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2 weeks back: First ImpressionsFollow

#1 Apr 25 2012 at 8:00 PM Rating: Good
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I'm impressed. Although some of the reasons I left are still there, I'm finding that I'm enjoying myself most of the time.

The new map feature where I can see what zones are good for my level is pretty cool. The influx of returning and new players because of F2P is pretty cool. Mercs are pretty awesome. And I'm noticing that there are new quests that are actually fun and/or relevant.

However, I'm still annoyed with the multitude of people sitting AFK in GL causing lag, and false hope of getting buffs. I'm still playing alone 99% of the time regardless of which toon I'm playing(10SHD, 39RNG, and 66WAR are the ones I use currently). And a lot of the current hotzones really suck(Dranik's is the best example of terrible hotzones that I've come across so far) and seem to be, for the most part, and aside from CR, Moors, and Goru'Kar, empty.

Overall though, I'm enjoying the game again, probably going to stick around for a while.

How do other returning players feel about the game these days?
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#2 Apr 25 2012 at 8:40 PM Rating: Good
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The way the game has become with mercs there's basically no grouping until about 75 unless you find yourself a guild and make friends. With mercs though it really is pretty simple 1-70 though.

I was never much of a fan of DS to begin with and with it being a hotzone i still tend to avoid it, although i did DS PL an alt there recently since its so unbelievably easy to create a massive train in that zone.
#3 Apr 25 2012 at 10:29 PM Rating: Excellent
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I have been back about 3 weeks now myself. I have had little problem picking up groups in Sunderock or the Steppes.
Have been 2 boxing again when I can use Elnes computer as mine is just too slow even when I log off firefox.
I would really like to get into an active guild to ease things, but am holding off to see if I stick with 2 accounts using one free and one gold.

It has been fun to be back on Jonwin, keeping the ranger Adeste alive and seeing how much I can do solo as the paladin. Once I hit 70 on jonwin I think I will hit the undead in arcstone and run off 200 or so aa's as Im sitting now on 111.
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#4 Apr 26 2012 at 2:43 AM Rating: Excellent

The guild lobby thing varies by server, it seems. On Cazic, there are MGBs going off all hours of the day and night. It's to the point where if you leave the keyboard for an hour, you'll come back fully raid buffed.

Mercs were a blessing and a curse. It's a blessing for those whose time (or patience) is limited so LFG isn't a good option. It's a curse because mercs basically give people a way to avoid socializing in the conventional EQ way (i.e. in groups) so the social bonds many of us old timers formed in years past, don't really happen. For me personally, mercs cost me some of my dearest friends (who were mainly clerics with a few warriors as well). These were folks who played the class because they liked helping others and being needed, not necessarily because the class was so fun to play. Granted, I have their characters so they can come back at any time but with the merc addition and the way other games have implemented their cleric/priest class(es), there's rarely a desire to return. They've turned the page on the EQ chapter of their gaming life and moved on. Don't even get me started on the warriors ("So wait, I have to spend months camping a handful of spawns for augs so I can do my job adequately but some NPC can do it BETTER unless I get a few thousand AA? Screw that, I'm gone!"). The merc damage dealers can't hold a candle to real players because they lack the subtlety/knowledge required (like the fact that you need to stand under a dragon's belly to hit it with spells. My Paladin's merc wizard blew her entire mana bar "nuking" fabled Gorenaire from max range. I had to log in a real wizard to come do the job properly).

I came back in January after being away for about eight months. The game's still fun, even without most of my friends playing anymore. I've always been a self-starter (in RL and in games) so I set goals for myself and have fun pursuing them.

I've noticed something about Elidroth's work with the hotzones. In every set, he has at least one zone that you scratch your head at. You wonder if he actually plays the game even. Zhisza in the previous set was an example (the zone's too small to be a hotzone. One group, in today's gear, can clear it all) and Dranik's Scar in this set is another (not to mention Plane of Disease). You also have to wonder about things with the design of the hotzone augs. Seems like they've gotten worse over time, but maybe that's just my perception. But yeah, you're much better off sticking to Goru'kar for that range than bothering with DS or even Great Divide. You can easily do Blightfire to Stone Hive to Goru'kar.
#5 May 01 2012 at 6:03 AM Rating: Decent
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I agree that mercs, and the huge growth in boxing in general, has damaged the social aspect of the game. It's also true that certain classes tended to be played by certain types of people, such as clerics by those who enjoy being needed and helping others. It's so true that in the "old days" we wouldn't leave PoK headed to an XP zone until we had recruited a real cleric for our group. Now we don't even think about it. Heck, not only cleric mercs, but shamans and druids can rez and heal almost as well as clerics. I play all 3 classes and I'm amazed how much they've made the other priests into "psuedo-clerics." Unless you want to raid, where clerics are still needed, I can't imagine why anyone would make a cleric today.

Warriors, not the same. Warrior mercs are "OK", but not that good, especially at higher levels. I'd much rather be standing with (or even better, behind!) a warrior being played by a real person than one being run by AI.

Hot zones... don't get me started. If they were smart they'd set up polls for players to vote on the next set of hot zones. They wouldn't have to commit to going with the top picks in every case, since some of the same zones would come up every time, but getting some input from those who actually do PLAY would surely avoid some of the miserably bad choices they make.

I also vote for changing hot zones more often. Since they leave the hot zone augments in the zone once they go "cold" why not change them more often? It's tedious to level toons in the same 8 zones for a whole year. Sure, you don't HAVE to use hot zones, but between the XP bonus and the fact that if you want to group with other "real" people the odds are much better in a hot zone.

I've always thought they should let the bonus XP available from a hot zone be tied to a group rather than a zone. Maybe allow people to "sign up" for a group and when it forms and moves to an XP zone, the group gets the bonus. And I mean a bonus beyond just the full group bonus. This would allow players to experience any zone they want, and even mix things up, while retaining the hotzone type bonus. The whole POINT of hot zone XP bonus is to encourage players to congregate in the same zones to encourage grouping and socializing. This could be accomplished by tying the bonus to the GROUP and not the ZONE.

Edited, May 1st 2012 8:09am by Sippin
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#6 May 01 2012 at 1:09 PM Rating: Good
Sippin wrote:
Hot zones... don't get me started. If they were smart they'd set up polls for players to vote on the next set of hot zones. They wouldn't have to commit to going with the top picks in every case, since some of the same zones would come up every time, but getting some input from those who actually do PLAY would surely avoid some of the miserably bad choices they make.


There is something that's all the rage in MMO development now that I am convinced EQ's devs don't do.

Data mining.

In other words, taking the data of user activities (what people DO, not like forums which is only what they SAY) and using that data to assist your development focus. I first became aware of it with City of Heroes (where data mining is used to the nth degree, almost fanatically), like finding out what powers "everyone" took (the fitness pool as the most obvious example) and how they spent their time (outside, in missions, in social areas, etc). EQ's devs don't use this technique at all and what leads me to believe that are their design choices in and between expansions. That may change some but not much. For example, I can almost guarantee that in the next expansion, an anti-swarming mechanic is going to be introduced.

Speaking of, one thing that tells me the devs don't actually play their game is that 12th anniversary mission (Infiltrating the Guardian). Seriously, did you NOT think people were going to find a way to use a scalable mission for farming purposes? That's probably why the mobs inside don't drop any real loot.
#7 May 22 2012 at 11:24 AM Rating: Decent
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I came back from a 10 year hiatus. I've been on for about 1months and I love it.

You talk about the "old days," but here are some thing that I DO NOT miss:

1. LFG
2. "hell" levels
3. money weighing you down
4. being killed by light blues and greenies
5. bickering over camping spots
6. all the 'cool' events and mobs only being available to uber guilds
7. don't even get me started on gear prices
8. running everywhere!
9. the freaking boat ride
10. looking for vendors to buy spells
11. corps run
12. staring at the spell books
13. EC tunnel (this i actually enjoyed, since i could haggle the price)
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