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Unread 11-28-2008, 07:03 AM   #61
Ikke

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kcirrot wrote:

I would like solo instances.  TSO does have solo content, but it's content that will be consumed and then there will be nothing to do for those times when the guild isn't raiding and I don't have the time or inclination to group.  I play all sort of content from solo to raiding, but sometimes I just want to solo.

RoK and TSO have a decent amount of solo content, but it's primarily fed ex and hunting missions, some having the new gimmicks like "use the item I give you on mobs."  Not bad content, but I think the Haunted House instance from the Nights of the Dead are a good model for meaningful solo content.

About 10-20 instances like that only two-three times the length and I would be happy.

And for goodness sakes, no level increase.

I agree with this post. A (in my opinion) simple way to increase solo instances would be to make single versions of group and raid zones/instances! Lower the dificulty and rewards but give the players that dont have the time to run with a full group/ raid the opportunity to enjoy these (already developed) zones. Make solo versions of the mobs that are challenging for single players and reuse the zones/geometry that is already developed for the existing group zones.

This would be a relatively simple way to give the solo players more content.

Let me be clear: I don't want high powered rewards. Just rewards in line with other existing solo content or even no rewards (being able to see zones that I otherwise never will see is a reward in itself!)

Cheers,

Ikke

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Unread 11-29-2008, 02:42 PM   #62
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Ikke wrote:

kcirrot wrote:

I would like solo instances.  TSO does have solo content, but it's content that will be consumed and then there will be nothing to do for those times when the guild isn't raiding and I don't have the time or inclination to group.  I play all sort of content from solo to raiding, but sometimes I just want to solo.

RoK and TSO have a decent amount of solo content, but it's primarily fed ex and hunting missions, some having the new gimmicks like "use the item I give you on mobs."  Not bad content, but I think the Haunted House instance from the Nights of the Dead are a good model for meaningful solo content.

About 10-20 instances like that only two-three times the length and I would be happy.

And for goodness sakes, no level increase.

I agree with this post. A (in my opinion) simple way to increase solo instances would be to make single versions of group and raid zones/instances! Lower the dificulty and rewards but give the players that dont have the time to run with a full group/ raid the opportunity to enjoy these (already developed) zones. Make solo versions of the mobs that are challenging for single players and reuse the zones/geometry that is already developed for the existing group zones.

This would be a relatively simple way to give the solo players more content.

Let me be clear: I don't want high powered rewards. Just rewards in line with other existing solo content or even no rewards (being able to see zones that I otherwise never will see is a reward in itself!)

Cheers,

Ikke

First suggestion is to bring back Scott Hartsman - he understood the needs of casual players. The current leaderhip is all about FORCED GROUPING -- another expansions like TSO will kill this game.

They could do with some changes to TSO before they burn too many bridges.

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Unread 11-29-2008, 04:10 PM   #63
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Kunark had enough solo content for this tier.  Mooooore than enough.  If I had to do another solo quest, I would have gone crazy, and then at that point, the group content was pretty dry and pointless to do, due to the experience at those dungeons being far too poor to make them worthwhile.  The new dungeons were just what Tier 8 needed.

On the topic of the next expansion though, i'd predict a level cap increase, so we'll probably see a balance once again.  The question is going to be: Where will it take place?  This senior producer seems to have a good idea for using old world content with the new, but at the same time, I think that the next expansion should be a new place, with new things to see.  Odus or velious would be awesome.

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Unread 11-30-2008, 06:25 AM   #64
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Even though I don't grup often (actually almost never) I agree that the team should focus on group and raid oriented new zones. But I stay with my point that they could (with relatively less effort) repopulate older group and raid zones to be used by the solo players.

This should be a way to have both types of players get new content without all the bickering.

Greetzzz,

Ikke

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Unread 12-01-2008, 03:17 PM   #65
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SoV... That is all. If Sony makes Velious the next expansion i'll pay a year subscription on the spot.

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Unread 12-02-2008, 02:15 PM   #66
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Dreyco wrote:

Kunark had enough solo content for this tier.  Mooooore than enough.  If I had to do another solo quest, I would have gone crazy, and then at that point, the group content was pretty dry and pointless to do, due to the experience at those dungeons being far too poor to make them worthwhile.  The new dungeons were just what Tier 8 needed.

On the topic of the next expansion though, i'd predict a level cap increase, so we'll probably see a balance once again.  The question is going to be: Where will it take place?  This senior producer seems to have a good idea for using old world content with the new, but at the same time, I think that the next expansion should be a new place, with new things to see.  Odus or velious would be awesome.

Kunark had tuns of boring easy overland solo content. I dont think anyone is asking for more of that. What Solo/duo'ers are looking for is fun and challanging content that caters to their play style - right now we have nothing for L80's.

All we have is more boring/easy overland quests that is the same thing as before but with a different environment.

I also think we need TSO like instances/missions that can scale down to small groups or solo. Just have them give solo appropriate rewards so people are still incouraged to group/raid if they want better gear.

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----------------------- [ Permafrost Server] -----------------
Thomm ... Qeynos 92/320 Troubador, 92 Carpenter, T9 (450) Transmuter
Denon ..... Qeynos 90/320 Warden, 90 Tailor
Draziw ..... Freeport 92/320 Wizard, 90 Sage
Jacuzzi .... Freeport 92/320 Necromancer, 90 Woodworker
Steab ...... Qeynos 92/320 Guardian, 90 Armorer, T9 (450) Tinker
----------------------------------------------------------------



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Unread 12-02-2008, 03:07 PM   #67
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Anyway this is what I would have really liked to see with TSO, or would request to be built into any upcoming expansion:

A type of mission/quest system that is much more random and scaleable. Where one person could go to a city and talk to a mission/quest giver and he gives you a quest with some lore + a Map. This Mission can be shared with anyone in the group. You examine the map and it adds a POI to your map and it tells you which zone it is in. You need to travel to the zone indicated and go to the new quest POI. You get there and find a new cave door or rock or something that now is a clickie for those with this mission.

When you click the entrance a new instance is generated based on the size + average level of the group. The loot table is also scaled to have rewards appropriate to the size of group.

Then the instance should be somewhat different every time it is generated. Have maybe 10-20 base shell instances that the generator could pick from, then have some random variations on each of them. One thing that I think would be really cool is have random traps that a scout class can see and disarm.  If you dont have a scout, not a huge deal, you just will be dealing with them when they go off on you. Have some hidden doorways that is easy for the scout to see, but if you dont have one its still ok you just may be 'feeling' the walls to check if this generated instance had that same hidden room that was in the previous one you remember doing.  Randomize the named and their locations a little bit, randomize some ambushes so you need to be careful all the time - and something might actually jump out and scare you. Have some rooms and hallways that sometimes are there and sometimes not.

Basically make re-usable content that will still give you a sense of adventure the 100th time you do it.

Then as far as misison rewards. Have tokens ( or shards ) kind of like TSO, except:

#1 tierd so if you did it with L50' you would have the T6 shards - that can purchase T6 Rewards.

#2 Have the amount of shards/tokens rewarded per the size of group the instance was generated for.  Then have the items cost 5 times the amount they cost in TSO. So if you go in a single 'solo' instance you get 1 token/shard. If you go in with a full group you get 6 token/shards.  So - if you really are doing these instances for the shards/tokens, and think the quickest path to the tolkens/shards is doing them solo, then you can do it, -BUT- you will have to do 6 instance to get the same amount of tokens/shards you would have recieved if you would have gone in with a full group.

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----------------------- [ Permafrost Server] -----------------
Thomm ... Qeynos 92/320 Troubador, 92 Carpenter, T9 (450) Transmuter
Denon ..... Qeynos 90/320 Warden, 90 Tailor
Draziw ..... Freeport 92/320 Wizard, 90 Sage
Jacuzzi .... Freeport 92/320 Necromancer, 90 Woodworker
Steab ...... Qeynos 92/320 Guardian, 90 Armorer, T9 (450) Tinker
----------------------------------------------------------------



.....(-.-).....

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Unread 12-02-2008, 03:23 PM   #68
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1. http://forums.station.sony.com/eq2/...topic_id=434559

2. Better optimization of the game for improved performance on newer machines.

3. Better character creation / more options.

4. Less restrictive classes.

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Unread 12-02-2008, 03:36 PM   #69
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Jovie@Guk wrote:

Since it is my thread i'll start it off.

I would like to see a 1-85 or 90 expansion. Base it off of Odus and Taelosia (sp).

Lore of the expansion would attempt to shed some light on where the Ratonga came from and why.

The first truly good versus evil faction play for an expansion. Freeport/neriak/gorowin siding with renewed Paineel, Qeynos/Kelethin siding with the Deepwater knights of Erudin.

Starting area offered in each city.

No classes.

Odus covering the level ranges of 1-70. Small newbie zone for each city covering 1-20. Tox forest covering 20-40 for both factions, large enough to house both seperated by the river.

Kerra ridge persistant dungeon for 40-50, the Warrens persistant dungeon for 45-60, Stonebrunt mountains persistant overland non heroic area for 45-70.

The hole persistant heroic dungeon for 55-70. 

Raid instances off of the hole. Other heroic instances possible off of kerra ridge and the warrens.

Next step is Taelosia. Initial overland zone with a mixture of heroic and solo encounters covering 65-75 and progressing higher and higher as you go through the island.

I could go for all of that, but I suspect that the "good vs evil" thing is more likely to be nuked from the PvE servers, than to be enhanced.

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Unread 12-02-2008, 03:52 PM   #70
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Ok my 2 copper.

Zones I would like added.

 

Odus; I did play there in EQ1.

Velious; Played there too J

Underfoot; I like this idea and could be massive.

 

Things I would love to see added.

DYE!

More appearance items (tattoo, ear rings, clothes, etc)

More styles for character creation. (Hair styles, color, tattoos)

Better housing options; Come on, the housing in Qeynos and Freeport SUCK!

Items that drop your coin rate from your home rent.

Community Quest aka Warhammer Public Quest.

Do the exact same thing Everquest style.

Ultra Rare harvest.

Ability to sit down in a chair or lay on your own bed.

Different server type for Roleplay. No griffons or stations and All bells gone.. You can only go on foot, mounts or ships, plus Druid Rings and Wizard towers. You have to run back to your body to get your equipment.

Arenas updated like Warhammer Scenarios.

 

Random events;

Age of Conan when you harvest a node, someone attacks. OR.

You get a quest from Holly’s ghost to kill the local Shadowknight. Well you get within x yards of target to get ambushed by X. OR.

Brell loves his little dwarfs so he cast a spell of enlarge to show his love. OR

You walk in your home and there is a X waiting on you, they aren’t happy and they are carrying a X.

 

Other;

Next expansion should go to 100 not 90. 80-100 would be Mastery level for your class. Mastery titles would be nice also. All ultra hell levels. One level would equal 1-50 in time at normal rate.

 

One zone that has a massive amount of mobs that guards in the center is a X that drops X

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Unread 12-02-2008, 05:16 PM   #71
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Ok so on a whim i just went back and revisited eq1 for a bit this last weekend. One thing i found from the most recent expansion is they had alternate versions of certain zones for missions, same name but totally different look.

This intrigues me.

My most favorite idea as of yet incoming now!!

Next expansion has wide mission style adventures, scales to the adventurers level, come in a variety of forms of solo, small group, group and raid.

The players are sent back in time just barely prior to the shattering. Missions are zone specific, or within a set of 1-3 zones.

The zones involved with the mission are pre-shattering. Imagine an eq2 style exact copy or close to it of some of the original norrathian zones, closer to their original shapes and sizes.

All of the karanas, feerott, commonlands, etc...

The theme could be centered around the war when zek sent his armies to crush freeport and qeynos.

Outdoor zones to include-

- west and east commonlands, the ro deserts and oasis of marr.

  --sub dungeons for this sideare befallen and takish hiz

-qeynos hills, west north east and south karana.

   ---sub dungeons for this side are Runnyeye and split paw

-Innothule swamp, Feerott, Rath Mts and Lake Rathetear.

    ----sub dungeons for this side are upper and lower guk

Above outdoor zones could either be set to instancing or set as persistant zone copies with a 20 level range (20-40, 40-60, 60-80, 80-100) The dungeons are instanced. One or more outdoor zone per set has epic versions of them for raiding guilds to fight the war.

The hub for the expansion is the burning nexus which is a combination of the nexus and shadow haven. Small resistance party located in the nexus and a persistant open and shared dungeon for the remainder. All access points to the surface of luclin being cut off.

Players can choose how little or heavy they want to get involved in the fight for survival. Missions to aid the resistance on the norrathian surface give adventurers and tradeskillers alike plenty of choices for FUN things to do.

What player would not love to go to qeynos hills to battle the hordes while qeynos burns in the distance!!???!!

The theme for this would be lots of something for everyone from level 20 on up, with a definate level increase, no aa increase.

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Unread 12-03-2008, 01:19 AM   #72
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One thing that I would really like to see happen is for sony to add a few new classes. I know people say that that will never happen, but I think it would give eq2's player base a breath of fresh air. An example of a new class could be something like an entertainer... It could be a mix between a bard and a monk where they use dance moves as attacks and music (or sining) as buffs or attacks as well. As for a new race... Id either like to see a race we already know of become playable, or even a race of monkey people! They could have high sta and agi and have a special attack with their tail as a character trait. Thats all I have, thanks for reading SMILEY
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Unread 12-03-2008, 03:33 PM   #73
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Next Expansion - Velious or Odus

Things I would like to see:

- Increased Level to 90

- Mercenaries

- Added Character slots

- Tradeskill AA Tree Obtained by writs/Crafting XP at 80

- Character Traits increased beyond thier current cap, this includes stat/resist/power-health traits.

- Revamp of Character Traits making them more on par with today's game and based on class choice.

- No new races

- No new classes

- New Sub-Class AA Tree

- New Class AA Tree

- Total AAs equaling 1000 per character obtainable with no cap, increase this by 250 per new expansion

- Better balance of solo/group/raid and crafting. I personally think the crafting dungeons are a waste and would much rather see an expansive gear/item creation list that is worth wearing other than a copy and paste job of vendor gear for one less shard. I have to say that was the largest dissappointment in TSO. Besides the fact that many items both crafted and dropped have not been fixed to today's "standard".

- Revamp of older zones, much like that of Everfrost

- Global Arena Instancing not just server (This would breath new life into an old friend)

- 4 set armors at the level cap Solo - quested armor set legendary quality|Crafted - rare/ultra rare crafted set commissioned only|Group - group dropped set or vendor"shard purchased" fabled quality|Raid - dropped/armor mold set via raid.

Please leave the going back in time to "WoW" EQ2 does not need a Keepers of Time, nor do we need sea battles like that of PotBS. We need other ways of filling in missing group memebers or dungeons that truely scale based on group numbers. Easy fix would be a medium, normal and hard dungeon setting. Medium being 3 man max, normal being a 6 man setup and hard being a "more difficult" version of the normal 6 man with rewards accordingly. Though Mercs would solve this problem by itself.

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Unread 12-03-2008, 04:20 PM   #74
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What would your next Expansion look like? I Know what i would like to see!Before i go on, i would like to add that im an EQ1 Veteran that has played almost 7 years EQ1 with only a small breakor two inbetween.Velious is exactly what i would like to see. For all EQ Veterans there should be a ringing bell in your head now, for everyone else: This was the absolute coolest, greatest, longest, biggest, most awesome expansion EVER. I seriouslycannot describe how much fun the whole expansion was and how much content it did offer. It was EQ1 second Expansion and mind you, eq1s first expansion (kunark) was not bad either but Velious seriously rocked the house. Velious offered everything you wanted in an mmorpg. Lots of solo content, alot of group content, short and long quest series, tricky dungeons, a nice lore and kickbutt raid content.  Let me try to explain what Velious was all about and why it would make a great addition to EQ2.Velious offered content from the 30's upwards till the high end level. It had some massive zones and very very special dungeons that were alot of fun.On Velious lived 3 major factions. The Giants, the Dwarfes and the Dragons. Every player could decide on their who theywanted to ally with. It made sense if a guild with every guildmember would take the same ally, but that wasnt much of an issue.Gaining faction with one faction usually meant loosing faction with another one. The giants were enemys with the dwarfes and the dragons and the dragons were neutral to the dwarfes.All 3 factions had their own home citys (Skyshrine for the dragons, Kael Drakkel for the Giants and the city of the dwarfes) which you could enter without having to worry about deaths if you were their ally. And if not, you could move invis throu or fight your way throu the city. Working for one faction meant sabotaging the other ones All 3 Citys had lots of nameds and usually one king who dropped awesome loot. So you could not only go into these cityswith a single group but also raid those contested mobs.Then you had a zone (western wastes) full of dragons. Most of them were pretty easy and 1 groupable, they only dropped some treasured loot and a spell or two if you were lucky. But ofcourse there were also endbosses which were much harder.Next to Western Wastes was Dragon Necropolis, the home of the Dragon Zlandicar. Another excellent masterpiece of zone creation. Very evil Traps everywhere, some rat-like creatures lived here and you also had different boss encounters. Exploring the zones the first few times was a real adventure.Then you had a zone called Temple of Veeshans. It could be compared to the Veeshans Peak nowdays. It was full of Dragons and Wyvern which dropped awesome loot. It didnt require a key to enter this zone but believe me, if you werent ready you wouldnt even get past the first trash mobs. This zone was also very very nice designed.Does anyone remember Tower of Frozen Shadow? That was a dungeon with different floors and you had to clear a floor to get to the next one and on the top floor the finall boss awaited you. Exploring this tower was also very thrilling.Then we had Velketors Labirinth. Wow, we thought the designers were on drugs when we first saw this dungeon but hell it was fun. You had to walk up alot of glitchy edges (it was all frozen so moving there was very difficult) and before you reached the top you would fall down and die a quick death haha. And now have fun moving up again, god those werethe days.You probably have never seen a real war in eq2 but believe me - it is possible. The ring war was a quest serie where you would start with a very small quest serie leading from one quest to another. It was a real long quest and resulted in an awesome ring. The last quest involved the city kael drakkel invading the dwarf city and you would have half the server ( this is NOT a joke) defending the dwarfes against the giants. You had attacks comming from the left, from the right, massive attacks from the front. The dwarf city sent you so and so many npcs to defend and everything else was in the players hand. The more dwarf officers survived, the more loot you would get and ofcourse the one who was on the last quest step would get this awesome ring. The final raid zone was the sleepers tomb. Getting the key was not easy back in the day. You had to kill one of the majorraid encounters just to get a key for 1 member. And since ALL of em were contested ( who needs everything instanced? a good mix is what we need, not only non contested ) it was pretty hard getting keys. But the effort was worth it. Meeting one of the most powerfull creatures alive. Kerafyrm the sleeper! He is a sleeping pristmatic dragon and you could only wake him up once on every server. To wake him up you had to kill the 4 dragons who guarded him. They were placed there to make sure the sleeper never wakes up because that would have been fatal. I remember when all of norrath gathered because it was known that the sleeper would wake up today and noone wanted to miss that event. When the last guardian fell the sleeper woke up and quickly you would see alot of shouts from all the dragons of norrath. In each different zone you would hear dragons shouting that the end of norrath is near etc. This was one of my best times in eq1 and the next thing you would see is the sleeper wiping the raid and then leave his tomb to go take revenge to the dragons who imprisoned him. He went to the different zones and killed all those npcs who were involved in imprisoning him. Every player on his way would die a quick and painless death haha. This was a one time thing and words cannot describe it.What im trying to say? Im trying to say that theres still alot of stuff you can do sony. EQ2 needs exactly stuff like this to keep rocking. Go make an exact copy of velious and i guarantee you there wont be anyone complaining. No expansion had more depth than velious. Velious was indeed a MASTERPIECE of work, and i hope you can bring us oldschool eq people and all those who never had the chance to see veliouss a chance to experience it.

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Unread 12-06-2008, 07:26 PM   #75
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What about a new class :Elementalist"

Only wields the elemental powers, Earth, wind, fire, water. The class would have 4 different stances, to make that type of magic stronger when casted. Would be a Ranged(magic) DPS/short Term Buffer class. I think that would be pretty cool SMILEY

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Unread 12-06-2008, 07:37 PM   #76
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They can't afford to make any more classes.  If anything they should merge some of them.

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Unread 12-07-2008, 02:40 AM   #77
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i would like a Virtuial pet system maybe even tied to a new class.

something where you can capture an animal tame it train it feed, pet,cuddle the pet and its loyalty depends on how you treat it and raise it then you can breed it with another one or someone elses and sell the babies you would also be able to take it out adventureing and questing and it would fight or be a mount or something or keep them in your home and sadly if you dont take care of it and keep its health up it dies and poof time to capture and raise or buy a new one

would also bring a totaly new aspect to the game and bring ALOT of new players to the game especialy in the asian countrys

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Unread 12-07-2008, 03:03 AM   #78
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i loved scars of velious , with all the Coldain and Frostgiants, the ice/snow looks good in eq2 so far (see frostfell), so they can start out giving us things like 

Kael Drakkal, Thurgadin, Velketor's Labyrtinth, Eastern/Western Wastes, Sleepers Tomb, Plane of Mischief !!, Tower of Frozen Shadows, Sirens Grotto !!, Icewell Keep, Crystal Caverns.

last but not least the famous snow bunnys.

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Unread 12-07-2008, 04:22 PM   #79
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walaruss wrote:

i loved scars of velious , with all the Coldain and Frostgiants, the ice/snow looks good in eq2 so far (see frostfell), so they can start out giving us things like 

Kael Drakkal, Thurgadin, Velketor's Labyrtinth, Eastern/Western Wastes, Sleepers Tomb, Plane of Mischief !!, Tower of Frozen Shadows, Sirens Grotto !!, Icewell Keep, Crystal Caverns.

last but not least the famous snow bunnys.

Vorpal bunnies?

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Unread 12-07-2008, 05:47 PM   #80
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Lethe5683 wrote:

They can't afford to make any more classes.  If anything they should merge some of them.

eww no. i say NO merging classes NO adding classes. merging would make everyone angry, adding a new class would be a huge rush of people paying that class, completely screwing up the number of classes.

I predict that they will increase the cap to 90, and thats what i want. i would also like to see some balancing of the classes in pvp, and i would love to see a new GOOD  aligned race and a new GOOD aligned starting city. WITH THEIR OWN WORLD BROKER. maybe they can throw it in as an add on(like they did with neriak) evil  has more races more cities and a broker that trades with anyone on that server.... not fair

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Unread 12-07-2008, 07:37 PM   #81
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Olik@Nagafen wrote:

Lethe5683 wrote:

They can't afford to make any more classes.  If anything they should merge some of them.

eww no. i say NO merging classes NO adding classes. merging would make everyone angry, adding a new class would be a huge rush of people paying that class, completely screwing up the number of classes.

I predict that they will increase the cap to 90, and thats what i want. i would also like to see some balancing of the classes in pvp, and i would love to see a new GOOD  aligned race and a new GOOD aligned starting city. WITH THEIR OWN WORLD BROKER. maybe they can throw it in as an add on(like they did with neriak) evil  has more races more cities and a broker that trades with anyone on that server.... not fair

Merging classes could be good in the long run.  As it is they can't make clear roles for all of the 24-classes let alone make those roles balanced.  Monk and bruiser are both very similar and SoE completly fails each xpack to balance them.  Dirge and troub also very similar, same with warden and fury.  The problem with the classes in EQ2 is that they made far to many subclasses rather than making broader classes where the player could choose what to specialise their character in.

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Unread 12-08-2008, 09:45 AM   #82
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I would like to see some of the old instances revamped to higher level aswell as the current levels. Prefereably with new quests to do there.

I would like to see an increase in level to 90.

I would like to see more reasons for high level people to mentor down to help lower levels. Maybe a special Mentor XP system that gives you some kind of rewards as you grow. Even if it's only fluff it would still be great.

I would like to see a healthy mix of solo, small group, full group, raid x2 and full raid content to make everyone happy.

I would like to see more 2nd tradeskills.

And I would definetly love to see the game engine get a full overhaul to use modern graphiccards and multicore CPU's.

Probably more I would like to see, but that's all that comes to mind right now.

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Unread 12-09-2008, 10:40 AM   #83
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   First off, My whole family plays this game, love it!!. But to be frank, please come up a solo mythical weapon quest. Those of us who dont belong to a raid guild and are not good buddies with one can NOT keep paying them 300 to 500 plat for their help!!.  Alot of people group and raid, but there are also alot of solo players out there. Venril should be easier to kill.

  Please add levels up to 100 as well as tradeskills. New content or should I say a whole new continent for all levels to enjoy would be nice too. Mythical armor wouold totally rock as well, not that I would ever see it because of the times I play, raiding and find groups is just not that easy at times.   A strange new world would so be interresting and like others suggested-- another dimension!!.

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Unread 12-09-2008, 01:11 PM   #84
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EQ2: The wrath of Veeshan.

Veeshan horrorified with what the mortals have done to her children and the powerplaying of the other gods and has returned to seek vengence laying waste to Qeynos, Freeport, gorrowin, Kelithin, and neriak causing the mortals to group up for their own survival in haven (or odus your choice).  Veeshan, through dreams tells her children of her return promising norath to her sect of dragons that rids the world of the mortals sparking a dragon war to end all between the awakened, the ring of scale, and the claws of Veeshan as to who will be Veeshan's chosen. 

From Velious comes the claws of Veeshan.  (new continent of  East velious partialy discovered.  The Giants of dracKial (or whatever it was) collapsed the mountain passes to the west to prevent the dragon spread but failed.

From Kindom of sky comes the Awakened, determined to capture the world for the Sleeper's return and his ascension to God of the Wurms.

From Kunark comes the Ring of scale led by Trak (kunark VP dragons get spread out over the 5 cities for mythical updates or epic 1.5 quests) .

With the cities in ruins the mortals fight to re-establish their presence by returning to their citys only to find them infested with all sorts of horrors (cities become raid zones) and can only be returned to live in once X mob is defeated (or next expansion).

T5 raid zones get revamped to 80-90 instances as hardy adventures set off to try and stop the tide of the awakened... Again.

East Velious is open to the solo adventurer to help the mortals discover a passage through the mountains to Western Velious and the Temple of Veeshan (end game raid zone of the Next next expansion 2010)

Just an idea.

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Unread 12-09-2008, 01:25 PM   #85
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I'm starting to feel sorry for SoE a little..... there is so much hype for a Velious expac that no matter how good they make it players will not be satisfied. Odus is in a similar boat just not as bad.

I still hope for something that can be appreciated as fully new rather than a rehatch.

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Unread 12-09-2008, 02:14 PM   #86
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Oh, making OH more usefull and that combining powers from different classes gives more powerfull buffs, or damages.

Combos. a bit like the monk AA tree, where they need to use some attackes to do another one. This could be another AA tree or a combo tree, where by making some attacks, if followed by the right one, it becomes more powerfull and gives the ability to use another spell/CA which gives cool stuff.

there would be different ones, defensive combos, offensive combos, buffing combos. it would make the game more interresting and a little less smashing buttons. That's what I'm getting sick. During raids, especially trash, you just chain click. when a spell is up, I cast it. I sometimes would like things to be a bit different. You could really optimise your playstyle.

but you should be able to play with optimising it. It shouldn't be gamebreaking.

race and class ... no I'm not interrested. new starting area ... no, not interrested. What's the point of making content you only barely see. especially since they give bonus xp for each of your charater who is lvl 80. the only reason people go back to the old instances is to kill named for AAs.

then what would be a new threat compared to the void invasion and Anashti sul?  I mean when you look at it, KoS ... great dragons and droags, EoF mayong and return of the gods, RoK the iskars and ring of scale, now TSO with void creatures. we would at least something as threatening as that. is there something in Odus that could compare to that kind of threat?

maybe velious ... Anyway I don't care, i didn't play EQ1.

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Unread 12-09-2008, 07:52 PM   #87
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I like a lot of the suggestions people have.  Not knowing too much about EQ1, some of the references mean very little to me.  (I only played EQ1 for a short time before EQ2 came out.  Haven't been back since.)

I think we need:

1) A new good/neutral city.  (The way Gorowyn is an evil/neutral city.)

2) A new race.  Most likely a "neutral" race (to balance out the number of good/neutral/evil races in the game) and allow that race to come from any starting city.  (Except possibly Kelethin and Neriak, if you want to keep those specialized.)

3) A new class.  Maybe bring back an old EQ1 class that no longer exists in EQ2, like Beastlord.  I really do not like Coercers (their pets can go aggro on them, and they aren't really "summoned"), I hate the pets of Necros (too icky), and Conjurors aren't quite the same.  Any class that's different and new and uses imagination might be good, though.  I really don't know what we could have that's not already covered pretty adequately (other than Beastlord), although I think with enough imagination (and maybe input from users) they can come up with something.  It should be from a class-type that's not already over-heavy in game.  Sony should be able to figure out what will work best for that.

4) A few (2-3, please!) new character slots.  So we can try out the new races, city, and class!  SMILEY

5) Better housing options in Freeport and Qeynos.  (sigh)  I can get a 5 room house (with 5 vault slots) in Neriak, Gorowyn, and Kelethin for 1p 70g, with an upkeep of 5g, and not have a status payment.  You can NOT get even close to that in Qeynos or Freeport.  Even their 3 room homes cost more than the 5 room homes in the newer cities, and I think that's just plain silly.  Especially since the walls and flooring in the original cities is so UGLY that you HAVE to pay to upgrade it or your furniture and trophies look awful in your room anyway.

6) More faction options!  I love both gaining and losing faction by doing quests and killing certain mobs.  If I don't have a -50,000 faction to gnolls and orcs, then I figure I haven't killed enough of them!  SMILEY  I think there should be a way to get city faction (Kelethin, Qeynos, Neriak, Freeport) even if you're on the opposing side.  Wouldn't it be interesting for a Qeynos toon to have amiable faction to Neriak?  I don't mean it should be *easy*, but there should be some way to do it.

7) Some new good and neutral gods to balance out the deity structure.  At first there was an unbalance towards good gods, and now it's unbalanced towards evils.  Overall I think there should be more neutral gods, as both goods and evils can use them.

SMILEY Someone suggested an AA tree based upon your deity, and I think that's an intriguing idea.  The problem is that any character who has not selected a deity won't have that AA line... which actually could be a pretty nice incentive to having you pick a deity.  SMILEY  It would probably be pretty difficult to make the deity AA tree customized per class, so it would also be an incentive to pick a deity that really suits your character more closely.  I picked a deity for one character based on the looks of the pet, for instance, and I didn't care about the buffs and miracles.  This would make a player be more careful in that selection.

I always hope for more tradeskill stuff, whether it's recipes, quests, or whatever.  But SOE is actually pretty good at giving that stuff even without expansions, so I've been happy on that score.

That's about it, for me.  I do ask one thing - if they make a new area, PLEASE make the graphics and music nice like they did in ROK and EOF.  I really hate the gray and dingy areas like Nektulos and Stormhold.  Perhaps some people do, but I find it gloomy and depressing.  (Not scary and sinister as I think it's supposed to be.)  I love Neriak/DLW (for its dark sinister feel), Kelethin/GFay (for its bright prettiness), and Gorowyn/Kunark (lush jungle).  The outlying areas for those are also good - Butcherblock, Lesser GFay, Steamfont, Timorous Deep - they're all very pretty and interesting as well.  There are some places where there's so much dreary SAMENESS (like Nektulos) and nothing to catch the eye and keep you interested.  The music has also been nice in the new areas, and I hope they keep that up.

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Unread 12-10-2008, 06:04 AM   #88
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What this game needs is another expansion akin to the EoF expac.

That one was the most all encompassing expac we've ever had.  There was literally something for everyone!

I don't like how the last couple have all been for high levels only.

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Unread 12-10-2008, 06:40 AM   #89
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Next expansion should change all classes to beastlords, change the battle system to card battles, and should take place in the psychidelic realm of Luclin where the Vah shir come back riding hot pink ferarris.

What?

Oh fine.  I'd honestly be glad if they did something about the armor appearances.  I'd like to see them make alterations to the exsisting humanoid races (such as some more natural hair, accessories, more control over facial structure), and of course a new level range (85-90) is always a welcome addition in my book.  One thing that would be nice though, would be to pad the 55-65 range with another zone or 2 with more quests as there's a somewhat skimpy supply in that particaular spot.  What you did to everfrost is a good example of what needs to happen to that level range.  There's plenty of zones and instances, but there's not so many quests that can be done for AA at that point.

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Unread 12-10-2008, 07:25 AM   #90
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Rathilluser@Befallen wrote:

That's about it, for me.  I do ask one thing - if they make a new area, PLEASE make the graphics and music nice like they did in ROK and EOF.  I really hate the gray and dingy areas like Nektulos and Stormhold.  Perhaps some people do, but I find it gloomy and depressing.  (Not scary and sinister as I think it's supposed to be.)  I love Neriak/DLW (for its dark sinister feel), Kelethin/GFay (for its bright prettiness), and Gorowyn/Kunark (lush jungle).  The outlying areas for those are also good - Butcherblock, Lesser GFay, Steamfont, Timorous Deep - they're all very pretty and interesting as well.  There are some places where there's so much dreary SAMENESS (like Nektulos) and nothing to catch the eye and keep you interested.  The music has also been nice in the new areas, and I hope they keep that up.

hum that's the point. every zone has a different feeling. Nektulos is zone kind of a haunted forest. stormhold is a haunted dongeon. You can't make every area like greater faydark, full of colors and all.

I remember even when the game came out, nektulos was a pain. heroic mobs everywhere aggro. ... it was hard to travel to betray. It's not supposed to be scary .. it's more sinister an you should feel unconfortable. Like in Nek castle. Fallen gate or stormhold. It's old, filled with undead, all colors passed away with time. It's not even like Mayong's castle. where there are vampires, so they are thinking undead, they like living in luxury.

Plus nek is 4 years old now so it may look a bit less cool than kunark. but when you look at the moors, it's gloomy too.

for classes, the problem is balance. If we have a new class available, how is it gonna come in the game? there are already too many classes. too many tanks, dps classes, a lot are even unwanted in raids. So if you make another class, fine, but what will it be? solo class who sucks in raid? a buff bot? melee? mage? dps? heal? everything?

whether it would make older classes even more unwanted or the class wouldn't find a place in the game. and people would start complaining again.

merging classes .... how would you do? you would take some abilities of one class and some of the other, mix and get a new one? for druids, warden might be unhappy because the lost some healing abilities while fury would loose their dps. how about melee and caster druids? making us being able to choose the spell we want between the class A or B ... might be a lot of work.t's a bit too late now. The game is too old.

Deity AA tree, not that fun, would be a problem for classes who took a god for RP purpose. like a troll assassin worshipping Casic. no real benefit for his class, but what if he took Casic because he roleplays. wouldn't be fair.

If they increase lvl cap, give us more than just one new spell. I liked DoF because it added 3 ancient teachings.

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