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Unread 05-22-2007, 08:51 PM   #31
Skua

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NO corpse runs are stupid , ppl get frustrated ....no thx we need less SMASHING hotkeys and do the same cycle over and over...1,2,3,4,5,6 some alt 1 alt 2 alt 3 repeat until mobs is death.....goes for all classes tanks cycle throw attacks taunts mages cycle - debuffs dots nukes healers - reactive , hot , heal , some debuffs scout sames same as mage.. attack stealhed , debuffs attackss blablabla we need content that reallly need ppl paying attention....no AOES are no a problem.....thats just annoying , just cal for it , and joust them... we need mobs that charm players or whole group.... we need mobs that aoe BUT there are walls around the boss , and u are protected behind the wall... we need bosses that put a Dot in a group/ raid member ,the dot ticks , if some1 is near will be contagied .. dot 500 dmg ect just some ideas... we need more movement in bosses jousting is fun but u get some gear or use some skills and bleh NPCS need more INT seriusly AI in eq2 is LAME we need bosses that requires some effort and hinking.... eq2 team need work harder imo , all bosses are the "same" at least feel the same.... hmmm eq2 dev team can , hell who doesnt remember halloween house? OMG FUN AS HELL! did it like 20 times!! we need more !!! add PUZZLES everywhere WE LOVED THEM !!!!!! just a break from kill kill kill kill   we can climb , we can jump , we can swim....we can move objets , we can "break" walls <--- GOOD IDEA but WASTED! , put dungeos with some puzzles involving moving items , breakin walls , put a laberinth as dungeon (instanced) , add some "RANDOME" puzzles , walls that break and oh oh mob or is the right 1? , put a hard climbing wall add risk , if some 1 touch the "dark" warl fall to water and need to reclimb ASK PLAYERS WHAT WANT! and get some ideas....~~ 
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Unread 05-22-2007, 09:05 PM   #32
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Make being drunk like in EQ1.  Warped viewing rather than the blur.  Speech degredation.  Inability to walk straight.  Then if someone wants a more 'challenging' experience, well, grab a few bottles at the local pub and try hunting while drunk.  Good times.  ^_^
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Unread 05-23-2007, 08:58 AM   #33
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1) Add permanant item damage for some zones. Ie. Death in that zone will permantly lower items durability by 2-5%.

2) Make said zones have risk vrs reward. High risk of death and decay of items = better then normal treasure.

Alternatly, Make dying painful enough that people really think about the risk they are taking. Ie. Again item decay. Temporary loss of stats for up to 60 mins. (Ie. FIrst death, -1% to your stats for 60 mins. 2nd death -3% to your stats for 60 mins) Kinda makes those 10 death raids hurt more..

Or hey. Permant stat loss. Each death in said zone removes 1 point from required class stat permantly. REward for said zone is +500 hp/mana items .. Etc...

Wonder how many would play with that one.

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Unread 05-23-2007, 09:49 AM   #34
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Death penalties are the best thing that ever happened tbh... if you don't want your character to die because the penalties are high, then you enjoy the risk a bit more.  (For people who say, but I dont want consiquences of death!, even permanently lost gear/stats/experience is a lot better than RL rofl)...

 Another thing that would make the game more fun/appealing, would be consentual wars between guilds and factions on PVE servers.  This means that RPers on normal PVE servers can enjoy kicking off faction based roleplay and even inter-faction roleplay on a level that they can manage on thier own.  (its a pain in the backside trying to organise a RP battle based on /duel).

 For those who say "But I hate PVP! I don't want it on MY server!"  just dont join a guild that participates in wars, simple as that.

 We already know that the engine exists to do this, as we have full on PVP servers, so why not?

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Unread 05-23-2007, 09:55 AM   #35
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Corpse runs and large-scale non-instancing of content are about as much fun as gouging my own eyes out with a fork if you want that kind of fun Vanguard is -> that way.
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Unread 05-23-2007, 10:19 AM   #36
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Velerak@Runnyeye wrote:

Death penalties are the best thing that ever happened tbh... if you don't want your character to die because the penalties are high, then you enjoy the risk a bit more.  (For people who say, but I dont want consiquences of death!, even permanently lost gear/stats/experience is a lot better than RL rofl)...

 Another thing that would make the game more fun/appealing, would be consentual wars between guilds and factions on PVE servers.  This means that RPers on normal PVE servers can enjoy kicking off faction based roleplay and even inter-faction roleplay on a level that they can manage on thier own.  (its a pain in the backside trying to organise a RP battle based on /duel).

 For those who say "But I hate PVP! I don't want it on MY server!"  just dont join a guild that participates in wars, simple as that.

 We already know that the engine exists to do this, as we have full on PVP servers, so why not?

So because death penality in RL is higher than permanently lost gear/stats/experience it has to be in a game? If you want this just destroy your gear after [insert random number of deaths],turn of experience and don't use one of your buffs, i'am pretty sure most players would run away if they were forced to do this. PvP in duels on Pve servers is unbalanced anyway because we don't have the special server rules as far as i know, maybe they could change it that those rules get activated once you start a war, but those guilds have to declare and accept a war just the way it works(worked?) in star wars galaxies.. so yes consentual wars with pvp server rules would be nice.
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Unread 05-23-2007, 11:25 AM   #37
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Something I really enjoyed in EQ1 was occassionally they would have a few GM Play Dragons. that was awesome.. Everyone is talk to Dragons trying to figure out that to say etc.. I walk up and poke the /emote poke and all hell broke loose.. things like this REALLY make the game fun. That's the kind of GM interaction fun. Just do things like this in differant zone and let everyone have some fun including the GM's. Differant monsters that occassionally appear and you never know where or when and there real players.. Currently you only see Special Event things like this for holidays.. Make these random.. Like Holy.. what's this.. /Guild get over here GM event in (Name Zone). Just my 2 copper and have been 5 yrs EQ1 and 2 Yrs EQ2 and many more in smaller games like Diablo etc.. GM events always bring the server to life.. Can run several even. A Lower lvl one and higher lvl one. Or have the lvl of the event random also.
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Unread 05-23-2007, 01:01 PM   #38
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I would like to see for the title you choose to show (such as Hunter of Gnolls) a Gnoll assassin could strike you at any time and at any place (even during raids hehe)
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Unread 05-23-2007, 02:46 PM   #39
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Giralus wrote:

what was great about Spirit shard's = People Loved to Hate them  : )

Skilled player's rarely died...

Died literally thousands of times, and very proud of it, thank you.  Low death count doesn't prove that you're "skilled"...it proves that you're a total sally-boy who won't take risks because he's too busy hiking up his skirt to see if there's any dirt on his white, milky thighs.

Look at some of the best-geared people on your server...and some of the people who are known for being excellent with their class...and look on EQ2players to see their death counts.  If it's anything like my server, you'll see a good correlation there.

Skill is gained thru TRIAL and ERROR, not from doing the tried and proven, over and over.

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Unread 05-26-2007, 06:24 PM   #40
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I think that risk should be added to raid zones only. This would keep the fabled out toons happy and content within the game and prevent them from being bored.

Someone suggested that fabled armor once broken a certain number of times would be beyond repair. I think that is a good idea. But I suggest that the damage would accure not just on death but also would include  the amount of damage taken during battle, and upon death it would be useless and could not be repaired and a non-sell item. Many carry additiona weapons and armor to raides this should be prevented. The toons entering the zone should be allowed only what is on their backs. No repair kits should be allowed in the raid zones to prevent repair of items. This would provide a challenge.

The raid zones should be increased in difficulty and  time required to finish it should be increased. The raid zones should require a week to complete and stipulate that it has to be finished with the orginal raid members or the zone resest. Raid zones should not allow the replacement of members that leave etc once inside no one else should be able to enter the instance; instead, it has to finished with the remaining members. If the raid is a failure the raider's toon should be non-playable for 24 hours. This would provide a challenge.

The shard run should be installed in only raid zones and when the toon dies it cannot be rezzed; instead, they should have to run back for their shards. In other words rez should be disabled upon entering the raid zone. Experience loss should be added to raid zones and should be shared with all members. In fact the amount of experice loss should be doubled due to the zone difficulty; thus, 2 or 3 levels can be lossed during the raid. Let's say if a member dies 5 times the level of all raid players would be reduced by one, increasing in level loss with the deaths of others. This would provide a challenge.

Eq could even allow guild levels to share in the experience loss; thus, guild levels could be lost in the raid zones. This would provide a challenge to fail in battle and shame your guild with lost levels.

Power regen and health regen times should be greatly increased during raid zones, yet battle should continue fast and furious with little intermissions. No regen items should be allowed. No mana stones, no hearts, no shards etc. This would provide a challenge.

Aoe's could be cast from the room itself if the raid team stands in one place more than lets say 30 secs. The aoe should be powerful enough to kill all members, this could be random of course. This would provide a challenge.

By the way I'm not serious about any of this, but for those that whine for challenges they should have to endure each of these suggestions for a year or more just to see what they are made of.

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Unread 05-26-2007, 07:06 PM   #41
Giral

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JohnDoe058 wrote:
Giralus wrote:

what was great about Spirit shard's = People Loved to Hate them  : )

Skilled player's rarely died...

Died literally thousands of times, and very proud of it, thank you.  Low death count doesn't prove that you're "skilled"...it proves that you're a total sally-boy who won't take risks because he's too busy hiking up his skirt to see if there's any dirt on his white, milky thighs.

Look at some of the best-geared people on your server...and some of the people who are known for being excellent with their class...and look on EQ2players to see their death counts.  If it's anything like my server, you'll see a good correlation there.

Skill is gained thru TRIAL and ERROR, not from doing the tried and proven, over and over.

  I wasn't talking about Raiding, if your a highley skilled player dieng Numerous times in Group content in eq2 then im /Boggled

Trial and error in raid's Yeah only way to learn the strat's  

Trail and error on group content ? only if your doing it with an assasin tank, a healer that is 6 levels lower then the zone, and a nuke happy warlock ,  other then that what are these group zone's that you have had to die so many times to learn them ?

I have  ran toon's to the 4th floor in POA  when they were under level 20 , if i can get a lvl 14 toon to the 4th floor in a 60+ Group zone and your dieng in there : ) welp somethin is wrong : )

 Are these death count numbers from befor UL13 ? if they are not then there are countless reason's why Non-raider's death count's would be high, More time played, Death as an evac, death becuase your an agro junky and rip it off any tank even if it means certain death , etc,,,,  

Skill is utilizing your class to it's full potential, having knowledge of the classes your grouped with,knowing when to push harder, and when to pull back a bit, watching other's health and power(even if your not tank/healer),

Dieng 10,000 times in group content = Lack of skill,

i have gone week's without anyone dieng in a group, Guild group's , Freind group's, Pick up group's, there is no reason for massive death number's,   every group set up is diffrent gear/spells/item etc.. all different, no need to do a set series of repetative moves to achieve the same goal, i can mix things up in a group many diffrent ways , and still come thru with no death's unless some one is acting the total fool and doing absurd things thinking they are very skilled and know what there doing .

please Indulge me tho and explain about all your Death number's from group content ? and how your numerous death's = more skill

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Unread 05-28-2007, 03:27 PM   #42
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Giralus, unless you can clear HoF in an 65 minutes, despite multiple deaths, and parse well over 2k zonewode in most raid zones, then you're not more skiled than I am.

And

why

do

you

space

out

each

paragraph

so

much?

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Unread 05-28-2007, 04:21 PM   #43
Giral

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JohnDoe058 wrote:

Giralus, unless you can clear HoF in an 65 minutes, despite multiple deaths, and parse well over 2k zonewode in most raid zones, then you're not more skiled than I am.

And

why

do

you

space

out

each

paragraph

so

much?

A) i never said i was more skilled then you , i don't even know you : )

B) you assume your more skilled then me, becuase you can clear hof (with deaths) ?  o right you can do it in 65 minutes , i never timed myself, but im sure in a good group i could clear it with no deaths in a similar time.

C) I'm  a shadowknight , i'm not set up as a BattleMage,  when raidng i can parse 1200 to 1600 depending on group's,  and i parse about 600- 800 with occasional 1k+  if im in g-4 with no buff's <--labs raid and me alone in g-4       im not the top Dp'sing shadowknight thats for sure ; )  but i hold my own,    if i chose to go all intell gear/proc gear im sure i could up my dp's more and be doing 2k in raid's in the right group ,  but i don't care to play a battlemage. 

D) for someone who likes to do things differently why does my spacing bother you so ? i would think you would like to see a diffrent way of posting rather then the same ol same , if you like i could Mush it all into one paragraph instead : )   (this was a lame pot shot by you , but meh if you don't like the way i post who cares : )

E) I  Bow down befor your greatness , you truely are the most Skilled , Gifted, Player and Forum poster i have never known /Bow

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Unread 05-30-2007, 04:02 AM   #44
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Lots of really great suggestions so far!  What a lot of it seems to boil down to is MORE IMMERSION.

I for one would love boat rides where something could happen on the way (pirates, krakens, storms, etc) and you and the others on board would need to defend or assist the ship/crew.  I for one would love changing environments; go running up the pass to Steppes and find the way blocked by rockslide (there is another way though... and it could be made more dangerous...)  I would love to see attackable cities; there's supposed to be a huge battle between good and evil for control of Norrath.  Or so that damned video at the start of the game keeps telling us.  Form a group and sneak in to wreak havoc on one of the villages!  Form a raid group and attack the walls/main gates!  If you're in town, rush to help!  Suffer massive status loss if you don't!  Be sneered at, spat on or refused service by npc's for not helping.  More live events (remember the plague event?  remember having to avoid players or npc's who were green/coughing/shaking?)

That brings me to something else I've always wanted.  Do something with the cities.  They're sooo static and in many ways pointless.  They need to be brought to life.  There've been lots of threads over time about buildable housing zones.  Put in crafters markets.  Serve eq1 style alcohol in city pubs.  Put in a player chariot race track (which could be bet upon).  GUILD HALLS.  Theatres (that groups of players could earn money from if they could get people to turn up - I think there already is something that looks very much like an Elizabethan theatre sitting in the middle of QH).  Town Criers.  Bring the cities to life.

And yes, spirit shards or eq1 style xp-loss.  It was a major pain, but it definitely added a sense of death meaning something.

Now we do have to admit, that there are a whole lot of people who don't want this stuff.  Who just want an MMO version of a video game.  And that's their right.  There's an easy way around it though.  Have servers with different rule-sets.  An RP server should have long boat-rides, languages, spirit shards/armour falling to pieces, alcohol, etc etc etc (all that great stuff that people have been suggesting).  And PVP.  It's RP, right?

If some people want RP withough pvp, have an RP-Lite server.

For those who don't any of that stuff, have servers that are just as they are now.  Wouldn't we all be happy that way? SMILEY

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Unread 05-30-2007, 02:59 PM   #45
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I just want to see them do the next 10 levels (and any other levels in the future) different than the past. It gets boring getting the same exact CA's, and abilities every tier, just stronger than the previous one. talk about monotony. If you're going to keep every tier exactly the same, then whats the point of raising the cap? and if you are going to raise the cap, then whats the point of keeping it exactly the same as the previous seven tiers?

 my 2cp.

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Unread 05-30-2007, 03:18 PM   #46
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Change keeps people interested, challenge keeps people interested. People get bored once something becomes predictable, as with predictability comes the lack of risk. Thinking off the top of my head it would be good to have some dynamic content added into the game.. perhaps weather conditions that actually have an effect? Things that make the game different every time you log in To add some risk, there has to be something to lose, but people don't want to be losing stats permanently. I like the idea of a series of titles that depends on how many npcs you have killed between deaths. Obviously this would tend to favour classes that can kill en masse, so perhaps heroics count for 5 solo mobs, and there is a limit to the number of the same type of mob you can kill every game day? Just a thought. Imagine brandishing your 10,000 kill steak title "The Immortal" - then we'll see if you risk running through bunches of ^^^s with snare because you're too lazy to invis, and dying only gets you there quicker anyway!
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Unread 05-30-2007, 06:38 PM   #47
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Making overland travel more interesting is really important for me. I hate running through 3-4 grey zones to get to some instance. (New Tunaria? Acad.?)

 I think there should be randomly spawning colored mobs that attack you as you travel in a grey zone.

Anyone who has done the Raincaller quest knows about the werewolf pack that attacks you while you are on a certain step.

This is the idea, except in random locations and have them be colored to you no matter what level you are.

The kicker is how frequent to do it. It has to be frequent enough to keep you on your toes but not frequent enough to drive people crazy.

 Just another idea to add to the pile.

 Cheers

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Unread 05-31-2007, 02:39 AM   #48
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Nightmoon wrote:

I just want to see them do the next 10 levels (and any other levels in the future) different than the past. It gets boring getting the same exact CA's, and abilities every tier, just stronger than the previous one. talk about monotony. If you're going to keep every tier exactly the same, then whats the point of raising the cap? and if you are going to raise the cap, then whats the point of keeping it exactly the same as the previous seven tiers?

 my 2cp.

So far I'd have to say this is the main problem with EQ2 that I have seen.  Every spell you get is just an upgrade of a past one.  What I would like to see is added procs that go along with the upgraded spells or different spells altogether. It gets boring to know that I will just get an upgrade lifetap that will just do more damage.  It would be more fun to know the upgraded lifetap does something different along with the added damage.  For summoners, add more pet enhancment spells and make a different lineup of spells. Give new title's.  In EQ1, you were a cleric for so long and then at lvl 50 you got a different title (Vicar IIRC).  As was pointed out, the same old gets boring.  Change it up a bit with the spells and abilities.
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Unread 05-31-2007, 08:20 AM   #49
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Corpse runs sucked. Especially for the casual player. If a player has only an hour to play, why should they have to spend that hour collecting their corpse?

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Unread 05-31-2007, 07:36 PM   #50
JohnDoe058

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Giralus wrote:

A) i never said i was more skilled then you , i don't even know you : )

You said that skilled players rarely die.  I die a lot, but contend that it not from a lack of "skill", but rather a desire to push the limits.

B) you assume your more skilled then me, becuase you can clear hof (with deaths) ?  o right you can do it in 65 minutes , i never timed myself, but im sure in a good group i could clear it with no deaths in a similar time.

Time yourself, and you'll know.  I don't think that you can clear the zone that fast, without teetering on the edge of disaster.

C) I'm  a shadowknight , i'm not set up as a BattleMage...

Okay, so there's no basis for comparison.

D) for someone who likes to do things differently why does my spacing bother you so ? i would think you would like to see a diffrent way of posting rather then the same ol same , if you like i could Mush it all into one paragraph instead : )

Yeah yeah, I was havin fun.

E) I  Bow down befor your greatness , you truely are the most Skilled , Gifted, Player and Forum poster i have never known /Bow

Darn straight.  SMILEY

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Unread 06-01-2007, 12:57 PM   #51
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Conequis wrote:
Nightmoon wrote:

I just want to see them do the next 10 levels (and any other levels in the future) different than the past. It gets boring getting the same exact CA's, and abilities every tier, just stronger than the previous one. talk about monotony. If you're going to keep every tier exactly the same, then whats the point of raising the cap? and if you are going to raise the cap, then whats the point of keeping it exactly the same as the previous seven tiers?

 my 2cp.

So far I'd have to say this is the main problem with EQ2 that I have seen.  Every spell you get is just an upgrade of a past one.  What I would like to see is added procs that go along with the upgraded spells or different spells altogether. It gets boring to know that I will just get an upgrade lifetap that will just do more damage.  It would be more fun to know the upgraded lifetap does something different along with the added damage.  For summoners, add more pet enhancment spells and make a different lineup of spells. Give new title's.  In EQ1, you were a cleric for so long and then at lvl 50 you got a different title (Vicar IIRC).  As was pointed out, the same old gets boring.  Change it up a bit with the spells and abilities.

I agree with these posts.  I would prefer it if they just scaled my very first ability up rather than giving me a new on that does the exact same thing every 14 levels if you aren't going to add a little something in them to make them more powerful (rather than changing the numbers and leaving the rest of the description the same).  To me getting new skills is what drives the game to be more interesting.  It's mostly about my character and how I choose to view him in the game world.

As it is now, I feel like every time I level up a few of my skills get signifigantly more powerful and the rest of my skills get slightly less powerful, but it really changes little about how powerful I feel like my character is.  Every level you get about 50 hp and 50 mana and you replace a couple old spells with a couple new spells.

The levels I actually get 'new' abilities keep me playing.  The immersion factor and all of these other ideas are important (especially more GM events with a little more meaning and a little looser structure) but really I care the most about my character and how I view him and his power in relationship to the way I view the power of those around me (friend and foe alike).

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Unread 06-01-2007, 10:40 PM   #52
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OK, i dont want to sound like that guy that beats a dead horse. But I would like to share what i think would be fun on a PVE server.  The guild wars sounds great, i love that idea to be able to wage war against another guild.  Haveing the guild leaders and officers talk, set the stakes the rules.  Like only being able to fight in ant and CL.  But other zones are "Safe Zones".  Some restrictions you could place on the war could be say only flagged members may be engaged, and only X amount could be engageable at one time.  Also you could have stakes, such as guild "Hero" offers 10 steel clusters, 30plat, and a tittle to wage war against "hunters".  Also you could set either a 2 week duration on the war or 100 kills.  Winner takes all.  I think that the wars could be limited to say 4 guilds per war; IE 3 vs 1 or 2 vs 2  prize split acordingly.  That doesnt mean that there couldn't be multipul wars at one time like heros vs hunters in one war, and then Dogs vs dragons in a completly seperate war.  And this is what i think would be even more cool, the ability for all those crafting junkies out there.... You could build outposts, a place that all your "war members" could go to replentish there supplys, gain a + bonus for fighting from your outpost.  Also you run the risk of your outpost being Over taken by the other guild then that guild would get the bonus. 

The crafters nad harvesters would then have something NEW and exciting and useful to do.  It would take alot of the monotany of crafting away.  Also the crafters and harvesters that took place in the creation of the outposts would get a tittle and possible new crafting skills to make crafting more enjoyable.  And also more needed, beyond just maknig the MC gear. 

 Another thing i thought would be cool is if NPC fractions could put a bounty on your head, once you have killed a certian number of them, like say once you kill 1000 and get your tittle; that group now sends out random spawns to hunt you down, a harder mob to kill than the normal NPC's.   Giving the fraction a lot more of a roll in game play.

What about random "game events" such as in Ant that the gnolls are planning to invade Qeynos on such and such a day.  And that the citezens would have that much time to prepare there defences to defeat the onslaught.  Crafters could work together to build defensive structures, walls, fences to limit movement of the gnolls and to force them to fight in certian areas.  And that not only to defened the gates, but to also to invade and destroy the base of the Gnolls.  I i think that Tittles, Special gear, and mounts could come from battles like this and those that take part in it. 

Another thing i thing would be cool would be if the game events would allow crafters to adorn the gear they make.  Like lets say  Shuckface helped to build an outpost for his guilds war so he gets +1 sta, +2 health bonus to all attunable gear he makes now.  Then he helps defend the city by building fences in ant, now he gets +1 stg and +1 defence to all bonus to all attunable gear he makes now and the bility to change the color of his made gear to black and red . And last he helps to rebuild the gates of NQ after they were destroyed so he gets +1 agi + 2 health bonus to all attunable gear he makes now. So his gear would all recieve a +1 sta +1 Str +1 Age +4 health and the bility to change the color of his made gear to black and red.  Making this crafter's gear much more valuable then just joecraftsalittle's crap. 

Also we cant leave out the fighters who took part in the battle, they could recieve a +3% to all worn armor and +2 parry and defence skills.  Or for those who invaded the gnoll camp could then get +1 to Crushing, slashing, piersising, and a new skill that would enrage you making your crit chance increased for a short time and a +chance to hit at a cost of defence.  But these skills would be a gained form that battle only and not scribed.

I know this is a lot of rambling but i do think that it would be fun, and would bring some life back into group play in EQ2 giving a purpos and a reason to group and give some cool bonuses for doing these things.  What does everyone else think? 

(i am kinda a nuboid... So dont hold that against me)

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Unread 06-04-2007, 02:19 PM   #53
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They have so many great instances in the game, I think they should take a leaf out of Guild Wars and World of Warcraft's books and implement heroic mode or hard mode dungeons. Basically just the old dungeons reworked to be harder with better rewards and at max level. This will keep players with plenty of stuff to do considering the large amounts of lower level content around. Also means that all the mid level dungeons arent wasted in obscurity. This could be done for both the group and raid content really, would be nice to go visit the T5 raids again.

Also while they are stealing ideas, put battlegrounds in the PvE servers. Ill be honest, I dont like overworld PvP. Its cheap and the level margin is too great. Battlegrounds split into 10 level battles (20-29, 30-39 etc) would be a nice addition to the PvE servers and might return a bit of rivalry between the main cities, I dont think it would be warmly welcomed on PvP servers however.

A random dungeon generator would also be cool, but even that has its limitations.

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Unread 06-10-2007, 07:51 AM   #54
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Tonein@Crushbone wrote:

I don't think risk is what the game needs so much as it needs more of the unexpected (although risk can be included in this).  As is right now, most of the world is stagnant, and it gets that way by design.  When going to the old zones, I know they (in substance) haven't changed much since I first started the game.  There's no reason to ever revisit a great deal of the content. 

I agree, perhapes it would be possible to make lower zones more interactive with higher level zones; like you would have to take certian steps in these levels to open up the next part of other quests. And to make it really interesting add level sensative MoB's in these areas, so that as you initially go through them you don't even see these MoB's unless someone else happens to be fighting them, but when you need to go there for a quest update... bang they hit you!!

Even if I do visit those old zones, I know nothing will happen to me in them.  For example, if I'm walking through Nek Forest at night, instead of fearing a possible ambush on the road by thugs looking for a quick pay, I can hit num lock and auto run my way through half the zone while I go take a bathroom break.  The reason why old content gets so boring and tired is because it is almost literally meaningless to a player once they gray it out - it becomes another boring stretch of land we have to run through to get to a place we actually care about.  Now, I'm not suggesting gray mobs turn aggro (because that's a horrible idea), but putting in some surprises along the way would do wonders in making the world seem dynamic and relevant instead of just the targeted zones.

Another good suggestion! how about they again add level sensative MoB's, that randomly spawn just like harvesting nodes do; that way you wouldnt even know where to expect them or when. It would make traveling different everytime you entered a zone, additionally as someone else suggested adding natural events to require you to travel varing routes would help add to this effect.

What if it were actually dangerous to be in the city at night because of the lowlifes that wander the streets and a guard escort might be the best bet to ensure safety?  What if, on the boat ride to Butcherblock, the boat was ambushed by pirates and those aboard (including an NPC or two) had to defend it?  Perhaps a townsperson or boatmaster has gone missing and you're needed to save them?  What if Antonia Bayle had plans to raid Freeport and was recruiting everyone she could find?  What if you logged in one day to Qeynos and it was shrouded in darkness from a Freeport curse and the citizens needed to investigate in order to restore the light?

You have apparently taken some time to seriously consider this, my compliments for ALL of your good ideas! And once again the idea of adding varing situations would add a degree of spontiniety, risk, and added adventure.  I have said several times they should allow for inter city raids, let guild / groups get to gether as needed [I just did an HQ that required me to enter freeport; what a pain to do solo, or as a duo] and do raids. Then allow the NPC's and all available citizens come together to defend their cities. This could make for some really interesting content as well as risk. Additionally they could add local damage consiquences, that would take some time to repair. And as a reward allow for looting of items beyond normal Mob drops, if a citizen dies let the raiding group loot him too [of copurse they would have to make it so that all his stuff was there when he revived (no on the spot rezes) at a different location, say a neighbor city].

Regardless of whether any of these are actually feasible or not isn't the concern.  It's entirely possible that little things like these can be done without crippling someones play.  Unfortunately, the "Live Event" aspect of the game has been one of the most neglected as of late, and it's one of the most important pieces to enjoyability IMO.

This is another fine point, since they just had the "Festival of Unity"! I think it would be a great idea to entice guilds to organize more events like this, and to help faciliate them.  [BTW a fine well done in the "Festival of Unity"!]

As is, people log into the game knowing what to expect, knowing that everything is the same (except on an update day) and a lot of the time, if one doesn't have an idea of something to do beforehand, there's no reason to log in.  Adding some unexpected, surprise content would do wonders for giving people a reason to log in everyday, and it would definitely keep the game from being stagnant and boring.

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Unread 06-10-2007, 07:59 AM   #55
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Shyloc@Splitpaw wrote:

How about inter-guilde wars? (idea 'borrowed' from Eve)... You could make it so that one guild can declare war on another guild allowing PvP on a PvE server between the guilds which are at war. You could give guild members the option to not be part of the war by giving them a flag that they can toggle to turn participationin the war on/off... but there would have to be a delay (maybe 1/2 an hour) between turning war participation off and you becoming immune to PvP otherwise people would abuse the flag.

Another fine point, I am part of an RP server [Antonia Baile] and my guild leader wants to start doing more guild RP'ing. Well he got together with another guild that does a lot of RP'ing and had an event to show the guild what he had in mind. It was interesting, and they had a pretty storyline going involving a guidmate being tempted by an evil guild, but it was rather moot since we couldnt very well do much. It would have been far more interesting if we could raided thier guild house and rescue our guildmate and distroy their evil .... what have you ....  grab some items and head home victorious!

Also I think your idea about having a flag is a good idea, they could do it as easily as LFG.

If you could do this and have some kind of reward for winning the war then that would be good.... maybe something along the lines of members of a guild whi are losing a war have to pay tax to the guild which is 'winning' the war when selling/buying things on the broker or via merchants. Perhaps you could introduce some kind of honour system amongst guild?

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Unread 06-10-2007, 08:27 AM   #56
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I do miss access quests.  I like having to earn my way into places.  Makes me feel important when I can help friends get into places because I took the time to do the quests needed.  I was saddened the day the patch came out and made them all 'optional'.  I mean.. c'mon.  Should we just let you sit there and make creatures come to you too?  Would that be better than making you run out to find them?  I like having to work for a goal, like access to a new land or a new dungeon.

I agree, I think that is one of the things lacking in this game, there is not enough problem solving. I think the idae of having to do a series activities to gain access to the next area IS worthwhile, and substantial.

I do miss real boat rides.  I know not everyone wants them, they should make them optional.  So if you want to 'ding' to SS in 10 seconds, fine.  But if you want to take a 10-15 minutes boat ride with your group you should be able to as well.

This was mentioned in one other post, but it is a good point, and perhapes to add a bit of the unexpected as well as a little veriety why not make it so that [using the acursed Random Number Generator] randomly when you boat some where instead of popping up where you expect... you are sent to an instance where there are pirates, or sea monsters. Once again the NPC's and all aboard have to fight to get out alive, and allow for adaquate & appropriate rewards.

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Unread 06-10-2007, 08:41 AM   #57
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NPCS need more INT seriusly AI in eq2 is LAME we need bosses that requires some effort and hinking.... add PUZZLES everywhere WE LOVED THEM !!!!!! just a break from kill kill kill kill   we can climb , we can jump , we can swim....we can move objets , we can "break" walls <--- GOOD IDEA but WASTED! , put dungeos with some puzzles involving moving items , breakin walls , put a laberinth as dungeon (instanced) , add some "RANDOME" puzzles , walls that break and oh oh mob or is the right 1? , put a hard climbing wall add risk , if some 1 touch the "dark" warl fall to water and need to reclimb

Another fine suggestion!! I agree, we need to add some thinking. People complain about bordom, well what do you expect. They call it Ever Quest, but what that amounts to is going from 1 place to another and killing MoB's for drops. BORING ! ! !    Break it up a bit by making it more interactive, and allow us to use some of our skills for something useful towards the completion of quests!!!   And just exactly what is "DISTROY" for anyway ??? ASK PLAYERS WHAT WANT! and get some ideas....~~ 

 

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Unread 06-10-2007, 08:49 AM   #58
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OGGreyone wrote:
Something I really enjoyed in EQ1 was occassionally they would have a few GM Play Dragons. that was awesome.. Everyone is talk to Dragons trying to figure out that to say etc.. I walk up and poke the /emote poke and all hell broke loose.. things like this REALLY make the game fun. That's the kind of GM interaction fun. Just do things like this in differant zone and let everyone have some fun including the GM's. Differant monsters that occassionally appear and you never know where or when and there real players.. Currently you only see Special Event things like this for holidays.. Make these random.. Like Holy.. what's this.. /Guild get over here GM event in (Name Zone). Just my 2 copper and have been 5 yrs EQ1 and 2 Yrs EQ2 and many more in smaller games like Diablo etc.. GM events always bring the server to life.. Can run several even. A Lower lvl one and higher lvl one. Or have the lvl of the event random also.
Now there is a new and interesting Idea... they already have some random spawn dragons, just add a few more in various places and levels and put a GM behind it... what an Idea, pluss it would make a nice break from work for the GM's.     "going to take a break and kill some newb's, I'll be back in about 15 min"     LOL  I love it!!!
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Unread 06-10-2007, 09:13 AM   #59
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EvilAstroboy wrote:

They have so many great instances in the game, I think they should take a leaf out of Guild Wars and World of Warcraft's books and implement heroic mode or hard mode dungeons. Basically just the old dungeons reworked to be harder with better rewards and at max level. This will keep players with plenty of stuff to do considering the large amounts of lower level content around. Also means that all the mid level dungeons arent wasted in obscurity. This could be done for both the group and raid content really, would be nice to go visit the T5 raids again.

Also while they are stealing ideas, put battlegrounds in the PvE servers. Ill be honest, I dont like overworld PvP. Its cheap and the level margin is too great. Battlegrounds split into 10 level battles (20-29, 30-39 etc) would be a nice addition to the PvE servers and might return a bit of rivalry between the main cities, I dont think it would be warmly welcomed on PvP servers however.

A random dungeon generator would also be cool, but even that has its limitations.

i am sorry but playing the same dungeon but harder isnt fun..... but i agree with Battlegrounds SMILEY , isnt roleplaying breaking since u can choose if u want to go or not.... i am bored LFG for XXX , what i can do? quests? lvl 70 100 aas.....farm? no need money....help friends...no1 need help now...so what? add battlegrounds, mini games , something that is RANDOM each time... pvp is random , u are fighting players... minigames are random u are vs others players... bg are easy add a zone 2 mini castles , kill each other just for the fun , capture the flag? DaoC ideas? SMILEY
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Unread 06-10-2007, 09:23 AM   #60
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Glamourpuss wrote:

Lots of really great suggestions so far!  What a lot of it seems to boil down to is MORE IMMERSION.

I for one would love boat rides where something could happen on the way (pirates, krakens, storms, etc) and you and the others on board would need to defend or assist the ship/crew.  I for one would love changing environments; go running up the pass to Steppes and find the way blocked by rockslide (there is another way though... and it could be made more dangerous...)  I would love to see attackable cities; there's supposed to be a huge battle between good and evil for control of Norrath.  Or so that damned video at the start of the game keeps telling us.  Form a group and sneak in to wreak havoc on one of the villages!  Form a raid group and attack the walls/main gates!  If you're in town, rush to help!  Suffer massive status loss if you don't!  Be sneered at, spat on or refused service by npc's for not helping.  More live events (remember the plague event?  remember having to avoid players or npc's who were green/coughing/shaking?)

That brings me to something else I've always wanted.  Do something with the cities.  They're sooo static and in many ways pointless.  They need to be brought to life.  There've been lots of threads over time about buildable housing zones.  Put in crafters markets.  Serve eq1 style alcohol in city pubs.  Put in a player chariot race track (which could be bet upon).  GUILD HALLS.  Theatres (that groups of players could earn money from if they could get people to turn up - I think there already is something that looks very much like an Elizabethan theatre sitting in the middle of QH).  Town Criers.  Bring the cities to life.

And yes, spirit shards or eq1 style xp-loss.  It was a major pain, but it definitely added a sense of death meaning something.

Now we do have to admit, that there are a whole lot of people who don't want this stuff.  Who just want an MMO version of a video game.  And that's their right.  There's an easy way around it though.  Have servers with different rule-sets.  An RP server should have long boat-rides, languages, spirit shards/armour falling to pieces, alcohol, etc etc etc (all that great stuff that people have been suggesting).  And PVP.  It's RP, right?

If some people want RP withough pvp, have an RP-Lite server.

For those who don't any of that stuff, have servers that are just as they are now.  Wouldn't we all be happy that way? SMILEY

This is probably one of the best posts on this thread!! Well said !   ;}
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