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Old 12-19-2016, 03:55 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,225
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
Obviously quite a bit of thinking went into OP's post - I'd undersign about 95% of it.

Not sure what to think of the traveling merchant (why?) and charm resistance (if we nerf charm, we have to nerf a bunch of other stuff as well - necros soloing, druids/wizards quadding, bards swarming (even 10 is a lot of mobs).

I totally agree with the general idea - make EQ hard as it was back when we all were clueless.

Maybe make ALL the mobs hit for the 2x or 3x the damage they are supposed to and make sure they outrun any kind of speed spell outdoors AND indoors should be enough to make it pretty damn hard to get loot and exp?

Maybe also make all mobs summon so root/rot, fear kite and such don't work.

Basically force people to group and even then it should be super hard to achieve anything.
Regarding Traveling merchant...maybe it is a dumb idea. The thought was simply to address the whining from players who joined the server later not having access to Guises and Manastones and such. The idea would be that everyone would have hypothetical access to them...you'd just have to have enough plat and/or get really, really, really lucky. How lucky am I talking here? Like "AFK autorun through Sro on your way to and from Lower Guk and randomly run smack into the AC on the way there AND back" lucky. Or "randomly running around near the Windmill in LOIO and the Sarnak Courier spawns on top of you and drops a Gazughi ring" lucky. The idea would be that only a handful of players in a given real life calendar year would even SEE the guy, much less be able to buy from him. Basically, he should be almost mythical. It's just something to add spice to the server. By far the most disposable and least important suggestion I made, however, and the first one I'd jettison.

Nerfing charm: it's just overpowered in its current state. Charming in classic was more difficult, if only for hardware and client software limitations. But you didn't see pretty much every Enchanter soloing like crazy with Charm back in the day. Not even close. This is what I mean by focusing on the spirit rather than the letter of classic. The spirit of classic = Enchanters mostly grouping, CCing and buffing, charming only sporadically and at great risk to themselves.

You wouldn't need to change Necro soloing or Wizard quadding. Why? The loot code. So a Necro could solo and a Wizard could quad...but if they fuck up and die they will have one of their items looted by the mob, and have no one in their group able to kill it and get their item back. The Wiz would also be suffering the outdoor XP penalty if quadding, and if the Necro is soloing in a dungeon he's already taking a risk. It's all about risk versus reward.