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#31
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#32
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for an unpaid dev team, leveraging already existing, but currently unused assets is pretty obviously the way to go, so +1 here. While overall the quality of expacs declined after velious, and declined significantly after PoP, there were many good ideas/zones/quests/etc that could be cherry-picked, and leave the rest out. Fighting gods on their own plane has been a winner idea since PoFear/Hate, but PoK was just giving up on boats, and ruined many aspects of immersion such as the entire concept of geography, etc. There are also many things that need adjusting that will make ppl complain, but still should be done: 1.) /asbestos_on, some bazaar-like place (that doesn't require you to stay logged in, eating bandwidth) like NPC vendors that you "sell(trader)" the item to (where the sell button says Trade, or Consign or something instead of Sell), you put in price to sell, etc. and then the NPC deducts 10% of the plat when sold. This would also help fight mudflation by removing some plat from the economy. (that's also less plat available to RMT) It'll need a time/space limit, to stop ppl from just dumping everything they find (upfront fee, perhaps? there's a better idea in there somewhere), and to appease the EC ppl who will of course complain that this will Ruin Everything(tm), you could put these vendors in the large room in EC tunnel and you are *done*, with nothing more than a handful of modified NPC vendors. Tunnelquest if you enjoy, (but not be forced to) or, stop in, "sell off" (/trader off, hehe) and get the heck out. It's not tunnelquesting that bugs many, it's having no other option, and while tunnelquesting can be fun and social, sometimes you just wanna put your crap up for sale and log off b/c the family/RL is waiting on you or whatnot. 2.) As far as gameplay adjustments, one thing I think should be done is finally closing the entirely-too-popular NPC inventory bug that allows exploits such as multi-questing nodrop items and recharging items by selling 2 and buying them back. In theory, closing MQ is fixing an exploit that bypasses the nodrop tag (and it is), and in practicality it will stop a domino effect of plat farming starting with the guy that farms say, an important epic piece, not only blocking the gameplay of other players (important), but also forcing that next player to *also* begin farming to pay for that epic piece (in this example), so he also stops questing, xp'ing, not available to heal for a group, etc. We'll call it the platfarming domino effect, and I'll make bumper stickers for the cause. [You must be logged in to view images. Log in or Register.] It'll also lessen the pressure/opportunity for RMT obviously. lotta crying at first, esp among the wealthy, but the p99 dev team has never blinked at changes that make users scream temporarily (compass,map, color con'd target box, pet xp, etc). I'd *so* rather see "/ooc monk pipe rotting p550 n1452 lemme know if you need a hand gettin here." than "/ooc monk pipe MQ 30K and my guild has this spawn locked, so GL gettin it any other way. u mad bro?" 3.) Another easy to poke at, but useful change would be the addition of a *few* "fixer" AA's: Let me be very *very* clear about this provocative issue of AA's: I am not saying 9 out of 10 aa's should never see the light of day; I am saying 19 out of 20 aa's should never see the light of day. At some point, to make it look like they were doing more than they (soe devs) were, and to not have to back off/admit wrong on some hotly contested points, the devs began using aa's as a vehicle for bugfixes, and character deficit-reductions that should have always been there. While runspeed3 should never be seen on p99 for example, b/c it trivializes 99% of the danger of the game (pfft, you can just outrun it now /shrug entire zones), /pet discipline was a bugfix making a pet do what you told it to do. Those mere *handful* fixing something should see the light of day on p99, and the other 95%, never. ----------- IMO, where the brain cycles of the devs should go, is the brilliant integration of the existing material already in a Titanium install, that is currently not used. In the time *ONE* single zone could be made from scratch, from textures to quests to items, to mobs, *dozens* of zones, hundreds of quests, and a thousand pieces of gear/quest/tradeskill items that are already beta'd, released, and already distributed to our hard drive installs, could be implemented. We have what, 22 expacs installed, and are currently using 2. If you even consider a tiny fraction of things that came later, worthy, the current p99 "world" could be easily tripled (or more) in size by stuff chosen with a "Best of EQ" mentality. Already there, sittin on our hard drives, right now, just waiting... gah, I gotta stop, I could rant this troll thread for days. I'll prolly be back lol. | |||
Last edited by talian21; 11-25-2015 at 07:15 AM..
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#33
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![]() I dunno, I think the first round of aa's released with Luclin really helped round out and complete many of the classes.
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#36
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![]() EverQuest Changes
-Force Grouping I'd change most items to No Trade. Eliminate twinking. I need you playing a vulnerable character in my dungeon sweating as hard as I am. I don't want you prodigiously inhaling my mobs. -Currency Substantially reduce the zeroes after currency amounts. There is absolutely no reason to have four levels of value if only two are ever relevant. Make level 60 characters gasp in shock when looting an item worth 50 platinum. Make level 10 characters scrape and save to bank 1 silver. (An adjustment to coin weight may be needed). -Bottlenecks If a particular zone is often fully occupied, add more content. Model some more tunnels, add some more packs of mobs, whatever. If a particular camp is generally taken, perhaps due to loot or experience quality, add another of similar value elsewhere (and adjust difficulty correspondingly). -Muddy Textures Upgrade many of the ground textures. Walls, trees, buildings, and similar generally look just fine, but so many of the ground textures are egregiously bad. Squeeze a few extra pixels in there. -Cracked Staff of Hacks Reduce the value of Cracked Staves by half and add around 4 to the delay. They are too good on both fronts. -Server Throb Fix the server tick adjustment visible in HP regeneration. It is weird. | ||
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#37
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#38
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![]() Id have to disagree and say im rather clever. Although my short term memory is rather standard, i must admit.
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#39
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#40
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![]() Custom content ideas:
-AOE Cone Spells. EQ is distinctly missing rangers being able to expel an AOE cone of arrows or a wizard blasting with an AOE snare of frost on a short cast time. -Channeled Spells - Long DoT spells with different effects. For example, Necromancers could siphon life, enchanters could siphon mana over time. Ticks for channeled spells would be once per second. Could be interrupted with duck. -Sentinel-style spells that provide AOE benefits/detriments to the group when triggered. Example, a rogue/ranger can plant tradeskilled traps for NPCs to trigger.
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Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | ||
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