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#21
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__________________
[Beguiler] Vermicelli (Gnome)
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#22
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Thanks again for the feedback everyone, it is much appreciated.
The reasoning behind the trippling of hate on warrior damage, is that once you remove the hybrid penalty on knights, warriors fall way behind on desirability. Keeping aggro as a pally or SK is pretty trivial itself, and since they are gaining utility with what I give them, I thought it would be important that the warrior become very strong in the aggro department. If anyone can think of other ways to make warriors more relevant in the environment, I'm very interested in hearing about it [You must be logged in to view images. Log in or Register.] I am also wondering if anyone can think of other ways to encourage grouping a lot without "outlawing" solo'ing as some have mentioned. keep it all coming, and thank you again! Astuce | ||
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#23
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#24
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I enjoy reading about other's ideas. I think it is fun to see what people think would improve the game. I hope one day we get to see how Nilbog and Rogean think Everquest should have been after Velious has been out a while.
I believe that they wouldn't do anything over the top, I for one trust them because they love EQ classic like us. Maybe we will get a new server starting at classic that isn't customized while this server goes goes on to be Nilbog's vision. I would too encourage grouping in someway over solo if I was to customize the server, I would increase the group xp bonus to the more you have in party the more xp you recieve. I would also find a way to remove currency from the game in a way to prevent saturation. The rarer the gear you are wearing, the more costly to repair or possibly a tax to use city utilities such as banks and vendors. I would add a option to pay an existing NPC in the city to allow you to interact with the NPCs granted faction allows. The tax increases as you level and it must be paid after a number of game time days continously. After doing both of these things, I would tweak all classes to give them a unique way to solo outdoor regular mobs (all outdoor mobs would have their strength lowered and dungeons would have mob strength increased). Though grouping would provide the most experience points, while you are looking for a group you would be able to kill and gain xp. By the time a character could solo in a dungeon they mobs would con green and not provide any xp. Named mobs would still drop the same nice items but I would also add quest to existing NPCs that would be epic in length that would allow other avenues of obtaining the same items. Lastly I would provide a way for all guilds to have a chance to raid. Most all raid zones would be instanced and have the gear drop rate reduced by an extreme amount. Some may not like this but I think it would add to the game. Also after entering an instance, you will be locked to that instance for two weeks. My main goal would be to not make any of my changes visible in game changing the asthetics of EQ. No blinking you NPCs named "Pay taxes here" or moving zones around, etc. I hate that about some of these custom EQemu servers. Shards of Dalaya is the worst offendor. I also hate all these EQemu servers that start you in some random zone with npcs in lines handing out gear and buffs etc. It's no longer a world. Even the instances I speak of wouldn't be visible. | ||
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#25
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I would make forming a group way easier and with less downtime waiting on people to arrive.
1. EQ needs a player search screen where I can tell if a person is in a group or not, what zone they are in, what class they are, and comments on what they are looking for "group, raid, don't bother me, etc". 2. Speed up how fast a person can arrive to group. It could be done in a variety of ways, but the easiest way might be every player gets a port to group skill that can be used once every hour. 3. Upon death, you respawn with your equipment and in a safe spot in the zone. If it's a dungeon, you respawn at the entrance in the zone outside of the dungeon. You also get your port to group skill button re-enabled after a few minutes to safely get back with the group. 4. Give every player a skill to exit a dungeon that they can use once an hour. So when that Warrior wants to leave, the whole group doesn't have to stop their progress and fight back to the entrance. 5. Experience for grouping should be about double or maybe triple that of soloing. For me, it's all about maximizing what makes the game fun for me and minimizing what isn't fun. Whatever gets me in a group quickly and fighting quickly makes more sense than all these artificial time sinks that are not fun. But with that being said, there are people that actually enjoy finding ports, getting binds, running through multiple zones to get to the group, nakid corpse runs, sending tells to people that may or may not be in a group in order to form a group, and helping group members get back to the entrance who want to leave the group. I personally do not, which is why I usually solo. | ||
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#26
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The suggestion I liked the most was giving paladins increased resistances - follow me for a second.
I always thought it was a bit awkward that warriors were the only raid tanks out there. It seemed silly that the knights were just reduced to off tanking something at best. There should have been Raid NPCs that were specialized casters. Imagine if Innoruuk fought with resistible harm touches instead of just melee hits. You'd want someone with both a good AC and very high resistances available to tank it. We saw these types of encounters a bit in PoP, but imagine if there were certain circumstances where you'd want a paladin tanking over a warrior. Not only would such varied encounters be refreshing, it'd give knights something to do.
__________________
Xasten <The Mystical Order>
Frieza <Stasis> 1999-2003 Prexus "I am the way, the truth, and the life: no man cometh unto the Father, but by me." JOHN 14:6 | ||
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#27
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__________________
The Ancient Ranger
Awake again. | |||
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#28
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#29
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#30
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I don't hate your ideas. If you set up a server with those rules I'd probably give a it a try.
The main thing that stood out to me though is what you gave pallies. A random chance to proc a fairly weak group heal while using yaulp and a lot of resists. My main back in the day was a paladin so I feel I have to whine for all pally-kind. A randomly occuring heal spell isn't going to look very attractive to anyone I don't think. Why would anyone get excited about that when they will still need a dedicated healer in the group anyway? And the resists, while nice, aren't going to mean a whole lot untill the raiding stage of the game. As someone who just doesn't have any interest in raiding it wouldn't thrill me all that much. At times it would be nice to have but....meh. And you're also giving warriors a lot more agro controll which cuts into one of the primary reasons why people would choose a hybrid tank over a warrior. So, that's how I feel about that. On another subject I think you are getting a little carried away with the experience nerfs. Also, since I personally don't care at all for the end-game as it exists currently on P99 I wonder if you have any ideas for doing things different there. | ||
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