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Summoning... the long and the short of it...Follow

#27 Jun 13 2014 at 5:25 PM Rating: Excellent
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In D&D terms, it sounds like trying to get Monty Hall type of system in. Give us great loot for easy content.

Edited, Jun 13th 2014 7:26pm by Yther
#28 Jun 13 2014 at 7:25 PM Rating: Good
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Gbaji, first, this thread's original purpose was to get some people's opinions and remembrances about summoning in EQ. Not about getting old zones back into use. That was a derailment which I happily responded to.

Second, all your quibbles are controllable by tinkering with things like drop and spawn rates. You make your arguments by arguing to extremes, the "slippery slope" approach. Raiders won't abandon their mains and spend all their time pharming lowbie zones with their lowbie alts unless it was made easier to acquire drops that way than to raid and I venture to say Sony would never do that, even if they implemented my idea, because they've never favored groupers over raiders. This isn't sour grapes on my part. I spent years as a raider, sometimes in the top guild on a server, and I've spent years in a social guild, primarily grouping, and I've done a lot of solo play as well. I don't think I have an axe to grind here.

I think if a good balance was struck, the old zones could become used again and players could enjoy playing their main as well as lower level alts, and obtain reasonable rewards for the effort. THAT would be good for the game IMO. It cannot be good for the game to have 75% of the zones totally empty most of the time. On that surely we all agree. And I also agree that your tongue-in-cheek suggestions about cutting XP rates by 80% to keep people at lower levels and XPing in lower zones would be colossal failure today because it has to be conceded that the vast majority of players don't want the game to be challenging and difficult. The small minority that DO play on the progression servers, or on the emu servers "whose names shall not be mentioned here." They're willing to pay the price in time and effort to do things the old-fashioned way and as a result they do "enjoy" the old zones because they have to spend so much time in them!

Now... anyone got any interesting anecdotes about being summoned? I can recall fondly on Vex Thal raids when as a druid I'd get summoned to a boss mob when I got to the top of the hate list. While I used to joke that meant as a druid I was a better damage-dealer than the wizards, mages, rogues and monks on the raid. I think the reality was that some of at least our wizzies and mages were so afraid of being summoned that they kept their damage output under TOO much control. When a druid gets summoned in a raid encounter with multiple wizards and mages, something's wrong somewhere...

Edited, Jun 13th 2014 9:29pm by Sippin
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#29 Jun 13 2014 at 7:35 PM Rating: Good
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I love the old content. I love the low level (1-60... 65ish I suppose) game. However...

I would long ago have revised the game to a tightened (zone wise) 1-75 leveling path. The devs even did part of this work with TSS. What they didn't do is upgrade all the old content to be level 75+. I would have made all original zones level 70-75 (including uber endgame raid quality parts) during TSS era. Note that I am not saying revamp and fill the zones with elementals... 95% of the old content I would keep layouts, mobs, AI, etc. ---just up the level and rewards. Some places have room for logical tweaks (dead end halls in Najena for example).

Next expac, I would boost Kunark and so on. Even merging PoP/LoY/Ldon as one expac that is still a 6-7 year revamp cycle before you would hit TSS as the now oldest content (in original form) in the regular live server game. By then we'd be at level 115ish as the cap and could then take most of the level 70-80 content (of whatever era) and streamline revamp most of it up. All the while adding new content at the top.

This would keep the zone options widest at the level range most players need.


Such a scenario (to me) also slam dunks the appeal of a regular cycle of official progression servers. The more stuff you can only see on progression, the more replayability progression has.
#30 Jun 14 2014 at 4:30 AM Rating: Good
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The problem with raising the zones to level 70-75 is that there aren't enough players that would make use of those zones even at that level! For a level 100, a green mob is 80 and even a dark blue is at least 95. If you can't provide an incentive in the majority of zones for a level 95-100 to want to go there, you're going to find most zones empty or close to it. That's just a reality.

I guess one approach would be to preserve the current "hot zone" leveling path for new players (but maybe remove the 85-90 hot zones, to encourage those levels to "see the new world") and convert every other zone to a mix of HIGH levels that gives XP to players that are 85-100. As the level cap increases you raise those. I'd suggest create another set of zones for leveling from 1-75 or so to avoid having players do the same zones over n over every time they create a new toon.

This might have some positive impact. As a traditionalist it bothers me because inevitably it would strip out a lot of the "character" of the older zones. Their original raison d'etre would vanish and every zone, not matter how classic and memorable, would become just another grind zone.

Edited, Jun 14th 2014 6:32am by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
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#31 Jun 14 2014 at 6:53 AM Rating: Good
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My example is backdated to when I feel they should have done it.

The "right now" solution would be to perma-implement all the hardcore heritage (and such) revamps they have already done. Some of these are already too low for most players, but they are already done.

Then just keep doing this. My preference would be for "geographical logic" so a pack of old nearby zones are all now a high level chain.

For example:

They reinstate higher level Mistmoore (with the faction hits that caused the unrevamp constroversy), Crushbone is hardcored. So we need Lower Fay, Dagnor's and Kedge boosted asap.

The epic 1.0 would need an alternative questline put in (not a horrible thing this late in the game on regular live servers) as you boosted zones or just provide access to all lowbie versions via a "Good old days" wizard in PoK that ports you to the old version of the zone (and zoning out drops you back at him in PoK). He could even offer a hotzone xp buff, and become the lowbie hub of the game.
#32 Jun 14 2014 at 12:39 PM Rating: Decent
Summoning is without a doubt the worst mechanic in the game.

I'm fine with raid bosses and some group names using it, but summoning trash mobs are the rule nowadays with non summoning being the rare exception. It severely limits hunting areas for certain soloing classes...I've gotten to the point of logging in burning lesson in the one decent zone for my class/level that doesn't summon and logging out.

The biggest change I have noticed since I've returned in the last year since I stopped playing during velious is lack of freedom: to play the way the way you want, gear the way you want...

This game is on rails now. Do it the way the dev wants you to, while wearing your spreadsheet generated class specific equipment, or not at all.
#33 Jun 14 2014 at 3:34 PM Rating: Good
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I don't know your level but there are tons of high level zones with trash mobs that don't summon. I've quint-kited or root-rotted in the last couple/three months in:

Valley of Lynanyn
Beasts' Domain
Erillion, City of Bronze
Pillars of Alra
Windsong Sanctuary
Shard's Landing
Breeding Grounds
Chelsith Reborn
Evantil the Vile Oak
Grelleth's Palace
Plane of Shadow
Valley of King Xorbb
Ethernere Tainted West Karana
Neriak Fourth Gate

I'd venture to say there are more zones with plenty of non-summoners, I just haven't had the time to check them out. As a kiter I favor zones with some "room to run" and all of the above meet that requirement, with the possible exception of Neriak.

I'm always boggled by players who contend the game is doomed but continue to log in and play every day...

Re "on rails", it's only constrained to the extent that you let yourself get constrained IMO. Read some serious class forums and you can become astounded at how cleverly players play "outside the box" (or rails, as it were) and obtain great benefits by doing so.



Edited, Jun 15th 2014 7:49am by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
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Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#34 Jun 14 2014 at 7:49 PM Rating: Excellent
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Sippin wrote:
Now... anyone got any interesting anecdotes about being summoned?

Too many memories of playing my bard and getting summoned during a raid wipe. Mash the Deftdance hotkey and immediately get the "YOU have died!"

Then, to rub salt in the wound, respawn in Plane of Knowledge or wherever and immediately see "Jophiel begins to dance about nimbly!" and my discipline burned for the next hour Smiley: mad
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Wow. Regular ol' Joph fan club in here.
#35 Jun 16 2014 at 8:51 AM Rating: Decent
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Jophiel wrote:
I'd check and see if the level 50+ mobs in Permafrost and Sol B summon since those would be the most likely Old World contenders. Djarn, Tranix and Skarlon don't say they summon in their Bestiary entries (I didn't read through the comments). I know the Allizesaur doesn't summon because I used to kite her for gems when I was bored.


Just recently was in here and Skarlon and Tranix did not summon....as I accidently fled from one into another...Smiley: glare Smiley: oyvey Smiley: dubious Smiley: laugh
#36 Jun 16 2014 at 4:07 PM Rating: Excellent
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We used the summoning mobs in the Hole to do my enchanters epic kill there with just an underpowered necro and said enchanter.

They'd summoning my brother's necro up and he would feign. I was intentionally dead so he revived me to him. This was after numerous failed attempts to break the zone and skip past the mix of see undead/see invis mobs.

So summoning mobs saved the day, that one time.

Funniest part was how silly easy the actual chanter kill mob was.

#37 Jun 16 2014 at 7:19 PM Rating: Good
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The Prince is the easiest of the 3 royals, aye. Altho, IIRC he could BLIND which could be disastrous if he blinded the main tank.

Chardok has so many great memories for me, especially doing the cleric epic (King) and warrior epic (Queen.) Our guild raiders would move a group to the corridor right outside the King's room and then CoHero the rest of the raiders invis'd. Back then there was no "guaranteed" invis spell and there were a couple of wanderers in that corridor so we'd be summoning the raiders invis'd and then praying nobody's invis would drop before we were ready for battle. The Sarnak mobs were tough but they also ran like crazy when low on HPs and back then at the levels we'd do these raids they were also very resistant so no guarantee that we could land root or snare on them. If a Sarnak got away and ran up into the castle the train that would follow would be "epic" indeed---more than suitable to wipe out raiders pursuing epic quests!

If a player's invis dropped in the middle of the summoning process the better part of discretion was to let them die but obviously many of the raiders felt this was dishonorable on the part of the guild so we'd engage and if we weren't in sufficient numbers for the fight this could often lead to a complete wipeout. Corpse recoveries that deep inside Chardok... well it doesn't bear speaking of. Smiley: eek

Honestly, players who started the game in the last few years have no idea of what they've missed. Not trying to be a wiseass just telling it like it is... or was.



Edited, Jun 17th 2014 9:40am by Sippin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#38 Jun 16 2014 at 7:57 PM Rating: Excellent
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Pretty sure you're thinking of Chardok there, not the Hole Smiley: grin
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#39 Jun 17 2014 at 4:47 AM Rating: Good
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That's what I said! Smiley: grinSmiley: grin
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#40 Jun 17 2014 at 7:26 AM Rating: Decent
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Sippin wrote:
The Prince is the easiest of the 3 royals, aye. Altho, IIRC he could BLIND which could be disastrous if he blinded the main tank.

Chardok has so many great memories for me, especially doing the cleric epic (King) and warrior epic (Queen.) Our guild raiders would move a group to the corridor right outside the King's room and then CoHero the rest of the raiders invis'd. Back then there was no "guaranteed" invis spell and there were a couple of wanderers in that corridor so we'd be summoning the raiders invis'd and then praying nobody's invis would drop before we were ready for battle. The Sarnak mobs were tough but they also ran like crazy when low on HPs and back then at the levels we'd do these raids they were also very resistant so no guarantee that we could land root or snare on them. If a Sarnak got away and ran up into the castle the train that would follow would be "epic" indeed---more than suitable to wipe out raiders pursuing epic quests!

If a player's invis dropped in the middle of the summoning process the better part of discretion was to let them die but obviously many of the raiders felt this was dishonorable on the part of the guild so we'd engage and if we weren't in sufficient numbers for the fight this could often lead to a complete wipeout. Corpse recoveries that deep inside The Hole... well it doesn't bear speaking of. Smiley: eek

Honestly, players who started the game in the last few years have no idea of what they've missed. Not trying to be a wiseass just telling it like it is... or was.



Edited, Jun 16th 2014 9:23pm by Sippin

Edited, Jun 17th 2014 6:47am by Sippin



I went down to that room with my 2 65's and 2 mercs, just to say I did that room, and the totally lost track of the grey Sarnaks...so right at how big the train got!!!!!!!!!.....Smiley: yikes
#41 Jun 29 2014 at 5:31 PM Rating: Decent
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Sippin wrote:

Raiders won't abandon their mains and spend all their time pharming lowbie zones with their lowbie alts unless it was made easier to acquire drops that way than to raid
Edited, Jun 13th 2014 9:29pm by Sippin


Furthermore, extended use of lowbie alts makes them NOT lowbie alts anymore.
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