Forum Settings
       
« Previous 1 2
Reply To Thread

If they let You make the "ruleset" what would you do?Follow

#1 Sep 01 2015 at 3:21 PM Rating: Excellent
Avatar
****
4,580 posts
We've only seen a few rulesets for EQ servers over the years (I'll probably miss some):

-original launch which (most of which have been merged) are now live PVE
-The 3 different style PVP servers that were merged into the current Zek
-The FV roleplaying ruleset which has been tweaked a bit (i.e., started out with one character limit, had "trivial loot code" for a time)
-The Discord server special event
-The Legends server which you paid a bigger subscription for some additional features (I think in game maps were better? LDoN had an extra theme...)
-Mayong server which was the level 51 with 50 AA headstart server.
-For a time some servers have worn the "newbie" tag (I think Morden Rasp was the last?) and we have the "preferred" label that has changed with the free to play model?
-Progression 1.0 (Sleeper/Combine) which was race-raid unlock
-Progression 2.0 (Fippy/Vulak) which is race-raid to unlock vote mechanism
-Progression 3.0 (Ragefire/Lockjaw) which is time-locked with a vote unlock mechanism


-----
Me... I'd love a locked somewhere Velious to LoY server with no progression past that. Mounts could be disabled, and one character limit would be fine.

Right now Lockjaw sounds promising (can't play atm), and the "no box" server they appear to be talking about could be interesting (though I have no issue with boxers).


What would you do if you got to make a server?
#2 Sep 02 2015 at 6:02 AM Rating: Excellent
Sage
***
3,017 posts
Legends server had a lot more in-game GM-run events. It was darn pricey, I think $30 or $50 a month, IIRC. I doubt that would fly today even if each player had a GM following them 24/7 around offering milk and cookies!

I like trivial loot code. It helps reduce the perma-camping of some of the great Old World mobs.

I like a no-boxing server, because EQ has always tried to encourage social play and boxing has virtually destroyed that, beyond raiding.

They should really run a Discord event again, with tight controls against hacking. For something like this, where any player has to restart from level 1 if killed, I'd suggest ANY hacking whatsoever bans your account from the Discord event. This would be REALLY a fun event if it could be kept honest. BIG IF, though.

Ideas that would require code changes:

Randomize spawn rates of mobs. It's too exact currently. Sure, there's a randomness to when a NAMED spawns, but the PHer still spawns by a clock rigid enough to work for a railroad schedule. They could build in a +/100% to spawn rate, working off a bell-shaped curve.

I like the zone-wide "rares" they've instituted but they're too rare. Add more of that, even if some of the items are only "moderate." Every zone and every mob, no matter how low level, should have a chance at dropping something special.

I've also suggested before allowing low level toons to obtain a really nice no-drop item, with a higher minimum level to equip, which they can transfer as a heirloom to their higher-level main. This would encourage 105's and other high-levels to make low-level alts. It would be nice if those items could only drop if the mob was killed by a "real" group (not boxed) although I don't know if that's possible to code.




____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#3 Sep 02 2015 at 6:20 AM Rating: Good
Avatar
****
4,580 posts
Sippin wrote:


I like trivial loot code. It helps reduce the perma-camping of some of the great Old World mobs...

...I've also suggested before allowing low level toons to obtain a really nice no-drop item, with a higher minimum level to equip, which they can transfer as a heirloom to their higher-level main. This would encourage 105's and other high-levels to make low-level alts. It would be nice if those items could only drop if the mob was killed by a "real" group (not boxed) although I don't know if that's possible to code.




What about a hybrid of the two concepts:

Start adding an item to each low level zone (could even start with hotzones to spread out the coding time) that is zonewide but on a trivial loot code. I'm not sure if this would work better as a heirloom or traditional nodrop. I suppose shrouds would have to be considered (either able to get the drop or not).

The trivial loot code would only apply to the 1 unique item per zone, that is not connected to any other quests or things. The items would need to be quite interesting though... I like the idea of heirloom quality with odd effects. For example a heirloom version of shield of the immaculate or whatever that item was called.
#4 Sep 02 2015 at 3:53 PM Rating: Excellent
Encyclopedia
******
35,568 posts
The problem with trivial loot code is that they invariably goof up on some drops, making some quests impossible to complete (or now requiring alts to farm tradeskill stuff for example). One of the things I absolutely do not like is the idea that a quest can only be completed in a given level range due to drop restrictions (or any sort of restriction for that matter). In principle, I agree with the direction you're going, but I just don't think it would have the desired effect, even if they made no mistakes with drop coding. I don't think that folks would respond to this by creating alts and then traveling through the content collecting the drops themselves rather than farming them with their mains. I think it would just result in greater PLing past the levels where TLC is an issue, and then equipping said alts with stuff that the mains can still farm.

I'd much much prefer high level folks farming for stuff 30+ levels below them to equip alts than them farming stuff 10 levels below them. The latter actually disrupts the game a lot more IMO (well, more people in the game at least). And frankly, I don't think many are doing that anyway. There's so much cheap tradeable stuff (defiant) that you can adequately equip any alt to whatever degree you want until they hit a high enough level that TLC wouldn't matter anyway.

I guess if the focus of said server was to force everyone to level up every character "naturally", you could maybe work some global rules in there to do this. But I just don't see more than a small number of players actually being attracted to that for any length of time. I think people *say* they want this, until they actually go to play on a server with such rules for a while, then they get frustrated/bored and return to their normal server. Everyone wants to level/gear up naturally, until they actually have to do it. Then they want the levels to come faster, and the gear to come easier. Which somewhat defeats the purpose.


You've brought up the whole "rare high level drops in low level zones" bit before, and I'm still confused what problem this solves. Is the idea that this would reward players for playing low level alts because their higher level mains could get some gear? I get that, kinda. But I think that would just introduce new forms of farming. Maybe that's a good thing (it would get them out of the higher level zones I suppose), but to me that kinda breaks the "feel" of the game. Not terribly realistic from a world point of view for the best way to get gear for your high level character being to play a low level character and kill low level stuff. Might work from a technical standpoint, but I'm not sure I like it.
____________________________
King Nobby wrote:
More words please
#5 Sep 02 2015 at 5:42 PM Rating: Excellent
Sage
***
3,017 posts
Yeah, my goal with this idea is to get more interest in playing lower-level alts and experiencing the vast number of zones which currently go days at a time with nobody playing in them except for MAYBE passing through on the way to another zone.

I don't see how this breaks the "feel" of the game. Doesn't the game feel "wrong" now with almost every player being between 95 and 105 and most zones being wastelands empty of all player activity? What I loved in my time in P99 was to find Old World zones packed with activity. The whole world was thriving! Norrath on the current EQ servers is barren of gameplay except in a handful of key zones. Now THAT is a bad feeling!
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#6 Sep 02 2015 at 7:32 PM Rating: Excellent
Avatar
**
701 posts
I must have missed this server "Mayong server which was the level 51 with 50 AA headstart server".Smiley: frown. When was that out? that's the kind of server i can get into, bypass all the trivial junk and get right into the meat. Now granted yeah there is a nostalgic feeling when grinding up to your goals and I have only done a handful of times as you see by my sig. but I have more toons not listed as well that I have grinded up into the 50's(etc etc)from scratch as I am sure most everyone else has. But if they came out with that kind of server say starting in the Kunark era or Velious i am on board 2 gold accounts they would get.
____________________________
EQ acct
Rukkuss 71 Iksar SK 1.5 Epic
Mokkas 70 Halfling Druid 1.0 Epic
Turfidor 70 Barbarian Shaman 1.0 Epic
Simplid 71 chanter
Trembledon 72 ranger
Rumblesx 70 monk
Bertoxx server
#7 Sep 02 2015 at 8:36 PM Rating: Excellent
Avatar
****
4,580 posts
Rukkuss wrote:
I must have missed this server "Mayong server which was the level 51 with 50 AA headstart server".Smiley: frown. When was that out? that's the kind of server i can get into, bypass all the trivial junk and get right into the meat. Now granted yeah there is a nostalgic feeling when grinding up to your goals and I have only done a handful of times as you see by my sig. but I have more toons not listed as well that I have grinded up into the 50's(etc etc)from scratch as I am sure most everyone else has. But if they came out with that kind of server say starting in the Kunark era or Velious i am on board 2 gold accounts they would get.



Before Trakanon and Vox servers I believe. So my rough guess is 6 years ago?

Mayong was all current content. Your idea (set back in an era) probably would have made it more long lasting. Mayong was merged into Tunare if I recall correctly.
#8 Sep 02 2015 at 8:48 PM Rating: Good
Encyclopedia
******
35,568 posts
Sippin wrote:
Yeah, my goal with this idea is to get more interest in playing lower-level alts and experiencing the vast number of zones which currently go days at a time with nobody playing in them except for MAYBE passing through on the way to another zone.

I don't see how this breaks the "feel" of the game. Doesn't the game feel "wrong" now with almost every player being between 95 and 105 and most zones being wastelands empty of all player activity? What I loved in my time in P99 was to find Old World zones packed with activity. The whole world was thriving! Norrath on the current EQ servers is barren of gameplay except in a handful of key zones. Now THAT is a bad feeling!


I guess I'm approaching this from a "does this make sense if this were a real world" angle. Why would that orc pawn have an uber level 100+ item on it? Doing that basically breaks the fourth wall, so to speak. While I agree that its a shame so much of the game world goes unused now, I think that's less of a problem than having drop rules that make sense only if we completely abandon the idea of this being a simulation of a "real" world. Sadly, I suspect this is one of those "you can't go back" situations. Players today expect faster advancement. If higher levels exist, they will push to obtain them. The game world of yesterday worked because that was the only way to advance. It was slow, so we took the time to smell the roses along the way.

I don't think a game full of people playing lower level alts solely so they can farm gear for their high level mains is better than just having mostly empty low level zones. How is that realistic, or "thriving"? Don't get me wrong, I'd love to see the game return to that same feel and pace, but again, I just don't think you can go back to that anymore. Players wont put up with that kind of time sink. They'll move on to another game that allows them to advance more quickly. I happen to agree that the journey should be the point, and that racing to the end game ultimately leaves you kinda empty, but you and I are outnumbered like 1000 to 1 on this unfortunately. Smiley: frown
____________________________
King Nobby wrote:
More words please
#9 Sep 03 2015 at 8:32 AM Rating: Good
Sage
***
3,017 posts
It makes sense that snakes can drop armor pieces? You know as well as me that a lot of drops make no sense at all.

It's a game! The world is FANTASY which means that the "laws of physics" in Norrath differ an awful lot from those in our world. You want plausible lore? Here's a quickie: the Norrathian Gods, after seeing how the world they created is mostly void of living creatures has decided to hide special very powerful pieces of treasure in these Old World zones.

I'm currently working on the Call of the Forsaken progression quests and I'm enjoying it thoroughly. I don't NEED to do this: the augment that's awarded after the completion of a bunch of time-consuming quests is nice but hardly worth this much effort. I'm doing it for fun and entertainment. So if you don't like mobs dropping elite loot, make it a long drawn-out quest, with sub-quests only doable by toons that are level-appropriate for the zones involved. They could be quests tied to the ACCOUNT rather than to the toon that first obtains the quest. This way once all the steps are completed, the final prize is awarded to the high-level toon, thus avoiding any jarring appearance problems with having the final item drop in some level 20 zone.

You say players will move to other games? WHY? I'm not saying change any existing quests. I'm saying add some quests for really nice items that require you playing lower-level alts. How could this hurt anything? If the quest requires filling a full group with "real" players, I could envision a long-time player inviting low-level noobs to their group just to meet this requirement. What would help the game more than having that happen?

With all due respect, you're thinking too much in hidebound traditionalist terms. That attitude will ensure the death of the game, and in the near future,
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#10 Sep 03 2015 at 2:54 PM Rating: Decent
Encyclopedia
******
35,568 posts
Sippin wrote:
It makes sense that snakes can drop armor pieces? You know as well as me that a lot of drops make no sense at all.


It's hidden in his lair nearby on the remains of a previous victim. Geez. It's like you never read the intro chapter to the DMG treasure type tables or something.

Quote:
It's a game! The world is FANTASY which means that the "laws of physics" in Norrath differ an awful lot from those in our world. You want plausible lore? Here's a quickie: the Norrathian Gods, after seeing how the world they created is mostly void of living creatures has decided to hide special very powerful pieces of treasure in these Old World zones.


Treasure that can only be obtained by weaker adventurers who can't use them, purely so they can be handed to other characters on the same account (however that's defined in EQ, although I suppose that boat already sailed with heirloom items anyway). I don't disagree with what you're trying to accomplish here, but the very fact that the best incentive you can think of to get people to play lower level characters in old zones is by dangling powerful items they can transfer to their higher level characters innately acknowledges that the primary focus of most players is on high level play. They would not be playing to enjoy and appreciate those old zones and have fun playing in the lower levels, but so they have another route to gear up their existing high level characters.

I'd prefer to try to find some way to get players to want to play those lower level characters, in those lower level zones, for their own merits. But I'm admittedly at a loss as to how to actually do that. As I mentioned earlier, the player base has largely moved on with regard to this. The one idea I can think of is to create more story arcs that follow level progression. A game I really really liked (but unfortunately closed down) was City of Heroes, and they did this really really well. I enjoyed playing new characters, trying out new builds, and working through the story lines. Each story arc typically crossed about a 5 level range (and you couldn't get them once you leveled past them). As you went through them, your contacts would point you to knew contacts who would give you new missions and story arcs. As the game expanded, they actually added new ones at all levels, which meant lots of different story "paths" to follow.

I played a half dozen characters up to the top level range, and while I definitely repeated some arcs (cause they were fun, and frankly worked differently based on your build), I managed to do different arcs in various level ranges with each one as well. IMO, that worked. It was fun. If EQ could develop something like this, I think it would bring back interest in actually playing low level characters through those levels, and not just grind/pl them up to the highest/newest content.

You know, if we're dreaming about changes they could make. This kind of thing would require a significant amount of dev time to accomplish though, and I'm not sure they can afford it. But it would be awesome.

Quote:
I'm currently working on the Call of the Forsaken progression quests and I'm enjoying it thoroughly. I don't NEED to do this: the augment that's awarded after the completion of a bunch of time-consuming quests is nice but hardly worth this much effort. I'm doing it for fun and entertainment. So if you don't like mobs dropping elite loot, make it a long drawn-out quest, with sub-quests only doable by toons that are level-appropriate for the zones involved. They could be quests tied to the ACCOUNT rather than to the toon that first obtains the quest. This way once all the steps are completed, the final prize is awarded to the high-level toon, thus avoiding any jarring appearance problems with having the final item drop in some level 20 zone.


Why make it about loot at all? As you say, what makes those progression quests fun is the story that unfolds as you do it. I do the same thing btw. Put in stuff like that (and more of it) at all levels, and people might just start playing more characters, at all levels, for the actual fun of playing those characters through the content.

Quote:
You say players will move to other games? WHY? I'm not saying change any existing quests. I'm saying add some quests for really nice items that require you playing lower-level alts. How could this hurt anything? If the quest requires filling a full group with "real" players, I could envision a long-time player inviting low-level noobs to their group just to meet this requirement. What would help the game more than having that happen?


I said that players would move to other games if we attempted to force players to play like we did back in the day. We spent huge amounts of time and effort on gains that are miniscule by today's standards. And those standards exist entirely because game designers figured out that players enjoy getting cool stuff for their characters, and not grinding for hours to gain a half a bubble of exp, a tiny bit of cash, and not much else. EQ worked as it was because at the time there were no other games really competing with it. Once there were, those games offered faster pace advancement and cool frills and whatnot. EQ had to adapt to survive. Which is why they've cranked up the level rate and added powerful global drops to all levels. All of that is to compete with other games.

If you tried to turn back the clock to 1999, players would leave. Sorry if my response was confusing, but I wasn't talking about your drop idea with that comment, but with the whole "back in the day, we played this way, and we liked it!". We liked it because it was new and fun. But, as I said, I don't think you can go back to that time. Just having a 3d game world to adventure in isn't new and unique anymore. Modern MMORPGs have to offer more to their players. Sad, but there you have it.

Quote:
With all due respect, you're thinking too much in hidebound traditionalist terms. That attitude will ensure the death of the game, and in the near future,


I'm just trying to be a bit realistic, is all. Any ideas for improvements have to take into account that player expectations of games like EQ have changed since EQ first arrived on the scene. Back then, the only comparable game was UO, which was a 3/4 angle 2d game (and was still wildly popular until EQ arrived). It had several years to be the first and only game of its kind. It was groundbreaking, and we played it because it was groundbreaking. But it's not anymore.

I just think that EQ already struggles competitively with the "find new/better/faster ways to reward players for playing" angle. They've been adding faster advancement and more cool things for some time, and while it has slowed down its decline, it has not stopped it. So I'm questioning any solution that is still basically chasing the same rabbit (different ways for players to get "leet gear" for their increasingly powerful toons). Maybe the answer is to actually make playing those old zones fun?
____________________________
King Nobby wrote:
More words please
#11 Sep 04 2015 at 5:57 AM Rating: Good
Sage
***
3,017 posts
Unfortunately, this game has been driven from Day One by loot drops. Yeah, people do also play to enjoy the world, follow fun quests, appreciate the lore, etc. but you know as well as I do the loot provides stimuli for Pavlovian-type responses and when that level 1 noob kills his first snake and loots the cloth cap (WHICH IS REALLY ON THE CORPSE OF THE SNAKE'S PREVIOUS VICTIM IN THE SNAKE'S LAIR Smiley: oyvey ) the incentive to continue playing for more "phat lewt" practically becomes hard-wired.

I am enjoying doing the CoTF progression but would I have even started it if not for the augment "carrot" dangling far in the distance... probably not. Alas, my leisure time is limited and while I do enjoy exploring and doing quests I like to "double my fun" (and yield) by undertaking thosen activities in the pursuit of phat lewt.

I do remember my nephew, when I first introduced him to EQ MANY years ago (he was 12 then and is 26 now, to give you an idea how long ago) got really into exploring the world and discovering the lore, to the point where I used to humorously admonish him that he was committing to keeping his warrior at level 20 "forever." He probably did have the right idea when it came to playing the game for pure enjoyment. However he quit back when he was 13, and unfortunately I think that's what happens to most players if they're not motivated by the tasty carrots of level, gear and character advancement.

Quote:
I'd prefer to try to find some way to get players to want to play those lower level characters, in those lower level zones, for their own merits. But I'm admittedly at a loss as to how to actually do that.


Yeah, and I would like to see peace on earth, and lambs sleep with lions, but I'm at a loss there too. Smiley: rolleyes No to be sarcastic but at least I DO have a suggestion how to achieve this goal. (Er, not peace on earth, and forget the lambs/lions perversity, I mean getting EQ subscribers to play low-level alts FOR FUN. Smiley: lol)

____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#12 Sep 04 2015 at 2:01 PM Rating: Excellent
Avatar
****
4,580 posts
I actually prefer the much simpler idea of "Level 125 Dwarf in newzone #56 wants a nodrop item from Crushbone, then he will give you a really nice shiny thing".

The dev team used to do this alot. Just look at the epic 1.0 and how many drops were from pre-kunark zones.

Level 125 crafted armor is banded metal + drop from level 125 zone. That's another way. I think alot of the time since... Luclin? they have been way too much time making all new stuff in the new content to obsolete everything old. Just in Luclin alone the Twilight sea armor quests (stupidly tedious) are obsolete by drops in the same expansion from group content... but I guess that's another story.
#13 Sep 04 2015 at 5:55 PM Rating: Excellent
Sage
***
3,017 posts
One problem with EQ dev is they introduce features which are very well thought out and designed but they don't keep them up with current content/levels so the features become totally outdated. Like campfires. I use them ONLY when I need to facilitate movement of my toons but I always use the plain ole vanilla campfire because the ones that buff the group are totally worthless now. The HP campfire buffs you 1000 HPs and it's just not worth it, particularly as they expire much faster than the vanilla campfire and always at the worst time, like right before you need to click back to the campfire after a wipeout. Easier to skip the 1000HP buff and use the long-lived vanilla campfire.

Another feature is the shroud, which was an interesting development at the time but entirely useless now, except for the odd occasion when I want to turn into a rogue shroud to travel through a zone packed with see-invis mobs. LDON adventures... brilliant idea at the time; my friends and I must have played these instances 100's of time. WHO plays them today? Virtually nobody. I think there are a couple of semi-useful augments which are rare drops in some LDON's but it's hardly worth the time to do these over and over hoping for a favorable random number "spin."

I know not every feature ever introduced into the game can be maintained as viable forever but it's sad to see so much excellent programming work totally unused now.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#14 Sep 16 2015 at 12:03 AM Rating: Excellent
gbaji wrote:
I'd prefer to try to find some way to get players to want to play those lower level characters, in those lower level zones, for their own merits. But I'm admittedly at a loss as to how to actually do that.


It's not as hard as you're making it out to be. Today's players are reward driven. The problem is, starting new characters is a daunting task for many because of the steep uphill climb to being "useful" (gear, a billion AA, etc). Also, an even bigger problem is, remedying the situation would require manhours and code time (cost) and the benefit at the end isn't really quantifiable. You can't sell this to the suits saying, "If we do this, we'll increase our subscriber base by 40%" because you just don't know. If you revamp a bunch of zones to make them more attractive to adventure in, that would help. I remember when NOBODY would set foot in Velketor's Labyrinth because of the spiders and their poison and the unsure pathing (sliding into packs of spiders = hello bind point!). The same could be said for Chardok (only useful for Royals raids) and Acrylia Caverns. But then John Capozzi got his hands on these zones. When he was done, Velks was THE place to grind to 60. Chardok was packed with people looking for the various "random" loot drops (best in slot weapons for several classes) and a super rare mask for BRD/ROG. Acrylia was less popular.....except for the ring events (Ring of Fire, Khati Sha the Twisted), mainly because he left the company before completing it. This isn't neurosurgery, it's been done successfully before! People gravitated to these zones because the rewards were excellent (for their time). Lute of the Howler didn't drop in Velks before the revamp. All it takes is creativity (which seems lacking in this dev team but maybe they're shackled or leashed).

Remember the "Kunark Express"? Why not create another, similar sequence? Add more zones and you spread people out, in case crowding becomes an issue. There are so many zones pre-60 that absolutely SUCK that the devs would have WAY too many to choose from. Most of Luclin blows like a sperm whale by today's standards. People didn't XP in Marus Seru when it was new, why would they do so now?

gbaji wrote:
As I mentioned earlier, the player base has largely moved on with regard to this. The one idea I can think of is to create more story arcs that follow level progression. A game I really really liked (but unfortunately closed down) was City of Heroes, and they did this really really well. I enjoyed playing new characters, trying out new builds, and working through the story lines. Each story arc typically crossed about a 5 level range (and you couldn't get them once you leveled past them).


Not exactly true. Granted, that may have been past your time.

Sippin wrote:
LDON adventures... brilliant idea at the time; my friends and I must have played these instances 100's of time. WHO plays them today? Virtually nobody. I think there are a couple of semi-useful augments which are rare drops in some LDON's but it's hardly worth the time to do these over and over hoping for a favorable random number "spin."

I know not every feature ever introduced into the game can be maintained as viable forever but it's sad to see so much excellent programming work totally unused now.


Honestly, they could come out with a new LDON expansion which is basically LDON without scripts (which is the reason LDoN couldn't infinitely scale up) that starts at whatever level LDoN stopped at (70/75?) and most people would be happy. Heck, clone the LDoN raids and update the scripts to modern standards, maybe change some monster models, and voila! New expansion, little muss or fuss.

How about monster missions? The perfect activity that people of widely varying levels could participate in together. Inclusive activities drive socialization. Socialization drives "stickiness". And stickiness drives subscriber growth. Duh? Have these people not played early EQ? Datamine your progression servers, dammit!
#15 Sep 16 2015 at 8:34 AM Rating: Excellent
Sage
***
3,017 posts
Monster missions are dead and buried and can never be reborn, IMO. Nice idea, but didn't go over, except for the couple that yielded very uber loot. Upgraded LDON's, now that could work.

At the risk of beating a near-dead horse, (Darn, can't find a dead-horse-beating emoticon! Smiley: banghead) I still contend salting high-end drops which are heirloom which can only be pharmed by lower-level alts of the high-level main who wants it, is the way to go to encourage more group play in lower level zones.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#16 Sep 16 2015 at 8:41 AM Rating: Good
Scholar
***
1,156 posts
Sippin wrote:
(Darn, can't find a dead-horse-beating emoticon! Smiley: banghead)

Smiley: deadhorse

You used ":banghead:" - it's ":deadhorse:" - inside the [ ]

Edit: missing quote

Edited, Sep 16th 2015 7:41am by Felicite
#17 Sep 16 2015 at 1:35 PM Rating: Excellent
Sage
***
3,017 posts
Thanks!

Smiley: flowers Smiley: flowers Smiley: flowers
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#18 Sep 16 2015 at 2:26 PM Rating: Excellent
**
599 posts
I'd go for a no-box, time-locked, era-locked server ending in Luclin for a 6 month stint. That's a lot of content, yeah?

Daybreak could fix basic zone issues - like making scarlet desert something more than a "train to zone" thoroughfare. Stuff like that.
#19 Sep 16 2015 at 3:47 PM Rating: Excellent
Sage
***
3,017 posts
Scarlet Desert was a fun XP zone in its time, with a lot of interesting quests and that whole alien faction balancing act thing. As a druid I used to like to kite those sun mobs on the plateau. Nothing wrong with that zone, except for the intense sunlight which could get tiresome. Smiley: cool

Edited, Sep 16th 2015 5:47pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#20 Sep 16 2015 at 4:07 PM Rating: Excellent
**
599 posts
Try navigating it in very lame period gear/spells on a Paladin, I kited stuff, that's for sure ;P

Mutants did a lot of the quests in SD since we were a self-locked guild tied to Luclin - we had lots of issues getting groups across that zone - so we cheated and used fellowship campfires and simply "badged" guildies to camps.

#21 Sep 16 2015 at 5:35 PM Rating: Decent
Encyclopedia
******
35,568 posts
Remianen wrote:
gbaji wrote:
As I mentioned earlier, the player base has largely moved on with regard to this. The one idea I can think of is to create more story arcs that follow level progression. A game I really really liked (but unfortunately closed down) was City of Heroes, and they did this really really well. I enjoyed playing new characters, trying out new builds, and working through the story lines. Each story arc typically crossed about a 5 level range (and you couldn't get them once you leveled past them).


Not exactly true. Granted, that may have been past your time.


Hah. I actually forgot about that. Which is strange given that I used that specifically to pick up some accolades. My main point though was that this provided real color to the leveling process rather than just a grind. Higher level characters being able to go back and go through missions they missed on the way somewhat supports my argument. There were enough different paths to follow story-wise that you could easily level through a range and miss quite a few of them. This meant that there was plenty of stuff to do that kept you engaged and interested. And, more importantly, made leveling a new character less about getting to the top level, as traveling there through a series of such story lines. It was actually fun playing a lower level character, purely for the sake of playing that character.

EQ has nothing like this. I suppose the progression/partisan task lines in some of the newer expansions kinda qualify. But they still managed to make them more grind like then fun. In most cases, there are a number of quest givers, and each gives just a few tasks, but later ones often have dependencies on completing tasks, often from other quest givers. So instead of each one giving you a series of tasks that you complete in order, which make up an entire storyline, you get a mish mash of tasks that have requirements that aren't explicitly stated to you (requiring you to wander around randomly trying stuff, or looking them up here). CoH told you a story with each contact. Each contact had his/her own set of missions to do. And you could just run through their missions without having requirements that you had to discover on your own. They would also introduce you to new contacts, opening their story arcs up for you.

It was a far far more user friendly experience. Yes, some saw it as being "led by the nose" through content. But the content was fun. It wasn't frustrating hours wandering over here, then there. Then getting stuck on one task that was blocking you from being able to move on to tasks from other givers. I suppose EQ wanted them to be more integrated, and they succeeded at that, but I don't think that's really a better way to go. More importantly, the whole system scaled all the way up, and occupied you all the way up through leveling. I knew players who would "street sweep" in CoH for exp, and I always wondered why. Yes, you could just roam around in one area killing (er... arresting) bad guys. But the missions were so much vastly more fun (and challenging, but generally not horribly more), that to me, it was a no-brainer. And the scenery changed. That was nice.

Edited, Sep 16th 2015 4:41pm by gbaji
____________________________
King Nobby wrote:
More words please
#22 Sep 17 2015 at 5:19 AM Rating: Good
Sage
***
3,017 posts
Trappin wrote:
Try navigating it in very lame period gear/spells on a Paladin, I kited stuff, that's for sure ;P

Mutants did a lot of the quests in SD since we were a self-locked guild tied to Luclin - we had lots of issues getting groups across that zone - so we cheated and used fellowship campfires and simply "badged" guildies to camps.



Boy, were we in the same Scarlet? I always found simple invis kept you entirely safe when crossing the Desert as long as you avoided any undead mobs, and MAYBE nameds but that is never hard to do.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#23 Sep 17 2015 at 1:47 PM Rating: Good
Encyclopedia
******
35,568 posts
Sippin wrote:
Trappin wrote:
Try navigating it in very lame period gear/spells on a Paladin, I kited stuff, that's for sure ;P

Mutants did a lot of the quests in SD since we were a self-locked guild tied to Luclin - we had lots of issues getting groups across that zone - so we cheated and used fellowship campfires and simply "badged" guildies to camps.



Boy, were we in the same Scarlet? I always found simple invis kept you entirely safe when crossing the Desert as long as you avoided any undead mobs, and MAYBE nameds but that is never hard to do.


Paladins don't get invis, and assuming he was speaking about the zone when it was relatively current (the "lame period gear/spells" comment suggests this), there were also no invis potions (certainly none you could buy from a vendor for 10pp, plus 10pp was still a decent chunk of change back then, so probably not worth using anyway). I too remember crossing that desert as a paladin back in the day. And yeah, you'd better not get turned around, and better know *exactly* where the exit cave is, cause you will have a train of mobs behind you.
____________________________
King Nobby wrote:
More words please
#24 Sep 17 2015 at 3:36 PM Rating: Good
**
599 posts
Our retro guild operated on the honor system, some of us would "cheat" if it meant saving time rallying the troops to camp locations, but stuck to the rules when it came to armor/weapons/spells/pots.
#25 Sep 17 2015 at 6:46 PM Rating: Excellent
Liberal Conspiracy
*******
TILT
Actually, we were worse than that since we only used gear looted/quested on Luclin and that expansion managed to often have worse gear for a level bracket than you could have gotten in classic/Kunark/Velious (looking at you, Twilight Sea armor quests). Once you got into the high 40's and 50's it got better but the 20's and 30's were pretty miserable for some chain/plate classes and they were wearing junk like Rockhopper leather until we could start looting gear from Grieg's, Akheva and Umbral Plains.

Us cool caster types farmed the named vampires in Tenebrous Mts for Blood Weave
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#26 Sep 18 2015 at 2:57 PM Rating: Excellent
Encyclopedia
******
35,568 posts
Jophiel wrote:
Actually, we were worse than that since we only used gear looted/quested on Luclin and that expansion managed to often have worse gear for a level bracket than you could have gotten in classic/Kunark/Velious (looking at you, Twilight Sea armor quests). Once you got into the high 40's and 50's it got better but the 20's and 30's were pretty miserable for some chain/plate classes and they were wearing junk like Rockhopper leather until we could start looting gear from Grieg's, Akheva and Umbral Plains.

Us cool caster types farmed the named vampires in Tenebrous Mts for Blood Weave


Ugh. I'd forgotten about the lunar mutant group thingie you guys did. I can't imagine trying to actually gear up a tank class using just Luclin content. I'm trying to think, but I'm reasonably sure that the only piece of armor I ever used from Luclin on my paladin was a BP I got off some mob in UP (I think?). And that only because that was the one gap slot that I'd managed to never be able to get in planar raids, Kunark Raids, and Velious raids (when I got that drop, I literally had a complete set of Skyshrine gear except the chest piece, which had replaced my nearly complete set of planar armor, also absent chest piece, so I was still wearing my BP of Ro). My guild was like "Wait? What are you wearing on your chest? Um... You take this. Seriously. Right now...".

The Twilight Sea gear was a joke for mid level gear. There were bit pieces you could pick up in other random locations around the expansion, but basically unless you were into VT, you weren't getting anything that could be considered an actual upgrade for any even casually raid geared characters (well, except for that one BP apparently). And competition for VT was so tight, that no one remotely casual bothered. We dabbled with the idea of getting people keyed for it, and just decided to stick to Velious stuff instead.
____________________________
King Nobby wrote:
More words please
« Previous 1 2
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 211 All times are in CST
Anonymous Guests (211)