. Grats to SOE for letting this guy step up to the plate. Now hit a few home-runs for us all!
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Unread 01-27-2005, 02:30 AM   #251
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Zeb wrote:


Markusdark wrote:
Nice message.  Guess time will tell if the goods are delivered - as he said in the letter "That's an easy enough thing to say, and talk is cheap. (Typing promises on a web page on the internet is, arguably, cheaper.)"
 
I, for one, won't be waiting around.  Had enough of "here comes the changes" and then waiting.  Maybe they will be a bit faster this time, who knows.
 
Oh, and BTW:
 
"Since launch, we've added dozens of new quests and hundreds of new NPCs all over the world, aimed at providing soloists and small groups with more interesting things out there to do."
 
I have never seen anything "more interesting" for the soloist (aside from such manditory quests to advance as Citizenship) than, "Get my broom, here's a rock."
 
 

Message Edited by Markusdark on 01-25-2005 02:18 PM



You are absolutely right, but I'm willing to give them 3 strikes before they are out.   Hopefully, this patch will be a hit instead of Strike 2.

I have to say that playing EQ2 today after the patch was actually a joy.  I felt like I was making progress and it was the most fun I've had with the game in 2 or 3 weeks.   This was definitely a step in the right direction and I hope the next few patches will be even more positive for the players.
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Unread 01-27-2005, 02:36 AM   #252
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Sorry Moorgard, SOE, and Mr Heartman, I aint holding my breath here. The game is nice, I do enjoy playing, but I'm still disapointed to a point. I have been in the game since launch and all I have seen is false hopes fallowed by emtie promises. I will admit nice work is being made to the adventure side. But since beta, I have been hearing preaching that artisens where gona play a vital role in your game, and to date artisens are still on the back burner for fixes, and fixes that get applied to the are usually nerfs and not actual fixes. I could go on for a page and a half about the imbalances and issues plaquing you so called crafting system but all 1 needs to do is peek into the tradeskill forum to see what is going on there.
Now you folks are saying to a point "We are supporting all forms of play group and solo." I dont see this happening, verry notable perks are given to groups in this game such as instanced zones, better loot from the same type of mob, and in town guild status points. You guys had a nice Idea in beta with the famlies, but never brought it through, why cant that be seet up for those who dont want to be a part of a large guild, and more of a click.
 
The benifet to groups are suposed to be safty, and more fun to some people but way too much is given to large structures. Lets look at status point, nice Idea, but why do I have to be in a guild to get them. I play with 3 other friends, together we have all of our basis covered and dont want to be in a guild atm, yet we dont get the privlages of doing the writs.  As far as groups go, I have grouped on 1 of my characters up to 24, and soloed the other to 24, there is a massive xp diffrence (suposidly going to be fixed, we will see). Also the loot is insanly better in a group, chests frop alot more from grouped conned mobs then non grouped, and im not talking about the groups, im refering to the single or double up mobs. Even the non chest drops are more common in groups. Start practicing what you preach. If these changes do come areound that would be a step in the right direction, but its up to you guys to keep walking in that direction.
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Unread 01-27-2005, 02:43 AM   #253
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Nice letter. 
 
On tradeskills, I have a thought.
 
The system is just un-fun and I have a view on why. 
 
The major issue is not  the infrequency of success at pristine, its not the unpredictable random number generator which sometimes makes me fly into fits of rage and leave the room.
 
Plain and simple, I believe it is a negative feedback system.
 
You start with pristine and everything showing on the screen and when you lose a bar, its like saying "Awww you just screwed up again.  No pristine for you! How you like them apples?"
 
That's not the feeling a game should give me.  Most times I just prefer to walk away and kill some gnolls.  Instead it should be a positive feedback system, perhaps with new levels of the item showing up as you succeed in accomplishing them.  More like "Congrats, you just made a shaped!  Next is a regular!  Maybe even pristine is possible!"
 
Even keeping all else the same, a change to make the system give only positive feedback would probably make a lot less frustrated craftspeople out there.
 
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Unread 01-27-2005, 02:50 AM   #254
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:smileyvery-happy: WOW!!!!!  As a soloer I am so excited about the news ....  Amen to that ... Now if they could only give us our own plot of land for a house to store our goods and show off our adventuring treasure's, that would make this game more rewarding for me .... I love a seperate housing zone.... was hopeing to see that added..
 
 
But for now TY SOE :smileyhappy:
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Unread 01-27-2005, 02:56 AM   #255
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OMG - Coming from someone who spent 6 years in EQ1 and now plays EQ2 but still have that same busy RL as always, i'm glad to see that the game is finlly coming tobe what i expected. I got tired of the 6hr raids and all that since i do not have the time to group as much and like to solo. Lately i have felt like Soloing was very very slow (and no i do not expect ti to be griding) but i did want faster exp. See one of the things that turned me off in EQ1 was that fact that since it was so hardcore and i did not have the time as others do, i could not keep up with other players that were moving into other areas and when AA points came out, forget it i could never keep up with lvling and gettign my AA points done.Big thank you for keeping us players with a life in mind.
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Unread 01-27-2005, 02:59 AM   #256
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Speaking as a gamer, I like this approach because I play a lot of different online games and I prefer those are well maintained, where the team responds as quickly as they can to problems and concerns in the world, where I get the feeling they're taking their live game as seriously as I am

Good to finally see some inprovment. I dont see things going very fast myself and have yet in all of EQ or EQ2 seen fast responces to any thing short of nerfing or a messed up patch so bad half the people cant play. But finally a good start on all the talkes about EQ2 before it went live.
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Unread 01-27-2005, 03:06 AM   #257
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This is like a breath of fresh air. I've always maintained that any online game should have the means within it to allow advancement whatever the playstyle - a game that insists you must follow a strict path (forced to group, slog away for hours ect) is a game stiffled in dogma and without choice. Rewards should be available to anyone - all players should be able to reap those rewards however they play. It might take longer solo or be just a bit more tricky until you reach a certain level, but none the less, achievements should never be denied. Grouping is by far the best choice for the best rewards in terms of advancement and loot; soloists expect it this way, but at the same time, neither should soloists be excluded from it. These changes is the best news I've heard coming from a developer of any online game.
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Unread 01-27-2005, 03:07 AM   #258
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Raggle wrote:
Nice letter. 
 
On tradeskills, I have a thought.
 
The system is just un-fun and I have a view on why. 
 
The major issue is not  the infrequency of success at pristine, its not the unpredictable random number generator which sometimes makes me fly into fits of rage and leave the room.
 
Plain and simple, I believe it is a negative feedback system.
 
You start with pristine and everything showing on the screen and when you lose a bar, its like saying "Awww you just screwed up again.  No pristine for you! How you like them apples?"
 
That's not the feeling a game should give me.  Most times I just prefer to walk away and kill some gnolls.  Instead it should be a positive feedback system, perhaps with new levels of the item showing up as you succeed in accomplishing them.  More like "Congrats, you just made a shaped!  Next is a regular!  Maybe even pristine is possible!"
 
Even keeping all else the same, a change to make the system give only positive feedback would probably make a lot less frustrated craftspeople out there.
 



very nice point actualy, i dont think it would be a major issue compared to the more fundamental crafting issues that people have presented in this thread, but i think a more possitive crafting interface might be a nice  way of presenting sucess and failure, and certainly allow palyers to see none pristine as still a sucess.

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Unread 01-27-2005, 03:10 AM   #259
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Onup Foo Wrote:
================================================== ================================================== ==============
 
To be honest I dont know what to say about this thread. This game is already so easy yet folks want it to be easier and I just dont get it. Heres my solution....


Create a new server for the "GIVE IT TO ME NOW" players. When you join you will be lvl 50 with 10 plat, the best armor and weapons, and master I upgrades to all your spells. You will be able to kill solo or in groups if you want. God mode for all on the "GIVE IT TO ME NOW" server.
 
================================================== ================================================== ==============
 
 
LOL
 
GIVE IT TO ME NOW thats a good one and it sounds like you are a I HAVE NO LIFE server person to me.
 
All I want is to enjoy the game and be able to keep up with the friend I make in game.  I have 4 kids and a wife so I have to get up 2 hours early for work just to play.  I enjoy the game but it sucks when you make friends and in a week they are so far ahead of you, you cannot even touch there shoe there so much higher then you.  What they are doing by addressing the solo and small group player will accually help me enjoy what little time I have with the already crazy life I lead.
 
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Unread 01-27-2005, 03:10 AM   #260
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I myself would like to see that when crafting foods......that when the finished product is made there is more than 1 item made. I say this cause as a provisioner...the only one in my guild....its next to possible to feed all those mouths. I know chemist get some of thier items in little stacks....up to 4 at a time. A cake or a casserole should feed more than one person....
 
Just a thought
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Unread 01-27-2005, 03:20 AM   #261
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Raggle wrote:
Nice letter. 
 
On tradeskills, I have a thought.
 
The system is just un-fun and I have a view on why. 
 
The major issue is not  the infrequency of success at pristine, its not the unpredictable random number generator which sometimes makes me fly into fits of rage and leave the room.
 
Plain and simple, I believe it is a negative feedback system.
 
You start with pristine and everything showing on the screen and when you lose a bar, its like saying "Awww you just screwed up again.  No pristine for you! How you like them apples?"
 
That's not the feeling a game should give me.  Most times I just prefer to walk away and kill some gnolls.  Instead it should be a positive feedback system, perhaps with new levels of the item showing up as you succeed in accomplishing them.  More like "Congrats, you just made a shaped!  Next is a regular!  Maybe even pristine is possible!"
 
Even keeping all else the same, a change to make the system give only positive feedback would probably make a lot less frustrated craftspeople out there.
 



i really like this idea. SMILEY i'd love to see it implemented
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Unread 01-27-2005, 03:22 AM   #262
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Is a great game already , and as long as the fixed notes are longer than the new added content notes for awhile I will be happy.
 
As for crafting I can remember when player built ships, and monument building to repair the wartorn waysides were a huge selling point of the game. They are obviously not in the game now, but who knows what the next few months will bring. Give um time.
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Unread 01-27-2005, 03:23 AM   #263
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oh i allmost forgot.....a banker in the TS instance would be great too
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Unread 01-27-2005, 03:24 AM   #264
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Thanks for the communication.  Having played EQ1 from its inception, I have to say you all have turned a new page in customer feedback and support.  Keep up the good work!
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Unread 01-27-2005, 03:30 AM   #265
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Is there anything going to be done with housing?  Such as fixing the disappearing pets...and making someone else like a co-owner so that they can place items in your house also and interact with pets?
 
Sorry if this has already been asked...but there is too many posts to go through atm...heheh
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Unread 01-27-2005, 03:38 AM   #266
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While all of these changes to adventurer's are great, it does nothing, in fact probably hurts, the artisan side of the game.There are a good many artisans in this game and I hope that the new producer will take the time to look at the artisan side of the game and fix it. There are a huge amount of complains in the General Tradeskill section of the forum due to the recent patch that makes tradeskill time consuming, boring, and most of the time, painful, with little reward or satisfaction.The last tradeskill nerf has taken the FUN out of the game when it comes to being an artisan.
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Unread 01-27-2005, 03:40 AM   #267
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This is great as Aussie players my frind and i have difficulty in finding group on our time zone this will improve things greatly. Thanks
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Unread 01-27-2005, 03:46 AM   #268
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Carine wrote:
Is there anything going to be done with housing?  Such as fixing the disappearing pets...and making someone else like a co-owner so that they can place items in your house also and interact with pets?
 
Sorry if this has already been asked...but there is too many posts to go through atm...heheh



oh aye i wish for this to be looked at to! SMILEY i really want me and my friends to hang/place our trophey's and rewards in one house. its kind of depressing that we all live together but i'm the only one who can show off.  SMILEY

 

i'd like to see the no trade items to be flagged to them but be able to be put in a house they are a trustee in or maybe an administrative's level.

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Unread 01-27-2005, 04:00 AM   #269
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Hi, Ive never posted before and Im not sure if this is the place to bring up ideas or ask if anyones has had this idea before but I guess I gotta ask somewhere. I was wondering if the developers or other fellow gamers ever thought of actually implementing a direct person to person voice transmitting program into the game. I know a lot of guilds have teamspeak or whatever and they use that to communicate in game but wouldnt it be awesome if the programers just made it so there was a teamspeak option in say groups? I think it would honestly just bring grouping to an entirely new level, it would be way easier to say do heroic opertunities or implement other group strategies. Anyway, if anyone knows anything about this or anyone else feels the same way Id love to hear about it, thanks   SMILEY
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Unread 01-27-2005, 04:06 AM   #270
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The letter was like The Good, The Bad & The Ugly
 
The Good: Solo XP. Thank god for that. Simpley well done. Thanks for listening to soloer and those husband & wife teams
 
The Bad: More uber dropped stuff, more than we already have in the game? Can you give me one reason why I should still play an artisan? Why should I bother spending hours in a trade instance making weapons, when I could be adventuring and getting hold of items that are 10 times better than I could ever make, even with rare items?
 
The Ugly: Considering the high profile of the thread starter, being the Producer, the total lack of any mention of artisan improvements, or acknowledgment of thier plights, stood out like an ugly thumb. The majority of the artisan community think that SOE don't care, and this letter just reinforces this attitude. There is a better chance of winning lotto, than seeing a "Red" post in the artisan forums. It does happen, but by god it's a very rare event. There is one question in the general forum that has been going over two weeks...All it needs is a yes/no responce. The silence is deafening Mr Producer
 
Is it a case of a Marie-Antoinette type attitude from the top down?...Let them eat cake?
 
 
 
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