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#27 Mar 13 2009 at 1:26 PM Rating: Decent
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342 posts
/agreed on the unsolved, lingering quests. Of course any attempt to uncover this information might reveal some that are, in fact, broken. :(

I also would like to see a revisitation of the Progression server, but greatly SLOWED down. My group moved over there initially and were having fun until everything started to be unlocked at warp speed it seemed. The breakneck unlocking pace drove us away. Hard to balance those who want to be first at everything with the rest who want to just play around. *shrug*
#28 Mar 13 2009 at 10:43 PM Rating: Decent
I think there will be. Yea SoE made this game possible in every way possible but not sure if they have been the best crated game. Ive played and tested games all my life and ive tested some games that has never came out or still in develope that are way beyong this game ever could be. Ive only been playing Eq since oct of 2008 and i love itbut here in the past few months i have been having so many problems with it like so many other games like WoW Guild Wars diablo and star craft the witcher and many others. but Oblivion is one of the best games that has ever came out i think it blows EQ out the water with the graphics and the game play it maybe just me but thats my opionion. I mean dont get me wrong eq is great but like i said ive played some games that aint came out yet and if they ever do they will blow your mind and one of them is from bungie and starcraft 2 from blizzard the game play and graphics there is no word to describe it honsetly there isnt but i beleive and know EQ has been around for a long long time now and every game has it kinks and curves that has to be made but when you call for support they dont need to tell you that its your comp or nottin they can do on there end or anything else like that when they can and its not ur fault. Cause the zones was crashing and everyone was crashing but they told everyone that it was just there computer and i know it was cause the whole zone was droping i mean dont tell people that if you dont know what is wrong just tell them that.; That is one thing iwould like SoE to change. Also on how they added mercs lol now no1 has to group with anyone anywhere just about i mean i know a monk that can solo in Tosk by him self with his merc the names in Tosk i mean thats kinda dumb in my eyes why put mercs in there when its supose to be a game to play with others? Diablo has always had mercs but when they made it to wher eu can put gear on them that made it dumb and for any class to solo anywhere every more and easyier just like its gonna end up doign and laready has done to eq i know abunch of people who has stoped playing cause of the mercs cause they didnt play the game to have to go solo every where with a NPC but to play with others n help others. I made a toon from 1-60 in a day with the mercs just like that i mean thats sad. Also do something bout all the spammers and people sellign plat and toons online please

Sorry for being so long

Edited, Mar 14th 2009 2:49am by Limitedwishnos
#29 Mar 14 2009 at 2:31 AM Rating: Good
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9,395 posts
I have a few questions.


First, why take the fun out of the rest of the game(for lower lvls) by pretty much making going anywhere other than CR completely pointless? Yes, there are the armor quests in PoK, but half the races(maybe not half, but Iksar, Drakkin, Ogres, & Trolls) can't do them, despite being told on the way out of the tutorial to speak with V'Lynn Renloe or Barrenzin in the Plane Of Knowledge. Is there anyway to have some of these NPCs so that they won't turn away players of some races or at least make it so that V'Lynn will turn away some but not others, and Barrenzin will turn away the races that V'lynn accepts and accept those V'Lynn does not?

Second, could you possibly update the merchants so that they may actually buy the assorted silks, animal pelts, etc. that drop off of literally everything? They're quite irritating and some of us refuse to put up a trader in Bazaar as we come home from work 4 hours later to find that we've been booted offline.

Third, is it possible to turn off whatever kicks people offline after being inactive for a certain amoutn of time? Or at least turn it off in Bazaar, Guild Lobby, Plane Of Knowledge, and Guild Hall?

Fourth, can you guys add a new playable race? Gnolls perhaps? Just for the hell of it?


Ok, that's all...and sorry for the constant whining.
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#30 Mar 14 2009 at 4:45 AM Rating: Decent
In its early years, Everquest was known for its gameplay, graphics, design, and just in general a top of the line online game. More recently it seems to have fallen behind other games, such as World of Warcraft or Lord of the Rings Online. What will SOE be doing in the future to try to be competitive with these other games? (as opposed to falling behind and continuing to lose community members)
#31 Mar 14 2009 at 8:49 AM Rating: Decent

You ask players for input, and then ignore them, why?



Your Community Relations Team epically fail, and have for years, yet you still support/employ them, why?




Happy 10th!
#32 Mar 15 2009 at 8:54 AM Rating: Decent
I would like to Thank Verant / SOE for making this game possible.

My question is; will you be willing to merge more servers together to help boost the populations. There are so many players out there that would love to experience the older content of the game at the appropriate levels but cant find the 30 - 50 people to form raids. Most players today are boxing their own groups.

And last , The Progression server was the best idea to relive EQ. Can you make this next server with a longer time lock or fixed to the time it took for the expansions to come out. This would work much better than having 1 or 2 guilds progressing everyone to fast.

Thank You for your time.

Missing the days of 200 newbies running thru Greater Faydark killing Crushbone Orcs =)
#33 Mar 15 2009 at 1:01 PM Rating: Good
I just have a few, really.

1) Mercenaries. There have been promises of others being introduced (DPS, CC, Slower, etc). Was that a campaign promise? Are those new mercenaries going to require an additional purchase (like say, in the next expansion)?

2) Market positioning. Are there any plans to position EQ as the anti-WoW of sorts? Given the game's background and history, this would seem to be a good course of action. Keep the current changes but in the future, refrain from having 300+ hme gear drop off gnoll pups or raid mobs that fall over when you speak harshly to them. EQ, way back when, was an acquired taste (like Kobe beef, caviar, or cooking with fresh tarragon). I'd love to see it move back in that direction.

3) Profit motive. Years ago, Smedley was quoted "bragging" that EQ produced over a million dollars a month in pure profit. That was impressive at the time. Given the perception of the Station Pass's role (that of masking agent since there's no way MxO has the same number of subs as EQ1 or 2), was the move to add Station Cash a means of bolstering the Station's performance due to subscription erosion? Is the policy of dev sharing (i.e. EQ's devs working on FreeRealms) a result of said erosion? Don't get me wrong, I have nothing against dev sharing. The longer you keep Merloc away from items, the better!

4) Over the game's lifespan, how has the game changed its focus? Was it as a result of the lead designer or producer's preferences (a good example of that is how City of Heroes changed when Jack Emmert left the team and Matt Miller took over)? Or did all changes come down from 'on high' (i.e. Smedley reacting to market conditions or 'marketing' getting a bright idea)?

5) Server mergers. Are these even being considered? Or does a server have to reach Kane Bayle/Combine levels of population to warrant a merge?

Despite the aggressive tone of the questions, I'm genuinely curious about the game's history and the plans for the future. I love this game (probably more than I should) to the tune of sometimes as much as $450 a month (when all my accounts are active). But the recent moves to make everything Naxxramas easy is really discouraging to me.
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#34 Mar 15 2009 at 7:50 PM Rating: Decent
LMAO class imbalance is one of the biggest complaints I've seen people rant about.
#35 Mar 15 2009 at 8:17 PM Rating: Decent
What are your plans to improve AI?
#36 Mar 16 2009 at 11:47 AM Rating: Decent
1. If the new server is a progression server - please fix the graphical timeline chart in EQPlayers first. Also add some more things that need to be done to make if different from combine.

2. Please display ALL stats in game on the inventory screen.

3. Reading that people want a slower progression server - would it be possible for expansions of the progression server to only open to guilds that have completed the requirements?

4. Is off-line trading in the bazaar a possibility?

#37 Mar 16 2009 at 2:09 PM Rating: Decent
Hi, this is the most fun game i have ever played. i have only been playing about a year and i was hooked after the first 3 months.

My question is. Has SOE ever thought about when opening a new expansion maybe instead of opening a new Level cap, just making a few new zones and quests so that the people that like old world and like playing down in the 30's-60's don't feel even more behind than the rest of the server.
#38 Mar 16 2009 at 4:05 PM Rating: Decent
I want answers in regards to this:

Quote:
From Nodyin:

We would like to know if Paladins would be interested in a significant reduction in the power of Slay Undead that was accompanied by a boost in base DPS. Our current parses show that Shadow Knights, using Pets and Spells and Melee far out damage Paladins. We'd be looking to close that gap, but not while Slay provides a 75% increase to base Melee DPS versus undead content.

So the options are:
A) Leave it alone, but can't boost Paladin DPS
B ) Change Slay, and then have the freedom to change other aspects of Paladin DPS

You can assume that the "Change" option would involve creating, to the best of our ability, more parity between the Knights DPS



Slay undead is the only thing that sets Pallies apart from other toons. We hugely lack DPS on normal mobs, and i refuse to have SU nerfed like our other abilities have. Since expansions i have already noticed my SU crit dramatically reduced.

Wizards can crit up to 50k on ANY mob, yet pallies, 'defenders of light' can only doing up to roughly 25k (max i've seen) on undead mobs only....
#39 Mar 16 2009 at 5:41 PM Rating: Decent
Why isn't a pre-Luclin Classic Server on the list of choices for the new server type?

If anything, being the 10th Anniversary is the perfect time to do that.

Progression != Classic.
#40 Mar 16 2009 at 10:59 PM Rating: Decent
There were rumors that a special retail box version of Seeds of Destruction and all the previous expansions would be released as was done for the Buried Sea Anniversary Edition. Is such a boxed version being released now that the 10th anniversary is upon us?
#41 Mar 16 2009 at 11:27 PM Rating: Decent
What are you doing to attrack the next generation Everquest Player?
#42 Mar 17 2009 at 1:09 AM Rating: Decent
How will the next expansion differ in terms of progression/raid layout from SoD?
#43 Mar 17 2009 at 2:01 AM Rating: Decent
The druid wolf illusion line of spells has been abandoned !! let's bring it back !! /discuss :)

#44 Mar 17 2009 at 2:33 AM Rating: Good
Luak wrote:
The druid wolf illusion line of spells has been abandoned !! let's bring it back !! /discuss :)



Yes, and while you're at it, we're long overdue an upgrade to Nature Walker's Behest and Wake of Karana.Smiley: oyvey

Honestly, between spells and AA, how much more wolf could you possibly want?
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#45 Mar 17 2009 at 2:45 AM Rating: Excellent
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I fully agree with wuvarien on this.

Let's look at an example, simplified as it may be.

Target: undead mob, 200k hp, hits for 2k average.

Player 1: Oz, wizard, 20k hp, nukes for 20k average

Player 2: Pal, paladin, 36k hp, hits for 1k average, slays for 20k

So Oz will have to nuke upto ten times to kill the mob. Okay, if he gets caught by the mob, he is probably dead, even though the mob will have to hit him ten times as well. But if he is smart, he is just running rounds, always staying out of reach. Duration of this fight: 2 minutes maybe?

Pal have to hit about 200 times to kill the mob, maybe 'only' 190 only if he gets some slays. During this fight, even if it's a slow mob, and even if the paladin is dodging, parrying, whatever, the paladin will receive at least around 400k damage. So he'll have to heal, loh, etc in order to survive. Duration of this fight: 10 minutes, if not longer?

So please let Pal have the satisfaction of having killed one mob, while Oz is starting his 5th or so...
#46 Mar 17 2009 at 2:56 AM Rating: Excellent
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53 posts
Oops, I forgot to add my conclusion...

So my point was, even in the absurd event where player and mob are politely waiting their turn to hit, the wizard will have about the same chance as the mob to survive. As for the paladin, his chances for survival are about ten times lower.
#47 Mar 17 2009 at 4:42 AM Rating: Decent
Quote:
1) Mercenaries. There have been promises of others being introduced (DPS, CC, Slower, etc). Was that a campaign promise? Are those new mercenaries going to require an additional purchase (like say, in the next expansion)?


SKlug addressed a very similar question on the live forums.

QUOTE:
New merc types are still on our todo list. It's all about priorities. Our feature list is continually being prioritized and resources allocated as they become available.

That said, I don't believe anyone at SOE ever indicated DPS and/or slower mercs would be created to calm anyone. It was stated that DPS mercs were likely to be released at a future date, and that we hoped it wouldn't be too long after SoD launch. It is certainly true that we have not introduced them as soon as we originally stated. But we haven't scrapped the idea. Though we will definitely need to sit down and do some game balance discussions regarding them given what we've learned from the existing merc types.
ENDQUOTE:

Source: 4th post from the top:
http://forums.station.sony.com/eq/posts/list.m?&topic_id=146551


Quote:
What are your plans to improve AI?


AI or UI?



#48 Mar 17 2009 at 4:53 AM Rating: Decent
22 posts
Actually that is a solid question.

What are you going to do to balance the Paladin class if any? Or do you even see them as unbalanced (low end)?

1. We can't tank mobs over 85 anywhere near as well as Warriors, and they have better dps.
2. SK's with pets and spells do more dps, plus they have feign and ways to heal themselves as well.
3. Rangers can tank nearly as well as we can in certain situations (weaponshield) as well as snare, incredible dps, and the biggest BS ability ever put into EQ, harmony arrow.
4. Please don't say because of all of our undead dps. How many undead drop essences and top end group gear in the new expansion?
5. I know someone is chomping at the bit to tell me how wrong I am, please realize this is for the designers, not the other forum people that want to put in their two cents.

So this is my real question.

If you were making a new toon, why would you choose Paladin? It is my main and I advise people not to play them.

Just fyi, we can lock down mobs under 85 very well, pretty decent healing and some nice new aa's. I don't want to sound like I hate paladin. Just don't think they are as good as warriors, sk's, or rangers.

Team Foustes:
Foustes 85 Paladin Xegony
Sebeena 85 Monk Xegony
Napy 85 Wizard Xegony
#49 Mar 17 2009 at 8:56 AM Rating: Decent
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85 posts
Epic quests. Before you object, lend me your ears! Many players had a lot of fun and got a tremendous sense of accomplishment completing their epics. They were milestones in a character's development and distinguished them because they have unique visible graphics. I understand that the primary slot is the wrong place to have uniquely powerful items and that long quest arcs for individual classes take a lot of manhours to create, but I believe that the effort would be worth it to the players who would like to continue their epic quests.

So, my question is, can you consider continuing epics in the future (not primary slot, could be other slots, augments, auras, AAs or whatever)? If the creation process is too costly, could some of the effort at least creating the lore and such be solicited from the players?
#50 Mar 17 2009 at 9:09 AM Rating: Decent
My only question (and likely many others) is as follows -

Do you guys have a date set on when the new server is to be released yet? Or at least maybe an overall timeframe that you'll be aiming for? Many of us have been waiting for the new server for a good, long time and I think our suspense threshold is getting close to the breaking point haha.

Thanks very much, and a big congratulations for taking EQ farther than anyone thought possible!
#51 Mar 17 2009 at 9:21 AM Rating: Decent
A few small questions.

Is there any talk about making a new cleric root (for all npc's, not just undead)? that would make it a lot easier for us to solo since the release of the cleric mercs has come out and as good as the J4 and J5 cleric mercs are we cannot find as many groups.

Also is there any considering making clerics a "swarm pet"? I know we get the hammer pet, but the other classes that get pet aa's it is a multiple pet summoning and imo it would be fare to upgrade the "Celestial Hammer" to maybe making it summon 2 to 4 pets instead of just 1. Please consider these. And any support on these would be appriciated
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