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My suggestions that may improve EQ IIFollow

#1 Jul 18 2005 at 4:22 AM Rating: Default
Suggestions for improving Everquest II

Monday, July 18, 2005

Authored by:

Elodarian, Ranger of Tunare
Guardians of Veeshan
Veeshan Server
66 Archer Trials, Retired

Argentfury, Berzerker of Mithanial Marr
Guardians of Veeshan
Befallen Server
26th Axe & 25th Weaponsmith
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While I am sure that many people have thought of this before I haven’t seen it posted. I am asking for intelligent, reasonable commentary about the following.
Below I will be enumerating three topics that in my opinion will improve the game. Unfortunately, I have tried and tried to find flaws in my ideas and I guess personal bias prevents me from seeing them. As I stated above, I am hoping you kind people will enlighten me.

Harvesting of nodes:
When I target a node I receive a targeting ring around it. It always shows the node’s health at 100%. I was thinking that perhaps they could list the node’s health reduced by the number of harvests left in it. I.E. 100% = 3 items to harvest, 66% = 2 etc… I know it seems trivial but if I was doing one of the big harvest quests I don’t want to waste time running through some nasty mobs to get to a one-harvest node.
Perhaps this could be something the DEVS could include as an optional setting, thereby not forcing an unwanted change on others. I know it would be a nice improvement in my opinion.

Crafting Writs:
When you have achieved 10th level Artisan and select a specific class you can go to a society in your city relating to your class tree. You can get a crafting writ appropriate to your field but it always asks you to create X number of {_BLANK_} shaped items. What I mean is the second bar of success in crafting.
If you create the item as Crude, Pristine or Regular you don’t get credit for the quest. I understand setting a minimum requirement, but WHY penalize someone for striving to achieve a higher success? Why can’t the DEVS change it to work with regular and pristine? As I said, I can see not getting credit for a crude success. Perhaps if they awarded a MINOR increase in status or money (I would more readily support a status increase, there’s too much cash given as it is) for each level above the requirement?
The other benefit of this would be people leveling more quickly doing these quests. I have yet to see one of these quests not are at least blue in difficulty. When you craft these items to pristine you get about 3-4.5% more experience.
If nothing else, then allow turning in higher quality items so we would have more of an incentive to craft pristines. I know people will say “Just fulfill the quest and start another one!”. But doing it that way seems to me to waste the possible EXP.

Bazaar settings:
In Everquest I bazaar you used to be able to set a price for items that was stocked in large quantities and that price would apply to all of that item type. Elodarian was a Master Fletcher and I routinely crafted 400-500 arrows at a time. If you had to set a price for each stack I would have gone mad!
I know that it was stored in a small text file on my UI… I know this because after a HD crash I had to re-install everything and lost all my UI’s. What a PITA…
How hard would it be to replicate that code into EQ II?
My broker in EQ II typically has at least 40-200 various raw materials for sale at any given time. That and the excess Tempers I made while crafting weapons. Anyone else sees this as possible game improvements please feel free to sound off.

BTW: I am really hoping you DEVS read this and comment on it


Edited, Mon Jul 18 05:21:25 2005 by Elodarian
#2 Jul 18 2005 at 7:25 AM Rating: Decent
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1,246 posts
You'd have a far greater chance of this being seen by the developers if you posted it on the OS Smiley: smile
#3 Jul 18 2005 at 12:22 PM Rating: Default
I would have posted on the Everquest2.com Forum but ever since SOE introduced the "Combat Upgrade" for SWG I was banned form their forums...

/sigh...
Thats why I have posted here, because many of the people here are exceptionally well versed in the game.
It is their insight that I seek!
#4 Jul 18 2005 at 1:12 PM Rating: Decent
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801 posts
Overall, I think the holdup on these things is that they aren't technically "broken", which moves them to a lower spot on the "to-do" list for the devs. Tradeskills weren't finished at release, they have changed a lot and still need work, so I imagine there's a lot of high priority stuff taking up their time.

Nodes: Used to be nodes would allow you three attempts at harvesting, success or fail. They recently changed it to 3 guaranteed harvests. When it was 3 attempts you couldn't really indicate how many items were left to harvest.

Writs: This is a well known gripe in the tradeskill community - they'll probably change them to allow regular and pristine when they get around to it.

Pricing: See above, though I haven't heard the gripe.
#5 Jul 30 2005 at 1:20 AM Rating: Default
Anyone heard if they're making plans for the EQ2 birthday??
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