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If they let You make the "ruleset" what would you do?Follow

#27 Sep 18 2015 at 4:16 PM Rating: Excellent
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I think the plate upgrade path for Luclin went:
Level 17: Netherbian Chitin
??? Farm Validus Custodus stuff in Katta ???
Level 50: Captain Caveman plate drops from Umbral Plains

Only a slight exaggeration. I guess there was the Acrylia Breastplate from the Primalist in AC. I might be forgetting some stuff -- I was smart and played a cloth class. Curiously, for there being no native arcane casters on Luclin, +INT stuff was pretty easy to find.
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#28 Sep 19 2015 at 11:47 AM Rating: Excellent
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The lack of good plate wasn't so bad because we always had full, well balanced teams - which meant we had the power to dungeon crawl even if our gear was subpar. We usually had enough people online for two groups of 4 or 5 people, so that made things even more fun. The main problem was not wasting time getting everyone to our camps.

I really don't remember where all the armor bits and pieces came from. I cheated on a few slots, the Kaladim newbie armor Paladin ram horn helm is simply awesome looking and couldn't pass it up. Most people in the guild never cheated on that sort of stuff - and suffered through the process with grim resolve. heh

We farmed the heck out of Acrylia Caverns, we lived at the vampire castle in Tenebrous, and did a few mini-boss cave raids in UP.

edit: I forgot to mention we had the benefit of level 1 and 2 AOE fellowship campfires which in our case meant a scaling mana pool buff.

Edited, Sep 19th 2015 12:49pm by Trappin
#29 Sep 20 2015 at 2:11 AM Rating: Excellent

If I got to make a server ruleset, I'd stop at GoD, I think. After that, they started going crazy with instancing raids. Instancing XP zones is one thing but instancing raids just seems.....wrong to me. But since GoD was an abortion of an expansion, I'd probably go EQMac style and stop at PoP (with no instanced PoTime). If instancing could be stripped away relatively easily, I'd go up to SoF. Or just simply a 'no instanced raids' ruleset that includes all expansions (not likely possible since many raids don't exist in the world natively).

I guess I'm a bit hardcore old school in believing that the high end is not meant to be for everyone just for logging in. I liked spawn racing because it was a form of natural selection (the quick & the dead). Guilds would implode due to inability to progress and the fault for that fell right on the guild's so-called "leaders". Recruiting the wrong people (class, demeanor, or playstyle wise) could cause a guild to be stuck in the mud. I remember being on both sides of spawn competition. Wiping to Zlandicar and then a competing guild killing him on top of our corpses (and then doing the same thing to the same guild weeks later on Zland and Klandicar and Sontalak - rezzing their clerics after loot was done). Nowadays, there's no sense of urgency to raiding so people can drag *** from one instance to another with ease.
#30 Sep 20 2015 at 5:55 AM Rating: Good
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Remianen wrote:

If I got to make a server ruleset, I'd stop at GoD, I think. After that, they started going crazy with instancing raids. Instancing XP zones is one thing but instancing raids just seems.....wrong to me. But since GoD was an abortion of an expansion, I'd probably go EQMac style and stop at PoP (with no instanced PoTime). If instancing could be stripped away relatively easily, I'd go up to SoF. Or just simply a 'no instanced raids' ruleset that includes all expansions (not likely possible since many raids don't exist in the world natively).
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"No instance server" is a really interesting concept. I think some people would really enjoy that... possibly better as a pvp server too?

Totally not my thing... but I could see a group of people really liking it. As long as there was competitive guilds. Could work as a race to unlock progression server. Maybe work best if you added a "underlevelled" component to it... so you have to beat the raids 10 levels below the historic cap for that raid or something.

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Moving forward in the live game, I wish the devs would make a non-instanced "group" level version of every zone. Some of these would go live the same time as the raid versions (I'd do different difficulty in the raid versions too). Think alternate flagging and giving future raiders a peek at the content.

Most I would not put out (the noninstanced) while the raids are current endgame, but rather release later when the the storyline/drops/keys and such are still needed for progression but the top of the game has moved on. Historical precedence is simple: Old Sebilis became a group then solo then farm zone simply by level increases. This took years worth of expacs. Much of the GoD and later stuff would need script changes or the ability to login them as a group to work.

Then there is things like LDoN that would just be so good if they strung all the maps of a theme together into old-school crawl dungeons
#31 Sep 20 2015 at 9:04 AM Rating: Excellent
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I've said before that I was blessed to be in EQ during a golden period where I was old enough to stay up as long as I liked and had a job with flexible hours but wasn't yet responsible for multiple mouths to feed, a mortgage, etc. Back then, I could see the "fun" in racing spawns and spending hours upon hours at a raid. These days, that would be a non-starter for me -- I just have too much grown-up stuff going on to be staying up until 3am to race to Skyfire to try and get a cleric his epic.

I could see the attraction of it and I'm sure there's people who'd play it (as seen by the competitive guilds on progression servers), I just wouldn't be one of them. Of course, if it was a "real" classic server in the EQMac sense, I might play on it and be one of the peons in Oasis while you guys brag about your phat lewts in /shout Smiley: wink2
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#32 Sep 20 2015 at 11:26 AM Rating: Excellent
snailish wrote:
"No instance server" is a really interesting concept. I think some people would really enjoy that... possibly better as a pvp server too?


Nah, I'm not a fan of EQ PvP. I believe in order for PvP to work well, the game has to be designed around it from the very beginning. So games like EVE, DAoC, and to a lesser extent, AO do it very well while most other games just tack in on as an alternative to PvE.

Jophiel wrote:
I've said before that I was blessed to be in EQ during a golden period where I was old enough to stay up as long as I liked and had a job with flexible hours but wasn't yet responsible for multiple mouths to feed, a mortgage, etc. Back then, I could see the "fun" in racing spawns and spending hours upon hours at a raid. These days, that would be a non-starter for me -- I just have too much grown-up stuff going on to be staying up until 3am to race to Skyfire to try and get a cleric his epic.

I could see the attraction of it and I'm sure there's people who'd play it (as seen by the competitive guilds on progression servers), I just wouldn't be one of them. Of course, if it was a "real" classic server in the EQMac sense, I might play on it and be one of the peons in Oasis while you guys brag about your phat lewts in /shout Smiley: wink2


I can totally understand that. It's the primary reason MMOs have gotten less and less time intensive over the years. I'm in that weird topsy-turvy situation where I actually have a better job with a more flexible schedule than I had back then. Thanks to the internet, I don't even have a commute anymore and working from home allows me to pick up various side jobs that I do alongside my main job. So, at the height of my EQ madness, I'd play from 6pm to 6am and then go to work, now the 'go to work' part doesn't factor in and I can play (in a diminished capacity) as much as I want. And I spent most of my EQ "career" in midtier guilds, and that's my preference. I did spend several months in the top guild on the server but I left because it was basically like what would come later (instanced raids). There was no competition (the #2 guild was a full expansion behind) and that's boring to me. So no bragging about loot in /shout or /ooc for me (unless you wanted to be PWNED by someone from the top guild smashing your "accomplishment" with something REALLY uber).

I stopped at SOF level because that was when the game seemed intent on killing the midtier guilds. Group gear was SO much better than the raid gear (or even just functionally equivalent) that came before it that there was no real reason to raid unless you were raiding current content. One expansion doing that wouldn't hurt very much (it would give midtier guilds a leg up on those few encounters still worth doing, like Two Gods). But after SoF, every single expansion just raised the bar and made everything more than one expansion before it largely obsolete. But that's where instancing came in to balance the scales. With 'lockout upon success', you could bang your head against an encounter until you finally beat it, safe in your little bubble without outside interference. Plus, there were A LOT of great features released between PoP and SoF (OOC regen, for one).

I truly miss the days when there were multiple guilds consuming content at all expansion levels. The Kunark level guilds gearing up for VP and Velious and the Velious guilds breaking into Luclin and so on. In that time, there truly was something for everyone since most playstyles and commitment/aspiration levels were covered by one guild or another.

Edited, Sep 20th 2015 1:27pm by Remianen
#33 Sep 20 2015 at 11:30 AM Rating: Excellent
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Interesting how in the last couple of expansions they've done exactly what suggested above, (pretty much) introduced zones which could be visited both for grouping and raiding. These are instances, however. I've actually watched some raid events posted on Youtube in order to learn the basics to tackle the group version of the same instance. One case in point is Saving Jacyll. While the raid is, of course, much tougher, the basic mechanics are the same and the layout of the zone is identical.

Unfortunately, I doubt they'd ever go back to raiding being in open zones, adding the burden of inter-guild competition to the challenge of the raid encounter itself, because most players won't tolerate this much time and effort in a raid. It's the whole "Care Bear" mentality in MMORPG's today. The irony is players will go back and start over on a Progression server, investing a lot of time and effort into advancing their toons thru low levels. But this is a short-term phenomenon, I think. This explains why bazaar prices for kronos soared for a while right after the new progression servers went live, but then gradually declined until now, if anything, they're cheaper than they were before. The reason is new players came back excited about the new servers but they burned out relatively quickly and when they left not only did this reduce demand for kronos but some of these departing returnees dumped their kronos into the market just to get rid of them.
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#34 Sep 20 2015 at 3:20 PM Rating: Excellent
Rukkuss wrote:
I must have missed this server "Mayong server which was the level 51 with 50 AA headstart server".Smiley: frown. When was that out? that's the kind of server i can get into, bypass all the trivial junk and get right into the meat. Now granted yeah there is a nostalgic feeling when grinding up to your goals and I have only done a handful of times as you see by my sig. but I have more toons not listed as well that I have grinded up into the 50's(etc etc)from scratch as I am sure most everyone else has. But if they came out with that kind of server say starting in the Kunark era or Velious i am on board 2 gold accounts they would get.


Being someone who started out on Mayong, the server opened on June 30, 2009. It was merged into Tunare a year later.
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#35 Sep 20 2015 at 3:26 PM Rating: Excellent
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How about a server with everyone starting at 105, max AA's, max skills and the best gear available. That would eliminate every sort of grind and players could focus on the "fun stuff."

Hmmm... WHAT exactly would that BE?? Smiley: laugh
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#36 Sep 20 2015 at 3:55 PM Rating: Excellent
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Soloing old raid mobs, obviously Smiley: grin
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#37 Sep 21 2015 at 4:43 PM Rating: Good
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Remianen wrote:
I guess I'm a bit hardcore old school in believing that the high end is not meant to be for everyone just for logging in. I liked spawn racing because it was a form of natural selection (the quick & the dead). Guilds would implode due to inability to progress and the fault for that fell right on the guild's so-called "leaders". Recruiting the wrong people (class, demeanor, or playstyle wise) could cause a guild to be stuck in the mud. I remember being on both sides of spawn competition. Wiping to Zlandicar and then a competing guild killing him on top of our corpses (and then doing the same thing to the same guild weeks later on Zland and Klandicar and Sontalak - rezzing their clerics after loot was done). Nowadays, there's no sense of urgency to raiding so people can drag *** from one instance to another with ease.


On the one hand, this was the way things were "back in the day", and that was a period when EQ was really really fun. And, as you mentioned, this worked because there was sufficient progression in raid difficulty, that each guild was working in their "area", through that progression (especially around the Luclin/PoP era). The problem, however, was that the natural selection wasn't as fair as one might think. Basically, it really penalized players who lived on the west coast vs east coast. Due to the way spawn timers worked, east coast guilds could basically ensure that they were the only guilds that mattered, or could compete within any given area. I know the pain of having to log in at 4-5AM on a Saturday just to have a shot at a raid target that spawned that day/time. It sucked. Even when I was younger and had more flexible hours it was difficult, and I'd never have been able to join a hard core raid guild. Today? Totally would not happen at all. Even in a more casual guild. I mean, they'd let me join, but I'd miss 90% of the raids.

Weekday raids have to start before folks on the west coast get out of work. Weekend raids have to start very early for folks on the west coast. So in this case, I actually prefer instanced raiding. It means that every guild can do whatever raids they are physically capable of handling, not just what content happens to be up at a time frame when they can get their members assembled and ready. I actually think that instanced content solves a lot of problems, and only creates a problem if you are hyper competitive. I don't feel like my accomplishments are diminished if someone else has done the same thing (or something more uber). But for some, that's not the case.
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#38 Sep 21 2015 at 5:35 PM Rating: Excellent
gbaji wrote:
On the one hand, this was the way things were "back in the day", and that was a period when EQ was really really fun. And, as you mentioned, this worked because there was sufficient progression in raid difficulty, that each guild was working in their "area", through that progression (especially around the Luclin/PoP era). The problem, however, was that the natural selection wasn't as fair as one might think. Basically, it really penalized players who lived on the west coast vs east coast. Due to the way spawn timers worked, east coast guilds could basically ensure that they were the only guilds that mattered, or could compete within any given area. I know the pain of having to log in at 4-5AM on a Saturday just to have a shot at a raid target that spawned that day/time. It sucked. Even when I was younger and had more flexible hours it was difficult, and I'd never have been able to join a hard core raid guild. Today? Totally would not happen at all. Even in a more casual guild. I mean, they'd let me join, but I'd miss 90% of the raids.


Understandable and why guild recruiting officers can be key. Having been in leadership of a guild with a similar situation, I valued our PST people for their ability to extend our raid window. When the East Coasters tucker out, the West Side folks are just getting warmed up. For those of us who were timezone agnostic, that gave us the best of both worlds. I recall a few times where the East Coast members complained because we got lucky and managed to find Burrower and most of the big named in Ssra (High Priest, Creator, Cursed cycle) up after the East Coasters logged off for the night. With the way spawn timers worked, that wasn't all that uncommon. I believed then (and still believe now) that time zone issues only exist for the unimaginative. Heck, we even had 16 people from Australia inguild. The combination of timezone and work hours (not everyone is a 9to5er) allowed us to be extremely flexible and it let us hit more targets. Like:

Raids start at 7pm (EST). Around 9-10pm, the West Coast folks pile on. Within an hour after that, the East Coast folks are logging out. With enough targets available, we could be raiding until 3am (again, EST) because of our timezone balance (while our competing guilds are either quitting or just getting started at 10pm). We also had a window of about two hours where we'd have our full raid force available, so we could try new encounters.

It had nothing to do with epeen waving either. For me, it was all about hustling (or, in more common parlance, making the most of any given situation). We were never going to be cutting edge but we could be the best possible group at our tier of progression. The people who played more got more (as it should be) but everyone could advance without sacrificing other areas of their lives. Even when we were breaking into Vex Thal and wiping in early PoP, we were still doing Kael and ToV and Sleepers because folks still needed stuff from there.

Trust me, I understand what you're saying. For several years, I played on Torvonnilous where a Euro guild competed with and then flat out passed us in progression before eventually imploding (many of their top people either ebayed or moved to Antonious Bayle). I know many people in other guilds who complained about timezones being unfair to them (some of them I poached for our guild, of course). I also understand how instanced raids just come with a level of convenience that works for the vast majority of people playing nowadays. I get it, that ship has sailed. I also don't think I'd ever be as relentlessly hardcore now as I was back then (20+ active accounts? Hell no!). But when I thought about why I don't raid in EQ anymore (despite the fact that I very easily could), I came down with the "it's not fun" conclusion. And the 'why' got me to this whole idea.
#39 Sep 21 2015 at 6:56 PM Rating: Good
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Sippin wrote:
How about a server with everyone starting at 105, max AA's, max skills and the best gear available. That would eliminate every sort of grind and players could focus on the "fun stuff."

Hmmm... WHAT exactly would that BE?? Smiley: laugh



They could do what you say pretty easily right before a planned level-increase expac. That would make it the "Bleeding Edge Ready" server and would pretty much guarantee too many people in the core zones at primetime... including anything older that still gave xp. Since characters couldn't start below level 105 (or wherever this was started) there'd be no lowbies so the only reason to do much of the old content would be trophy hunting. So really the only people that play there should be those wanting a fresh start or re-entry into the endgame without the legacy of the old servers, or work of catching up. You know... this could actually hold a population --even if it was a sub-only server for 6 months then going ftp.


What to do with such a server when the next level-increase comes along though... I suppose it would depend on the population viability. It might be the kind of thing that could just be redone every 3-5 years.

-----

A suggest a more sadistic take on it though, the "Castaway" server: Maxed in everything but naked. Spawn at the Gunthak Lighthouse, which is also your default spawn point & home city.
#40 Sep 22 2015 at 11:47 AM Rating: Excellent

That's actually what Stormhammer turned out to be. Before the server's launch, you had five or six uberguilds preformed and ready to roll (Township Rebellion, Leviathan, etc). The server was top heavy to the extreme. It wasn't until months later that it became the character laundering server of choice. But throughout its life, it was about as top heavy as you could get. Even the guilds behind TR could've been the top guild on most regular servers.
#41 Oct 05 2015 at 12:54 PM Rating: Excellent
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Back in the day when I was Admin underling on a text MUD, one of the coders got the idea to allow players who had maxed out their level to start over as a dual-classed character. So, say you're a 100th level Mage, you can start back at level 1 as, say, a Mage/Rogue. This may not always have made sense from a Lore/RP perspective, but it did give bored players a chance to take their beloved characters back through old low-level content and still gain something in return. We kept the dual-classed players from being too uber by limiting their original class abilities to their new nominal level and giving them an experience penalty.

I don't know that such an idea would be feasible with EQ. So many of the classes are already hybrids to begin with. But it did give some life to a stagnating MUD. Of course, then EQ hit the scene and eventually the MUD emptied out.

So, I don't have a suggestion at the moment, but I appreciate how modifying the rules can be an effective way to make things fresh.
#42 Oct 05 2015 at 3:33 PM Rating: Excellent
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It's a cool idea. I seem to remember some concept floated for EQNext where you could port over your EQ main somehow to EQNext and at least keep the connection thru that. I can't recall the details, though.

In EQ itself, I doubt anyone would want to sacrifice a carefully nurtured max toon just to be transform into a dual-class which would have to start over, with an XP penalty yet. Most people bored with their main just start playing alts until a new xpac allows them to work again on their main. Right?
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#43 Oct 05 2015 at 6:23 PM Rating: Excellent
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Sippin wrote:
It's a cool idea. I seem to remember some concept floated for EQNext where you could port over your EQ main somehow to EQNext and at least keep the connection thru that. I can't recall the details, though.

In EQ itself, I doubt anyone would want to sacrifice a carefully nurtured max toon just to be transform into a dual-class which would have to start over, with an XP penalty yet. Most people bored with their main just start playing alts until a new xpac allows them to work again on their main. Right?



I love the dual-class idea.

I absolutely would dust off my ancient enchanter main to multiclass him. I don't know that making a higher level character learn to be a rogue (or whatever) at low level makes sense though. I like to think of a character's story as a growing thing... so "In the 90th season, a master of his arts. Enchanter Jojobirdyippee enlisted in the Rogues of the White Rose in which he learned many useful tricks."


I envision a thing where they give you a new hotbar that is 5 gems big (similar to the potion bar). The multiclassed AA abilities could only hotkey onto these (possibly including the passive ones). This would allow balance --especially if allowed to multiclass in several classes. It would be interesting to see what made actual sense to allow other classes to learn. Enchanter is a good example: crowed control has already been farmed out way too much... if chanter buffs and/or charming could be multiclass learned by anybody I think it risks killing the class.

Possibly some classes are more natural blends (i.e. chanter-necro, wiz-mage, war-sk/pally) so maybe what you can multiclass is very specific to your parent class.
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