Thread: Mistakes of SOE
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Old 03-15-2010, 06:02 AM
Aadill Aadill is offline
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* Hell levels - removed
Milestones. It's about accomplishment.

* race/class penalties/bonuses - removed
Rulesets geared towards this entire game not feeling like every character is generic. If you want higher regen or being so fat that you can't be stunned, eat more. The class penalties were removed because frankly, they were dumb.

* Experienced loss - slightly lowered (you die so easily and so fast and there's less population on the emulated server to rez you!)!
Don't die. If you die, man up and don't feel like you deserve a rez every time; suck it up and get back to XPing.

* Mob speed - slightly lowered
It has been explained that very few mobs are actually at the wrong speed. I don't see what the problem is, here. You are literally asking that everything not ever be able to hit you even without a utility spell such as snare.

* Mob SoW - DOES NOT EFFECT speed when snared! If I snare myself accidentally with lvl 50 sow on me, I sure as hell will walk, not run still very fast because I have sow stacked on me.
Snares are movement decreasing spells. 30-66% speed reduction. Works as intended.

* Make it slightly easier to regain concentration on spells
Don't get hit. Get more agi/dex. Perhaps you chose the wrong specialization if you're getting hit on an important spell type.

* Global /commands: /invite for group formation and /guildremove to kick out dumbshit members without them hiding in a zone no officer would ever care to visit to make the removal or gate as soon as they arrive so they can't gkick them
Don't invite dumbshit members. If you do, it does seem fair to be able to kick them when needed. I find that hilarious that someone would do something wrong then go to the trouble to jump around to evade getting kicked despite not really having any advantage to staying in a guild that hates them. It's not like there is a guild bank or anything.

* Encourage grouping more by giving a significant bonus to give people a reason to go to challenging dungeons for xp over quad kiting halflings for phat lewt and exp
90% of the time, the druids that solo from 1-50 aren't good grouping material. 76% of statistics are made up on the spot (the argument stands).