#52
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threads can never have enough shitting.
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Firal - Erudite Magician
My Classic EQ info sourceJust to avoid waiting for archive.org to load focused on zone item listing and zone map. | ||
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#53
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it's like you make the atomic bomb (server) and you don't want to let other countries (guilds) have nuclear secrets (under the radar information). it's gm's business and no one else's or else everyone gets nuked. letting Iran or North Korea beta test and keep the successful nukes, makes other countries uncomfortable. | |||
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#54
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There's far too many valid points around the experience penalty for us to just 'stfu' about it. Some extremely valid points were made by everyone, including you Aeolwind.
So we all agree that some things suck, and some rock. Aeol, why are you folks so opposed to doing away with it? Clearly you're not adhering to a 100% classic feel as you yourself just pointed out Kedge is open... If we're seriously playing classic everquest, close kedge, get rid of the compass in game, bring back sense heading, get rid of maps entirely, get rid of item linking (wasn't in game at release), etc etc. Pick a side please Aeol, either you're for 100% classic or you're for modified classic, capturing the essence of it (which you've done perfectly btw) while filtering out the BS mechanics that NO ONE enjoys. | ||
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#55
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If you don't like the flavor in our sandbox, leave. I'm done.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#56
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it's like you make the atomic bomb (server) and you don't want to let other countries (guilds) have nuclear secrets (under the radar information). it's gm's business and no one else's or else everyone gets nuked. letting Iran or North Korea beta test and keep the successful nukes, makes other countries uncomfortable. | |||
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#57
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So from this, I gather that you're saying code-wise, it's too difficult for you to make these changes? If that's the case, there's quite literally nothing we can do and continuing to discuss it would be futile. I just hope you're not lying to end the post as there's a lot of people here that support you guys, don't take that for granted. | |||
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#58
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I know sk's can fear kite, and bards have been awesome soloers at certain times in game history. Rangers, in later eras of the game have been good soloers as well (though not so much in this era). But most of your experience is going to come in groups. And if the penalty doesn't apply in groups, it is pretty much not going to be there at all. But I think you might downrate warrior usefulness a little pre-kunark. And I might add, this particular debate is pretty much a warrior vs. sk/pal thing. 1) Are warriors on a different melee damage table than paladins/sk's right now? 2) How is 2h damage compared to dual wielding? In 1999 before the changes they made to 2h damage, it was pretty weak compared to dual wield. I guess they are using a later version of the game mechanics, so 2h damage should be much better helping the sk/pal, who can hold aggro with spells. Most warriors are going to dual wield, for ... well let's not talk about aggro and weapons here. That has filled up uncounted threads over the years, let's just say they are going to dual wield except for certain situations and leave it at that. But in 1999 warriors did about 20-30% more melee damage than a paladin or sk. There's not much to say about paladin damage, since the spells and aa/disciplines a paladin used for damage aren't here yet, and may never be. The sk's are a little different. Theoretically they do more damage, but the taps are pretty useless till level 49. You get the heat blood line. The pet is a weak dot (that might actually work decently here right now). But the levels you get things, or even the effect is nerfed (vampiric embrace, the self lifetap proc for example) compared to necros. In 1999 though a lot of sk's didnt' cast in combat because they lost damage (the spell cast/weapon swing thing you referred to), except to produce a specific effect like snaring. Or if it was on the death run, to tap a little health since it was going to die anyway, and you always had lots of mana. 3) Do Warriors get their "the most a mob can hit me for is one increment less than anyone else can be hit for" thing here? Big for raid mobs, not so much in xp groups though. Maybe warriors (and rogues and monks) should be beefed up, not give an xp penalty to hybrids. Though that is beyond the scope of this exercise I think. But if the xp penalty in groups thing is taken away (which I think is a good idea), it's pretty much like not having one as it plays out right now. But it's not justified either, except to make a niche for one class (warrior). And that only for 2 of the hybrid classes? | |||
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#59
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To recap then, we've got 2 major issues on the table.
1) Warrior usefulness may go down if we nerf the exp penalty, thus encouraging everyone to simply play something else. 2) It's alleged that while grouped, exp is supposed to be equal. Both great points and I believe we're still waiting on a dev to confirm item 2. | ||
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#60
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We aren't talking about spell icons, and spell windows and whatnot, or renaming zone files. At least that is what I think he means. | |||
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