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#31 |
Server: Najena
Guild: Forgotten Abyss
Rank: Member
Loremaster
Join Date: May 2006
Posts: 144
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![]() Vinyard@Antonia Bayle wrote:
The main problem with that comment (especially the last three words of it) is that it implies that anything that is associated with tradeskills and decorating is a waste of time. That might be your view, and nobody is telling you that you have to do the others, but to expect that your playstyle be the primary one to which they cater is a bit narrow-minded. I would be happy if they would structure the GUs in the following rotation: Expansion update - Content for questers, raiders, crafting, and decorating. Next update (3 months after expansion) - Adventure content for questers and solo/duo players; crafting content for woodworkers, weaponsmiths, and armorers. Next update (6 months after expansion) - Adventure content for groups (heroic content) and x2 raids; crafting content for sages, jewelers, and alchemists. Next update (9 months after expansion) - Adventure content for raids (EM and HM); crafting content for carpenters (maybe some house items from the previous update's heroic zones), tailors, and provisioners. That way, throughout the year, each play style would get an update in addition to expansion content. My reasoning for putting the adventure updates in that order is that the first gives a little boost in content to help those players get good enough gear to survive in group zones, the second gives the group and x2 players content since by 6 months, those zones are getting a bit old, the third gives the raiders some harder content to hit, since many guilds will have made it through most of the existing raid content by this point. As far as the crafting part goes, the order I put is pretty arbitrary, so it could be switched around however necessary. End result, though, is it would give a rather fair distribution of content. At least compared to the way they do it now. Also, while we're at it, they could do a kind of "round robin" on the RNG positions for gear drops every update. So if mages occupied positions 1-6, scouts 7-13, fighters 14-19, and priests 20-25, then they could shift them like so: Expansion update - Mages 1-6, scouts 7-13, fighters 14-19, and priests 20-25. Next update (3 months after expansion) - Priests 1-6, mages 7-12, scouts 13-19, and fighters 20-25. Next update (6 months after expansion) - Fighters 1-6, priests 7-12, mages 13-18, and scouts 19-25. Next update (9 months after expansion) - Scouts 1-7, fighters 8-13, priests 14-19, and mages 20-25. Doing this would average out any potential positional RNG bias, thus allowing mages and priests, over the course of the year, to get just as much gear as scouts and fighters. |
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#32 |
Loremaster
Join Date: Aug 2008
Posts: 59
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![]() Piestro wrote:
Why this &%it? Why not healer class balance? Three years (or more) we have only one super-needed class ? Yes yes i know... this theme is... BIG BANG, but INQ IS HISTORICAL BUG ! |
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#33 |
Loremaster
Join Date: Jun 2005
Posts: 79
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![]() Rotherian@Unrest_old wrote:
Adventuring is the canvas that allows crafting and decorating to take place; it is the frame upon which other things are hung. This game would be a completely hollow shell without adventure content, therefore that which is primary needs to take primacy. If adventuring content thrives it pulls the rest of the game along with it. |
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#34 |
Loremaster
Join Date: May 2008
Posts: 2,601
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![]() ReddyKY wrote:
The vast majority of crafted items are for adventuring use. Adventuring is still the main focus of this game. |
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#35 |
Server: Najena
Guild: Forgotten Abyss
Rank: Member
Loremaster
Join Date: May 2006
Posts: 144
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![]() ReddyKY wrote:
I'm not arguing that adventure content isn't important. I'm merely stating that adventurers (and I am one, as well as a crafter, decorator, shiny salesman, adorner, transmuter, tinkerer, former-raider-since-my-guild-stopped-raiding, former-group-player-until-the-umpteenth-time-I-ran-instances-and-they-still-dropped-scout-gear, and Guild Sarcasm Officer [I wanted to put something else, but that would involve bypassing the p-filter, which isn't allowed]) shouldn't get angry when crafters and decorators get something. Especially crafters. However, whether or not it would be a "hollow shell" as you put it, is mostly a matter of subjective opinion. Those that do nothing but craft would still be able to craft (granted, they would make no profit, because the only ones that would buy the items would be the vendors for fuel costs, or other crafters). My point is, even if you consider adventuring a necessity, it isn't the only ingredient which allows this game to continue existing. Imagine if you had a bowl of plain oatmeal - no salt, no sugar, no butter, nothing but oatmeal. It would taste pretty bland. Without the rest, this game would be a lot like plain oatmeal. (Don't get me wrong, I understand that some people like bland oatmeal - but that is a matter of personal preference. As is whether to just adventure, just craft, just decorate, or to actually go out and experience all the game has to offer - or at least as much as you can.) Without the crafting and decorating side of the house, there is very little to distinguish this game from any of its competitors. Especially now that the game is more "gear-oriented" than "skill-oriented". The suggestion that I posted earlier attempts to address the differences in playstyles. I encourage you to read it, ponder it, and evaluate it with an open mind. Or you can just continue to think that the adventuring side is the only part that needs content. (Or some other option, which may or may not involve hamsters, which has nothing to do with the subject being discussed.) Your choice. |
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#36 |
Loremaster
Join Date: Dec 2004
Posts: 1,178
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![]() Rotherian@Unrest_old wrote:
I completely agree that all those add an extra flavor to the game that improves it and needs to continue to be developed as much as possible. However, using your same analogy, how would a bowl of sugar, salt, and butter taste without oatmeal? Or how would that taste on a bowl of badly undercooked oatmeal? Or the same amounts of sugar, salt, and butter one would use on a full bowl, but on only a 1/4 of a bowl instead. If the devs forget they need to make a decent bowl of oatmeal, all the seasonings in the world aren't going to keep people saddling up to the table, or coming to the table initially. Before they worry about adding accents to the dish, they need to make sure the initial dish is done well. Now I went and made myself hungry.
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Come play EQ2...we have SOEmote, Dungeon Finder, and Dungeon Maker. |
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#37 |
Server: Najena
Guild: Forgotten Abyss
Rank: Member
Loremaster
Join Date: May 2006
Posts: 144
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![]() Kenazeer wrote:
Depends on the proportions. And how long you cook it. (I love caramel.) |
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#38 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() Why is it so hard for SoE to communicate with players on the important issues affecting the health of the game?
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#39 |
Community Moderator
Join Date: May 2011
Posts: 1,001
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This post has moved: /eq2/posts/preList.m?topic_id=49996...post_id=5756008 Trolling is not permitted
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#40 |
Community Moderator
Join Date: May 2011
Posts: 1,001
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This post has moved: /eq2/posts/preList.m?topic_id=49996...post_id=5756018 Trolling is not permitted on these forums
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#41 |
Lord
Join Date: Oct 2010
Posts: 180
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Let me re-phrase: Why can't SOE communicate with the players in a more consistent manner so that said players can continue to pay for their subs/accounts/sc items without fear of losing real world money if SOE decides to close down eq2?
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#42 |
Loremaster
Join Date: Aug 2008
Posts: 59
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![]() This is rhetorical question. Clearly, they spend all the money from the SC for new projects ... focus on only the SC ! |
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#43 |
Loremaster
Join Date: Aug 2008
Posts: 59
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![]() Atan@Unrest wrote:
If I write about the problems in the themes, then no one answers! If I write PM... no answers too |
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#44 |
Loremaster
Join Date: Apr 2005
Posts: 9,707
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![]() inspire1444568 wrote:
I'm convinced its their new 'bury our heads in the sand' company directive.
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#45 |
Lord
Join Date: Oct 2010
Posts: 180
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I agree Atan. I wished it were otherwise as I really loved the game and the community.
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#46 |
Loremaster
Join Date: Aug 2008
Posts: 59
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![]() Piestro wrote:
And finally... But how to deal with historical bugs, if you (SoE) aren`t listening to players !?? If they aren`t Inq, of course Eq 2 could be the best MMORPG... |
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#47 |
Server: Antonia Bayle
Loremaster
Join Date: Dec 2004
Posts: 690
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![]() So, how much of this has been implemented? There are 3 "hotfix days" left for the Month of May. |
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#48 |
Loremaster
Join Date: Oct 2005
Posts: 30
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![]() Atan, the only thing I have to say to your endless optimism is - look at the left. They still haven't managed to fix it so that you show up as the leader of the right guild. That is really all I can say. As for the rest of it, to the person who thinks the game took a back seat to the crafters, the crafting in the game was so abyssmally terrible when Domino got ahold of it that the only direction it could conceivably go was up. Domino was special, and it was a crime to let her go. Domino was the average player. She had a perspective that seemed to be lackiing by any other dev. And eventually,, she managed to get her feet wet in other aspects of the game. I don't enjoy DM, and I know very few who do. DF is an abyssal failure on my play server no matter what the level range. I don't enjoy the broken itemisation. Why put polls into the field that are intended to go nowhere? To say you had? the most recent SC mess shows that.
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#49 |
Loremaster
Join Date: Dec 2004
Posts: 1,178
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![]() Is there a patch today?
__________________
Come play EQ2...we have SOEmote, Dungeon Finder, and Dungeon Maker. |
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#50 |
The Vigilant
Join Date: Nov 2004
Posts: 1,250
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![]() Vinyard@Antonia Bayle wrote:
An interesting thing you brought up, as I thought for the Freeport Revamp, we were supposed to NOT go through zones of BBM in order to level, doing all through CL, Nek, etc. Guess that got thrown out with the baby and the bathwater. And the Golden Path is not what it is cracked up to be. So many places are missed. My main went that route, I was 90 in 3 months. Errrr |
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#51 |
Loremaster
Join Date: Jun 2006
Posts: 11
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![]() Illgauskus wrote:
This. A million times, this. I don't normally post on the forums, and rarely even check them, but I feel this is important. I didn't do EQ2 beta however I have been around off and on nearly since launch. EQ2 was always my go-to game when others got boring or failed completely. It's pathetic what the game has become. Okay, maybe when the game first launched some parts were too choppy or difficult, but now the game is such a hand-holding easy-mode bland mess. The way the game is now, you may as well give people the option of starting at level 90. Why even put flags on mobs? Let people read the quest journals. Allow them to explore the areas. And while I was looking forward to the Freeport revamps, I was woefully disappointed. Freeport doesn't even feel like a city anymore without its public urban sprawls; certainly not an evil city with the gaudy ugliness of it now. And while I still get a sense of nostalgia going through Qeynos and Antonica, and still enjoy decorating houses from time to time, it's not enough to keep me around for more than a month or so, and even that is beginning to fade. Soon, it seems, I won’t even get that nostalgia out of Qeynos, and if it’s anything like Freeport, I’ll no longer be able to enjoy living in the Willowwood. Watching this game slide downhill the way it has the past few years has been like watching a friend die a slow death. |
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