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Unread 08-23-2010, 02:16 AM   #61
Xalmat

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Cesium@Nagafen wrote:

cool titles

On PvE servers? Like what, besides "the Exiled"?

What I can say is that people do go Exile for the Deity choices, but even if they change their mind about the deity they are reluctant to switch back to a city, since they will lose all of their Master spells.

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Unread 08-23-2010, 02:23 AM   #62
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

I only can think of a roleplaying issue

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Unread 08-23-2010, 02:45 AM   #63
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Nothing.

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Unread 08-23-2010, 02:59 AM   #64
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Nothing but a third faction on PVP servers is great.  Give Exiles a shared bank amongst exiled toons and give them PVP writ merchants.  They can already BG for gear right so why not give em what they need to remain exile - pvp writs.

All the master loss at re-unification is fine.  Having an exile faction on the PVP servers ahs always been a good idea.  It spices fights up and makes things alot less predictable.

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Unread 08-23-2010, 05:34 AM   #65
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

How about the pvp server where ppl stay exile for more pvp?

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Unread 08-23-2010, 05:46 AM   #66
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Vlahkmaak@Nagafen wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Nothing but a third faction on PVP servers is great.  Give Exiles a shared bank amongst exiled toons and give them PVP writ merchants.  They can already BG for gear right so why not give em what they need to remain exile - pvp writs.

All the master loss at re-unification is fine.  Having an exile faction on the PVP servers ahs always been a good idea.  It spices fights up and makes things alot less predictable.

PVP writs would be an excellent addition for exiles.

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Unread 08-23-2010, 06:06 AM   #67
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Stop PvP derailing, Naggy.

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Unread 08-23-2010, 08:28 AM   #68
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Lethe5683 wrote:

Make it so exiles can use the shared bank, it makes absolutly no sense that you can share items between good and evil characters but exiles can't even share bank with other exiles.

Nope.  Exile is supposed to be hard and should stay that way.  They are exiles and lucky they get anything other then  a hole in the gound to sleep in.

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Unread 08-23-2010, 09:37 AM   #69
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

The fact that you people at SOE seem to have no clue how to balance deities correctly, and for people to maximize their class if they are a good toon, they are forced to excile and pick an evil deity.

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Unread 08-23-2010, 10:30 AM   #70
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Leko wrote:

Lethe5683 wrote:

Make it so exiles can use the shared bank, it makes absolutly no sense that you can share items between good and evil characters but exiles can't even share bank with other exiles.

Nope.  Exile is supposed to be hard and should stay that way.  They are exiles and lucky they get anything other then  a hole in the gound to sleep in.

This would be true, BUT they added guild halls, so this point means nothing.

I don't see why SOE just doesn't give exiles shared banks, and maybe even there own token system its a pvp server why not make it fun for pvpers? oh wait SOE doesn't care about pvp...

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Unread 08-23-2010, 11:01 AM   #71
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 I just betrayed one of my alts the other day to change classes and well wouldn't you know it, it told me I would not have a shared bank. Haven doesn't have housing either so why not complain about that. Why is it that a exile can come into my city but i can't go to theirs? I guess there should be no penalty for BETRAYING? I think they should do away with the guild halls and the crafting area and have little there that way your left with very little choices.

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Unread 08-23-2010, 12:15 PM   #72
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Mosha DKhan wrote:

{0}

That is my exact point. On pvp servers we look at exile as a 3rd faction regardless if SOE does or not. It has bankers, brokers, class trainers, a guild registrar, crafting stations. Exiles on pvp servers can kill players from Qeynos, Freeport, and each other. I'm not asking for a shared bank that links Qeynos and Freeport, I'm asking for a shared bank that allows you to share items between exiles.

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Unread 08-23-2010, 12:21 PM   #73
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Sydares wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Stop PvP derailing, Naggy.

I'm just amused that he's addressing PVE servers but ignoring something that people have wanted for so long on pvp servers. Then again, the EQ2 dev team hates PVP.

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Unread 08-23-2010, 02:16 PM   #74
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Nariox@Nagafen wrote:

Sydares wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Stop PvP derailing, Naggy.

I'm just amused that he's addressing PVE servers but ignoring something that people have wanted for so long on pvp servers. Then again, the EQ2 dev team hates PVP.

Why should they have any reason to change such a trivial part of the game just to make the lives of the minority of the players on one server happier? I'm in agreement with others above. If anything, a ton of the stuff that Haven provides you should be taken away to force you to move on. The devs have to look at the majority of the game and ask what significance this issue is to most of the players.

You're complaining that the diety system is inbalanced. Like I said back before this thread got Necro'd, go build a time machine back to 1996 and tell Vhalen to create a Good god of War if it means that much to you. The diety system doesn't need to be balanced. It's based off the lore of this game, which is 14 years too late to change now.

Maybe they should change the Betrayal system altogether. Most of the classes are neutral now, so there's no point to betray when you can start as them. Maybe they should institute a new betrayal system for those 8 remaining classes who are still good/evil, and go back to how it used to be before Haven was introduced. You're given a city to choose from and what class you want to become, and you are then forced to go through with it, with no safe havens anywhere along the line.

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Unread 08-23-2010, 02:44 PM   #75
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You probably shouldn't quote me and argue stuff I never even brought up. I know you're a big lore junkie, honestly I don't care. PVE players are bringing up the deity argument, PVP players are bringing up the FFA pvp aspect. I'm with the pvp players. Exile has everything a city has minus the shared banks, why not put them in and help the pvp servers a bit? We all know (pvp players) that a 3rd faction makes the game alot more interesting for us.

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Unread 08-23-2010, 02:47 PM   #76
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Cusashorn wrote:

Nariox@Nagafen wrote:

Sydares wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Stop PvP derailing, Naggy.

I'm just amused that he's addressing PVE servers but ignoring something that people have wanted for so long on pvp servers. Then again, the EQ2 dev team hates PVP.

Why should they have any reason to change such a trivial part of the game just to make the lives of the minority of the players on one server happier? I'm in agreement with others above. If anything, a ton of the stuff that Haven provides you should be taken away to force you to move on. The devs have to look at the majority of the game and ask what significance this issue is to most of the players.

They've made simple changes before for such insignificant stuff. Why do you feel like you're entitled to changes that only benefit you but if someone else asks for something it's labeled insignificant and you want to bash it to death. And if you're going to bring up the game's lore as your argument, well thats already been destroyed multiple times.

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Unread 08-23-2010, 04:19 PM   #77
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I might be wrong, but can't you exile, then get your faction up with a city and use their bank without actually finishing the betrayal? I haven't tried this but I dont see why not. You can be exiled but still have high faction with one city. Sorry if I'm wrong or if this has already been said.

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Unread 08-23-2010, 04:37 PM   #78
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

The desire to be unique. As an Exile on a PvE server, you can be one of the only Necromancers or Shadowknights safely wandering the streets of Qeynos, or the only Conjurer or Mystic in Neriak.

In fact, the desire to be different is so powerful that sometimes I think it's the only thing that keep people playing some of the least mechanically desirable classes in the game. For example if you choose to be a Monk at high levels, you have to realize that unless you have some hookups/favors to call in with a raiding guild, no one will ever let you tank, or even want to group with you in an instance that has any appreciable level of difficulty. But you do get the satisfaction of knowing that you are one of the few high level monks that continue to play despite this fact. That alone keeps a certain level of monks playing, despite class woes that have persisted for years and no real hope in sight. Being seen as unique can be a powerful motivator.

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Unread 08-23-2010, 06:33 PM   #79
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

This is basically it.  But in the high-end gameplay, any advantage you can get (however small) is seized upon.  You desperately need to rebalance gods so that the good side has something equivalent to Anashti Sul.

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Unread 08-23-2010, 07:17 PM   #80
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Vinka@Antonia Bayle wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

 You desperately need to rebalance gods so that the good side has something equivalent to Anashti Sul.

And this is Vinka, hitting the nail on the head. The deities are in sore need of updating, rebalancing, and expansion. There are plenty of unrepresented deities. (There's an entire spectrum of demigods you could tap into, for instance.)

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Unread 08-23-2010, 10:20 PM   #81
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Eventually betrayal system will be worthless since SoE is looking at putting in the ability to change professions similar to changing the chosen craft. Then no one will need to betray. As for citizenship, it's purdy much a direct link except for Q & FP but even then it isn't difficult.

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Unread 08-24-2010, 01:03 AM   #82
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This is actually pretty annoying...

I've had my character exiled for only a few hours, and I do intend to pick a city eventually... I'm just going through all the bounty quests before I start on the serious faction grinding as they're good AA! However, I noticed I had a lot of Seals of Arad in the shared bank with my Conjy. Logged on the exiled character, went to check some items, noticed there was something I could buy that would be an upgrade.

Went to get the seals from the bank... and I can't. Bit annoying that I now have to wait until I've finished betrayal to get the red adorn slot gauntlets I wanted... but such is life. For the most part, I can survive without the shared bank, but there are some items you can't trade, which means you can't access them at all!

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Unread 08-24-2010, 01:30 AM   #83
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An interesting sidenote to Exile status is that you still have access to your old home. So even if your city faction isn't all that great you can still get to your lodgings. I had a toon using her 5 room status house in Qeynos the entire time she was in Exile. Though it was a bit of a pain to get there without using the guildhall call to your house.

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Unread 08-24-2010, 09:21 AM   #84
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Nariox@Nagafen wrote:

I'm just amused that he's addressing PVE servers but ignoring something that people have wanted for so long on pvp servers. Then again, the EQ2 dev team hates PVP.

It amazes me how PvP players complained over and over again about the lack of PvP at launch, and then are surprised when it doesn't get sufficient attention even after it's put in.  It's obvious PvP was never a priority for this game, but you lot still wanted it.  Well, you got it, but don't expect it to become a great PvP experience.  That requires a large staff devoted to balancing and other PvP-specific issues, and SOE just doesn't prioritize it that way.

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Unread 08-24-2010, 12:22 PM   #85
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

I seriously tempted to go exile just to get the correct deity. Rangers have it horrible when it comes to deities since Anashti Sul is the best dps deity to have.

I'm hoping that rangers can just switched cities (good to evil) and not lose masters since rangers are neutral. /hint

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Unread 08-24-2010, 12:23 PM   #86
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Vinka@Antonia Bayle wrote:

Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

This is basically it.  But in the high-end gameplay, any advantage you can get (however small) is seized upon.  You desperately need to rebalance gods so that the good side has something equivalent to Anashti Sul.

That's because the Devs actually never play classes at the high end. They just don't see stuff like this.

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Unread 08-24-2010, 12:23 PM   #87
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Waters wrote:

Exiles were definitely a side-effect of the betrayal quest, and not an intentional feature.  Some support was given to them in the past, but I wouldn't plan on anything new.

Other than a wider deity choice, what motivates players to stay as exiles on the PVE servers?

Repeatable quests to gain faction with a city that make you want to suicide?

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Unread 08-24-2010, 03:28 PM   #88
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Luceus@Everfrost wrote:

Repeatable quests to gain faction with a city that make you want to suicide?

Oh please, you can be done with the repeatable quests in as little as two hours. That's about how long it takes to run a couple dungeons these days.

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Unread 08-24-2010, 04:29 PM   #89
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Don't want to mess with the deities?

Choose agnostic when you make your character and problem solved. At least that's what I did when I made my character back in 2006. My deity is 'None'.

Not sure if that's still an option but it works for me.

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Unread 08-24-2010, 05:04 PM   #90
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Forebian wrote:

Don't want to mess with the deities?

Choose agnostic when you make your character and problem solved. At least that's what I did when I made my character back in 2006. My deity is 'None'.

Not sure if that's still an option but it works for me.

Everquest 2's diety system is quest and faction-oriented. You don't choose your diety at character creation. You only chose to be agnostic as a player.

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