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Reynar wrote, obviously thinking too hard:
It's marketing genius.
I think it's somewhere between masochism and borderline retardation...on the customer part...like Willias.
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Nobody really understood why Reynar wrote:
I can imagine what the newbie zones will be like the first few days, everyone chasing after 2-3 kobold spawns or whatever, erg.Though I am impressed by Sony, they're just repackaging old content, giving it a new name, and I know so many people who are reinstating accounts to play on it. It's marketing genius.
SOE is looking to do whatever they can to make money atm, and bring attention to their games. EQ1's player base has stagnated. They really aren't losing players, but since the game is so old, they aren't gaining either. EQ2, recently they changed tradeskills to where they are a lot easier to do, instead of the complicated mess that they had.
I also believe that this may be an experiment on SOE's part to find out exactly where they started screwing up EQ1, and what content people actually liked in the game. That way, in future expansions, they can add content to EQ that can possibly pull more players in and bring older players back to the game. From what I've heard from people who still seriously play EQ, the latest expansion, PoR, was a flop.
It's kinda like Turbine finally giving into players and adding a Solo difficulty to the game's missions so that people can finally solo. Sad though that there's still very little content in the game.
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I think it's somewhere between masochism and borderline retardation...on the customer part...like Willias.
>:(
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We were all impressed when Willias wrote:
EQ2, recently they changed tradeskills to where they are a lot easier to do, instead of the complicated mess that they had.
A lot easier to do, but they nerfed normal tradeskilled items into uselessness. Even the rare armor and weapons are now worse than what you can get as a common group-mob drop, by *design*.
The problem with EQ1 and new blood is that getting to 70 isn't hard or time-consuming. I never thought I would say I missed hell levels, but they were at least healthy for the game. Something to slow down progression, prevention of powerleveling, and meaningful lowbie content would go a long way toward making the lower levels viable to play in that game. EQ1's motto did come to be "The Game Begins at X" be it 46, 50, 60, 70, etc. Changing that mindset would lend a hand to bringing in new players. As for right now, they're just too overwhelmed and too far behind to catch up.
Lyinar Ka`Bael, Piney Fresh Druidess - Luclin
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From the book of Lyinar Ka`Bael, chapter 3, verse 16:
A lot easier to do, but they nerfed normal tradeskilled items into uselessness. Even the rare armor and weapons are now worse than what you can get as a common group-mob drop, by *design*.The problem with EQ1 and new blood is that getting to 70 isn't hard or time-consuming. I never thought I would say I missed hell levels, but they were at least healthy for the game. Something to slow down progression, prevention of powerleveling, and meaningful lowbie content would go a long way toward making the lower levels viable to play in that game. EQ1's motto did come to be "The Game Begins at X" be it 46, 50, 60, 70, etc. Changing that mindset would lend a hand to bringing in new players. As for right now, they're just too overwhelmed and too far behind to catch up.
Don't know about you, but I found that tradeskilled robes were pretty shitty anyway.
As an caster, I don't give a shit about STR, I want INT to make my spells more powerful, and to increase my mana pool. From what I've seen, all new crafted cloth armor has INT on it.
Though I'll be honest, I haven't gotten to a level yet where I can see that the new crafted gear is truly crap. I can say however, that harvesting rare stuff is cake now, and is likely the reason why "Mastercrafted" equipment got nerfed.
Anyway, back to EQ1:
Reports are coming in that mobs under 51 have been fit into cookie cutter molds. Meaning that all level 20 mobs have the same hp and do the same damage. This is to balance out the fact that INT casters do a lot more damage at lower levels than they did previously. The change will also effect all servers.
Ugh. While I understand the fact that they needed to find a way to balance out the incredible power that untwinked casters have at low levels now, I don't think they picked the right way to do it. -_-
Also, the biggest problem with starting up new in EQ1 now, is flags. Guilds don't want to go through and flag players so that they can raid with them. You can really only start playing EQ now to do high end solo/group content, or join a guild and get into the raid game from there.
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Willias had this to say about dark elf butts:
Reports are coming in that mobs under 51 have been fit into cookie cutter molds. Meaning that all level 20 mobs have the same hp and do the same damage. This is to balance out the fact that INT casters do a lot more damage at lower levels than they did previously. The change will also effect all servers.
Does this mean previous old world terrors (giants, spectres, Sgt. Slate, etc) will be significantly weaker than they are now?
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JooJooFlop had this to say about Cuba:
Does this mean previous old world terrors (giants, spectres, Sgt. Slate, etc) will be significantly weaker than they are now?
Not quite. Generally it means things that used to be push overs are now doing crap loads of damage.
In general, COMMON mobs that were insanely tough, got brought down some. Things like giants have had their HP and damage toned down a bit. However, everything else within the giants' level range would be bumped up closer to giant strength.
Named stuff hasn't been touched as far as I can tell.
Which server are you guys going to btw? I'm going to be on the Sleeper, as it seems like it will be the crazier of the two servers. Supposedly, all the RP dudes from FV are going there, along with the PvP crowd, and there's been a few hardcore guilds anounced there too. (Namely one by the name of Insidious Vision, which is made up of members from several of the top EQ guilds way back when. Such as Triton, Ascent, and such. Fires of Heaven, suprisingly a non-raid guild, will be on Combine.)
Called Gemcrafters, they sell weapon augments (levels 10 to 50) for melee classes that add procs that do DoT, DD, Healing, or HoT. They'll be in at the start of the Progression server.
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Willias had this to say about Cuba:
A nice little bonus for melee classes, to again help with the fact that sometime last year, spells under 50 were massively upgraded, are new vendors in each of the game's cities.Called Gemcrafters, they sell weapon augments (levels 10 to 50) for melee classes that add procs that do DoT, DD, Healing, or HoT. They'll be in at the start of the Progression server.
Where'd you hear that?
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ACES! Another post by Lyinar Ka`Bael:
The problem with EQ1 and new blood is that getting to 70 isn't hard or time-consuming. I never thought I would say I missed hell levels, but they were at least healthy for the game. Something to slow down progression, prevention of powerleveling, and meaningful lowbie content would go a long way toward making the lower levels viable to play in that game. EQ1's motto did come to be "The Game Begins at X" be it 46, 50, 60, 70, etc. Changing that mindset would lend a hand to bringing in new players. As for right now, they're just too overwhelmed and too far behind to catch up.
It's just the difference between spending 40 hours grinding in a certain zone and 60 hours grinding in a certain zone.
I'll take 40. End-game content was fun; grinding levels was not. The only reason it was fun the first time around was because you were taking time to do quests and explore the world. No one is going to do that the second time around.
After Damage Shield/AoE grinding a cleric to 50 getting two levels per pull, I'm not sure I could ever level a character conventionally again.
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JooJooFlop said this about your mom:
Where'd you hear that?
They're on the beta server.
Highest DD augment does 70 damage. Highest Healing augment does 61 points of healing. Highest DoT augment does 25 damage every six seconds for 24 seconds. Highest HoT augment is bugged and only heals 1 damage every six seconds for 24 seconds, same as the other ones before it.
They aren't cheap though. The first augments at level 10 cost 25p. The level 50 ones cost 192p. This is as an ogre though, with 46 CHA.
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Taeldian painfully thought these words up:
It's just the difference between spending 40 hours grinding in a certain zone and 60 hours grinding in a certain zone.I'll take 40. End-game content was fun; grinding levels was not. The only reason it was fun the first time around was because you were taking time to do quests and explore the world. No one is going to do that the second time around.
After Damage Shield/AoE grinding a cleric to 50 getting two levels per pull, I'm not sure I could ever level a character conventionally again.
Eh, I get bored with end game stuff. As you're leveling up a character and developing it, and exploring, things are more interesting. Just going in with 30 other people to beat up a big dragon or something, over and over again, does not interest me in the least. And that's probably the reason I quit playing WoW. The fun stuff for me was stuff like UBRS, Strat, and Scholo, but you can only do those dungeons so many times before they get old.
And for me, that will be part of the fun of going through EQ again. I never saw half the game's content in the time I did play EQ. I KNOW there's stuff I still haven't seen, from Kunark up. Not really sure on basic EQ though... actually, never spent anytime in SolA, only really went through SolB once (for a Naggy run), never did a complete run through Mistmoore, never really went far into LGuk, never spent any time in Permafrost except for 1 Vox run.
I know for some people, they've seen everything in old EQ1. For me? I never really found out what kinds of characters I like playing until the Stromm server came out, and found out I liked the Beastlord class, then later with WoW and EQ2, I found that I like pet classes in general. I never got anywhere with my first character, which was a human warrior.
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Willias wrote this then went back to looking for porn:
And for me, that will be part of the fun of going through EQ again. I never saw half the game's content in the time I did play EQ. I KNOW there's stuff I still haven't seen, from Kunark up. Not really sure on basic EQ though... actually, never spent anytime in SolA, only really went through SolB once (for a Naggy run), never did a complete run through Mistmoore, never really went far into LGuk, never spent any time in Permafrost except for 1 Vox run.
I can't argue with that. However, you're looking at spending hundreds of hours camping spawns to experience that content. EDIT: You're going to do all that grinding to do content that is exactly the same as everything you've already done. It just has a different model and texture.
To me, it's not worth it. The fun for me was the gear/AA/raid progression that came at 65. The only reason I was ever able to get more than one character to 65 was because of DS/AoE Powerlevelling. I was always hanging out with friends when I was doing that stuff, though. Pickup Groups never lasted me more than an hour or two because they were boring. I was able to grind a few hundred AAs with the same people in the same spot, though. Taeldian fucked around with this message on 06-27-2006 at 04:13 PM.
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Fizodeth's fortune cookie read:
This launch at midnight or something?
Around 2pm PST. Assuming everything goes smoothly.
Which it never does.
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JooJooFlop enlisted the help of an infinite number of monkeys to write:
Around 2pm PST. Assuming everything goes smoothly.Which it never does.
I'm expecting around 8pm to 10pm EST.
The crashing may not happen though, since they will have a population cap on the servers. The cap is 3x the average population on a normal server, so it should be set pretty high.
Progression Server Timeline info.
Maybe it's just me, but it looks like there's some crazy ass stuff to do before you can unlock each expansion.
Even looks like you have to wake up Kerafyrm to open up Luclin!
I mean it's obvious that on the first level its going to be like Naggy and Vox, maybe Phinny for the third, but I'd like to see for sure.
What'll everyone be playing? Has this been asked? I don't even care if it has, I'm so excited. I'm thinking about a cleric. Suddar fucked around with this message on 06-27-2006 at 07:38 PM.
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Verily, Willias doth proclaim:
Nope, the players have to figure that out for themselves. Some of that stuff is pretty damn obvious (Like having to do all of the 1.0 epics as being part of unlocking Velious, or to unlock Luclin, the Sleeper has to be awakened), but others will take some guess work.
I can't help but notice PoP is absent from that timeline.
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Nobody really understood why Willias wrote:
It's right above LDoN.
Ahhh, I see it. Wow, wonder why it's so faint.
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We were all impressed when Fizodeth wrote:
Im trying to decide between a monk and a shaman. I was also considernig druid just because everyone is going to need ports again and they will be cash whores again.
If the name registration figures are any indication the most played classes will be warrior, cleric and druid. Least played are monk, rogue and enchanter.
I wouldn't mind playing another monk but god damn I hate bringing their skills up. I'm leaning towards wizard (mmmmmm, damage and ports) or enchanter (can probably charge people money just to group with them).
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Nobody really understood why JooJooFlop wrote:
If the name registration figures are any indication the most played classes will be warrior, cleric and druid. Least played are monk, rogue and enchanter.I wouldn't mind playing another monk but god damn I hate bringing their skills up. I'm leaning towards wizard (mmmmmm, damage and ports) or enchanter (can probably charge people money just to group with them).
Where are these figures at?
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Suddar's account was hax0red to write:
Where are these figures at?
http://eqforums.station.sony.com/eq/board/message?board.id=Progression&message.id=24363
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Willias obviously shouldn't have said:
Reports are coming in that mobs under 51 have been fit into cookie cutter molds. Meaning that all level 20 mobs have the same hp and do the same damage. This is to balance out the fact that INT casters do a lot more damage at lower levels than they did previously. The change will also effect all servers.
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Rashere, EQDev, posted on the EQProgression Beta forums:
FYI, I went through yesterday and set up variances by race for NPCs to help differentiate NPCs again after the changes. The goal is that NPCs within a level range are generally a similar difficulty, but some of them are a bit stronger and some a bit weaker than others. In addition, how they attack and their innate resistances vary so different tactics are required depending on what you are fighting. These changes were pushed to test late last night and can be seen there after the next test server bounce.A few examples to give you an idea of what I did:
Giants are now back to having more HPs than other creatures in the same level range. In addition, they generally hit considerably harder, but much slower than other creatures.
Werewolves, by contrast, tend to attack very quickly, but hit for less damage with each hit. They're also very vulnerable to fire, slightly resistant to cold, slightly harder to hurt with melee weapons (higher AC), and have a higher than normal health regen.
Golems tend to have slightly more hps than normal. They hit a bit harder and a bit slower than normal. In addition, they're harder to hurt than a normal creature, having a high AC and slightly increased resistance to most magic. Being basically mindless creatures, they have considerably lower intelligence than the norm and are less likely to aggro on a healer because of it (enough healing will get its attention no matter what, but you have a bit more leeway with a dumb creature than a smart one).
This is something we've been doing for a while now for newer expansions. I basically just went through and did this for every other NPC type in the game.
So, they've now turned around, taken every npc level 50 and under, boosted their HP and changed some of their stats to deal with the increase of caster damage and modern day twinkage, and then gone in further and made changes to all of the older npc types in the game, and given them different stat modifications based on NPC race.
I'm impressed that they're doing this kinda stuff to the game's old content.
Edit: Directly from the patch notes:
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- Many NPCs in zones released prior to Planes of Power have been modified. The most notable difference will be an increase in health and a decrease in the AC of the creatures.
Willias fucked around with this message on 06-28-2006 at 01:42 PM.
Lyinar Ka`Bael, Piney Fresh Druidess - Luclin
So I am Ashlaine the gnome magician and Cirya the gnome enchanter on The Sleeper.
Lyinar Ka`Bael, Piney Fresh Druidess - Luclin
"Don't want to sound like a fanboy, but I am with you. I'll buy it for sure, it's just a matter of for how long I will be playing it..."
- Silvast, Battle.net forums